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Shisui susano'o/ Ashura/Indra


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  • Registered: 2020-05-14
  • Topics: 16
  • Posts: 49
On 2022-05-25 01:55:56Show this Author OnlyAscending Order
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Hello, I am curious to see what peoples thoughts are on these 3 characters at this stage in the game, keep in mind I am referring to shisui at 3 stars as his breaks and the price point to get them would make this comparison moot.

I have never used them, I do not know anyone with them so these are my thoughts based purely on the skill descriptions and messing around with some team ideas on konoha proxy

shisui- probably the "safest" option, needs his breaks to be possibly the pinnacle "carry" character, but even at 3 stars his skillset sounds like he is still likely to be a dependable character. Although I can't quite see why he is so expensive when shisui kimono is comparable in almost every regard.

Indra- from my perspective seems to be the "weakest" of the 3. No immunity, no debuff removal/reverse/cancel so he is less versatile as teams will need to take into account a way to support him. Is most likely to be pos 1 or 2 character and he reduces his own dodge by 90% before his first action, so depending on initiative and placement his dodge is likely to only ever be used once per round, i think?

Asura- very meh. Undodgeable interrupt is nice, but there are much cheaper options who can do this and a lot of them have some form of cd reduction so they can hit more consistently than asura.

His buffs that can stack after defeat are nice, but there are plenty of characters with stronger buffs, so really that passive will only come into its own in specific, drawn out matches.

Am I missing something? are the skill translations wrong? maybe im just an idiot? regardless I am curious to see what others think and what people more experienced than myself have to say.

Thank you

This post was last edited by IQuit on 2022-05-25 01:55:57.
  • Registered: 2023-01-18
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On 2023-01-19 04:36:07Show this Author Only
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  • Registered: 2022-05-15
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On 2022-05-31 15:08:24Show this Author Only
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  • Registered: 2020-05-14
  • Topics: 16
  • Posts: 49
On 2022-05-28 02:55:14Show this Author Only

Update v2:

I first asked about shisuis passive 2 Y ability. It is the same as the expensive pain, when hit by a debuff they cancel it and get an extra standard attack. up to 5 a round for shisui and 10 for pain. I noticed a lot of times this didnt work with lightning main players. I thought I had it figured out and that root of warrior was the cause. That root of warrior applying to shisui meant shisuis passive wasnt technically cancelling debuffs so he did not get extra attacks

But now I have seen some shisui + lighting main root teams in 3vs3 and the results are very mixed. Sometimes shisui gets extra attacks, sometimes he doesn't. I dont know why.

The most succint example I can give is Fu. Her standard attack causes sleep, if shisui does not dodge and that hits him he does not get another attack but if Fu's mystery, which also causes sleep hits shisui, then he does

Also, I am not assuming things here, I am only taking in to account the people I know are running the Y and not +2 break and there is no consistency. Am I missing something here or is that passive broken?

This post was last edited by IQuit on 2022-06-01 18:50:07.
  • Registered: 2017-07-24
  • Topics: 4
  • Posts: 70
On 2022-05-25 12:38:11Show this Author Only

I would look at performance, not the "on paper" rating...

Shisui *3- I've seen some people pull some pretty crazy things with this. Saw *once* someone beat an equal power Obito 10T BT, but again ONCE. He is decent as a starter/mid attacker, pos 1-2.(Biggest oof is I don't think he has self healing with attacks.)

Indra- He can be annoying AF, especially for ppl that need healing to scale. His passives are nice, but he is more meant to be pos 2-4, so depending on server, he could just not last long enough to help you out.

Asura-He made a bit of a come back due to Shisui BT, and Rinne Deidara, but he is mid as a support. Nice thing about his power, is he only needs to last until round 2 for his passive to activate (chase one). However, of all of these, (to me) he is the least terrifying.

For the Otsutsuki brothers, I would recommend having a good Pos 1. If you have the pack from Tsuku, I am assuming you have Orochimaru, and he pairs great with Indra. If it's from Sakura, I am also assuming you have orochimaru from fuku, so there is always that pair... they might work as pos 1-2 depending on server ofc.

  • Registered: 2020-10-17
  • Topics: 1
  • Posts: 160
On 2022-05-24 23:55:00Show this Author Only

Shisui: Immune to high/low float, repulse, and knockdown. Mystery is great, unmissable and suppresses super armor, c*so lock an enemy ninja's skill to 2 rounds (lasts until the end of the next round). Standard attack is okay, ignores some defense and resistance. Chase is good, can interrupt and scales himself with attack and ninjutsu 12% (can chase 2 times each round). Passive 1 is good, every even rounds he can grant himself and another ninja explosive (immunity to debuff and 5% initiative), also increases his own chases by 2 until the end of the round. Passive 2 is good, can rebound 2 debuffs that he receives also the attacking ninja will have their critical hit reduced by 50% (lasts until end of round and cannot stack). Overall the best even at 3 stars out of these three ninjas. Cannot be compared when 4 stars, full breakthroughs.

Indra: Has no immunity. Good mystery that suppresses immunity, interrupts, and causes anxiety. Standard can cause irremovable paralysis. Chase is a variable but really good depending on whether you can activate it, causes irremovable ignition. Passive 1 is okay if you have less initiative than your opponent, so should be pos 2-3 nin. Passive 2 is pretty good, does heavy damage to 1 enemy ninja in the front row (plus any ninjas that have ignition) and whoever attacks him will get irremovable ignition. Overall good ninja but does not have immunity which is a shame.

Ashura: Immune to debuffs. Good mystery that is unmissable and interrupts also gives enfeeble and suppresses immunity to debuffs to a selected ninja however only lasts until the end of that round (Cooldown is 3 rounds, unfortunately). Standard is good, reduces defense and resistance by 8%, and causes low float. Chase is good, causes immobile with a max chase of 5 (increases by 1 every round). Passive 1 is good if you can trigger his chases, however, you cannot get 100% dodge because his dodge percent is decreased by 10 each round, also when he dodges an attack, deals up to 15% of his missing health to the attacking ninja. Passive 2, buff is variable as you need your ninjas to be hit in order to increase ninjutsu and attack by 15% (these increase reset at beginning of the next round). Overall okay ninja, scaling is not that op.

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