Everything from jjk help tutorial, in one place. Open a section, then a topic. Prefer to watch? See the video guides.
Cards: collect characters, build a team and upgrade it through battles. Techniques: fight bosses yourself, learn techniques and spend stat points. Each path has its own combat progression. Quests, rewards, trading and guilds give you more to work towards along the way.
jjk pull → jjk cft → jjk cf to start with cardsjjk use starter cache opens your starter items for the technique pathjjk quests tracks quests; choose a topic below for its next stepsLevi's Invitation gives you an SSR card for opening the card index, winning six card fights and pulling five cards. Track it in jjk quests.
Use slash commands or text shortcuts with your server's prefix (usually jjk). Some shortcuts and subcommands are text-only. Command Info explains a command's arguments, aliases and available slash version.
jjk prefix lists every command there isjjk commandinfo <command> explains one command and how to use itjjk profile shows your accountjjk settings changes how the bot behaves for youjjk tutorial cards and jjk tutorial techniques are the long form guidesCards are collectible characters with their own stats, abilities and upgrade paths. Level them in battles, evolve eligible cards with materials, and use duplicates for Ascension. Card View brings a card's kit, equipment and upgrades together.
You collect character cards, put three of them on a team, and send that team into fights. Your grade, your techniques and your stat points do nothing here, and nothing you do here raises your grade.
This is the larger half of the bot. Almost every mode is attached to it.
The same character can appear on several cards with different abilities. Open Card Abilities below to learn how those cards can work differently in battle.
/card pull single to collect cardsjjk cft to build a team out of themjjk cf to fight and level that teamjjk cview <name> to see one card in fullPull, build, fight, upgrade. Everything else is a variation on that.
jjk pull collects cards; jjk banner shows banner costs, rates and pityjjk collection browses your cards; jjk cview <name> opens one in detailjjk evolve upgrades a card's form; jjk ascend merges duplicatesjjk prestige <card> checks requirements to reset its level for a higher capjjk ci previews unowned cards and their evolution pathsjjk tutorial cards covers pulls, teams, gear, upgrades and battles in more detailCard Pulls: spend available pulls to collect random cards, with chances to receive fragments too. Multipull uses several available pulls at once. Check your cooldown for the next reset. Banners use their own currencies, costs, rates and pity, separate from regular pulls.
Character Fragments summon their named character or accessory once you collect the required amount. Rarity Fragments are used in eligible card evolutions; 8 SSR Fragments can also summon a random pullable SSR. ASSR Fragments let you choose a card from the current featured SSR pool for 8 fragments.
Sacred Card Fragments make an owned card of the matching rarity Sacred, permanently granting +15% to all stats and EXP gain. They are separate from ordinary Rarity Fragments, and a card can only be made Sacred once.
/card pull single spends one available pull, and jjk mpull spends several at once. Pulls refresh every 6 hours, and jjk cooldown tells you when.
Voting for the bot resets your pull cooldown, which is the cheapest upgrade available to you.
/banner is the summon hub. Each banner page shows its own currency, cost, rates and pity, and banners are entirely separate from your regular pulls.
This one spends Whispers and pays out Recollections rather than cards. Whispers come from card fights, dailies and general rewards.
jjk bal shows every currency you are holding, and /card index lets you browse cards you do not own yet so you know what you are chasing.
jjk pull collects one card; jjk mpull pulls several at oncejjk cooldown checks your pull reset; jjk banner shows each banner's costs, rates and pityjjk finv shows your fragments; jjk lookup <fragment> checks a fragment's details and sourcesjjk summon <character> spends the required Character Fragments to claim that summonjjk summon ssr spends 8 SSR Fragments for a random pullable SSRjjk summon assr <name> spends 8 ASSR Fragments on a featured SSR; jjk featured shows the current choicesjjk evolve shows eligible evolutions and their material requirementsjjk cview <name> → Use Item to apply a matching Sacred Card FragmentAbilities determine what a card does in battle. Read each ability's conditions, targets, effects and cooldowns. The same character can have several cards with different abilities. Each card can use that character's powers in a different way, even if the cards show the same form or fight. Compare their abilities to find the card that suits your team.
Check what activates the ability, which cards it affects and what it does. Then check its limits, such as a cooldown, duration or number of uses. Some effects require a specific ally, enemy or piece of equipment.
jjk abilities <name or ID> shows a card's abilities. Use the card ID to select a specific card.
We can create several cards for the same character by giving each card different abilities. These abilities change how each card works in battle. A new card does not need a new form or a different part of the story.
For example, Ryu (Full Feast) gains damage as he loses Max HP. A Feast; Ishigori gains ATK through clashes. Both cards represent the same character, but their abilities give you different ways to build a team.
Compare what each card needs to activate its abilities and how those abilities help your team. Check the exact card's requirements before you choose its allies or equipment.
/card index lets you browse cards. jjk cview <name> shows an owned card and its equipment.
jjk abilities <name or ID> shows a card's abilities; use its ID to select a specific cardjjk ci browses cards and their evolution pathsjjk cview <name> shows an owned card and its equipmentjjk tutorial cards → Card Abilities explains how to read and compare abilitiesjjk tutorial mechanics explains passives, Special Arts, follow-ups and Black FlashPassives are always on and react to something in battle, such as the start of a turn, an attack, taking damage or a kill. Some only work once per battle. Actives have a cooldown: once used, they wait that many turns before they can be used again. Ultimates charge through the card's own kit and fire once they are ready.
Special Arts are green abilities that become ready through the card's own kit. Once ready they show as a button and using one does not take your turn. With Auto-Ability on, they fire as soon as they are ready.
On Attack effects trigger whenever the card attacks, even if the attack is dodged. On Hit effects trigger only when an attack connects, once for each hit of a multi-hit attack and once for each follow-up. On Damage Dealt effects trigger whenever the card deals direct damage, including ability damage. When Hit effects trigger on the card taking the damage. None of these trigger from damage over time.
Follow-ups are extra strikes after a basic attack lands, so a dodged attack gets none. They can crit, can be dodged, are reduced by Damage Reduction and move to a new target if theirs falls. They trigger the card's On Hit passives and count as an attack for allies' effects. A follow-up only does more when its card text says so, such as applying the card's on-hit effects, reaching the Backline or being able to Black Flash. Effects that say they do not trigger additional abilities trigger nothing at all.
Black Flash is a rare strike on basic attacks that deals heavy bonus damage on top of a crit. Ascension and a higher grade raise the chance, and landing them back to back raises it further. Ability damage and summons cannot Black Flash, and follow-ups only can when the card says so. Landing one grants Black Flash Flow, raising ATK and SPD for 2 turns.
Crits happen on attacks and follow-ups. Ability damage only crits when its text says it can.
jjk abilities <name or ID> shows which type each of a card's abilities isjjk settings → Auto-Ability decides whether Special Arts and other ready abilities fire on their ownjjk cardhelp explains other card mechanicsThis guide tells you when On Attack effects, On Hit effects and follow-ups trigger. It also tells you what accessory and Recollection text about these effects means.
A dodged attack gets no On Hit effects and no follow-ups. The On Attack effects of step 1 still occur.
An On Attack effect triggers when the card starts a basic attack. It triggers before the dodge roll. Thus, it also triggers when the target dodges.
Example: an accessory says "Every 3 attacks (follow-ups count)". One basic attack and two follow-ups are 3 attacks.
An On Hit effect triggers each time an attack hits. If the target dodges, On Hit effects do not trigger.
On Damage Dealt is a different trigger. All direct damage triggers it, and this includes ability damage.
The On Hit effects of a Recollection follow a different rule. A basic attack triggers them. A normal follow-up does not trigger them.
A follow-up triggers them only when its text says that it applies the On Hit effects of the card.
Some accessory, Recollection or card text says that an extra strike applies this card's On Hit effects. Then, the extra strike works as a basic attack does for On Hit effects:
Some text says that an extra attack applies on-hit and on-attack effects. Then, the On Attack effects of the card also trigger for that attack.
Some text says that an attack does not apply on-hit or on-attack effects. Then, neither type of effect triggers for that attack.
Example: Scythe of Sorrow. On each attack of the card (follow-ups count), a Shadow strikes the same target for 50% of the ATK of the card. The Shadow strike applies the On Hit effects of the card. It counts as a follow-up, but it does not make a second Shadow.
A card gets follow-ups from its kit, its accessory or its Recollection. After a basic attack hits, each follow-up strikes one time.
Text that says an effect does not trigger additional abilities means that its damage triggers no On Hit effects and no On Damage Dealt effects. It also does not count as an attack.
jjk abilities <name or ID> shows the triggers of each ability of a cardjjk cview <name> → Equipment shows the accessory and Recollection of a cardjjk allca shows the text of card accessoriesjjk rc <name> shows the text of a RecollectionA standard team has three cards. Mix damage, protection and support, then check abilities for useful ally interactions. Frontline and Backline positions affect combat, and saved teams let you keep different builds for different fights.
jjk cft creates and manages your active three-card team, and jjk ctm modifies one you already have. jjk collection shows everything you own to pick from.
Put your durable cards in the Frontline so they absorb what would otherwise reach the rest. Balance defenders, damage dealers and support, then look for tags, elements and abilities that feed each other, because a card that triggers off an ally is worth more than a slightly stronger card that stands alone.
jjk cft builds and switches your teamjjk ctm edits your lineup and positionsjjk cf starts a solo card fightjjk cfp fights another playerjjk cc opens challenge fightsjjk cfs tests builds without changing your collection or earning rewardsCard accessories add stats and effects, while Recollections can add bonuses or expand a card's abilities. Equip both through that card's Equipment menu. Check compatibility: some gear is restricted to particular characters or tags.
jjk cview <name> opens one card. Its Equipment button is where accessories and Recollections go on.
Accessories add stats or effects. Copies can have different rolls, and some gear only fits particular cards or tags. Use the card's Equipment menu to compare owned copies and equip one.
jjk allca previews card accessories. Technique accessories belong to the separate technique system.
Recollections add stats, effects or abilities, with some exclusive to particular cards. Pull them from the Recollection Banner using Whispers, browse owned ones with jjk rcs, then equip them in Card View.
Turned on in your settings, this gives each team its own saved accessories and Recollections, so switching teams stops meaning re-equipping everything by hand.
jjk cview <name> → Equipment to equip or remove card gearjjk rcs lists your Recollections; jjk rc <name> inspects onejjk banner → Recollection Banner to spend Whispers on Recollectionsjjk allca previews card accessories; jjk lookup <item> checks material sourcesjjk settings → Team Gear Presets to save equipment with each teamjjk cardhelp explains equipment rules, Boost cards and other card mechanicsCards level from fighting. This is the one that happens on its own, and it is why a new card should be taken into fights rather than left in the collection.
jjk evolve turns an eligible card into a stronger form. Materials mostly come from card raids, sometimes from PVE fights, and jjk lookup <item_name> tells you exactly where any one of them drops.
jjk ascend raises a card past its normal ceiling using duplicates of that card, which is what your extra copies are for.
jjk prestige <card> checks an eligible card's requirements and resets it to level 1 with a higher level cap. Card Prestige is separate from technique Prestige in Stats.
/card index shows every card's evolution path, so you can see what a card becomes before you invest in it. jjk abilities reads out what a card's kit actually does.
Fight bosses with your own equipped techniques and Cursed Energy. Using techniques builds their mastery; grade progress earns stat points. Match Jujutsu, Taijutsu or Hybrid techniques to your stats, and equip accessories on your character for extra bonuses.
Technique fights are you, personally, hitting a boss with techniques you have bought and equipped. Your cards, their levels and their accessories do nothing here, and nothing you do here raises a card.
Everything on this path runs off three things: your grade, your stat points, and the techniques you have equipped.
/fight boss starts a fight/technique shop sells techniques for coinsjjk tequip puts one in a slot/stats spends the points your grades gave youWin fights, earn EXP, climb grades, spend the points. That is the whole loop.
jjk fight starts a boss fightjjk tshop sells techniques; jjk tindex explains their types and effectsjjk tequip and jjk tunequip manage your slotsjjk tview shows your techniques and mastery; jjk innate shows your innatejjk acc manages technique accessories, including slots and set bonusesjjk stats allocates stats and shows technique Prestige requirementsjjk tutorial techniques also covers domains, vows, clans and imbuementGrades measure technique progression. Fight EXP raises your grade and grants stat points. At Special Grade 1, Unknown Substance starts Awakening; Heian Era Awakening Remnants advance it to Stage Five. Awakening unlocks more technique shop options.
Grade 4 → Grade 3 → Grade 2 → Semi-Grade 1 → Grade 1 → Special Grade 4 → Special Grade 3 → Special Grade 2 → Special Grade 1
You climb it with fight EXP. Each grade you earn hands you 10 stat points to spend, so a grade is never just a label.
Use an Unknown Substance to reach Awakening Stage One. From there, Heian Era Awakening Remnants carry you up to Stage Five, which is the cap.
Awakening is not only a title. Awakening stages unlock whole clans in the technique shop, so the strongest technique sets are gated behind it.
Open Prestige in /stats to reset your technique grade climb for permanent gains: +3% damage and +2 stat points per grade per level, up to 5. Your stat cap rises by 10 each time, from 60 to 110.
Each one is bought as well as earned. The first costs 500,000,000 coins and 5,000 gems, and the price climbs each time up to 1,500,000,000 coins and 15,000 gems for the fifth.
The catch is real. Each level adds 20% to the EXP every grade needs, and enemies gain 15% health and damage per level.
jjk fight earns grade EXPjjk stats spends points and opens Prestige for permanent gains with a fresh grade climbjjk qget browses available quests and their requirementsjjk use applies the awakening itemsjjk profile shows your current grade and awakening/technique shop is grouped by clan, and techniques cost coins. Some clans are locked until you reach a given Awakening Stage, so the shop grows as you do.
/technique index shows every technique in the game, its damage multiplier and its damage type, whether you own it or not.
jjk tequip and jjk tunequip manage your slotsjjk tview shows what you own and its masteryjjk innate is your innate technique, which you do not buyEvery technique is Jujutsu, Taijutsu or Hybrid, and your Jujutsu and Taijutsu stats each raise damage for techniques of their own type. A Hybrid technique reads both at a slight penalty, so a build that commits to one type wants techniques of that type equipped.
Mastery is per technique, and it rises by using that technique in fights. There is no other source. Levels run from 1 to 100.
Items and some events raise the mastery EXP you earn, which is the only way to speed it up.
At level 100 a normal technique reaches +45% damage and +15% piercing. A Godly technique reaches +60% damage and +20% piercing.
Hitting 100 also grants that technique a secondary damage type, which lets one attack threaten enemies that resist its primary type.
Everything in between scales smoothly, so a level 50 technique is already halfway to those numbers.
/stats spends them. Points are capped at 60 per stat, rising to 110 at prestige 5.
You pick one stat as your proficiency. Past 50 points in it, two allocations cost you one point, so a focused build gets further than a spread one.
Training accrues separately from spent points and tops out at a quarter of your stat cap. It supplements a build; it will not replace one.
/domain view views and equips domain expansions. You earn your first from the Domain Expansion Training quest.
Contracts that hand you a real bonus for a real drawback. A Binding Talisman rolls you a random one, and /help bindingvows lists every vow there is.
With the Malevolent Shrine domain you can run up to three vows at once.
jjk acc shows your technique accessories, equipped slots and set bonuses. Equip pieces here to strengthen your own fighter; card gear is managed separately in Card View.
There are eleven: Physical, Magic, Fire, Water, Storm, Dark, Light, True, Holy, Demonic and Ice. Enemies resist some and fold to others, and True damage generally ignores resistances.
jjk clan shows the clans and the items that unlock them/technique transformation equips a transformation/imbue has Angel imbue an accessory with a temporary boostjjk tindex also lists Jujutsu Seals and Binding Vows with the boosts each one grants.
Card battles range from quick fights to longer runs and group bosses. Choose a mode for the rewards you need, and check its entry requirements before committing a team. Use item lookup when you are hunting a specific material.
jjk cf standard PVE, where most levelling happensjjk cc the daily challengejjk ctides Endless Tides, a solo run across a map of floorsEndless Tides takes one card in without its levels, Recollection or normal accessories, and you rebuild it during the run.
jjk castle Infinity Castle progressionjjk cfs tests card builds without collection changes or rewardsjjk cfp card PvPjjk academy waves of enemies, with a modifier vote between each onejjk dungeon multi-wave acts where your cards keep their damage between waves/raid create group bosses, and the main source of evolution materialsjjk veil list Veil acts; check enemies and drops with jjk veil info <act>jjk worldboss world boss battlesSet up a raid party with jjk rt.
jjk academy runs waves with other players and a modifier vote between themjjk dungeon runs multi-wave acts where your cards keep their damage between wavesjjk raid starts a group boss, and jjk rt sets up the partyjjk ctides is a solo run across a map of floors with one cardjjk veil list browses Veil acts; jjk veil info <act> shows enemies and dropsjjk castle opens Infinity Castle progressionjjk worldboss opens the world boss fightGuilds are player groups with a shared pot, upgrades, a shop and a boss fought using your card team. Members can contribute to weekly donation tracks; completing a track lets an officer choose a guild buff.
jjk guild list browses guilds. Join an open one with jjk guild join <name>, request entry to an invite-only guild, or start your own with jjk guild create <name>.
jjk guild opens your guild panel; jjk guild help explains invites and management.
jjk guildboss uses your active card team to fight the guild bossjjk guildshop opens the guild shopjjk guild tracks shows weekly donation goals; completing one unlocks an officer-selected buffjjk guild upgrades shows shared upgrades; jjk guild help explains the separate donation potsjjk guild list finds guilds; jjk guild join <name> joins an open onejjk guild create <name> starts your own; jjk guild opens your guild paneljjk guildboss fights the guild boss; jjk guildshop browses the shopjjk guild tracks shows weekly donation goals and the active buffjjk guild upgrades shows upgrades; jjk guild donate <amount> funds the shared potjjk guild help covers invites, join requests, donations and officer controlsTrade eligible cards and items with other players. Check both sides of the offer before confirming. Favourited cards are protected, and some items or cards have trade restrictions.
jjk trade starts a tradejjk help trade explains the rules and the limitsjjk favourite <card> protects a card you want to keepQuests give you clear goals and rewards across cards, techniques and events. Read the exact task: some need a specific card on your team or a particular fight. Check progress and claim completed rewards before moving on.
jjk quests shows your active quests, including event questsjjk qget picks up available questsjjk qclaim claims completed quest rewardsjjk ci completes the index task in Levi's Invitation; win six card fights and pull five cards to finishjjk lookup <item> helps find materials a quest needsYour inventory holds materials, tickets and consumables. Read an item's use and source before spending it: some upgrade cards, some affect technique fights, and others open content or grant rewards.
jjk inv is your inventoryjjk lookup <item> shows item details and listed sourcesjjk use <item> opens or consumes a usable itemjjk craft browses crafting recipes and required materialsjjk shop and jjk exchange offer items for currenciesRegular claims and gathering help fund your next upgrades. Dispatch sends cards on timed adventures for rewards; the menu shows the tickets, duration and available slots. Check cooldowns to see what is ready.
jjk daily, jjk weekly and jjk monthly claim recurring rewardsjjk hunt and jjk loot gather itemsjjk dispatch sets up adventures and collects finished rewardsjjk bal shows your currenciesjjk cooldown shows timers; jjk vote shows voting rewardsEvents bring themed fights, quests, currencies and shops. Most events have their own currency, which you earn by playing that event and spend in its event shop. Check each event's rules and end date, since its rewards and pass requirements depend on that event.
The Event Calendar sorts events into groups. Special Events are limited events running right now, such as Eras and pickups. Recurring Events come back on a schedule, like weekend boosts and the festival. Permanent Events stay available all the time, like Formidable Foes and The Strongest Sorcerer Alive. Upcoming Events shows what is starting soon.
MiniGames are quick games tied to their own event shops. Card Conundrum has an Art Puzzle where you swap tiles to rebuild a card's art, and Ability Match where you guess which card an ability belongs to. Recalling Recollections has Recollection Pairs where you match recollections from memory, and Effect Match where you guess which recollection an effect belongs to. Finishing games fills daily objectives, and claiming them pays that event's coins.
jjk events opens the Event Calendar; use the filter menu to switch between groupsjjk uevents shows upcoming eventsjjk minigames opens the MiniGames hub and its daily objectivesjjk quests tracks event objectives alongside your other questsjjk pass tracks pass progress and rewardsjjk event shop browses event rewards