JJKCards
TEST BUILD (every card Common). Jujutsu-style kits: 86 cards, 20 characters, 12 reworked and new domains with clashes, domain counters, manga techniques, gun-changing techniques, combos, memes and 2 city maps.JJK Cards
0.9.0 is a TEST BUILD: every card is Common so they show up constantly in picks. New in 0.9.0: a new arena map, Severed Skyline, and Scramble Crossing fully drawn (see Maps; needs MapsExtended). Not play-tested yet.
Fan-made ROUNDS cards built around jujutsu-style techniques. Requires UnboundLib; the maps need MapsExtended. Works with RoundsWithFriends and alongside Red Rising Cards.
How kits work
- Pick a character card to get that character's technique. Owning it unlocks their path: path cards only show up in your picks once you have what they need.
- Guaranteed upgrades: after you take a character or path card, your next upgrade on that path is guaranteed to show up in your next hand or the one after.
- Limits: you can hold at most 2 techniques (the twenty character cards plus Malevolent Shrine; Idle Death Gamble and Deadly Sentencing count too) and 1 domain (100,000 Kiloton Nuke, Malevolent Shrine, Unlimited Void, Chimera Garden, Moon Palace, Self-Embodiment, Iron Mountain Coffin, Horizon of Skandha, Idle Death Gamble, Deadly Sentencing, Mutual Love or Womb Profusion).
- Heavenly Restriction can't be combined with techniques, and the other way round.
- Gun replacers: Black Bird, Energy Discharge and Red Rising's Razor and Pulse Fist all replace your gun, so you can only hold one of them.
- Unlocks (0.4.0, 0.5.0) work the same way: each one only shows up once you own its base card, and they join that character's guaranteed-upgrade route after the older path cards.
- Stacking (0.6.0): cards marked Stacks can be taken more than once; each extra copy adds the "per copy" bonus (up to 3 copies count, config
Stacking / MaxCopiesCounted). Single-copy on purpose: the gun replacers, the domains, Red and Hollow Purple, Miracle, Lucky Streak, Midair Clap, Max Elephant, Big Brother, the Inverted Spear and its chain, Playful Cloud, Heavenly Restriction, Unblinking, Unison Black Flash and the combos. - Combos (0.6.0): evolved techniques that need two specific cards. While you own one, the effects it merges stop firing separately.
- Cross-mod slots: a player holds cards from only one family per slot (melee, flight, mid-air jump, double-tap, cheat-death) across all lel mods. Here that's the Inverted Spear (melee), Midair Clap (mid-air jump), Max Elephant (double-tap), Miracle/Lucky Streak and Big Brother (cheat-death).
- Card faces only show the short version; the full numbers are below.
Characters and paths
| Card | Type | What it does |
|---|---|---|
| Boogie Woogie | Character (Aoi Todo) | Block claps: you swap places with the player you're aiming at (range 18). Block cooldown -15%. Stacks: +25% swap range per extra copy (and another -15% block cooldown). |
| 530,000 IQ | Todo path | Block cooldown -30%, swap range +60%, and a swapped enemy is dazed for 0.45s. Stacks: each copy cuts the block cooldown again (-30%), +20% range and +0.15s daze per extra copy. |
| Midair Clap | Todo path | +1 jump. Every jump in the air is also a swap (2s cooldown). |
| Black Bird | Character (Mei Mei) | Your gun is gone. Shots release crows that ignore gravity and hunt enemies ahead of them (55% slower than bullets, -20% damage). |
| Bird Strike | Mei Mei path (binding vow) | Crows deal +60% damage, dive harder and are bigger. Fire rate -33%. Stacks: each copy is another vow (+60% damage, -33% fire rate). |
| Miracle | Character (Haruta Shigemo) | A killing blow leaves you at 1 HP with 0.2s of invulnerability and a chime. Start with 3 miracles (max 4), shown as streaks under your eyes. Earn them back with near misses (5 enemy bullets passing close without hitting) and by dying. |
| Lucky Streak | Haruta path | +1 miracle now, +1 max, an 80% bigger near-miss bubble, and only 4 near misses per miracle. 0.8.0 gun: 12% of your bullet hits are lucky hits for +100% of the hit. |
| Ranta's Gaze | Character (Ranta) | Anyone your bullets damage is frozen while you can see each other: no moving, shooting, blocking or jumping, but gravity still pulls them down. It breaks if a structure blocks the line of sight, when you fire again, or after 3s. Stacks: +0.5s per extra copy. No gaze ever holds longer than 4s. |
| Unblinking | Ranta path | Freeze lasts up to 4s. |
| Energy Discharge | Character (Ryu Ishigori) | Your gun becomes a cursed energy cannon. Hold fire to charge (the orb in your hand grows and crackles), release to fire a thin beam from the orb that pierces every enemy on the line and erases enemy bullets. 12 damage on a tap, 48 at full charge, both times your gun damage. Every shot has a cooldown (0.5s tap to 1.1s full, scaled by attack speed) and builds heat; the orb glows redder as it heats up, and at the limit you overcharge and can't fire for 2s. |
| Granite Blast | Ryu path | Beam damage +30%, width +35%, knockback +50%. Also makes your 100,000 Kiloton Nuke hit 25% harder. Stacks: each copy adds the bonuses again. |
| 100,000 Kiloton Nuke | Ryu path (domain) | See Domain expansion below. |
| Infinity | Character (Satoru Gojo) | Enemy bullets that come within 3.2 units of you lose 80% of their speed. Stacks: +0.6 radius per extra copy, and bullets keep 25% less of their speed. |
| Blue | Gojo path | Block launches a point of attraction along your aim (up to 9 units, stopped by walls). It drags enemies, bullets and boxes along its path, lingers where it stops pulling even harder, then implodes. 0.8.0 gun: your bullets curve toward the nearest enemy ahead of them (70°/s, within 35° and 12 units). Stacks: +20% pull and +1.5 range per extra copy. |
| Red | Gojo path | Hold fire ~0.5s, release: throw a point of repulsion along your aim (it bends slightly onto a visible enemy near your aim). It bursts on contact: whoever it hits is launched away from you (30 damage), others nearby are blasted out (25), bullets and boxes too. Burst it on a wall next to you to rocket-jump. 0.8.0 gun: bullet knockback +40%. |
| Hollow Purple | Gojo path (needs Blue and Red) | Hold fire ~1.4s, release: Blue and Red collide and a sphere rolls out through walls, eating a crater where it hits and carving a tunnel through the map for the rest of the round, deleting bullets and dealing 150 damage. Once per point. |
| Unlimited Void | Gojo path (domain; needs Infinity and Blue or Red) | See Domain expansion below. |
| Projection Sorcery | Character (Naobito Zen'in) | Block dashes up to 9 units along your aim in 24-frames-a-second steps (it stops before walls), leaving film frames behind. Enemies you pass through are framed: frozen for 1.3s. Stacks: +20% dash and +0.2s framed per extra copy. |
| 24 Frames | Naobito path | Dash distance +60%, framed for 1.9s, movement speed +20%. 0.8.0 gun: bullet speed +25%. Stacks: +20% dash and +0.3s framed per extra copy (framing never lasts more than 3s), and another +20% speed and +25% bullet speed. |
| Moon Palace | Naobito path (domain; "Time Cell Moon Palace", 0.7.0) | See Domain expansion below. |
| Divergent Fist | Character (Yuji Itadori) | 0.25s after one of your bullets damages an enemy, a delayed cursed-energy impact hits them again for 40% of that hit's damage, with knockback. A blocking enemy shrugs the impact off. Stacks: +20% per extra copy. |
| Black Flash | Yuji path | Each bullet hit has a 12% chance to be a Black Flash: +150% damage on that hit, black-and-red lightning and a screen shake. Every Black Flash adds +3% chance for the rest of the point (max 30%). Stacks: +6% starting chance and +10% max per extra copy. |
| Straw Doll | Character (Nobara Kugisaki) | Your bullets drive nails into the enemies they hit (up to 6 per enemy, drawn stuck on them). Block (Hairpin): every nail you planted detonates at once: 14 damage and a little knockback per nail. Nails fall out when the enemy dies or the point ends. Stacks: +2 nails per enemy and +4 damage per nail per extra copy. |
| Resonance | Nobara path | Detonations deal x1.6 damage and ignore block. Stacks: +x0.4 per extra copy. |
| Ten Shadows | Character (Megumi Fushiguro) | Block: two Divine Dogs rise from your shadow and run along the ground toward the nearest enemy (they hop up ledges up to 2 units high, fall off edges and stop at taller walls). Each one bites the first enemy it reaches: 18 damage, once. Dogs last 4s. Stacks: +1 dog per extra copy (4 at most). |
| Nue | Megumi path | Your block also sends Nue: it flies to the nearest enemy you can see and dives on them with an electric shock (22 damage, and they can't act for 0.5s). A blocking enemy takes nothing. 0.8.0 gun: each bullet hit has a 15% chance to call down Nue's lightning (8 damage, a 0.25s stun). Stacks: +8 damage and +0.15s shock per extra copy. |
| Chimera Garden | Megumi path (domain; "Chimera Shadow Garden") | See Domain expansion below. |
Toji
| Card | What it does |
|---|---|
| Heavenly Restriction | No cursed energy, all body: movement speed +30%, health +40%, damage +25%. Press block to dash toward where you're moving (or aiming), 2 charges that come back after 2.5s each, shown as pips under you. JJK techniques deal 40% less damage and 30% less knockback to you, and domains can't trap you. Can't be taken with a technique. |
| Inverted Spear | Block thrusts the spear (reach 5): it destroys bullets and techniques along it (Blue, Red, Hollow Purple, Divine Dogs, Nue), deals 50 unblockable damage, and shuts off the target's techniques for 4s (which also collapses their open domain). Works even while you're nullified. 0.8.0 gun: your bullet hits switch the target's techniques off for 0.75s (once per target every 3s; too short to collapse a domain). |
| Thousand-Mile Chain | Needs the spear. The spear is thrown on the chain: reach 5 to 13. |
Unlocks (0.4.0)
Each one is only offered to players who own the card in the second column. All of them are techniques shown in the anime.
| Card | Needs | What it does |
|---|---|---|
| Toad | Ten Shadows | Your block also calls the Toad: its tongue lashes the nearest enemy you can see within 14 units (12 damage) and yanks them toward you. A blocking enemy shrugs it off. Stacks: +6 damage and +3 reach per extra copy. |
| Nail Volley | Straw Doll | Hold fire ~0.4s, release: hammer a fan of 3 nails (10 damage each, times your gun damage). Every nail that hits is also driven in as a Straw Doll nail, ready for Hairpin/Resonance. 2.2s cooldown (scaled by attack speed). With Energy Discharge it waits past a full beam charge so your beams still work. Stacks: +2 nails per extra copy (7 at most). |
| Playful Cloud | Heavenly Restriction | Every dash swings the three-section staff: each enemy you dash through takes 30 damage (times your gun damage) and is thrown hard along your dash. A cursed tool: it works while nullified and ignores technique resistance. A blocking enemy shrugs it off. |
| Extermination Sword | Mahoraga | Each turn of the wheel heals you 6, and your bullets cut enemies you've adapted to deeper: bonus damage = the hit x your resistance to them x 0.8 (up to +48%). Stacks: +3 heal per turn and +0.3 bonus factor per extra copy. |
| Fuga | Malevolent Shrine | Hold fire ~1s, release: a flame arrow that bursts on the first enemy or wall: 70 damage on a direct hit, 40 (20 at the edge) to others within 4.5 units, everyone thrown out, and the ground burns for 2s (4 damage every 0.3s). 4.5s cooldown. Stacks: -0.75s cooldown (2.5s at least) and +15 direct damage per extra copy. |
| Cleave | Malevolent Shrine | Your bullet hits also cleave for 5% of the target's max health (at least 5), at most once per target every 0.3s so shotguns don't multiply it. Stacks: +3% per extra copy. |
| Sukuna's Finger | Divergent Fist | Hold fire ~1.2s, release: Sukuna takes over for 3s, ready again 6s after it starts: +60% bullet damage, +30% move speed, and 25% of your bullet damage heals you. The spear's nullify ends it early. Stacks: +20% damage and +10% lifesteal per extra copy. |
| Frame Shatter | Projection Sorcery | Every frame you set shatters when it ends: 35 damage and a launch away from you. Stacks: +12 damage per extra copy. |
Unlocks (0.5.0)
Anime-shown techniques only.
| Card | Needs | What it does |
|---|---|---|
| Unison Black Flash | Boogie Woogie and Divergent Fist | After you swap with an enemy (block or Midair Clap), your next bullet hit within 2.5s is a guaranteed Black Flash worth +200% of the hit, with huge knockback. It counts toward your Black Flash streak. |
| Max Elephant | Ten Shadows | Double-tap block: Max Elephant drops out of the sky onto the nearest enemy within 18 units (its shadow grows on the ground first, so they can dodge). Whoever it lands on takes 45 damage and is slammed down; then a water burst washes everyone within 5.5 units away (15 damage). 5s cooldown. Your normal block still calls the dogs. |
| Piercing Blood | Big Brother | Convergence: every 3s a blood orb forms by your hand, and your next shot also fires a thin, hyper-fast blood beam along your aim that pierces every enemy on the line up to the first wall (30 damage times your gun damage). Stacks: +10 damage and -0.5s recharge (1.5s at least) per extra copy. |
| Ratio Technique | — (anyone) | 7:3: every 3rd bullet hit on the same enemy (within 4s) strikes their weak point for +70% of the hit. Collapse: a bullet that strikes the map shatters it (3.5s cooldown): rubble hits enemies within 4.5 units (30 damage, thrown out) and breaks a small hole in the map (resets every round; config). Stacks: +30% weak-point bonus and +10 rubble damage per extra copy. |
Combos (0.6.0)
Evolved techniques that need two specific cards, all from anime season 1, Jujutsu Kaisen 0 or season 2 through the Shibuya Incident. Single copy, Uncommon in normal builds (0.2-Second Domain stays Rare). While you own one, the effects it merges stop firing on their own.
| Card | Needs | What it does |
|---|---|---|
| Tongue and Thunder | Toad and Nue | Megumi's two shikigami as one block action: the Toad's tongue lashes the nearest enemy you can see within 17 units (15 damage) and yanks them up toward you, straight into Nue, who is already waiting above them: 32 damage and a 0.8s shock. Replaces the separate Toad tongue and Nue flight on block (your dogs still come). Extra Toad/Nue copies still add their bonuses. |
| Resonant Flash | Straw Doll and Black Flash | Every Black Flash also drives 2 nails into the target and resonates every nail you have in them at once: the Hairpin detonation happens inside the flash, x1.5 (on top of Resonance if you have it), ignoring block. +5% Black Flash chance. Your block Hairpin still works for everyone else. |
| Divine Dog: Totality | Ten Shadows and Chimera Garden | Your block raises one great wolf instead of the pair of dogs: bigger, faster (20 u/s), bounds up 3.5-unit ledges and bites twice for 35 damage each with heavy knockback, then returns to the shadows (3.5s at most). In Chimera Garden the floor raises a Totality every 1.4s (one bite each) instead of the small dogs. |
| 0.2-Second Domain | Infinity and Unlimited Void | Your Void opens for an instant: casting it (fire + block) costs half the meter and freezes every enemy within 15 units for 1.2s (+0.2s per Blue/Red/Hollow Purple), no black bars. Twice per point. Frozen enemies still take +25% damage. Replaces the long Void. |
Memes (0.4.0)
Only material from anime season 1, the Jujutsu Kaisen 0 movie and season 2 (up to the end of the Shibuya Incident). Real effects, silly names.
| Card | Needs | What it does |
|---|---|---|
| The Honored One | Infinity | Throughout heaven and earth... When you drop to 35% health you awaken: heal 30% of your max health, then for 3s enemy bullets that come near you are erased and your bullets deal +40%. Ready again 7s later. Stacks: +10% heal per extra copy. |
| What's Your Type? | Boogie Woogie | Every enemy you swap with gets asked. Boring answer (75%): dazed for 0.6s and +35% damage taken for 3s. The right answer (25%): BROTHER! You get +50% bullet damage and +25% move speed for 4s. Stacks: +15% right-answer chance per extra copy. |
| Overtime | — | 2.5s into each point you're on overtime: +35% bullet damage and +15% move speed for the rest of the point. You hate overtime. Stacks: +20% damage per extra copy. |
| Big Brother | Divergent Fist | Once per point, an enemy's killing blow is cancelled: they suddenly "remember" you're family and are dazed for 1.2s (you're safe for 0.5s). Resets every point. |
Memes (0.5.0)
Same rules: anime season 1, Jujutsu Kaisen 0 and season 2 up to the end of Shibuya only.
| Card | Needs | What it does |
|---|---|---|
| Jujutsu Koshien | — | Batter up! (the baseball game after the Goodwill Event). Each bullet hit has a 15% chance to be a HOME RUN: +20 damage and the enemy is knocked sky-high. At most once per enemy every 1.2s. Stacks: +10% chance and +10 damage per extra copy. |
| Pure Love | — | Jujutsu Kaisen 0. Damage enemies deal you fills a heart over your head. At 40, Rika lashes out at whoever hurt you (or the nearest enemy within 25): 45 damage and a big throw. Resets every point. Stacks: +15 damage per extra copy. |
Other cards
| Card | What it does |
|---|---|
| Mahoraga | A wheel floats over your head. Every hit you take from an enemy turns it and you adapt: 12% less damage from that enemy per turn, up to 60%. Resets every point. Stacks: +4% per turn and +10% max per extra copy (85% at most). |
| Malevolent Shrine | Counts as a technique and a domain. An open domain: see below. |
Domain expansion (reworked in 0.8.0)
- Ready early in every point: every point starts with the meter at least half full, and it fills on its own (half the meter in ~3s) as well as from damage you deal (and half of the damage you take). An arc under your feet shows it filling (only you see it). The meter holds 160, and damage keeps overfilling it by up to 50% (the ring spins faster): the overflow makes your domain win clashes.
- When it's full, a spinning ring appears around you (everyone sees it, in your domain's colour). Hold fire and press block to expand the domain. Once per point.
- The cast (0.8.0): your domain's hand sign flashes over you, the area darkens, black bars sweep in for a moment, a sound sting plays and the domain's name appears above you. None of that slows anything down: the barrier is at full size 0.2s after you press, and its sure-hit is live at 0.3s. You're never held still.
- The barrier: a circle of radius 20 on a normal map (about half of it), scaled up on bigger MapsExtended maps (by map height, up to x1.8). It holds for the domain's whole duration, with a rim of seals and the domain's own inner world inside (config
Domains / InnerWorldOpacityif players are hard to see through it). Closed barriers trap the enemies inside until they close (Malevolent Shrine is an open domain: no wall, no trap, 1.2x the radius). Your own movement is never blocked. - Sure-hits ignore block (they're guaranteed hits); domain counters are the answer. Heavenly Restriction players can't be touched or trapped by any domain.
- Domain clash (0.8.0): a domain that opens over an enemy's domain contests it. Clash power = 1 + each card of that domain's route you own (technique and path cards; extra copies a quarter) + the meter's overflow (up to +1) + Domain Amplification (+1). Within 0.5 of each other, both weaken (sure-hits at 55%, the rest of each duration at 60%); otherwise the weaker barrier shatters.
- It ends early (no finale) if you die, are nullified for longer than a second (the Inverted Spear's thrust, a guilty verdict) or lose the card.
| Domain | Inner world | Sure-hit (defaults) |
|---|---|---|
| 100,000 Kiloton Nuke (Ryu) | A golden reactor: rings, spokes and hex cells, emitters around the rim. | Every emitter locks thin golden beams onto everyone inside: 6 damage every 0.3s, then at the end of its 2.4s the barrier detonates on everyone still inside (45 and a big knockback). Granite Blast +25% to both. No cutscene any more. |
| Malevolent Shrine | A blood-red sky; the bone-white shrine rises behind where you cast it. | Open domain (radius 24, no trap) for 3s: Cleave and Dismantle slash everyone inside every 0.2s (4.5 each). With Fuga it closes with a storm of flame arrows (30). With Dismantle the slashes deal +25%. |
| Unlimited Void (Gojo) | An endless starfield drifting outward around a bright horizon. | Everyone inside at the cast is frozen for 1.6s (+0.3s per Blue / Red / Hollow Purple, 2.6s at most) while light pours into them, and takes +25% damage from everything while frozen. Nobody inside: it collapses and half the meter comes back. |
| 0.2-Second Domain (combo) | The same void for an instant. | Half the meter, twice per point: everyone within 1.1x the domain radius is frozen 0.9s (+0.15s per Gojo path card). |
| Chimera Garden (Megumi) | A floor of liquid shadow with ink ripples. | 3.5s: enemies inside sink (45% slower, dragged down so jumps barely leave the floor), you move 30% faster, a Divine Dog rises beside one of them every 0.6s (0.5s with Nue; a Totality every 1.4s with the combo), Nue dives every 1.2s with Nue, and shadow hands grab everyone inside every 0.9s (7, yanked down). |
| Moon Palace (Naobito) | Time cells under a crescent moon, ringed by film frames ticking at 24 fps. | 3s (+0.5s per 24 Frames / Frame Shatter): anyone inside moving faster than a slow creep (2.5 u/s) tears for 2.2 per unit beyond it (+25% per path card, at most 110/s). Standing still is safe; swaps don't count. You move 40% faster (+20% with 24 Frames). With Frame Shatter every torn enemy is framed and shattered as it closes. |
| Self-Embodiment (Mahito) | A dark teal hollow lined with stitched seams and giant reaching hands. | 3s: a hand touches everyone inside every 0.5s (7) and adds a soul stack; at 4 stacks (Idle Transfiguration's hits count) the soul is transfigured: 30 and 0.5s unable to act. |
| Iron Mountain Coffin (Jogo) | The heart of a volcano: basalt split by glowing lava. | 3s of heat: 4 every 0.25s on everyone inside (and they catch fire with Disaster Flames), plus a lava geyser every 0.9s under each of them (12, thrown up). With Maximum: Meteor a meteor crashes on everyone still inside as it closes (35). |
| Horizon of Skandha (Dagon) | A beach under an open sky: sea, waves, sand and coral. | 3s: a shikigami fish darts in from the barrier at everyone inside every 0.15s (2.5; +30% with Death Swarm); it closes with a tidal wave (25) that throws everyone outward. |
| Idle Death Gamble (Hakari) | A pachinko parlour: pins, neon rings, three reels. | The reels spin for 1.1s (the roll is made by your game and shown to everyone). JACKPOT (35%): for 4s you regenerate 45 health a second, your bullets deal +35% and your gun never needs to reload. Miss: half the meter comes back (spin again once the barrier closes). Pachinko balls pelt everyone inside meanwhile (3 every 0.3s). |
| Deadly Sentencing (Higuruma) | A courtroom: panelling, the judge's bench, scales and a gavel. | Everyone inside at the cast is on trial: no violence (silenced: no shooting or blocking) for 0.9s, then Judgeman's verdict (55% guilty, +0.6% per point of damage they dealt you this point, 95% at most). Guilty: confiscation, techniques nullified 4s and gun seized 1.6s. With Executioner's Sword: the death penalty on top: for 4s your bullet hits on them deal +150%. Nobody guilty: half the meter comes back. |
| Mutual Love (Yuta) | A pale field under a vast ring, katanas planted in the ground. | 3s: every 0.45s a copied technique strikes everyone inside (9): Cleave, Red (thrown away), Blue (dragged in), Black Flash, Straw Doll nails, Cursed Speech (a 0.3s hold) or Disaster Flames. With Rika she strikes too, every 1.2s. Needs Copy Technique and Rika. |
| Womb Profusion (Kenjaku) | A violet gravity well spiralling into a dark centre. | 2.6s: everyone inside is slammed down (15) and pinned to the floor by crushing gravity, crushed every 0.3s (4). With Maximum: Uzumaki the well fires all your spirits at them as it closes. |
Domain counters (0.8.0)
| Card | Needs | What it does |
|---|---|---|
| Simple Domain | — | A tiny domain of your own: sure-hits deal you 50% less, domain holds (freezes, verdicts, gravity, sinking) last half as long, and barriers can't trap you. Block cooldown -15%. |
| Hollow Wicker Basket | Simple Domain | Block to weave the basket: for 2.5s no sure-hit and no JJK technique hit can touch you, and domain holds skip you. 6s between weaves. |
| Domain Amplification | any technique | Your bullets carry your domain: a hit switches the target's techniques off for 0.6s (once per target every 2.5s) and Infinity can't slow your bullets. Sure-hits deal you 30% less; your own domain gets +1 clash power. |
| Falling Blossom | — | Falling Blossom Emotion, an auto-counter: one sure-hit every 0.75s is parried and strikes the caster back (12). JJK technique hits deal you 15% less. |
New characters (0.8.0)
No spoiler limits any more: manga material is welcome. Each technique counts toward the two-technique limit; each domain needs its technique (Mutual Love needs Rika too).
| Card | Type | What it does |
|---|---|---|
| Idle Transfiguration | Character (Mahito) | Your bullets touch the soul: every 3rd hit on the same enemy (within 4s) reshapes their body: 25 damage, knockback, a 0.4s daze and the body visibly warping. Stacks: +8 damage per extra copy. |
| Self-Embodiment | Mahito path (domain) | Self-Embodiment of Perfection: see Domain expansion. |
| Disaster Flames | Character (Jogo) | Your bullets trail embers and set enemies on fire: 3 damage every 0.25s for 1.5s (a new hit refreshes it). Stacks: +1 per tick per extra copy. |
| Maximum: Meteor | Jogo path | Every 5s your next shot calls a meteor down where it lands (an enemy or the map; its shadow warns): 50 damage (half at the edge) in a 4.5 radius, everyone thrown out, and set on fire with Disaster Flames. |
| Iron Mountain Coffin | Jogo path (domain) | Coffin of the Iron Mountain: see Domain expansion. |
| Disaster Tides | Character (Dagon) | Your bullets are water: +40% knockback and every hit soaks the enemy (25% slower for 1.5s). |
| Death Swarm | Dagon path | +2 bullets per shot that swim like shikigami fish and home in on enemies ahead (110°/s, within 50° and 14 units). Bullet damage -25%. |
| Horizon of Skandha | Dagon path (domain) | Horizon of the Captivating Skandha: see Domain expansion. |
| Idle Death Gamble | Character + domain (Hakari) | Counts as a technique and a domain. See Domain expansion. |
| Deadly Sentencing | Character + domain (Higuruma) | Counts as a technique and a domain. See Domain expansion. |
| Executioner's Sword | Higuruma path | Every 6s your next shot carries the sword: a hit deals +55 (twice that on someone under your death penalty). In Deadly Sentencing a guilty verdict becomes the death penalty. |
| Copy Technique | Character (Yuta) | Copy: every 3rd bullet hit on the same enemy carries a copied Cursed Speech, alternating "Don't move!" (held 0.5s) and "Blast away!" (10 damage and a big throw). |
| Rika | Yuta path | Rika follows you (a looming shadow with her ring) and every 2.5s lashes the nearest enemy you can see within 10: 20 damage and a throw. Stacks: +8 damage per extra copy. |
| Mutual Love | Yuta path (domain; needs Copy Technique and Rika) | Authentic Mutual Love: see Domain expansion. |
| Spirit Manipulation | Character (Kenjaku) | Cursed Spirit Manipulation: each bullet hit captures a cursed spirit (up to 6, orbiting you), and every 2.2s one flies out at the nearest enemy you can see within 16 (12). Spirits clear every point. |
| Maximum: Uzumaki | Kenjaku path | Every 6s, if you hold a spirit, your next shot also fires Uzumaki: every spirit you hold compressed into a piercing spiral beam along your aim (20 + 10 per spirit). |
| Womb Profusion | Kenjaku path (domain) | See Domain expansion. |
| Dismantle | Malevolent Shrine | The Shrine's other slash: your bullets cut straight through walls (+15% speed, -15% damage) and trail thin slashes; Malevolent Shrine's slashes deal +25%. |
Manga techniques (0.8.0)
Techniques from the manga outside the domains (no spoiler limits). Mythical Beast Amber, Ice Formation and Jacob's Ladder are new techniques: they count toward the two-technique limit and can't be taken with Heavenly Restriction. Single copy: World-Cutting Slash, 200% Hollow Purple, Mythical Beast Amber, Awakened Restriction and Jacob's Ladder; the rest stack.
| Card | Needs | What it does |
|---|---|---|
| World-Cutting Slash | Malevolent Shrine and Dismantle or Cleave | The slash that cuts space itself. Every 5s your next shot also cuts the world along your aim (34 units): 45 damage to every enemy on the line, through walls and through block. The cut is drawn exactly as wide as it hits. |
| Kamutoke | Malevolent Shrine or Sukuna's Finger | Sukuna's divine lightning. When an enemy damages you (within 32 units), a storm mark gathers over them and 0.3s later a bolt falls from the sky: 26 damage and a 0.35s stun. Blocking in time shrugs it off. Once every 3s. Stacks: +8 damage per extra copy. |
| 200% Hollow Purple | Hollow Purple | Maximum output: your Hollow Purple charges in 1.05s (was 1.4s), its sphere and the tunnel it carves are 75% bigger, it hits 50% harder and you can fire it twice per point. |
| Soul-Piercing Fist | Divergent Fist | Yuji's strikes hit the soul. Every bullet hit cracks the enemy's soul and deals +3 per crack already there; the 5th crack (each within 3s of the last) splits it with Yuji's own Shrine: 25 unblockable damage and a 0.35s daze, then the cracks start over. Stacks: +1 per crack per extra copy. |
| Mythical Beast Amber | Character (Hajime Kashimo) | Your cursed energy is lightning: bullet speed +25%, and every hit charges the enemy for 2s; your bullets home hard on charged enemies (240°/s, within 75° and 16 units). Mythical Beast Amber: once per point, when you drop to 40% health your body becomes lightning for 3s: bullets +40%, movement +40%, bullet hits stun 0.25s (once per enemy every 0.7s) and an aura shocks enemies within 4 units (5 every 0.25s). |
| Awakened Restriction | Heavenly Restriction | Maki awakened, at Toji's level: bullet damage +20%, bullet speed +25%, +1 dash charge, JJK technique resistance 40% -> 65%, and shots fired during a dash or up to 0.6s after it deal +40% (they trail a white cursed-tool streak). |
| Ice Formation | Character (Uraume) | Your bullets trail frost. Every hit adds a frost stack (-12% movement each, fading 2.5s after the last hit); the 3rd hit freezes them solid for 0.7s (no input, gravity still pulls; then 1.5s before they can be chilled again). Stacks: +0.15s freeze per extra copy (1.2s at most). |
| Icefall | Ice Formation | Every enemy you freeze is impaled from below 0.15s later: an ice spike erupts under them, 30 damage and a throw straight up. Stacks: +10 damage per extra copy. |
| Blood Supernova | Big Brother (or Piercing Blood) | Choso's Supernova. Every shot condenses a blood orb that circles you (at most one per 0.12s, so a shotgun blast is one orb). At 6 orbs, as soon as an enemy is in sight within 22 units, they burst into 6 blood shards fanned over 30° at that enemy, 7 damage each (walls stop them). Stacks: +2 shard damage per extra copy. |
| Jacob's Ladder | Character (Hana Kurusu, the Angel) | Block: a ladder of light descends on every enemy within 18 units, and 0.4s later the light lands: anyone still in its column takes 18 unblockable damage and has their techniques switched off for 2.5s (which also collapses an open domain); enemy bullets in the light are erased. 6s between ladders (nothing is spent if nobody is in reach). |
Controls
- Hold-to-charge: taps always shoot normally. Hold fire a moment and your gun stops auto-firing while the charge ring fills. On release, the ready ability with the longest hold that you reached fires. The ring's color shows which one: gold = Discharge, red = Red, purple = Hollow Purple, pink = Nail Volley, orange = Fuga, dark red = Sukuna's Finger.
- Block triggers Boogie Woogie, Blue, Projection Sorcery, the Inverted Spear, Straw Doll's Hairpin and Ten Shadows (plus Nue and Toad, or Tongue and Thunder / Totality once you own those combos). With Heavenly Restriction, every press of the block key dashes, even while block is on cooldown.
- Double-tap block (two presses within 0.35s) summons Max Elephant.
- Hold fire + block casts your domain when it's full.
- Block also weaves the Hollow Wicker Basket (if you own it; 6s between weaves) and calls Jacob's Ladder (6s between ladders).
Maps
Two arena maps: Severed Skyline (new in 0.9.0) and Scramble Crossing (now fully drawn, same geometry). Each is an iconic battle scene rebuilt for movement: node lattices, wall-jump columns and moving platforms. They need MapsExtended (1.4.2), installed automatically as a dependency; without it the cards still work and the maps are skipped. They show up under JJKCards in UnboundLib's map menu, where you can toggle each one like any map. The map files are written next to the mod's DLL at startup (identical on every PC). Moving parts use MapsExtended's own synced animation, and the art (background, painted platforms, decor) is visual only. Config [MAPS]: Map art (false: the game's usual look) and Maps (true: write the map files). Leaving the map at any edge bounces you back with 51 damage, as on every MapsExtended map. Not play-tested yet.
- Severed Skyline (large): Ruined city streets after the strongest-against-strongest fight: a crater blown into the middle of the street, skyscrapers sliced clean through, a cold blue side and a blood-red side with a shrine, and an eight-handled wheel turning in the sky. Moves: eight platforms orbit the wheel (a ferris ring), a sliced tower top slides down its cut and back, a slab ferries across the upper sky, a rock bobs over the crater and debris drifts beside the towers.
- Scramble Crossing (large, since 0.2.0): Now fully drawn: Halloween night under a dark veil, a neon skyline, a wet zebra crossing, a subway platform with a stopped train, the station hall, costumed crowds, lanterns, pumpkins and rain. Same geometry as before.
Tuning
Every number is in BepInEx/config/com.lel.rounds.jjkcards.cfg after the first launch (per-copy bonuses are the ...PerExtraCopy keys, combos are the Combo - ... sections). Everyone in a lobby should use the same config. Updating to 0.8.0 resets your tuned values to the new defaults once (the domain keys moved to Domains and one Domain - ... section per domain).
Changelog
- 0.9.0 (TEST build, not play-tested): Maps: Severed Skyline (see Maps; need MapsExtended). Scramble Crossing is now fully drawn (same geometry). New config
[MAPS] Map art/Maps(no reset: your settings are kept). Cards unchanged. Not play-tested. - 0.8.0 (TEST build, not play-tested):
- Every domain rebuilt. One shared barrier: radius 20 on a normal map (about half of it; was 9-11), scaled up on bigger maps; at full size 0.2s after the cast with the sure-hit live at 0.3s (Kiloton used to fire at 1.6s after a cutscene that held everyone still, including you). A cast flourish (hand sign, darkening, black bars, sound sting, the domain's name in the world), a barrier that holds its whole duration, a distinct inner world per domain and closed barriers that trap the enemies inside. Sure-hits ignore block. Retuned for the bigger area: Kiloton 6 per 0.3s beam pulse + a 45 detonation (was 120 once); Shrine 4.5 every 0.2s for 3s (was 8 every 0.25s for 3.5s) with a Fuga finale; Void freeze 1.6s +0.3 per path, 2.6s max (was 2.5 +0.5, 4s max); Chimera Garden 3.5s with sinking and shadow grabs; Moon Palace tears 2.2 per unit (was 2.5); 0.2-Second Domain freeze 0.9s (was 1.2s).
- Domain clashes: overlapping domains contest each other (route cards, meter overflow and Domain Amplification decide); a tie weakens both, otherwise the weaker barrier shatters. Damage can now overfill the meter by up to 50%.
- Seven new characters with their domains: Idle Transfiguration -> Self-Embodiment (Mahito), Disaster Flames -> Maximum: Meteor -> Iron Mountain Coffin (Jogo), Disaster Tides -> Death Swarm -> Horizon of Skandha (Dagon), Idle Death Gamble (Hakari), Deadly Sentencing -> Executioner's Sword (Higuruma), Copy Technique -> Rika -> Mutual Love (Yuta), Spirit Manipulation -> Maximum: Uzumaki -> Womb Profusion (Kenjaku); plus Dismantle for Malevolent Shrine.
- Four domain counters: Simple Domain, Hollow Wicker Basket, Domain Amplification and Falling Blossom.
- More gun cards: 12 of the 22 new cards change your gun or bullets (stat rows, burning / soaking / soul-stacking / spirit-capturing hits, homing fish, wall-cutting bullets, empowered next shots). Six older cards gained a gun effect: Blue (bullets curve toward enemies), Red (+40% bullet knockback), Nue (15% lightning bullets), Inverted Spear (bullet hits nullify for 0.75s), 24 Frames (+25% bullet speed) and Lucky Streak (12% lucky hits for +100%).
- Ten manga techniques outside the domains: World-Cutting Slash (empowered shot that cuts space: through walls and block) and Kamutoke (lightning answers whoever hurts you) for Malevolent Shrine; 200% Hollow Purple (bigger, faster to charge, twice per point); Soul-Piercing Fist (soul cracks and Yuji's Shrine) for Divergent Fist; Awakened Restriction (Maki at Toji's level) for Heavenly Restriction; Blood Supernova (blood orbs from your shots burst at the enemy) for Choso's route; and three new techniques: Mythical Beast Amber (Kashimo: homing lightning bullets, a low-health transformation), Ice Formation -> Icefall (Uraume: frost stacks that freeze, an ice spike) and Jacob's Ladder (Hana: block calls light that switches techniques off). Six of the ten change your gun or bullets. Heavenly Restriction's technique resistance is now one shared number (Awakened Restriction raises it).
- Spoiler limits lifted (manga material is welcome). 86 cards (38 stack). New card art for all 32 cards, new in-game sprites (hand sign, barrier, every inner world, names, popups, soul cracks, ice, blood orbs) and 22 new sounds. Config reset once (ConfigVersion 12).
- 0.7.2: Bug fixes: route guarantees no longer carry over into the next game (Inverted Spear could be forced into your first hand); Nue's dive strike no longer flies through its target at low frame rates; Divine Dog: Totality no longer hops up through a low ceiling. Damage, hit and bullet hooks can no longer throw an error into the game's own code (which could desync health).
- 0.7.1: Rarity pass: every Rare card is now Uncommon except the genuinely game-warping ones (cheat-deaths, extra lives, domains, map-wide nukes, huge all-stat boosts). Affects normal builds only; TEST builds are still all Common.
- 0.7.0: New domain Moon Palace ("Time Cell Moon Palace", Projection Sorcery path; manga material added on request, with no names or plot on the card): fire + block when charged; for 3s enemies inside who move faster than 24 frames a second allows tear for damage by how far they moved (standing still is safe), and you move 40% faster. 24 Frames and Frame Shatter each add +0.5s and +25% tear damage; 24 Frames adds more speed, Frame Shatter frames and shatters every torn enemy as it closes. Counts toward the one-domain limit and joins the Naobito route after 24 Frames and Frame Shatter. New card art, in-game sprites and two sounds; config section
Naobito - Moon Palace. - 0.6.0:
- Round format: every card now fits a 5-15 second point. Retuned (old -> new): Overtime clocks in after 10s -> 2.5s (+50% -> +35% damage); Fuga cooldown 7s -> 4.5s; Sukuna's Finger once per point for 5s -> 3s every 6s; The Honored One once per point, heal 40%, 5s -> every 7s, heal 30%, 3s; Max Elephant cooldown 8s -> 5s; Piercing Blood recharge 3.5s -> 3s; Collapse cooldown 5s -> 3.5s; Pure Love 60 -> 40 damage taken; Chimera Garden 5s -> 4s; Ranta's Gaze 3.5s -> 3s and Unblinking 6s -> 4s (every gaze capped at 4s); Mahoraga turns every 3 hits -> every hit (15% -> 12% per turn, 60% max) and the Extermination Sword heals 10 -> 6 per turn (it turns every hit now); 530,000 IQ block cooldown -40% -> -30% (it stacks now).
- Domains are ready early in every point: each point starts at least half full and the meter fills on its own (half in ~3s) on top of damage. Before, it only filled from damage (160) and carried between points.
- Stacking: 30 cards can be taken again for a per-copy bonus (up to 3 copies count): Boogie Woogie, 530,000 IQ, Bird Strike, Ranta's Gaze, Granite Blast, Infinity, Blue, Projection Sorcery, 24 Frames, Divergent Fist, Black Flash, Straw Doll, Resonance, Ten Shadows, Nue, Toad, Nail Volley, Extermination Sword, Fuga, Cleave, Sukuna's Finger, Frame Shatter, Piercing Blood, Ratio Technique, Mahoraga, The Honored One, What's Your Type?, Overtime, Jujutsu Koshien and Pure Love. Card faces show the per-copy numbers.
- Four combos: Tongue and Thunder (Toad + Nue), Resonant Flash (Straw Doll + Black Flash), Divine Dog: Totality (Ten Shadows + Chimera Garden) and 0.2-Second Domain (Infinity + Unlimited Void), with new card art. They join the Megumi, Nobara/Yuji and Gojo routes (only forced once both of their cards are owned).
- 0.5.0:
- Four new unlocks: Unison Black Flash (Boogie Woogie + Divergent Fist), Max Elephant (Ten Shadows, on a new double-tap-block trigger), Piercing Blood (Big Brother) and Ratio Technique (anyone; Nanami's 7:3 plus Collapse). They join the Todo, Yuji and Megumi routes; Big Brother now leads to Piercing Blood.
- Two meme cards: Jujutsu Koshien and Pure Love (anyone).
- New card art, effects and sounds for all six; new config sections for each.
- 0.4.0:
- Eight new unlocks: Toad (Ten Shadows), Nail Volley (Straw Doll), Playful Cloud (Heavenly Restriction), Extermination Sword (Mahoraga), Fuga and Cleave (Malevolent Shrine), Sukuna's Finger (Divergent Fist) and Frame Shatter (Projection Sorcery). Each needs its base card and joins that route's guarantee after the older path cards (Mahoraga and Malevolent Shrine now have routes too).
- Four meme cards: The Honored One (Infinity), What's Your Type? (Boogie Woogie), Overtime (anyone) and Big Brother (Divergent Fist).
- New card art, effects and sounds for all twelve; new config sections for each.
- 0.3.0:
- New characters: Divergent Fist (Yuji; path Black Flash), Straw Doll (Nobara; path Resonance) and Ten Shadows (Megumi; path Nue). They count toward the two-technique limit.
- New domains: Unlimited Void (Gojo) and Chimera Garden (Megumi's Chimera Shadow Garden). They count toward the one-domain limit.
- Domains buffed: energy needed 200 → 160; Kiloton 100 → 120 damage (+25% with Granite Blast); Shrine 6 → 8 per slash, radius 10 → 11; each domain card shows its synergy.
- Buffs: Miracle starts with 3 (max 4); Lucky Streak bubble +80% and 4 near misses per miracle; Ranta's Gaze 3.5s (Unblinking 6s); Boogie Woogie range 18 and -15% block cooldown; 530,000 IQ -40% cooldown, +60% range, 0.45s daze; Midair Clap cooldown 2s; Projection framed 1.3s; 24 Frames +60% dash, framed 1.9s; Mahoraga 15% per turn (max 60%); Inverted Spear 50 damage; Thousand-Mile Chain reach 13; Blue pulls harder (+29%, +20% while lingering); Infinity radius 3.2.
- Every card's text is shorter so it fits the card face (details moved here).
- 0.2.4: Red now always throws whoever it hits (a velocity kick applied on their own game, so it works online and whatever their mass). Hollow Purple is faster (30 u/s) and bigger (radius 2.6); its craters and tunnels now visibly remove the map, and anything it can't carve is broken outright.
- 0.2.3: Mei Mei's crows toned down: they fly slower (45% of bullet speed, was 65%), turn slower (155°/s, was 220), only chase enemies within 42° of their flight (was 70°) and 17.5 units (was 25), and deal x0.8 damage. Bird Strike is +60% damage (was +100%). Config resets to the new defaults once.
- 0.2.2: Red is a real throw now: it flies where you aim (with slight aim assist onto a visible enemy), bursts on contact and launches whoever it hits away from you; rocket-jumping only when it bursts on a wall near you. Hollow Purple no longer deletes whole map pieces: it eats a crater where it hits and carves a tunnel its own size, and collisions follow the new shape.
- 0.2.1: Energy Discharge: beams drawn at their real hit width (they were drawn ~8x wider), thinner beams, a cooldown on every shot and an overcharge heat meter. Scramble Crossing: removed the see-through background blocks that looked like platforms (map id changed to v2).
Install
- Thunderstore Mod Manager / r2modman: open the Online tab, search for the mod, and click Install. UnboundLib and MapsExtended come with it.
- Offline copy: Settings → Import local mod → pick this mod's zip, then install UnboundLib and MapsExtended from the Online tab (a local import doesn't install them).
- Imported an older copy or one of the lel packs as a local zip before? Uninstall it first, so you don't load the same mod twice.
- Everyone in a lobby needs the same version. Sharing a profile code is the easiest way to match mods and settings.
Fan-made mod; not affiliated with the original creators. Hairstyle and card art are original drawings.
