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JJK Ten Shadows

A ROUNDS card mod inspired by the Ten Shadows technique from Jujutsu Kaisen.

How it works

  1. Pick Unlock Ten Shadows. You get the Divine Dogs right away, and shadow cards (Nue, Toad, Great Serpent, Max Elephant, Rabbit Escape, Piercing Ox, Round Deer, Tiger Funeral, Divine General Mahoraga, Black-Bladed Sword, Chimera Shadow Garden, Shadow Swim, Shadow Clones) can show up in your picks from then on.
  2. Hold J (controller: D-pad Up) to open the wheel in the middle of the screen. It has 10 slots; the Divine Dogs come first, and each shadow you unlock takes the next slot (clockwise from the top) in the order you picked its card. Point at a shadow with the mouse (controller: right stick) and release to select it.
  3. Block to summon the selected shadow (it uses your normal block, so the block cooldown applies).
  4. The wheel has three pages: shikigami, weapons and abilities. While it's open, press K or scroll the mouse wheel (controller: D-pad Left/Right) to flip between them. Weapons are equipped by picking them; abilities are selected like a shikigami and used by blocking.

Cursed energy

Summoning costs cursed energy (CE) on top of each shadow's cooldown. Your CE bar sits under your character (only you see it); it holds 100, refills 7 per second, and is full again after you die. If you can't afford a shadow, the bar flashes red and the wheel shows the cost in red.

Shadow CE
Divine Dogs / Totality, Shadow Swim 20
Toad, Rabbit Escape 25
Nue, Shadow Clones 30
Great Serpent, Piercing Ox 35
Round Deer 40
Max Elephant 45
Tiger Funeral 55
Chimera Shadow Garden 60

Unlock Ten Shadows (Common)

Stat Value
Health +15%
Movement speed +15%
Damage +10%
Divine Dogs granted
Cursed energy 100 (+7/s)

Can only be taken once.

Divine Dogs

A pair of black and white wolf-like shikigami, given from the start. They excel at tracking, scouting and physical combat.

Stat Value
Dogs at once 2 (one black, one white)
Dog health 200
Bite damage 25 (once per second)
Dog lasts 30 seconds
Summon cooldown 8 seconds
  • The first summon brings the black dog; once the cooldown ends, the next brings the white dog. With both out you can't summon more until one is gone.
  • Tracking: they sense enemies up to 30 units from you and hunt them down.
  • Scouting: the enemy a dog is hunting gets a marker on your screen. When that enemy is off-screen, the marker sits at the screen edge and points toward them.
  • They walk the map like real animals: they follow behind you, jump up ledges and over gaps, chase enemies and pounce on them.
  • Shadow travel: if a dog gets stuck, falls off the map or ends up far away, it sinks into a shadow and re-emerges on the ground near its target or near you.
  • Enemies can shoot them; below 30% health a dog runs back to you and heals while it stays close, then rejoins the fight at 70%.
  • All dogs vanish when a point ends.

Divine Dog: Totality

If the White Dog is killed, its power merges into the Black Dog. If the Black Dog is out it transforms on the spot; otherwise your next summon is Totality. For the rest of the game you summon a single Divine Dog: Totality instead of the pair. If Totality is killed, it's gone for good: no more Divine Dogs for the rest of that game.

Stat Value
Dogs at once 1
Health 450
Bite damage 45 (every 0.75 s)
Size 1.4x a Divine Dog
Speed +20%, dashes more often

A dog that simply runs out of time does not trigger Totality. A new game gives everyone their pair back.

Nue (Uncommon, needs Unlock Ten Shadows)

A large, winged owl-like shikigami with a human-like face. It carries you through the air and coats its wings in electricity to shock and stun enemies.

Stat Value
Shock damage 20
Stun 0.75 s
Flight 3 s per full meter (refills on the ground)
Nue health 150
Nue lasts 20 seconds
Summon cooldown 12 seconds
  • Air transport: while Nue is out, hold jump in the air and Nue grabs you and flies you wherever you steer (movement keys / left stick). The blue bar under Nue's health shows the flight meter.
  • Electric wings: Nue swoops at enemies within 14 units of you, shocks them (damage + stun), then circles above them until it can shock again (every 3 s).
  • While it is carrying you, Nue doesn't attack.

Toad (Uncommon, needs Unlock Ten Shadows)

A large toad with a long, powerful tongue that restrains enemies.

Stat Value
Tongue range 35
Hold 2 s (dragged in, then held)
Tongue damage 10
Toad health 250
Summon cooldown 10 seconds
  • Toad pops out of the shadows next to you, lashes its tongue at the closest enemy within 35 units, drags them in front of its mouth and holds them there (they can still shoot).
  • One grab per summon: when it lets go, it sinks back into the shadows. With nobody in range it vanishes right away.
  • Coming later: grabbing allies out of danger, and fusing Toad with Nue (The Well's Unknown Abyss).

Great Serpent (Uncommon, needs Unlock Ten Shadows)

A massive snake that bursts out of the ground or shadows for surprise attacks and ensnares massive targets.

Stat Value
Strike damage 18 (never takes anyone below 15% health)
Ensnare 1.5 s, up to 2.5 s on big targets
Ambush range 12 (25 right after summoning)
Serpent health 300 (only while it is out of the ground)
Summon cooldown 14 seconds
  • After you summon it, it lurks as a shadow on the ground near you (up to 12 s).
  • The first enemy to come close is marked: the shadow slides under them and pulses for 0.7 s, a short warning.
  • Then the serpent bursts out of the ground beneath them, bites, and coils around them, holding them in the air.
  • Ensnaring massive targets: players in ROUNDS grow with their max health, and the serpent holds bigger players longer.
  • One strike per summon; then it sinks back into the shadows. Shoot it while it's out to free its prey.

Max Elephant (Uncommon, needs Unlock Ten Shadows)

A massive elephant that drops out of the sky with immense crushing weight and floods the area with water.

Stat Value
Impact damage 15 + 3.5 per unit fallen (max 100), within 4.5 of the landing
Shockwave knocks back everyone within 7
Water slows enemies standing in it for 5 seconds
Elephant health 400 (while on the field)
Summon cooldown 18 seconds
  • The drop: it appears 4 units above you and falls straight down onto whatever is below. The higher it falls from, the more damage it does, so summon it while high above the ground for a huge hit.
  • The flood: the impact spills water about 6.5 units to each side of the landing. Enemies standing in it are slowed (the same slow as Cold Bullets) until it drains away after 5 seconds.

Rabbit Escape (Common, needs Unlock Ten Shadows)

Countless small rabbits that swarm around you: not much of a weapon, but a great smoke screen for distraction, escape and misdirection.

Stat Value
Rabbits 45
Swarm lasts 6 seconds
Contact 3 damage + shoved back (at most every 0.3 s per enemy)
Summon cooldown 14 seconds
  • The swarm bursts out of your shadow and swirls around you wherever you go, hiding you behind a cloud of rabbits and dark haze.
  • Enemies that run into the rabbits are nibbled and shoved back out of the swarm.
  • The rabbits can't be shot down. When the swarm ends they scatter and vanish.

Piercing Ox (Uncommon, needs Unlock Ten Shadows)

A large bull that charges forward in a straight line. The longer it travels without turning or stopping, the more powerful its charge becomes.

Stat Value
Charge damage 15, rising to 70 after 30 units of running
Knockback grows with the charge
Ox health 300
Summon cooldown 12 seconds
  • It appears behind you, paws the ground for a moment, then charges the way you're aiming (left or right).
  • It never turns. It keeps speeding up and glows hotter, with afterimages streaming behind it.
  • It plows through every enemy in its path (each one is hit once), runs off ledges and keeps going, and stops when it slams into a wall.

Round Deer (Uncommon, needs Unlock Ten Shadows)

A large deer that continuously outputs Reverse Cursed Energy. It heals you, your teammates and your shadows inside its glow.

Stat Value
Healing 15 HP/s
Glow radius 7
Deer lasts 12 seconds
Deer health 250
Summon cooldown 22 seconds
  • It stands where you summon it, surrounded by a soft healing glow. You (and teammates) heal while you stay inside.
  • Coming later: neutralizing enemies' cursed energy and techniques on contact.

Tiger Funeral (Rare, needs Unlock Ten Shadows)

Also called Mourning Tiger: one of the offensive beasts of the set. It fights like Divine Dog: Totality, but stays close to you and hits much harder.

Stat Value
Claw damage 60 (every 0.7 s)
Burn 5% of the claw's damage every 0.5 s for 6 s
Hunts enemies within 12 of you
Tiger health 500
Tiger lasts 20 seconds
Summon cooldown 20 seconds
  • While the tiger is out: your other shadows deal 50% more damage, and all your shadows' attacks (the tiger's too) go straight through block.
  • Each of your other shadows also gets its own upgrade while the tiger is out:
Shadow Upgrade
Divine Dogs / Totality run and pounce 20% faster
Nue stun 0.75 → 1.25 s, shocks every 2 s instead of 3
Toad tongue range 35 → 50, holds 3 s instead of 2
Great Serpent ambush range 12 → 20, coils 1 s longer
Max Elephant the flood lasts 8 s instead of 5, spreads wider and slows harder
Rabbit Escape the swarm hunts the nearest enemy (within 30) and engulfs them instead of hiding you
Piercing Ox homing: turns around for the nearest enemy it hasn't hit yet and leaps up at them, keeping its built-up power
Round Deer glow radius 7 → 9, healing 15 → 20 HP/s
  • It walks the map like the dogs, pounces at nearby enemies and travels through the shadows when stuck.

Divine General Mahoraga (Epic, needs Unlock Ten Shadows)

Eight-Handled Sword Divergent Sila Divine General Mahoraga. Not a summon: the card puts Mahoraga's eight-handled wheel above your head, and the wheel adapts to whatever hurts or hinders you.

Adapts to Each adaptation
Bullets (normal damage) -20% damage
Poison (damage over time) -20% damage
Burn (fire damage over time, like Tiger Funeral's) -20% damage
Stun -25% stun time
Freeze / slow -25% slow
Dazzle -25% dazzle time
  • Getting hit by something starts an adaptation to it. Only one adaptation runs at a time; other kinds of harm wait until it's done.
  • The wheel turns slowly while adapting and spins faster the more of that harm you take, so adaptation finishes faster. It always finishes eventually (about 30 s on its own).
  • When it finishes, the wheel clunks a notch and flashes, and a colored dot appears on its rim.
  • Adaptations stack (up to 4 of each: 80% less damage, or immunity to a status) and last until the round ends.
  • On/off switch: Mahoraga's wheel has its own slot on the Ten Shadows wheel. Hold J, point at it and release to switch it on or off (your summon selection stays the same). While it's off, the wheel disappears, nothing adapts and finished adaptations don't apply; switching it back on brings them back (within the same round). It starts switched on.

Chimera Shadow Garden (Rare, needs Unlock Ten Shadows)

Megumi's Domain Expansion. It lives on the abilities page of the wheel; select it and block to cast it (60 CE, 40 s cooldown).

  • The ground around you floods with liquid shadow (13 units to each side) for 12 seconds.
  • Inside it: your summons cost half the cursed energy, their cooldowns run twice as fast, and your CE refills 2.5x faster.
  • Shadow ambush: every 2.2 s, shadow jaws snap up out of the ground under every enemy standing in it (14 damage, counts as a shadow attack, so Tiger Funeral boosts it).
  • Shadow decoys: three shadow copies of you drift around you while you stand in it, to throw off enemy aim.

Shadow Swim (Uncommon, needs Unlock Ten Shadows)

An ability on the abilities page: select it and block. You sink into your own shadow and glide along the ground the way you're moving (or facing) for 1.1 seconds.

  • While submerged you're untouchable: no damage gets through, and your body is hidden.
  • Then you burst out of the shadow: enemies within 3.2 take 12 damage and are knocked up, and you hop out.
  • 20 CE, 6 s cooldown.

Shadow Clones (Uncommon, needs Unlock Ten Shadows)

An ability on the abilities page: select it and block. Three shadow copies of you pour out and rush the nearest enemies (spread across up to three targets).

  • Each clone strikes once with your current weapon, then vanishes: a slash with your Black-Bladed Sword if it's equipped (45 x your damage), otherwise a point-blank shot (60% of one of your bullets).
  • Clone strikes count as shadow attacks, so Tiger Funeral boosts them and lets them ignore block.
  • 30 CE, 10 s cooldown. They vanish after 2.6 s if they can't reach anyone.

Black-Bladed Sword (Uncommon, needs Unlock Ten Shadows)

Megumi's black blade, kept in his shadow. It lives on the weapons page of the wheel (hold J, press K): pick it to equip it, pick it again to put it away.

Stat Value
Slash damage 45 x your gun's damage stat
Reach 3.4 (an 80-degree arc each side of where you aim)
Swing speed about 2.4 swings a second (hold attack to keep swinging)
  • While it's equipped your attack button swings the sword instead of shooting, and your gun is put away. Damage cards still make it hit harder.
  • It knocks enemies back a little and cuts through enemy shikigami too.

Requirements

UnboundLib, ModdingUtils, RarityLib, AllThePatch and Lag Balancer (installed automatically by the mod manager).

Multiplayer

Works in local and online multiplayer. Every player in an online lobby needs the mod installed. Each shadow is controlled by its owner's game and mirrored to everyone else, so on other players' screens it can trail its real position very slightly. Hunt markers are only shown to the dogs' owner.

Known limitations

  • The wheel button is fixed (J on keyboard, D-pad Up on controller); summoning uses your block button.

Credits

Made by kpcnre. All art is original fan art, not official Jujutsu Kaisen artwork.

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