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  4. Moves page 11

All 406 Moves in Jujutsu Shenanigans - Page 11

Updated on October 22, 2026 (about 15 hours ago)

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Showing 23 of 406 items.

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Character

Puppet Master

23 items

Ultimate Proxy

Kit premise: a frail Heavenly-Restricted body fights entirely through a manipulated combat puppet.

Type
Cosmetic

Energy Reserves

A second energy gauge tracks the stockpiled years of cursed energy the restriction allows.

Type
Passive

Offload

The special charges the puppet so its next move stays off cooldown while a spare puppet fires it.

Type
Special
Damage
3 for puppet explosion
Cooldown
10s

Ultra Spin

Clawed forearm spins into a mid-range lunge that drills whoever it touches.

Type
Skill
Damage
13.5, 9.5 for drill, 4 for slam
Cooldown
15s

Boost On

The puppet handstands, leg-grabs an opponent, and rockets off with them via boosters.

Type
Skill
Damage
10, 4 for grab, 6 for punch
Cooldown
16s

Ultra Cannon

A delayable palm blast of wound-up energy from the puppet's left arm.

Type
Skill
Damage
10
Cooldown
17s

Heat Emission

Boost On ejects the puppet forward into a scorching flame cloud that fries and knocks back.

Type
Skill
Damage
13
Cooldown
16s

Absolute

Mode: Absolute dismisses the puppet for a ground-bursting mech five times normal size.

Type
Awakening

Mode: Absolute

Mech rules: every part is its own target, and piloting means fighting under mecha logic.

Type
Passive

Mode: Absolute

The mech's front dash becomes a heavy kick that only connects on stunned or ragdolled enemies.

Type
Passive

Mode: Absolute

Airborne, the mech's dash turns into an AoE dropkick that flings enemies upward.

Type
Passive

Mode: Absolute

At 0 mech HP, a puppet ejects and drills back down, restoring itself through the last-ditch dive.

Type
Passive

Energy Output

Each Awakening press raises the mech's cursed energy output level, amplifying its attacks.

Type
Special

Miracle Cannon

One stored year of energy fuels a fiery arm blast that ignites its targets.

Type
Skill
Damage
20
Cooldown
8s

Pigeon Viola

Three rainbow homing beams chase a target marked at up to 250 studs, costing three years of energy.

Type
Skill
Damage
15, up to 355 per bullet
Cooldown
8s

Absolute Destruction

Two years of energy power a three-stomp rampage capped with a leaping crash.

Type
Skill
Damage
4 per stomp, 5 for leap, 20 for slam
Cooldown
8s

Technique Charge

A compartment launches a technique-imbued projectile at a target within 100 studs for one year of energy.

Type
Skill
Damage
20 for charge, +1 for each level5 for simple domain
Cooldown
8s

Ultra Spin

Finisher: the slam sequence ends with Ultra Cannon incinerating the remains.

Type
Finisher
Damage
Insta-kill
Cooldown
15s

Boost On

Finisher: the fiery blast leaves the target smoking in embers.

Type
Finisher
Damage
Insta-kill
Cooldown
17s

Ultimate Cannon

Finisher: the cannon heat chars the corpse, shared with the Offload puppet's version.

Type
Finisher
Damage
Insta-kill
Cooldown
17s

Heat Emission

Finisher: another charred ending, courtesy of the heat emission.

Type
Finisher
Damage
Insta-kill
Cooldown
16s

Miracle Cannon

Finisher: the miracle blast burns the target alive.

Type
Finisher
Damage
Insta-kill
Cooldown
8s

Absolute Destruction

Finisher: the mech simply steps on them, identically across its stomps.

Type
Finisher
Damage
Insta-kill
Cooldown
8s
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