These guides cover the same topics as jjk help tutorial. Video versions are on the video guides page.
JJK Bot has two separate parts, and the player can play either one or both. In the Card part, the player pulls characters, builds a team of three and sends it into fights. Most card commands start with c, such as jjk cf. In the Technique part, the player fights bosses in person with techniques bought from the shop. Most technique commands start with t, such as jjk tf.
Quests, trading, guilds and events are shared between both parts.
jjk pull → jjk cft → jjk cf starts the card partjjk use starter cache opens the starter items, then jjk tf starts a technique fightjjk quests tracks quest progressLevi's Invitation is the first quest. It asks the player to browse the card index with jjk ci, win 6 card fights (PvE or PvP) and pull 5 cards with jjk pull. The reward is a free SSR card.
Commands can be used as slash commands or as text commands with the server's prefix, which is usually jjk. Some shortcuts and subcommands only exist as text commands. jjk commandinfo <command> shows a command's arguments, aliases and slash version.
jjk prefix lists every commandjjk commandinfo <command> explains one commandjjk profile shows the player's accountjjk settings changes how the bot behaves for the playerjjk tutorial <topic> opens the in-bot guide for a topic, such as jjk tutorial cardsCards are collectible characters, each with its own stats, abilities and upgrade path. The player puts three cards on a team and sends that team into fights. Cards level up from battles, evolve into stronger forms with materials, and can then be raised further with Ascension and Prestige. jjk cview <name> shows a card's kit, equipment and upgrades in one place.
Most modes in the bot use the card team. The player's grade, techniques and stat points from the Technique part have no effect on cards, and card progress does not raise the player's grade.
jjk pull pulls a cardjjk cft builds a team from owned cardsjjk cf starts a fight, which levels the teamjjk cview <name> shows one card in fulljjk pull collects cards; jjk banner shows banner costs, rates and pityjjk collection browses owned cards; jjk cview <name> opens one in detailjjk evolve upgrades a card's form; jjk ascend raises its Ascensionjjk prestige <card> checks the requirements to reset a card's level for a higher capjjk ci previews unowned cards and their evolution pathsjjk tutorial cards opens the in-bot card guideCard pulls are the main way to get new cards. Each pull gives a random card and can also give fragments. jjk mpull uses several available pulls at once. Pulls refresh on a global timer, and jjk cooldown shows the next reset. Voting for the bot with jjk vote gives +2 pulls for 12 hours.
jjk banner opens the summon hub. Each banner has its own currency, cost, rates and pity, separate from regular pulls.
The Recollection Banner uses Whispers and gives Recollections instead of cards. Whispers come from card fights, dailies and other rewards. jjk bal shows every currency the player holds.
Character Fragments summon the character or accessory they are named after once the player has the required amount.
Rarity Fragments are used in eligible card evolutions. 8 SSR Fragments can also summon a random pullable SSR.
ASSR Fragments summon a card of the player's choice from the current featured SSR pool for 8 fragments.
Sacred Card Fragments make an owned card of the matching rarity Sacred, which permanently gives it +15% to all stats and EXP gain. They are separate from Rarity Fragments, and a card can only be made Sacred once.
jjk pull collects one card; jjk mpull pulls several at oncejjk cooldown checks the pull reset; jjk banner shows each banner's costs, rates and pityjjk ci browses cards the player does not own yetjjk finv shows fragments; jjk lookup <fragment> shows a fragment's details and sourcesjjk summon <character> spends the required Character Fragments on that summonjjk summon ssr spends 8 SSR Fragments on 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 applies a matching Sacred Card FragmentA card's abilities decide what it does in battle. Each ability lists what activates it, which cards it affects, what it does and its limits, such as a cooldown, a duration or a number of uses. Some effects need a specific ally, enemy or piece of equipment. jjk abilities <name or ID> shows a card's abilities, and using the card ID selects one specific card.
One character can have several cards with different abilities. Each card uses that character's powers in its own way, even when two cards show the same form or fight.
For example, Ryu (Full Feast) loses Max HP at the end of each turn and gains Damage Inflicted for every 5% lost, while A Feast; Ishigori gains ATK from clashes. Both are the same character, but they suit different teams.
Before choosing allies or equipment for a card, check what its abilities need to activate and how they help the rest of the team. jjk ci browses every card, and jjk cview <name> shows an owned card with 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 abilities opens the in-bot guide to card 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, and after one is used it cannot be used again for that many turns. 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. A ready Special Art shows as a button, and using it does not take the card's turn. With Auto-Ability on, Special Arts 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 that takes 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 is defeated. They trigger the card's On Hit passives and count as an attack for allies' effects. A follow-up only does more than this when the 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 Black Flashes 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, which raises ATK and SPD for 2 turns.
Crits can 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 sets whether Special Arts and other ready abilities fire on their ownjjk cardhelp explains other card mechanicsThis guide explains when On Attack effects, On Hit effects and follow-ups trigger, and what accessory and Recollection text about them means.
A dodged attack gets no On Hit effects and no follow-ups, but the On Attack effects from step 1 still happen.
An On Attack effect triggers when the card starts a basic attack. This happens before the dodge roll, so the effect still triggers when the target dodges.
Example: an accessory effect works every 3 attacks (follow-ups count). One basic attack and two follow-ups count as 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 separate trigger. All direct damage triggers it, including ability damage.
A Recollection's On Hit effects follow a different rule. Basic attacks trigger them, but normal follow-ups do not. A follow-up only triggers them when its text says it applies the card's On Hit effects.
When accessory, Recollection or card text says an extra strike applies this card's On Hit effects, that strike triggers On Hit effects the same way a basic attack does:
When text says an attack applies on-hit and on-attack effects, the card's On Attack effects also trigger for that attack.
When text says an attack does not apply on-hit or on-attack effects, neither type of effect triggers for that attack.
Example: Scythe of Sorrow. On each of the card's attacks (follow-ups count), a Shadow strikes the same target for 50% of the card's ATK and applies the card's On Hit effects. The Shadow's strike counts as a follow-up, but it does not trigger another Shadow.
A card can get follow-ups from its kit, its accessory or its Recollection. After a basic attack hits, each follow-up strikes once.
Text that says an effect does not trigger additional abilities means its damage triggers no On Hit effects and no On Damage Dealt effects, and it does not count as an attack.
jjk abilities <name or ID> shows the triggers of each of a card's abilitiesjjk cview <name> → Equipment shows a card's accessory and Recollectionjjk allca shows the text of card accessoriesjjk rc <name> shows the text of a RecollectionA standard team has three cards, placed in the Frontline or the Backline. A balanced team mixes damage, protection and support, and uses cards whose abilities work with each other. A card that triggers off an ally is often worth more than a slightly stronger card that works alone. Saved teams let the player keep different builds for different fights.
The Frontline takes damage and protects the Backline, so durable cards usually go there.
jjk cft creates and switches teamsjjk ctm edits the lineup and positionsjjk collection lists every owned cardjjk cf starts a solo card fightjjk cfp fights another playerjjk cc opens challenge fightsjjk cfs tests builds without changing the collection or earning rewardsCards can equip two kinds of gear: accessories and Recollections. Both are equipped from the Equipment menu in jjk cview <name>. Some gear can only be equipped by particular characters or tags.
Card accessories add stats or effects. Copies of the same accessory can have different rolls, and the Equipment menu lets the player compare owned copies before equipping one.
Exclusive Accessories can only be equipped by specific cards. Resonant Accessories have a special connection with particular cards, even though other cards can equip them.
Technique accessories are a separate item type used in the Technique part.
Recollections add stats, effects or abilities, and some are exclusive to particular cards. They are pulled from the Recollection Banner with Whispers. Most cards hold one Recollection. Recollections can be ascended up to 3 times with their own materials.
With Team Gear Presets turned on in jjk settings, each team saves its own accessories and Recollections, so switching teams does not mean re-equipping gear by hand.
jjk cview <name> → Equipment equips or removes card gearjjk rcs lists owned Recollections; jjk rc <name> inspects onejjk banner → Recollection Banner spends Whispers on Recollectionsjjk ascend also ascends Recollectionsjjk allca previews card accessories; jjk lookup <item> shows material sourcesjjk settings → Team Gear Presets saves equipment with each teamjjk cardhelp explains equipment rules, Boost cards and other card mechanicsCards get stronger in four ways: levels, Evolution, Ascension and Prestige.
Cards gain levels by fighting, so a new card needs to be used in fights to level up.
jjk evolve turns an eligible card into a stronger form using materials. jjk lookup <item> shows where each material drops, and jjk ci shows every card's evolution path.
A card can ascend once it reaches Level 100, up to Ascension 3. Each step costs Coins plus the materials listed for that card, and an Ascendant Stone of the card's rarity can replace its main materials. Ascension permanently raises the card's stats and Black Flash chance, and some cards unlock or improve abilities through it. Ascending resets the card to Level 1.
Card Prestige resets a card to Level 1 and raises its level cap.
Cards only earn Prestige Points once they meet the level and Ascension for their next Prestige. A win gives 0.1 points in a fight, 0.25 in a dungeon, 0.35 in Veil and at least 1 in a raid. Academy gives points based on the wave reached.
Card Prestige is separate from technique Prestige, which is in jjk stats.
jjk evolve shows eligible evolutions and their materialsjjk ascend shows a card's Ascension requirements and ascends itjjk abilities <name or ID> shows what a card gains at each Ascensionjjk prestige <card> checks a card's Prestige requirements and prestiges itjjk settings → Auto Prestige prestiges cards as soon as they qualifyjjk cardhelp sums up the Ascension and Prestige rulesThe Technique part is separate from cards. The player fights bosses in person, using equipped techniques and Cursed Energy. Cards, card levels and card accessories have no effect here, and technique progress does not raise any card.
Progress in this part depends on the player's grade, stat points and equipped techniques. Fight EXP raises the grade, each grade gives stat points, and using a technique raises its mastery. Techniques are Jujutsu, Taijutsu or Hybrid, and work best when they match the player's stats. Technique accessories give further bonuses.
jjk tf starts a boss fightjjk tshop sells techniques for coinsjjk tequip puts a technique in a slotjjk stats spends the stat points earned from gradesjjk tf starts a boss fight; jjk tfr starts a technique raid with other playersjjk tshop sells techniques; jjk tindex explains their types and effectsjjk tequip and jjk tunequip manage technique slotsjjk tview shows owned techniques and their mastery; jjk innate shows the player's innate techniquejjk acc manages technique accessories, including slots and set bonusesjjk stats allocates stats and shows technique Prestige requirementsjjk tutorial techniques opens the in-bot technique guideGrades measure the player's progress in the Technique part. Fight EXP raises the player's grade. There are nine grades, from lowest to highest:
Grade 4 → Grade 3 → Grade 2 → Semi-Grade 1 → Grade 1 → Special Grade 4 → Special Grade 3 → Special Grade 2 → Special Grade 1
Each grade above Grade 4 gives 10 stat points at Prestige 0. Each technique Prestige adds 2 more points per grade, up to 20 at Prestige 5.
Once the player is at Special Grade or higher and has a mentor, an Unknown Substance starts Awakening. Heian Era Awakening Remnants raise it further, up to Stage Five. Some clans in the technique shop stay locked until the player reaches a certain Awakening stage.
Prestige in jjk stats resets the player's grade climb in exchange for permanent bonuses. Each level gives +3% damage and +2 stat points per grade, and raises the stat cap by 10. The maximum is Prestige 5, where the stat cap is 110 instead of 60.
Each level costs coins and gems:
Each level also adds 20% to the EXP needed for every grade, and enemies gain 15% health and damage per level.
jjk tf earns grade EXPjjk stats spends stat points and opens technique Prestigejjk qget browses available quests and their requirementsjjk use applies the Awakening itemsjjk profile shows the player's grade and Awakening stagejjk tshop sells techniques for coins, grouped by clan, and some techniques also cost items.Some clans stay locked until the player reaches a certain Awakening stage.
jjk tindex lists every technique in the game with its damage multiplier and damage type, including techniques the player does not own.
jjk tequip and jjk tunequip manage technique slotsjjk tview shows owned techniques and their masteryjjk innate shows the player's innate technique, which is not bought from the shopEvery technique is Jujutsu, Taijutsu or Hybrid. The Jujutsu and Taijutsu stats each raise damage for techniques of their own type, and Hybrid techniques use both stats at a slight penalty. A build that focuses on one of the two stats should equip techniques of that type.
Each technique has its own mastery level, from 1 to 100. Mastery rises by using the technique in fights. Godly techniques gain mastery EXP 1.5 times as fast. Mastery Boost I, II and III raise the mastery EXP gained by 15%, 20% and 25%, and some events multiply innate technique mastery.
Mastery bonuses grow evenly with level. At level 100:
A level 50 technique has half of these bonuses. At level 100, a technique also gains a secondary damage type, which helps against enemies that resist its main type.
Stat points from grades are spent in jjk stats. Each stat is capped at 60 points, and the cap rises by 10 with each technique Prestige, up to 110. Points stay in the pool until Confirm is pressed, so a build can be cancelled before it is saved.
The player picks one stat as their proficiency. It trains 1.5 times as fast as the other stats, and past 50 points, every second point bought in it is free. The choice is permanent.
Training is a second value for each stat. It rises from fighting rather than from spent points, and caps at a quarter of the stat cap. Technique Prestige does not reset it.
/technique domain views, equips and unequips the player's domain expansions.Some domains unlock after reading Domain Insights, the reward for the Domain Expansion Training quest, which asks the player to defeat Satoru Gojo and Sukuna.
Binding vows give a bonus in exchange for a drawback. A Binding Talisman rolls a random vow, and using another one changes it. When several talismans are used at once, the player can choose vows to stop on; talismans left over after a chosen vow is rolled are kept. /help bindingvows lists every vow. With the Malevolent Shrine domain, up to 3 vows can be active at once.
jjk acc shows the player's technique accessories, equipped slots and set bonuses. These are separate from card accessories, which are equipped in Card View.
Techniques deal one of ten damage types: Physical, Magic, Fire, Water, Storm, Dark, Light, Ice, Holy and Demonic. Some techniques and effects deal True damage instead. Each boss resists some types and is weak to others.
jjk clan shows the player's clan skill tree and unlocks its nodes; /clan info shows clan unlock chances, items and bonuses/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 gives.
Modes are split between the two parts of the bot. Card modes use the player's card team, and technique modes are fought by the player with their own techniques. Each mode has its own rewards and entry requirements. jjk lookup <item> shows which modes drop a specific material.
jjk cf: standard PvE fights, where most card levelling happensjjk cc: challenge fightsjjk ctides: Endless Tides, a solo run across a map of floors that starts with one card and recruits moreThe starting card keeps its exclusive accessories, but not its levels, Recollection or normal accessories. These can be unlocked during the run.
jjk castle: Infinity Castlejjk cfs: a sandbox for testing builds, with no rewards and no changes to the collectionjjk cfp: card PvP against another playerjjk academy: waves of enemies with other players, with a modifier vote between wavesjjk dungeon: multi-wave acts with a party of up to 6; some acts keep the team's HP between wavesjjk cfr: card raids against a boss; jjk rt sets up the raid partyjjk veil list: Veil acts; jjk veil info <act> shows an act's enemies and dropsjjk worldboss: the World Boss, which spawns every 3 hours and stays for a limited time that depends on the bossjjk tf: a boss fight with the player's own techniquesjjk tfr: a technique raid with other players; jjk tfr list browses its bossesjjk raid shows both raid types.
Guilds are player groups with a shared pot, an upgrade pot, a guild shop and a guild boss that is fought with the player's card team. Members can donate to weekly donation tracks, and when a track is completed, an officer picks a guild buff.
jjk guild list lists guilds. Open guilds can be joined with jjk guild join <name>, and invite-only guilds take a join request. jjk guild create <name> creates a new guild.
jjk guild list finds guilds; jjk guild join <name> joins an open onejjk guild create <name> creates a guild; jjk guild opens the guild paneljjk guildboss fights the guild boss; jjk guildshop opens the guild shopjjk guild tracks shows weekly donation goals and the active buffjjk guild donate <amount> funds the shared potjjk guild upgradepot <amount> funds upgrades, which the owner or a co-owner buys in jjk guild upgradesjjk guild help covers invites, join requests, donations and officer controlsPlayers can trade eligible cards and items once they reach Special Grade or technique Prestige 1. Both sides of an offer should be checked before confirming. Favourited cards are protected, and some cards and items cannot be traded.
jjk trade starts a tradejjk trade info lists the trade rules and taxesjjk favourite <card> protects a cardQuests set specific goals with rewards across cards, techniques and events. Some tasks need a particular card on the team or a particular fight, so the task text is worth reading closely. Completed quests have to be claimed before their rewards are given.
jjk quests shows active quests, including event questsjjk qget picks up available questsjjk qclaim claims completed quest rewardsjjk ci completes the card index task in Levi's Invitationjjk lookup <item> shows where to find materials a quest needsThe inventory holds materials, tickets and consumables. Some items upgrade cards, some affect technique fights, and others open content or give rewards. jjk lookup <item> shows what an item does and where it comes from.
jjk inv opens the inventoryjjk lookup <item> shows item details and sourcesjjk use <item> opens or uses an itemjjk craft lists crafting recipes and their materialsjjk shop sells items for currencies; jjk exchange trades shardsDaily, weekly and monthly claims, hunting and looting give regular rewards. Dispatch sends cards on timed adventures that return with rewards. The Dispatch menu shows the tickets needed, the duration and the free slots. jjk cooldown shows which rewards are ready.
jjk daily, jjk weekly and jjk monthly claim recurring rewardsjjk hunt and jjk loot gather itemsjjk dispatch sends cards on adventures and collects finished rewardsjjk bal shows currenciesjjk cooldown shows timers; jjk vote shows voting rewardsEvents add themed fights, quests, currencies and shops. Most events have their own currency, which is earned by playing the event and spent in its event shop. Rewards, pass requirements and end dates differ between events.
jjk events sorts events into groups:
A calendar event is any event listed in jjk events. Many have a trial: a boss fight with its own quests, its own currency and a shop inside the event's page. Trial quests reset on a schedule, and the currency can only be spent in that event's shop.
Some trials only allow cards from one category, or lend the player a card for the fight.
A seasonal event is a holiday event that returns around the same time each year, such as Springs Flourish, Summer Heat and Fright Night. Each one brings its own fights, quests and currency, such as Candies during Fright Night.
jjk events, and its quests appear in jjk quests.jjk shop while the event is live.Check the end date, so its quests can be finished before the event leaves.
MiniGames are quick games tied to their own event shops. Finishing games fills daily objectives, and claiming those objectives pays the event's coins.
jjk events opens the Event Calendar; the filter menu switches between groupsjjk uevents shows upcoming eventsjjk minigames opens the MiniGames hub and its daily objectivesjjk quests tracks event objectives alongside other questsjjk pass tracks pass progress and rewardsjjk event shop browses event rewards