Puppet Master

Complete
Quick Answer

Puppet Master is a Jujutsu Shenanigans character with 5 base move entries and an awakened form, Absolute, carrying 5 more. Health is 85, ~117 in Awakening; the unlock condition is Free. Added in V1.63 and finished in V1.72. Of the moves that declare a block behaviour, 78% are unblockable.

Health
85, ~117 in Awakening
Unlock
Free
Version added
V1.63
Version finished
V1.72

Health and unlock are the infobox text from Puppet Master's page on the Jujutsu Shenanigans Fandom wiki, reproduced as written — ranges and hedges included. The version columns come from the wiki's Characters index; only characters filed under "Complete" there carry a finished version, which is why most of the roster shows none.

The wiki files this character under Complete: both the base kit and the awakened moveset are documented.

This kit, counted

Every figure below is arithmetic over the move rows on this page. They describe the shape of the kit as documented — they are not a rating, and they cannot tell you whether Puppet Master beats anyone.

Named moves
10
Unblockable share
78% of 9 that state one
Avg cooldown
11.78s across 9 moves
Bypasses ragdoll
78% of 9 that state it

Put Puppet Master next to another character to see these side by side — including the damage and cooldown spread, and what each number refuses to claim.

What the wiki leaves open for Puppet Master

  • Health is published as "85, ~117 in Awakening" — the wiki’s own approximation, kept verbatim.

Base kit

Four numbered moves plus the Special, as the wiki lists them.

  • 1

    Ultra Spin

    The puppet's right hand reveals several sharp claws as their forearm starts spinning rapidly. They lunge forward, going a medium distance. Upon contact with a target, they will begin drilling a hole through their torso, then slam them into the ground, sending them up into the air with AoE damage.

    Damage
    13.5, 9.5 for drill, 4 for slam
    Cooldown
    15s
    Block
    Blockable
    Interrupt
    Interruptible
    Ragdoll
    Cannot Bypass Ragdoll
  • 2

    Boost On

    The puppet will spin around to stand on its hands and grab with its legs. If landed on an opponent, they will hang on to them and activate their boosters to propell both in the sky, before spinning back and delivering a point-blank Ultra Cannon to their gut.

    Damage
    10, 4 for grab, 6 for punch
    Cooldown
    16s
    Block
    Unblockable
    Interrupt
    Interruptible
    Ragdoll
    Bypasses Ragdoll
  • 3

    Ultra Cannon

    The puppet points forwards with their left arm as they wind up a long blast of energy from the palm of their hand to blast their opponent with. The user can delay the shot by holding down the move, but only for a second.

    Damage
    10
    Cooldown
    17s
    Block
    360 Blockable
    Interrupt
    Interruptible
    Ragdoll
    Bypasses Ragdoll
  • 4

    Heat Emission

    The puppet activates Boost On to eject itself forwards, before using their boosters to unleash a cloud of scorching flames that will fry the opponent and knock them upwards.

    Damage
    13
    Cooldown
    16s
    Block
    Unblockable
    Interrupt
    Interruptible
    Ragdoll
    Bypasses Ragdoll
  • Special

    Offload

    Activating the special will envelop the puppet in cursed energy, indicating that its next move (Boost On excluded) will stay off cooldown while an expendable puppet executes the attack, self destructing once it completes its task or gets hit, causing an explosion with no stun, knockback or ragdoll. Offload can be turned on during stun, but it will automatically toggle off after 15 seconds.

    Damage
    3 for puppet explosion
    Cooldown
    10s
    Block
    Unblockable
    Interrupt
    Uninterruptible
    Ragdoll
    Cannot Bypass Ragdoll

Awakening — Absolute

The awakened form's own moveset. Several moves share a name with a base move and have different numbers in this form; the awakened block is what is shown here.

  • 1

    Miracle Cannon

    Using one year of the user's stored cursed energy, the mech holds one arm in front of it and blasts the area in front of it with fiery energy that sets any targets hit ablaze.

    Damage
    20
    Cooldown
    8s
    Block
    Unblockable
    Interrupt
    Uninterruptible
    Ragdoll
    Bypasses Ragdoll
  • 2

    Pigeon Viola

    After aiming at a target within 250 studs, the mech unleashes three rainbow beams forwards and directs them to home in and chase down the enemy, at the cost of 3 years of the user's reserves. Each additional Energy Output level invested in Pigeon Viola will add one year of cursed energy to its cost in exchange for an extra rainbow bullet, dedicating up to 7 years for 7 projectiles.

    Damage
    15, up to 35 5 per bullet
    Cooldown
    8s
    Block
    Unblockable
    Interrupt
    Uninterruptible
    Ragdoll
    Bypasses Ragdoll
  • 3

    Absolute Destruction

    The giant mech utilizes two years worth of cursed energy to begin rampaging through the environment, stomping around 3 times before finishing with a quick leap into a devastating slam that crushes anyone near with its unbearable weight. Each level of Energy Output will make add an extra stomp to this move at the cost of an extra year, additionally: *Starting from the third Energy Output level, the mech gains the ability to walk through destructible walls, tearing them down on contact. *On the fifth Energy Output level, the mech will acquire 4 extra stomps instead of one, totaling 10 stomps before its leap and crash.

    Damage
    4 per stomp, 5 for leap, 20 for slam
    Cooldown
    8s
    Block
    Unblockable
    Interrupt
    Uninterruptible
    Ragdoll
    Bypasses Ragdoll
  • 4

    Technique Charge

    While aiming at a target within 100 studs, the mechanized puppet consumes one year of cursed energy to deploy a technique-imbued projectile from a compartment in its index finger. The user must hold the aim for roughly 2 seconds to allow the mech’s lock-on process to complete though the shot can be released earlier, as its accuracy improves as the lock confirms. Each Energy Output Level increases the shot's damage and wall penetration by one, reduces damage falloff per wall (starting from 33% down to 16.67% at the 4th and 5th levels), and improves lock-on speed, all at the cost of an extra year of cursed energy per level used. On the fifth level, the bullet is further imbued with a Simple Domain charge, triggering a secondary impact that shatters the target's current domain expansion by targetting its border.

    Damage
    20 for charge, +1 for each level 5 for simple domain
    Cooldown
    8s
    Block
    Unblockable
    Interrupt
    Uninterruptible
    Ragdoll
    Bypasses Ragdoll
  • Special

    Energy Output

    The user employs a bonus of their Heavenly Restriction that allows them to amplify the mech's attacks by increasing their cursed energy output level. Each press of the special will reveal a 5-segment bar to right of the mech that indicates the user's current output level: the higher the level, the stronger the next move used will be and the higher its Awakening cost. The bar will reset back to the first level after a move is used, or if it's pressed while on the fifth level.

    Damage
    not published
    Cooldown
    not published
    Block
    not published
    Interrupt
    Uninterruptible
    Ragdoll
    not published
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Where this comes from

The moveset and version columns come from the Characters index on the Jujutsu Shenanigans Fandom wiki; health, unlock and each move's description, damage, cooldown, block type, interrupt and ragdoll behaviour come from Puppet Master's own page. Moves are matched between the two by exact name only, so a compound row that does not match an ability block stays blank rather than being paired with a guess. Last synced August 14, 2026.

Anything the wiki prints as "TBA" or omits entirely is shown as not published. Nothing on this page is drawn from the Jujutsu Kaisen manga or anime, and no damage number, cooldown, tier or date is inferred.

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