Ten Shadows
CompleteTen Shadows is a Jujutsu Shenanigans character with 5 base move entries and an awakened form, Insanity, carrying 6 more. Health is 85; the unlock condition is Free. Added in V1.15 and finished in V1.29. Of the moves that declare a block behaviour, 63% are unblockable.
- Health
- 85
- Unlock
- Free
- Version added
- V1.15
- Version finished
- V1.29
Health and unlock are the infobox text from Ten Shadows'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 Ten Shadows beats anyone.
- Named moves
- 11
- Unblockable share
- 63% of 8 that state one
- Avg cooldown
- 27.8s across 10 moves
- Bypasses ragdoll
- 100% of 8 that state it
Put Ten Shadows next to another character to see these side by side — including the damage and cooldown spread, and what each number refuses to claim.
Base kit
Four numbered moves plus the Special, as the wiki lists them.
- 1
Rabbit Escape
While aiming at an enemy within 40 studs, the user performs a handsign to release a swarm of rabbits from the shadows to attack their target. Due to the rabbits overwhelming their lower body, the target's movement is halted as they become unable to walk around or dash until the rabbits are gone. If the user is stunned or hit, the rabbits will stop spawning.
- Damage
- 14, 0.5 per rabbit
- Cooldown
- 18s
- Block
- 360 Blockable
- Interrupt
- Interruptible
- Ragdoll
- Bypasses Ragdoll
- 2
Nue
The user summons a winged shikigami behind them, Nue, to swoop in from the skies down to their cursor direction. Nue will travel faster if aimed at a ragdolled enemy, but it cannot be summoned while Rabbit Escape is swarming a grounded target, and its ragdoll will not be true if the user is awakened.
- Damage
- 16
- Cooldown
- 20s
- Block
- Unblockable
- Interrupt
- Interruptible
- Ragdoll
- Bypasses Ragdoll
- 3
Toad
By aiming at a target within 75 studs, the user will summon a giant frog by their left side to release a shoots out its tongue to wrap around the target and pull them towards itself. The target will flash with a purple circle when targeted by Toad.
- Damage
- not published
- Cooldown
- 15s
- Block
- Blockable
- Interrupt
- Interruptible
- Ragdoll
- Bypasses Ragdoll
- 4
Divine Dog: Totality
Upon using this move for the first time, the user will perform a hand sign to summon an improved Divine Dog to their right. Afterwards, each of the next three uses will command the shikigami to attack the closest enemy within 50 studs, ragdolling them away. However, each use applies a short delay to the Divine Dog's attacks, which extends to a second if the enemy blocked the hit. The Divine Dog will be dispelled after its third attack or if the user gets ragdolled.
- Damage
- 18, 6 per use
- Cooldown
- 20s
- Block
- 360 Blockable
- Interrupt
- Interruptible
- Ragdoll
- Bypasses Ragdoll
- Special
Lurking Shadow
The user sinks into their own shadow and remains there for about 2 seconds. While inside, their walk speed is greatly increased but all abilities are disabled (except for Rabbit Escape and Divine Dog: Totality) as they can only move around and jump, although they can leave their shadows early by using the special or an M1. However, despite visibly being in a shadow puddle, the user remains vulnerable to attacks.
- Damage
- not published
- Cooldown
- 10s
- Block
- not published
- Interrupt
- Interruptible
- Ragdoll
- not published
Awakening — Insanity
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
Max Elephant
The user makes a handsign before a massive elephant appears from the sky to crush the area with its weight. Holding the move will keep the user still to decide where the elephant will land, indicated by a red circle controllable by their cursor.
- Damage
- 35
- Cooldown
- 25s
- Block
- Unblockable
- Interrupt
- Interruptible
- Ragdoll
- Bypasses Ragdoll
- 2
Great Serpent
The user will hop in the air while taking control of the Great Serpent Orochi. The shikigami will fly wherever their master aims, grabbing ahold of whoever is near its jaws to increase its period of activity, and only letting go of them once dispelled. Moreover, any grabbed enemy will suffer a poison effect that will drain their health for 9 seconds.
- Damage
- 29, 11 for bite, 2/s for poison
- Cooldown
- 25s
- Block
- Unblockable
- Interrupt
- Interruptible
- Ragdoll
- Bypasses Ragdoll
- 3
Shadow Swarm
The user manifests two shadow clones to their side before all three begin running forwards. Any enemy the user reaches will be battered by the clones while the user enters their own shadow to pull out a metal bat and swing it, launching the enemy away. The clones may get stuck behind walls and debris, but they will join the user if they find a target.
- Damage
- 13 for barrage, 5 for last hit
- Cooldown
- 15s
- Block
- Unblockable
- Interrupt
- Interruptible
- Ragdoll
- Bypasses Ragdoll
- 4
Mahoraga
By aiming at an opponent within 60 studs, the user will force the enemy to partake in a summoning ritual as they chant the words: "With this treasure...", "I summon..." while performing a stance for three seconds. If uninterrupted, the user will summon their strongest shikigami: the Eight-Grip Sword Divergent Sila Divine General , and take control of it as their body gets smacked away. Keep in mind that the ritual Mahoraga starts with will range between 100% and 40%, as it will match the user's awakening progress (before the ritual) but won't drop below 40%. (Due to having different stats, has been classified as its own character. Click the highlighted name if you wish to check out its assigned page)
- Damage
- not published
- Cooldown
- 120s
- Block
- Unblockable
- Interrupt
- Interruptible
- Ragdoll
- Bypasses Ragdoll
- Special
Lurking Shadow
Same as base
- Damage
- not published
- Cooldown
- 10s
- Block
- not published
- Interrupt
- Interruptible
- Ragdoll
- not published
- Awakening Ability
Switch
While awakened, the user will refrain from holding back as they begin to use their technique to its fullest potential by utilizing all their available shikigami. Pressing the Awakening button will switch between the user's awakened and base movesets, giving them access to a total of 8 moves.
- Damage
- not published
- Cooldown
- not published
- Block
- not published
- Interrupt
- not published
- Ragdoll
- not published
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 Ten Shadows'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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