In JJKINF, 420 stat points might seem like a minuscule amount at first, but when you learn how many of those nodes are useless, that number will be more than enough. To learn how to distribute them efficiently and what the best stats build is, scroll down to our ultimate Jujutsu Infinite skill tree guide.
Below is the best overall skill tree build in Jujutsu Infinite. However, there are more nodes that can work well depending on your build, and you can check out those further below. Also, in-game descriptions for Increase nodes are inaccurate, as each +1 to a stat actually increases it by 10. Check the stat ratings in the bottom right of the stats tree menu.
The Health skill tree focuses on defensive stats and healing. Slow RCT and Binding Vow: Arm Sacrifice are the most important nodes overall. Most others, except for the stats ones and the Vamp/Focus parry, are borderline irrelevant/not worth the cost.
Node | Effect | Rating | Node | Effect | Rating |
---|---|---|---|---|---|
Health Awaken (2 SP) | Allows you to perform parrys with perfectly timed blocks. | 10/10 | Slow RCT (15 SP) | Grants Reverse Curse Technique. Heals 8-14% Health for 1 Focus Point. | 10/10 |
Health Increase 1 (3-9 SP) | +10 / +20 / +30 Health | 8/10 | Health Increase 3 (5-15 SP) | +10 / +20 / +30 Health | 7/10 |
Parry Focus 1 (3-9 SP) | With each parry, you get 5% / 10% / 15% of a Focus bar. | 4/10 | Binding Vow: Arm Sacrifice (15 SP) | Using the skill allows you to endure death in exchange for your arm. | 10/10 |
Parry Focus 2 (3-9 SP) | With each parry, you get 20% / 25% / 30% of a Focus bar. | 4/10 | Death's Door (15 SP) | When you have lower than 25% HP, all healing moves are buffed by 50%. | 6/10 |
Health Increase 2 (4-12 SP) | +10 / +20 / +30 Health | 8/10 | Health Increase 4 (6-18 SP) | +10 / +20 / +30 Health | 5/10 |
Status Resistance (3-9 SP) | Duration of received Status Effects lowered by 10% / 20% / 30%. | 3/10 | Heal Support (25 SP) | You can perform RCT on other players nearby. | 1/10 (seems bugged) |
Vampiric Parry 1 (3-9 SP) | With each parry, heal 0.6% / 1.2% / 2% Health. | 5/10 | Brain Heal (10 SP) | Use to exchange 10% of your HP for 10% Domain Meter. | 0/10 |
Vampiric Parry 2 (3-9 SP) | With each parry, heal 2.6% / 3.2% / 4% Health. | 5/10 | Burst RCT (60 SP) | You can now heal in bursts of 15% HP within 2s. | 2/10 |
The Focus skill tree focuses on increasing your Black Flash damage and Focus gain. Total Concentration 1/2/3 and The Sparks of Black are the nodes you want to go for, though Focus Tokens can also be useful.
Node | Effect | Rating | Node | Effect | Rating |
---|---|---|---|---|---|
Focus Awaken (2 SP) | Grants 3 Focus Tokens. Allows you to perform Black Flash (M2 + R/Strength move). | 10/10 | Vampiric Black Flash 1 (40 SP) | For each Black Flash you land, heal 1% HP. | 3/10 |
Focus Increase 1 (3-9 SP) | +10 / +20 / +30 Focus | 9/10 | Vampiric Black Flash 2 (3-9 SP) | For each Black Flash you land, heal 1.3% / 1.6% / 2% HP. | 5/10 |
Black Flash Proficiency 1 (3-9 SP) | Increases Black Flash DMG to 103% / 106% / 110%. | 3/10 | Vampiric Black Flash 3 (3-9 SP) | For each Black Flash you land, heal 2.3% / 2.6% / 3% HP. | 5/10 |
Black Flash Proficiency 2 (4-12 SP) | Increases Black Flash DMG to 113% / 116% / 120%. | 2/10 | Focus Increase 3 (5-15 SP) | +10 / +20 / +30 Focus | 8/10 |
Black Flash Proficiency 3 (5-15 SP) | Increases Black Flash DMG to 123% / 126% / 130%. | 1/10 | Lock In (25 SP) | Permanently gain a .25 increase in Focus gain. | 7/10 |
Focus Increase 2 (4-12 SP) | +10 / +20 / +30 Focus | 8/10 | Focus Increase 4 (6-18 SP) | +10 / +20 / +30 Focus | 7/10 |
Focus Token 1 (15 SP) | Gives you an extra Focus Token (4 total). | 7/10 | Total Concetration (15-45 SP) | When landing a Black Flash, enter Total Concetration for 5 / 10/ 15 seconds. Your damage will be buffed by 5% and cooldowns lowered by 10%. | 8/10 |
Focus Token 2 (15 SP) | Gives you an extra Focus Token (5 total). | 6/10 | The Sparks of Black (60 SP) | You gain 3 new Black Flash moves: (M2 + Space): Aerial Uptilt/Groundslam - drains enemy Focus (M2 + E): Teleport Starter - disables RCT for 20 sec (M2 + R): Kick Finisher - confiscates cursed techniques for 3 sec Landing 3 Black Flashes within 30 seconds will activate an ultimate BF. | 8/10 |
The Technique skill tree focuses on increasing your CT damage and providing you with utility skills and buffs. However, all active skills in the tree are really underwhelming, and Chanting is really the only thing you'll find useful.
Node | Effect | Rating | Node | Effect | Rating |
---|---|---|---|---|---|
Technique Awaken (2 SP) | Unlocks Curse Tendril move. | 2/10 | Chanting Proficiency (4-12 SP) | Increases the damage of your chanted skills by 2% / 4% / 6%. | 2/10 |
Technique Increase 1 (3-9 SP) | +10 / +20 / +30 Technique | 9/10 | Technique Increase 3 (5-15 SP) | +10 / +20 / +30 Technique | 8/10 |
Veil (4 SP) | Get a Veil skill, preventing others from escaping an area. Lasts for 60 seconds. | 1/10 | Curse Vision (25 SP) | A skill that allows you to see when someone can use a Domain Expansion. | 2/10 |
Cursed Reinforcement (4 SP) | Skill that reinforces your body with cursed energy, gaining an 8% defense buff. | 2/10 | Technique Increase 4 (6-18 SP) | +10 / +20 / +30 Technique | 8/10 |
Technique Increase 2 (4-12 SP) | +10 / +20 / +30 Technique | 9/10 | Simple Domain (20 SP) | A counter against Domain Expansion. All domain effects are removed while in the circle. | 4/10 |
Divergent Fist (4 SP) | Activates Divergent Fist for 30 sec, increasing fist DMG by 10%. | 3/10 | Hollow Wicker Basket (25 SP) | Advanced anti-domain technique. While HWB is active, become immune to domain effects. You also can't use your techniques. | 3/10 |
Divergent Fist: Second Impact (6 SP) | The user punches and a second impact comes shortly after. | 2/10 | Barrier Mastery (60 SP) | Your Domain Expansions last 30 seconds longer and you can cast them while stunned (+1 sec cast time). | 5/10 |
Chanting (40 SP) | Grants you the ability to chant skills (M2 + Skill highlighted purple). | 10/10 | / | / | / |
The Strength skill tree has a lot of moves that you'll find useful if you're going to use Heavenly Restriction. Otherwise, the only thing you'll need is Rush Mastery, which allows you to hold down your Rush and perform a teleport after holding it for 2 seconds.
Node | Effect | Rating | Node | Effect | Rating |
---|---|---|---|---|---|
Strength Awaken (2 SP) | Allows you to cancel a Rush by clicking Space/Q while charging. Allows you to Double Dash. Unlocks the Rising Kick skill. | 10/10 | Shoulder Throw (10 SP) | Perform a swift grab and throw your enemy behind you. | 5/10 |
Strength Increase 1 (3-9 SP) | +10 / +20 / +30 Strength | 10/10 | Judo Throw (10 SP) | Get in a counter-defensive stance and reflect any incoming attack. | 6/10 |
Triple Kick (10 SP) | A fast barrage of 3 kicks in quick succession. | 2/10 | Rush Mastery (30 SP) | Hold Rush for 2 seconds to perform a Blitz Rush, teleporting to an enemy. | 7/10 |
Spin Kick (10 SP) | A heavy kick, inflicting Fragile on enemy. | 3/10 | Strength Increase 3 (5-15 SP) | +10 / +20 / +30 Strength | 8/10 |
Uplift (10 SP) | A powerful kick that sends the target flying up. | 6/10 | Flourish Strike (10 SP) | Perform a flurry of strikes, ending with a strong punch that knocks the enemy back. | 5/10 |
Axe Smash (10 SP) | A heavy kick that sends the enemy crashing into the ground. | 6/10 | Strength Increase 4 (6-18 SP) | +10 / +20 / +30 Strength | 7/10 |
Strength Increase 2 (4-12 SP) | +10 / +20 / +30 Strength | 8/10 | Rib Breaker (3-9 SP) | Heavy attacks are faster and will inflict Fragile on your enemy for 2 / 3 / 4 sec and ragdolls for 1 sec. | 9/10 |
Eagle Style (10 SP) | A style of fighting focusing on fast kicks and closing the distance. | 4/10 | Supersonic Dashes (60 SP) | Your Dash now has much higher mobility. | 1/10 |
That covers everything on how to create the best skill (stats) tree build in Jujutsu Infinite and what the best skill nodes are. If you want to learn more about the game, check out our other guides in the JJKINF section.