Hollow Technique: Purple
Satoru Gojo
Skills
Skill 1
You Can Handle It, Right?
- ›Deals 280.7% Melee Taijutsu Damage to the selected enemy (Critical Hit Chance: Great)
- ›Decreases the selected enemy's Taijutsu Damage by 15.0% (2 Turns)
- ›Decreases the selected enemy's Jujutsu Damage by 15.0% (2 Turns)
Skill 2
Composure Of The Strong
- ›Increases the selected enemy's Damage Received by 23.7% (2 Turns)
- ›Increases the selected enemy's Damage by 10.0% (1 Turn) (Disadvantage)
- ›Increases own Damage by 54.8% (2 Turns)
Skill 3
Let's Start With You
- ›Increases own Break Damage by 100.0% (1 Time)
- ›Deals 222.0% Ranged Jujutsu Damage to the selected enemy (4 Hits)
- ›Decreases the selected enemy's Damage by 10.5% (1 Turn)
Ultimate Skill
Ultimate
Hollow Technique: Purple
- ›Deals 1000.0% Jujutsu Damage to all enemies
- ›Decreases all enemies' Ultimate Count Gauge by 2
- ›Leaves the field
Combo Ultimate
- ›Deals 256% Jujutsu Damage to all enemies
- ›Increases own and Combo Ally's Critical Hit Rate by 80.0% (3 Turns)
›Fills all allies' Ultimate Gauge by 110 (Excluding self and combo ally)
Note: The displayed Percentages for the Combo Effect is Awakening 5.
Auto Skills
Strategic Retreat
- ›At the start of battle,
- ›Grants Strategic Retreat Status to self (7 Turns)
- ›Strategic Retreat Status:
- ›Once Strategic Retreat Status expires,
- ›Leaves the field
Limitless Technique
- ›At the start of battle,
- ›Grants Attack Immunity to self
Zone, Outburst
- ›When Black Flash is performed,
- ›Increases own Critical Hit Rate by 25.0% (3 Turns)
Tags
Analysis
A Green Jujutsu debuffer-nuker on a timer: he is built to dish out heavy damage and debuffs over a limited window before leaving the field after 7 turns. Think of him as a burst specialist you bring out, unload, and rotate.
His Ultimate, Hollow Purple, is the payoff — a massive AoE Jujutsu nuke that also strips two Ultimate counts from every enemy to delay their big moves, then he exits the field. It is one of the hardest-hitting AoE buttons available and the whole point of fielding him.
S2 is his amplifier: it stacks a Damage Received debuff on the target and buffs his own damage, softening the enemy and ramping his own output for the team and his Ultimate.
S3 is his single-target damage and break tool, hitting hard while shaving the enemy's damage output. Both of his command skills cost almost nothing, so he can fire them freely every turn during his short stay.
He has extremely high innate crit and Black Flash on his normal attack (which also debuffs enemy damage), and a passive boosts his crit further on Black Flash — so he reliably crits for huge numbers in his window.
Crucially he starts with Attack Immunity, making him nearly untouchable while he operates. Overall a high-impact temporary carry: deploy him to debuff, crit hard, and detonate his AoE Ultimate, getting maximum value before his timer sends him off the field.
A meta caveat for the current game: his 7-turn limit (and the fact he leaves immediately after his Ultimate) has held him back over time, since modern stages tend to run much longer and reward units that can stay and sustain. His raw numbers are still excellent, but he is less reliable as a main carry now and works best in shorter fights or as a burst opener rather than a long-haul damage dealer.
Lore
A capricious and willful teacher at Tokyo Prefectural Jujutsu High School. He enjoys tricking others and is acknowledged as the most powerful Jujutsu Sorcerer in the world by every sorcerer. Now he is making an effort to train the next generation into powerful allies so that the World of Sorcery can have a brighter future.
Info
Other versions
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