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Black Death

Based on Kurourushi (Jujutsu Kaisen). Free for every player; released to the public in V1.76.
Base-only100 HPParthenogenesisAdded V1.76
Black Death in Jujutsu Shenanigans

Health

100

Special (R)

Earthen Insect Trance

Cooldown 15s after insects are gone

Awakening (G)

Parthenogenesis

One attack (base-only)

Versions

V1.76

Base moveset

  • Demon of the Modern EraCOSMETIC/PASSIVE

    Gives extra arms, antennae and 1.25x size, plus the Festering Life Sword, whose weak M1s cause injury; unarmed, M1s hit harder (14 vs 8) but cause none.

    EffectGrants an additional pair of arms, 6 antennas and a 1.25x size increase. 8 for sword M1 set (1 + 2 + 2 + 3), 14 for unarmed M1 set (3 + 3 + 4 + 4)
    BlockableInterruptibleCan't hit ragdolled targetsMelee
  • Iron-RichPASSIVE

    Downslamming a corpse plays a finisher in which you eat it, resetting all cooldowns and raising the next Parthenogenesis clones' Max HP by 15, up to 130.

    EffectDownslamming a corpse resets all cooldowns and toughens the next Parthenogenesis clones with +15 Max HP
    Projectile i-frames
  • Festering Life SwordPASSIVE

    Injured targets get a meter; each injury stack drains 3 damage, and at 7 stacks the eggs hatch for 14 damage, interrupting the target and emptying the meter.

    Damage3 per injury (1.5/s, 1/s if stalled), 14 for hatch
    Uninterruptible
  • Earthen Insect TranceSPECIAL

    Summons two insects that follow you; pressing the special aimed at an enemy within 100 studs sends them to hover around it. Popped, they blind the target for 3s.

    Damage4 if hit by opponentCooldown15s after insects are goneInjury1 if hit by opponent
    UnblockableInterruptibleHits ragdolled targetsExplosion
  • Festering StrikesMove 1

    Three quick sword swings that each apply injury through block and cancel ragdoll; the last hit deals damage through block, and each swing can parry melee attacks.

    Damage3, 1 per swingCooldown20sInjury3, 1 per swing
    Semi-blockableInterruptibleSemi-ragdollMelee
  • Fierce StrikesSPECIAL VARIANT · Festering Strikes

    Pressing the special in the windup, you toss the sword up and punch twice, then land an unblockable uppercut; used by default when unarmed.

    Damage13, 4 for first 2 hits, 5 for lastCooldown20s
    Semi-blockableInterruptibleSemi-ragdollMelee
  • DetachMove 2

    Launches your sword arm up to 85 studs; on a hit it sticks in the target's torso for 8 seconds and you cannot apply injury until it is reattached.

    Damage1Cooldown13s on miss, none on hitInjury2, 1 on block
    BlockableInterruptibleHits ragdolled targetsProjectile
  • ReattachUSE AGAIN VARIANT · Detach

    Use after a landed Detach to recall the arm and the impaled target; it does not stun but blocks their skills for 0.5s, and expires 8 seconds after Detach.

    Cooldown13sInjury2
    UnblockableInterruptibleHits ragdolled targets
  • Detach/ReattachVARIANT · Detach

    While the arm rebounds after a missed Detach or during Reattach, the sword still hits targets in its path, briefly stunning and pulling them toward you.

    Damage2Cooldown13sInjury3, 2 on block
    BlockableInterruptibleHits ragdolled targetsProjectile
  • ChokeholdMove 3

    Your extra arms grab an enemy by the neck, slowing their injury drain, then swing the sword to toss them; no endlag on miss, usable through your own hitstun.

    Damage2 for swingCooldown16sInjury2
    BlockableInterruptibleHits ragdolled targetsMelee
  • ChokeholdVARIANT

    If used before the sword is reattached, you instead punch the strangled enemy's skull heavily, sending them away without applying injury.

    Damage12 for punchCooldown16s
    BlockableInterruptibleHits ragdolled targetsMelee
  • Roach SwarmMove 4

    A horde of roaches advances 35 studs, tearing through everything ahead and ragdolling targets away; damage grows with the target's injuries, and it misses targets to your right.

    Damage6, +2 every 1.5 injuries (up to 14)Cooldown17s
    UnblockableInterruptibleHits ragdolled targetsProjectile
  • Roach SwarmAIR VARIANT

    Used airborne, you ride the roach wave about 40 studs in a straight line after a slightly longer windup, knocking down anyone in your path with a shorter ragdoll.

    Damage6, +2 every 1.5 injuries (up to 14)Cooldown17s
    UnblockableInterruptibleCan't hit ragdolled targetsProjectile
  • Roach SwarmSPECIAL VARIANT

    Pressing the special in the windup makes the swarm twirl in the air: uncounterable, launching whoever it catches upward, with shorter range and a longer windup.

    Damage9, +2 every 1.5 injuries (up to 17)Cooldown17s
    UnblockableInterruptibleHits ragdolled targetsExplosion

Parthenogenesis · Awakening

  • ParthenogenesisAWAKENING ABILITY

    Splits you in two with total i-frames; the clone has 80 Max HP (50 for later ones), follows you, repeats your M1s and heals you 25 HP.

    Healing25 HP (offspring included)Awakening refund50% on interruption
    Interruptible
  • BugnadoAWAKENING VARIANT · Parthenogenesis

    Pressing the special during the windup, or awakening at the offspring limit, makes a roach tornado that catches enemies 30-45 studs away and bites them; clones cannot use it.

    Damage81Healing25 HP on hit
    UnblockableInterruptibleHits ragdolled targetsSwarm
  • InvasionDOMAIN INVASION · Parthenogenesis

    Activating Parthenogenesis near a domain border makes the swarm bore a hole in the dome for you to enter; others can use it, and sure-hit effects still apply to you.

    Awakening refund60% once over
    Interruptible

Finishers

Finishers are the kill animations a move plays when it lands the last hit; the numbers are the wiki's.

  • ChokeholdMove 3

    Finisher version: a simple swing of the Festering Life Sword cuts the target's legs from their body, killing instantly.

    DamageInsta-killCooldown16s
    BlockableInterruptibleHits ragdolled targetsMelee
  • Roach SwarmMove 4

    Finisher version: roaches swarm the target and eat its skin, leaving only the skeleton, killing instantly.

    DamageInsta-killCooldown17s
    UnblockableInterruptibleHits ragdolled targetsExplosion

Black Death combos

  • Damage30.5

    3 M1s + Festering Strikes + Chokehold

    Use Chokehold while the target is hit by Festering Strikes' final swing to catch them before they can evade and trigger a hatch.

  • Damage78.5

    3 M1s Uppercut + Festering Strikes + Detach + Roach Swarm (Special) + Chokehold + Reattach + 3 M1s Uppercut

    A hatch happens during Reattach, incapacitating the target so an M1 reset can follow.

  • Damage118 (injury excluded)

    3 M1s Uppercut + Roach Swarm (Special) + Fierce Strikes + M1 + Chokehold + Detach + Bugnado + Reattach

    Time Fierce Strikes with the target's fall so its ragdoll lets the first M1 land and add injury; Reattach then pulls the target back into Bugnado.

Combos as the wiki's community lists them (move names in English, as in the game). We have not tested them.

Pros and cons

Pros

  • Injury damage cannot be avoided.
  • Chokehold can surprise opponents, while Detach pokes and pulls them into close range.
  • Earthen Insect Trance gives unavoidable pressure and interrupts grab moves like Honored One's Rapid Punches if ignored.
  • Aerial Roach Swarm is a safe gap closer with no endlag that either hits the block or forces a dash.
  • Eating corpses refreshes cooldowns, which helps you return to a fight quickly.
  • Parthenogenesis can reach very high damage, and its clones can extend combos.

Cons

  • Some moves have slightly long cooldowns.
  • Lasting damage is hard to come by.
  • The special's blinding looks useless because usernames stay visible, and most targets pop the insects themselves before you can engage.
  • Chokehold is ineffective against passive players and has a slight evasive punish window, which makes it risky to bait or end combos with.
  • Reattach cannot really be used as an M1 reset because it lacks true stun.
  • Clones are not truly autonomous and do not defend themselves when attacked.
  • Invading domains gives no advantage, only risking your life while wasting Awakening.

About Black Death

Kurourushi, the roach-bound special grade cursed spirit of Jujutsu Kaisen, is the basis for Black Death, a base-only character released free in V1.76 with 100 HP. It plays around damage over time instead of burst. The passive Festering Life Sword puts an injury meter on targets: each stack drains 3 damage, and at 7 stacks the eggs hatch for 14 damage and interrupt the victim. Injury damage cannot be avoided.

Festering Strikes (3 damage, 20s cooldown) applies injury through block, Detach (1 damage, 13s) pokes from up to 85 studs, and Roach Swarm (6 damage, plus 2 every 1.5 injuries up to 14, 17s) cashes the stacks in. Eating a corpse with Iron-Rich resets all cooldowns, and Parthenogenesis splits off an 80 HP clone that repeats your M1s and heals you 25 HP. The longest combo on the wiki reaches 118 damage with injury excluded, and it already includes Bugnado, which alone deals 81.

The wiki's complaints are practical: some moves have slightly long cooldowns, lasting damage is hard to find, and the clones do not defend themselves when attacked. On the site's tier list its base damage per second of cooldown is a low 0.2.

Where it sits in our tier list

DBase moves 1–4 add up to 10 damage over 50 s of cooldown (0.2 damage per cooldown second, with 100 HP). How the tier list works →

More base-only characters

Jujutsu Shenanigans guides

All Jujutsu Shenanigans guides →

Frequently asked questions

How do you unlock Black Death in Jujutsu Shenanigans?

Free for every player; released to the public in V1.76.

What is Black Death's awakening?

Parthenogenesis. Black Death is a base-only character: awakening performs one special attack instead of giving a new moveset.

How much health does Black Death have?

The wiki lists 100 HP. Most characters have 100; lower health usually comes with stronger tools.

Data taken from the Jujutsu Shenanigans Wiki (CC BY-SA), organized with AI assistance; nothing here is tested in the game; wiki read on 2026-10-24.