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Blood Manipulator

Based on Choso (Jujutsu Kaisen). Free. Available to every player since it left Early Access in V1.42.
Full100 HPDuty as a BrotherAdded V1.39
Blood Manipulator in Jujutsu Shenanigans

Health

100

Special (R)

Convergence

Cooldown 20s

Awakening (G)

Duty as a Brother

Versions

V1.39

finished V1.42

Base moveset

  • ConvergenceSPECIAL

    Conjures four condensed blood orbs that strengthen your other attacks and change how Supernova works; it cannot be used while you still hold an orb.

    Cooldown20sAwakening cost10%Duration0.65s
    Interruptible
  • Piercing BloodMove 1

    Claps to trap blood and fire it as a thin, uncounterable beam with 30 studs of range.

    Damage12Cooldown15s
    BlockableHits ragdolled targetsInterruptibleExplosion damage
  • Piercing BloodHOLD SPECIAL VARIANT

    Holding for 1.35 seconds or more with an orb spends it to double the beam's range and knockback; it releases on its own after about 7 seconds.

    Damage20Cooldown15s
    UnblockableHits ragdolled targetsInterruptibleNo EvasiveExplosion damage
  • Flowing Red ScaleMove 2

    A short forward dash; on contact it chains two punches and two kicks, then ragdolls the target away.

    Damage13, 3 for rush and per kick, 4 for last hitCooldown12s
    360° blockableHits ragdolled targetsInterruptibleMelee damage
  • Flowing Red Scale: StackSPECIAL VARIANT · Flowing Red Scale

    With an orb available, it is spent to end the combo with a blood explosion on the final kick, doubling its damage.

    Damage17, 3 for rush and per kick, 8 for last hitCooldown12s
    360° blockableHits ragdolled targetsInterruptibleMelee damage
  • Flowing Red ScaleAIR VARIANT

    In the air, it is a downward axe kick that ragdolls the target upward; falling for 1 second or more detonates a blood mine under you, launching you high.

    Damage6Cooldown12sSelf damage5 for blood spring
    UnblockableHits ragdolled targetsInterruptibleMelee damage
  • Flowing Red Scale: StackAIR SPECIAL VARIANT · Flowing Red Scale

    With an orb in the air, you place a static blood mine under you; pressing the special detonates it in a 10-stud radius, knocking everyone away, including you.

    Damage10 for orbCooldown12sSelf damage15 for orb
    BlockableHits ragdolled targetsInterruptibleMelee damageExplosion damage
  • SupernovaMELEE COUNTER

    Without orbs, a cross-armed guard: if hit by melee, you harden the impact point, cut the attacker's shoulder and punch them away. Landing it grants 4 orbs and no cooldown.

    Damage14, 7 per hitCooldown15s if missed, none if landedCounter window0.6s
    No Evasive
  • SupernovaSPECIAL VARIANT

    Tosses an orb ahead that becomes a blood bomb mirroring your movement about 20 studs away; the special detonates it, and getting stunned dissipates it. Up to four at once.

    Damage8Cooldown4s
    Hits ragdolled targetsInterruptibleBlockableExplosion damage
  • Blood EdgeMove 4

    Stabs with a left blood dagger, then front-flips and slams the floor with the right one, sending the opponent away. Missing the stab does not cancel the follow-up.

    Damage11, 5 for grab, 6 for slamCooldown13s
    Semi-blockableSemi-ragdollInterruptibleMelee damage

Duty as a Brother · Awakening

  • Duty as a BrotherAWAKENING

    You call on your brothers, blood bursts around you, three faint red figures appear behind you and a red circle forms as the blood falls to the floor.

    Healing20 HPDuration60s
    Uninterruptible
  • ConvergenceSPECIAL

    Same as base, but all current orbs disappear when the Awakening ends.

    Cooldown20s
    Interruptible
  • ConvergenceSPECIAL VARIANT

    After Wing King, leftover orbs form a halo; aim within 75 studs and press special to send an orb that homes in for 5 seconds, stunning on contact.

    Damage5 per orbCooldown20s
    BlockableHits ragdolled targetsInterruptibleProjectile damage
  • Slicing ExorcismMove 1

    Turns your orbs into a pressurized blood stream that ragdolls whoever it hits; with no orbs you get one for free. More orbs mean a longer, stronger stream.

    Damage3 per tick, +12 for every orb, up to 39Cooldown+3.25s for every orb, up to 13s
    UnblockableHits ragdolled targetsInterruptibleNo EvasiveProjectile damage
  • Slicing ExorcismSPECIAL VARIANT

    Using the special during windup forms a spinning blood chakram that you throw; it ricochets to the next nearby target and grants a Convergence orb.

    Damage17.5Cooldown13s
    UnblockableHits ragdolled targetsInterruptibleProjectile damage
  • Wing KingMove 2

    Lunges with melee and bullet i-frames into a flurry of kicks and punches, then pulls the target in with a blood rope for a punch and a ground slam.

    Damage43.75, 28.75 for flurry, 15 for pull and slamCooldown16s
    Semi-blockableHits ragdolled targetsProjectile i-framesMelee damageProjectile damage
  • Blood RainMove 3

    Raises a blood sphere that rains pellets on everything within 35 studs. It can be toggled once, drains Awakening five times faster, and spends orbs to offset that drain.

    Damage2 per tickCooldown35s
    360° blockableHits ragdolled targetsInterruptibleSwarm damage
  • Plasma WaveMove 4

    Spins to make 14 blood orbs, then fires a 120-stud cone that hurts more at close range. Grants i-frames after the spin and can be aimed during windup.

    Damage95 at minimum rangeCooldown45s
    UnblockableHits ragdolled targetsInterruptibleExplosion damageBeam

Finishers

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

  • SupernovaMELEE COUNTER

    The counter punches the target away while pulling the arm until it severs. It only triggers if the target has 7 HP or less.

    DamageInsta-killCooldownNone
    No Evasive
  • Blood EdgeMove 4

    After the slam, you raise both arms and slash and stab the target twelve times before kicking them away.

    Damage15 for kickCooldown13s
    UnblockableHits ragdolled targetsInterruptible
  • Slicing ExorcismSPECIAL VARIANT

    The blood chakram slices through the target's torso and splits them in half.

    DamageInsta-killCooldown13s
    UnblockableHits ragdolled targetsInterruptible

Pros and cons

Pros

  • High-damage moveset with versatile combos and solid neutral tools.
  • Supernova orbs give strong control of the neutral and can push opponents to play too passively or too aggressively, since it is hard to watch both you and your bomb.
  • Effective in parkour thanks to the mobility of aerial Flowing Red Scale: Stack.
  • Several area attacks in Awakening for groups, plus single-target attacks for focusing one enemy.
  • Wing King sets up other attacks well, especially when its orbs confirm slow moves like Plasma Wave.
  • Plasma Wave can punish long-windup moves such as domain expansions, and its i-frames let you ignore the damage of the original attack.
  • Immune to the health drain of Hemorrhage.

Cons

  • Convergence costs a lot of Awakening, so you need to deal considerable damage before reaching your usual output, unless you risk missing the Supernova counter, which is not viable.
  • Several base moves are easy to punish on a miss or during windup.
  • Blood Rain and Plasma Wave depend on the situation, so you mostly rely on the other two moves, which makes long-term damage mediocre.
  • It has no domain expansion; Blood Rain takes its place and makes the Awakening period much shorter.

About Blood Manipulator

Choso's blood techniques from Jujutsu Kaisen power Blood Manipulator, a free character with 100 HP that left Early Access in V1.42 and sits in S tier on the site's tier list. The base kit revolves around Convergence, a 20-second special that conjures four blood orbs for 10% Awakening. An orb turns Flowing Red Scale from 13 damage into 17 and doubles the range of Piercing Blood (12 damage, 20 with an orb). Supernova is a 14-damage counter while you hold no orbs, and landing it grants four orbs and skips its cooldown, so it carries a lot of weight in neutral.

Awakening (Duty as a Brother) swaps in a different moveset. Wing King hits for 43.75 with melee and bullet i-frames, Slicing Exorcism grows with every orb you hold, and Plasma Wave deals 95 at minimum range on a 45-second cooldown, enough to punish long windups such as domain expansions.

The wiki lists real costs. Convergence eats a lot of Awakening, several base moves are easy to punish on a miss, and Blood Rain (35s cooldown) drains the meter five times faster. There is no domain, so Blood Rain fills that role and shortens the awakening.

Where it sits in our tier list

SBase moves 1–4 add up to 50 damage over 55 s of cooldown (0.91 damage per cooldown second, with 100 HP). How the tier list works →

More full characters

Jujutsu Shenanigans guides

All Jujutsu Shenanigans guides →

Frequently asked questions

How do you unlock Blood Manipulator in Jujutsu Shenanigans?

Free. Available to every player since it left Early Access in V1.42.

What is Blood Manipulator's awakening?

Duty as a Brother. Awakening swaps the four moves for Slicing Exorcism, Wing King, Blood Rain, Plasma Wave; the awakening itself lists healing 20 HP, duration 60s.

How much health does Blood Manipulator 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.