Defense Attorney

Health
90
Special (R)
No Escape / Domain Amplification
Cooldown 5s
Awakening (G)
Deadly Sentencing
Versions
V1.50
finished V1.57.1
Base moveset
- Judge GavelCOSMETIC/PASSIVE
The cursed gavel splits your second M1 into two quick hits without changing total M1 damage, and some block breaks set your M1 count back to that hit.
EffectGrants a cursed tool cosmetic, and splits the 2nd M1 into two hits, spreading the M1 combo damage to: 2 + (2 + 2) + 4 + 4Melee - No EscapeSPECIAL
Throws the gavel 50 studs; if it hits nothing it returns after 0.75s. Recall it early with the special, a move or an M1 to avoid cooldown and awakening cost.
Damage3Cooldown5sAwakening cost3% (unrequired)360° blockableInterruptibleHits ragdolled targetsProjectile - No EscapeSPECIAL VARIANT
If the gavel touches a target, even blocked, it takes three times longer to return. Pressing the special again makes a short hop toward the target.
CooldownResets to 8sInterruptible - Extended SwingsMove 1
Extends the gavel into a sledgehammer for three swings and a knockdown slam. Swings cannot bypass grounded ragdoll but cancel it on hit, speeding the move up 20%.
Damage15, 2 per swing, 9 for slamCooldown15sBlockableInterruptibleSemi-ragdollMelee - Extended SwingsSPECIAL VARIANT
If you were unarmed, you recall the tool instantly in a quick sweep that pushes the target away with brief ragdoll and, on an acting enemy, long wakeup stun.
Cooldown15sUnblockableCan't hit ragdolled targetsNo EvasiveMelee i-frames - Justice ServedMove 2
Lifts the gavel, enlarges it comically and slams the ground, crushing the target and bouncing them high. Windup is 25% faster if you were unarmed.
Damage12Cooldown18sUnblockableInterruptibleHits ragdolled targetsMelee - Justice ServedBLOCK BREAK VARIANT
If the target is blocking when the slam lands, they are crushed under the tool and block broken for a few seconds; the state is only visual.
Damage9Cooldown18sUnblockableHits ragdolled targetsInterruptibleNo EvasiveMelee - Judgement's ReachMove 3
Extends the gavel handle to hit from a distance with knockback and slight stun that blocking does not stop. Interrupting a non-blocking target makes them cough blood for longer stun.
Damage7Cooldown13sBlockableHits ragdolled targetsInterruptibleProjectile - Judgement's ReachUSE TWICE VARIANT
Pressing the move twice during windup adds an uncounterable slam after the extension that grounds the target; it only links reliably if the target was interrupted.
Damage6 for slam, totaling 13Cooldown13sSemi-blockableInterruptibleHits ragdolled targetsProjectileSwarm - Judgement's ReachSPECIAL VARIANT
If you were unarmed, you recall the tool and skip straight to the slam.
Damage6Cooldown13sUnblockableInterruptibleHits ragdolled targetsSwarm - Judgement's ReachSPECIAL VARIANT
Using the special during windup extends the handle backward to launch you 35 studs forward. It does not need the special ready and halves this move's cooldown.
Cooldown7sInterruptible - GrappleAIR TARGET VARIANT · Judgement's Reach
Used on an airborne enemy, the gavel hooks upward to latch on, then the handle smacks them hard to the ground.
Damage11Cooldown13sHits ragdolled targetsBlockableInterruptibleNo EvasiveProjectile damage - Pressing ChargesMove 4
Kicks the target away regardless of block, then rushes in with a gavel swing as they recover. Low-HP targets get longer stun and can die from the swing.
Damage4 for kick, 3.5 for swing (+11 for 14.5 HP targets)Cooldown16sHits ragdolled targetsBlockableInterruptibleMelee damageNo lock-on - Pressing ChargesVARIANT
Using Extended Swings right after the kick cancels the rush with a handle sweep. It shortens Extended Swings' cooldown and cannot be used if that move is on cooldown.
Damage4 for kick, none for sweepCooldown16s, 7s for Extended SwingsUnblockableMelee i-framesHits ragdolled targetsNo EvasiveNo lock-on - Pressing ChargesVARIANT
Using Justice Served right after the kick enlarges the gavel for a left swing that knocks the target away and block breaks; it shortens Justice Served's cooldown.
Damage9, 4 for kick, 5 for swingCooldown16s, 7s for Justice Served.Hits ragdolled targetsUnblockableInterruptibleMeleeNo lock-on - Pressing ChargesSPECIAL VARIANT
If you were unarmed, you perform only the kick with no follow-up; the opponent is stunned half a second longer and your M1 count is set to the second M1.
Damage4Cooldown16sHits ragdolled targetsBlockableInterruptibleMeleeNo lock-on
Deadly Sentencing · Awakening
- Deadly SentencingDOMAIN AWAKENING
Expands a courtroom domain where everyone is invulnerable and awakening is frozen; Confess, Silence and Denial choices fill a Judgement Bar whose result decides the outcome.
Healing40 HP, none on InnocenceDuration300s, breaks after 6 wrong guessesUninterruptible
Death Penalty · Awakening
- Death PenaltyTRUE AWAKENING
After the domain breaks, the gavel shatters to reveal the Executioner's Sword, which kills any target on the smallest cut.
Healing40 HP (from Deadly Sentencing)Duration90s, 60s with ConfiscationUninterruptible - Executioner's SwordCOSMETIC/PASSIVE
Extends M1 reach from 8 to 12 studs with six weaker hits per string (8 total), and front dashes knock back with stun instead of ragdolling up close.
EffectIncreases M1 range by 1.5x, lowers M1 set damage to 8 (2 + 2 + (3 x 1) + 1), and removes front dash ragdoll - Domain AmplificationSPECIAL
Covers you in a thin veil of your domain that negates one attack's damage and stun with about half a second of i-frames, and also protects from domain sure-hits.
Cooldown8s after it's dispelledAwakening cost5% - ExecutionMove 1
Charges a quick lunge with the Executioner's Sword, gaining melee i-frames. A hit forces the target to sever a limb and adds an Execution stack; two stacks mean execution.
Damage25, 10 for lunge, 15 for tossCooldown12sUnblockableCan't hit ragdolled targetsMelee damageMelee i-frames - ExecutionAIR VARIANT
If airborne, you hover for a second while charging a dash that can be aimed in 360 degrees and bypasses grounded ragdolls.
Damage25, 10 for lunge, 15 for tossCooldown12sUnblockableMelee damageHits ragdolled targetsMelee i-frames - Final JudgementQTE WIN
Run forward and spin with a swipe; on contact, a close fight starts with a quick-time event, and winning it earns a stab from behind that kills the target.
Damage10 for lunge's swing, 300 for stabCooldown21sHits ragdolled targetsUnblockableMelee damageNo lock-onFull i-frames - Final JudgementQTE LOSS
If the quick-time event is lost, the target jumps over the stab while spinning and you kick them away.
Damage10 for lunge's swing, 25 for kickCooldown21sUnblockableHits ragdolled targetsMelee damageNo EvasiveNo lock-onFull i-frames - Final JudgementUSE AGAIN VARIANT
Using the move again during the lunge feints it, ending with no endlag and a reduced cooldown.
Cooldown17sFull i-framesNo lock-on - VerdictMove 3
Knocks the target away with the sword's hilt, then flips it and dashes to slash with the edge. Unblocked, the slash tears off a limb or kills; blocking dodges it.
Damage5 for first hit, 5 for second (300 on execution)Cooldown18sSemi-blockableInterruptibleHits ragdolled targetsNo EvasiveMeleeSwarm - VerdictUSE TWICE VARIANT
Pressing again before the second swing keeps the blade held to swing the hilt again: unblocked targets take damage and ragdoll, while blockers get hit heavily by the sword.
Damage5 for first hit, 10 for second (50 if blocked)Cooldown18sUnblockableInterruptibleHits ragdolled targetsMeleeSwarm - Triple SentenceMove 4
Throws the sword to sever a limb and add an Execution stack, then recalls it. Pressing two or three times throws it that many times.
Damage8 per throw, 310 for executionCooldown12s, +6s for each extra throwPerfect-blockableHits ragdolled targetsInterruptibleProjectile
Finishers
Finishers are the kill animations a move plays when it lands the last hit; the numbers are the wiki's.
- Extended SwingsMove 1
You end your blows with an overhead smash that crushes the target's head.
DamageInsta-killCooldown15sBlockableSemi-ragdollInterruptibleMelee - Justice ServedMove 2
The target's body cannot handle the weight of the giant hammer and bursts into bits of flesh.
DamageInsta-killCooldown18sUnblockableInterruptibleHits ragdolled targetsMelee - Justice ServedVariant
Using Justice Served on a headless body shows a panel of a disgruntled Hiromi with a vine boom sound.
DamageInsta-killCooldown18sUnblockableInterruptibleHits ragdolled targetsMelee - Judgement's ReachMove 3
You lift the gavel for a decisive hit that crushes the target's skull into mush.
DamageInsta-killCooldown13sSemi-blockableHits ragdolled targetsInterruptibleProjectileExplosion - GrappleAIR TARGET VARIANT · Judgement's Reach
The smack beheads the target and their body falls.
DamageInsta-killCooldown13sUnblockableInterruptibleHits ragdolled targets - Pressing ChargesMove 4
After the kick, you swing the target around with the gavel, slam them upward, spin and land a finishing dropkick.
Damage14.5 for swing, 15 for dropkickCooldown16sBlockableCan't hit ragdolled targetsInterruptible - ExecutionMove 1
On a low-health target or one with 2 Execution stacks, they fall from the lunge and you stab their head, then stomp to finish.
Damage10 for first hit, 300 for the secondCooldown12sUnblockableInterruptibleCan't hit ragdolled targetsMelee - Triple SentenceMove 4
When the sword is about to remove the last Execution stack, you flash-step to the target, stab their torso and slash them away.
Damage300 for stab, 10 for throwCooldown12s, +6s for each extra throwPerfect-blockableInterruptibleHits ragdolled targetsProjectile
Pros and cons
Pros
- Versatile base moveset with moderate cooldowns and satisfactory mobility.
- Benefits from interruptions and is good at countering passive play.
- Deadly Sentencing is the safest domain in the game: its invulnerability works defensively, and you can then confiscate the enemy's remaining attacks while healing or awakening.
- Longer M1 range in Awakening, and an easy one-shot potential because most moves share Execution stacks.
- Domain Amplification lets you avoid high-damage projectiles and play more aggressively, since you are guaranteed to stay unpunished.
Cons
- Several base moves have punishable endlag on a miss or block.
- It has lower max HP.
- Failing a mix-up yields little damage and resets to neutral by ending combos.
- Damage is lost because the M1 count changes after a block break or a regular move.
- The whole domain can be denied after 6 wrong guesses, and most Awakening moves lack i-frames or have long windups and high endlag.
- Domain Amplification takes priority over block and cannot stop all damage or stun from multi-hit attacks such as Plasma Wave, Rabbit Escape or Dismantle.
About Defense Attorney
Hiromi Higuruma lends his courtroom to Defense Attorney, a free full character with 90 HP that left Early Access in V1.57.1 and ranks B on the site's tier list. In base form the gavel does the work: Extended Swings (15 damage, 15s cooldown) turns it into a sledgehammer, Justice Served (12, 18s) crushes blockers, and Judgement's Reach (7 damage, 13s) hits from range with stun that blocking does not stop. No Escape, the special, throws the gavel 50 studs on a 5-second cooldown.
The awakening, Deadly Sentencing, opens a courtroom domain where everyone is invulnerable and Awakening is frozen. When it breaks, the Executioner's Sword appears, and the rule becomes Execution stacks: two stacks mean execution. Execution (25 damage, 12s) and Triple Sentence (8 per throw) both add stacks, Final Judgement stabs for 300 after a quick-time event, and Domain Amplification (5% Awakening) negates one attack's damage and stun.
The wiki warns that several base moves have punishable endlag, that the domain can be denied after 6 wrong guesses, and that Domain Amplification cannot stop all the damage or stun of multi-hit attacks such as Plasma Wave or Dismantle.
Where it sits in our tier list
More full characters
Jujutsu Shenanigans guides
Frequently asked questions
How do you unlock Defense Attorney in Jujutsu Shenanigans?
Free. Available to every player since it left Early Access in V1.57.1.
What is Defense Attorney's awakening?
Deadly Sentencing. Awakening swaps the four moves for Execution, Final Judgement, Verdict, Triple Sentence; the awakening itself lists healing 40 HP, none on Innocence, duration 300s, breaks after 6 wrong guesses.
How much health does Defense Attorney have?
The wiki lists 90 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.






