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Mahoraga

Based on Mahoraga (Jujutsu Kaisen). Only by successfully using Ten Shadows' "Mahoraga" awakening move; it is not a regular roster pick.
Unlocked in a match150 HPRitualAdded V1.24
Mahoraga in Jujutsu Shenanigans

Health

150

Special (R)

Adaptation Wheel

Awakening (G)

Ritual

Versions

V1.24

finished V1.29

Base moveset

  • Eight-Handled Divergent Sila Divine GeneralCOSMETIC/PASSIVE

    You are twice as big as a normal character, your M1s have 1.5x range and destroy terrain, and your wall bounces are faster.

    Effect2x size increase, 1.5x the regular M1 range, and destruction on each M1
  • RitualPASSIVE

    Replaces the Awakening bar with a Ritual bar that starts above 40%; if it empties your HP drains, and landing most abilities refills it.

    EffectReplaces Awakening with "Ritual", draining HP whenever empty and lasting for 25s
  • Adaptation WheelSPECIAL

    The Awakening button cycles through three modes and special confirms or quickswaps them; each mode changes your M1s and fourth move.

    EffectAlters the user M1s and 4th skill
  • Attack Mode: Sword of ExterminationSPECIAL PASSIVE · Adaptation Wheel

    In Attack Mode, your basic attacks have a much shorter windup.

    EffectGreatly increases M1 windup speed
    BlockableInterruptibleCan't hit ragdolled targetsMelee
  • Defense Mode: ParrySPECIAL PASSIVE · Adaptation Wheel

    In Defense Mode, your basic attack becomes a block stance that counters hits in a 0.35-second window and deflects some ranged attacks.

    EffectSwitches M1s to a counter with a 0.35s window and 15 damage
    Uninterruptible
  • Special Mode: Sword of ExterminationSPECIAL PASSIVE · Adaptation Wheel

    In Special Mode, your third and fourth basic attacks ignore block.

    EffectMakes the last two M1s unblockable
    UnblockableInterruptibleCan't hit ragdolled targetsMelee
  • Divine PummelMove 1

    Grabs a target in front of you, slams them on the ground twice and punches them away.

    Damage15, 3 for grab, 4 per slam, 4 for punchCooldown12s
    UnblockableInterruptibleHits ragdolled targetsMelee
  • Ground PitchMove 2

    Picks up debris and throws it at the nearest target, with a hitbox that scales with its size; a nearby target is picked up and thrown inside it. With nothing to pick up, the move is canceled.

    Damage25, 5 for grab, 20 for debrisCooldown20s
    Hits ragdolled targetsUnblockableInterruptibleMeleeProjectile
  • EarthquakeMove 3

    Slams the fist into the floor and hits anyone in front of you.

    Damage12.5Cooldown15s
    InterruptibleHits ragdolled targetsBlockableMelee
  • EarthquakeVARIANT

    Holding the input and releasing after 0.8 to 0.9 seconds sends a second, larger shockwave that lifts enemies off the ground.

    Damage12.5, totaling 25Cooldown15s
    UnblockableInterruptibleHits ragdolled targetsMeleeProjectile
  • TakedownATTACK MODE VARIANT

    Attack Mode move: aimed at a target within 70 studs, you dash to them and swing upward; landing the hit halves the cooldown.

    Damage12.5Cooldown7s if landed, 15s if missed
    UnblockableInterruptibleHits ragdolled targetsMelee
  • AdaptationDEFENSE MODE VARIANT

    Defense Mode move: you lower your guard and, if hit, adapt to that attack type with healing, a full Ritual refill and growing damage reduction (up to 70%).

    Cooldown5s if missed, 2s if landed, 15s on special Domain ExpansionsHealing15 HPCounter window0.4s
    Uninterruptible
  • World SlashSPECIAL MODE VARIANT

    Special Mode move: after a long windup, fires a ranged slash that pierces targets in a straight line; its hitbox is smaller than it looks.

    Damage40Cooldown30s
    UnblockableInterruptibleHits ragdolled targets

Finishers

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

  • Ground PitchMove 2

    Finisher: the enemy is picked up and thrown away, shattering to pieces on impact.

    DamageInsta-killCooldown20s
    UnblockableInterruptibleHits ragdolled targetsMeleeProjectile
  • World SlashSPECIAL MODE VARIANT

    Finisher: the slash rips the enemy's body in two.

    DamageInsta-killCooldown30s
    UnblockableInterruptibleHits ragdolled targetsExplosion

Pros and cons

Pros

  • Many area-of-effect moves with different ranges, high damage and moderate cooldowns.
  • Strong M1s that destroy terrain, have longer range and break block with the last two hits, so you win every M1 trade.
  • You can last indefinitely because moves and M1s refill the Ritual bar, a successful Adaptation refills it fully, and Takedown can give enough Ritual to survive in desperation.
  • The highest max HP of all characters (150), plus faster movement and better wall bounces.
  • Summoning Mahoraga gives i-frames after the third blink and freezes the opponent, which helps survive domains and counts as healing up to 150 HP.
  • Parry can negate damage from almost every move (not domains, counters or World Cutting Slashes) with the right timing, dealing damage or deflecting projectiles and refilling some Ritual.
  • Divine Pummel has a short cooldown, grants M1 immunity and each slam can hit several people.
  • Adaptation extends your life by reducing damage, healing and fully charging the Ritual bar.

Cons

  • You must watch the Ritual bar on top of your HP, since an empty bar almost guarantees death.
  • Adaptation and Parry have few active frames; Adaptation needs you to take damage and becomes useless at 70% reduction for an attack type.
  • The giant hitbox makes you easier to hit.
  • Moves give little Ritual, so you depend on M1s to restore what you lose.
  • Divine Pummel and Earthquake have little range and can be punished on a miss.
  • Ground Pitch has a large interruption window, especially if it did not pick up an opponent.
  • Missing Takedown or Adaptation gives both longer cooldowns, and World Slash has a long windup and cooldown whether or not it hits.

About Mahoraga

Mahoraga is not on the roster. It is a secret form you reach only by landing Ten Shadows' Mahoraga awakening move, and it replaces the usual bar with a Ritual meter.

The body comes first: 150 HP, the highest of any character, twice the normal size, and M1s with 1.5x range that break terrain. The Adaptation Wheel special cycles three modes, and each one changes the M1s and the fourth move. Attack Mode gives Takedown (12.5 damage, a 7 second cooldown when it lands and 15 when it misses). Defense Mode gives Adaptation, which heals 15 HP, refills the Ritual bar and builds damage reduction up to 70% against the attack type that hit you, plus a Parry with a 0.35 second counter window. Special Mode gives World Slash, 40 damage on a 30 second cooldown.

The Ritual bar is the catch. If it empties, your HP drains, and the wiki says most moves give little Ritual back, so M1s do the refilling. Add a giant hitbox, short active frames on Adaptation and Parry, and Ground Pitch's wide interruption window, and the form rewards careful timing over spam.

More unlocked in a match

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Frequently asked questions

How do you unlock Mahoraga in Jujutsu Shenanigans?

Only by successfully using Ten Shadows' "Mahoraga" awakening move; it is not a regular roster pick.

What is Mahoraga's awakening?

Ritual. Mahoraga is listed with this awakening on the wiki.

How much health does Mahoraga have?

The wiki lists 150 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.