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Puppet Master

Based on Kokichi Muta (Jujutsu Kaisen). Free: any player can pick it from the character list.
Full85, ~117 in Awakening HPAbsoluteAdded V1.63
Puppet Master in Jujutsu Shenanigans

Health

85, ~117 in Awakening

Special (R)

Offload

Cooldown 10s

Awakening (G)

Absolute

Versions

V1.63

finished V1.72

Base moveset

  • Ultimate ProxyCOSMETIC

    Cosmetic: the puppet wears a metal forearm guard that extends spikes when blocking with Ultra Shield and sparks on hit.

    EffectGrants a metal forearm guard cosmetic
  • Energy ReservesPASSIVE

    Adds a second Awakening bar that fills 1.5 times faster once the main bar is full and extends Awakening duration; it cannot fund Übercharge and is lost on death.

    EffectAdds a Super Awakening Bar which fills up in base, and extends the Awakening duration
  • OffloadSPECIAL

    Your next move (except Boost On) stays off cooldown while an expendable puppet performs it and explodes without stun. Lasts 15 seconds if unused.

    Damage3 for puppet explosionCooldown10s
    UnblockableCan't hit ragdolled targetsUninterruptible
  • ÜberchargeSPECIAL VARIANT · Offload

    Using Offload while it is on cooldown (red energy) puts the chosen move on cooldown but still sends a puppet. It costs 10% awakening; pressing again cancels it.

    Damage3 for puppet explosionCooldownResets to 10sAwakening cost10%
    Can't hit ragdolled targetsUninterruptible
  • Puppet BarrageSPECIAL VARIANT · Offload

    Pressing the special while a non-Übercharge Offload is on makes two puppets grab a target within 100 studs and toss them up, then the main puppet axe-kicks them.

    Damage14, 6 for first kick, 8 for second
    360° blockableHits ragdolled targetsInterruptibleMelee
  • Ultra SpinMove 1

    Lunge forward with a spinning clawed forearm that drills the target's torso, then slam them into the ground with area damage, sending them up.

    Damage13.5, 9.5 for drill, 4 for slamCooldown15s
    BlockableCan't hit ragdolled targetsInterruptibleMelee
  • Ultra SpinSPECIAL VARIANT

    With Offload on, a puppet lands in front of you and does the same drill with less damage, then self-destructs after the slam.

    Damage8.5, 4.5 for drill, 4 for slamCooldownNone, 15s with Übercharge
    BlockableHits ragdolled targetsInterruptibleMelee
  • Boost OnMove 2

    Flip onto your hands and grab with your legs; if it lands, boosters carry you both skyward and you finish with a point-blank Ultra Cannon.

    Damage10, 4 for grab, 6 for blastCooldown16s
    UnblockableHits ragdolled targetsInterruptibleMelee
  • Ultra CannonMove 3

    Winds up a long energy blast from the left palm; you can delay the shot by holding the move for about a second.

    Damage10Cooldown17s
    360° blockableHits ragdolled targetsInterruptibleExplosion
  • Ultimate CannonHOLD VARIANT · Ultra Cannon

    Holding the move for 1.3 seconds switches to Mode: Albatross, firing a continuous beam of 17 ticks after a small ragdolling explosion around you.

    Damage16.15, 0.95 per tickCooldown17s
    UnblockableHits ragdolled targetsInterruptibleExplosion
  • Ultra CannonSPECIAL VARIANT

    With Offload on, an expendable copy lands to your left and keeps Ultra Cannon wound up, aiming at your cursor until you make it shoot by blocking.

    Damage7Cooldown2s, 17s with Übercharge
    360° blockableHits ragdolled targetsInterruptibleExplosion
  • Heat EmissionMove 4

    Boosts forward with Boost On, then uses the boosters to release a scorching cloud that burns the opponent and knocks them upward.

    Damage13Cooldown16s
    UnblockableHits ragdolled targetsInterruptibleExplosion
  • Heat EmissionUSE TWICE VARIANT

    Using the move again after the hop ends the attack early with a much smaller, weaker blast of heat.

    Damage9Cooldown16s
    360° blockableHits ragdolled targetsInterruptibleExplosion
  • Heat EmissionSPECIAL VARIANT

    With Offload on, a replacement puppet boosts forward and jabs; on contact it grabs the target, spins them, hurls them toward you and explodes. The jab is unblockable.

    Damage16, 8 for throw, 8 for crash / 12 for jab on missCooldownNone, 16s with Übercharge
    Semi-blockableHits ragdolled targetsInterruptibleMelee

Absolute · Awakening

  • AbsoluteAWAKENING

    Awakening: you dismiss the puppet and pilot a mech five times bigger. Its duration depends on the energy reserves, where each in-game year equals 10 seconds.

    HealingSets HP to ~117 (350/3)Duration8s to 180s, depending on energy reserves
    Uninterruptible
  • Mode: AbsolutePASSIVE

    The mech's parts are separate targets (limbs take about half damage), it cannot be ragdolled or stunned but staggers after about 17 damage, and all M1s deal 6.

    Cooldown1.7sEffectReplaces interruption with a special stagger, increases M1 damage (6 + 6 + 6 + 6), but disables several other functions
    Hits ragdolled targetsUninterruptibleMelee
  • Mode: AbsolutePASSIVE

    The forward dash becomes a 10-damage kick that only hits stunned or ragdolled players and launches them far.

    EffectChanges forward dash to a kick, dealing 10 damage and only hitting stunned/ragdolled players
    UnblockableHits ragdolled targetsUninterruptibleMeleeNo Evasive
  • Mode: AbsolutePASSIVE

    While the mech is airborne, the front dash becomes an area dropkick (12 damage) that flings enemies upward; jumping has a 2-second cooldown.

    EffectGrants an aerial front dash dealing 12 damage, and puts a 2s cooldown on jumping
    UnblockableHits ragdolled targetsUninterruptibleMelee
  • Last ChancePASSIVE

    If the mech's HP reaches 0, a puppet jumps out and dives with a drill: landing it restores all its health, missing it kills you.

    EffectAllows the user to revive themselves by landing a special attack, dealing 15 damage
    UnblockableHits ragdolled targetsInterruptibleMelee
  • Energy OutputSPECIAL

    Each press raises the cursed energy output level (five segments); a higher level strengthens the next move and raises its cost, and resets after a move.

    Awakening cost+1 year for every level
    Uninterruptible
  • Miracle CannonMove 1

    Spends one year of energy to blast the area in front of the mech with fiery energy that sets targets ablaze.

    Damage20Cooldown8sAwakening cost1 year
    UnblockableHits ragdolled targetsUninterruptibleExplosion
  • Miracle CannonSPECIAL VARIANT

    At output level 2 or higher it spends 2 years to charge a huge sphere that detonates on contact; at level 5 you can steer it by tilting the camera.

    Damage35Cooldown8sAwakening cost2 years
    UnblockableHits ragdolled targetsUninterruptibleExplosion
  • Pigeon ViolaMove 2

    Aim at a target within 250 studs to fire three homing rainbow beams for 3 years; each extra level adds a bullet and a year, up to 7.

    Damage15, up to 35 / 5 per bulletCooldown8sAwakening cost3 years, up to 7 / +1 year per extra level
    UnblockableHits ragdolled targetsUninterruptibleProjectile
  • Absolute DestructionMove 3

    The mech stomps about three times, then leaps into an explosive slam. Each output level adds a stomp; level 3 tears through destructible walls, level 5 totals 10 stomps.

    Damage4 per stomp, 5 for leap, 20 for slamCooldown8sAwakening cost1 year, up to 5 years / +1 year per extra level
    UnblockableHits ragdolled targetsUninterruptibleSwarmExplosion
  • Absolute DestructionAIR VARIANT

    If the mech is airborne, it skips straight to the final slam and crushes everything in a wide area.

    Damage20Cooldown8sAwakening cost1 year
    UnblockableHits ragdolled targetsUninterruptibleExplosion
  • Technique ChargeMove 4

    Fires a technique shot at a target within 100 studs after a lock-on of about 2 seconds. Higher levels add damage and wall penetration; level 5 shatters a domain border.

    Damage20 for charge, +1 for each level / 5 for simple domainCooldown8sAwakening cost1 year, up to 5 years / +1 year per extra level
    UnblockableHits ragdolled targetsUninterruptibleExplosion

Finishers

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

  • Ultra SpinMove 1

    Finisher: after the slam, the user fires Ultra Cannon to incinerate what remains; an Offload puppet does the same before exploding.

    DamageInsta-killCooldown15s
    BlockableCan't hit ragdolled targetsInterruptible
  • Boost OnMove 2

    Finisher: the blast roasts the target alive, leaving embers and smoke.

    DamageInsta-killCooldown17s
    UnblockableHits ragdolled targetsInterruptible
  • Ultimate CannonVariant · Ultra Cannon

    Finisher: the beam's heat leaves the target's corpse burnt; the Offload puppet gets the same effect.

    DamageInsta-killCooldown17s
    360° blockableHits ragdolled targetsInterruptible
  • Heat EmissionMove 4

    Finisher: the heat emission chars the target's corpse.

    DamageInsta-killCooldown16s
    UnblockableHits ragdolled targetsInterruptible
  • Miracle CannonMove 1

    Finisher: the blast burns the target alive.

    DamageInsta-killCooldown8sAwakening cost~5.5%
    UnblockableHits ragdolled targetsUninterruptible
  • Absolute DestructionMove 3

    Finisher: the mech's weight crushes the target under its feet; the aerial variant has the same finisher.

    DamageInsta-killCooldown8sAwakening cost~5.5%, up to ~28% / +~5.5% per extra level
    UnblockableHits ragdolled targetsUninterruptible

Puppet Master combos

  • BaseDamage66.15

    M1 x3 + 2 + R + R + Backwards Dash + R + 4 + 3 (Full hold variant)

    Needs at least 30% of the awakening bar. Use R + R right after 2, and line up R + 4 directly behind the enemy. Extending the M1s with a downslam or uppercut adds damage but gives the enemy more evasive meter.

  • BaseDamage103.65

    3 M1 and R at the same time + R and uppercut + 2 + R + 4 + 1 + 3 (full hold) + R + 4 + Downslam

    Riskier than the first combo against a target with 20% evasive. Another 2 after the downslam adds 10 damage; if R + 4 fails because of Offload, side dash, then 4 and downslam.

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

  • Strong neutral thanks to Heat Emission (normal and offload versions), offload Ultra Spin and puppet barrage pressure.
  • Hard to punish: the offload variants are ranged and safe on whiff, block or counter, since the puppets take the hit.
  • The awakening is a tank: more stats, super armor, healing on activation and at the end, and a full-HP revive if you die while awakened.
  • High mobility while awakened: longer side dashes and a jump that clears horizontal hitboxes such as grounded Hollow Purple and Open.
  • The awakening can last up to 180 seconds, three times longer than most others.

Cons

  • Much lower HP (85) than other characters (100).
  • Offload puppets interact with debris, so combos can be inconsistent with destruction on.
  • Absolute is hard to reach: you must fill the energy reserves (lost on death), and Übercharge also spends awakening.
  • Absolute works best with reserves at 125-150% or more; activating it in a hurry may give only a couple of M1 strings.
  • Absolute has a long spawn animation, so opponents can run away, cast domains or use heavy attacks during it.

About Puppet Master

Kokichi Muta's puppet and mech become Puppet Master, a free character with a lower health pool than most of the roster: 85 HP, rising to about 117 once Absolute begins.

The base game is about letting something else take the risk. Offload (10s) makes an expendable puppet perform your next move and explode without stun, so Ultra Spin (13.5, 15s) and Heat Emission (13, 16s) can be thrown with little exposure. The other regular tools are Boost On (10, 16s) and Ultra Cannon (10, 17s). Übercharge lets you use Offload while it is on cooldown for 10% of the awakening bar.

Absolute sets your HP to about 117 and lasts between 8 and 180 seconds, depending on the energy reserves you filled in base. Inside the mech, Energy Output raises how much each move costs and does: Miracle Cannon goes from 20 to 35 damage, and Pigeon Viola fires up to seven homing beams.

The wiki lists the downsides: the reserves are lost on death, the spawn animation is long enough for opponents to run or cast domains, and Offload puppets can behave inconsistently around debris.

Where it sits in our tier list

CBase moves 1–4 add up to 46.5 damage over 64 s of cooldown (0.73 damage per cooldown second, with 85, ~117 in Awakening HP). How the tier list works →

More full characters

Jujutsu Shenanigans guides

All Jujutsu Shenanigans guides →

Frequently asked questions

How do you unlock Puppet Master in Jujutsu Shenanigans?

Free: any player can pick it from the character list.

What is Puppet Master's awakening?

Absolute. Awakening swaps the four moves for Miracle Cannon, Pigeon Viola, Absolute Destruction, Technique Charge; the awakening itself lists healing Sets HP to ~117 (350/3), duration 8s to 180s, depending on energy reserves.

How much health does Puppet Master have?

The wiki lists 85, ~117 in Awakening 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.