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Jujutsu Shenanigans domain expansions

10 domains from 9 characters, how each one is triggered and what its sure-hit does, plus the rules for clashes and the moves that shut a domain down. Paraphrased from the wiki's Domain Expansion page.

How domains work

  • A Domain Expansion is a move category: after a short handsign windup, the character expands a large destructible dome with either a white or a black border, containing a unique environment with the user’s cursed technique embedded in it; most domains have a sure-hit property during their full active period.
  • Expanding generally takes 1.25 seconds (Embodiment of Self Perfection and Authentic Mutual Love take 1.5 seconds) and shows a pop-up to every player within the domain’s range, generally a 37.5-stud radius.
  • Casting conditions: a domain cannot be used inside another domain or near its border, nor while the user is airborne.
  • If the user is hit or stunned while expanding, the whole domain is cancelled; a few domains grant total immunity during their windup and are excluded from this rule.
  • Border color: the only white-bordered domains are Infinite Void and Idle Death Gamble (Deadly Sentencing used to be white until its redesign); in a domain clash the border is always black, even if a white-bordered domain wins.
  • Domain Clash: when two or more players cast domains at the same time (or within a short window), all domains lose their sure-hit and merge into one, disabling Awakening drain and every player’s abilities and replacing M1s and dashes with passives similar to Head of the Hei’s; those M1s cannot stun or ragdoll.
  • In a clash, every contestant is highlighted with a bar that fills 6.25% per hit landed on an opposing caster (16 hits, or 4 M1 sets, to fill). Non-contestants add no progress. The player who fills the bar or has the highest percentage when the 15-second timer ends wins and cancels the other domains; if everyone is tied, all domains break.
  • Clash exceptions and bonuses: 0.2 Domain and Chimera Shadow Garden cannot clash, and Incomplete Shrine instantly breaks all other domains in range. Winning a clash with Idle Death Gamble skips its first Richii scenario and grants a 100-second jackpot; with Deadly Sentencing it starts with a pre-filled Judgment Bar segment (Confiscation becomes its lightest sentence). Both refund 75% of the Awakening Bar to their caster if they lose the clash.
  • Anti-domain abilities: Chimera Shadow Garden (Ten Shadows), Domain Amplification (Defense Attorney), Technique Charge: Simple Domain (Puppet Master) and Invasion (Black Death). 0.2 Domain and Incomplete Shrine are immune to them because they lack proper borders.
  • Destroying a domain: it cannot be damaged from the inside, so the only ways are killing the caster or, for Puppet Master, hitting the caster with Technique Charge at maximum Energy Output. From the outside, moves that destroy terrain (including the final M1) can damage a domain if they land on its border, with an audible bang; in the Skill Builder, any Debree value above 0 lets a hitbox harm domains.
  • Domain attacks and Adaptation: Mahoraga’s Adaptation only counts Malevolent Shrine, Time Cell Moon Palace and Incomplete Shrine as “Domain Attacks”. Infinite Void and Shining Sea of Growing Branches can also be adapted to, but this puts Adaptation on a 15-second cooldown with no healing or Ritual progress, and lasts only as long as that domain.
  • Getting into a domain: normally the only way in is being caught inside during the windup, and the easiest way to trap someone without being interrupted is to uppercut them after they ragdoll cancel (Vessel is the exception).
  • Every domain model spawns at one location far from the map, each one a set distance from the last, and players inside are teleported there relative to the caster’s position; with Free Build you can place a spawn in a domain and respawn on it to customize its interior.
  • When a domain opens, a Japanese voiceline saying “Domain Expansion” plays, followed by the domain’s own soundtrack until it breaks; the Domain Clash theme overrides every other soundtrack until the clash ends.

Every domain

  • Honored One

    Infinite Void

    Honored One
    Time: 14 swhite border

    How: Slot 4 move of the Six Eyes awakening moveset; after the handsign windup (about 1.25 seconds) the dome expands.

    A blue void with stars and galaxies. Everyone inside except the caster is overwhelmed by information and cannot act for 14 seconds; the sure-hit does not interrupt actions already in progress, so enemies mid-action can keep moving or attacking.

  • Honored One

    0.2 Domain

    Honored One
    Time: 7 s

    How: Use the special during the Awakening sequence to trigger an “Alternate Awakening”: the user takes off the blindfold and expands Infinite Void immediately, but only for two-tenths of a second.

    Spreads the domain’s sure-hit over double the normal range at the cost of exposing targets for only half the usual duration (7 seconds listed). Right after the windup the user performs a relentless rush in 3 phases. It has no proper border, so it cannot clash and anti-domain abilities do not affect it.

  • Vessel

    Malevolent Shrine

    Vessel
    Time: 18 sblack border

    How: Slot 4 move of the King of Curses awakening moveset.

    A shrine appears behind the user inside a black void with red smoke. Everyone in the domain is constantly slashed: 2 HP per slash, or 0.5 HP if blocked. Blocking players cannot be killed unless they stop blocking. Over the domain’s duration it deals 218 HP of slashes (54.5 with block).

  • Restless Gambler

    Idle Death Gamble

    Restless Gambler
    Time: 120 swhite border

    How: Cast automatically when the user awakens: they perform a handsign while gaining total invincibility.

    Everyone caught inside is frozen in place in a neutral stage with rainbow text explaining the rules. To advance to a Richii scenario the caster needs 2 “visual moves”: Reserve Balls, Shutter Doors (the Reserve Balls + Shutter Doors combination counts as 2), Fever Breaker’s landed dropkick (Fever Crush counts as one) or a successful Door Guard. Transit Card Richii (☆☆★): Tze walks toward a train checkpoint; if he passes it the caster enters the Jackpot state, if he flies upward the caster retries. Travel Emergency Richii (☆★★): Tze runs to the male bathroom; if he goes in the caster gets the Jackpot, if he falls the caster retries. The caster has only 4 attempts; on the 4th roll a “pity” jackpot with half the usual Awakening period is guaranteed if at least one player was caught. After each roll, numbers appear on every screen: odd numbers (such as 777) raise the jackpot chance of the next Idle Death Gamble, even numbers (such as 666) make the next one’s Richii scenarios faster; dying removes these bonuses.

  • Perfection

    Embodiment of Self Perfection

    Perfection
    Time: 14 sblack border

    How: Slot 4 move of the Essence of the Soul awakening moveset; the user transfigures tiny arms in their mouth to form the handsign, and the expansion takes 1.5 seconds.

    An empty void with hands forming a flower-like pattern. Every target inside gets a “transfiguration meter” that drains when near the caster and drains faster when taking damage from the caster’s attacks in range. When it empties, the target takes immense damage over time (listed as 300 every 0.5 seconds, enough to kill instantly; the trivia says about 50x max health per second) as their body transfigures and explodes.

  • Defense Attorney

    Deadly Sentencing

    Defense Attorney
    Time: 300 sblack border

    How: Expanded when the user activates their Awakening; the caster can close it willingly at any point with the Awakening button.

    A platform with 2 podiums surrounded by suspended guillotines, with the shikigami Judgeman staying near the caster. Awakening drain and regeneration are halted and everyone is invulnerable. A random accusation appears above a Judgment Bar of 3 segments, and the options “Confess”, “Silence” and “Denial” appear above everybody’s Awakening Bar. After the prosecutor picks, defendants have a 3-second timer (visible only to the prosecutor) or “Silence” is chosen for them; with several defendants the majority choice counts. Matching choices fill one segment (“Confess” fills all three) and six opposing choices end the trial. Outcomes: Innocence (empty bar) gives the caster 60% of their Awakening back, also if nobody was caught; Confiscation (1 segment) removes everyone’s held item or 2 random abilities for 1 minute 30 seconds (items are lost permanently) while the caster regains 40% Awakening and 60% health; Death Penalty (2 segments) breaks the gavel to reveal the Executioner’s Sword, their true Awakening, lasting 30 seconds longer, with all defendants stunned during the sequence; Confiscation + Death Penalty (3 segments) breaks the domain immediately, everyone loses a random ability for 90 seconds or their held item, and the caster gets the Executioner’s Sword and 60% health.

  • Cursed Partners

    Authentic Mutual Love

    Cursed Partners
    Time: 45 sblack border

    How: Slot 4 move of the True Love awakening moveset; the expansion takes 1.5 seconds.

    A stone platform with structures rising from the ground and knots circling the sky. Blades rain down but only four land within reach, each imbued with a random technique from Shrine, Thin Ice Breaker, Clairvoyance, Cursed Speech and Shikigami. Standing near a blade equips it; a long run ending in a swing then activates the technique, and another blade falls after each pickup. The domain breaks immediately if no enemies are inside. After landing 4 katanas the user can use the domain again with a target in sight to summon Jacob’s Ladder, which slowly lifts the target while draining their health and 35% of their Awakening progress (50% if awakened); it gives the user i-frames during the windup while bypassing all others, but the domain shatters immediately.

  • Head of the Hei

    Time Cell Moon Palace

    Head of the Hei
    Time: 25 sblack border

    How: Slot 4 move of the Vengeance awakening moveset; the user reverts to their base moveset with the same HP percentage while expanding.

    A dark void with a flesh path leading to an organ with a large eye. Film rolls are injected into every opponent’s neck, forcing them to obey Projection Sorcery’s 24 FPS rule at a cellular level: any action freezes their cells in frames and shatters them, harming the target depending on how fast they and the user were moving. Blocking is excluded and greatly reduces the damage from walking. The user’s failed moves still add projection to their own meter, and they cannot be framed.

  • Disaster Plants

    Shining Sea of Growing Branches

    Disaster Plants
    Time: 15 sblack border

    How: Slot 4 move of the Unwrap awakening moveset; the user kneels on the ground to sap energy from nearby foliage.

    A large bed of flowers with distant trees where any action other than running, side dashing or blocking is interrupted, punishing the perpetrator with stun and damage and the “daze” effect. The user gets a significant boost from the domain and their earlier absorption for the whole duration.

  • Strongest Of History

    Incomplete Shrine

    Strongest Of History
    Time: 20 s

    How: Expanded when the user initiates their Awakening (this is an Overpowered character).

    An impromptu Malevolent Shrine without a shell barrier: a bigger shrine with 9 eyes and a giant mouth. Its sure-hit has infinite range and rips things apart with relentless slashes for nearly 470 HP (120 with block), at 3 HP per tick or 0.5 HP when blocked. It is immune to anti-domain abilities and instantly breaks every other active domain within its range.

"Time" is the value in the Time column of the wiki's domain table; the wiki does not say exactly what it measures for each domain.

Anti-domain tools

  • Chimera Shadow Garden

    Ten Shadows

    Use Shadow Swarm against a domain border: the user lays out their own domain to clash with the target domain and invade it through a hole in the shadows.

    While active, everyone except the user is free to enter or leave the invaded domain; the user stays in place while their health bar drains from maintaining the portal, until they use Shadow Swarm again, get hit or run out of health. It disables Infinite Void’s stun, Malevolent Shrine’s slashes, Embodiment of Self Perfection’s transfiguration drain, Time Cell Moon Palace’s frame shatter and Shining Sea of Growing Branches’ interruption. It cannot clash with other domains.

  • Domain Amplification

    Defense Attorney

    Use the special (listed on the Deadly Sentencing moveset of Defense Attorney).

    The user wraps themselves in a thin veil of their own domain that protects them from the sure-hit of any domain they are in, until anything else hits them; then the veil dissipates and grants half a second of total i-frames.

  • Technique Charge: Simple Domain

    Puppet Master

    Technique Charge, the slot 4 move of the Absolute moveset; the bullet improves with every level of Energy Output and gets the Simple Domain charge on the fifth level.

    Using one year’s worth of cursed energy, a technique-imbued bullet is fired from the mech’s index finger. With the Simple Domain charge it triggers a secondary impact that ragdolls the target upwards while any active domain expansions immediately shatter.

  • Invasion

    Black Death

    Activate Parthenogenesis near a domain border.

    A swarm of roaches makes a hole in the dome that the user enters through, then pests keep chipping away at the invaded border while the user holds a pose. Any other player can use the hole, the user is not immune to sure-hit effects inside, and 60% of their Awakening is refunded when the invasion ends.

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Frequently asked questions

Which characters have a domain expansion in Jujutsu Shenanigans?

The wiki lists 10 domains across 9 characters: Infinite Void (Honored One), 0.2 Domain (Honored One), Malevolent Shrine (Vessel), Idle Death Gamble (Restless Gambler), Embodiment of Self Perfection (Perfection), Deadly Sentencing (Defense Attorney), Authentic Mutual Love (Cursed Partners), Time Cell Moon Palace (Head of the Hei), Shining Sea of Growing Branches (Disaster Plants), Incomplete Shrine (Strongest Of History).

How do you counter a domain?

The wiki lists 4 anti-domain tools: Chimera Shadow Garden (Ten Shadows), Domain Amplification (Defense Attorney), Technique Charge: Simple Domain (Puppet Master), Invasion (Black Death). A domain can also be met with another domain, which starts a clash.

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.