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Jujutsu Shenanigans Domain Expansion Guide: All 10 Domains, Clashes, the 0.2 Domain and Anti-Domains
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Jujutsu Shenanigans Domain Expansion Guide: All 10 Domains, Clashes, the 0.2 Domain and Anti-Domains

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Por RBLXGUIDEquinta-feira, 29 de outubro de 202615 min de leitura

Resumo rápido

Every domain in Jujutsu Shenanigans, from Infinite Void to Incomplete Shrine, with cast rules, clash numbers, anti-domain abilities and the wiki contradictions spotted along the way.

How does Domain Expansion work in Jujutsu Shenanigans?

A Domain Expansion is a move that, after a 1.25 second handsign windup, opens a destructible dome around the caster. Inside sits a unique environment, and most domains apply a sure-hit effect to everyone caught for the whole active period. Ten domains exist in the game, and nine characters can cast them.

Every figure below comes from the Jujutsu Shenanigans wiki as it read on 24 outubro 2026, checked against the caster's own page. Where two wiki pages disagree, the guia says so instead of picking a winner. The site's domain expansions page lists the same ten entries, and the character roster links to every kit that owns one.

All 10 domains side by side

DomainCasterHow you get itMove cooldownBorderWiki "Time"
Infinite VoidHonored OneSlot 4 of the Six Eyes awakening120sWhite14s
0.2 DomainHonored OnePress the special during the awakening sequenceNone listedNone7s
Malevolent ShrineVesselSlot 4 of the King of Curses awakening120sBlack18s
Idle Death GambleRestless GamblerCast automatically when you awakenNone listedWhite120s
Embodiment of Self PerfectionPerfectionSlot 4 of the Essence of the Soul awakening120sBlack14s
Deadly SentencingDefense AttorneyCast when you activate AwakeningNone listedBlack300s
Authentic Mutual LoveCursed PartnersSlot 4 of the True Love awakening120sBlack45s
Time Cell Moon PalaceHead of the HeiSlot 4 of the Vengeance awakening60s, and it ends the awakeningBlack25s
Shining Sea of Growing BranchesDisaster PlantsSlot 4 of the Unwrap awakening120sBlack15s
Incomplete ShrineStrongest Of HistoryCast when the user starts their AwakeningNone listedNone20s

The wiki never says what its Time column measures. Eight of the ten values match the duration printed on the caster's own page, so Time most likely means how long the domain lasts. Idle Death Gamble breaks the pattern: the domain table says 120s, while Restless Gambler lists 80s that "breaks after 4 scenarios". The 0.2 Domain has no duration on Honored One's page at all.

Every domain sits behind an awakening, which makes it a late-fight tool. Idle Death Gamble, Deadly Sentencing and Incomplete Shrine fire off the awakening itself, so there's no slot 4 move to press. The 0.2 Domain and Incomplete Shrine are also the two without a proper border, a detail that matters once clashes and anti-domain abilities come up.

What it takes to cast a domain

The Domain Expansion page lists a handful of casting rules, and they decide most fights over a domain.

  • The windup is 1.25 seconds. Embodiment of Self Perfection and Authentic Mutual Love take 1.5 seconds.
  • A pop-up appears for every player inside the domain's range, generally a 37.5 stud radius.
  • You can't cast inside another domain, near its border, or while airborne.
  • If the caster is hit or stunned during the expansion, the whole domain is cancelled. A few domains give total immunity during the windup and skip this rule. Idle Death Gamble is the clearest case: the user gains total invincibility while the handsign plays.
  • Domains cast at the same time, or within a short window, trigger a clash.

How do enemies end up inside? Normally the only way is to be standing in range while the windup runs. The wiki's trivia gives the easiest setup: uppercut an opponent right after they ragdoll cancel, and you can expand without being interrupted. That works even with the slower domains. Vessel is the listed exception, so don't count on it there.

One more rule is worth knowing before a fight. The wiki says every domain model spawns at a single location far from the map, each a set distance from the last, and players inside get teleported there relative to the caster's position. In a private server with Free Build you can place a spawn inside a domain, die and respawn on it, and decorate the interior.

When a domain opens, a Japanese "Domain Expansion" voiceline plays, then the domain's own soundtrack until it breaks. In a clash the Domain Clash theme overrides all of them.

Border color is the last bit of presentation with a rule attached. The only white-bordered domains are Infinite Void and Idle Death Gamble. Deadly Sentencing used to be white until its redesign. Inside a clash the border is always black, even when a white-bordered domain wins.

The ten domains one at a time

Infinite Void and the 0.2 Domain

Infinite Void is slot 4 of Honored One's Six Eyes moveset. The dome shows a blue void full of stars and galaxies, and everyone inside except the caster is overwhelmed by information and can't act for 14 seconds. The catch is in the wiki's wording: the sure-hit doesn't interrupt actions already in progress, so an enemy who was mid-attack when the dome opened keeps moving and attacking.

The 0.2 Domain is the same technique squeezed into two-tenths of a second. Press the special during the awakening sequence for an "Alternate Awakening": the user takes off the blindfold, expands Infinite Void at once, then rushes in three phases. The wiki says it spreads the sure-hit over double the normal range but exposes targets for only half the usual duration, and lists 7 seconds. The damage on Honored One's page is 220 if every phase hits, split as 35 for the first phase (5 per hit), 120 for the second (20 per hit) and 65 for the last. Holding the heads of two targets before the rush ends plays a finisher cutscene that kills them while you keep total i-frames.

It breaks the usual domain rules in two ways. The wiki says it can't clash with other domains, and that it is mainly immune to anti-domain abilities because it lacks a proper border. The page's own downsides: the windup can be canceled, the i-frames aren't constant so the rush can be interrupted partway, and the rush is fully horizontal, so an enemy can punish the end of it.

Malevolent Shrine and Incomplete Shrine

Both are slash domains, and the numbers make an easy comparison. Vessel owns the first, and the Overpowered Strongest Of History owns the second.

Malevolent ShrineIncomplete Shrine
CasterVesselStrongest Of History
Duration18s20s
Damage per slash or tick2 HP3 HP
Damage per slash when blocked0.5 HP0.5 HP
Total over the domain218 HPnearly 470 HP
Total while blocking54.5 HP120 HP

Dividing the wiki's totals by the durations gives about 12 HP per second for Malevolent Shrine and a little under 24 for Incomplete Shrine. Malevolent Shrine's figures are internally consistent: 218 at 2 per slash is 109 slashes, and 54.5 at 0.5 per slash is also 109. Incomplete Shrine's aren't. Nearly 470 at 3 per tick is about 157 ticks, while 120 at 0.5 per tick is 240. The wiki doesn't explain the gap, so read those two totals as approximate.

Blocking can't kill you inside Malevolent Shrine unless you drop the block. The wiki also says the shrine appears behind the user inside a black void with red smoke. Incomplete Shrine is a barrier-less impromptu version with 9 eyes and a giant mouth. Its sure-hit has infinite range, it comes from an Overpowered character, and it instantly breaks every other active domain in its range.

Idle Death Gamble

Restless Gambler casts it automatically on awakening. Everyone caught is frozen in a neutral stage, with rainbow text at the top left explaining the rules. The caster needs 2 "visual moves" to push the stage into a Richii scenario, and the wiki counts these:

  • Using Reserve Balls.
  • Using Shutter Doors. The Reserve Balls and Shutter Doors combination counts as 2.
  • Landing Fever Breaker's dropkick. Fever Crush counts as one.
  • A successful Door Guard.

Two scenarios exist. In Transit Card Richii, Tze walks toward a train checkpoint: pass it and the caster enters the Jackpot state, fly upward and the caster retries. In Travel Emergency Richii, Tze runs to the bathroom: go in and it's a Jackpot, fall and it's a retry. The caster gets 4 attempts, and on the 4th roll a "pity" jackpot with half the usual Awakening period is guaranteed if at least one player was caught.

After a successful roll, numbers show on every screen. Odd numbers like 777 raise the jackpot chance of the next Idle Death Gamble, and even numbers like 666 make the next one's Richii scenarios faster. Dying removes both bonuses.

Embodiment of Self Perfection

Perfection's domain takes 1.5 seconds to expand, and the user forms the handsign with tiny arms transfigured in their mouth. Inside is an empty void with hands arranged in a flower pattern. Every target gets a transfiguration meter that drains while they're near the caster and drains faster when they take damage from the caster's attacks in range. An empty meter means immense damage over time, listed as 300 every 0.5 seconds, enough to kill instantly.

The trivia section puts it differently: about 50 times the target's maximum health every second. Those two figures don't describe the same rate, so the only safe reading is that an empty meter is lethal.

Deadly Sentencing

Defense Attorney expands this when Awakening activates, and can close it at any point with the Awakening button. It's a courtroom: a platform with 2 podiums ringed by suspended guillotines, with the shikigami Judgeman staying near the caster. Awakening drain and regeneration stop, and everyone is invulnerable.

A random accusation appears above a Judgment Bar split into 3 segments, and every player sees three choices above their Awakening Bar: Confess, Silence and Denial. Once the prosecutor picks, defendants get a 3 second timer that only the prosecutor can see. Anyone who doesn't answer is given Silence, and with several defendants the majority choice counts. Matching choices fill one segment, Confess fills all three at once, and six opposing choices end the trial.

Segments filledOutcomeWhat happens
0InnocenceThe caster gets 60% of their Awakening back, even if nobody was caught
1ConfiscationEveryone inside loses their held item or 2 random abilities for 1 minute 30 seconds, and items are lost for good. The caster regains 40% Awakening and 60% health
2Death PenaltyThe gavel breaks to reveal the Executioner's Sword, the true Awakening, which lasts 30 seconds longer. Defendants are stunned during the sequence
3Confiscation + Death PenaltyThe domain breaks at once, everyone loses a random ability for 90 seconds or their held item, and the caster gets the sword plus 60% health

Confiscation carries over into awakenings, so an awakening move sitting on a confiscated slot stays gone until the 90 seconds pass. On the character page the duration reads 300s and the domain "breaks after 6 wrong guesses".

Authentic Mutual Love

Cursed Partners get a stone platform with structures rising from the ground and knots circling the sky. Blades rain down, but only four land within reach, each carrying 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 fires the technique, and another blade drops after each pickup. With no enemy inside, the domain breaks immediately.

After landing 4 katanas, using the domain again with a target in sight summons Jacob's Ladder. It lifts the target slowly while draining their health and 35% of their Awakening progress, or 50% if they're awakened. The user gets i-frames during the windup and bypasses everyone else's, but the domain shatters the moment it lands. The page describes the downside bluntly: the domain has no guaranteed lethal effect and helps little unless you keep picking up katanas.

Time Cell Moon Palace

Head of the Hei hops out of the curse form into the base moveset at the same HP percentage, then opens a dark void with a flesh path leading to an organ with a large eye. Film rolls get 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 them according to how fast both sides were moving. Blocking is excluded, and it greatly reduces the damage from walking. The user's own failed moves still add projection to their meter, and they can't be framed.

Shining Sea of Growing Branches

Disaster Plants kneels to sap energy from nearby foliage before the dome opens onto a bed of flowers and distant trees. Inside, any action other than running, side dashing or blocking is interrupted, with stun, damage and the "daze" effect. The Disaster Plants page lists 4 damage per interruption. The user stays empowered for the entire 15 seconds.

How domain clashes work

When two or more players cast domains at the same time, or within a short window, every domain loses its sure-hit and the domains merge into one. Awakening drain and everyone's abilities are disabled, and M1s and dashes get replaced by passives similar to Head of the Hei's. Those M1s can't stun or ragdoll.

Clash ruleValue
Progress per hit on an opposing caster6.25%
Hits to fill the bar16, or 4 M1 sets
Timer15 seconds
WinnerWhoever fills the bar or holds the highest percentage when the timer ends
Full tieAll domains break
Non-contestantsAdd no progress to the bar

The winner's domain survives and the rest are cancelled. Two domains get a payoff for winning, because their casters pay for being non-lethal. Win with Idle Death Gamble and it skips the first Richii scenario for a 100 second jackpot. Win with Deadly Sentencing and it starts with one Judgment Bar segment already filled, which makes Confiscation its lightest sentence. Both refund 75% of the Awakening Bar if their caster loses the clash.

Three exceptions complete the picture. The 0.2 Domain and Chimera Shadow Garden can't clash at all, and Incomplete Shrine instantly breaks every other domain in range. Players who aren't casting a domain add no progress to the bar, though they can still join the brawl.

Anti-domain abilities

Four abilities exist to counter domains. The wiki says some domains are immune to them, mainly the 0.2 Domain and Incomplete Shrine, because they lack proper borders.

AbilityCasterTriggerEffectCatch
Chimera Shadow GardenTen ShadowsUse Shadow Swarm against a domain borderInvades the domain. Anyone can enter or leave, and five sure-hit effects switch offThe user stands still and loses 4 HP per second until they use Shadow Swarm again, get hit or run out of health. 30s cooldown. Can't clash
Domain AmplificationDefense AttorneyThe specialA veil that blocks the sure-hit of any domain you're in, until anything else hits you, then half a second of total i-framesCosts 5% Awakening, 8s cooldown after it's dispelled. Can't stop all damage from multi-hit moves such as Plasma Wave, Rabbit Escape or Dismantle
Technique Charge: Simple DomainPuppet MasterSlot 4 of the Absolute moveset at Energy Output level 5Fires a bullet at a target within 100 studs after about 2 seconds of lock-on, ragdolls them upward and shatters every active domainCosts years of cursed energy, rising by 1 per level up to 5. 8s cooldown
InvasionBlack DeathParthenogenesis near a borderRoaches cut a hole that anyone can use, then chip at the border while you hold a poseNo sure-hit immunity inside. 60% of your Awakening is refunded when it ends

The five effects Chimera Shadow Garden disables are 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. The list leaves out Idle Death Gamble, Deadly Sentencing and Authentic Mutual Love. The Black Death page is also candid that invading gives no real advantage and only risks your life while wasting Awakening, so the page does not rate it as a strong answer.

Breaking a domain and Mahoraga's Adaptation

A domain can't be damaged from the inside. That leaves two ways out: kill the caster, or, as Puppet Master, hit the caster with Technique Charge at maximum Energy Output.

From the outside it's different. Moves that destroy terrain, the final M1 included, can damage a domain when they land on its border, and the hit makes an audible bang. The wiki keeps a table of which moves qualify. For Honored One's base moveset, Reversal Red and Twofold Kick do and Lapse Blue, Rapid Punches and Limitless don't. For Vessel, Crushing Blow and Divergent Fist do, Cursed Strikes only counts in its air variant, and Manji Kick doesn't. In the Skill Builder, any Debree value above 0 lets a hitbox harm domains.

Mahoraga adds a twist. Its Adaptation only counts Malevolent Shrine, Time Cell Moon Palace and Incomplete Shrine as "Domain Attacks". Infinite Void and Shining Sea of Growing Branches can be adapted to as well, but that puts Adaptation on a 15 second cooldown with no healing or Ritual progress, and it lasts only as long as that domain does. Mahoraga is the Ten Shadows summon, so which domain is on the field changes how its Adaptation behaves.

Quests and achievements that involve domains

Domains show up in the cash quests, which only complete in public servers. Dailies pay 15$ each up to 45$ a day, and weeklies pay 100$ each up to 300$ a week. The domain-related ones on the wiki's list:

  • Daily: Get 5 players in a Domain Expansion; Kill 2 players with a single Honored One 0.2 Second Domain; Invade a Domain Expansion with Shadow Swarm using Ten Shadows.
  • Weekly: Survive 25 Domain Expansions; Get 40 kills in a Domain Expansion; Kill 4 players with a single 0.2 Second Domain; Invade 20 Domain Expansions with Shadow Swarm as Ten Shadows; Obtain Jackpot with over 5 people in your Domain Expansion 5 times as Restless Gambler.

Achievements add "The one who left it all behind" for killing a domain's caster, "Ready to Go" for helping 4 players leave a domain, "Oh, what the hell!" for invading a domain with under 25 HP, "What fresh inspiration!" for opening your own domain with under 25 HP and killing everyone caught, and "the curse everyone invited" for breaking an active clash with your invasion.

FAQ

How long does a domain take to expand?

The windup is generally 1.25 seconds. Embodiment of Self Perfection and Authentic Mutual Love take 1.5 seconds. If the caster is hit or stunned during it, the domain is cancelled, except for the few domains that grant total immunity while expanding.

How do you win a domain clash?

Fill your clash bar by landing hits on opposing casters, 6.25% per hit, so 16 hits or 4 M1 sets fill it. If nobody fills it, the highest percentage when the 15 second timer ends wins. A full tie breaks every domain.

Which domains can't clash?

The 0.2 Domain and Chimera Shadow Garden can't clash with other domains. Incomplete Shrine sidesteps the clash another way: it instantly breaks every other active domain within its range.

Can you destroy a domain from the inside?

No. A domain can't be damaged from inside, so you either kill the caster or, as Puppet Master, hit the caster with Technique Charge at maximum Energy Output. Terrain-destroying moves can hurt the border from outside.

Which character counters domains best?

The wiki lists four anti-domain abilities: Ten Shadows' Chimera Shadow Garden, Defense Attorney's Domain Amplification, Puppet Master's Technique Charge: Simple Domain and Black Death's Invasion. The wiki says the 0.2 Domain and Incomplete Shrine are mainly immune to them.

What does the 0.2 Domain do?

Pressing the special during Honored One's awakening sequence expands Infinite Void for two-tenths of a second and starts a three-phase rush. It lists 220 damage if every phase lands, and it can kill two targets with a finisher cutscene.

Sources

  • https://jujutsu-shenanigans.fandom.com/wiki/Domain_Expansion
  • https://jujutsu-shenanigans.fandom.com/wiki/Honored_One
  • https://jujutsu-shenanigans.fandom.com/wiki/Vessel
  • https://jujutsu-shenanigans.fandom.com/wiki/Restless_Gambler
  • https://jujutsu-shenanigans.fandom.com/wiki/Perfection
  • https://jujutsu-shenanigans.fandom.com/wiki/Defense_Attorney
  • https://jujutsu-shenanigans.fandom.com/wiki/Cursed_Partners
  • https://jujutsu-shenanigans.fandom.com/wiki/Head_of_the_Hei
  • https://jujutsu-shenanigans.fandom.com/wiki/Disaster_Plants
  • https://jujutsu-shenanigans.fandom.com/wiki/Strongest_Of_History
  • https://jujutsu-shenanigans.fandom.com/wiki/Ten_Shadows
  • https://jujutsu-shenanigans.fandom.com/wiki/Puppet_Master
  • https://jujutsu-shenanigans.fandom.com/wiki/Black_Death
  • https://jujutsu-shenanigans.fandom.com/wiki/Achievements

Pontos-chave

  • Cada personagem tem quatro golpes em 1–4, um especial em R e o despertar em G quando a barra enche.
  • Personagens completos trocam para um segundo moveset ao despertar; os só base fazem um único ataque especial.
  • Personagens novos costumam sair em Early Access (gamepass de 300 Robux) e ficam grátis quando terminados.
  • Os códigos saem nas notas de atualização e dão dinheiro ou emotes, não personagens.