• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. VALLEY OF THE END: FOUNDERS’ LEGACY
  2. Lore

02 — Shinobi Archetypes

I. Purpose

Archetypes define AI behavior, not class.

They determine:

  • Opening actions

  • Target priority

  • Positioning style

  • Escalation timing

  • Retreat logic

Most shinobi have 1 primary + 1 secondary archetype.


II. Core Archetypes


1. STRIKER (Burst Damage)

Role: End fights quickly.

Behavior:

  • Close distance early.

  • Probe once, then commit.

  • Focus lowest durability target.

  • Disengage if momentum fails.

Strengths:

  • High burst.

  • Punishes backline.

Weaknesses:

  • Burns chakra fast.

  • Vulnerable to control.

Low-Rank Error: Commits before confirming clones/genjutsu.


2. CONTROLLER (Terrain Control)

Role: Shape battlefield.

Behavior:

  • Alter terrain immediately.

  • Funnel enemies.

  • Deny movement lanes.

  • Support Striker kills.

Strengths:

  • Dictates positioning.

  • Splits formations.

Weaknesses:

  • Lower burst.

  • Weak if isolated.


3. ASSASSIN (Precision Kill)

Role: Remove key target.

Behavior:

  • Avoid open combat.

  • Strike healer/sensor.

  • Use paralysis/poison.

  • Retreat after attempt.

Strengths:

  • Disrupts team cohesion.

  • Psychological impact.

Weaknesses:

  • Struggles vs grouped defense.

  • Falls apart when exposed.


4. TANK (Anchor)

Role: Absorb pressure.

Behavior:

  • Take center position.

  • Draw aggression.

  • Protect Support.

  • Transition to burst late.

Strengths:

  • Durable.

  • Stabilizes team.

Weaknesses:

  • Limited mobility.

  • Vulnerable to sealing/genjutsu.


5. SUPPORT (Enabler)

Role: Sustain allies.

Behavior:

  • Rear positioning.

  • Maintain buffs.

  • Remove debuffs.

  • Preserve chakra.

Strengths:

  • Extends fights.

  • Enables advanced techniques.

Weaknesses:

  • High-value target.

  • Low durability.


6. SENSOR (Detection)

Role: Counter deception.

Behavior:

  • Scan battlefield early.

  • Identify clones/genjutsu.

  • Call threats.

  • Shift to secondary role.

Strengths:

  • Hard counters stealth.

  • Prevents surprise kills.

Weaknesses:

  • Often low offense.

  • Targeted by smart enemies.


III. Archetype Combinations

Common pairings:

  • Striker + Assassin

  • Controller + Support

  • Tank + Striker

  • Sensor + Support

  • Controller + Striker

Kage often combine 2–3 roles.


IV. Team Composition Model (4-man Squad)

Standard structure:

  • 1 Striker

  • 1 Controller

  • 1 Support

  • 1 Flex (Sensor/Assassin)

If missing a role:

  • No Support → shorter engagements.

  • No Controller → spread formation.

  • No Sensor → cautious probing.


V. Escalation Triggers

Striker escalates → target isolated.
Controller escalates → terrain secured.
Assassin escalates → distraction achieved.
Tank escalates → ally threatened.
Support escalates → ally near defeat.
Sensor escalates → deception confirmed.