Best Jutsus for Clash Squad in Free Fire x Naruto Shippuden

The Free Fire x Naruto Shippuden collaboration added seven Ninjutsu skills that could be used in Clash Squad, ranging from aggressive dashes to defensive shields and ranged area attacks. While every Jutsu has some value, Clash Squad favors a different set of priorities than Battle Royale.

Rounds are shorter, enemies are usually closer, and Gloo Walls can decide an engagement in seconds. Mobility, immediate protection, and anything that disrupts an opponent’s defenses therefore carry more weight.

The ranking below focuses specifically on how each Ninjutsu performs in Clash Squad rather than its general usefulness across Free Fire.

Note: Nine Tails Strikes ended on October 15, 2026. This guide reflects the Ninjutsu mechanics available during the collaboration. Availability after the event may depend on future rotations or returning Naruto content.

Best Free Fire Jutsus for Clash Squad

Rank Jutsu Best Clash Squad Use
1 8 Trigrams Palm Rotation Entry fights, defense, and counter-pushing
2 Chidori Aggressive pushes and Gloo Wall disruption
3 Fireball Jutsu Gloo Wall pressure and area damage
4 Great Breach Team pushes and enemy debuffs
5 Rasengan Close-range chasing and disruption
6 Water Dragon Jutsu Vision control and repositioning
7 Cherry Blossom Clash Knockback and basic mobility

8 Trigrams Palm Rotation

8 Trigrams Palm Rotation is our best overall Jutsu for Clash Squad because it solves several problems at once.

Activating it sends you forward while surrounding your character with a rotating chakra shield for two seconds. The shield absorbs incoming bullets, can deflect some throwables, deals 50 damage to nearby enemies, and knocks them backward.

That combination is particularly useful in Clash Squad. You can activate it while entering a contested position, use the shield to survive an enemy’s initial burst, and potentially displace anyone holding the angle.

It is just as useful when a push goes badly. Instead of being purely offensive, Palm Rotation gives you a short defensive window that can help you disengage or create enough space to bring your weapon back into the fight.

The damage is not the highest among the available Ninjutsu, but its mix of protection, mobility, and crowd control makes it useful in more situations than anything else on the list.

Chidori

If your Clash Squad strategy revolves around immediately collapsing on opponents, Chidori is arguably the strongest offensive option.

The Jutsu launches you forward at high speed and deals 70 damage when it connects. That alone gives it the highest immediate damage among the dash-based skills, but the secondary effect is arguably more important.

An enemy struck by Chidori cannot deploy Gloo Walls for three seconds and temporarily loses access to the minimap.

Three seconds is a long time in a close-range Clash Squad engagement. A player who normally survives by instantly dropping a Gloo Wall can suddenly be left exposed to your entire squad.

Chidori works particularly well when you already know where an opponent is positioned and want to commit to the fight. Hit the dash, deny their immediate defensive option, and follow with your weapon while they are vulnerable.

Its main weakness compared with Palm Rotation is risk. Chidori helps you enter a fight, but it does not provide the same protection if the engagement turns against you.

Fireball Jutsu

Gloo Walls are everywhere in Clash Squad, which immediately increases the value of Fireball Jutsu.

The ability launches a projectile that explodes on impact, dealing 30 damage within a four-meter area. Targets caught inside are then burned for five seconds, taking five damage per second. The burning effect can also damage Gloo Walls.

That makes Fireball less about instantly eliminating someone and more about making their position uncomfortable.

If an enemy squad is repeatedly hiding behind Gloo Walls, Fireball lets you pressure the player and their cover simultaneously. It can also force movement, giving teammates an opportunity to catch someone leaving protection.

Unlike Chidori or Rasengan, you do not need to throw yourself directly into the enemy to get value from it. That makes Fireball especially useful when your squad is playing around mid-range weapons and waiting for an opening.

Great Breach

Great Breach does not have spectacular raw damage, but its debuffs become much more valuable when four players are coordinating a push.

Its air blasts deal 30 damage in a four-meter area. Enemies caught by the attack have their movement speed reduced by 50% and their rate of fire reduced by 20%.

The movement penalty makes targets easier to track and considerably harder to escape from, while the reduced fire rate weakens their immediate response.

This is why Great Breach works especially well as a setup tool. One player lands the Jutsu, and the rest of the squad takes advantage of the slowed target.

It is less useful if you are looking for an ability that wins duels by itself, but organized Clash Squad teams can get plenty of value from the opening it creates.

Rasengan

Rasengan provides another way to close distance quickly.

Activating it makes you dash forward and deal 50 damage to the enemy you hit. The target also suffers a 50% movement-speed reduction and a 20% reduction to their rate of fire.

That is a strong combination for chasing wounded opponents. Once Rasengan connects, escaping or fighting back effectively becomes considerably more difficult.

The problem is competition. Chidori deals more immediate damage and disables Gloo Wall deployment, while 8 Trigrams Palm Rotation gives you significantly better defensive utility.

Rasengan is still good. It simply occupies a similar aggressive role without offering quite as much as the top choices.

Water Dragon Jutsu

Water Dragon Jutsu is primarily a utility option.

Its projectile explodes within a five-meter area for 30 damage and temporarily obscures the affected player’s vision. That can create enough confusion to cross an exposed area, change position, or begin a coordinated push.

The larger area is useful, but Clash Squad engagements frequently end so quickly that direct disruption tends to be more valuable. Chidori blocks Gloo Walls, Great Breach heavily slows targets, and Fireball pressures their cover.

Water Dragon can still create good openings, but getting consistent value from it requires more deliberate positioning and timing.

Cherry Blossom Clash

Cherry Blossom Clash is the weakest overall Clash Squad option of the seven, although it is not completely useless.

The skill provides a forward dash, deals 25 damage when it connects, and knocks the enemy backward.

Knockback can disrupt positioning or create space in an emergency, particularly during extremely close fights. However, the damage is lower than the other dash skills, and it lacks the stronger follow-up effects provided by Chidori, Rasengan, or Palm Rotation.

Use it if it fits the situation, but there is rarely a reason to prioritize it when one of the stronger Ninjutsu is available.

Which Jutsu Should You Use in Clash Squad?

For most Clash Squad rounds, 8 Trigrams Palm Rotation is the safest first choice. Its shield can help you survive the initial exchange while its dash, damage, and knockback remain useful when attacking.

Choose Chidori instead when your team wants to play aggressively. Preventing an enemy from dropping Gloo Walls after a 70-damage hit can create one of the strongest finishing windows available from any Ninjutsu.

Fireball Jutsu is the better answer against teams constantly relying on Gloo Walls, while Great Breach becomes more attractive when your squad is coordinated enough to capitalize on its slow and fire-rate reduction.

The best Jutsu is ultimately the one that solves the problem your squad is currently facing. In Clash Squad, however, abilities that create an immediate advantage usually matter most, which is why Palm Rotation and Chidori stand above the rest.

Did you find our Free Fire x Naruto Shippuden Clash Squad jutsu breakdown handy? Check out more useful guides like this one!

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