Pixel Lineage how to get oni and awaken Shura

Pixel Lineage how to get oni: pick it at a Trainer's Shrine from Act 2. Skills, cooldowns, and Shura Ultra awakening explained.

Searching for Pixel Lineage how to get oni usually means you are about to lock a Super class, not just equip a mask. Pixel Lineage how to get oni is a shrine choice: from The Dungeon in Act 2 onward, a Trainer's Shrine lets that hero take Oni, and the pick stays with them. That permanence is why the timing matters more than the fantasy of demon fire and a spiked club. Oni opens as a self-buffer, later burns one foe, and eventually smashes with a stun chance. With rare loot it can awaken into Shura. This guide covers the unlock, every listed move, the energy and cooldown math, and what the Ultra path actually changes.

Why the shrine click is the whole decision

Locking Oni is not a loadout toggle. The shrine binds the Super class to that hero. The class notes do not describe a free redo, a shared mask you can pass around, or a later menu that swaps Supers. Treat the confirmation the way you would treat a talent that stays on the bar.

Before you confirm, match the kit to a job you still want dozens of fights from now. Oni starts by buffing itself, spends the mid levels burning one enemy, and only gains a stun smash at hero level 14. A hero you need as a dedicated healer is a weak fit. A hero you want dealing damage, with a self-buff and a way to pressure one target, lines up with what the page actually lists.

There is an opportunity cost the Oni button does not show you. Every other Super class on that shrine is a class this hero will not become. The Oni notes do not print the full roster, so do not assume the demon mask is the only strong name on the screen. Read the alternatives in the same menu, then decide.

Use a short check before you confirm:

  • You have reached The Dungeon in Act 2, or you are past that point, so the shrine can offer the class.
  • This hero is the one you want using a self-buff, a single-target burn, and a slow, expensive smash.
  • You are willing to chase rare Ultra items later if you want Shura, not just the three Super moves.
  • You have looked at the other shrine options for this same hero.

That last item is the one people skip when the mask looks cool. Cool is not a plan. The class is strong in a specific shape: personal damage buffs, burns, and one stun gamble. If you wanted shields, cleanses, or a full-party heal from level 1, this is the wrong lock.

Pixel Lineage how to get oni at a Trainer's Shrine

The published answer to Pixel Lineage how to get oni is a menu choice, not a boss drop and not a quest item you can mail to another hero. Reach The Dungeon in Act 2. Use a Trainer's Shrine. Select Oni for the hero making that choice. From then on, the class is theirs.

The Oni entry on the Pixel Lineage Wiki is the public write-up of that rule. It does not describe a hidden wall, a friendship meter, or a mask you craft at a bench. If the shrine is not offering Oni yet, you are very likely still before Act 2, not missing a secret switch.

StepRequirementResultCan you undo it?
Progress the storyThe Dungeon, Act 2 or laterA Trainer's Shrine can offer OniNot applicable
Open a Trainer's ShrineA hero making a Super class pickOni is one of the choicesOnly by not confirming
Select OniThat specific heroThe demon-mask Super class locks to themNo; it is permanent for that hero
Level the heroLevel 10, then level 14Second and third Super movesNot applicable
Find an Ultra SigilRare drop tied to this classAwaken Oni into ShuraForward path, not a swap back

The wording is per hero. It does not say the pick consumes Oni for the whole party. Unless the shrine on your screen says otherwise, plan as if each hero makes their own permanent Super choice. A second character who has not picked yet should still be able to take something else, or Oni, at their own shrine. Do not spend the mask on a hero you never bring to hard fights just to "own" the class.

If you are still in Act 1, no workaround is listed. Extra levels do not move the shrine forward. The gate is the chapter, then the shrine, then the confirmation. Grinding the wrong hero to 14 before Act 2 does not pre-load Oni moves. The moves arrive after the class is chosen, at the levels below.

What you unlock before Shura

After you settle Pixel Lineage how to get oni, levels do the rest of the Super kit. A Super class has three moves: the first as soon as you choose it, the second at hero level 10, and the third at hero level 14. Oni follows that pattern.

The opening move puts the mask on and makes you INSPIRED for three turns. The page calls INSPIRED more damage. It does not print a percentage for this first version. Cost is 2 energy, cooldown is 4 turns, type is a buff, and the target is yourself. It sets up later hits. It does not strike anyone.

At level 10 the palm arrives. Demon fire wraps a hit against one foe, with an 80 percent chance to BURN that foe for two turns. It costs 3 energy and the cooldown is only 2 turns, so this is the button you will press most often. It will not clear a room.

At level 14 the club shows up. You call a huge spiked club and smash one foe. There is a 40 percent chance to STUN that foe for one turn. It costs 5 energy and then waits 5 turns. That is the expensive button. Save it for a target that must stop acting, and do not expect the stun every time. Forty percent is a real chance, not a promise.

Move (described on the class page)UnlocksEnergyCooldownTypeTargetListed effect
Oni mask rageRight away24 turnsBuffYourselfINSPIRED for 3 turns; "more damage," no percent printed
Demonfire palmHero level 1032 turnsAttackOne foe80% chance to BURN for 2 turns
Spiked club smashHero level 1455 turnsAttackOne foe40% chance to STUN for 1 turn

A few planning notes fall straight out of that table.

  • The palm's 2-turn cooldown is the shortest in the Super kit, so it is the move that defines the class between big buttons.
  • INSPIRED lasts 3 turns and the mask waits 4. The buff window is shorter than the wait to press it again. The page does not define whether the cast turn itself counts as one of those turns, so do not assume permanent uptime.
  • The club costs more than the mask or the palm on a single press. When energy is tight, it competes with both.
  • Stun lasts one turn and is not guaranteed. Do not build a plan that collapses if the 40 percent roll fails.

The class page also shows battle animations. Any damage figures in those clips come from a level-30 test party and are examples, not fixed values. Do not copy a gif number into a spreadsheet and treat it as the formula.

Awakening Oni into Shura

People who only look up Pixel Lineage how to get oni sometimes stop at the shrine and miss the second half of the class. Oni can awaken into Shura. The class fantasy flips: the demon is no longer only a mask you put on. The page's line is that the demon wears you.

You awaken with this class's Ultra Sigil. An Ultra keeps every Super move. It also gains 25 percent Attack, 25 percent Magic, and 25 percent max HP, and it learns Ultra skill I immediately. Attacks used in the Ultra form do not miss. That accuracy line matters. A burn that always connects can still fail its status roll, but you are no longer losing the swing itself.

Skills II and III do not come with the sigil. Each needs an Ultra Tome. The first tome teaches skill II. The second teaches skill III. Sigils and tomes are rare drops. The page does not name a dungeon, a boss, or a drop rate. Finding them is part of the adventure, which means you should not expect them on a schedule.

Ultra pieceHow you get itWhat it adds
Ultra SigilRare dropBecome Shura, keep Super moves, +25% Attack, Magic, and max HP, learn Ultra skill I, Ultra attacks never miss
First Ultra TomeRare dropUltra skill II
Second Ultra TomeRare dropUltra skill III
Ultra move (as described)UnlocksEnergyCooldownTypeTargetListed effect
Demon fire under every foeOn awakening (skill I)67 turnsAttackAll foes80% chance to BURN for 2 turns
Devouring demon faceFirst Ultra Tome (skill II)78 turnsAttackOne foeBURN for 2 turns; no chance percent printed
Let the demon inSecond Ultra Tome (skill III)46 turnsHeal and buffYourselfA heal, then INSPIRED for 3 turns; text cites +75% damage

Read those costs before you celebrate. Skill I is the new room-wide burn attempt: 6 energy, a 7-turn cooldown, and an 80 percent burn on the foes it hits. Skill II is a heavier single-target burn at 7 energy and an 8-turn cooldown. Unlike the palm and the eruption, its effect line simply says the foe is burned for two turns, with no percentage beside it. Skill III is the next self button after the mask. It heals, then applies INSPIRED for three turns, and this is the buff the page ties to 75 percent more damage. It costs 4 energy and cools down in 6 turns. The heal amount is not given as a fixed number.

Because Ultra attacks do not miss, skills I and II should connect when you pay the energy. "Does not miss" is not the same sentence as "always burns." Skill I still prints an 80 percent burn chance. Plan for the one-in-five case where the room is only partly on fire.

A sensible chase order, if you care about power spikes:

  1. Finish the Super trio by reaching level 14, so the club exists before you depend on rare loot.
  2. Take the Ultra Sigil when class-specific rare drops show up. Skill I plus the 25 percent stats change every fight, not just one button.
  3. Take the first tome next if you want the heavier single-target burn that is not printed as a coin flip.
  4. Take the second tome when you want a self heal tied to the larger INSPIRED. Until then, the original mask is your only self buff.

The 25 percent package is Attack, Magic, and max HP together. Oni is not a pure physical corner. The Magic bump matters if any of your damage scales that way, and the HP bump matters because several of your best turns are self-buffs that do not protect you by themselves. Shura hits harder and sits higher, but it still wants the party to cover it while cooldowns tick.

How to spend energy without wasting cooldowns

A useful way to think about Pixel Lineage how to get oni is that the shrine starts a build and rare drops finish it. Until Shura, you are managing three buttons with very different jobs.

Open important fights with the mask when the next few turns will be your damage turns. The buff is three turns and the button then needs four, so it does not chain into itself with full uptime. Use the downtime. That is a natural window for the palm, or for holding energy if a dangerous enemy is about to act and you want the club ready.

From level 10 on, the palm is the workhorse. Short cooldown, middle cost, high burn chance, one target. Point it at whoever you need damaged over time, not at a throwaway foe, unless that foe is the thing about to hurt you. An 80 percent burn still fails sometimes. If the burn was the whole reason you pressed the button, have a second plan for the next turn.

The club is a call, not filler. Five energy and a five-turn cooldown means a failed stun feels bad, and even a success lasts one turn. Use it when one lost enemy action would save someone, or when you are happy with the hit and the stun is a bonus. Do not delay a kill the palm could have helped just to gamble.

SituationPreferWhy
Fight just started and you will attack for several turnsMaskINSPIRED covers 3 turns of extra damage
One priority foe, palm off cooldownDemonfire palm80% burn and only a 2-turn cooldown
One foe must lose a turnClub, if 5 energy is affordable40% stun for 1 turn; accept the miss
Several foes are alive and you are ShuraUltra skill IAll foes, 80% burn, then a 7-turn wait
One foe should eat a heavy burn and skill II is learnedUltra skill IISingle target; burn listed without a percent; 8-turn cooldown
You are hurt and skill III is learnedUltra skill IIIHeal plus the +75% INSPIRED for 3 turns

Once Shura is online, do not mash the 6-cost, 7-cost, and 4-cost Ultra buttons in one stretch unless you know the energy will be there. The page never states a maximum energy pool, so this guide will not invent one. What it can say is relative. Skill II costs more than the club. Skill I costs more than the palm and the mask added together. Skill III sits between the palm and the club. If a turn offers both the palm and an Ultra, ask whether you need the short cooldown more than the bigger animation.

Super moves stay after awakening. The mask, the palm, and the club are still yours. Shura adds a ceiling. It does not delete the early kit. That matters on turns when a 7-energy devour is on cooldown and a 3-energy palm is not.

Compare Oni to another Super class using unlock level, target type, energy, cooldown, and status chance. Those are the numbers the page commits to. A level-30 clip can make any move look enormous, and the page already warns that those figures are examples.

ButtonBest used asPoor use
Mask (2 energy)Opening a damage windowPressing it when you will not attack during INSPIRED
Palm (3 energy)Repeating pressure on one foeHolding it "in case" while the 2-turn cooldown sits idle
Club (5 energy)A stun attempt you can afford to missYour only plan to stop a lethal enemy
Ultra I (6 energy)A room that will still be alive in two turnsA fight that is already one foe from over
Ultra II (7 energy)A single high-value targetTrash, given the 8-turn cooldown
Ultra III (4 energy)A hurt turn that should also be a damage turnFull HP with the mask already covering your buff

Mistakes that waste the permanent pick

If the only thing you needed was Pixel Lineage how to get oni, the shrine in Act 2 is the whole unlock. Most regrets happen around that click, not around a hidden step.

  • Picking Oni on a hero you do not bring to hard fights. The class cannot be handed to someone else.
  • Assuming the first INSPIRED is the 75 percent version. That figure is attached to Ultra skill III, not to the mask you get at the shrine.
  • Treating the 40 percent stun as a lock. One turn of stun, on a roll worse than a coin flip, is a bonus.
  • Holding the palm because you are saving it. A 2-turn cooldown wants to be used.
  • Expecting Ultra tomes from a boss the page never names. They are rare. Budget patience, not a route you invented.
  • Reading "Ultra attacks never miss" as "statuses always apply." Accuracy and burn chance are separate lines on the page.
  • Quoting gif damage as the real number. Those clips use a level-30 test party and are examples.

You do not need a perfect loot route to enjoy the class. You do need to know which parts are certain and which parts are loot. The shrine, the level 10 palm, and the level 14 club are certain once the hero is Oni. The sigil and the two tomes are not. Play the Super kit as a complete class. Treat Shura as an upgrade you will recognize when the rare drop appears, not as a hole in the build until then.

Party context matters more than a personal high score. Oni does not, on the published kit, shield allies or cleanse them. While this hero is INSPIRED and burning a priority target, someone else should be handling the hits Oni is not preventing. The club's one-turn stun can cover a gap, but only sometimes. If your group already has reliable stuns, the palm and the later room-wide burn are the reasons to pick the mask. If your group has no way to stop a dangerous cast, do not pretend 40 percent is that way.

FAQ

When does Pixel Lineage how to get oni become possible?

Once you reach The Dungeon in Act 2, a Trainer's Shrine can offer Oni, and it stays available from that point on. Earlier chapters are not listed as a valid pickup. The choice, once made, is permanent for that hero.

Does Oni drop as gear you can equip?

No. You do not loot the class itself. You select it at the shrine. The rare drops come later. They are the Ultra Sigil that awakens Shura and the Ultra Tomes that teach skills II and III.

What does Shura keep from the Super class?

Every Super move. You still have the mask buff, the demonfire palm, and the spiked club. Shura adds 25 percent Attack, Magic, and max HP, immediate access to Ultra skill I, and attacks that never miss. Skills II and III wait on tomes.

Is the burn or the stun guaranteed?

Only part of the text reads that way. The palm and the all-foe eruption list an 80 percent chance to burn for two turns. Ultra skill II lists a two-turn burn without a printed chance. The club's stun is 40 percent for one turn. Do not collapse those into one rule, and do not treat "never miss" as a guarantee that the status lands.