Ninjago Masters of Spinjitzu: Ninjago Rush
Villains are trying to break into the sacred land of Ninjago again, and the ninja team has to hit their base first. In Ninjago Masters of Spinjitzu: Ninjago Rush, Jay, Cole, Kai, and Zane run missions inside the enemy lair while Sensei Wu guides them from behind the scenes. Every run plays out as a short-timed raid, so finishing objectives fast matters more than hanging around. The action follows the classic LEGO Ninjago style, with clear paths, traps, and gaps laid out in a maze-like fortress. Early on, Jay takes the lead. Later missions let the other ninjas jump in once players understand the layout and timing. Story bits appear through the characters and their roles, not through long cutscenes.
How to play?
Run through the enemy labyrinth, collect what the mission asks for, and reach the exit before the one-minute timer ends. Trigger the powerful Airjitzu spin to cross big gaps and dodge hazards that regular jumps cannot handle. Swap to other ninjas when new routes open, since different paths may favor different movement timing. Watch Sensei Wu's hints, because they explain when Airjitzu helps most and where players usually lose time. React fast, keep moving, and shut down the villains' plan before the sacred Ninjago lands fall under their control.
- run / jump
- attack
About this game:
- Players have rated this game 4.40 out of 5, based on 12985 votes.
- Released in September 2015.
- Ready to play on Web Browser (PC) and Android/iOS (Mobile).
- Age rating: 7+
- Powered by HTML5 — jump right in and start playing in your browser, no downloads needed.
Game features:
- Every mission in Ninjago Rush runs on a strict one-minute timer for completion
- Airjitzu is required to clear long gaps that normal movement cannot cross
- Sensei Wu gives contextual hints that point out timing and route priorities
Tips & Tricks:
- Activate Airjitzu only at the edge of a gap to cover maximum distance safely
- Memorize the maze routes on early runs to save seconds on later attempts
- Glance at the timer after major jumps so you can adjust your pace before the exit























