Manga Comic

Let iT Flow ...
The time is begun
now this time for me to start something that could change my life
to be a better life ...


Students mysteriously fall ill as a flock of beautiful butterflies decends upon them. Can our hero single-handedly battle thousands of these winged demons without harming the people in their midst?


Yoshimori and his elder brother Masamori are trapped inside a magical realm... The site's guardian wants to steal Yoshimori's body, and a renegade council member pits brother against brother! Which of the two will escape? And what will become of the other...?


The tables finally turn when a classmate falls for Yoshimori. Could it be that Tokine is actually...jealous? Then, family duty calls when Mom sends a dragon-a-gram and big brother Masamori assigns a task that can only lead to temptation...guard the entrance to a mysterious magical site with your life, but whatever you do--don't go inside yourself!


School is rough when the playground is full of demons every night!

A vicious ayakashi is growing inside Yoshimori's school, feeding on the energy of the Karasumori site... If the ayakashi stays, it will grow ever more powerful. But if Yoshimori defies orders and attempts to dislodge it, it could ravage the entire city...!


While his big brother Masamori takes heat from the fearsome Council for the calamity at the Karasumori site, Yoshimori attempts to outsmart an ayakashi who saps his opponent's strength with mind games. Then, when Yoshimori decides to play good Samaritan and help a raven-like ayakashi, will he end up crowing with pride or swearing "nevermore"...?


The fate of the dreaded Kokuboro ayakashi lies in Yoshimori's hands as he and his allies fight to get out of Kokuboro Castle alive! By comparison, his formerly hair-raising nightly patrols of the Karasumori Site seem like a walk in the park. But if he survives and returns home as the conquering hero, does an even greater evil lie in wait...?


With Yoshimori held hostage by the Kokuboro ayakashi in their impenetrable fortress, the stakes are higher than ever! Infighting within the Kokuboro cadre may provide the chink in the armor his friends need to rescue him. But can Tokine and Yoshimori's families overcome their centuries-long feud to unite and overthrow their common enemy...?


Tragedy has struck the Yoshimori site, and each of our friends attempts to cope with their grief alone. Tokine searches for a secret way into Kokuboro's castle, Yoshimori trains for an ultimate confrontation, and Masamori returns home with a regiment of his night troops, leaving his little brother with no room of his own. Unfortunately, before long, one of our three heroes' quest for revenge requires a rescue.


The Kokuboro ayakashi launch a major assault on the Karasumori site to siphon its magical energies to heal their ailing princess. When our friends' mysterious new ally Gen pulls out every last stop to battle them, they make him an offer he can't refuse - join their demon alliance or perish!


The three kekkaishi-in-arms, Tokine, Yoshimori, and Gen, are not getting along! So much so that Gen's sensei, Atora, challenges them to a task requiring real teamwork! But their loyalty to each other is really tested when the Kokuboro princess falls ill, and the ayakashi attempt to cure her! Plus, Gen receives a strange gift from an enemy - one that may reveal something about himself that he would prefer not to know!


With the help of their new kekkaishi-in-arms Gen, Yoshimori and Tokine battle the Dark Watchtower - a mysterious cabal of hideous ayakashi demons - to defend Yoshimori's ancestral lands! But the three friends are badly outnumbered, and when Gen's fury causes him to go too far, they may lose him forever - in more ways than one!


A mysterious group of powerful ayakashi demons, the Dark Watchtower, is launching a consolidated assault against Yoshimori's ancestral land. Will Yoshimori, Tokine, and their latest kekkaishi-in-arms, Gen, be able to fend off this all-out attack?


The governing body of kekkaishi, the secretive shadow organization, sends a young tough named Gen to help patrol Karasumori and protect it from the increasing numbers of ayakashi spirits. But Yoshimori isn't about to sit down and let this punk move in on his territory. It's a kekkai super showdown! Who has got the stronger barrier magic?


Karasumori, the magical area that Yoshimori and Tokine have been assigned to protect, is a place of mystery and wonder. Beneath its surface lurks Lord Uro, a fantastic donut-loving creature who only appears when he needs a helping hand with home repairs. Yoshimori has been assigned the task of handyman--the only problem is that Uro's home lies in the depths below Karasumori, where the magic is strong enough to have ill effects on humans.


Sibling rivalry surpasses the bounds of life and death itself when Yoshimori discovers secrets of a ghostly patissier's past life. The fraternal theme continues when Yoshimori's older brother Masamori returns to Karasumori. Everyone seems to respect and admire Masamori, but Yoshimori feels alienated and left out in the cold. All this and more ayakashi to catch and cakes to bake, what's a young kekkaishi to do?


By night, junior high student Yoshimori Sumimura is a "kekkaishi" - a demon-hunter who specializes in creating magical barriers around his prey. By day, Yoshimori's got some other demons to battle: an addiction to sweets and a seriously crotchety grandfather! Yoshimori's pretty 16-year-old neighbour and childhood friend, Tokine Yukimura, is also a kekkaishi, but their families are feuding over who is the true practitioner of the art. When he's unable to capture a particularly nasty foe, Yoshimori vows to improve himself, even if it means spending less time baking cakes! Then a spectre from the past visits Madarao, Yoshimori's loyal demon dog, and attempts to lure the canine away from Yoshimori forever.


A family legacy, an inherited magical power, an attractive girl next door, and fighting against monsters all come together in this humorous coming-of-age shonen manga.


A modern-day Romeo and Juliet, Yoshimori and Tokine are skilled in the art of the "kekkaishi" and fight against their families' bitter rivalry as well as a gaggle of monsters and ghosts on the loose! By day, 14-year-old Yoshimori Sumimura is just a regular kid going to junior high school, but by night he is a "kekkaishi," or demon-fighter who specializes in generating magical barriers around his prey before making them disappear. His neighbor is 16-year-old Tokine Yukimura, who is also a kekkaishi! Together they share the knowledge of their ancient art and their nights battling beings from the netherworld. Sounds fun, but their families don't get along, because each believes themselves to be the "true practitioners" of the art of the kekkaishi. Will Yoshimori and Tokine's friendship overcome their families' ancient rivalry? And will they be able to stop the frog-demon that's threatening their school?! Their exciting adventures and magical battles begin in this volume!


After hearing from Amidamaru, Yoh rushes to Ryu's rescue! Meanwhile, Joco decides to visit chums from his old gang, who are participating in the Shaman Fight on another team. But he is in for a nasty surprise...and all the while, Hao's team waits in the shadows for Yoh and his friends to let down their guard for just one moment.


Lady Jeanne prepares to perform the ritual that will finally revive Ren. But will the rest of the X-LAWS let Ren live once he's revived? Meanwhile, Horohoro, depressed over how weak he is, wanders off...right into a cluster of Hao's thugs, who are using their might to overpower the Ice Men! Horohoro tries to stop them, but will he have what it takes?


We continue to look back to the past, when Yoh and Anna were bound together and Matamune sacrificed himself to save them. But in the present, Yoh seems to have sacrificed his chance to become Shaman King, and Ren still lies unconscious. Will Lady Jeanne keep her end of the bargain and save Ren's life?


The unthinkable has happened--Yoh has withdrawn from the Shaman Fight! What happens now? To understand Yoh's future we must revisit his past, back to when he and Anna first met. How did their acquaintance shape Yoh's fate, and what terrible secret still burns between them?


Yoh rushes to aid his friends in battle, but is too late to save one of his most gifted allies. Can Jeanne, the leader of the X-Laws, restore him with her healing abilities? She may be our heroes' only hope - but her price is Yoh's withdrawal from the Shaman Fight!


Hao possesses so much mana that it virtually guarantees his victory in the Shaman Fight. So how in the world can Yoh and his friends beat him? Mikihisa offers to teach Ren the Ultra-Senji Ryakketsu. But is Ren too stubborn to accept his help? If Hao's power doesn't destroy our heroes, perhaps pride will!


The X-Laws are determined to lure Yoh to their camp, and Hao has his sights set squarely on Ren! In the midst of all this, Lyserg discovers that the X-Laws may not be the steadfast allies he took them for. And Yoh finally reveals a terrible secret from his past - and Hao's.


Yoh, Faust, and Ryu unveil their new and formidable Over Souls as they square off against the Icemen. Meanwhile, Manta - still in shock over the brutal death of Niles - is anxious for Yoh's safety against this bone-chilling shaman team that battled the coldest forces of nature in northern Europe, and is confident that they can overtake Team Funbari with ease!


With the Shaman Fights officially underway, Yoh and Co. must take on opponents from all over the world. But is anyone ready to fight Lady Jeanne, a royal pain who gives new meaning to the term "tortured"?


Moody old Faust is back! And teamed with...Yoh? When the competitors and their friends finally make it to the Patch Village, things are not what they expected. Strange new alliances are formed - and someone close to Yoh might get left in the lurch - testing everyone's strenth and possibly changing their loyalties forever


Yoh and his merry band of Shaman King contenders have made it to Mesa Verdede, the most likely location of the hidden Patch village. But before they can make their way to the pit stop for this leg of the competition, they must face one of Hao's most dangerous allies: Boris Dracula! And if that wasn't enough trouble, a new team of shamans bursts onto the scene, with archangel Over Souls!


Still searching in the American West for clues to the location of the Shaman Fight, Yoh and his friends travel through a mountain range toward the site of the old Patch Village. Then Horohoro suffers a setback when Kororo runs away, leaving him in the lurch! And the crew may be in over their heads when they face Hao's evil minions. But help is on the way!


Dumped unceremoniously in the middle of nowhere, Yoh and his friends must now find their way through the desert of the American Southwest to the Patch village, the site of the Shaman Fight! But will they be forced to change course when they meet a mysterious Native American shaman who says the Patch are evil and threatens to kill anyone who helps fulfill their plans?


Yoh and his friends race to the rescue of their one-time rival Tao Ren! Ren's dad has strict ideas about how a Tao should behave, and Ren's recent rebellion has earned him a stay in the family dungeons. The Tao stronghold is a strange and dangerous place, full of fear and monsters. Will friendship be enough to counter the bloody Way of the Tao?


Yoh and Tao Ren's battle to qualify for the second round of the Shaman Fight comes to a dramatic conclusion no one ever expected! In the end, Yoh takes to the hot springs to recover and Ren returns to home to China a changed Shaman. Ren is determined to put an end to the Tao reign of terror. But to do so he must take down his father! When Ren's attack fails, it's up to Yoh to come to his enemy's rescue!


Yoh's spiritual journey into the caves of Izumo has boosted his mana and his confidence--and just in time, too! It's the last battle of the Shaman Fight preliminaries, and Yoh is up against Tao Ren and his Chinese warlord of an Over Soul, Bason. Ren has already killed his officiant in the qualification round, and now he is determined to teach Yoh the meaning of fear. Yoh and Amidamaru are closer than ever, but can their unique bond of friendship overcome Ren's awesome mana and masterful control of Bason?


As his second Shaman Fight comes to an end, Yoh uses a last-ditch strategy--and his last mana--against Faust's army of skeletons! Recovering from his wounds in the hospital, Manta becomes separated from Yoh and makes a fateful decision to travel to Yoh's faraway home in Izumo, Japan...by motorcycle...with "Wooden Sword" Ryu for company! As Manta and Ryu travel across Japan, Yoh undergoes his own journey, travelling into a pitch-black cave in search of shamanic inspiration. But before the two easy riders can reach their destination, they'll have to face the terrifying guardians of Izumo, the "land of the gods"!



An avalanche roars through Tokyo as Yoh, the prodigal shaman of Japan, fights Horohoro, the ice-wielding shaman of the Ainu! The winner will have a shot at the Shaman King and get to write the history books...but lose two battles in a row and you'll be disqualified from the competition! Then, Yoh's next match pits him against Faust VIII, descendant of the European sorcerer who made the original deal with the devil. But unlike his ancestor, this Faust didn't come to a bloody end...that fate is reserved for his opponents...


The "Shaman Fight in Tokyo" is approaching, and talent scouts are scouring the world for contestants. Who's doing the scouting? The Patch, the Native American people who have overseen the Shaman Fight since the dawn of time. But to try and fail means more than just a sharp put-down: if Yoh can't beat Silva and his five animal spirits, he won't get another chance for 500 years! As shamans, wizards and holy folk gather for the preliminaries, Yoh finds himself matched up with his first real opponent, Horohoro--a powerful young shaman representing the oldest culture in Japan!


An old enermy gets an upgrade when a ghost possesses "Wodden Sword" Ryu--the spirit of Tokagero, "the lizard", a bandit from feudal Japan! Back in action with a new body to abuse, Tokagero is out for revenge against the samurai who killed him 600 years ago--Amidamaru! And when Amidamaru is in danger, that means trouble for Amidamaru's spirit medium, Yoh! Meanwhile, a strange comet hurtles towards the earth, foretelling a prophecy of rebirth or doom!


The gathering has begun--the gathering for Shaman Fight in Tokyo, the match to determine the one shaman who can commune with the Great Spirit and become the Shaman King. Injured after his fight with rival shaman Ren, 13-year-old Yoh wakes up in a hospital bed to meet his FIANCE, Anna Kyôyama, whom his family paired him up with in an arranged marriage! Of course, Anna is a shaman too... and they'll need both their skills when Yoh is attacked by an undead Hong Kong film star, brought back to life as a kung-fu zombie to carry out the Ren family's revenge!


To most people, ghosts are the stuff of horror stories and nightmares. But to Yoh Asakura, a transfer student at Shinra Private Junior High, they're his friends! Yoh Asakura is a shaman--one of the gifted few who can speak to spirits. by channeling ghosts into his body--like the long-dead samurai Amidamaru--he can allow them to possess him and use their powers. But a modern-day shaman faces great responsibilities, because spirits--and the people who work with them--can be very dangerous indeed.