Naruto Arena
Your #1 Naruto Online Multiplayer Game
Hello, everyone! The time has finally come to release this Major Balance 1.3.0, and I believe it marks a step forward in the history of Naruto Arena Classic.
Unfortunately, I believe this will be the last time the characters on the first page will be changed (except for those not mentioned on this list). However, I'm confident that with these adjustments, many new options will now be available for beginner players, as well as for higher-level players who aren't yet fully accustomed to the newer characters.
My goal was to make each character worth picking, rather than just being another outdated starter option for your initial gameplay.
And yes, we're aware that some characters may require a few hotfixes soon, but I think that's a risk worth taking.
Also, we'll soon have new missions to unlock custom borders so that players who have already completed all existing missions will have new reasons to keep playing beyond the Ladder. Keep in mind that custom border missions cannot be PURCHASED and you'll have to complete them manually. (And I highly recommend you to complete these missions because, in the near future, I plan to release special characters that also won't be available for purchase, which means you'll need to complete these special border missions, okay?)
More details about today's update will be shared on our official Discord.
Balance:
- Nerfs: Edo Tensei Jinpachi (S), Edo Tensei Mangetsu (S).
- Major Balance: Uzumaki Naruto, Uchiha Sasuke, Haruno Sakura, Aburame Shino, Hyuuga Hinata, Nara Shikamaru, Akimichi Chouji, Tenten, Hyuuga Neji, Gaara of the Desert, Temari, Tsuchi Kin, Haku, Uchiha Obito, Hyuuga Hanabi.
Matches Played: 4230 (3.83%)

This skill now makes 'Explosive Tag Primer' deal 15 chakra piercing damage, down 5 from 20.
Any enemy that break its destructible defense now will receive 15 piercing damage, down 5 from 20.

This skill now costs 1 random chakra, up 1 from no cost.

This skill now deals 20 piercing damage, up 5 from 15.
This skill now reduces 5 non-affliction damage, down 5 from 10.
This skill no longer costs 1 additional random chakra when 'Shibuki Explosion Chain' was used on the last turn. (Only for 'Explosive Tag Primer')
Matches Played: 3600 (3.24%)

This skill no longer grants Mangetsu 5 points of damage reduction.
Kubikiribocho: Now grants 10 points of destructible defense, down 5 from 15.
Shibuki: Now deals 5 permanent affliction damage, down 5 from 10.

This skill now has also a chance to choose no class at all to ignore.
Matches Played: 2375 (2.14%)

This skill now deals 20 damage, up 5 from 15.

This skill now makes 'Uzumaki Naruto Combo' deal 10 additional damage, down 5 from 15.

When Naruto reaches 50 health for the first time, Kyuubi's chakra will awaken, healing Naruto for 5 health every turn permanently. During this time, Naruto will deal 5 additional damage and 'Shadow Clones' will grant him 15 unpierceable damage reduction instead. Passives cannot be removed.
Energy: No cost
Cooldown: None
Classes: Passive, Instant.
Matches Played: 3317 (2.99%)

When Sasuke reaches 50 health for the first time, Cursed Seal will awaken, granting Sasuke 35% unpierceable damage reduction permanently. During this time, Sasuke's skills
Energy: No cost
Cooldown: None
Classes: Passive, Instant.
Matches Played: 2165 (1.94%)

This skill now deals 20 damage, up 5 from 15.

This skill now makes 'KO Punch' deal 10 additional damage, down 5 from 15.
Sakura now will ignore all non-damage effects, instead of ignoring only stun effects.
Matches Played: 1194 (1.07%)

This skill now has no cost, down 1 random chakra.
This skill no longer reduces the target's non-affliction damage by 5.
Now, if the target uses a new harmful skill, they will deal 5 less non-affliction damage for 1 turn.

Shino calls millions of bugs to create a wall protecting himself and his allies, making the entire team invulnerable for 1 turn and granting them 10 points of permanent destructible defense.
Energy:
Cooldown: None
Classes: Passive, Instant.

This skill now deals 15 affliction damage, down 5 from 20.
This skill now steals 1 taijutsu or genjutsu chakra, instead of 1 bloodline chakra.
This skill now costs 1 bloodline only, down 1 random from 1 bloodline and 1 random chakra.
When used, this skill will be worsened for 1 turn and will not steal chakra, but will deal 20 affliction damage instead.
Matches Played: 1423 (1.28%)

This skill now grants 50% damage reduction, up 25% from 25%.

This skill now deals 20 damage the first turn and 15 damage the following turn, instead of 20 damage for 2 turns.
While improved by 'Byakugan', this skill now removes chakra only at the first turn, instead of removing for 2 turns.
This skill now costs 1 taijutsu only, down 1 random from 1 taijutsu and 1 random chakra.

This skill is now 'Eight Trigrams 64 Palms Protection'.

Hinata deals 10 piercing damage to all enemies for 2 turns. For 1 turn, if Hinata or her allies is affected by a new damage skill, they will become invulnerable for 1 turn*. During 'Byakugan', this skill will deal 5 additional damage.
Energy:
Cooldown: 2
Classes: Chakra, Melee, Instant, Unique.
Matches Played: 2336 (2.10%)

This skill now makes all enemies unable to become invulnerable for 1 turn.
This skill is now classed as Action, instead of Instant.

Shikamaru captures all enemies in shadows, stunning their physical and chakra skills for 1 turn. The following turn, they will receive 5 additional damage from 'Shadow-Neck Bind'. Enemies affected by 'Meditate' will instead have their skills stunned for 2 turns.
Energy:
Cooldown: 3
Classes: Chakra, Ranged, Control.
Matches Played: 1480 (1.33%)

This skill now deals 15 affliction damage, down 5 from 20.
This skill now has no cost, down 1 random chakra.
This skill now will deal 5 more affliction damage and will cost 2 additional random chakra each time it is used.

When Chouji eats the three pills, he will activate the Butterfly Mode, gaining 75% unpierceable damage reduction permanently and gaining 1 random chakra every turn.
Energy: No cost
Cooldown: None
Classes: Passive, Instant.
Matches Played: 2574 (2.31%)

Tenten releases her full potential, becoming invulnerable to non-mental damage skills for 1 turn. The following 4 turns, the initial use of 'Twin Rising Dragons' will last 3 turns instead and 'Twin Rising Dragons Trap' will stun all harmful non-mental skills for 1 turn.
Energy: No cost
Cooldown: 4
Classes: Physical, Instant.

Tenten creates numerous weapons from her scroll, dealing 15 damage to all enemies for 2 turns. During this time, this skill will cost 1 taijutsu and will deal 20 damage to one enemy and 10 to all others.
Energy:
Cooldown: None
Classes: Physical, Ranged, Action.

Using multiple projectiles, Tenten targets all enemies, dealing 5 damage to them for each time they were damaged by 'Twin Rising Dragons'. Afterwards, all stacks are removed.
Energy:
Cooldown: 2
Classes: Physical, Ranged, Instant.
Matches Played: 2552 (2.29%)

This skill no longer makes an enemy remove/steal 1 less random chakra.
This skill now reduces the target's non-affliction damage to a maximum of 25.
This skill now makes 'Eight Trigram Sixty-Four Palms' cost 1 taijutsu and 1 random chakra.

This skill now makes 'Eight Trigram Sixty-Four Palms' cost 1 bloodline and 1 random chakra.

This skill now has a cooldown of 1, down 1 from 2.
Matches Played: 999 (0.90%)

Gaara crushes one enemy with sand, that enemy will be dealt 50 damage and all 'Desert Coffin' stacks will be removed from them. This skill cannot be countered.
Energy:
Cooldown: 1
Classes: Physical, Ranged, Instant, Unique.

Gaara surrounds one enemy with a pile of sand, stunning their non-mental skills for 1 turn. Permanently, that enemy will receive 25 additional damage from 'Desert Graveyard'. This skill stacks.
Energy:
Cooldown: 1
Classes: Physical, Ranged, Instant, Unique.

Gaara connects the third eye with his optic nerve using chakra. For 1 turn, any enemy that uses a new harmful skill will grant Gaara 15 permanent destructible defense; Any enemy that uses a new helpful skill will grant Gaara 1 random chakra. This skill is invisible.
Energy:
Cooldown: 5
Classes: Chakra, Ranged, Instant, Unique.
Matches Played: 2552 (2.29%)

This skill now deals 20 piercing damage, instead of 20 regular damage.
This skill now cannot be countered.

This skill now costs 1 ninjutsu and 1 random chakra, instead of 2 ninjutsu.
This skill now reduces the damage of all enemies for 1 turn, down 1 from 2 turns.
This skill's reducing damage effect now will last 1 additional turn on an enemy for each time 'Cutting Whirlwind' was used on them.

This skill now will deal 10 additional damage to an enemy for each time 'Cutting Whirlwind' was used on them.
Matches Played: 995 (0.89%)

One enemy takes 15 damage. If used one turn after 'Needle and Bell Trap', that enemy will also lose 20% of their current health and cannot be healed for 1 turn.* If used one turn after 'Unnerving Bells', this skill will deal 20 additional damage.
Energy:
Cooldown: None
Classes: Mental, Ranged, Instant, Affliction*.

One enemy cannot reduce damage or become invulnerable for 2 turns. If used one turn after 'Unnerving Bells', that enemy will also have their non helpful-mental skills stunned for 1 turn. If used one turn after 'Illusion Bell Needles', that enemy will also take 10 affliction damage.
Energy:
Cooldown: 1
Classes: Physical, Ranged, Instant.

One enemy loses 1 non-taijutsu chakra. If used one turn after 'Needle and Bell Trap', that enemy will also take 50% more damage from physical skills for 2 turns.* If used one turn after 'Illusion Bell Needles', that enemy will also take 50% more damage from chakra skills for 2 turns.*
Energy:
Cooldown: None
Classes: Mental, Ranged, Instant.
Matches Played: 837 (0.75%)

This skill now deals 30 piercing damage, instead of 30 regular damage.
This skill will deal an additional 10 damage to that enemy if they are stunned.

While improved, this skill will also paralyze the target's cooldown for its duration.

This skill now makes Haku ignore all non-damage effects, instead of only stun effects.
Matches Played: 549 (0.49%)

This skill now lasts permanently, instead of lasting for 4 turns.
Matches Played: 323 (0.29%)

Hanabi deals 20 damage to one enemy for 1 turn, and 10 damage the following turn. For 1 turn, if that enemy uses a new non-chakra skill, they will lose 1 non-genjutsu chakra.
Energy:
Cooldown: None
Classes: Physical, Melee, Action, Unique.

Hanabi spins at one enemy, dealing 20 damage to them for 1 turn, and 10 damage the following turn. For 1 turn, if that enemy uses a new non-physical skill, their non helpful-mental skills will be stunned for 1 turn.
Energy:
Cooldown: None
Classes: Chakra, Melee, Action, Unique.