Naruto Arena
Your #1 Naruto Online Multiplayer Game
Hello everyone,
First of all, I'd like to apologize for the delay, and even for the time at which I'm releasing this update.
I usually aim to release updates during peak player hours, but my sleep schedule's been kind of messed up lately, so I've been waking up pretty late.
Naruto (S) and Sasuke (S) Reworks:
As I mentioned in the last update, both reworks had been delayed and postponed for this update, the Major Balance.
In fact, I was preparing to release both reworks in this update, but due to some indecision about the final design of both characters, we've decided to delay them once again.
The good news is that they'll be released in a special event within an update focused entirely on them, different from this Major Balance, which includes a large list of changes and other characters that might take the spotlight in the META instead of them.
Current Season:
Also as mentioned in the last update, the Season reset was planned for this update, along with some new changes to the XP system targeted at competitive players (only those above level 36).
However, unfortunately, we'll also be postponing the season reset to the next characters release.
When will new characters be released?:
Character releases and Major Balance updates are both considered 'major updates', as they bring a lot of changes to the game.
Because of that, there will always be a gap of at least 20 days to a full month between one major update and another.
This gap may be longer, but never shorter than 20 days. I believe it's extremely important to give players enough time to adapt to the game's current state before we move on to the next update.
Even so, we'll still have some 'Mid Balance' updates during that period.
New Custom Rank System (Titles):
Soon we'll be introducing a 'Titles' system that will allow players to customize their 'Custom Rank' during matches.
However, we'll be making a few adjustments to how it works in order to preserve the original 'Rank Hats'. From now on, you'll only be able to assign a 'Custom Hat' to one slot on your team. For example, you could have Itachi on your team and give him a custom Susanoo hat.
This will also serve as an extra incentive for casual players who focus on completing missions, since we'll be adding new missions that unlock Titles.
With that said, let's get into the Major Balance.
Balance:
- Major Balance: Demon Brothers, Gekko Hayate, Namikaze Minato, Yondaime Hokage, Hatake Kakashi (S), Yamato (S), Maito Gai (S), Akimichi Chouji (S), Yamanaka Ino (S), Hyuuga Hinata (S), Aburame Shino (S), Inuzuka Kiba (S), Yamashiro Aoba (S), Izumo and Kotetsu (S), Inuzuka Tsume (S).
Matches Played: 320 (0.05%)

Demon Brothers wrap one enemy. The following 3 turns, if Demon Brothers uses a new harmful skill on that enemy, their non-mental skills will be stunned for 1 turn. During this time, Demon Brothers becomes invulnerable to ranged skills, ignores stun effects and this skill is replaced by 'Chain Shred'.
Energy:
Cooldown: 3
Classes: Physical, Melee, Instant.

This skill now deals 45 piercing damage, up 10 from 35.
This skill no longer stuns the enemy skills.

This skill now deals 30 damage, up 5 from 25
This skill now grants 10 points of destructible defense, up 5 from 5.

The Demon Brothers hide in water, gaining 20 points of destructible defense and 1 taijutsu chakra.
Energy:
Cooldown: 1
Classes: Chakra, Instant.

This skill makes Demon Brothers invulnerable for 1 turn.
Energy:
Cooldown: 4
Classes: Physical, Instant.
Matches Played: 616 (0.09%)

This skill no longer needs to successfully counter a skill to increase Hayate's "Dance of the Crescent Moon" damage by 10.
Matches Played: 2874 (0.43%)

This skill now deals 15 piercing damage to enemies marked by 'Hiraishin Marking'
Matches Played: 1486 (0.22%)

This skill now deals 35 damage the following turn, up 10 from 25.

This skill now makes one enemy loses 30% health, up 5 from 25%.
Matches Played: 2367 (0.37%)

This skill now may copy all harmful skills except the ones that require a preparation
Matches Played: 888 (0.14%)

This skill now also makes the target unable to become invulnerable.

This skill now can also be used on himself or an ally to grant them 40 points of destructible damage.
This skill now ignores invulnerability.
Matches Played: 1295 (0.20%)

This skill's conditional effect now triggers by physical and melee skills, instead of only melee skills.

This skill now deals 25 damage, down 5 from 30.

Gai release one gate per turn, gaining 12% of an unpierceable damage reduction and 5 additional damage each turn for 6 turns. During this time, he will take 5 affliction damage and cannot be healed. This skill becomes 'Asakuujaku' permanently.
Energy:
Cooldown: None

This skill now deals 15 piercing damage, down 15 from 30.
This skill now deals 10 affliction damage, down 15 from 25.
This skill now fully stuns, instead of stunning physical and melee skills.
Matches Played: 727 (0.11%)

Expanding his arms for more inertia, Chouji deals 30 piercing damage to one enemy and stuns their physical and melee skills for 1 turn.
Energy:
Classes: Physical, Melee, Instant.
Cooldown: None

If used on an enemy: That enemy will be dealt 25 damage and Chouji becomes invulnerable for 1 turn. If used on himself or an ally: For 1 turn, all non-mental skills used on that ally will be countered and any countered enemy will be dealt 25 damage*.
Energy:
Classes: Physical, Melee, Instant.
Cooldown: 1

Chouji grows gigantic, gaining 45 destructible defense for 3 turns. The following 3 turns, 'Mega Palm Thrusts' will target all enemies and 'Spiked Meat Tank' will target all enemies or will target all allies if used on an ally. During this time, if Chouji is stunned he will gain 10 destructible defense.
Energy:
Classes: Chakra, Instant, Unique.
Cooldown: 5

This skill makes Chouji invulnerable for 1 turn.
Energy:
Cooldown: 4
Classes: Physical, Instant.
Matches Played: 1917 (0.30%)

Ino predicts one enemy's move. For 1 turn, if this character uses a new harmful skill, it will be delayed by 1 turn. This skill is invisible.
Energy:
Cooldown: 1
This skill now deals 20 piercing damage, down 5 from 25
This skill now will end any harmful skill activated by its target.
Matches Played: 607 (0.10%)

Hinata creates two chakra lions and attacks an enemy, dealing 30 piercing damage to them and removing 1 random chakra from them. For 1 turn, any enemy that uses a new harmful skill will be dealt 10 piercing damage. The following turn, 'Pressure Point Closure' will stun non-mental skills for 1 turn.
Energy:
Cooldown: 1
Classes: Chakra, Melee, Instant, Unique.

Hinata uses a lesser form of eight trigram sixty four palms, dealing 30 piercing damage to one enemy and stunning their non-mental skills for 1 turn. The following turn, 'Pressure Point Closure' will remove 1 random chakra.
Energy:
Cooldown: 1
Classes: Physical, Melee, Instant, Unique.

Hinata closes an enemy's pressure point, dealing 20 damage to them.
Energy:
Cooldown: 1
Classes: Physical, Melee, Instant, Unique.

This skill makes Hinata invulnerable for 1 turn.
Energy:
Cooldown: 4
Classes: Mental, Instant.
Matches Played: 783 (0.12%)

Shino sends out wave of his insect army at one enemy, dealing 15 affliction damage to them for 3 turns. The following 3 turns, that enemy will be invulnerable to all friendly skills each turn and during this time this skill will be replaced by 'Insect Consumption'.
Energy:
Cooldown: 3
Classes: Chakra, Ranged, Unique, Action, Affliction.

The following turn, the first new harmful skill used on himself or one ally will be countered, 'Parasitic Giant Beetle Infestation' will be placed on the countered enemy and then activated. If this skill does not counter an enemy, Shino will gain 1 Bloodline chakra. This skill is invisible.
Energy:
Cooldown: 2
Classes: Chakra, Unique, Instant, Affliction.

Shino infects one enemy with a small bug. 3 turns after this skill has been used, the bug bursts out, dealing 30 affliction damage to them and activating all other copies of this skill on that enemy. This skill is invisible.
Energy:
Cooldown: None
Classes: Chakra, Affliction, Melee, Unique, Instant

This skill makes Shino invulnerable for 1 turn.
Energy:
Cooldown: 4
Classes: Chakra, Instant.

Shino commands his insects to drain the chakra of one enemy affected by 'Insect Swarm' stealing 1 random chakra from them and increasing the damage that enemy receives from 'Insect Swarm' by 5 that turn.
Energy:
Cooldown: None
Classes: Chakra, Affliction, Melee, Unique, Instant
Matches Played: 532 (0.08%)

Kiba grant himself and one ally 15 damage reduction permanently. Whenever Kiba use a new harmful skill, that ally will deal 10 more non-affliction damage that doesn't stack for 1 turn, and if they use a new harmful skill, the same happens for Kiba. Becomes 'Enhanced Garouga', and cannot be removed.
Energy:
Cooldown: None
Classes: Chakra, Instant.

Kiba deals 20 piercing damage to one enemy and becomes invulnerable to non-affliction skills. For 1 turn, all other Kiba's skills will cost 1 random chakra less.
Energy:
Cooldown: None
Classes: Physical, Melee, Instant.

Kiba deals 20 damage to all enemies this turn, and for 3 turns makes them deal 5 less non-affliction damage. During this time, Kiba will deal 5 more damage on them.
Energy:
Cooldown: 1
Classes: Physical, Melee, Instant.

This skill makes Kiba invulnerable for 1 turn.
Energy:
Cooldown: 4
Classes: Physical, Instant.

Kiba deals 40 piercing damage to one enemy and stuns all other enemies non-mental skills for 1 turn.
Energy:
Cooldown: 2
Classes: Physical, Melee, Instant, Unique.
Matches Played: 129 (0.02%)

Aoba deals 10 damage to all enemies for 3 turns. During this time, all Aoba team will gain 15% unpierceable damage reduction points. This skill deals an additional 20 damage on enemies affected by 'Chakra Imbued Kunai'.
Energy:
Cooldown: 1
Classes: Mental, Ranged, Action.

Aoba first makes one enemy unable to reduce damage or become invulnerable and deals them 35 damage. The following 3 turns, that enemy will take 5 additional mental damage. This skill deals 15 additional damage on enemies affected by 'Chakra Imbued Kunai'.
Energy:
Cooldown: 1
Classes: Mental, Ranged, Instant.

Aoba targets one enemy for 2 turns. If a new skill that has counter, reflect, damage reduction, destructible defense or invulnerability is used on that enemy, they will receive 30 piercing damage and will ignore helpful effects for 1 turn. This skill is invisible and ends when triggered.
Energy:
Cooldown: 1
Classes: Chakra, Ranged, Instant.

This skill makes Aoba invulnerable for 1 turn.
Energy:
Cooldown: 4
Classes: Mental, Instant.
Matches Played: 26 (0.00%)

Kotetsu summons a giant mace and slams it against one enemy, dealing 30 damage to them. This skill will deal 10 more damage if the enemy has been stunned by the 'Starch Syrup Capturing Field.'.
Energy:
Cooldown: None
Classes: Physical, Instant, Melee.

Izumo Spits out a field of sticky skyrup making it harder for the enemy team to move around. For 2 turns, any enemy that uses a new non-mental skill will have that specif class of skill stunned for 1 turn.
Energy:
Cooldown: 2
Classes: Chakra, Affliction, Ranged, Instant.

Izumo moves to hit an enemy from the left. For the next 3 turns, if 'Annihilate' is used on that target, they will take 65 damage.
Energy:
Cooldown: 2
Classes: Physical, Instant, Melee.

Izumo swap, exchanging his health points for Kotetsu's. If Izumo or Kotetsu is killed during this time, the other will take permanent control. During this period, 'Devastate' will be replaced by 'Annihilate.' This skill can be used again to exchange health points. This skill cannot be ignored or removed.
Energy:
Cooldown: None
Classes: Instant, Unique.

Kotetsu moves to hit an enemy from the right. For the next 3 turns, if 'Devastate' is used on that target, they will take 65 damage.
Energy:
Cooldown: 2
Classes: Physical, Instant, Melee.
Matches Played: 197 (0.03%)

This skill now deals 10 damage to any enemy that uses a new harmful non-affliction skill on Tsume.

This skill now makes all new stunning effects used by the target last 1 less turn for 2 turns, down 1 from 1 turn.

This skill now makes Tsume invulnerable to non-affliction skills, instead of physical and ranged skills.
This skill now has a cooldown of 1, down 2 from 3.
This skill now can only be used 3 times.

Kuromaru jumps at one enemy dealing 25 damage which ignores invulnerability. If that enemy dies this turn, then for 2 turns Tsume will have her damage increased by 10, will ignore all stun effects and cannot be killed.
Energy:
Cooldown: None
Classes: Physical, Instant, Melee.