NARUTOARENA


Your #1 Arena Online Multiplayer Game


Update 1.6 - Swirl Face
Monday, August 23, 2021 at 16:56 by Liann

{char236} got the most votes and is back on the game; permanently this time! We hope you all liked the event! Be aware that the other characters may come back sometime in the future as well.

{char236}
{imagechar236}

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5 new characters joined the game, become a patreon and support the game and in return receive benefits (any character without having to do its mission, username change and clan name change).

Meet the characters chosen by the winner of the third edition of N-A's Deathmatch Championship, RedBeast: {char259}, {char260} and {char261}.


{char258}

{char259}

{char260}

{char261}

{char262}

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  • Nerfs: {char183}, {char118}, {char242}, {char231}, {char236}.
  • Buffs: {char58}, {char74}, {char127}, {char187}, {char161}, {char146}, {char253}, {char247}.
  • Tweaks: {char246}.

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Wins: 3302 (69%)
Matches Played: 4756 (6%)

{skill815}

This skill now becomes '{skill817}' after being used itself, instead of after '{skill813}' is used.


Staff notes: Unfortunately, even after a series of nerfs, {char183} continues to be a very strong character. One of the key factors that make him such a reliable character is his replacement skill, that was often used to get a safe instant kill. The way this skill was obtained was too favorable and felt very rewarding, as players would simply have to use a strong and safe counter. By doing this change, we are aiming to increase the difficulty of getting the replacement skill and we'll definitely keep monitoring him to see if he needs further adjustments.

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Wins: 1836 (74%)
Matches Played: 2490 (3%)

{skill525}

This skill now lasts 2 turns, down 1 from 3.

This skill now has a 3 turns cooldown, down 1 from 4.


Staff notes: {char118} has been above average for a while and the reason is that he is too versatile and easy to use. After thinking of multiple scenarios and ways of nerfing him without making him a weak character again, we are trying to reduce the efficiency of his first skill so that players will have to use the cost-boosted skills in a shorter time.

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Wins: 3254 (68%)
Matches Played: 4813 (6%)

{skill910}

This skill now has a 3 turns cooldown, up 1 from 2.


Staff notes: It took a while for players to realize how strong {char242} really is, so we are bringing a nerf for him. By increasing the cooldown on his third skill, we are hoping to reduce the amount of times he is supporting his team during the game.

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Wins: 1426 (67%)
Matches Played: 2136 (3%)

{skill1011}

This skill's AoE damage is now dealt to all other enemies, instead of to all enemies.


Staff notes: Following her previous buffs, players have noticed how devastating {char231} can be in certain scenarios. Her issue right now is that she is too strong even against teams that don't have any stunners, due to the high amount of affliction damage she can deal with her second skill; so we are finally toning it down.

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{skill1037}

This skill now costs 1 random energy from the start, instead of having no cost.

{skill1038}

This skill now costs 1 random energy from the start, instead of having no cost.

{skill1039}

This skill now deals 45 damage, down 5 from 50.


Staff notes: {char236} is the first character that came in N-A's Box of Bliss, as well as the strongest one among those event characters. By denying some of the core effects existing in the game, this character is basically playing by its own rules. We are increasing the cost of his first two skills to reduce its efficiency, as well as the damage of the third skill to avoid early spike damage and combos with other high damage characters.

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Wins: 476 (41%)
Matches Played: 1163 (1%)

{skill245}

This skill now deals 15 damage to {char58}, down 5 from 20.

This skill can no longer kill {char58}.


Staff notes: {char58} is a cost heavy character who punishes teams that lack defenses or high damage. His third skill is meant to mitigate his only downside, of being cost heavy, but it felt too punishing to use, unless he was paired with support characters. This change aims to reduce the negative effects that are often encountered when using him and hopefully allow players to make more interesting teams with him.

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Wins: 401 (44%)
Matches Played: 902 (1%)

{skill326}

This skill now deals 25 damage, up 5 from 20.


Staff notes: Despite {char74} always being somewhat decent, the community always felt that this character was underwhelming and needed buffs. We are only giving a small damage buff to him, since the first skill seems to be the least reliant one right now.

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Wins: 178 (36%)
Matches Played: 496 (1%)

{skill988}

This skill now costs 1 red and 1 blue energy, instead of 1 red, 1 blue and 1 random energy.


Staff notes: {char127} is a character that requires a higher skill pacing and thus he is not as easy to be placed in teams. However, players were not comfortable using the third skill at all, not even when he would deal huge damage, making it a very situational skill. We are trying to address this by reducing its cost in an attempt to encourage players to use it more often.

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Wins: 87 (48%)
Matches Played: 183 (0%)

{skill835}

This skill is now classified as Instant, instead of Action.


Staff notes: {char187} continues to be considered a weak character, despite him being able to achieve high damage for low costs. We are bringing a change that will address the confusion raised on his replacement skill. Because of its old class, players were not sure whether the skill will deal damage or not when the enemy goes invulnerable and therefore it was often game changing to the point where it was preferable that the skill shouldn't have been used.

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Wins: 62 (48%)
Matches Played: 130 (0%)

{skill717}

This skill now lasts 4 turns, up 1 from 3.

{skill718}

This skill now deals 15 damage, up 5 from 10.

This skill now deals normal damage, instead of piercing damage.


Staff notes: {char161} is a character that is supposed to become very strong in the late game. This process however was either interrupted when he was killed too early, or felt too long to achieve. With those changes we intend to buff his early game, so he can make a bigger impact in case he is the one being focused, as well as his self sustain that would increase his chances to reach the late game.

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Wins: 59 (37%)
Matches Played: 159 (0%)

{skill653}

This skill now grants permanent destructible defense, instead of destructible defense for 1 turn.

This skill now grants 5 points of destructible defense, down 5 from 10.

{skill654}

This skill's stun effect now lasts 1 turn, down 1 from 2.

This skill can now be used on {char146} or on an ally.

This skill now costs 1 random energy, instead of 1 green energy.


Staff notes: Being a character that uses three specific energies and doing basically nothing besides damage, {char146} is one of the few remaining outdated characters that need to be addressed. His second skill never made sense when it comes to realism and on top of that, it was discouraging players from attacking him, hence the first skill's destructible defense being pointless as it was. Those changes should allow him to better adapt in multiple scenarios.

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Wins: 267 (44%)
Matches Played: 611 (1%)

{skill1212}

This skill now costs 1 random energy, instead of 1 red energy.


Staff notes: Being a character that removes so much energy made {char253} look overpowered at a first glance, but it turns out that he is highly reliant on red energy. We are keeping his high cooldowns to highlight the purpose of his kit, but we definitely feel like he takes too much time to become useful. With these changes, his first skill will be able to be used at any moment and give the players a better opportunity to achieve lower cooldowns earlier and save that red energy for later.

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Wins: 73 (38%)
Matches Played: 190 (0%)

{skill1159}

This skill now costs 1 red energy, instead of 1 blue energy.

{skill1160}

This skill now has a 0 turn cooldown, down 1 from 1.

This skill now costs 1 red energy, instead of 1 blue energy.

{skill1161}

This skill now has an 1 turn cooldown, down 1 from 2.

{skill1163}

This skill now deals 25 damage, up 5 from 20. 


Staff notes: {char247} is a character that doesn't deal damage instantly and instead focuses on disrupting other characters. Despite having pretty decent damage, he was too easy to predict. We are trying to make his kit a lot more rewarding to use and also make him a more versatile character that is easier to place in teams, by also changing the cost of his skills.

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Wins: 3541 (69%)
Matches Played: 5112 (7%)

{skill1153}

This skill no longer grants {char246} 1 red energy.

{skill1156}

This skill now costs 1 random energy, instead of 1 red energy.


Staff notes: {char246} used to have a very versatile kit even without his preparation and his replacement skills, due to his red energy generation, what made him become such a good pick for some specific teams. On the other hand, most of his replacement skills weren't used at all in a match due to the amount of red energies he needed to make them useful and then reach his high-damage skill. By doing this tweak, we hope {char246} can become a more balanced character with and without his preparation on.

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Bug Fixes:

  • {char5}: '{skill18}''s damage reducing effect was ending on your turn; it's now fixed to end on the enemy turn.
  • {char13}: '{skill51}''s non-stun effects were stated to last 2 turns; it's now said on its description that they last 1 turn only.
  • {char79}: '{skill354}''s damage increasing effect for '{skill356}' was lasting 3 turns only; it's now fixed to 4 turns.
  • {char90}: '{skill402}' was increasing '{skill401}''s damage by 1 turn only; it's now fixed to 2 turns.
  • {char96}: '{skill432}''s damage increasing effect was lasting 1 turn only; it's now fixed to 2 turns.
  • {char111}: '{skill497}''s damage increasing effect for '{skill498}' was lasting 3 turns only; it's now fixed to 4 turns.
  • {char136}: '{skill610}' was wrongly working as a friendly skill as well; it's now considered a harmful skill only.
  • {char64}: 'Strength of a Hundred Seal' has a new name and picture; it's now '{skill272}'.
  • {char25}: '{skill101}' is now classified as Physical, instead of Energy.
  • "Water Release" skills are now classified as Energy, instead of Physical.
  • "Wood Release" skills are now classified as Physical, instead of Energy.


Update 1.5 - War's Party of Four
Friday, July 23, 2021 at 19:31 by Liann

Uzumaki Menma (S) is gone and the last character of N-A's Box of Bliss is here! Meet Ootsutsuki Toneri (S). Soon enough a poll will be open on the page for you guys to vote on your favorite character of the event. Here's a reminder of what are their skills:


Ootsutsuki Toneri (S)

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5 new characters joined the game, become a patreon and support the game and in return receive benefits (any character without having to do its mission, username change and clan name change).

{char253}

{char254}

{char255}

{char256}

{char257}

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{char159}

Staff notes: {char159} used to have a weird skillset with no apparent focus at all. A weird defensive skill, an invisible kinda-visible skill and only one actual attack (that was costing 2 specific energies) made him one of the least viable characters on the game. With this rework, {char159} is a character with much more defensive resources and an easier way to damage his enemies - according to the abilities he showed in the anime - through a way more noticiable skill flow.

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  • Nerfs: {char252}, {char99}, {char157}, {char238}, {char199}.
  • Buffs: {char195}, {char170}, {char150}, {char181}.
  • Tweaks: {char79}, {char212}, {char111}, {char180}.

General staff notes: This update's balance aims to not only weaken down what were the strongest M.E.T.A teams, but also to decrease the power of characters that weren't necessarily oppresive, but were definitely much more effective than the majority of the character roster. Along with that we're trying to buff unused characters and also some characters that were heavily nerfed in the past, what made them go from M.E.T.A to almost useless.

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Wins: 3037 (61%)
Matches Played: 5002 (9%)

{skill1198}

This skill is now visible on {char252} (only its target is invisible).


Staff notes: The previous nerf to {char252} allowed him to become less oppressive, but despite that, he still remains a character that brings too many effects in a team. Before we do even more drastic nerfs, we want to remove one of the points of frustration on him, which is '{skill1198}', that allowed him to apply too much pressure on the enemy team. With this change, the enemy team will at least know that the skill is being used on someone and they can plan accordingly.

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Wins: 9280 (68%)
Matches Played: 13703 (23%)

{skill1243}

This skill now grants normal damage reduction, instead of unpierceable damage reduction.

{skill1245}

This skill's self-death effect now cannot be ignored.

{skill1247}

This skill's 'Small Bombs' now deals 20 damage, down 5 from 25.

This skill's 'Sealing Lion Head' now stuns physical and strategic skills, instead of all skills. 


Staff notes: Following her rework, {char99} has had more success than ever as a character. However, she felt too oppressive, mostly due to her first replacement skill, but also because low damage characters were struggling to hit her. As a result, we are nerfing her defenses, her affliction damage and her stun, in an attempt to reduce the frustration when facing her.

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Wins: 3966 (69%)
Matches Played: 5785 (10%)

{skill700}

This skill now deals 10 damage, down 5 from 15.

This skill's ally effect now lasts 1 turn, down 1 from 2.


Staff notes: {char157} is a character that provides too much protection, being able to deal high damage at the same time. We are aware that the most frustrating skill of his kit is his third skill, so we are toning down its defense, as well as its damage. This nerf should make him less frustrating to fight against but the character should still be able to bring a lot of utility in teams.

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Wins: 2151 (61%)
Matches Played: 3536 (6%)

{skill1048}

This skill can now be removed.

{skill1049}

This skill can now be removed.

{skill1050}

This skill can now be removed.

{skill1051}

This skill can now be removed.


Staff notes: The community took a long time to make use of {char238}'s strong aspects, due to him being a late game character. {char238} can easily destroy teams if you allow him to use all of his preparation skills, and such skills being unremovable made him unable to get countered by a lot of characters and also created what was one of the strongest duos on the game: {char238} and {char220}. With his skills now being removable, we hope that {char238} can get nullified easier by certain characters and find a harder time being of great use when paired with {char220}.

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Wins: 1867 (66%)
Matches Played: 2837 (4%)

{skill883}

This skill now makes the target ignore all helpful skills for 1 turn, instead of removing them instantly.


Staff notes: {char199} has been nerfed some times on the past already, but it was never enough to held on his power since no matter how much weaker '{skill883}' was, it would still be able to nullify a lot of things on the game. By changing its removal aspect to be an ignore effect instead, it should still be an useful skill but not as oppressive as it was against a great variety of teams.

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Wins: 24 (36%)
Matches Played: 66 (0%)

{skill866}

This skill now first destroys the target's destructible defense.

This skill now makes '{skill867}' first destroy the target's destructible defense for 1 turn.


Staff notes: Even after her previous buff, {char195} has been struggling to be a reliable character. With this change, we are trying to add even more utility to her kit, allowing her to be more efficient against teams that focus on high defense.

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Wins: 170 (42%)
Matches Played: 408 (1%)

{skill756}

This skill now makes '{skill757}' cost 1 blue and 1 random energy instead for 1 turn.

This skill now makes '{skill757}' deal 5 less damage for 1 turn.


Staff notes: It seems like the nerfs brought to {char170} in previous patches have caused him to be in a spot where his kit feels harder to use and less rewarding overall. We are carefully approaching this character, as we've seen before the nerfs what he can do in the right hands. So, as an approach, we are trying to bring more synergy between his second and third skills. This change should allow him to feel more fluid as a character, while applying more pressure to the enemy team.

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Wins: 30 (45%)
Matches Played: 67 (0%)

{skill669}

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

This skill now has a 0 turn cooldown, down 1 from 1.

{skill671}

This skill now has a 0 turn cooldown, down 1 from 1.


Staff notes: {char150} is a very underrated character in our point of view, but at the end of the day, still a character that doesn't bring any special effects into the team. We intend to keep him this way, but we are removing the cooldown on two of his skills in order to make him easier to use and place in teams, while helding down the power of his first skill in exchange.

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Wins: 27 (38%)
Matches Played: 71 (0%)

{skill805}

This skill now has a 0 turn cooldown, down 1 from 1.

During '{skill807}', this skill will now have a 2 turns cooldown.

{skill807}

This skill now costs 1 random energy, instead of 1 red energy.


Staff notes: {char181} feels like one of those characters that are challenging to balance, due to them having a very straight-forward skill set. We are trying to make them stronger by buffing the cost of the preparation, but without allowing them to use the first skill twice during the preparation, unless paired with characters that reduce cooldowns. To make up for that, we are also buffing the first skill without the preparation.

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Wins: 154 (42%)
Matches Played: 307 (1%)

{skill355}

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

This skill now has a 1 turn cooldown, down 2 from 3.

This skill now costs 1 white energy, instead of 1 white and 1 random energy.

This skill is now classified as Action, instead of Control.

{skill356}

This skill now deals 35 damage, down 10 from 45.

This skill now costs 1 white and 1 random energy, instead of 2 white energies.


Staff notes: When it comes to balance, {char79} is one of the few characters that never got their chance to shine. His issue is that he is too reliant on white energy, and players would almost never wait to get enough white energy to use his third skill. His second skill also felt more punishing to use than rewarding, due to it being classed as Control and having a relatively high cooldown. Those changes will adress his biggest issues and should allow him to be a more popular and reliable pick.

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Wins: 35 (27%)
Matches Played: 130 (0%)

{skill420}

This skill now has a 2 turns cooldown, down 1 from 3.

Shisui Intercept

This skill no longer exists in {char212}'s set.

{skill423}

This skill is now {char212}'s fourth skill, instead of his second skill.

{skill421}

This is {char212}'s new second skill.

{skill421}: {char212} deals 15 affliction damage to one enemy. During '{skill420}' this skill will last 1 additional turn. During '{skill423}' this skill will ignore invulnerability.


Staff notes: {char212} is currently seen as a very weak character, mostly because he struggles to make any impact in many teams. Ironically, he is a character that has a lot of utility, but he lacks something, what makes people see him as useless. That 'something' is his damage, specifically the limited access he has to it. The purpose of those changes is to allow him to damage his opponents in a much easier manner.

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Wins: 286 (43%)
Matches Played: 672 (0%)

{skill497}

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

{skill498}

During '{skill497}', this skill now deals 35 damage, down 5 from 40.

This skill no longer costs 1 additional random energy during '{skill497}'.

{skill499}

This skill can now be used on {char111} or on an ally.

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


Staff notes: {char111} is currently a character that is not worthy to be placed in most teams. He is a very simple character, that focuses on damage, but even on this aspect he has been overshadowed by many other characters that use the same type of energy. With those changes, his skills should feel a lot more rewarding to use and his identity as a character that easily deals damage should be highlighted even further.

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Wins: 4152 (67%)
Matches Played: 6224 (11%)

{skill801}

This skill no longer increases affliction damage on the enemies affected.

This skill now deals 5 additional damage with each use.


Staff notes: {char180} is often considered to be the best affliction character in the game, thanks to her first skill that allows her to combo very well with other affliction characters. We are removing this synergy between her and other affliction users, but we are instead allowing her to achieve high AoE affliction damage if she manages to reach the late game.

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Bug Fixes:

  • {char12}: '{skill47}' was wrongly interacting with other skills as a friendly skill; it's now considered a harmful skill only.
  • {char26}: '{skill107}' was wrongly interacting with other skills as a friendly skill; it's now considered a harmful skill only.
  • {char104}: '{skill469}' was reducing the duration of stun and counter effects only; it now reduces the duration of stun and counter skills instead.
  • {char138}: The usable time of '{skill619}' was wrong; it is now fixed to 3 turns.
  • {char206}: '{skill912}' now correctly makes the enemy ignore helpful counters and reflects too.
  • {char155}: '{skill691}' was dealing 40 affliction damage per turn with 2 stacks; it is now fixed to 20 affliction damage with 2 stacks.
  • The four Edo Tensei Kages are now named after their real names, instead of their village positions.
  • {char214}'s '{skill930}' and {char166}'s '{skill737}' now makes them invulnerable to partially-affliction skills as well.
  • Damage-increasing or decreasing skills now only increases/decreases the non-affliction damage from partially-affliction skills.
  • {char196} and {char197} now have skill descriptions on the portuguese version of the game as well.


Balance 1.4.1
Thursday, July 1, 2021 at 21:40 by Liann

Hi there N-A community! Today we're bringing in a middle update, with a balance and some new reworks. Stay tuned for new characters later in the month!


{char99}
{imagechar99}

Staff notes: {char99} has been quite weak on past updates, but more than that: she had a very simple skillset considering everything {char99} does on the anime. With this rework, she is not only more versatile on the game itself, but also shows more of what {char99} can do, such like her much-known revival ability.

{char100}
{imagechar100}

Staff notes: {char100} has always been on a weird spot with his damage-increase mechanic, but was remembered as one of the slowest characters on the game. With this rework, he still keeps the idea behind his kit, but certainly being of an easier use with the focus on his damage-decreasing ability.

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  • Nerfs: {char252}, {char137}, {char227}.
  • Buffs: {char25}, {char80}, {char230}, {char101}, {char138}, {char172}, {char206}, {char182}.
  • Tweaks: {char135}.

P.S. Make sure to read each character's staff notes to see the reason behind each change.


Wins: 7049 (72%)
Matches Played: 9830 (27%)

{skill1194}

This skill now costs 1 random energy, instead of having no cost.

This skill now deals 10 damage, down 5 from 15.


Staff notes: {char252} is mostly picked for his first skill, which grants him too much versatility for a character that already has plenty of effects to bring in a team. By increasing its cost, we want to limit the amount of characters that benefit too much from this skill alone.

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Wins: 1290 (63%)
Matches Played: 2057 (6%)

{skill615}

This skill now kills the enemy at 10 or less health, down 5 from 15.


Staff notes: Yet another versatile character, thanks to him being one of the few characters that stun for one white energy. We do not want to change this aspect of {char137}, so instead we are decreasing the amount of health required for his second skill to kill.

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Wins: 1108 (67%)
Matches Played: 1666 (5%)

{skill996}

This skill now deals normal damage, instead of piercing damage.

{skill997}

This skill now deals normal damage, instead of piercing damage.


Staff notes: {char227} has a lot more success than other drainers due to the amount of self defense he has. We don't think it's fair for a character like him to have easy ways to damage his opponents, so his skills will no longer deal piercing damage.

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Wins: 200 (35%)
Matches Played: 566 (2%)

{skill101}

This skill now deals piercing damage, instead of normal damage.

{skill103}

This skill now costs 1 white energy, instead of 1 white and 1 random energy.

This skill now lasts 2 turns, down 1 from 3.

This skill now has a 3 turns cooldown, down 1 from 4.


Staff notes: {char25} has been struggling to find his place in many teams, even in AoE teams. His damage often feels inexistent and he feels cost heavy, unless paired with characters that grant energy. We want to keep his identity as a preparation reliant character so we are making it easier to use, while making his first skill deal piercing damage to give him better options against defensive teams.

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Wins: 15 (38%)
Matches Played: 39 (0%)

{skill359}

This skill now also decreases the enemy's non-affliction damage by 5 for 1 turn.

This skill now also makes the enemy unable to reduce damage or become invulnerable for 1 turn.


Staff notes: {char80} are a very straightforward character, which can also bring some utility in teams. Their second skill was always good for getting free damage but despite that, they would feel like a character that has only two skills. Instead of buffing their damage or doing significant changes, we just want to add more utility to the second skill so it feels worthy to have its own skill spot.

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Wins: 63 (48%)
Matches Played: 132 (0%)

{skill378}

This skill now also heals {char230} for 5 health for each stack on it when used while active.


Staff notes: We strongly believe that {char230} is a potent character that struggles to find his place in teams due to his difficulty to use. While we want to keep this skill pace for him, it often feels unsafe to cancel his second skill, due to him losing the self healing. By doing this change, players will feel like cancelling the skill more often, while the opponents will have to kill him sooner.

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Wins: 148 (42%)
Matches Played: 349 (1%)

{skill456}

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


Staff notes: {char101} is one of those characters that are easy to place in a team but despite that, there are always better options to pick over him. Considering that not many drainers can get high damage, we want to buff {char101}'s damage, while highlighting the synergy between his first two skills.

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Wins: 33 (46%)
Matches Played: 72 (0%)

{skill619}

This skill now deals 5 additional damage to any enemy affected by '{skill618}'.

This skill now kills the enemy if their health drops to 5 or below.

This skill now costs 1 red energy, instead of 1 green energy.


Staff notes: {char138} has been in a weird spot since his last change. He has kept his spot in certain war teams but feels underwhelming in general. By changing the cost of the second skill and allowing it to deal more damage, we are hoping he will become a more popular and reliable character.

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Wins: 92 (43%)
Matches Played: 216 (1%)

{skill763}

This skill now becomes '{skill1242}' permanently after used.

{skill1242}: {char172} takes 10 affliction damage*. For 2 turns, '{skill764}' will deal 5 additional damage and '{skill765}' will cost 1 random energy less.


Staff notes: {char172} struggles against effects such as drains, energy cost increases, counters, reflects and heavy defenses. We feel like it's worth addressing some of these scenarios, by adding a new skill in his kit. This skill will decrease his life span but will make him more useful in such cases.

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Wins: 30 (43%)
Matches Played: 69 (0%)

{skill912}

This skill now first makes the enemy ignore all helpful effects and then deal the damage.

{skill913}

This skill now decreases non-affliction damage, instead of physical damage.


Staff notes: {char206} is another character that is in a strange spot when it comes to balance. We do feel like he is a very strong character that should be carefully approached so we are trying to bring two quality of life changes that would make players more comfortable to use him.

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Wins: 84 (54%)
Matches Played: 156 (0%)

{skill809}

This skill now ignores invulnerability.


Staff notes: One of {char182}'s problems is that you take a long time to make him do something good, but when you get there you get stopped by anything. With this skill ignoring invulnerability, your enemy will have one less way to defend themselves after you spent turns and turns stacking the damage.

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Wins: 589 (59%)
Matches Played: 1002 (3%)

{skill605}

This skill now makes {char135} invulnerable to physical, energy and strategic skills, instead of only to strategic skills.

{skill606}

This skill now deals 20 damage, down 5 from 25.

This skill now stuns the enemy if their health drops to 35 or below, down 5 from 40.


Staff notes: {char135}'s point of frustration is his second skill that allows him to stun very early in the game, in certain combos. While we received positive feedback on his third skill, his first skill often seems to be somewhat below average. By nerfing his stun and buffing his first skill, we are hoping to make him more of a support character rather than a character that focuses on damage.


Update 1.4 - The ANBU Era
Thursday, June 17, 2021 at 21:53 by Alexandre

Shinnou (S) had his time, now we're facing Uzumaki Menma (S), the penultimate character for N-A's Box of Bliss!

Uzumaki Menma (S)


NEW CHARACTERS and Patreon Benefits!

5 new characters joined the game, become a patreon and support the game and in return receive benefits (any character without having to do its mission, username change and clan name change).

{char251}
{imagechar251}

{char252}
{imagechar252}

{char250}
{imagechar250}

{char248}
{imagechar248}

{char249}
{imagechar249}


New Rework:

{char131}
{imagechar131}


Balance:

  • Nerfs: {char245}{char239}.
  • Buffs: {char5}, {char21}, {char188}, {char91}, {char174}, {char112}, {char132}, {char231}, {char240}, {char241}.
  • Tweaks: {char6}.

Wins: 12755 (68%)
Matches Played: 18791 (20%)

{skill1145}

This skill now has a 3 turns cooldown, up 1 from 2.

{skill1146}

This skill's additional healing effect now triggers to harmful skills only, instead of all skills.

{skill1149}

This skill now reduces the cooldowns by 1 turn, down 1 from 2.



Wins: 16463 (79%)
Matches Played: 20922 (22%)

{skill844}

This skill now deals 20 damage, down 5 from 25.

{skill1045}

This skill now deals 20 damage, down 5 from 25.

{skill1046}

This skill now deals 20 damage, down 5 from 25.



Wins: 1905 (34%)
Matches Played: 5572 (6%)

{skill18}

This skill now has no cost, instead of costing 1 random energy.

{skill19}

This skill now grants 25 points of destructible defense, up 5 from 20.



Wins: 1349 (33%)
Matches Played: 4072 (4%)

{skill84}

This skill now ignores invulnerability.

{skill86}

This skill now also increases the physical and energy damage of the target by 5 for its duration.



Wins: 42 (40%)
Matches Played: 106 (0%)

{skill838}

This skill now has no cooldown, down 1 from 1.



Wins: 125 (47%)
Matches Played: 268 (0%)

{skill406}

This skill now deals 10 additional damage to the target of '{skill407}', up 5 from 5.

{skill407}

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

This skill now deals piercing damage, instead of normal damage.



Wins: 98 (45%)
Matches Played: 216 (0%)

{skill774}

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

{skill776}

This skill now lasts 2 turns, down 1 from 3.

This skill now costs 1 random energy, instead of 2 random energies.



Wins: 1046 (37%)
Matches Played: 2834 (3%)

{skill503}

This skill now costs 1 red energy, instead of 1 red energy and 1 random energy.

This skill now has a 2 turns cooldown, down 1 from 3.



Wins: 253 (40%)
Matches Played: 637 (1%)

{skill591}

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

{skill592}

This skill now triggers to all skills, instead of only harmful skills.

{skill594}

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



Wins: 81 (41%)
Matches Played: 197 (0%)

{skill1011}

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

{skill1014}

This skill now also makes the target's stun skills last 2 turns less for 1 turn.



Wins: 121 (45%)
Matches Played: 267 (0%)

{skill1061}

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

{skill1064}

This skill now also stuns the target's affliction skills for 2 turns.



Wins: 231 (47%)
Matches Played: 490 (1%)

{skill1065}

This skill now cannot be countered or reflected.



Wins: 907 (32%)
Matches Played: 2800 (3%)

{skill21}

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

This skill now costs 1 green energy, instead of 1 green and 1 random energy.


Little Hotfix
Wednesday, May 26, 2021 at 12:17 by wespro

Hi there N-A community! Today we'll be bringing in a little hotfix so the meta won't be, hopefully, made by one team only.


{imagechar192}
{char192}
Wins: 4722 (72%)
Matches Played: 6604 (20%)

{skill851}

This skill now has a 2 turns cooldown, up 1 from 1.

{skill852}

This skill now deals 20 damage, down 5 from 25.



{imagechar169}
{char169}
Wins: 6170 (71%)
Matches Played: 8631 (27%)

{skill1165}

This skill is now visible.

{skill1167}

This skill now heals {char169} for 10 health, down 5 from 15.


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