NARUTOARENA


Your #1 Arena Online Multiplayer Game


Hotfix [1.7]
Saturday, October 16, 2021 at 20:16 by Liann

Once again, hey everyone! It turns out the community figured out a combo that can be very broken in ladder games, so here we are to try and solve that. See you soon!



{skill1037}

This skill now ends if it's removed from any character affected.

{skill1038}

This skill now ends if it's removed from any character affected.


Balance 1.7.1
Friday, October 15, 2021 at 22:20 by Liann

Hi there N-A community! Today we're bringing in a balance update. Stay tuned for new characters a couple weeks from now!

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  • Nerfs: {char48}, {char226}, {char137}, {char218}, {char233}, {char255}, {char245}, {char227}, {char239}.
  • Buffs: {char260}, {char159}, {char262}.
  • Tweaks: {char131}.
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Wins: 1384 (61%)
Matches Played: 2251 (8%)

{skill200}

This skill's invulnerability effect now triggers to physical skills, instead of non-affliction skills.


Staff notes: This update comes with one of the most wanted nerfs by the community, the nerf to {char48}'s second skill. This skill has always been annoying for the simple fact that it offered too much support to the ally team while negating the protections of the enemy team. After monitoring him and nerfing plenty of other affliction characters, we came to the conclusion that this nerf is safe to be implemented since {char48} is always doing well and should continue to do so even after this change.

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Wins: 505 (61%)
Matches Played: 831 (3%)

{skill992}

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


Staff notes: As a character that used to be one of the best characters in history at release, {char226} has quickly fallen out of the M.E.T.A following his nerf, but he still managed to keep his position in plenty of teams, especially affliction teams. We do not want to drastically nerf him for now, so we are trying to do a simple damage nerf this time.

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Wins: 3540 (76%)
Matches Played: 4631 (17%)

{skill614}

This skill now also makes {char137} unable to use '{skill616}' for 1 turn.


Staff notes: In one of the previous updates, we mentioned the reason why {char137} continues to be a very strong pick, and that is his stun skill. Up until now we tried to nerf as much around it as we could. This time however, we will add a huge drawback to his stun, that should make him a more situational pick.

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Wins: 3838 (75%)
Matches Played: 5099 (19%)

{skill946}

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


Staff notes: {char218} will no longer avoid the nerf hammer, since he is always an issue in cheap damage teams and has too many strong combos. We will keep his identity as a character that has no costs, but we will nerf his damage so he will no longer be as strong in the early game. Although it looks like a small nerf, this change alone should address most of his current combos. 

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Wins: 1278 (68%)
Matches Played: 1886 (7%)

{skill1020}

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

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

This skill now ends if {char233} uses any skill, instead of only if he uses '{skill1023}'.

{skill1022}

This skill's triggered effect now lasts 2 turns, down 1 from 3.


Staff notes: Even after his previous nerfs, {char233} is a very frustrating character to play against, especially because he is so good at disrupting other characters while being unpredictable, in the hands of skilled players. By nerfing two of his skills, we hope to reduce this frustration as well as giving players a way to know when he is using one of his invisible skills.

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Wins: 568 (66%)
Matches Played: 856 (3%)

{skill1223}

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

{skill1224}

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

{skill1225}

This skill now grants 10 points of damage reduction for 1 turn, instead of 5 points of damage reduction for 3 turns.


Staff notes: {char255} hasn't been one of the strongest characters nor part of any popular teams but he is still performing above average and we agree that he deserves some nerfs. The defense he provides to himself and his allies will be considerably toned down, in order to make room for some counter play for characters that lack affliction or high damage.

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Wins: 1438 (61%)
Matches Played: 2357 (9%)

{skill1146}

This skill no longer heals the target by 5 health each turn.

This skill now heals the target by 20 health when they use a new harmful skill, up 5 from 15.

{skill1148}

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


Staff notes: It has become so obvious that {char245} is a character that excels at both supporting his team and damaging his enemies. We want to keep his identity as a flexible character that can adapt in multiple scenarios, however we feel like there are some combos with him that should be addressed, by making it harder for him to heal his allies and making his fourth skill less accessible.

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Wins: 689 (74%)
Matches Played: 933 (3%)

{skill998}

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


Staff notes: {char227} continues to be one of the favorite community picks in drain and low damage teams, despite his previous nerfs. This time we are toning down his preparation, so that he will have to get the most of it as quick as possible, while his opponents will be able to take him down faster.

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Wins: 722 (73%)
Matches Played: 990 (4%)

{skill844}

This skill now stuns physical, mental and strategic skills, instead of all skills.


Staff notes: As a character that brings multiple effects into a team, {char239} is the most frustrating to play against when he is able to chain his stun and drain skills and vice versa. By nerfing his stun skill, we are nerfing his other skills as well basically, and thus making him a less annoying threat.

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Wins: 141 (41%)
Matches Played: 347 (1%)

{skill1336}

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

{skill1337}

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

This skill now deals 20 damage, down 10 from 30.

{skill1339}

This skill now deals 30 damage to its user, up 10 from 20.


Staff notes: {char260} is a character that was unable to secure a place in most of the teams, mostly because of his skills focusing on random targeting. The buff to the third skill will make it more than a situational use, while the changes to the fourth skill and its replacement will make the opponents think twice before attacking.

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Wins: 3 (15%)
Matches Played: 20 (0%)

{skill1329}

This skill now grants 35 points of unpierceable damage reduction, up 5 from 30.

{skill1330}

This skill now sets {char159}'s health to 35, up 5 from 30.

{skill1331}

This skill now deals 35 damage, up 5 from 30.


Staff notes: Following {char159}'s rework, it turns out that he is still a weak character that needs adjustments. While he no longer has a kit with no apparent focus, he is easily overshadowed by many other characters. For now, we will be buffing all of his values in an attempt to make him a good pick on its own.

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Wins: 24 (49%)
Matches Played: 49 (0%)

{skill1264}

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

This skill no longer grants 25 points of unpierceable damage reduction.

This skill now also makes the ally invulnerable to harmful skills permanently.


Staff notes: It definitely hurts to buff a character as "godlike" and "overpowered" as {char262}, as the community would say at his release. Jokes aside, despite the initial feedback we received on him, the community quickly learned that this character is actually underwhelming and extremely situational. As a result, we want to encourage the players to use the core of his power, without thinking if it's worth it or not, by making the fourth skill more accessible.

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

{skill1206}

This skill now ends '{skill1208}' when used.

{skill1207}

This skill no longer increases the damage the enemies who use a new energy skill take from '{skill1207}'.

This skill now grants {char131} 1 random energy everytime an enemy uses a new energy skill.

{skill1208}

This skill now lasts permanently, instead of for 3 turns.

{skill1210}

This skill's energy gain effect now triggers to all skills, instead of only to energy gain, drain or removal skills.


Staff notes: Yet another rework that proved to be less successful than intended, {char131} is one of the most difficult characters to balance right now, mostly because he has good skills but he is extremely hard to be placed in teams. Besides his identity as a character that counters energy skills and energy drains, we want to introduce one more perk. From now on, he will be able to also gain huge amounts of energy for his team and reward himself for having to use so many preparations.

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Bug Fixes:

  • {char7}: '{skill26}''s non-damage effect is now classified as Instant in its classes.
  • {char21}: '{skill84}' now states that its damage cannot be increased or decreased by effects on {char21}.
  • {char22}: '{skill88}' and '{skill89}''s non-damage effects are now classified as Instant in their classes.
  • {char81}: '{skill367}' now states that it increases {char81}'s non-conditional damage only.
  • {char89}: '{skill397}''s non-damage effect is now classified as Instant in its classes.
  • {char176}: '{skill784}' can no longer be used on {char176} only.
  • {char260}: '{skill1334}' and '{skill1338}''s damage increase effect now works properly with all friendly skills.
  • {char145}: '{skill649}' was wrongly increasing '{skill651}'s damage by 3 turns only; it now increases its damage for 4 turns.
  • {char262}: '{skill1264}' now correctly removes all helpful skills on its target.

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Overall Changes:

  • Every character (or character version) that shows up only on Naruto Shippuden no longer have a (S) on their name on the original theme.



Update 1.7 - One-Eyed God
Tuesday, October 5, 2021 at 10:42 by Liann

Hi everyone! We're sorry for the update delay, real life came in our way and it had to be done. Anyways, here it is: update 1.7 brings in new characters, a balance update and some bug fixes!

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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).


{char263}

{char264}

{char265}

{char266}

{char267}

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  • Nerfs: {char37}, {char169}, {char228}, {char167}, {char160}, {char246}, {char261}, {char199}.
  • Buffs: {char109}, {char150}, {char165}, {char257}.

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Wins: 8833 (68%)
Matches Played: 12934 (13%)

{skill151}

This skill now deals 30 damage, up 10 from 20.

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


Staff notes: As a character that received buffs long time ago, {char37} has always been a strong pick for the amount of cheap damage he can achieve. Despite that, his performance has only recently reached its peak and we think it's about time to tone him down and reduce his efficiency by increasing the cost of his second skill.

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Wins: 5090 (73%)
Matches Played: 7000 (7%)

{skill1164}

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

{skill1165}

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


Staff notes: We are pleased to see that the rework of {char169} has been successful and this character is still winning consistently even after the previous nerfs he received. This time we are aiming to address the synergy between him and other low cost characters, by reducing his damage as well as reducing the frustration caused by the second skill, by making it less accessible.

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Wins: 3154 (68%)
Matches Played: 4612 (5%)

{skill1000}

This skill now increases '{skill1001}''s damage by 15, up 5 from 10.

{skill1001}

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


Staff notes: As of late, some affliction teams have been causing trouble in ladder, due to characters that deal high affliction damage for low costs. {char228} is one of the characters we are nerfing in an attempt to address this issue. As a result, we are reverting one of the buffs he received a while ago and instead we are allowing him to achieve the same damage if he uses the preparation, to prevent him from becoming a weak character again.

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Wins: 7127 (73%)
Matches Played: 9801 (10%)

{skill742}

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


Staff notes: {char167} is currently part of teams that focus on damage for low costs. In such teams, he serves the same purpose as some other characters we are nerfing this patch, however he also excels at hindering the enemy team. With him, we felt that his second skill is too oppressive and is used too often during the game. We are nerfing its cooldown and will keep monitoring him to see if he's going to continue being an issue.

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Wins: 3540 (65%)
Matches Played: 5413 (6%)

{skill711}

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

{skill713}

This skill now kills the target if their health falls to 10 or below, down 5 from 15.


Staff notes: As a character that is part of the issues concerning the affliction teams, {char160} was able to deal plenty of cheap damage and defend his team at the same time. By nerfing his damage, we are hoping to make him more of a defensive character rather than a character that focuses on offense.

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Wins: 5083 (71%)
Matches Played: 7183 (7%)

{skill1154}

This skill now has an 1 turn cooldown, up 1 from 0.


Staff notes: One of the most loved characters by the community and at the same time one of the most frustrating characters to play against, {char246} is mostly picked for the cheap damage, while players tend to forget that he is also a heavy character that can instantly kill an enemy. We want to nerf the cooldown of his cheap damage in order to allow players to experiment with his full skill set.

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Wins: 7044 (65%)
Matches Played: 10903 (11%)

{skill1300}

This skill now ends if {char261} dies.


Staff notes: {char261} is a support character that focuses on healing her team more and more as the game passes and thus the opponents should target her first. The fact that the third skill persisted even after her death made room for plenty of broken combos. With this nerf, she will no longer be as oppresive as she was.

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Wins: 10025 (74%)
Matches Played: 13605 (14%)

{skill883}

This skill's "ignore all helpful effects" effect now lasts that turn only, instead of for 1 turn.

This skill's "increase physical damage" effect now lasts that turn only, instead of for 1 turn.


Staff notes: {char199} has quite of history of changes, most of them being nerfs. The previous change was supposed to be a nerf as well, but it ended up being more of a buff in the eyes of the community. This change is actually what we had in mind the previous time but we thought this might kill him. Seeing how he keeps being a solid character, we now believe that this change is safe to be implemented.

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Wins: 230 (51%)
Matches Played: 450 (0%)

{skill490}

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


Staff notes: As a very straight-forward character, there is not too much room for {char109} in high damage teams, since there are characters that are doing this job better than him. Despite this, a simple cost change caused him to become M.E.T.A in the past so this time we are trying a different approach on his second skill, since it seems to be the only problematic skill on his set.

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Wins: 15 (31%)
Matches Played: 49 (0%)

{skill670}

This skill now also makes the enemies that targeted {char150} with a new skill take 10 additional damage from '{skill1356}' for 2 turns.

This skill is now replaced by '{skill1356}' for 2 turns after used.

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

'{skill1356}': {char150} deals 20 affliction damage to one enemy. This skill cannot be countered.


Staff notes: Even after his previous buffs, {char150} continues to be one of the weakest characters in the game. We still want to keep his identity as a simple character that only deals damage, so we believe it's time to add a new skill in his kit that would give him more choices to damage his opponents.

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Wins: 68 (45%)
Matches Played: 150 (0%)

{skill733}

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

{skill734}

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


Staff notes: Yet another character that was deeply affected by a simple cost change, {char165} has practically vanished from the scene following his previous nerf. With those buffs, we are trying to make him a more attractive pick and overall a stronger character.

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Wins: 119 (52%)
Matches Played: 227 (0%)

{skill1232}

This skill now also heals {char257} for 10 health.

{skill1233}

This skill now also heals {char257} for 10 health.

{skill1234}

This skill now also heals {char257} for 10 health.


Staff notes: {char257} is a potent and versatile character that gives players the opportunity to adapt in different scenarios. Although he has such strong perks, he is predictable and very easy to counter. Those changes are aimed at increasing his self sustain in order to allow him to last longer before he is taken out.

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Bug Fixes:

  • {char11}: '{skill43}' and '{skill44}' were being wrongly considered friendly skills; they are now considered harmful skills only.
  • {char35}: '{skill143}' was wrongly reducing the affliction damage of partially-affliction skills; it's now fixed to reduce only their physical and energy damage.
  • {char202}: '{skill893}''s energy cost change for '{skill894}' was lasting 1 turn only; it's now fixed to last 2 turns.
  • Skills that remove afflictions now state that they remove affliction skills, not affliction effects.

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Overall Changes:

  • {char119}: 'Snake Coil' now has a new name and picture on the original theme; it's now '{skill533}'.
  • Each team's leader now counts as one of that team's members for missions.


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.


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