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NARUTO ARENA


Your #1 Arena Online Multiplayer Game

Balance 1.8.1
Monday, November 15, 2021 at 03:46 by Liann

COMING NEXT:



Hello everyone! The halloween event is over (and we hope you all liked it!) but here we come with another balance update. Stay tuned for new characters and a brand new event a couple weeks from now!


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  • Balance:


  • Nerfs: {char151}, {char163}, {char227}, {char266}.
  • Buffs: {char4}, {char121}, {char131}, {char272}.

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Wins: 2260 (62%)
Matches Played: 3653 (10%)

  • {skill674}

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


Staff notes: This nerf might come as unexpected, but {char151} has been a key pick in plenty of stun teams, which led to enemy teams being stun locked too often. By nerfing his stun we are expecting to give players some counter play against those combos, while keeping his perks and synergies intact.

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Wins: 4582 (71%)
Matches Played: 6445 (18%)

  • {skill727}

This skill now stuns harmful skills, instead of all skills.


Staff notes: As seen with other characters that used to fully stun, we have noticed that it's for the best to remove as many full stuns as possible, since they are not healthy for the game. {char163} is not an exception to this "rule", as he's been over performing for the past two updates and the only drastic change he received following the change of the classes was his stun being full. While we do not want to nerf this stun to the way it used to be before, we think that it still is an issue and it needs to be addressed.

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Wins: 2342 (68%)
Matches Played: 3434 (10%)

  • {skill996}

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

  • {skill997}

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

  • {skill998}

This skill now increases the damage of '{skill996}' and '{skill997}' by 10, up 5 from 5.


Staff notes: After a series of nerfs, that apparently only make him stronger, it's finally time to do something more drastic to {char227}. He is currently part of low damage teams and he combos very well with other characters that deal 20 damage. By doing this damage nerf, we are limiting his access to easy damage even more, unless he uses the preparation to get his damage back.

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Wins: 5209 (76%)
Matches Played: 6891 (19%)

  • {skill1343}

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

  • {skill1344}

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

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


Staff notes: In the previous update, we avoided nerfing {char266} even more, because we thought that would be an overkill. Right now, he is part of various cheap cost teams as well as teams that are focused on disrupting, and we believe we should address one of those scenarios. After a bit of debating, the obvious choice was to keep his identity as a disrupting character so, in exchange, his cheap cost combos will be toned down.

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Wins: 325 (36%)
Matches Played: 904 (3%)

  • {skill15}

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

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


Staff notes: Starter characters can be deceiving when it comes to balance, because it's always expected for them to be under performing, when in reality they are very good characters. Despite this, we do feel like few of them are still struggling, and {char4} is one of them. With this change, we are basically making him the way he used to be a long time ago, when he was perceived as a generally strong pick.

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Wins: 75 (36%)
Matches Played: 208 (1%)

  • {skill538}

This skill no longer stuns its target's healing skills for 1 turn.

This skill now makes the target ignore all helpful effects for 1 turn.

  • {skill540}

This skill now heals 25 health, down 5 from 30.

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


Staff notes: As an outdated character, it feels like balancing {char121} might be a challenge, but in fact all he needs is to better align with other aggressive support characters. We are buffing his first skill, which seems to be his most problematic skill right now, as well as his healing, by allowing it to be used more often.

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Wins: 25 (29%)
Matches Played: 85 (0%)

  • {skill1210}

This skill now also grants {char131} 1 random energy when used.

  • {skill1211}

This skill now also grants {char131} 1 random energy when used.


Staff notes: {char131}'s previous change received positive feedback, however he continues to be below our expectations. With those buffs, we are trying to highlight his new identity even further, as well as highly reward any player that chooses to use his preparations in the early game.

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Wins: 85 (29%)
Matches Played: 290 (1%)

  • {skill1369}

This skill now deals 20 damage to its primary target, down 5 from 25.

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

  • {skill1371}

This skill now targets all enemies and all allies, instead of just one enemy.

  • {skill1372}

This skill now heals its caster by 15 health, up 5 from 10.


Staff notes: {char272} is definitely one unpleasant surprise when it comes to balance, as he can be a very cunning character, and killing him can prove to be a challenge thanks to his self defense. Despite this, he is dramatically underperforming, because players can just avoid attacking him. With these changes, we aim to make him a more interesting character to use and play against, as well as encourage players to make him a primary target.

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Bug Fixes:

  • {char31}: '{skill127}' now states that only its energy drain effect ends if {char31}'s destructible defense is destroyed.
  • {char55}: '{skill232}' now states that, when used on an ally, it removes stun skills, and not stun effects.
  • {char101}: '{skill457}' was wrongly reducing the cost of '{skill456}' for 1 turn only; it's now fixed to 2 turns.

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Overall Changes:

  • The mission "War Commander", that unlocks {char189}, now has different requirements.


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Update 1.8 - N-A's Halloweek
Sunday, October 31, 2021 at 09:47 by wespro

Pay attention: Some players may have been forgetting a game rule considering it has been happening a lot as of late: ladder swapping is prohibited. While you can swap (to try and set a battle between two accounts of yours or between you and a friend) in quick games, you cannot do it in ladder games. If you do it and the staff find out, both accounts involved will be permanently banned.


Hi everyone! We hope you are all doing well. Today we're bringing in update 1.8 with a new event, new characters, a balance update and some changes! This update is Halloween themed, presenting to you N-A's Halloweek.


 


N-A's Halloweek is an event that lasts 1 week only, from today to November 7th. Here's a list of what it brings to the game (for this week only!):


  • 3 special temporary halloween-ish characters, already unlocked for everyone, from other animes!
  • All missions' "Win 7 battles in a row" requirements are temporarily "Win 4 battles in a row".
  • All missions' "Win 50 battles" requirements are temporarily "Win 25 battles".
  • Ladder games are temporarily giving 50% more XP for a win and taking 50% less XP for a loss.


{char274}


{char275}


{char276}


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  • New Characters:


This update brings in the first in-game special character. An in-game special character is a character that cannot be bought through Patreon and has a special hidden mission. Here comes the great {char273}! You may think that his requirements are too open considering the amount of characters on the game, but here's a tip: his requirements are not random characters. Try to find out what's behind his mission requirements' code to unlock this character permanently!


{char666}


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).


{char268}

{char269}

{char270}

{char271}

{char272}

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  • Balance:


  • Nerfs: {char77}, {char109}, {char130}, {char266}.
  • Buffs: {char114}, {char183}, {char159}, {char215}.
  • Tweaks: {char92}.

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Wins: 934 (59%)
Matches Played: 1570 (4%)

  • {skill340}

This skill now triggers to physical skills, instead of non-strategic skills.


Staff notes: As with the previous update, this balance update comes as well with a change long requested by the community, the nerf to {char77}'s first skill. While this skill is not an issue in the early game, it becomes very problematic as he keeps stacking up his damage and thus it leads to a huge amount of frustration when facing him. This nerf will drastically limit those scenarios and although it might seem like a huge nerf, we believe that he will continue to be a good pick, and we will adjust him again if this nerf turns out to be too much.

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Wins: 4905 (74%)
Matches Played: 6604 (16%)

  • {skill490}

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


Staff notes: History repeats itself in {char109}'s case, as this is the second time he receives a slight buff and then becomes M.E.T.A. While we believe we could have found another way to nerf him, it's for the best that we revert this change and think of another change for the future. With plenty of strong characters and combos toned down, we actually think that {char109} will not struggle as much as he used to, even after this revert.

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Wins: 3369 (74%)
Matches Played: 4543 (11%)

  • {skill580}

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


Staff notes: {char130}'s previous buffs have definitely helped him a lot, making him a very reliable pick and a character that fits in a wide variety of teams. The overall feedback on him was very positive as well and thus we decided to nerf him only if he ever becomes part of a M.E.T.A. team. This change is meant to introduce a new stun effect into the game, as well as giving his opponents a way to defend against the strong combos that were made with his first skill.

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Wins: 5577 (78%)
Matches Played: 7156 (18%)

  • {skill1342}

This skill now grants 10 points of destructible defense, down 5 from 15.

  • {skill1344}

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

This skill's stun effect now triggers to harmful skills, instead of all skills.


Staff notes: After reviewing this character and the mixed feedback we received from the community, regarding his power, we came to the conclusion that he is a character that is way too underrated. As a character with a longer learning curve, it took a bit for players to adapt to his kit and as time passed he became without a doubt one of the strongest characters in the game. We are aiming at reducing one of his points of frustration, and will aim for the other ones in case he needs further nerfs.

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Wins: 43 (58%)
Matches Played: 74 (0%)

  • {skill509}

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


Staff notes: {char114} is always in a strange spot when it comes to balance, mostly because his issue is not his low win ratio, but his low popularity. We believe that he should be carefully approached, as "normal" buffs can make him skyrocket in performance. With that being said, we will only buff the damage of his first skill, in order to make him a more efficient damaging character.

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Wins: 36 (55%)
Matches Played: 66 (0%)

  • {skill814}

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

  • {skill815}

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


Staff notes: {char183}'s previous nerf had a much bigger impact than we intended, and thus he quickly became a character that is rather a burden to his team. With the previous change in mind that made his replacement skill much less accessible, we want to make {char183} a strong character without the need of that skill, by giving him easier ways to damage his opponents.

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Wins: 64 (43%)
Matches Played: 149 (0%)

  • {skill1329}

This skill can now be used on {char159} or on an ally.


Staff notes: {char159} continues to be problematic in winning games, mostly because there is no particular reason to attack him, leading to his first two skills being pointless until the late game. With this change, we are allowing him to become a support character as well and overall a potential threat against low damage teams.

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Wins: 123 (55%)
Matches Played: 223 (1%)

  • {skill934}

This skill now makes '{skill935}' and '{skill936}' cost 1 less random energy for 1 turn, instead of just '{skill935}'.

  • {skill935}

This skill now makes '{skill934}' and '{skill936}' cost 1 less random energy for 1 turn, instead of just '{skill936}'.

This skill's triggered effect now deals 25 damage, up 5 from 20.

  • {skill936}

This skill now makes '{skill934}' and '{skill935}' cost 1 less random energy for 1 turn, instead of just '{skill934}'.


Staff notes: {char215} is one of the few characters that have never been touched in any way, since their release. While the community thinks he is balanced and a decent pick, he has never been a popular pick. After collecting feedback and different suggestions for him, we thought that the best one would be to remove the restriction of him having to use specific skills one after another in order to be efficient.

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Wins: 57 (49%)
Matches Played: 117 (0%)

  • {skill412}

This skill now costs 1 additional random energy while empowered.

  • {skill413}

This skill now heals one ally for 40 health instantly, up 10 from 30.

This skill now heals one ally for 50 health instantly when empowered, up 10 from 40.

This skill no longer heals the target for additional turns.

  • {skill414}

This skill now empowers {char92}'s two next skills, instead of her next skill only.


Staff notes: It's time to try something new for {char92}, a character that has been buffed and nerfed countless of times. While we are aware of her power during the preparation, she will always be overshadowed by other support characters because it ends too soon and its cost is not justified most of the times. Rather than buffing the cost of the preparation again, we intend to introduce a new change that will allow her power to last longer and make her a much better support character.

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Bug Fixes:

  • The Basics on the Game Manual have been updated to N-A's current settings. Make sure to take a new read so you can understand a lot of in-game mechanics you didn't before.
  • {char65}: '{skill276}' now states that the characters affected by it become invulnerable if they are affected by a stun skill, not necessarily if they are stunned.
  • {char90}: '{skill403}' now states that the countered enemy will also take 15 additional damage from '{skill401}' for 2 turns as well.

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Overall Changes:

  • The main page received a visual rework (the chosen colors are just to fit the Halloween times).
  • The in-game's new theme is now Halloween-based, until the next update. It was created by a community member. We'd like to thank the player Clover for coming up with the in-game theme idea.
  • The in-game button Open Chat is no longer available. In a near future, you will be able to see your opponent's skills during a battle, but until then, click on the new button Chars & Skills that took its place to be redirected to the Characters and Skills page.
  • {char195} is now a starter character and her mission, "Red-Hot Rabanero", no longer exists.
  • The mission "A Final Promise", that unlocks {char43}, now has different requirements.
  • The mission "Maki of the Sand", that unlocks {char96}, now has different requirements.
  • The mission "The Ruthless Interrogator", that unlocks {char85}, now has different requirements.
  • The mission "Return of the Salamander", that unlocks {char156}, now has different requirements.
  • The mission "Eye of the Rinnegan", that unlocks {char135}, now requires 7 wins in a row with {char134}, instead of 8 wins in a row.


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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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  • Balance:


  • 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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  • New Characters:


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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  • Balance:


  • 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.

All of the newsposts that have been posted on NARUTOARENA can be found in our newsarchive. Browse the newsarchive if you wish to find older newsposts.

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