MAIN CHARACTERS TALENTS
»CHANGES IN NARUTO ONLINE 4.0«
»MIDNIGHT BLADE«
Iaido – Instantaneous Flash
Before: Causes damage to a selected unit, the selected unit will suffer from [Tag] and [Paralysis]. If you have a minimum of 50 Chakra points, this unit’s skill will not consume Chakra and will not suffer from Cooling Time.
Now: Causes damage, [Tag] and [Paralysis] (lasts for 1 round) to a selected opponent’s unit. If the opponent's unit is already suffering from [Tag], this skill's Cooldown Time will be reduced to 1 round.
Calm Mind
Before: Recovers Life ba
Now: Recovers 8% or 16% Life ba
Anbu Special Assault Tactics
Before: If your Main Character is in the field, your entire field will have its Attack increased by 25%, also, when the units in your field use a Taijutsu attribute attack, they will heal themselves in 25%.
Now: If your Main Character is in the field, your entire field will have its Attack increased by 25%. Moreover, all units in your field who use a Taijutsu attribute skill will Heal themselves in 25% of the damage caused. After using this skill, Midnight Blade will be marked as Anbu.
Clone Combination Tactics
Before: Summon a Lightning clone of [Earth Resistance] at the beginning of a battle. The Lightning clone may use Chidori Blade of Lightning to attack, also causes [Acupuncture].
Now: At the beginning of a battle, summons 2 Lightning Clones with Life points ba
Arena Prowess
Before: Every time a unit from your opponent’s Lineup is defeated, this unit’s Ninjutsu and Attack will be increased by 20%.
Now: This unit's Ninjutsu and Attack will be increased by 12% every time a unit in the field is defeated.
»AZURE FANG«
Healing Jutsu
Before: Heals 1 unit with the least Life from your team and disperses all [Debuffs] on the target.
Now: Heals 1 unit with the least Life points from your Lineup and disperses all [Debuffs] on the selected unit. There is a chance of healing 2 units with the least Life points, instead of healing only 1 unit.
Soul Absorption | Nature Energy Gathering
Before: Recovers 10 Chakra points and 10% of your Life every time a unit dies. Can be triggered up to 6 times each round.
Now: Recovers 30 Chakra points and increases Ninjutsu by 15% every time a unit dies. Can be triggered up to 2 times each round. Furthermore, this unit will receive "Senjutsu User" attribute.
Water Clone Jutsu | Water Style – Water Clone Jutsu
Before: At the beginning of a battle, summon 1 Water clone [Fire Resistance]. Upon death of Water clone, recover 20 Chakra points. The clone may use Water Style – Flow Whip each round.
Now: At the beginning of a battle, summons 1 Water Clone with Life points ba
Curse Mark Test | Experimental Ninjutsu
Before: If there is 1 Curse Mark type ninja in your team, this unit will have his Ninjutsu and Attack increased by 20%.
Now: Before the first action in every round, causes damage to oneself (this damage can never be Ninjutsu attribute Critical Damage). After causing damage to oneself, this unit's Mystery Skill's Cooldown Time will be reduced by 1 round.
Reserve Seal
Before: Every time this unit suffers an attack, this unit will recover 2% of its Life points and this unit’s attack will be increased by 8%.
Now: Recovers 3% of its Life points and increases its Critical Hit rate by 1% every time this unit suffers an attack.
»SCARLET BLAZE«
Fire Style – Phoenix Fire Jutsu
Before: Cause Ninjutsu damage and [Ignition] to two opponent’s units. (Under the [Ignition] Debuff, you’re continuously receiving damage which renders Healing ineffective)
Now: Causes Ninjutsu damage and [Ignition] to up to 2 of the opponent's units. If an Oboro Clone is present in your Lineup, this skill's Cooldown Time will be reduced by 1 round. (Under "Ignition", units will suffer damage at the end of each round and Healing is ineffective)
Fire Style – Dragon Flame Jutsu
Before: Causes Ninjutsu damage to up to 7 of the opponent's units in the field, moreover, the selected unit will suffer from [High Float].
Now: Causes Ninjutsu damage to up to 7 of the opponent's units. Moreover, the selected unit will suffer from [High Float]. If an Oboro Clone is present in your Lineup, this skill's Cooldown Time will be reduced by 1 round.
Sealing Jutsu – Seal of Red Lotus
Before: Cause Ninjutsu and Taijutsu damage to the selected opponent's unit, [Immobile] and [Imprison] (under [Imprison] Debuff, receive Ninjutsu damage for using Chakra skills).
Now: Causes damage, [Immobile] and [Imprison] to a selected opponent’s unit. If an Oboro Clone is present in your Lineup, this skill's Cooldown Time will be reduced by 1 round.
Fire Style – Flame Jutsu
Before: Attacks the opponent’s units in the front row and has high chances of causing [10 COMBO].
Now: Attacks the opponent's units in the front row and has high chances of causing [10 COMBO]. This skill never misses.
Fire Style – Celestial Prison
Before:[Chases and Attacks a Low Floated] unit, causes [Repulse]. The attacked unit will receive Ninjutsu damage whenever consuming Chakra but can't die from it.
Now:[Chases and Attacks a Low Floated] unit, causes [Repulse] and [Imprison].
Oboro Clone Jutsu
Before: At the beginning of a battle, summon 1 Oboro clone with [Wind Resistance]. Oboro clone may use Fire Style – Celestial Prison for Standard Attack.
Now: At the beginning of a battle, summons 1 Oboro Clone with Life ba
Death Mirage
Before: Before each action in a round, reduces the Resistance of all units in the opponent’s field.
Now: Before the first action every round, up to 2 random opponent's units will suffer from [Tag].
»BREEZE DANCER«
Hurricane Jutsu
Before: Causes Wind attribute Ninjutsu damage to a selected unit, this skill will also cause [Blindness].
Now: Causes Wind attribute Ninjutsu damage and [Blindness] to a selected unit and 1 random unit from the opponent's Lineup.
Giant Rasengan
Before: Causes Ninjutsu and Taijutsu damage to the opponent’s entire team and will also cause [Repulse]. The Repulsed unit will cause damage to the line behind it. After using this skill 2 times, its Cooling Time will be of 3 rounds.
Now: Causes Ninjutsu and Taijutsu damage to the opponent's entire Lineup and [Repulse]. Repulsed units cause damage to the units behind them. If there are at least 2 Breeze Dancer's Shadow Clones in your Lineup, this skill's Cooldown Time will be reduced by 1 round.
Shadow Clone Jutsu
Before: Summon 1 [Lightning Resistance] Shadow Clone ba
Now: Generates 1 to 2 Shadow Clones with Life ba
Shoot-Down Rasengan
Before: [Chases and Attacks a Repulsed] unit, causes [Knockdown].
Now: [Chases and Attacks a Repulsed] unit, causes [Knockdown]. Can be triggered 2 times every round.
Wind Style – *ing
Before: [Chases and Attacks a Low Floated] unit, causes [High Float].
Now: [Chases and Attacks a Low Floated] unit, causes [High Float] and [Blindness].
Combo Blade of Wind
Before: [Chases and Attacks a High Floated] unit, causes [Repulse].
Now: [Chases and Attacks a High Floated] unit, causes [Repulse]. After using this skill, Breeze Dancer will get an Extra Standard Attack.
Flower Guard
Before: Before each action in a round, generates a Shield to up to 3 Female ninjas in your field ba
Now: At the beginning of a battle, this unit and another random Female unit in your Lineup will be immune to [Debuffs] and will have a [Shield] generated ba
Chakra Coordination
Before: If your Main Character is in the field, when your Lineup recovers Chakra, the units who recover Chakra will get 10% of this unit’s Life back.
Now: If your Main Character is in the field, every time a unit from your Lineup recovers Chakra points, they will also recover 12% of their Life.
Multi Shadow Clone Jutsu
Before: At the beginning of a battle, generate 3 [Lightning Resistance] Shadow Clones ba
Now: At the beginning of a battle, generates 3 Shadow Clones with Life ba
Natural Draining
Before: Every time this unit triggers a Chase skill, your team will receive 15 Chakra points.
Now: Receive 15 Chakra points and increase this unit's Ninjutsu by 6% every time this unit triggers its own Chase Skill. After using this skill, Breeze Dancer will be marked as a Senjutsu user.
»CRIMSON FIST«
Earth Style – Super Stone Fist Jutsu
Before: Causes Ninjutsu and Taijutsu damage to up to 4 units of the opponent’s field, causes a selected unit to suffer from [Knockdown]. Moreover, generates a Shield for this unit ba
Now: Causes Ninjutsu and Taijutsu damage to up to 4 units of the opponent's units and the selected opponent's unit to suffer from [Knockdown]. Moreover, all units in your Lineup will have a [Shield] ba
Wood Style – Deep Forest Wall
Before: Generates a Shield ba
Now: Generates a Shield ba
Earth Style – Petrifying Jutsu
Before: Generates a Shield to up to 2 units from your team with the least Life, ba
Now: Generates a Shield ba
Wood Style – Universe
Before: Causes Earth and Water attribute damage to the opponent’s units in the front row and causes [Low Float] and [Immobile].
Now: If this unit is surrounded by a Shield, its' Standard Attack will change to: "Attacks an opponent's units and causes Earth and Water attribute damage and the affected unit will suffer from [Low Float] and [Immobile]. This skill never misses."
Earth Style – Boulder Jutsu
Before: At the beginning of a battle, generates a Shield for all of your team’s units ba
Now: At the beginning of a battle, generates [Shields] ba
Steel Body
Before: Immune to [Low Float], [High Float], [Repulse] and [Knockdown] Debuffs. Will also have his Defense increased by 100%.
Now: Becomes immune to [Low Float], [High Float], [Repulse] and [Knockdown]. This unit will also have its Defense and Resistance increased by 0,7% every time it loses 1% of its Life points.
Defense Knowledge
Before: When this unit is in the field, your team’s units will have their Resistance increased by 60% and Defense increased by 20%.
Now: If this unit is in the field, all your Lineup's units will have their Resistance increased by 40% and Defense increased by 20%.
Guidance
Before: When this unit is in the field, every Male ninja in your team will have their Combo Rate increased by 40%.
Now: If this unit is in the field, all Male units in your Lineup will have their Combo Rate increased by 40% and Attack increased by 20%.
Soo i can Cheep now? anyway Earth Main! Love Love!
I feel that they hurt Earth more than anything... Not sure where you love it?
u mean this one? (also not severely nerf earth still strong imao)
Wood Style – Deep Forest Wall
Before:Generates a Shield ba
Now:Generates a Shield ba
Actually its more... 60 chakra from 40 if u place 3 ninjas in same column
.100% Defense was nerf cause it was so op
u mean this one? (also not severely nerf earth still strong imao)
Wood Style – Deep Forest Wall
Before:Generates a Shield ba
Now:Generates a Shield ba
Actually its more... 60 chakra from 40 if u place 3 ninjas in same column
.100% Defense was nerf cause it was so op
i think he means that almost everything is nerfed ;)
nahh its not that bad lol Earth main still good as hell compared Fire main lol
Still mostly nerfes for the earth class, dont really see why you suddenly wanna switch when they change a "never used mystery" or a passive that buffs 9 people insted of your lineup only.
I also heard from alot of people that earth main will get buffed, a plain lie.
If they need to nerf something its the poison Tai or the passive that increases everyones healing on azure fangs.
Idk why all complain bout earth . for me its good. 0.7% def and resis for 1% life he lose so if ur life bout 20k and above wonder how much . for me just some skill nerf . not all . just 1-2 .
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