Naruto Arena
Your #1 Naruto Online Multiplayer Game
Heya there folks,
This update brings some big changes for the game, we will have:
- 8 Nerfs to META and high winrate popular characters.
- 8 Optimizations for second page characters.
- 3 Adjustments/Boosts for first page characters that received changes recently.
Custom Rank

We added Custom Ranks to the game! Only one character on your team can have the custom rank active, the others will keep the normal ranks!
Also, the current Custom Ranks cannot be purchased through Patreon, and can only be obtained from events.
ATTENTION: We will SOON have a new event that will give a custom rank as a reward! Any player WILL be able to obtain the event's Custom Ranks by playing Ladder Games without RESETING their account.
News
A new batch of characters will be released on Christmas!
Hope you've already prepared your christimas hat, because the website will also receive visual changes to represent the Christmas Spirit!
Balance Update 1.3.7 (Previous update)
And, about Dosu's rework, as you guys may have already noticed, it was a rework based on Rukia, from S-A (At least from the old S-A, I have no idea what she's like in the newer ones they released).
Maybe that caused some confusion for people, so I wanted to clarify a few things:
First of all, this didn't just happen out of nowhere like, "OMG Rukia is cool! I'll release her for N-A Classic!!" That's not how it works. You could say I had already planned this rework since the beginning of optimization waves for modern N-A (in case the first changes didn't go well for him), which is why Dosu hadn't received any new updates until now.
So, why this design for Dosu? There are basically two reasons:
- 1. The design fits Dosu well. (Not the first time, by the way. Konan of the Rain's design was entirely based on Resurreccion Harribel, from Old S-A, and one of the reasons was that, thematically speaking, the design fit really well with the skills/abilities Konan showed in her fight against Tobi.)
- 2. I wanted to give new/initial players access to the type of skills that Dosu now provides (skills that no other character on the first page has + he's a Tai/Gen user), offering more variety between control-type characters, something N-A has historically lacked. (Basically the same reason of why Shiore Orochimaru, a chunnin character and bloodline user, was released.)
So no, this wasn't random. It was actually something I had planned and wanted to bring to the game. And please, don't expect other characters from Old Soul-Arena to be released in N-A Classic again; It was more of a one-time thing (or two) and we usually prefer to create original designs, as we have great character creators on the staff for that.
That's all! Thank you all, and see you next time! 👋

Bug/Typo Fixes:
- Maito Gai's "Sixth Gate Opening" now properly says its damage is dealt as affliction damage, instead of losing health.
- True Form Sasori's "Red Secret Technique: 100 Puppets" now properly ends when Sasori takes damage while he is ignoring helpful effects.
- Shinobi Alliance Kankuro (S)'s "Puppet Manipulation: Sasori" not having any Melee/Ranged subclass.
- Inuzuka Tsume's "Summon Kuromaru" being triggered by actions done by Itachi's Amaterasu on the following turns. (This was more of a system correction than the skills themselves)
- Nara Shikamaru's "Long-Range Tactics" received some improvements in its internal code, making it easier to use the "Final Explosion".
- Kinuta Dosu's "Melody Arm Tuning" is now properly being triggered by new non-affliction damage skills only, instead of being triggered by actions performed by old skills.
- True Form Sasori, Hiruko Sasori (S), Mangekyou Sasuke (S) are now properly considered Akatsuki. (Feel free to report any character that does not have a mission class)
Balance:
- Nerfs: Sasori of the Red Sand (S), Hiruko Sasori (S), Uchiha Sasuke (S), Uzumaki Naruto (S), Yamanaka Ino (S), Shiore Orochimaru, Akimichi Chouji (S), Yakushi Kabuto (S).
- Optimizations: Oboro, Shigure, Kidoumaru, Sakon, Tayuya, Jiroubou, Umino Iruka, Akadou Yoroi.
- First-Page Adjustments: Temari, Kankuro, Uchiha Obito.

Wins: 2968 (63.69%)
Matches Played: 4660 (1.75%)

This skill now lasts 5 turns, up 1, from 4.
This skill now has a cooldown of 4, up 1, from 3.
This skill's conditional effect now deals 5 affliction damage, down 5 from 10.
This skill now grants Sasori 5 points of destructible defense.

Wins: 4175 (64.68%)
Matches Played: 6455 (2.42%)

This skill now costs 1 taijutsu, instead of 1 random chakra.

This skill no longer removes all skills from Hiruko.
Note: Nerfing some of his defensive skills a bit to compensate for the power of his offensive skills.

Wins: Uchiha Sasuke (S)
Matches Played: 6248 (2.35%)

This skill no longer generates a Lightning Stack on the first turn, only on the following turns.
Note: He will now start with 0 Lightning Stacks, so you don't need to worry about taking 35 piercing damage + 25 to others on the second turn if you just ignore him (it's also easier now to focus him early on first turns).

Wins: 9594 (57.30%)
Matches Played: 16744 (6.29%)

This skill now lasts 3 turns, down 1 from 4.
This skill now has a cooldown of 3, down 1 from 4.
Note: He'll still be viable with his passive triggering with only 4 stacks.

This skill is now classed as Action, instead of Instant.
Note: This is more of a bug fix, the skill was NOT supposed to be classed as Instant, but as Action, since it's an alternative version of the skill "Mass Shadow Clone", which has now been changed to "Shadow Clones: Rasengan" and is single target.

Wins: 2355 (59.98%)
Matches Played: 3926 (1.48%)
This skill now deals 20 piercing damage, down 5 from 25.

Wins: 5518 (63.67%)
Matches Played: 8666 (3.27%)

This skill now costs 1 random chakra, up 1 from no cost.

Please note: damage effects always end on your turn. So if a skill deals damage for 3 turns, when you pass your turn it will only show '2 turns left' in the tooltip, correct? So when there is another effect that says the duration is 'during this time', which means it lasts while the damage effect is active, it is always supposed to last 2 TURNS, not 3 turns! The debuff effects from this skill never did last 3 turns!!

Wins: 3433 (57.03%)
Matches Played: 6020 (1.65%)

This skill will now deal regular damage, instead of piercing damage.

The damage dealt to countered enemies has been reduced to 10 piercing damage, instead of 25 regular damage.

Wins: 3272 (59.60%)
Matches Played: 5490 (2.07%)

This skill now deals 25 regular damage, instead of 30 piercing damage.
Note: With these nerfs and Shiore's nerf, it's expected that the Dosu/Shiore/Kabuto (S) combo won't be as viable anymore. This team has been dominating the Highlevel Ladder over the past few days...

Wins: 109 (34.82%)
Matches Played: 313 (0.12%)

This skill now grants 30 points of destructible defense, up 20 from 10.

This skill now cannot be countered.

Wins: 200 (34.54%)
Matches Played: 579 (0.22%)

Shigure tosses his umbrellas into the air, gaining 5 points of damage reduction for 3 turns. During this time, any enemy that uses a new skill on Shigure or his allies will be dealt 5 piercing damage. The following 3 turns, 'Sprinkling Needles' may be used. This skill ends when Shigure dies.
Energy: None
Cooldown: 3
Classes: Physical, Ranged, Instant.

This skill now deals 10 piercing damage, down 3 from 13.
This skill now enables 'Needle Barrage' for 3 turns, up 1 from 2.

This skill now deals 30 damage, up 5 from 25.
Note: Trying not to bring too much complexity to a STARTER character like Shigure…

Wins: 276 (36.60%)
Matches Played: 754 (0.28%)

Kidoumaru summons Kyodaigumo, dealing 10 damage to all enemies for 5 turns. The following 5 turns, Kidoumaru will gain 10 points of permanent destructible defense each turn and any new skill an enemy uses will have its cooldown increased by 1.
Energy:

Cooldown: 5
Classes: Physical, Ranged, Action, Unique.
Note: Bringing the Super Server version of "Summoning: Kyodaigumo" into the game while making him tankier as he benefits more from longer matches, given that his skillset relies mainly on their high cost skills."

This skill now counters the first harmful damaging skill instead of countering all melee skills.
This skill now makes the countered enemy deal 10 less damage for 2 turns, instead of stunning their physical/melee skills for 2 turns.
This skill now has a cooldown of 1, down 1 from 2.

Wins: 55 (30.73%)
Matches Played: 179 (0.07%)

This skill will no longer cost 1 taijutsu and deal 20 damage while 'Parasite Demon Technique' is active.

This skill no longer ends 'Parasite Demon Technique' when used.

This skill now grants 15 points of unpierceable damage reduction, instead of 30% damage reduction.
This skill now will heal Sakon for 5 health each turn permanently.
This skill now can be used while it's active.
This skill now cannot be used on the same target and it will end if used on a different enemy.
Note: It feels like Sakon has lost a bit of his heavy-tank identity, so these changes aim to bring that aspect of his kit back.

Wins: 538 (39.27%)
Matches Played: 1370 (0.52%)

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

This skill now has a cooldown of 1, up 1 from 0.

Wins: 261 (35.37%)
Matches Played: 738 (0.19%)

This skill now makes 'Earth Seal Mud Cannonball' deal 10 additional damage the following turn.

This skill now makes 'Nirvana Fist Style' deal 10 additional damage the following turn.

Jiroubou captures the enemy team in a prison of earth, stealing 2 random chakra from their pool. Jiroubou and all allies become invulnerable for 1 turn.
Energy:

Cooldown: 5
Classes: Chakra, Ranged, Instant, Unique.
The version of this Jiroubou skill from 2007/2008: https://web.archive.org/web/20080527230044/http://ww
w.naruto-arena.com/jiroubou/

Wins: 366 (41.78%)
Matches Played: 876 (0.33%)

This skill now increases the melee damage the target receives by 75%, up 15% from 60%.

This skill is now Physical classed, instead of Chakra classed.

Wins: 528 (39.82%)
Matches Played: 1326 (0.50%)

While improved, this skill will now steal 1 bloodline chakra from the target, instead of increasing the cost of their skills by 1 random.

This skill is still Chakra classed.

Wins: 1158 (33.82%)
Matches Played: 3424 (1.29%)

This skill now costs 1 ninjutsu and 1 random chakra, instead of 2 random chakra.
This skill now reduces 20 points of non-affliction damage, up 10, from 10.

Temari creates a razor sharp wind, dealing 20 piercing damage to one enemy and 10 piercing damage to all others enemies. For 1 turn, Temari becomes invulnerable. This skill cannot be countered.
Energy:
Cooldown: None
Classes: Physical, Ranged, Instant.
Note: Temari is performing below 40% winrate even after the recent changes, so she will be receiving some adjustments. I hope it won't be necessary to modify her again in the future.

Wins: 988 (37.30%)
Matches Played: 2649 (1.00%)

During 'Puppet Prepation', this skill will now last 2 turns, instead of dealing 5 additional damage.
Note: The same reason for Temari's changes.

Wins: 717 (37.74%)
Matches Played: 1900 (0.52%)

While improved, this skill will no longer ignore counters and reflects.
This skill now ignores invulnerability during 'Obito Sharingan'.

While improved, this skill will no longer have no cooldown.
This skill now ignores invulnerability during 'Obito Sharingan'.

This skill now grants 5 points of damge reduction, down 10 from 15.
This skill no longer has a cost, instead of costing 1 random chakra.

















