New Characters + Major Balance 1.2.4
Balance Changes
Matches Played: 26479 (3.49%)

This skill no longer increase its damage and points of damage reduction each turn.
(Now it's flat 10 damage and 10 points of damage reduction for its duration.)

Matches Played: 14538 (1.92%)

This skill now increases 60% of melee damage one enemy takes, down 15% from 75%.

Matches Played: 10157 (1.34%)

This skill now takes 25% of one enemy's health, down 5% from 30%.
This skill now deals 10 affliction damage to Minato, down 5 from 15.

Matches Played: 32942 (4.34%)

This skill now stuns harmful skills, instead of physical and chakra skills.

This skill now stuns physical and chakra skills, instead of physical and ranged.
This skill now lasts 2 turns, down 1 from 3.

Ino creates a trap for an enemy. For 1 turn, if that enemy uses a new harmful skill, then for 2 turns, 'Change of Heart' will last 1 additional turn on that enemy and 'Mind Body Disturbance' will make that enemy unable to reduce damage or become invulnerable for 2 turns instead. This skill is invisible.
Energy: None
Cooldown: 1

This skill now deals 30 damage instead to the enemy affected by 'Change of Heart'.
(Base damage is still 25).

Matches Played: 1573 (0.21%)

Lee targets an enemy permanently. If that enemy is targeted by a new harmful melee skills they will take 15 damage once that turn. If this enemy is killed during this time, 'Leaf Great Whirlwind' will cost 2 random chakra for 1 turn. This skill may be used again on the same enemy to deal 15 damage instead and will end if Lee is killed.
Energy:
Cooldown: 1
Lee inspires his team to try harder with his youthful power. Rock Lee and his allies will heal 15 health. This heal will be increased to 25 for any of the healed characters if they are at or below 50 health. Afterwards, they will gain 15 points of damage reduction for 2 turns.
Energy:
Cooldown: 3
Lee gains momentum, dealing 30 damage to one enemy that cannot be countered or reflected. For 1 turn, that enemy will ignore defensive counters and reflects. The following turn, this skill will deal 15 additional damage to that enemy.
Energy:
Cooldown: None

Matches Played: 1227 (0.16%)

Neji deals 20 piercing damage to one enemy ignoring invulnerability. For 1 turn, if that enemy uses any new skill, they will lose 1 non-taijutsu chakra.
Energy:
Cooldown: None

Neji destroys all enemy destructible defense and deals them 35 piercing damage to them, and then removes them 1 taijutsu and 1 genjutsu chakra. Permanently, 'Eight Trigams Sky Palm' will deal 15 additional damage to that enemy for 2 turns. This effect stacks.
Energy:
Cooldown: 1

Neji target himself or one ally for 1 turn. The first enemy that target the protected character will be countered, and for 3 turns will take 20 additional damage from Neji's skills. This skill is invisible.
Energy:
Cooldown: 2

Matches Played: 3273 (0.43%)

By upgrading her weapons, Tenten gains 10 points of destructible defense for 1 turn. The following turn, Tenten's skills will cost 1 less random chakra and will ignore counters and reflects and this skill will be replaced by 'Explosive Kunais Wave'.
Energy: None
Cooldown: None

Tenten throws an explosive filled with kunais at the enemy team, dealing 15 damage to one all enemies. Any enemy that falls to 35 health or below will also receive 5 affliction damage*.
Energy:
Cooldown: 1

Tenten rains blindingly fast projectiles upon the battlefield, dealing 35 piercing damage to all enemies.
Energy:

Cooldown: 2

Tenten throws a wave of kunais with explosive tag on the enemy team, dealing 10 affliction damage to them. The following 3 turns, these enemies will be dealt 5 affliction damage each turn.
Energy: 
Cooldown: None

Matches Played: 891 (0.12%)

Gai deals 10 damage to one enemy for 3 turns. During this time, whenever an enemy uses a new melee skill on him, they will take 15 damage*. During 'Gate Release' this skill deal 10 additional damage.
Energy: 
Cooldown: None

Gai takes 10 affliction damage* to gain 10% unpierceable damage reduction permanently. For 1 turn he will become unable to be stunned and this skill will be replaced by 'Asakuujaku'. This skill can stack a maximmum of 7 times.
Energy: None
Cooldown: None

Gai deals 30 damage to one enemy. If used on an enemy affected by 'Nunchaku Style' this skill will deal 10 additional damage. If used during the first turn of 'Gate Release' this skill deal 15 additional damage. This skill cannot be countered.
Energy:

Cooldown: None

Gai deals 30 piercing damage and 25 affliction damage to one enemy and stuns their physical and melee skills. This skill cannot be countered or reflected.
Energy:

Cooldown: 2

Matches Played: 791 (0.10%)
Expanding his arms for more inertia, Chouji deals 30 damage to one enemy. This skill will deal 5 additional damage permanently. The following turn, 'Spiked Meat Tank' will deal 10 additional damage.
Energy:
Cooldown: None
Chouji gains 10 permanent destructible defense, deals 10 piercing damage to all enemies and makes them invulnerable to helpful skills. This skill will deal 5 additional damage permanently. The following turn, 'Mega Palm Thrust' will deal 15 additional damage.
Energy:
Cooldown: 1
Chouji uses his family's technique to grow gigantic. For 1 turn, Chouji gains 50 points of destructible defense. This skill is invisible. The following turn, if Chouji uses a new skill, he will gain another 50 points of destructible defense for 1 turn.
Energy:
Cooldown: 3

Matches Played: 1425 (0.19%)

Shikamaru sends several tendrils of shadow to one enemy, dealing 35 damage to them and stunning their harmful skills for 1 turn. Afterwards, this skill will be replaced by 'Shadow Sewing - Hold' for 1 turn.
Energy:
Cooldown: 1

Shikamaru goes long. For 4 turns, each time Shikamaru uses a new harmful skill, he will become invulnerable for 1 turn. If Shikamaru receives new non-affliction damage, this skill will be ignored for 1 turn. The following 4 turns, this skill will be replaced by 'Final Explosion'.
Energy: 
Cooldown: 5

By carefully analyzing one enemy, Shikamaru figures out their weakness. For 3 turns, if Shikamaru or an ally successfully damages that enemy they will be unable to become invulnerable or reduce damage and all helpful counter and reflect skills on them will be ignored for 1 turn. This skill is invisible and may not be used on an already affected enemy.
Energy: None
Cooldown: 2

Shikamaru continues to maintain his technique, stunning the harmful skills of the enemy affected by 'Shadow Sewing' or this skill for 1 turn and dealing 20 damage to them. After that, this skill remains active on the enemy.
Energy: 
Cooldown: None

Using his shadow technique, his analysis and his range, Shikamaru traps one enemy in a pit, and blows them up. One enemy affected by 'Shadow Sewing' or 'Shadow Sewing - Hold' and 'Expert Analysis' while Shikamaru is invulnerable through 'Long-Range Tactics' will receive 100 damage.
Energy:
Cooldown: 3

Matches Played: 2679 (0.35%)

Using her healing skills, Ino heals an ally for 20 health. If Ino has used a new skill on the last turn, this skill will heal 5 additional health instead.
Energy:
Cooldown: 1

Ino predicts one enemy's move. For 1 turn, if this character uses a new harmful skill, it will be delayed by 1 turn. This skill is invisible.
Energy:
Cooldown: 1
Ino forces her mind into one enemy, dealing 30 piercing damage to them and ending any harmful skill activated by that enemy. For 1 turn, that enemy's harmful skills will deal 10 less non-affliction damage and their helpful skills will cost 1 additional random chakra. This skill ignores invulnerability.
Energy:
Cooldown: None

Matches Played: 626 (0.08%)

This skill now grants 40 points of destructible defense, up 5 from 35.
This skill initial damage now deals 25 damage, up 5 from 20.

This skill's increasing cooldown effect now affects all skills, instead of only ranged skills.

This skill now will kill the target if their health is at 25 or below, up 5 from 20 or below.

Asuma lights up the ash on the battlefield, dealing 10 affliction damage to all enemies for each stack of 'Ash Pile Cloud' on them. This skill will end 'Ash Pile Cloud' and it cannot be countered or reflected and ignores invulnerability.
Energy:
Cooldown: 1







