New Ranked System + Major Balance 1.1.9
Balance Changes
Matches Played: 10352 (3.11%)

Ino's invulnerability is now classed as Physical, instead of Chakra.

Matches Played: 10389 (3.12%)

This skill now decreases the enemy's damage by 5, down 5 from 10.
This skill now may only decrease non-affliction damage, instead of any type of damage.
This skill now stacks.

Matches Played: 9558 (2.87%)

When Susano'o is destroyed, Sasuke will now be stunned for 3 turns, up 1 from 2 turns.

Matches Played: 928 (0.28%)

This skill now affects all mental skills and ranged skills, instead of only non-mental ranged skills.
This skill now ignores invulnerability.

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

This skill now costs 1 ninjutsu chakra, down 1 random chakra from 1 ninjutsu 1 random.
This skill now stuns physical and melee skills, instead of physical and ranged skills.

Matches Played: 792 (0.24%)

This skill now makes the enemy receive additional damage from all Anko's skills, instead of only 'Hidden Shadow Snake Hand'.

This skill now is subclassed as Affliction.
This skill now deals affliction damage, instead of regular damage.

This skill now replaces 'Dual Pin' by 'Dragon Fire' after it's used.

Anko scorches the battlefield with fire, dealing 10 affliction damage to all enemies for 2 turns. During this time, they will also receive an additional 5 affliction damage from all other affliction skills.
Energy:
Cooldown: None
Classes: Chakra, Ranged, Instant, Affliction.

Matches Played: 2033 (0.61%)

This skill now makes the enemy unable to reduce damage or become invulnerable for 2 turns before its damage is dealt.

Kurenai protects herself or an ally for 2 turns. The first non-affliction damage skill used on that ally will deal no damage. The enemy who attacked them will have their chakra and melee skills stunned and will receive double damage from mental skills for 3 turns. Ends when Kurenai dies.
Energy:
Cooldown: 3
Classes: Mental, Instant.

Matches Played: 1779 (0.53%)

Using blades with wind chakra, Asuma and his allies gain 10 points of damage reduction* and all enemies take 10 damage* for 3 turns. While active, each turn this skill will increase its damage and points of damage redution by 5.
Energy:
Cooldown: 3
Classes: Physical, Instant, Action*, Melee.

Asuma deals 35 damage to one enemy. During the second turn of 'Flying Swallow', this skill will stun physical and ranged skills for 1 turn. During the third turn of 'Flying Swallow', this skill will deal 5 additional damage and will remove 1 taijutsu or bloodline chakra.
Energy:
Cooldown: None
Classes: Physical, Instant, Melee.

Sarutobi Asuma protects one ally from harm. For 1 turn, that ally will become invulnerable to harmful skills.
Energy:
Cooldown: 1
Classes: Physical, Instant.

Matches Played: 2169 (0.65%)

This skill now takes 40% of Maito Gai's current health, down 10% from 50%.
This skill now is classed as Mental, instead of Chakra.

Matches Played: 722 (0.22%)

Minato deals 25 piercing damage to one enemy and gains 75% unpierceable damage reduction for 1 turn. All enemies marked by 'Hiraishin Marking' will take 15 piercing damage. All allies marked by 'Hiraishin Marking' will become invulnerable for 1 turn.

Minato marks one enemy or an ally ally for 3 turns. If used on an enemy: That enemy will be unable to become invulnerable. If used on an ally, that ally gains 5 points of damage reduction. This skill stacks and ignores invulnerability.
Energy: None
Cooldown: None
Classes: Chakra, Affliction, Ranged, Instant.

By scattering hiraishin kunais, Minato applies 'Hiraishin Marking' on all enemies and all allies for 1 turn. Afterwards, Minato gains 1 random chakra. This skill is invisible and ignores invulnerability.
Energy:
Cooldown: 2
Classes: Chakra, Affliction, Ranged, Instant.

Matches Played: 206 (0.06%)

This skill now will counter the first non-mental skill, instead of countering the first non-melee skill.
This skill now will permanently increase 'Dance of the Crescent Moon' damage by 10.
This skill now has a cooldown of 2, up 1 from 1.

This skill no longer grants Hayate 10% damage reduction.
This skill now will permanently increase 'Dance of the Crescent Moon' damage by 10.

Using both his sword and genjutsu, Hayate becomes invulnerable for 1 turn and deals 35 damage to one enemy. Afterwards, all the additional damage from 'Eavesdrop' and 'Crescent Moon Slash' will be removed and converted into permanent damage reduction, in percentage.
Energy:
Cooldown: 1
Classes: Mental, Melee, Instant.

Matches Played: 1701 (0.51%)

This skill now has no cooldown, down 1 from 1.

Baki puts on a specialized flak jacket from the sand village on himself or one ally for 3 turns. That ally will gain 50% unpierceable damage reduction and will ignore all harmful melee skills.
Energy:
Cooldown: 4
Classes: Physical, Instant, Unique.

Matches Played: 1162 (0.35%)

Orochimaru pulls the legendary sword Kusanagi and stabs one enemy, dealing 35 piercing damage to them and removing 1 bloodline or genjutsu chakra from that enemy. During 'Major Summoning: Manda', this skill will cost 2 random chakra.
Energy:
Cooldown: None
Classes: Physical, Melee, Instant, Unique.

Orochimaru places a cursed seal on an ally or an enemy, dealing 15 affliction damage to them and granting them 1 random chakra.
Energy: None
Cooldown: None
Classes: Chakra, Melee, Instant, Affliction, Unique.

By summoning Manda in the battlefield, Orochimaru deals 45 piercing damage to one enemy and that enemy will lose 1 taijutsu, ninjutsu, bloodline and genjutsu from their pool. The following 3 turns, 'Kusanagi' will be improved.
Energy:
Cooldown: 5
Classes: Physical, Ranged, Instant, Unique.

Matches Played: 397 (0.12%)

This skill now costs 1 genjutsu chakra, down 1 random chakra from 1 genjutsu 1 random.
This skill now lasts 2 turns, down 1 from 3.
This skill now has a cooldown of 3, down 1 from 4.

Jiraiya summons Gamabunta in the battlefield, dealing 35 damage to all enemies. If targetable, Jiraiya will become invulnerable for 1 turn and will gain 1 random chakra. The following 3 turns, 'Great Fireball Technique ' will be improved. This skill cannot be countered.
Energy:
Cooldown: 5
Classes: Chakra, Ranged, Instant, Unique.

Jiraiya spits a giant fireball at all enemies, dealing 15 affliction damage to them. During 'Major Summoning: Gamabunta ', this skill will cost 1 random chakra.
Energy:
Cooldown: None
Classes: Chakra, Ranged, Instant, Affliction.
(Based on its 2008 version, click >here< to view.)

Matches Played: 602 (0.18%)

Tsunade performs a drop kick with her insane strength, dealing 30 piercing damage to one enemy and stunning their physical and mental skills for 1 turn. During 'Major Summoning: Katsuyu', this skill will cost 2 random chakra.
Energy:
Cooldown: None
Classes: Physical, Instant, Melee.

Using stored chakra Tsunade regenerates herself, healing 35 health instantly.
Energy:
Cooldown: 1
Classes: Chakra, Instant, Unique.
(Reworked back to its 2008 version, click >here< to view.)

Tsunade sunmons the slug queen Katsuyu, making her team invulnerable for 1 turn and healing them 25 health. Katsuyu also spits acid in all enemies dealing 25 affliction damage to them. The following 3 turns, 'Painful Sky Leg' will be improved.
Energy:
Cooldown: 6
Classes: Chakra, Ranged, Instant, Unique, Affliction.

Matches Played: 223 (0.07%)

During 'Birth of the Trees', this skill now will be improved and will cost 1 less random chakra.

This skill now grants 25% damage reduction, up 5% from 20%.
During 'Birth of the Trees', this skill now will have no cooldown.

Hashirama summons a giant field of trees. For 3 turns, any enemy that uses a new harmful skill will have the cost of their harmful skills increased by 1 random and their cooldowns increased by 1 for 1 turn. The following 3 turns, if Hashirama uses a new skill, his team will gain 5 destructible defense.
Energy:
Cooldown: 5
Classes: Physical, Ranged, Instant, Unique.

Matches Played: 180 (0.05%)

This skill now has a cooldown of 2, down 1 from 3.
This skill now makes Tobirama's team invulnerable to melee skills only, instead of chakra and melee skills.

This skill now costs 1 ninjutsu and 1 random chakra, instead of 1 ninjutsu and 1 genjutsu chakra.
This skill now deals 12 damage, down 3 from 15.
This skill now makes 'Water Assault' deal 10 additional damage, instead of making it deal 25 piercing damage.

Tobirama encases one enemy in water, dealing 20 damage to that enemy and making them invulnerable to helpful skills for 1 turn. During this time, that enemy will ignore improvement effects and their helpful skills will be stunned.
Energy:
Cooldown: None
Classes: Physical, Ranged, Instant.

Matches Played: 1243 (0.37%)

Using sand to both defend and attack, Gaara gains 5 permanent destructible defense. Permanently, Gaara's skills will cost 1 less random chakra.
Energy: No Cost.
Cooldown: 1
Classes: Physical, Instant, Unique.

Gaara deals 25 piercing damage to one enemy. For 1 turn, that enemy will be unable to reduce damage or become invulnerable and their skills will cost 1 additional random chakra. If that enemy is affected by 'Quicksand Waterfall', their skills will cost 2 additional random chakra instead.
Energy:
Cooldown: None
Classes: Physical, Instant, Ranged, Unique.

Gaara creates massive waves of sand. For 4 turns, Gaara and his allies gain 10 destructible defense and all enemies take 10 damage*. During this time, if Gaara or an ally receives new damage, they will gain 5 destructible defense the following turn.
Energy:
Cooldown: 4
Classes: Physical, Instant, Ranged, Unique, Action*.

Gaara uses the ultimately hard absolute defense, creating a protective shield in front of his team and granting them 20 points of destructible defense.
Energy:
Cooldown: 4
Classes: Physical, Instant, Unique.







