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[ Updates ] Main Character Talents - Changes in 4.0!

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  • Registered: 2017-07-24
  • Topics: 492
  • Posts: 230
On 2017-11-30 12:00:32Show All PostsDescending Order
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MAIN CHARACTERS TALENTS

»CHANGES IN NARUTO ONLINE 4.0«


midnight_blade

»MIDNIGHT BLADE«

4

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.

8

Calm Mind

Before: Recovers Life based on 10% of this unit’s Ninjutsu base attribute, also, your team will receive 20 Chakra points.

Now: Recovers 8% or 16% Life based on this unit's Ninjutsu base attribute and 20 Chakra points. Moreover, it will cancel all its [Debuffs] and will become immune to all [Debuffs] until the end of the round.

13

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.

17

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 based on 40% of the main body's Life. These 2 Lightning Clones will use [Lightning Assassination Sword] as their Standard Attack. These Lightning Clones last for 4 rounds.

20

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

»AZURE FANG«

6

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.

16

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.

17

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 based on 60% of the main body's. This clone is able to use Water Style - Flowing Whip as his Standard Attack. Recover 30 Chakra points if this Water Clone is defeated.

19

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.

20

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

»SCARLET BLAZE«

1

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)

2

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.

3

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.

6

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.

11

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].

17

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 based on 45% of the main body's Life points. Scarlet Blaze will also get an Extra Standard Attack whenever this Oboro Clone uses a Standard Attack.

19

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].





This post was last edited by Acer1 on 2017-11-30 12:00:32.
  • Registered: 2017-07-24
  • Topics: 492
  • Posts: 230
On 2017-11-30 11:49:56Show All Posts
4#

breeze_dancer

»BREEZE DANCER«

1

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.

2

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.

6

Shadow Clone Jutsu

Before: Summon 1 [Lightning Resistance] Shadow Clone based on the original unit. The Shadow Clone may launch Taijutsu attack to the opponent’s unit(s) in the front line.

Now: Generates 1 to 2 Shadow Clones with Life based on 20% of the main body's Life points. These Shadow Clones are capable of using [Taijutsu Attack] as their Standard Attack and this attack has high chances of causing [Low Float].

9

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.

10

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].

12

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.

13

Flower Guard

Before: Before each action in a round, generates a Shield to up to 3 Female ninjas in your field based on 20% of this unit’s Resistance base attribute. It will also cancel 1 stack of the [Debuffs] suffered.

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 based on 40% of this unit's Resistance base attribute. Lasts for 2 rounds.

16

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.

17

Multi Shadow Clone Jutsu

Before: At the beginning of a battle, generate 3 [Lightning Resistance] Shadow Clones based on original attributes. Can apply Taijutsu attack to the opponent’s unit(s) in the front line.

Now: At the beginning of a battle, generates 3 Shadow Clones with Life based on 20% of the main body's Life points. These Shadow Clones are capable of using [Taijutsu Attack] as their Standard Attack and this attack has high chances of causing [Low Float].

20

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

»CRIMSON FIST«

2

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 based on 20% of the unit’s Resistance base attribute.

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] based on 30% of this unit's Resistance base attribute.

4

Wood Style – Deep Forest Wall

Before: Generates a Shield based on 50% of the unit’s Resistance base attribute on a selected unit, will also receive 40 Chakra points.

Now: Generates a Shield based on 50% of this unit's Resistance base attribute to a selected unit on the same column as this unit. Moreover, the player will also obtain 20 Chakra points for each unit in the same column as this unit.

7

Earth Style – Petrifying Jutsu

Before: Generates a Shield to up to 2 units from your team with the least Life, based on 20% of the unit’s Resistance base attribute.

Now: Generates a Shield based on 10% of this unit's Resistance base attribute to up to 2 units with the least Life points in your Lineup. There is a given chance that these Shields may be based on 20% of this unit's Resistance base attribute.

16

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."

17

Earth Style – Boulder Jutsu

Before: At the beginning of a battle, generates a Shield for all of your team’s units based on 50% of each unit’s Resistance base attribute.

Now: At the beginning of a battle, generates [Shields] based on 40% of this unit's base Resistance attribute to up to 9 units from your field.

18

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.

19

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%.

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%.





This post was last edited by Daiske on 2017-11-30 17:59:18.
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