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Strategy Forum Christmas Event

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  • Registered: 2017-07-24
  • Topics: 822
  • Posts: 939
On 2022-12-24 01:41:55Show this Author OnlyDescending Order
1# Go To

Hello Ninjas,


It is that wonderful time of the year, Christmas. We wish everyone a merry Christmas!

To celebrate this occasion, we have organized a series of forum events for you. I will present the Strategy Section event.


Explanation:

You need to make the breakthrough skills for any Christmas/New Years or Rinne Festival ninja of your liking. You should post the ninjas picture, a screenshot from game of his original skills and your breakthrough descriptions below.



Rules:

1. You must be registered to receive any prizes. Please remember not to share any sensitive information like your UID on the forums. Fill your registration information here: https://forms.gle/5Dee5zbdb9jkQTrg8

2. Your breakthrough descriptions must contain all skills with +2 and Y (Optional if you want +1 and Y+1), the L version of breakthroughs is optional

3. You must explain why your breakthrough is good (or fun) below your skill descriptions.

4. The skills must be written formally like in game



Grading Criteria:

The players participating will be graded by the following criteria:

1. If you followed all the rules above

2. Creativity and interesting unique skills give plus points

3. Poor writing and grammatical or spelling mistakes may give minus points



Rewards:

1st place: 3000 coupons

2nd place: 2500 coupons

3rd place: 2000 coupons

4th place: 1500 coupons

5th place: 1000 coupons



Event Duration:

24th December - 31st December 23:59 HK (GMT+8) timezone



We wish everyone good luck and enjoy the holidays!

Naruto Online Team

  • Registered: 2022-02-03
  • Topics: 9
  • Posts: 66
On 2022-12-24 02:04:21Show this Author Only
2#

just say Hshirama Senju New Year he is the only one has BT

  • Registered: 2017-07-24
  • Topics: 822
  • Posts: 939
On 2022-12-24 02:20:57Show this Author Only
3#
  • Ali3n On 2022-12-24 02:04:21
  • just say Hshirama Senju New Year he is the only one has BT

This event is about New Year/Christmas/Rinne Festival ninjas who DO NOT have breakthroughs for the players to make one themselves.

Hashirama is the only one in game who has the breakthrough currently, so there are many other choices.

  • Registered: 2021-11-24
  • Topics: 13
  • Posts: 97
On 2022-12-24 02:24:46Show this Author Only
4#

Akatsuchi (Rinne Festival)

Mystery Skill Toll of the Bells (+1)

Deals Damage to target, knockdown, 8-combo, interruption, supresses super armor, by each use of every skill chakra cost increases by 10 (On skillbreak of +1, amount is reduced to +10 from +20

Mystery Toll of the Bells (+2)

Deals Damage to target, knockdown, 8-combo, interruption, supresses super armor (until the next round, by the +2 Skillbreak). Chakra cost is fixed on 20; it does not now increase by each use


Normal Attack Snowball Fight (+1)

Deals damage to 5 enemies (of the same line up; changed from 3-4 in non-skillbreak form); with a higher chance of repulse

Normal Attack Snowball Fight (+2)

Deals damage to 5 enemies (of the same line up), with a fixed chance of repulse (can't be dodged, super armor, super armor lv2 targets are excluded)

Chase Brute Force Joyful Impact (+1)

Triggered with 15 combo or more, causes damage up to 4 enemies

Chase Brute Force Joyful Impact (Y)

Triggered with 30 combo or more causes damage up to 6 enemies (same line up)

Passive 1: Festival Ceremony Y:

Every round before an action recover 10 chakra by the numbers of ninjas affected, dispell 2 debuffs and increase resistance by %20 of up to Ninjas of any element (differs from Earth Ninjas only as in basic form; and chakra scaling is now opted by the number of ninjas who got debuff clean; which is 2)

Defender of Hidden Stone Y:

Every round before an action; grants Super Armor on 2 randoms ninjas in your line up and those ninjas will heal themselves by %5 of their resistance amount every time they receive damage.






  • Registered: 2020-12-20
  • Topics: 4
  • Posts: 8
On 2022-12-24 04:43:35Show this Author Only
5#


Minato (Christmas) Minatominato 2

Mystery Christmas Carnival (+1)

Summons the Christmas Carnival Barrier which increases Standard attacks by 60% and reduces Mystery and chasing skill by 30%. Lasts for 2 rounds.

Mystery Christmas Carnival (+2)

Summons the Christmas Carnival Barrier which increases Standard attacks by 60% and reduces Mystery and chasing skill by 20%. Lasts for 2 rounds.

Mystery Christmas Carnival (Y+1)

Summons the Christmas Carnival Barrier which causes a random unit to suffer Flying rajin Thunder tag. Units who are either Konoha, Christmas, or Rinne festival cannot be defeated by standard attacks. Increases Standard attacks by 60% and reduces Mystery and chasing skill by 20%. Lasts for 3 rounds.

Mystery Christmas Carnival (Y+2)

Summons the Christmas Carnival Barrier which causes 2 random enemy units to suffer from Flying rajin Thunder tag. Units who are either Konoha, Christmas, or Rinne festival cannot be defeated by standard attacks or chases. Increases Standard attacks by 60% and reduces Mystery and chasing skill by 20%. Additionaly reduces chakra cost for units in your lineup by 20 each round the barrier is in effect (does not stack) Lasts for 3 rounds.

Standard (Blazing Palm-Christmas Present +1)

Attacks the enemy with the least life high chance of high float, Chaos, and ignition additionaly reduces enemy resistance by 2%.

Standard (Blazing Palm-Christmas Present +2)

Attacks the enemy with the least life high chance of Unavoidable high float, Chaos, and ignition additionaly reduces enemy resistance by 6%.

Standard (Blazing Palm-Christmas Present Y+1)

Attacks the enemy with the least life high chance of 10 combo Unavoidable high float, Chaos, Flying rajin tag and ignition that ignores immunity. Additionaly reduces enemy defense and resistance by 3%.

Standard (Blazing Palm-Christmas Present Y+2)

Attacks the enemy with the least life high chance of 10 combo Unavoidable high float, Chaos, Flying rajin tag and ignition that ignores immunity. Additionaly reduces enemy defense and resistance by 6%.

Chase (Christmas tree swing +1)

Triggered with at least 15 combo attacks 4 units of the opponent's lineup causes low float. (Ignores a small amount of defense and resistance.)

Chase (Christmas tree Swing +2)

Triggered with at least 15 combo attacks 4 units of the opponent's lineup causes low float . Also removes buffs and shields .(Ignores a small amount of defense and resistance.)

Passive(Christmas Present+1)

Before the first action each round, increases 10 chakra, dispells all debuffs, grants immunity to debuffs until the end of the next round to 2 ninjas in your lineup. Increases ninjutsu by 5% when this skill is used.

Passive(Christmas Present+2)

Before the first action each round, increases 20 chakra, dispells all debuffs, grants immunity to debuffs until the end of the next round to 3 ninjas in your lineup. Increases ninjutsu by 7% and attack by 2% when this skill is used.

Passive (Flying rajin jutsu+1)

High chance of dodging Chasing, Standard, or mystery skills, can be triggered 2x per round.

Passive (Flying rajin jutsu+2)

High chance of dodging Chasing, Standard, or mystery skills, can be triggered 2x per round. Units who attack Minato suffer from Flying Rajin thunder Tag. Additionaly Minato is immune to debuffs.

Passive (Flying rajin jutsu Y+1)

High chance of dodging Chasing, Standard, or mystery skills, can be triggered 1x per round. Minato has a high chance to evade Standard attacks. Units who attack Minato suffer from Flying Rajin thunder Tag. Additionaly Minato is immune to debuffs. When a unit is suffering from Flying rajin thunder tag changes minatos standard to Blazing Present-Rasengan.

Passive (Flying rajin jutsu Y+2)

High chance of dodging Chasing, Standard, or mystery skills, can be triggered 1x per round. Minato has a high chance to evade Standard attacks. Units who attack Minato suffer from Flying Rajin thunder Tag. Additionally Minato is immune to debuffs. When a unit is suffering from Flying rajin thunder tag changes Minatos standard to Blazing Present-Rasengan. All Konoha, Christmas, and Rinne festival units in your lineup have their defense and resistance increased by 10%.

Blazing present Rasengan

Causes unavoidable damage to the entire enemy lineup, decreases enemy resistance by 4%, Irremovable ignition, Tag, and causes enfeeble to 1 random enemy unit. All units suffering from Flying rajin thunder tag will be dispelled after this skill is used.

Feel like these bt's would increases use of this character :)




This post was last edited by Jah324 on 2022-12-26 01:07:53.
  • Registered: 2017-12-28
  • Topics: 0
  • Posts: 6
On 2022-12-24 09:54:41Show this Author Only
6#

IMG_20221224_063707IMG_20221224_063515

Onoki (Rinne Festival)

Mystery: Particle Style - Atomic Dismantling Jutsu +1 (Prompt): Deals heavy Wind, Earth, and Fire damage neglecting Shields to up to 9 units in the opponents line up. The selected unit will suffer from Knockdown, Interruption, and Enfeeble. Units defeated by this skill cannot be revived.

Mystery: Particle Style - Atomic Dismantling Jutsu +2 (Prompt): Deals unmissable heavy Wind, Earth, and Fire damage neglecting Shields to up to 12 units in the opponents line up. The selected unit will suffer from Knockdown, Interruption, and Enfeeble. Units defeated by this skill cannot be revived.

Mystery: Particle Style - Atomic Dismantling Jutsu Y (Prompt): Deals heavy Wind, Earth, and Fire damage neglecting Shields to up to 7 units in the opponents line up causing Extreme Slowness to 3 random enemy units. The selected unit will suffer from Knockdown, Interruption, and Enfeeble. Units defeated by this skill cannot be revived.

Mystery: Particle Style - Atomic Dismantling Jutsu Y+1 (Prompt): Deals unmissable heavy Wind, Earth, and Fire damage neglecting Shields to up to 9 units in the opponents line up causing Extreme Slowness to 3 random enemy units (neglects immunity). The selected unit will suffer from Knockdown, Interruption, and Enfeeble. Units defeated by this skill cannot be revived.

Earth Style - Golem Jutsu +1: Attacks 5-7 units in the opponents line up and causes 5 combo with a high chance of causing Knockdown and Slowness to 1 unit.

Earth Style - Golem Jutsu +2: Attacks 7 units in the opponents line up and causes 5 combo and slowness to 2 random units with a high chance of causing Knockdown to 1 unit.

Earth Style - Golem Jutsu Y: Attacks 5 units in the opponents line up and causes 3 combo with a high chance of causing Knockdown and Slowness to 1 unit. (This skill cannot miss)

Earth Style - Golem Jutsu Y+1: Attacks 5-7 units in the opponents line up and causes 3 combo with a high chance of causing Knockdown, Slowness and Suppression of Armor until the end of the round to 1 unit. (This skill cannot miss)

Earth Style - Weighted Boulder Jutsu +1: Chases and Attacks a High Floated unit causes Knockdown and reduces that unit's Initiative by 1% (stackable). Can be triggered 3 times per round.

Earth Style - Weighted Boulder Jutsu Y: Chases and Attacks a High Floated unit causes Knockdown and Increases Onoki's Initiative by 1% (stackable). Can be triggered 3 times per round.

Earth Style - Weighted Boulder Jutsu Y+1: Chases and Attacks a High Floated unit causes Knockdown, Immobile, Suppression of Immunity until the end of the round and Increases Onoki's Initiative by 1% (stackable). Can be triggered twice per round.

Earth Style - Lightened Boulder Jutsu +1: At the beginning of every round, 2 random ninjas in the ally field will have all Debuffs canceled and gain an Extra Standard Attack (not stackable with other Extra Standard Attack effects).

Earth Style - Lightened Boulder Jutsu Y: At the beginning of every round, a random ninja in the ally field will have all Debuffs canceled and gain an Extra Standard Attack (not stackable with other Extra Standard Attack effects) and additionally have their Chase triggered by 1.

Earth Style - Lightened Boulder Jutsu Y+1: At the beginning of every round, 2 random ninjas in the ally field will have all Debuffs canceled and gain a Shield base on Onoki's base Resistance stats, an Extra Standard Attack (not stackable with other Extra Standard Attack effects) and additionally have their Chase triggered by 1.

Stubborn Old Man +1: Onoki is Immuned to debuffs. Whenever Onoki has a Shield, his Critical Rate and Resistance are increased by 25%.

Stubborn Old Man +2: Onoki is Immuned to debuffs. Whenever Onoki has a Shield, his Critical Rate and Resistance are increased by 30%.

Stubborn Old Man Y: Onoki is Immuned to debuffs. Additionally, all shielded ally unit will have their Critical Rate and Resistance are increased by 15%.

Stubborn Old Man Y+1: Onoki is Immuned to debuffs. Additionally, all shielded ally unit will have their Critical Rate and Resistance are increased by 20%.


There, finished it finally. Actually, thinking about you adding breakthrough skills in your selected ninja is pretty fun, you will imagine many possibilities and potential that your selected ninja may get. I selected Onoki because I am planning on upgrading him to 4 stars and he's pretty underrated in the game, I don't see many players using him. I am actually a returning player, I haven't played the game for several years since I had been busy with work. My friend asked me one day what was the Naruto game I played back then, so I told him this game. When I came back, many things changed so I created a character on the server my friend entered. I made it simple for returning players and newbies to understand the skill and not be confused with many unfamiliar Statuses (Buffs and Debuffs). I think my Breakthrough Skill proposal is decent enough, hoping that this will be implied so that Onoki will be on his limelight for some times. Thank you.




This post was last edited by teeace5@gmail.c on 2022-12-24 15:24:43.
  • Registered: 2017-12-28
  • Topics: 0
  • Posts: 6
On 2022-12-24 15:17:21Show this Author Only
7#

Mery Christmas everyone!




This post was last edited by teeace5@gmail.c on 2022-12-24 15:23:25.
  • Registered: 2017-07-24
  • Topics: 35
  • Posts: 129
On 2022-12-25 03:44:16Show this Author Only
8#

Screenshot 2022-12-24 181755 picScreenshot 2022-12-24 181832 skill

Kushina Uzumaki [Christmas] skill breakthrough


mystery:

Christmas Tree Attack[prompt] +1: Causes unmissable damage to up to 4 units in the opponent's team, and causes 3 combo, Interrupt, suppression of Super Armor until the end of the round and reduce Defense and Resistance by 10% (stackable). the selected character suffers High Float.

chakra cost: 40. battlefield cooldown: 1 round. Cooldown time: 2 rounds.


Christmas Tree Attack[prompt] +2: Causes unmissable damage to all units in the opponent's team, and causes 3 combo, Interrupt, suppression of Super Armor until the end of the next round and reduce Defense and Resistance by 10% (stackable). the selected character suffers High Float.

chakra cost: 40. battlefield cooldown: 1 round. Cooldown time: 2 rounds.


Christmas Tree Attack[prompt] Y: Causes unmissable damage to up to 4 units in the opponent's team, and causes 3 combo, Interrupt, suppression of Super Armor until the end of the round and irremovable Enfeeble for 1 round. the selected character suffers High Float.

chakra cost: 60. battlefield cooldown: 1 round. Cooldown time: 3 rounds.


Christmas Tree Attack[prompt] Y+1: Causes unmissable damage to up to 4 units in the opponent's team, and causes 3 combo, Interrupt, suppression of Super Armor until the end of the round and irremovable Enfeeble for 1 round. the selected character suffers High Float and have it's mystery cooldown locked to 2 until the end of the round.

chakra cost: 60. battlefield cooldown: 1 round. Cooldown time: 3 rounds.



standard:

Blazing Palm - Christmas Present +1: attacks an opponents unit with the lowest health, and has high chances of causing repulse, Ignition which neglects Immunity and Chaos.


Blazing Palm - Christmas Present +2: attacks an opponents unit with the lowest health, and has high chances of causing repulse, Ignition and chaos which both neglects Immunity.


Blazing Palm - Christmas Present Y: heal 1 unit with the lowest health in your lineup, cancels all debuffs and have all types of ignition removed. units affected by this skill will become Immune to debuffs for 1 round.


Blazing Palm - Christmas Present Y+1: heal 2 unit with the lowest health in your lineup, cancels all debuffs and have all types of ignition removed. units affected by this skill will become Immune to debuffs for 1 round.


Blazing Palm - Christmas Present L-1: attacks a random opponents unit, and has high chances of causing high float, Ignition and Chaos. damage decreased by 30%.


Blazing Palm - Christmas Present L-2: attacks a random opponents unit, and has high chances of causing high float, Ignition and Chaos.



chase:

Christmas Present +1: chases and attacks a repulsed unit, while removing all shields and buffs from the target, and causing chaos, knockdown and 10 combo. Furthermore, your mystery skill's cooling time will be reduced by 1 round and recovers own HP based on 35% of damage caused. can be triggered twice in a round.


Christmas Present +2: chases and attacks a repulsed unit, while removing all shields and buffs from the target, and causing chaos, knockdown and 10 combo. Furthermore, your mystery skill's cooling time will be reduced by 1 round and recover whole team's HP based on 35% of damage caused. can be triggered twice in a round.


Christmas Present Y: chases and attacks a low floated, high floated or repulsed unit, while removing all shields and buffs from the target, and causing chaos, knockdown and 10 combo. Furthermore, your mystery skill's cooling time will be reduced by 1 round.


Christmas Present Y+1: chases and attacks a low floated, high floated or repulsed unit, while removing all shields and buffs from the target, and causing chaos, knockdown, 10 combo and deals 80% splash damage to units 1 grid away from that unit. Furthermore, your mystery skill's cooling time will be reduced by 1 round.



passive 1:

Christmas Dance +1: at the start of each round, up to 4 enemy units Defense and Resistance are reduced by 15% (stackable).


Christmas Dance +2: at the start of each round, up to 4 enemy units Defense and Resistance are reduced by 15% (stackable). units hit from this skill will suffer from No Cheating for 1 round.


Christmas Dance Y: at the start of each round, up to 4 ally units Defense and Resistance are increased by 10% (stackable) and 1 layer of debuffs removed. non-ninja units will not be a target of this skill and it is triggered even if Kushina is suffering from control debuffs.


Christmas Dance Y+1: at the start of each round, up to 4 ally units Defense and Resistance are increased by 10% (stackable) and 2 layer of debuffs removed. non-ninja units will not be a target of this skill and it is triggered even if Kushina is suffering from control debuffs.



passive 2:

Red Hot-Blooded Habanero +1: Kushina Uzumaki is Immune to debuffs. While she is on the field, for each 10 Chakra the team consumes, their Attack is increased by 10% and their Critical hit is increased by 5% (The bonus is calculated independently for members, and persists after Kushina's defeat).


Red Hot-Blooded Habanero +2: Kushina Uzumaki is Immune to debuffs. While she is on the field, for each 10 Chakra the team consumes, their Attack is increased by 15% and their Critical hit is increased by 7% (The bonus is calculated independently for members, and persists after Kushina's defeat).


Red Hot-Blooded Habanero Y: Kushina Uzumaki is Immune to debuffs. While she is on the field, for each 10 Chakra the team consumes, their Ninjutsu is increased by 10% and their Critical hit is increased by 5% (The bonus is calculated independently for members, and persists after Kushina's defeat).


Red Hot-Blooded Habanero Y+1: Kushina Uzumaki is Immune to debuffs. While she is on the field, for each 10 Chakra the team consumes, their Ninjutsu is increased by 15% and their Critical hit is increased by 7% (The bonus is calculated independently for members, and persists after Kushina's defeat).


Red Hot-Blooded Habanero L+1: Kushina Uzumaki is Immune to debuffs. While Kushina is alive, every time a unit in your team uses a mystery skill that unit enters Christmas Explosive Mode Level 1. During Christmas Explosive Mode Level 1, whenever causing damage increase Attack and Ninjustu by 4% (stackable) and whenever receiving damage increase Defence and Resistance by 5% (stackable). The effect does not stack for ninjas who use more than one mystery in the same round, calculated independently for members and persists after Kushina's defeat.


Red Hot-Blooded Habanero L+2: Kushina Uzumaki is Immune to debuffs. While Kushina is alive, every time a unit in your team uses a mystery skill that unit enters Christmas Explosive Mode Level 2. During Christmas Explosive Mode Level 2, that ninja is Immune to debuffs, whenever causing damage increase Attack and Ninjustu by 5% (stackable) and whenever receiving damage increase Defence and Resistance by 7% (stackable). The effect does not stack for ninjas who use more than one mystery in the same round, calculated independently for members and persists after Kushina's defeat.



First Kushina is an expensive ninja, so her bt should be strong accordingly.

In the bt I made there are a lot of different options to choose from, so she can be used as a position 1 or as a support. if she is supporting there are different skills for supporting ninjutsu and taijutsu users, and as a healer or a damage dealer. so a very versatile ninja.

And most important everyone love Kushina :)




This post was last edited by KonoKazuma on 2022-12-25 17:41:16.
  • Registered: 2017-07-24
  • Topics: 25
  • Posts: 105
On 2022-12-25 04:11:17Show this Author Only
9#

temaritemari_skills

Wind Dance - Gift Bombing +1 [Prompt]: Deals unmissable damage and 5 COMBO and Ignition to the entire enemy lineup. The selected unit will suffer from High Float and have all Shields and buffs cancelled. When Temari's Life is higher than 80%, this skill cooldown is reduced by 1 and damage increased by 30%.

Wind Dance - Gift Bombing +2 [Prompt]:

Deals unmissable damage and 5 COMBO and Ignition to the entire enemy lineup. The selected unit will suffer from High Float and have all Shields and buffs cancelled. When Temari's Life is higher than 80%, this skill cooldown is reduced by 1 and damage increased by 60%.

Wind Dance - Gift Bombing Y [Prompt]:

Deals unmissable damage and 10 COMBO and Ignition to the entire enemy lineup. The selected unit will have all Shields and buffs cancelled. When Temari's Life is higher than 80%, this skill cooldown is reduced by 1.

Wind Dance - Gift Bombing Y+1 [Prompt]:

Deals unmissable damage and 10 COMBO, Ignition and Poisoning to the entire enemy lineup. The selected unit will have all Shields and buffs cancelled. When Temari's Life is higher than 80%, this skill cooldown is reduced by 1.

(Left branch to buff the original skill, right branch to apply more combos and debuffs)


Christmas Present +1: 3 ninja will randomly gain one of the following effects: 50% Attack increase, 50% Ninjutsu increase, obtain 60% Shield based on Temari's Resistance (Attack or Ninjutsu increase lasts for 3 rounds)

Christmas Present +2:

3 ninja will randomly gain one of the following effects: 50% Attack increase, 50% Ninjutsu increase, obtain 80% Shield based on Temari's Resistance (Attack or Ninjutsu increase lasts for 5 rounds)

Christmas Present Y:

1 random ninja will gain 30% Attack increase, 30% Ninjutsu increase and 80% Shield based on Temari's Resistance (Attack and Ninjutsu increase lasts until the end of battle)

Christmas Present Y+1:

1 random ninja will gain 50% Attack increase, 50% Ninjutsu increase and 100% Shield based on Temari's Resistance (Attack and Ninjutsu increase lasts until the end of battle)

(Alternatively buff just 1 unit but give him stronger buffs)



Whirlwind Jutsu +1: Chases and Attacks a Low Floated unit, causes Repulse. Chase damage is increased by 30%.

Whirlwind Jutsu +2:

Chases and Attacks a Low Floated unit, causes Repulse. Chase damage is increased by 60%.

Whirlwind Jutsu Y:

Chases and Attacks a Low Floated unit, causes Repulse. Can be triggered 2 times each round.

Whirlwind Jutsu Y+1:

Chases and Attacks a Low Floated unit, causes Repulse. Can be triggered 3 times each round.

(Stronger chase or more chases each round)


Christmas Tree +1: Before this unit's first action each round, summon a Christmas Tree (Only one tree can stay on the field). Each round, this Christmas Tree will heal 4 units with the lowest health and remove all their Debuffs.

Christmas Tree +2:

Before this unit's first action each round, summon a Christmas Tree (Only one tree can stay on the field). Each round, this Christmas Tree will heal 9 units on the field with the lowest health and remove all their Debuffs.

Christmas Tree Y:

Before this unit's first action each round, summon a Christmas Tree (Only one tree can stay on the field). Each round, this Christmas Tree will deal damage to 4 units with the lowest health from the enemy team and randomly cause Chaos to 1 unit.

Christmas Tree Y+1:

Before this unit's first action each round, summon a Christmas Tree (Only one tree can stay on the field). Each round, this Christmas Tree will deal damage to 9 units with the lowest health from the enemy team and randomly cause Chaos to 2 units.

(Either heal allies or damage enemies. Since allies' debuffs are removed, it makes sense that enemies receive a debuff instead in the right branch)


Christmas Dance +1: At the start of battle, decreases up to 4 enemy male units Defense and Resistance by 50% for 5 rounds.

Christmas Dance +2:

At the start of battle, decreases up to 4 enemy male units Defense and Resistance by 50% until the end of battle.

Christmas Dance Y:

At the start of battle, increases up to 4 allied male units Defense and Resistance by 30% for 5 rounds.

Christmas Dance Y:

At the start of battle, increases up to 4 allied male units Defense and Resistance by 60% until the end of battle.

(Buff allies or debuff enemies)


Seems like a good breakthrough giving *ternative way of using her for different applications. Could be useful in both PvP and PvE

  • Registered: 2021-12-26
  • Topics: 0
  • Posts: 4
On 2022-12-25 06:02:09Show this Author Only
10#

killer b 2

Killer Bee (New Year)

MYSTERY:

New Year Gift +1: When activating the skill, it gives all male allies 1 extra common attack.

New Year Gift +2: Upon activating the skill, it gives all male allies 2 extra common attacks and makes them immune to pure ninjutsu damage.

New Year Gift Y+1: This ninja invokes the New Year's Surprise plan when this plan is active for all ninjas who deal taijutsu damage and gain 8% attack and ninjutsu.

New Year Gift Y+2: This ninja invokes the plan New Year's Surprise when this plan is active for all ninjas who deal taijutsu damage gain 14% attack and ninjutsu. (*ulative).

ATTACK:

New Year: Seven Sword Dance +1: This ninja will deal damage in a random line with a chance to cause paralysis.

New Year: Seven Sword Dance +2: This ninja will deal damage in a random line with a high chance of causing irremovable paralysis until the end of the round.

New Year: Seven Sword Dance Y+1: This ninja will deal damage to the entire enemy team with damage reduced by 30% with a chance to inflict unremovable paralysis until the end of the round.

New Year: Seven Sword Dance Y+2: This ninja will deal damage to the entire enemy team with damage reduced by 10% with a high chance of inflicting irremovable paralysis until the end of the next round.

PASSIVE:

New Year - Yo +1: Increases your team's ninja swordsman combo chance by 15%.

New Year - Yo +2: Increases the combo chance of your team's ninja swordsman by 25%. And each chase will increase your damage by 5% (stackable)

New Year - Yo Y+1: Increases the combo chance of your team's ninja swordsman by 15%. And each chase will increase your defense and resistance by 6% (stackable).

New Year - Yo Y+2: Increases the combo chance of your team's ninja swordsman by 20%. And each chase will increase your defense and resistance by 13% (stackable).

PASSIVE:

Luck of the ox +1:This ninja is immune to status negative.

Luck of the ox +2: This ninja is immune to negative status (Level 2).

Luck of the ox Y+1: Makes 1 ninja man on your team immune to status debuff.

Luck of the ox Y+2: Makes one male ninja on your team immune to level 2 debuff.

Note: this ninja was never used, I think that with these changes it would be able to play with it a little, in addition to the mechanic of giving basic attacks it could be used in the infinite illusion and it would be very useful.




This post was last edited by hiuri72 on 2022-12-25 07:04:52.
  • Registered: 2017-07-24
  • Topics: 8
  • Posts: 20
On 2022-12-25 14:15:01Show this Author Only
11#

Sai New year

Mystery

+1: 1 random unit from the opponent team will have their cooldown time increase to 1 round.

+2: 2 random units from the opponent team will have their cooldown time increase to 1 round.

Y+1: 1 random ally unit have their cooldown time decrease by 1 round.

Y+2: 2 random ally units have their cooldown time decrease by 1 round.

Attack

+1: attacks opponent's unit in front row and causes immobile with 10% chance of ignition.

+2: attacks opponent's unit in front row and causes immobile with 30% chance of ignition.

Passive 1

+1: recovers 20 chakra and grants immunity to debuffs to a particular unit.

+2: makes a random ally unit immortal for 1 round.(can not be nullified or interrupted)

Passive 2

+1: increases opponent's bad luck and 30% health of a random unit may be deducted.

+2: increases opponent's bad luck and 50% health of a random unit may be deducted.

Y: increased luck and 1 random ally unit regains full health.(can be triggered once per round)

Y+1: increased luck and 2 random ally unit regain full health.( can be triggered once per round)

Y+2: opponent's random unit suffers from kamui and leaves battlefield for 2 round.

Note: It maybe useful in arena or pvp or gnw.




This post was last edited by Amresh on 2022-12-25 14:36:00.
  • Registered: 2017-07-24
  • Topics: 1
  • Posts: 8
On 2022-12-25 19:40:55Show this Author Only
12#

Kurotsuchi [Rinne Festival]

k

Mystery +2: All ninjas in the selected ally lineup will have their Mystery cooldown reduced by 1, their Debuffs canceled and moreover their Critical and Resistance will be increased by 15%. If the selected unit is an opponent unit, up to 4 ninjas in that opponent unit's lineup will have their Mystery cooldown increased by 1, their Critical Rate reduced by 30% and Resistance reduced by 15% until the end of the next round (stackable up to 2 times).

Battlefield cooldown : 1

Mystery cooldown : 3

Chakra : 20

Mystery Y: Deal a small amount of damage to the selected enemy unit and steals all of its standard attacks for this round. When a friendly unit is selected, creates a Shield, removes all Debuffs and gain an extra standard attack for 2 rounds.

Battlefield cooldown : 0

Mystery cooldown : 3

Chakra : 20

Standard +2: Attacks 4-6 units in an opponent's lineup with 30% damage increase and causes 3 Combo with a fixed chance of causing Repulse to 1 random unit. This attack never misses.

Standard Y: Attacks all units in an opponent's lineup and causes 3 Combo with a fixed chance of causing Repulse and Neglect Immunity to 1 random unit.

Chase +2: Triggered with at least 20 Combo, deals unavoidable damage, 5 Combo and Slowness to up to 4 units in the opponent's lineup.

Chase Y: Triggered with at least 30 Combo, deals unavoidable damage, 5 Combo and Irremovable Slowness to up to 2 units in the opponent's lineup.

Passive 1 +2: At the beginning of each round, 4 ninjas in the opponent's lineup will suffer from Irremovable No Cheating which neglects Immunity until the end of the round. Under No Cheating, that unit cannot gain any Buffs and Shields during the time the Debuff is in effect.

Passive 1 Y: At the beginning of each round, 2 ninjas in your lineup will receive an extra standard attack.

Passive 2 +2: When Kurotsuchi is in the field, for every 10 Chakra used by the ninjas in your lineup, increase that ninja's Initiative by 0.5% (stackable up to 5%), Resistance and Ninjutsu by 4%. This skill is still active even when Kurotsuchi is defeated.

Passive 2 Y: When Kurotsuchi is in the field, for every 10 Chakra used by the ninjas on your opponent’s field, decrease that ninja's Initiative by 0.5% (stackable up to 5%), also decreases their Resistance and Ninjutsu by 4%. This skill is still active even when Kurotsuchi is defeated.

==========================================================================================

It will be fun to use this BT version of Kurotsuchi mainly because the Passive 2 +2 and Y. With the +2 version she will be similar to Kushina Xmas giving a small increase of the Nin and with the Y, the same effect will affect the opponent's field and stats, which is not seen on any other ninja yet. Mystery Y will also be quite fun against units that use a lot of standard during the round.




This post was last edited by Zzenn on 2022-12-26 04:13:15.
  • Registered: 2022-11-13
  • Topics: 0
  • Posts: 4
On 2022-12-25 23:03:37Show this Author Only
13#

Screenshot_12

Mystery:

[Instant][Ninjutsu&Taijutsu] Explosive Reindeer: Deals heavy Earth and Fire damage, 3 Combo and Clay Binding for 2 rounds to up to 7 units in the opponent's field, causes High Float to the selected unit. If the selected unit is suffering from Clay Binding, this skill will deal damage to up to 12 units instead and the selected unit will also suffer from Irremovable Ignition which neglects Immunity for 1 round.

Battle Cooldown: 1rounds, Cooldown:2rounds, Chakra:40

[Instant][Ninjutsu&Taijutsu] Explosive Reindeer +1: Deals heavy Earth and Fire damage, 3 Combo and Clay Binding for 2 rounds to up to 7 units in the opponent’s field, causes High Float to the selected unit. If the selected unit is suffering from Clay Binding, this skill will deal damage increased by 30% to all units in the opponent’s field and the selected unit will also suffer from Irremovable ignition which neglects Immunity for 1round. Deidara enters Explosive Mode for 1 Round.

Battle Cooldown: 1rounds, Cooldown:2rounds, Chakra:40

[Instant][Ninjutsu&Taijutsu] Explosive Reindeer +2: Deals Heavy Earth and Fire Damage, 3 Combo and Clay Binding 2 for 2 rounds to up to 7 units in the opponent’s field, causes High Float to the selected unit. If the selected unit is suffering from Clay Binding 2, this skill will deal damage increased by 30% to all units in the opponent’s field and the selected unit will also suffer from Irremovable ignition which neglects Immunity for 2round. Deidara enters Explosive Mode for 1 Round.

Battle Cooldown: 1rounds, Cooldown:2rounds, Chakra:40

[Instant][Ninjutsu&Taijutsu] Explosive Reindeer Y: Deals Heavy Unavoidable Earth and Fire Damage, 3 Combo, Interruption and Clay Binding 2 for 2 rounds to the selected unit. Upon which Deidara enters Explosive Mode Y for 1round, as well causes splash damage of 75% for enemies 2 grids away from the target.

Battle Cooldown: 1rounds, Cooldown:2rounds, Chakra:20

Standard:

Explosive Clay Dolls [Ninjutsu&Taijutsu]: Attacks the unit with the least Life in the opponent's field, guarantee causes Low Float and Ignition.


Explosive Clay Dolls +1[Ninjutsu&Taijutsu]: Attacks the unit with the least Life in the opponent's field with 30% increased damage, guarantee causes Low Float and Ignition.


Explosive Clay Dolls +2[Ninjutsu&Taijutsu]: Attacks the unit with the least Life in the opponent's field with 30% increased damage, guarantee causes Low Float and Ignition for 2 rounds.


Explosive Clay Dolls Y[Ninjutsu&Taijutsu]: Attacks the unit with the least Life in the opponent's field with 30% decreased damage, guarantee causes Low Float and Irremovable Ignition which neglects Immunity.


Chase 1:

C2 - Exploding Flying Dragon [Ninjutsu&Taijutsu]: Chases High Float, causes Repulse and Clay Binding. This skill ignores a small amount of Defense and Resistance.


C2 - Exploding Flying Dragon +1[Ninjutsu&Taijutsu]: Chases High Float, causes Repulse and Clay Binding. This skill ignores a certain amount of Defense and Resistance.


C2 - Exploding Flying Dragon +2[Ninjutsu&Taijutsu]: Chases High Float, causes Repulse and Clay Binding 2. This skill ignores a certain amount of Defense and Resistance and is unavoidable.


C2 - Exploding Flying Dragon Y+1[Ninjutsu]: Triggered with at least 30 combo, causes Repulse and Clay Binding 2. This skill ignores a small amount of Defense and Resistance and is unavoidable.


Chase 2:

Explosive Snowmen [Ninjutsu&Taijutsu]: Chases Knockdown, causes Ignition and High Float.


Explosive Snowmen +1[Ninjutsu&Taijutsu]: Chases Knockdown, causes Ignition, High Float and is unavoidable.


Explosive Snowmen +2[Ninjutsu&Taijutsu]: Chases Knockdown, causes Irremovable Ignition which neglects Immunity for 2 rounds, causes High Float and is unavoidable.


Explosive Snowmen Y[Ninjutsu]: Triggered with at least 20 combo, causes Ignition for 2 rounds, High Float and is unavoidable. If the selected unit is suffering from Clay Binding, this skill will change to Deals unavoidable damage. Additionally deals 20% Splash Damage to units 1 grid away.


Passive:

Artist: Deidara is immune to Debuffs and will cause Clay Binding whenever he causes a Critical Hit. Whenever Deidara executes his Chase attack, increases his Attack and Ninjutsu by 12% (stackable). At the beginning of every round, increase his own Chase's trigger time by 1, can be triggered up to 8 times.


Artist +1[Ninjutsu&Taijutsu]: Deidara is immune to Debuffs and will cause Clay Binding whenever he causes a Critical Hit. Whenever Deidara executes his Chase attack, increases his Attack and Ninjutsu by 15% (stackable). At the beginning of every round, increase his own Chase's trigger time by 1, can be triggered up to 8 times. While on Explosive Mode, Deidara increases his Chase damage by 8% for each unit under Clay Binding or Irremovable Ignition (up to 5x), Deidara heals himself by 15% of Ninjutsu damage caused and gets Super Armor.


Artist +2[Ninjutsu&Taijutsu]: Artist: Deidara is immune to Debuffs and will cause Clay Binding whenever he causes a Critical Hit. Whenever Deidara executes his Chase attack, increases his Attack and Ninjutsu by 18% (stackable). At the beginning of every round, increase his own Chase's trigger time by 1, can be triggered up to 8 times. While on Explosive Mode, Deidara increases his Chase damage by 8% for each unit under Clay Binding or Irremovable Ignition (up to 5x), Deidara also heals himself by 15% of Ninjutsu damage caused and gets Super Armor.


Artist Y[Ninjutsu&Taijutsu]: Deidara is immune to Debuffs and will cause Clay Binding +2, whenever he causes a Critical Hit. Whenever Deidara executes his Chase attack, increases his Attack and Ninjutsu by 12% (stackable). At the beginning of every round, increase his own Chase's trigger time by 1, can be triggered up to 8 times. While on Explosive Mode Y, Deidara decreases the damage he takes by 6% for each unit under Clay Binding or Irremovable Ignition (up to 5x) All units in your lineup will get 1 additional chase (not stackable with other skills of same type) and decreases Deidara’s Mystery cooldown by 1 round when hit the first time, triggered each round. Deidara also gets Immunity to Debuffs lvl 2, will be removed if Deidara gets hit by a Mystery the second time.


Artist L+1[Ninjutsu&Taijutsu]: Deidara is Immune to Debuffs and will cause Clay Binding +2 whenever he causes a Critical Hit. Whenever Deidara executes his chase attack Increases his Attack and Ninjutsu by 15% (stackable). At the beginning of every round, increase his own Chase’s trigger time by 1, can be triggered up to 8 times. When Deidara dies instantly summons a Clay Doll replacing Deidara with 60% of Deidara’s stats. When launching its standard attack, it explodes and causes Heavy earth and fire damage and ignition to the Enemy’s entire Lineup.


My mission here was to make Deidara BTs for PVE (+2) and tryd to bring him in a bit for PVP (Y/L+1) what was kinda hard and idk if i successfully did it as Deidaras Moveset Doesnot rlly help him so i had to create a bit of myself.
More Scaling for PVE Ik hes already best unit for II But for how long?
With Explosive mode i wanted to reach to make him deal more damage / get more tanky so he could get some chases out. and Y Combos are just what deidara should be a Unit chasing Combo not Knockdown or Highfloat and to make him relie a bit less on other units as he is doing atm.
As u dont always have Long Fights in PVP Explosive Mode Is more there for guaraneed increased damage while Explosive Mode Y Is there for Longer survivability and support for mates
L+1 Is Just What i would find funny as its just a Move he uses in the anime and i kinda wanna transfer over as it was a cool move.
Clay Binding +2 Isnot finished yet but thought maybe smth to disallow them to do standards or chases as they are Binded but unsure atm and creating a whole debuff is kinda hard.




This post was last edited by Eslam romyo on 2022-12-26 01:04:53.
  • Registered: 2017-07-24
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  • Posts: 11
On 2022-12-27 01:21:57Show this Author Only
14#

Shikamaru [Christmas]
Shika


Mystery:

Christmas - Shadow binding technique +1[Prompt]: Causes damage and Shadow Stitching to 3 units in the opponent's team, while also removing all Shields and Buffs. Activates the barrier skill Concealed Fortune +1, which lasts for 2 rounds. Whenever a unit under the effects of Shadow Stitching receives Ignition, it will trigger Explosive Manoeuvre.

Christmas - Shadow binding technique +2[Prompt]: Causes damage and Shadow Stitching to the entire opponent's team, while also removing all Shields and Buffs. Activates the barrier skill Concealed Fortune +2, which lasts for 2 rounds. Whenever a unit under the effects of Shadow Stitching receives Ignition, it will trigger Explosive Manoeuvre.

Christmas - Shadow binding technique Y[Prompt]: Causes damage and Immobile to the entire opponent's team, and creates the barrier Concealed Fortune Y, which lasts for 2 rounds. Under the effects of this barrier, Shikamaru's chases can hit your own team, and Shadow Stitching can be inflicted upon your team as well. Friendly units under the effect of Shadow Stitching will not suffer damage when attacking, and will not lose Evasion when attacked.

Christmas - Shadow binding technique Y+[Prompt]: Causes damage, 20 combo and Immobile to the entire opponent's team, and creates the barrier Concealed Fortune Y+1, which lasts for 2 rounds. Under the effects of this barrier, Shikamaru's chases can hit your own team, and Shadow Stitching can be inflicted upon your team as well. Friendly units under the effect of Shadow Stitching will not suffer damage when attacking, and will gain 10% Evasion when attacked.


Standard Attack:

Christmas Present +2: Three ninjas will randomly gain one of the following effects; Mystery Skill cooldown decreases by 1 round, Immune to Debuffs until the end of the round, Immune to Chases and Attacks until the end of the round.

Christmas Present Y+: Two ninjas will randomly gain one of the following effects (Effects are upgraded if the units are under the effect of Shadow Stitching); Mystery Skill cooldown decreases by 1 round, Immune to Debuffs until the end of the round, Immune to Chases and Attacks until the end of the round.


Chase:

Shadow Mimicry +1: Chases and Attacks a Knocked Down unit, causes Immobile and Ignition. Can be triggered twice each round.

Shadow Mimicry +2: Chases and Attacks a Knocked Down unit, causes Immobile and Irremovable Ignition. Can be triggered twice Each round.

Shadow Mimicry Y: Triggered with 20 combo. Chases and attacks 2 units in the opposing field, causes Immobile. Can be triggered twice each round.

Shadow Mimicry Y+: Triggered with 15 combo. Chases and attack 3 units in the opposing field with damage increased by 20%, causes Immobile, 5 combo, as well as increasing his own control stat by 5%. Can be triggered three times each round, and the chase limit cannot be increased.


Passive 1:

Plot +1: Before this unit performs an action, gain 30 chakra. Can be triggered twice each round.

Plot +2: Before this unit performs an action, gain 30 chakra and cause Shadow Stitching to a random unit in the opposing team. Can be triggered twice each round.

Plot Y: At the beginning of each round, causes Shadow Stitching to the unit opposite of him.

Plot Y+: At the beginning of each round, causes Shadow Stitching to all ninjas in the row opposite of him.


Passive 2:

Konoha's Counsellor +1: Shikamaru is immune to debuffs, and when on the field, Konoha ninjas on your team will deal 50% more damage to Ninjas with the Immune to chases status.

Konoha's Counsellor +2: Shikamaru is immune to debuffs, and when on the field, Konoha ninjas on your team will deal 50% more damage to Ninjas with the Immune to chases status, while also doing 20% more damage to units under the effect of Shadow Stitching.

Konoha's Counsellor Y: Shikamaru is immune to debuffs, and when on the field, Konoha ninjas on your team will deal 20% more damage to units under the effect of Shadow Stitching.

Konoha's Counsellor Y+: Shikamaru is immune to debuffs, and when on the field, Konoha ninjas on your team will deal 30% more damage to units under the effect of Shadow Stitching. Shikamaru's chases can't be dodged.


Additional effects:

Shadow Stitching: Whenever units under this effect deal damage, they will also lose 5% of their life. Whenever units under this effect take damage, they will lose 10% Evasion(stackable). Ignores immunity, cannot be removed and lasts until the end of the round.


Upgraded Shadow Mimicry Y+1: Mystery skill cooldown will be reduced by 1 round and the mystery will become unavoidable until the end of the round, Level 2 Immune to Debuffs, Level 2 Super Armor and Shadow Retaliation.


Shadow Retaliation: Ninjas under this effect will be immune to standard attack damage, and if one does target them, the attacking unit will take 10% of their life as damage.

Explosive Manoeuvre: Units under this effect cannot receive shields or buffs, cannot be healed, and receive guaranteed Immobile until the end of the round. Cannot be dispelled.


Honestly, Shikamaru ended up as an option because none of the other unmentioned units in this post seemed very versatile. This style incorporates something different by offering the option of dealing a fair amount of damage by tanking damage, instead of just attacking. Countering evasion and healing is an addition.
As a character, he's got a ridiculous amount of room for possibilities, but all of his versions end up sort of the same, and unused.

Maybe changes similar to these could make a fan favourite character actually shine at long last.




This post was last edited by TeaTimeOkayeg on 2022-12-27 01:33:44.
  • Registered: 2017-07-24
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  • Posts: 27
On 2022-12-27 03:52:42Show this Author Only
15#

f




This post was last edited by Alex ๏̯͡๏ on 2022-12-27 03:53:51.
  • Registered: 2017-07-27
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  • Posts: 33
On 2022-12-27 23:53:47Show this Author Only
16#

TobiramaNYPic

TobiramaNY


Tobirama Senju [New Year]


Mystery:

Mutually Multiplying Explosive Fireworks +1: Tobirama cancels all of his debuffs and becomes immune to debuffs for 1 round, then deals heavy Fire damage to 12 units in the opponent's field, the selected unit will suffer Flying Thunder Tag and High Float.

Battlefield CD: 1, CD: 2, Chakra cost: 20

Mutually Multiplying Explosive Fireworks +2: Tobirama cancels all of his debuffs and becomes immune to debuffs that lasts until the end of the next round, then deals unavoidable heavy Fire damage to all units in the opponent's field causing Flying Thunder Tag, the selected unit will suffer High Float.

Battlefield CD: 1, CD: 2, Chakra cost: 20


Mutually Multiplying Explosive Fireworks Y: Tobirama cancels all of his debuffs and becomes immune to debuffs that lasts until the end of the next round, then deals unavoidable heavy Fire damage to 12 units in the opponent's field causing Irremovable Ignition for 2 rounds and Flying Thunder Tag, the selected unit will suffer High Float.

Battlefield CD: 0, CD: 2, Chakra cost: 20


New Year - Water Dragon's Bite L: Deals unavoidable heavy Water damage to 9 units in the opponent's field removing shields and buffs. Causes Drenched and Knockdown to the selected unit.

Battlefield CD: 1, CD: 3, Chakra cost: 40

New debuff: Drenched - Reduces unit's Initiative by 80%, 50%, 20% for the 1st, 2nd, and 3rd round respectively, lasts for 3 rounds, is Irremovable and neglects Immunity.


Standard:

New Year - Water Dragon Bullet Technique +1: Causes Water damage, 8 COMBO, and reduces 5% Attack and Ninjutsu (stackable to 25%) to either, 1 random unit with a chance to cause Low Float, or 1 random line with a chance of causing Repulse, or 1 random row with a chance of causing Knockdown, in the opponent's field. Damage increased by 30%.

New Year - Water Dragon Bullet Technique +2: Causes Water damage, 10 COMBO, and reduces 10% Attack and Ninjutsu (stackable to 50%) to either, 1 random unit with a guaranteed chance to cause Low Float, or 1 random line with a guaranteed chance of causing Repulse, or 1 random row with a guaranteed chance of causing Knockdown, in the opponent's field. Damage increased by 30%.


New Year - Water Dragon Bullet Technique Y: Causes Water damage, 8 COMBO, and reduces 5% Defense and Resistance (stackable to 25%) to either, 1 random unit with a chance to cause Low Float, or 1 random line with a chance of causing Repulse, or 1 random row with a chance of causing Knockdown, in the opponent's field. Damage increased by 30%.

New Year - Water Dragon Bullet Technique Y+1: Causes Water damage, 10 COMBO, and reduces 10% Defense and Resistance (stackable to 50%) to either, 1 random unit with a guaranteed chance to cause Low Float, or 1 random line with a guaranteed chance of causing Repulse, or 1 random row with a guaranteed chance of causing Knockdown, in the opponent's field. Damage increased by 30%.


Chase:

New Year - Water Fang Bullet Technique +1: Chases and attacks Low Float unit, causes Interruption, Flying Thunder Tag and Knockdown. Can be Triggered twice. Damage increased by 30%

New Year - Water Fang Bullet Technique +2: Chases and attacks Low Float or Repulse unit, causes Interruption, Flying Thunder Tag and Knockdown. Can be Triggered three times. Damage increased by 30%


New Year - Water Fang Bullet Technique Y: Chases and attacks Low Float/Repulse/Knockdown unit, causes Interruption, Flying Thunder Tag, and High Float.

New Year - Water Fang Bullet Technique Y+1: Chases and attacks Low Float/Repulse/Knockdown unit, causes Interruption, Flying Thunder Tag, and High Float. Can be triggered twice.


Passive 1:

Flying Thunder God Technique +1: Very high chance of evading mystery, standard, and chase attacks once each round. Units attacking Tobirama will suffer from Flying Thunder Tag. Units suffering from Flying Thunder Tag will have their Evasion rate decreased to 25% that lasts until the end of the next round and is irremovable and neglects immunity.

Flying Thunder God Technique +2: Very high chance of evading mystery, standard, and chase attacks twice each round. Units attacking Tobirama will suffer from Flying Thunder Tag. Units suffering from Flying Thunder Tag will have their Evasion rate decreased to 0% that lasts until the end of the next round and is irremovable and neglects immunity.


Flying Thunder God Technique Y: Evades 1 mystery, standard, and chase attacks per round. Units attacking Tobirama will suffer from Flying Thunder Tag Level 2.

New debuff - Flying Thunder Tag Level 2: Units suffering from Flying Thunder Tag Level 2 will have 60% chance to miss their attacks against Tobirama even if their attack is unavoidable, lasts until the end of the round and is irremovable and neglects immunity.


Passive 2:

Fighting Spirit +1: At the start of the round, increases Tobirama's Initiative by 0.08% until the end of the round, Attack by 3% (stackable) and Ninjutsu by 5% (stackable). For every unit suffering from Flying Thunder Tag, Tobirama receives an extra standard attack (Max of 10).

Fighting Spirit +2: At the start of the round, increases Tobirama's Initiative by 0.10% until the end of the round, Attack by 5% (stackable) and Ninjutsu by 10% (stackable). For every unit suffering from Flying Thunder Tag, Tobirama receives an extra standard attack (Max of 10).


Fighting Spirit Y: At the start of the round, increases Tobirama's Initiative by 0.08% until the end of the round, Attack by 2% (stackable) and Ninjutsu by 3% (stackable). Whenever Tobirama evades an attack, he receives an extra standard attack (Max of 5).

Fighting Spirit Y+1: At the start of the round, increases Tobirama's Initiative by 0.10% until the end of the round, Attack by 5% (stackable) and Ninjutsu by 10% (stackable). Whenever Tobirama evades an attack, he receives an extra standard attack (Max of 10).


The Creator L: Tobirama is immune to debuffs. When Tobirama's HP reaches 80%, 50%, and 20%, summon 2 Shadow Clones that immediately activate Space time - Flying Raijin Slash that randomly targets an opponent's unit in the field, causes Interruption and Tag. The shadow clones disappear after activating Space time - Flying Raijin Slash.


Explanation:

I think Tobirama Senju [New Year] is a good and fun ninja but due to the other ninjas in the game, more specifically the recent ninjas, Tobirama is overshadowed compared to them. I believe that these skill breakthroughs that I have come up with can make Tobirama be playable to a certain degree and remove him from being just a "Trophy Ninja". I also hope it will be even more fun to play with Tobirama with these enhanced skills sets.





This post was last edited by xBlitz on 2022-12-31 01:59:18.
  • Registered: 2022-05-26
  • Topics: 0
  • Posts: 3
On 2022-12-31 00:44:24Show this Author Only
17#

Naruto Online-30122022044225م

lol idont have time to write

  • Registered: 2017-07-24
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  • Posts: 7
On 2022-12-31 20:41:05Show this Author Only
18#

Minato (Christmas)

bandicam 2022-12-31 11-44-47-843

Mystery : Christmas Carnival (+1)

Release the Chrismas Carnival Barrier. While his barrier exists, All ninja's Mystery Skill ad chase is reduce by 60%, and standard attack damage increased by 50%. the barrier lasts for 2 rounds.

Battle Cooldawn : 0 Round(s) Cooldown : 3 Round(s) Chakra : 20 point(s)

Mystery : Christmas Carnival (+2)

Release the Chrismas Carnival Barrier. While his barrier exists, All ninja's Mystery Skill ad chase is reduce by 60%, and standard attack damage increased by 60%. the barrier lasts for 2 rounds.

Battle Cooldawn : 0 Round(s) Cooldown : 2 Round(s) Chakra : 0 point(s)

Mystery : Christmas Carnival (Y)

Release the Chrismas Carnival Barrier. While his barrier exists, All ninja's Mystery Skill ad chase is reduce by 60%, and standard attack damage increased by 60%. the barrier lasts for 2 rounds. And all Ninja's standard attacks become unavoidable .

Battle Cooldawn : 0 Round(s) Cooldown : 2 Round(s) Chakra : 0 point(s)

Standard : Blazing Palm-Christmas Present (+1)

Attacks an opponents Unit with the lowest health , and has high chances of causing 6 Combo, High Float, Ignition and chaos.

Standard : Blazing Palm-Christmas Present (+2)

Attacks an opponents Unit with the lowest health , and has high chances of causing 6 Combo, High Float, Ignition and chaos. And increase Minato's Attacks by 6%

Standard : Blazing Palm-Christmas Present (Y)

Attacks an opponents Unit with the lowest health , and has high chances of causing 6 Combo, High Float, Ignition and chaos. And increase Minato's Attacks and Defense by 3%

Chase : Christmas tree swing (+1)

Triggered with at least 20 combo , deal damage to 6 random units.

Chase : Christmas tree swing (+2)

Triggered with at least 10 combo , deal damage to 6 random units.

Chase : Christmas tree swing (Y)

Triggered with at least 20 combo , deal damage to all opponent team.

Passive 1 : Christmas Present (+1)

At the beginning of every round, recovers 10 chakra for up to 2 units in the team , and remove all debuffs. Immunity to debuffs is then granted until the end of the round.

Passive 1 : Christmas Present (+2)

At the beginning of every round, recovers 10 chakra for up to 2 units in the team , and remove all debuffs. Immunity to debuffs is then granted until the end of the round.

everytime minato hit by standard attack execute Blazing Palm-Christmas Present (+2)

Passive 1 : Christmas Present (Y)

At he beginning of every round, recovers 10 chakra for up to 2 units in the team , and remove all debuffs. Immunity to debuffs is then granted until the end of the round.

everytime minato hit by standard attack execute Blazing Palm-Christmas Present (Y)

Passive 2 : Flying rajin jutsu (+1)

Very high chances of evading the first Mystery Skill, Standard Attack or Chase Skill Suffered by this unit. Can be triggered 2 time each round

Passive 2 : Flying rajin jutsu (+2)

Very high chances of evading the first Mystery Skill, Standard Attack or Chase Skill Suffered by this unit. Can be triggered 3 time each round.

Passive 2 : Flying rajin jutsu (Y)

Minato has 30% chancaes of evading Mystery Skill, Standard Attack or Chase Skill Suffered by this unit.and everytime he success heal himself by 6% of his life









This post was last edited by BleuG on 2022-12-31 20:48:47.
  • Registered: 2019-10-09
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  • Posts: 15
On 2022-12-31 21:41:58Show this Author Only
19#

New ninja breakthrough: Kurotsuchi [Rinne Festival]

kuro

kuroskills

Mystery:


Rinne Great Gift +1 [Prompt, NIN] – Selected ally unit gains immunity to Debuffs (lasts until the end of round), all ninjas in the selected lineup will have their Mystery cooldown reduced by 1 and will have all their Debuffs canceled. If the selected unit is an opponent unit, up to 4 ninjas in that opponent unit's lineup will have their Mystery cooldown increased by 1 and their Critical Rate reduced by 30% until the end of the next round (stackable up to 2 times).

Battlefield cooldown : 1

Mystery cooldown : 3

Chakra : 20


Rinne Great Gift +2 [Prompt, NIN] – Selected ally unit gains Level 2 Immunity to Debuffs (lasts until end of round), all ninjas in the selected lineup will have their Mystery cooldown reduced by 1 and will have all their Debuffs canceled. If the selected unit is an opponent unit, up to 4 ninjas in that opponent unit's lineup will have their Mystery cooldown increased by 2 and their Critical Rate reduced by 30% until the end of the next round (stackable up to 2 times).

Battlefield cooldown : 1

Mystery cooldown : 3

Chakra : 20


Rinne Great Gift Y [Prompt, NIN] – Selected ally ninja unit’s mystery cooldown is reduced to 0, have all its Debuffs cancelled, and Critical Rate to its lineup is increased by 15% (lasts until the end of next round). Kurotsuchi gains immunity to Debuffs until the end of round.

Battlefield cooldown: 0

Mystery cooldown: 3

Chakra: 0



Standard


Snowball Battle +1 (TAI/NIN): Attacks 3-4 units in an opponent's lineup and causes 3 Combo with a high chance of causing Repulse to 1 random unit.

Snowball Battle +2 (TAI/NIN): Attacks 3-4 units in an opponent's lineup and causes 3 Combo with a high chance of causing Repulse and Cold to 1 random unit.

Snowball Battle Y (TAI/NIN): Attacks 3-4 units in an opponent's lineup and causes 3 Combo with a high chance of causing Repulse and Freeze to 1 random unit.



Chase


Lava Style – Quicktime Jutsu +1 (NIN): Triggered with at least 20 Combo, deals unavoidable damage, 5 Combo and Slowness to up to 3 units in the opponent's lineup.

Lava Style – Quicktime Jutsu +2 (NIN): Triggered with at least 20 Combo, deals unavoidable damage (increased by 25%), 5 Combo and Slowness to up to 4 units in the opponent's lineup. After performing her chase, this unit gains Super Armor until the end of next round.

Lava Style – Quicktime Jutsu +Y (NIN): Triggered with at least 20 Combo, deals unavoidable damage (increased by 25%), 5 Combo and Super Slowness to up to 2 units in the opponent's lineup. After performing her chase, this unit gains Super Armor until the end of next round.



Passive 1:


Rinne Festival +1: At the beginning of each round, 3 units in the opponent's lineup will suffer from Irremovable No Cheating which neglects Immunity until the end of the round. Under No Cheating, that unit cannot gain any Buffs and Shields during the time the Debuff is in effect.

Rinne Festival +2: At the beginning of odd rounds, 4 ninjas in the opponent's lineup will suffer from Irremovable No Cheating which neglects Immunity until the end of the round. Under No Cheating, that unit cannot gain any Buffs and Shields during the time the Debuff is in effect.

Rinne Festival Y: At the beginning of the battle, 4 ninjas in the opponent's lineup will suffer from Irremovable No Cheating which neglects Immunity until the end of the second round. Under No Cheating, that unit cannot gain any Buffs and Shields during the time the Debuff is in effect.



Passive 2:


Rinne Gift +1: When Kurotsuchi is in the field, for every 10 Chakra used by the ninjas in your lineup, increase that ninja's Initiative by 0.5% (stackable up to 5%), Defense and Resistance by 4%. This skill is still active even when Kurotsuchi is defeated.

Rinne Gift +2: When Kurotsuchi is in the field, for every 10 Chakra used by the ninjas in your lineup, increase that ninja's Initiative by 1% (stackable up to 5%), Defense and Resistance by 4%. All units in the lineup heal themselves for 15% of the damage they case. This skill ignores the effect of Ignition and Irremovable Ignition. If your chakra is absorbed by the opponent, keep 20 chakra minimum. This skill is still active even when Kurotsuchi is defeated.

Rinne Gift Y: When Kurotsuchi is in the field, for every 10 Chakra used by the ninjas in your lineup, increase that ninja's Initiative by 1% (stackable up to 5%), Injury Rating and Critical Rating by 3%. All units in the lineup will cause 20% more damage to units with Immunity to Debuffs. Every time a ninja in your lineup performs a mystery ability the team will recover 20 chakra (can be triggered twice each round).



New debuffs:

Cold – units affected by Cold cannot perform standard attacks and chases until they take mystery damage (removable, lasts until the the end of next round)

Freeze – units affected by Freeze cannot perform standard attacks and chases until they take mystery damage (irremovable, ignores Immunity, lasts until the end of round)

Super Slowness – Units under Super Slowness will execute their actions at the end of the round. Neglects Immunity. Removable. Lasts until the end of round.


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Akatsuchi [Rinne Festival] a very quirky unit, with unique and fun abilities, that is just on the verge of being good (or even great), but falls short on mainly two accounts: the RNG element on his passive, and the rather underwhelming mystery. My goal was to give her a solid place in the current meta, as a very viable option to be a support unit. To fix her issues the RNG element has been removed from her passive - but now is conditional on round number to not make her too OP and/or boring. As an upgrade to her mystery Kurotsuchi will now be able to give amazing buffs to her team - or hinder the opponent's plans much more.


To make her fit into today's meta she has a toolkit to support the team even through irremovable ignition, and with the right build she won't feed Shisuis with debuffs either.


The Y branch gives her different type of utility, fits more to a "blitzy" team. Can reduce cooldown of a mystery similarly to Asian style Neji, and instead of the pure defensive scaling she has unbroken, she'll grant critical - and for the first time in the game - injury scaling to your team. Her no cheating can affect the entire opponent team - but only for two rounds, and her second Y passive won't work if she's dead. She also grants a special damage buff to fight ninjas with immunity.

I think this role fits the ninja stylistically, she already gives cooldown reduction, it's only a matter of making it available in round 1 to make her the Blitz Queen.


I also made two new (tho similar) debuff and made a new version of an existing one, to *e her up a little.


A few more changes here and there, and I think she'd be more than good enough to have a very solid place in the current meta.




This post was last edited by ughno on 2022-12-31 22:06:58.
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