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Ichi-San [The Will of Fire]

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San

  • Mystery | Empty Flaming Prison of Coiled Snakes (Nin, Tai): Causes damage, Level 2 - Ignition to all units in the opponent’s field and obsorbs 20 chakra from each unit, causes interruption to the selected unit. This skill causes 30% more damage to Konoha units.

  • Standard Attack | Summoning Attack - Bird (Tai): Attacks a random opponent unit, has a change of attacking a line of opponent unit instead and causes suppress super armor for 1 round.

  • Chase | Feather Bombardment (Nin): Triggered with at least 20 combo, causes damage and Level 2- Ignition to all units in the opponent’s lineup. If Hiruko’s Team - Summoning has been executed in that round, this skill becomes unavoidable and has additional critical rate increase.

  • Passive 1 | Hiruko’s Team - Summoning (Nin): At the beginning of the battle, San enters the battlefield. Whenever the opponent executes a mystery skill, execute additional skill: Hiruko’s Team - Summoning and Ichi enters the battlefield in San’s place.

  • Passive 2 | Chimera Jutsu (Nin): San is immune to debuffs and when he executes his mystery, scale his ninjutsu by 20%. For every Chimera Jutsu user present in your lineup, increase San’s attack and ninjutsu by 30%. Whenever San enters the field, if the opponent has Ichi or San entering the field via Hiruko’s Team - Summoning, limit the opponent’s Hiruko’s Team - Summoning’s trigger time to 1 until the end of the round.

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Hiruko’s Team:
Ichi

  • Mystery | Empty Flaming Prison of Coiled Snakes (Nin, Tai): Causes damage, Level 2 - Ignition to all units in the opponent’s field and obsorbs 20 chakra from each unit, causes interruption to the selected unit. This skill causes 30% more damage to Konoha units.

  • Standard Attack | Summoning Attack - Snake (Tai): Attacks the unit in front and obsorbs 20 chakra, has a chance of causing knockdown.

  • Chase | Sbaje Steek Bet (Nin): Triggered with at least 20 combo, causes damage to all units in the opponent’s lineup and obsorbs 20 chakra from each unit hit. If Hiruko’s Team - Summoning has been executed taht round, this skill becomes unavoidable and has additional critical rate increase.

  • Passive 1 | Hiruko’s Team - Summoning: Whenever the opponent executes a mystery skill, execute additional skill: Hiruko’s Team - Summoning and San enters the battlefield in Ichi’s place.

  • Passive 2: Ichi is immune to debuffs and when he executes his mystery, scale his ninjutsu by 20%. For every Chimera Jutsu user present in your lineup, increase Ichi’s attack and ninjutsu by 30%. Whenever Ichi enters the field, if the opponent has Ichi or San entering the field via Hiruko’s Team - Summoning, limit the opponent’s Hiruko’s Team - Summoning’s trigger time to 1 until the end of the round.

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ADDITIONAL SKILLS AND EFFECTS

  • Supress Super Armor | Effect

  • Level 2 - Ignition | Level 2 debuff

  • Super Armor | Effect

  • Additional skills: And additional skill is a skill executed immediately after this ninja just executes a specific action.


 


Kakuzu [Edo Tensei]

  • Mystery | Earth Grudge Fear - Heart Capture (Tai): Causes unavoidable damage neglecting shields and interruption to the selected unit. After this skill is executed, dispels all fear Kakuzu currently has. If the selected unit’s HP is lower than 15%, this skill has additional critical rate increase.
    Battlefield cooldown : 0 Cooldown : 3 Chakra : 0

  • Mystery | Earth Grudge Fear - Heart Capture [4 star] (Tai): Causes unavoidable damage neglecting Shields and Interruption to the selected unit. If the selected unit's HP is lower than 15%, this skill has additional Critical Rate increase and if they are defeated, immediately executes Extreme Earth Grudge Fear - Reattachment. After this skill is executed, cancels all fear Kakuzu currently has.
    Battlefield cooldown : 0 Cooldown : 2 Chakra : 0

  • Standard Attack | Taijutsu Attack (Tai): Attacks a random opponent unit and causes Supress Super Armor for 1 round, a chance of causing repulse.

  • Passive 1 | Water Style - Hiding in Water Jutsu (Nin): Kakuzu is immune to debuffs and has a high chance to evade chase skills. If his mystery defeats a unit, he recovers 20% HP and scales his attack by 40%.

  • Passive 2 | Reincarnation Power (Nin): If Kakuzu is defeated, revives next round with 25% HP, reapplies all skills when he entered the field and reduce his mystery cooldown to 0.

  • Trigger (3star): At the beginning of the battle, summons a Water Clone with 90% HP that has Standard and Earth Grudge Fear - Reattachment. While the Clone is alive, it and Kakuzu cannot be defeated by Mystery skills and after Kakuzu execute a Standard Attack, additionally randomly executes either: Earth Grudge Fear - Pressure Damage, Earth Grudge Fear - False Darkness or Earth Grudge Fear - Searing Migraine.

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ADDITIONAL SKILLS AND EFFECTS

  • Kakuzu [Edo Tensei] | Extreme Earth Grudge Fear - Reattachment:
    Revives all defeated ninjas in an ally lineup to 30% HP and reduces their Mystery Cooldown by 1.

  • Earth Grudge Fear - Reattachment: At the end of every round, revives a random ninja in the ally field to 30% HP. This skill is still active even when Kakuzu is controlled.

  • Earth Grudge Fear - Pressure Damage: Causes unavoidable damage and Discouragement to a random opponent lineup and increases your lineup's Initiative by 3% (not stackable) until the end of the next round.

  • Earth Grudge Fear - False Darkness: Causes unavoidable damage and Level 2 - Paralysis for 1 round to a random opponent lineup and reduces Kakuzu's Mystery Cooldown by 1.

  • Earth Grudge Fear - Searing Migraine: Causes unavoidable damage and Suppress Immunity for 1 round to a random opponent lineup and cancels all Ignition Kakuzu currently has.

  • Suppress Super Armor [Effect]

  • Super Armor [Effect]


 


Itachi Uchiha [Ronin]

  • Mystery | Amaterasu - Crimson Moon (Nin): Causes interruption to up to 9 units in the opponent’s field, then dispels all paralysis, fear and ninjutsu seal your lineup currently has and activates Crimson Moon Barrier.

  • Standard Attack | Ronin - Crimson Moon Strike (Nin, Tai): Attacks a random row of opponent units, has a chance of causing repulse. If there is at least 2 Uchiha ninjas in your lineup, this skill becomes unavoidable and has additional critical rate increase.

  • Chase | Ronin - Shadow Clone Flicker (Tai): Chases and attacks a low floated unit, causes knockdown and steals their standard attack attempts. This skill ignores a certain amount of defence, and if there is at least 2 Uchiha ninjas in your lineup, additionally reduces Itachi’s Mystery cooldown by 1 and chakra cost by 20 (stackable up to 4 times) until the end of the round.

  • Trigger | Uchiha Sword Master (Nin, Tai): Before an action, Itachi becomes immune to interruption until the end of the round and dispels all acupuncture he currently has, then causes unavoidable small damage to ninjas with both Sword User and Uchiha attributes in your lineup to increase their chase damage by 10% (stackable up to 100%). Can be triggered 4 times each round.

  • Passive | Ronin Spirit - Radiant Posture (Nin): Itachi has a high chance to evade 2 mystery skills each rounds and whenever he recieves a debuff (excluding level 2 debuffs), cancels it. After the first time in a round Itachi suffers damage 3 times, executes additional skill: Extreme - Uchiha Sword Master.

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    ADDITIONAL SKILLS AND EFFECTS

  • Itachi Uchiha [Ronin] - Extreme - Uchiha Sword Master | Additional Skill: Dispels all acupuncture Itachi currently has and reduces his mystery cooldown to 0, then causes small unavoidable damage to ninjas with both Sword User and Uchiha attribute in your lineup, to increase their chase trigger time by 2 until the end of the round - and during that round, whenever they cause a critical hit, scale that unit’s Ninjutsu by 12% (can be triggered 10 times each round) and critical rate by 5% (can be triggered 8 times each round).

  • Itachi Uchiha [Ronin] - Crimson Moon | Barrier: Under this barrier, ninjas with both Sword User and Uchiha attribute in the alley field cannot suffer from paralysis, fear and ninjutsu seal. Barrier lasts for 2 rounds.

  • Additional skills: And additional skill is a skill executed immediately after this ninja just executes a specific action.


 


Chino Chinoike [Sasuke Shinden]

  • Mystery | Ketsuryugan - Valley of Hell (Nin): Activates the Valley of Hell barrier and causes interruption and trauma to the selected unit. After this skill is executed, all units in your lineup become immune to death from standard attacks until the end of the round.
    Battlefield Cooldown : 0 | Cooldown : 3 | Chakra : 20

  • Standard Attack | Water Style - Water Wall (Nin): Dispels your lineup’s discouragement and generates a shield based on 8% of Chino’s base resistance stat for them. If the Valley of Hell barrier has been activated that round, this skill changes to Ketsuryugan - Water Wall.

  • Chase | Water Style - Rain Hail (Nin): Triggered with at least 20 combo, causes damage to up to 4 units in the opponent’s lineup and grants units hit an extra standard attack. If the Valley of Hell barrier has been activated that round, this skill changes to Ketsuryugan - Rain Hell.

  • Passive 1 | Chinoike Clan Survivor (Nin): Whenever and opponent executes a standard attack, scale Chino’s ninjutsu by 15%, can be triggered 8 times per round.

  • Passive 2 | Kekkei Genkai - Ketsuryugan (Nin): Chino is immune to debuffs. After she suffers damage 6 times in a round, activates the Valley of Hell barrier and causes interruption to a random opponent unit, can be triggered once per round. After the Valley of Hell barrier is activated, executes additional skill: Ketsuryugan - Blood Dragon Ascension.

  • Chino Chinoike [Sasuke Shinden] - Valley of Hell | Barrier: While the barrier is active, opponent units have their standard attack damage reduced by 90%. Lasts for 1 round.

  • Chino Chinoike [Sasuke Shinden] - Ketsuryugan - Water Wall | Standard attack (Water): Dispels your lineup’s discouragement and generates a shield based on 12% of Chino’s base resistance stat for them. Under the Valley of Hell barrier activated from her mystery, before the first action in a round, chino executes a trigger action to cause unavoidable damage, trauma to a random opponent unit and dispels their fear.

  • Chino Chinoike [Sasuke Shinden] - Ketsuryugan - Rain hell | Chase (Water): Triggered with at least 20 combo, causes damage to up to 7 units in the opponent’s field and grants units hit an extra standard attack.

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ADDITIONAL SKILLS AND EFFECTS

  • Chino Chinoike [Sasuke Shinden] - Ketsuryugan - Blood Dragon Ascension | Additional skill (Water): Causes damage to up to 9 units in the opponent’s field. Cancels all their buffs, shields and removes 60 chakra.

  • Additional skill: An additional skill is executed immediatly after this ninja just executes a specific action.

  • Trauma | Level 2 Debuff


 


Naruto Uzumaki [The Final Battle]

  • Mystery | Tailed Beast Bond (Nin): Naruto resonates a Tailed Beast Power in order of Shukaku, Matabi, Isobu, Son Goku, Kokuno, Saiken, Chomei, Gyuki, Kurama. After every time Naruto resonates with a Tailed Beast, he can execute his Mystery skill once more. After Naruto has all Tailed Beast Resonances, his mystery changes to Six Paths - Super Massive Rasen-Shuriken.
    Battlefield Cooldown : 0 | Cooldown : 0 | Chakra : 0

  • Standard | Kurama Power (Nin, Tai): Naruto randomly executes Kurama Claw, Kurama Tail or Kurama - Tailed Beast bomb as his standard attack.

  • Chase | Sage Art - Magnet Style Rasengan (Nin, Tai | Earth, Water): Chases and attacks a Low Floated unit or a Knocked Down unit, causes Repulse and Magnet Seal. This skill is unavoidable. If Naruto has Shukaku Resonance, this skill additionally ignores a certain amount of Defence and Resistance and Magnet Seal becomes an Effect.

  • Passive 1 | Tailed Beast Repeated Rasen-Shuriken (Nin, Tai): After your lineup executes the first Mystery and Trigger in a round, Naruto executes additional skill: Tailed Beast Repeated Rasen-Shuriken to cause unavoidable damage, Interruption and Supress Super Armor for 1 round to up to 7 units in the opponent’s field.

  • Passive 2 | Power of Friendship (Nin): Naruto has Power of the Six Paths. Every time your lineup is attacked, dispels all Fear they currently have, increase their Standard Attack damage by 15% (stackable up to 6 times) and Jinchuriki ninjas in your lineup will have their Standard Attacks become unavoidable, lasts until the end of the round.

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TAILED BEAST RESONANCE

  • Naruto Uzumaki [The Final Battle] - Shukaku | Effect: Whenever Naruto activates Shukaku Resonance, despels all Blindness he currently have. While having this resonance, Naruto’s standard attacks cause Slow Reflex. Lasts until the end of the round.

    • Slow Reflex | Level 2 Debuff

  • Naruto Uzumaki [The Final Battle] - Matatabi | Effect: Whenever Naruto activates Matatabi Resonance, dispels all Blindness he currently has. While having this resonance, Naruto’s standard attacks causes Level 2 Ignition. Lasts until the end of the round.

    • Level 2 Ignition | Level 2 Debuff

  • Naruto Uzumaki [The Final Battle] - Isobu | Effect: Whenever Naruto activates Isobu Resonance, dispels all Blindness he currently has. While having this resonance, Naruto’s standard attacks causes Discouragement. Lasts until the end of the round.

    • Discouragement | Level 2 Debuff

  • Naruto Uzumaki [The Final Battle] - Son Goku | Effect: Whenever Naruto activates Son Goku Resonance, dispels all Blindness he currently has. While having this resonance, Naruto’s standard attack causes Inferno. Lasts until the end of the round.

    • Inferno | Level 2 Debuff

  • Naruto Uzumaki [The Final Battle] - Kokuo Resonance | Effect: Whenever Naruto activates Kokuo Resonance, dispels all Debuffs, including Level 2 Debuffs, he currently has. While having this resonance, Naruto’s standard attack causes Defence Shatter. Lasts until the end of the round.

    • Defence shatter | Level 2 Debuff

  • Naruto Uzumaki [The Final Battle] - Saiken Resonance | Effect: Whenever Naruto activates Saiken Resonance, dispels all Blindness he currently has. While having this resonance, Naruto’s standard attack causes Melt. Lasts until the end of the round.

    • Melt | Level 2 Debuff

  • Naruto Uzumaki [The Final Battle] - Chomei | Effect: Whenever Naruto activates Chomei Resonance, dispels all blindness he currently has. While having this resonance, Naruto’s standard attack causes Level 2 Blindness. Lasts until the end of the round.

    • Level 2 Blindness | Level 2 Debuff

  • Naruto Uzumaki [The Final Battle] - Gyuki | Effect: Whenever Naruto activates Gyuki Resonance, dispels all Blindness he currently has. While having this resonance, whenever Naruto’s standard attack causes knockdown, he also causes Dye Ink to that unit. Lasts until the end of the round.

    • Dye Ink | Level 2 Debuff

  • Naruto Uzumaki [The Final Battle] - Kurama | Effect: Whenever Naruto activates Kurama Resonance, dispels all Blindness he currently has. While having this resonance, whenever Naruto’s standard attack defeats a unit, he receives an extra standard attack. Lasts until the end of the round.

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STANDARD ATTACK

  • Naruto Uzumaki [The Final Battle] - Kurama Claw | Standard (Tai, Nin): Attacks up to 6 units in the opponent’s lineup and causes Supress Immunity until the end of next round. Causes knockdown to a unit hit.

  • Naruto Uzumaki [The Final Battle] - Kurama Tail | Standard (Tai, Nin): Attacks up to 6 units in the opponent’s lineup, causes Suppress Immunity until the end of next round. Causes Knockdown to a unit hit.

  • Naruto Uzumaki [The Final Battle] - Tailed Beast Bomb | Standard (Tai, Nin): Attacks up to 6 units in the opponent’s lineup and causes Suppress Immunity until the end of next round, causes Knockdown to a unit hit. This skill neglects shields and has additional Critical Rate increase.

    • Suppress Immunity | Effect

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CHANGE/TRANSFORM SKILLS AND TRIGGERS

  • Mystery | Six Paths - Super Massive Rasen-Shuriken (Nin, Tai): Causes unavoidable damage neglecting Shields to up to 12 units in the opponent’s field. Causes Knockdown and Level 2 Weakness to the selected unit. If the opponent’s field only has 1 unit, increase the damage done by this skill by 100%. If the selected unit is a Female unit, executes Sexy Jutsu - Reverse Harem.
    Battlefield Cooldown : 0 | Cooldown : 2 | Chakra : 0

  • Naruto Uzumaki [The Final Battle] - Sexy Jutsu - Reverse Haren Jutsu: Causes Interruption and Level 2 Slowness to the selected unit and reduces that unit’s damage caused by 60% (not stackable) until the end of the round.

    • Level 2 Slowness | Level 2 Debuff

  • Naruto Uzumaki [The Final Battle] - Power of the Six Paths | Passive (Nin): Naruto has Advanced Immunity and whenever he executes a Mystery Skill, scale his attack and ninjutsu by 12%. If Naruto activates Kokuo Resonance, execute Six Paths - Recovery immediatly and Six Paths - Restoration at the end of the round.

    • Advanced Immunity | Effect

  • Naruto Uzumaki [The Final Battle] - Six Paths - Recovery | Trigger (Nin): Naruto resets his action count.

  • Naruto Uzumaki [The Final Battle] - Six Paths - Restoration | Trigger (Nin): Naruto dispels all debuffs (including Level 2 Debuffs), resets his action count and change Tailed Beast Bond back to its initial state.

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ADDITIONAL EFFECTS AND DEBUFFS

  • Suppress Super Armor |Effect

  • Super Armor | Effect

  • Magnet Seal | Level 2 Debuff


 


Sai [Mid-Autumn Festival]

  • Mystery | Festive Beast Scroll - Moon Rabbit Rampage (Tai, Nin): Causes unavoidable damage to all units in the opponent's lineup, causes Interruption and Dye Ink to the selected unit.
    Battlefield Cooldown : 0 | Cooldown : 2 | Chakra : 0

  • Standard | Festive Ink Performance (Tai): Attacks a random opponent unit and causes Dye Ink, a chance to attack units in a random opponent row instead, causes Low Float and Dye Ink to a unit hit.

  • Chase | Festive Beast Sealing Jutsu - Tiger Vision Staring Bullet (Tai, Nin): Triggered with at least 20 Combo, causes damage to up to 5 units in the opponent's lineup. Units defeated by this skill cannot be revived.

  • Trigger 1 | Festive Beast scroll - Moon Rabbit’s Medicine (Tai, Nin): At the end of every round, causes unavoidable damage and Dye Ink to a random opponent ninja.

  • Trigger 2 | Festival - Ink Clone Jutsu (Nin): At the beginning of the battle, summons an Ink Clone for 2 rounds with 70% HP and has Standard Attack. Units attacking the Ink Clone has a 35% chance to suffer from Dye Ink.

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ADDITIONAL SKILLS AND EFFECTS

  • Dye Ink | Level 2 Debuff


 


Chen [Edo Tensei]

  • Mystery | Konoha Dragon God (Tai): Causes damage to up to 7 units in the opponent's field, causes Level 2 - Blindness which neglects Immunity to the selected unit. If Chen's HP is lower than 40%, causes damage and Level 2 - Blindness to all units in the selected unit's lineup instead.
    Battlefield cooldown : 0 | Mystery cooldown : 4 | Chakra : 0

  • Standard | Taijutsu Master Attack (Tai): Attacks a random opponent unit with a chance of causing Repulse, a chance of causing a random row of opponent units instead and causes Suppress Super Armor for 1 round. If the unit hit is suffering from Blindness, this skill has additional Critical Rate increase.

  • Chase | Taijutsu Master Kick Sequence (Tai): Chases and Attacks a Knocked Down or Repulsed unit, causes Low Float and Interruption, can be triggered twice each round. If the chased unit is suffering from Blindness, this skill has additional Critical Rate increase.

  • Trigger 1 | Hero Posture (Tai): At the beginning of every round, steals all Standard Attack attempts from a random line of opponent units and reduces Chen's Mystery Cooldown by 1.

  • Trigger 2 (4star) | Hero Posture (Tai): At the end of every round, causes damage, High Float to the unit in front and increases their Mystery Cooldown by 1. This skill has additional Critical Rate increase.

  • Passive (3star) Reincarnation Power (Nin): Chen's attacks never miss and whenever he is defeated, revives next round with 25% HP.

  • Passive (4star) Reincarnation Power (Nin): Chen's attacks never miss and whenever he causes a Critical Hit, scales his Attack by 10% (can be triggered 8 times each round) and also reduces the units hit's Standard Attack attempts by 1. Whenever Chen is defeated, revives next round with 25% HP.


 


Utakata [Tailed Beast Chakra]

  • Mystery | Wisdom Wolf Decay (Nin): Causes supress immunity for 1 round, Melt to up to 9 units in the opponent’s field and cancels their buffs and shields.
    Battlefield cooldown : 0 | Cooldown : 2 | Chakra : 20

  • Standard Attack | Tailed Beast Chakra - Charge (Nin, Tai): Attack up to 6 units in the opponent’s lineup, has a chance of causing high float and defence shatter to a unit hit.

  • Chase | Acid Shot (Nin): Triggered with at least 15 combo, causes damage and melt to a random line of opponent units. If the chased units is suffering from melt, this skill additionally ignores a certain amount of resistance.

  • Passive 1 | Leech slip (Nin): Utakata has reincarnation power. Units causing damage to Utakata have 55% chance to suffer from level 2 - Ignition. After Utakata suffers Mystery damage twice in a round, activate Alkaline Chakra Cloak.

  • Passive 2 | Tailed beast Chakra (Nin): Utakata is immune to debuffs, has a high chance to evade chase skills and whenever he evades an attack, scales his ninjutsu by 15%, can be triggered 8 times per round. While Utakata is alive, standard attacks of Jinchuriki and Rinnegan ninjas in your lineup will become unavoidable.

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ALKALINE CHAKRA CLOAK MODE

  • Utakata [Tailed Beast Chakra] - Alkaline Chakra Cloak mode

    • Mystery | Wisdom Wolf Decay (Nin): Causes supress immunity for 1 round, melt to up to 9 units in the opponent’s field and cancels their buffs and shields, then execute additional skill: Saiken - Tailed Beast Bomb: Causes unavoidable damage to up to 9 units in the opponent’s field and reduces their critical rate by 50% until the end of the round. This skill has additional critical rate increase.
      Battlefield cooldown : 0 | Cooldown : 2 | Chakra : 20

    • Standard Attack | Alkaline Chakra Cloak - Charge (Nin, Tai): Attacks up to 6 units in the opoponent’s lineup and causes melt, high float and defence shatter to a unit hit.

    • Chase | Acid Shot (Nin): Triggered with at least 15 combo, causes damage and melt to a random line of opponent units. If the chased unit is suffering from melt, this skill additionally ignores a certain amount of resistance.

    • Passive 1 | Leech Slip (Nin): Utakata has reincarnation power. Units causing damage to Utakata have a 55% chance to suffer from melt and corrosion. After he suffers damage 6 times in a round, deactivate Alkaline Chakra Cloak, recover 20% HP and 40 Chakra.

    • Passive 2 | Alkaline Chakra Cloak (Nin): Utakata is immune to debuffs, has a high chance of evading chases and standard attacks. Whenever he causes the first critical hit in a round, scale his ninjutsu by 50%. While Utakata is alive, standard attacks of Jinchuriki and Rinnegan ninjas in your lineup will become unavoidable and they will dispell all melt your lineup currently has whenever they execute one.

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ADDITIONAL SKILLS AND EFFECTS

  • Utakata [Tailed Beast Chakra] Saiken - Tailed Beast Bomb | Additional Skill: Causes unavoidable damage to up to 9 units in the opponent’s field and reduces their critical rate by 50% until the end of the round. This skill has additional critical rate increase.

  • Utakata [Tailed Beast Chakra] Alkaline Chakra Cloak | Effect: Utakata activates Alkaline Chakra Cloak.

  • Utakata [Tailed Beast Chakra] Reincarnation Power | Effect: If Utakata is defeated, revives next round with 25% HP.

  • Defence Shatter | Level 2 Debuff

  • Melt | Level 2 Debuff

  • Supress Immunity | Effect


 


Fushin [Sasuke Shinden]

  • Mystery | Typhoon Style - Great Consecutive Bursting Extreme Winds: Causes damage to up to 12 units in the opponent's field.
    Battlefield cooldown : 0 | Cooldown : 4 | Chakra : 20

  • Standard Attack | Taijutsu Attack: Attacks the unit in front, a chance of attacking that line of units instead and causing Knockdown to a unit hit.

  • Chase | Chakra Blade: Chases and Attacks a Low Floated unit, causes Repulse and causes 25% splash damage to units 1 grid away from the chased unit. This skill never misses, can be triggered twice each round and if the chased unit is suffering from Tag, this skill changes to Typhoon Style - Chakra Blade Explosion.

  • Trigger | Typhoon Style - Gale Destruction: At the end of the round, causes unavoidable damage and Force Dissipation to a line of opponent units. This skill ignores a small amount of Resistance.

  • Passive | Typhoon Style - Defence Vortex: Fushin has Kekkei Genkai - Typhoon Style, Super Armor and high chances to evade 2 Mystery skills every round. Whenever he evades an attack, executes Trigger, can be triggered twice each round. Whenever his Mystery defeats a unit, scale his Ninjutsu by 30%.

  • Fushin [Sasuke Shinden] Typhoon Style - Chakra Blade Explotion | Chase: Chases and attacks a low floated unit, causes repulse, then causes damage to all units in the same line as the chased unit and causes 25% splash damage to units 1 grid away from units hit. This skill is unavoidable, ignores a small amount of defence and resistance and can be triggered twice each round.

  • Fushin [Sasuke Shinden] Kekkei Genkai - Typhoon Style | Passive: While Fushin is alive, he and chino Chinoike [Sasuke Shinden] will suffer 30% less Standard Attack damage, and whenever he suffers damage, reduce his mystery cooldown by 1. Under the Valley of Hell Barrier, after Fushin and Chino execute an action, units causing damage to them in that round will suffer from Trauma.

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ADDITIONAL SKILLS AND EFFECTS

  • Super Armor | Effect

  • Force Dissipation | Level 2 Debuff


 


Orochimaru [New Year]

  • Mystery | Summoning Jutsu - Manda: Causes unavoidable damage and laceration to up to 4 ninjas in the opponent’s lineup. Causes interruption to the selected unit. After this skill is executed, Orochumaru’s mystery changes to Reincarnation - Eight Headed Serpent Jutsu. If this skill defeats a unit, additionally executes Additional skill: Eight Headed Serpent Jutsu.
    Battlefield Cooldown : 3 | Cooldown : 0 | Chakra : 20

  • Standard Attack | Sword of Kusanagi - Striking Shadow Snakes: Attacks the opponent ninja with the lowest HP, has a chance of causing Repulse. This skill is unavoidable, has additional critical rate increase and is not subjected to the opponent’s defensive skills. If the attacked unit is suffering from laceration, this attack causes additional damage based on 10% of that unit’s max HP, and after executed, Orochumaru suffers from Level 2 - Blindness until the end of the round.

  • Chase | Wind Style - Great Breakthrough: Chases and attacks a low floated unit, causes repulse, then causes damage to all units in the opponent’s lineup. After every time this skill is executed, it recieves one extra chase condition in the following order: high float, knockdown, repulse. If this skill has 4 chase conditions, it becomes unavoidable and additionally dispels peserverance of all units hit.

  • Trigger | Sealing Jutsu - Five Elements Seal: At the end of the round, causes unavoidable damage, guaranteed Level 2 Acupuncture and Five Seal Elements Seal to a random opponent unit. After this skill is executed, reduces Orochumaru’s mystery cooldown by 1 and your lineup’s mystery chakra cost by 20 (stackable up to 2 times) until the end of the next round.

  • Passive | New year - Immortal Spirit: Orochumaru is immune to debuffs and has Earth Substitute Jutsu. When Orochumaru executes a trigger skill, scale his ninjutsu by 15% and when he suffers trigger damage, executes Additional Skill: Five Element Seal, can be triggered 5 times each round and is still active even when Orochumaru is controlled. When he is defeated, revives 2 rounds later with 50% HP.

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ADDITIONAL SKILLS AND EFFECTS

  • Orocimaru [New Year] - Eight Headed Serpent Jutsu | Additional Skill: Causes unavoidable damage to up to 12 units in the opponent’s field. This skill causes 30% more damage to units having Immunity or Super Amor respectively. After this skill is executed, Orochumaru enters Explosive Mode until the end of the round.

  • Orochimaru [New Year] - Reincarnation - Eight Headed Serpent Jutsu | Mystery:
    Causes unavoidable damage to up to 12 units in the opponent’s field. This skill causes 30% more damage to units having Immunity or Super Armor respectively. After this skill is executes, Orochumaru’s mystery changes to Summoning Jutsu - Manda and he enters Explosive mode.

  • Orochimaru [New Year] - Explosive Mode | Effect: Under this mode, Orochumaru [New Year] becomes immune to Death, and whenever he is attacked recovers 4% HP.

  • Orochimaru [New Year] - Five Elements Seal | Additional skill: Causes unavoidable damage, guaranteed Level 2 - Acupuncture and Five Elements Seal to a random opponent unit. After this skill is executed, reduce Orochimaru’s mystery cooldown by 1 and your lineup’s mystery chakra cost by 20 (stackable up to 2 times) until the end of the round.

  • Orochimaru [New Year] - Earth Substitution Jutsu | Passive: Orochimaru has a high chance to evade mystery skills and whenever he evades an attack, scale his critical rate by 8% (can be triggered 5 times per round) and he recovers 15% HP.

  • Five Elements Seal | Level 2 Debuff

  • Laceration | Level 2 Debuff

  • Additional skill: An additional skill is a skill executed immediately after this ninja just executed a specific action.


 


Sasuke Uchiha [Nyansuke Meowden]

  • Mystery | Meowrin: Causes unavoidable damage and Electrocution to all units in the opponent's lineup, causes Interruption to the selected unit. After this skill is executed, increase Sasuke's Trigger damage by 20% (stackable up to 100%) and his Mystery changes to Kirin - Blaze Infusion.
    Battlefield Cooldown : 0 | Cooldown : 3 | Chakra : 20

  • Standard | Meowdori Sword: Attacks a random opponent ninja, a chance of causing Knockdown and Static. This skill is not subjected to the opponent's defensive skills and if Sasuke's HP is not lower than 50%, his Standard Attack changes to Chidori Sword - Blaze Infusion.

  • Trigger | Fire Style - Great Cat Fire Jutsu: At the beginning of odd rounds, causes unavoidable damage and Level 2 - Ignition to up to 4 units in the lineup in front. At the beginning of even rounds, executes Great Cat Fire - Blaze Infusion.

  • Passive 1 | The Two Great Cat Jutsu: Whenever Sasuke suffers the first Trigger damage in a round, executes Genjutsu - Meowgekyo Sharinyan. Whenever Sasuke suffers Mystery damage, executes Genjutsu - Meowegan, can be triggered 4 times each round.

  • Passive 2 | Meow’o - Dominance: Sasuke has Super Armor, is immune to Debuffs, can use 2 Mystery skills every other round and his first 2 Mystery damage received each round is reduced by 40%. While Sasuke is alive, the first 2 Pure Taijutsu damage your lineup receives every round is reduced by 50% and whenever they execute a Chase, scale Sasuke's Ninjutsu by 18% and Critical Rate by 7%.

· · ─ ·✶· ─ · ·
ADDITIONAL SKILLS AND EFFECTS

  • Sasuke Uchiha [Nyansuke Meowden] - Meowrin - Blaze Infusion | Mystery (fire, lightning):
    Causes unavoidable damage, Ameterasu Blaze to all units in the opponent’s lineup and dispels their Perserverance, causes interruption to selected unit and locks that unit’s Mystery Cooldown to 1 until the end of the next round. After this skill is executed, Sasuke’s Mystery changes to Meowrin.

  • Sasuke Uchiha [Nyansuke Meowden] - Meowdori Sword - Blaze Infusion | Standard attack (fire, lightning): Attacks a random opponent ninja and causes Amaterasu Blaze, a chance of causing knockdown and static. This skill never misses and is not subjected to the opponent’s defensive skills.

  • Sasuke Uchiha [Nyansuke Meowden] - Great Cat Fire - Blaze Infusion | Trigger (fire): At the beginning of even rounds, causes unavoidable damage, Amaterasu Blaze and level 2 Ignition to up to 4 units in the lineup in front.

  • Sasuke Uchiha [Nyansuke Meowden] - Genjutsu - Meowgekyo Sharinyan: Triggered whenever Sasuke suffers the first trigger damage in a round, causes unavoidable damage and Disorder to the unit in front and up to 7 opponent units suffering from Amaterasu Blaze. This skill is active even when Sasuke is controlled.

  • Sasuke Uchiha [Nyansuke Meowden] - Genjutsu - Meowegan: Triggered whenever Sasuke suffers Mystery damage, causes unavoidable damage, Extreme Fear to the unit in front and up to 7 opponent units suffering from Amaterasu Blaze and increase their Mystery cooldown by 1. This skill is active even when Sasuke is controlled, and can be triggered 4 times each round.

  • Disorder | Debuff

  • Extreme Fear | Debuff


 


Hoichi

  • Mystery | Dharma Sealing Jutsu - Restraint: Causes unavoidable damage to up to 5 units in the opponent's lineup, causes Level 2 - Acupuncture until the end of the next round to the selected unit.
    Battlefield cooldown : 0 | Mystery cooldown : 4 | Chakra : 20

  • Mystery (4star) | Dharma Sealing Jutsu: Causes unavoidable damage to up to 5 units in the opponent's lineup, causes ILevel 2 - Acupuncture until the end of the next round to the selected unit. If the selected unit is suffering from Acupuncture, additionally causes Dharma Seal to that unit.
    Battlefield cooldown : 0 | Mystery cooldown : 4 | Chakra : 20

  • Standard Attack | Dharma Sealing Jutsu - Absorption: Attacks a random line of opponent units, causes Suppress Immunity for 1 round an absorbs 20 Chakra from each unit hit, a chance of causing Level 2 - Acupuncture until the end of the round to a random unit hit.

  • Trigger 1 (3star) | Dharma Barrier - Senbon Barrage: Triggered whenever Hoichi's HP reaches 50%, grants Perseverance for all units in your lineup and reduces his Mystery Cooldown to 0. Can be triggered once per round and if triggered more than once in a battle, grants Endurance instead of Perseverance. This skill is still active even when Hoichi is controlled.

  • Trigger 2 | Dharma Barrier - Senbon Barrage: Triggered at the end of the round Hoichi executes his Mystery, causes unavoidable damage, 4 Combo to up to 9 units in the opponent's field and cancels all Buffs and Shields, causes Level 2 - Acupuncture until the end of the next round to the unit with the lowest HP. This skill is still active even when Hoichi is controlled.

  • Passive | Bunpuku Inheritance: Hoichi is immune to Debuffs and whenever he suffers damage, reduces his Mystery Cooldown by 1. Whenever Hoichi executes a Trigger skill, cancels any types of Acupuncture and Immobile he currently has.

  • Passive (4star) | Bunpuku Inheritance: Hoichi is immune to Debuffs and whenever he suffers damage, reduces his Mystery Cooldown by 1. While Hoichi is alive, your lineup's Secret Jutsu ninjas' damage will neglect Shields and whenever they execute an action, reduces that unit's Mystery's Chakra Cost by 10 (stackable) until the end of the battle or until defeated. Whenever Hoichi executes a Trigger skill, cancels any types of Acupuncture and Immobile he currently has.

· · ─ ·✶· ─ · ·
ADDITIONAL SKILLS AND EFFECTS

  • Hoichi - Dharma Seal | Debuff: Whenever units under this Debuff execute a Trigger skill, they will suffer from Level 2 - Acupuncture until the end of the round. At the end of the round, causes damage equal to 8% of their current HP (max of 25000) for every time the affected unit evades an attack during the duration of the Debuff. Lasts until the end of the next round, is Irremovable and neglects Immunity.

  • Hoichi - Perseverance | Effect: Units affected will only take 1 damage whenever they are attacked. Lasts until the end of the round. Whenever Perseverance is gained, dispels the affected unit's Melt and Pollen Poison.


 


Kakashi Hatake [Sixth Hokage]

  • Mystery | Four Style Combination Jutsu: Causes unavoidable damage to up to 7 units in the opponent's field. Every time this still is executed, increase its Chakra Cost by 10. If your lineup has at least 2 Kakashi Clones, this skill causes damage to 12 units instead and has 40% damage increase.
    Battlefield cooldown : 0 | Mystery cooldown : 3 | Chakra : 20

  • Standard Attack | Lightning Attack: Attacks the unit in front, a chance of causing Earth damage instead, causes Knockdown and generates a Shield to himself based on 15% of Kakashi's HP. If your lineup has Kakashi Clone(s), his Standard Attack changes to Raiden.

  • Chase | Lightning Cable: Triggered with at least 30 Combo, causes damage to a line of opponent units. This skill ignores a certain amount of Defense and Resistance.

  • Trigger | Water Style - Hidden Jutsu: At the beginning of every round, causes Level 2 - Blindness to up to 3 random opponent units and cancels all Paralysis Kakashi currently has.

  • Passive | Hokage - Will of Fire: Kakashi is immune to Debuffs, has Lightning Style - Shadow Clone Jutsu and Water Style - Water Clone Jutsu. Whenever the opponent receives a Standard Attack, Kakashi also receives an Extra Standard Attack, can be triggered 4 times each round.

· · ─ ·✶· ─ · ·
ADDITIONAL SKILLS AND EFFECTS

  • Kakashi Hatake [Sixth Hokage] - Raiden | Standard attack:
    Attacks a random line of opponent units and cancels all buffs and shields. This skill never misses.

  • Kakashi Hatake [Sixth Hokage] - Kakashi Clone | Additional skill:

    • Water Style - Water Clone Jutsu
      After executing Water Style - Hidden Mist Jutsu, Kakashi summons a Water Clone with 70% HP, has Water style - Hidden Mist Jutsu, cannot be defeated by trigger skills and whenever it enters the battlefield - recovers 20 chakra. While this clone is present in your lineup, Kakashi recieves 50% less damage from the first 2 trigger skills in the round. For every Water Clone present in your lineup, whenever Kakashi causes damage, scales his Ninjutsu by 18% and whenever he suffers damage, reduces his Mystery Cooldown by 1.

    • Lightning Style - Shadow Clone Jutsu:
      After executing Four Style Combination Jutsu, Kakashi summons a Lightning clone with 50% HP, has Lightning Cable, cannot be defeated by Mystery skills and units causing damage to it has a 50% chance to suffer from Level 2 - Paralysis until the end of the round. While this clone is present in your lineup, Kakashi recieves 50% less damage from the first 2 Mystery Skills in the round. For every Lightning Clone present in your lineup, whenever Kakashi causes damage, scales his ninjutsu by 18% and whenever he suffers damage, reduce his Mystery Cooldown by 1.


 


Masked man [Uchiha Downfall]

  • Mystery | Kamui - Restraint: Causes unavoidable damage and Kamui Tag to all units in the opponent's lineup, causes Interruption to the selected unit. If the selected unit is an Uchiha unit, this skill has additional Critical Rate increase, additionally causes Shackles to the selected unit, then executes Uchiha Execution - Blade of The Crimson Night.
    Battlefield cooldown : 0 | Cooldown : 3 | Chakra : 20

  • Standard Attack | Kamui - Slash: Attacks a random line of opponent units, a chance of causing Low Float and Defense Shatter to a unit hit. This skill's damage neglects Shields.

  • Chase 1 | Kamui - Crimson Night: Triggered with at least 20 Combo, causes damage and Laceration to up to 2 units in the opponent's lineup. After every time this skill is executed, increase the units hit by 1 (up to 7) and it becomes unavoidable when the units hit is 4 or more.

  • Chase 2 | Kamui - Strike: Chases and Attacks a Knocked Down or Low Floated unit, causes Knockdown and steals their Standard Attack attempts, can be triggered twice each round. If the unit hit is suffering from Shackles, Masked Man recovers HP based on 20% of the damage dealt.

  • Passive | Kamui: Masked Man causes 30% more damage to Uchiha units, has high chances to evade Chase attacks and every time he causes Taijutsu damage, scales his Attack by 15%. After every 2 times he suffers damage, executes Darkness - Kamui.

· · ─ ·✶· ─ · ·
ADDITIONAL SKILLS AND EFFECTS

  • Masked Man [Uchiha Downfall] - Shackles | Effect

  • Masked Man [Uchiha Downfall] - Uchiha Execution - Blade of the Crimson Night |
    Additional Skill:
    Causes unavoidable damage to a random opponent unit suffering from Shackles, causes Knockdown and Level 2 Acupuncture until the end of the next round. After this skill is executed, increase Masked Man’s Chase trigger time by 1 until the end of the round and his damage caused by 15% (stackable up to 10 times).

  • Masked Man [Uchiha Downfall] - Darkness - Kamui | Additional Skill:
    Masked Man cancel all his Debuffs, dispels all immobile and acupuncture he currently has and reduces his own mystery cooldown by 1. This skill is still active when Masked Man is controlled.


 


Chojuro [Swimsuit]

  • Mystery | Hiramekarei - Longsword: Causes unavoidable damage to the selected line of opponent units and cancels all Buffs and Shields, causes Interruption to the selected unit.
    Battlefield cooldown : 0 | Mystery cooldown : 2 | Chakra : 20

  • Standard Attack | Hiramekarei Combo: Attacks a random opponent unit and causes Suppress Super Armor for 1 round, a chance of causing Knockdown. If this skill defeats a unit, executes Extreme - Hiramekarei - Hammer.

  • Chase | Hiramekarei - Hammer: Chases and Attacks a High Floated or Low Floated unit, causes Repulse, then causes damage to units in the same line as the chased unit. This skill ignores a certain amount of Defense and has additional Critical Rate increase.

  • Trigger | Hiramekarei Strike: At the end of every round, causes damage to the line of opponent units with the lowest HP ninja and increases that ninja's Mystery Cooldown by 1. If this skill defeats a unit, executes Extreme - Hiramekarei - Hammer.

  • Passive | Hiramekarei Spirit - Great Twin Blades: Chojuro has Super Armor and high chance to evade an attack every round. Whenever he causes Taijutsu damage, scales his Attack by 18%. If your lineup's Chakra is not less than 40 after executing his Mystery skill, additionally executes Extreme - Hiramekarei - Hammer.

· · ─ ·✶· ─ · ·
ADDITIONAL SKILLS AND EFFECTS

  • Chojuro [Swimsuit] - Extreme - Hiramekarei - Hammer | Additional Skill:
    Causes unavoidable damage to front row opponent units, causes Repulse to a random unit hit and after executed, Chojuro recieves an extra standard attack. This skill ignores a certain amount of defence and has additional Critical Rate increase.


 


Danzo Shimura [Hokage Candidate]

  • Mystery | Genjutsu - Kotoamatsukami: Causes unavoidable damage, Suppress Immunity and Extreme Chaos to the selected unit. After this skill is executed, units causing Ninjutsu damage to Danzo in that round have a 45% chance to suffer from Chaos.
    Battlefield cooldown : 0 | Mystery cooldown : 2 | Chakra : 20

  • Mystery (4star) | Genjutsu - Kotoamatsukami: Causes unavoidable damage, Suppress Immunity and Extreme Chaos to the selected unit. After this skill is executed, units causing Ninjutsu damage to Danzo in that round have a 45% chance to suffer from Chaos. If the selected unit has less than 4 Technique Points, this skill changes to Hokage Candidate Formation.
    Battlefield cooldown : 0 | Mystery cooldown : 2 | Chakra : 20

  • Standard Attack | Root - Taijutsu Attack: Attacks a random opponent unit and gives them Curse Mark attribute, a chance of causing Repulse and reduces their Standard Attack damage by 15% (stackable up to 3 times). If that unit has less than 4 Technique Points, they additionally cannot recover HP and Chakra until the end of the round.

  • Chase | Wind Style - Vacuum Blade: Triggered with at least 20 Combo, causes damage and Defense Shatter to a line of opponent units. This skill never misses and has additional Critical Rate increase. -

  • Passive | Ambition: Danzo is immune to Debuffs. Whenever ninjas in your lineup execute their Mystery skill, scale Danzo's Ninjutsu by 15%.

  • Passive (4star) | Ambition: Danzo is immune to Debuffs. Whenever ninjas in your lineup execute their Mystery skill, scale Danzo's Ninjutsu by 15%. After Danzo executes Hokage Candidate Formation, executes Extreme - Genjutsu - Kotoamatsukami.

  • Trigger (3 star): Triggered at the end of the round that Danzo executes his Mystery skill, causes damage to up to 7 units in the opponent's field, causes Repulse to a random unit hit. After this skill is executed, for every Curse Mark unit in the opponent's field, increase Danzo's Defense by 15% until the end of the next round.

· · ─ ·✶· ─ · ·
ADDITIONAL SKILLS AND EFFECTS

  • Danzo Shimura [Hokage Candidate] - Hokage Candidate Formation | Mystery:
    Causes unavoidable damage and Level 2- Poison to up to 9 units in the opponent’s field, causes Interruption to the selected units. This skill causes 30% more damage to units having Immunity.
    Battlefield cooldown: 0 | Cooldown: 2 | Chakra: 20

  • Danzo Shimura[Hokage Candidate] - Extreme - Genjutsu - Kotoamatsukami | Additional Skill:
    Causes unavoidable damage, Supress Immunity and guarantee Extreme Chaos to units in front and up to 2 opponent units selected by the Hokage Candidate Formation. After this skill is executed, units causing Ninjutsu damage to Danzo in that round have a 45% chance to suffer from Chaos.


 


Madara Uchiha [Infinite Tsukuyomi]

  • Mystery 1 | Infinite Tsukuyomi: Guarantee retrains all units in the opponent's field, causes Interruption to the selected unit. This skill never misses and after it's executed, Madara's Mystery changes to Limbo - Complete Body - Susano'o. After units Retrained execute the first action in that round, that unit suffers from Slumber.
    Battlefield cooldown : 0 | Mystery cooldown : 2 | Chakra : 20

  • Standard Attack | Shadow Style - Thunder Dance: Attacks a random opponent unit with a chance of causing Knockdown and Level 2 - Paralysis. Units defeated by this skill cannot be revived. Madara's first Standard Attack every round changes to Limbo - Border Jail.

  • Chase | Sage Art - Shadow Thunder Blast: Triggered with at least 30 Combo, causes damage, Level 2 - Paralysis to up to 7 units in the opponent's field and removes their Perseverance. This skill has additional Critical Rate increase and if your lineup's Chakra is 60 or higher, this skill changes to Limbo - Shadow Thunder Prison.

  • Trigger | Divine - Deep Forest Emergence: After using Infinite Tsukuyomi, activates the Divine - Deep Forest Emergence for 2 rounds. On the round of its activation, opponents cannot gain additional Chakra from skills or effects and their healing received is reduced by 80%.

  • Passive | Ten-Tails Jinchuriki: Madara has Advanced Immunity, Divine - Absorption and whenever he is defeated, revives 3 rounds later with 80% HP. Whenever a ninja in any field execute an action, scale Madara's Attack and Ninjutsu by 10%, can be triggered 8 times per round.

· · ─ ·✶· ─ · ·
ADDITIONAL SKILLS AND EFFECTS

  • Madara Uchiha [Infinite Tsukuyomi] Slumber | Effect

  • Madara Uchiha [Infinite Tsukuyomi] - Limbo - Complete Body - Susano’o | Mystery: Causes damage, supress super armor until the end of the next round to up to 12 units in the opponent’s field and removes their explosive mode, causes defence shatter and knockdown to the selected unit. After this skill is executed, Madara’s mystery changes to Infinite Tsukuyomi.
    Battlefield cooldown: 0 | Mystery cooldown: 1 | Chakra: 40

  • Madara Uchiha [Infinite Tsukuyomi] - Limbo - Border Jail - Standard Attack: Attacks all units in a random opponent lineup and steals all their standard attack attempts, cause repulse to a unit hit. This skill never misses.

  • Madara Uchiha [Infinite Tsukuyomi] - Limbo - Shadow Thunder Prison | Chase [Lightning]: Triggered with at least 30 combo, causes damage, Level 2 - Paralysis to up to 12 units in the opponent’s field and removes their Perseverance. This skill never misses and ignores a certain amount of resistance.

  • Madara Uchiha [Infinite Tsukuyomi] - Divine - Deep Forest Emergence | Barrier: Under this barrier, ally units cannot suffer from Slumber and Paralysis, and opponent units cannot receive Explosive Mode.

  • Madara Uchiha [Infinite Tsukuyomi] Divine - Absorption | Passive: Madara has high chances to evade an attack every round and after he evades it, recovers 100 chakra, then executes Extreme . Limbo - Shadow Thunder Prison.

  • Madara Uchiha [Infinite Tsukuyomi] - Extreme - Limbo - Shadow Thunder Prison - Additional skill, lightning: Causes damage and level 2 - Paralysis to up to 12 units in the opponent’s field and removes their Perseverance. This skill never misses, ignores a certain amount of resistance and after executed, Madara can execute his Mystery skill once more in that round.


 


Gengetsu Hozuki [Swimsuit]

  • Mystery | Summer - Giant Clam Mirage: Activates the Summer - Giant Clam Mirage Barrier for 3 rounds and increase all ally Swimsuit and Summer ninjas' damage by 10% (stackable up to 10 times). Under this Barrier, Gengetsu has high chance of evading attacks and additional Critical Rate increase.
    Battlefield cooldown: 0 | Mystery cooldown: 3 | Chakra: 20

  • Standard Attack | Summer - Water Gun Rapid Shot: Attacks a random opponent ninja with a chance of attacking a line of opponent units instead. This skill never misses. If the unit hit has less than 50% HP, this skill's damage is increased by 60% and additionally causes Repulse.

  • Chase | Water Balloon Jutsu: Triggered with at least 20 Combo, causes damage and Melt to up to 6 units in the opponent's field.

  • Trigger | Summer - Steaming Danger Tyranny: At the end of every round, causes unavoidable damage to all units in the lineup in front and cancels all Buffs and Shields.

  • Passive | Summer Spirit - Kage’s Excitement: Gengetsu is immune to Debuffs. Whenever he causes damage, scales his Ninjutsu by 15%. Whenever he executes an action, cancels all Fear, Fright, Horror he currently has and receives an Extra Standard Attack (up to 5 each round). After Gengetsu executes his Mystery, additionally executes Extreme - Summer - Steaming Danger Tyranny.

· · ─ ·✶· ─ · ·
ADDITIONAL SKILLS AND EFFECTS

  • Gengetsu Hozuki [Swimsuit] | Extreme - Summer - Steaming Danger Tyranny | Trigger: Causes unavoidable damage to all units in the opponent’s lineup having the lowest HP ninja and cancels all buffs and shields. This skill has additional injury rate increase.


 


Ameyuri Ringo [Swimsuit]

  • Mystery 1 | Kiba Thunrderbolt: Causes unavoidable damage to all units in the opponent's lineup, causes Suppress Immunity for 1 round, Immobile and Irremovable Paralysis which neglects Immunity until the end of the round to the selected unit. After this skill is executed, Ameyuri's Mystery changes to Kiba - Falling Thunder.
    Battlefield cooldown : 0 | Mystery cooldown : 1 | Chakra : 20

  • Standard Attack | Lightning style - Lightning Fang: Attacks 3~5 units in the opponent's lineup and causes Paralysis. If Ameyuri's HP is more than 50%, this skill has additional Critical Rate bonus and causes Irremovable Paralysis which neglects Immunity until the end of the round instead.

  • Chase | Lightning Style - Gate of Thunder: Chases and Attacks a Knocked Down or High Floated unit, causes Repulse and Interruption, then causes damage and Electrocution to all units in the same line as the chased unit, can be triggered twice each round. Every time this skill is executed, increase Ameyuri's Trigger damage by 10% (stackable).

  • Passive 1 | Summer Spirit - Vicious Thunder: Ameyuri is immune to Debuffs. Whenever ninjas in your lineup executes an Evasion, scales Ameyuri's Critical Rate by 12%, can be triggered at most 8 times per round.

  • Passive 2 | Lightning Armor: Ameyuri has high chances to evade 2 Mystery skills every round. Whenever she executes an Evasion, additionally triggers Gate of Thunder. Whenever Ameyuri causes a Critical Hit, scales her Ninjutsu by 20%, can be triggered at most 8 times per round.

· · ─ ·✶· ─ · ·
ADDITIONAL SKILLS AND EFFECTS

  • Ameyuri Ringo [Swimsuit] | Kiba - Falling Thunder | Mystery [Lightning]: Causes unavoidable damage and irremovable paralysis which neglects immunity until the end of the round to up to 7 units in the opponent’s field, causes knockdown and static to the selected unit. This skill has additional critical rate incraese and after executed, Ameyuri’s Mystery changes to Kiba - Thunderbolt and she enters explosive mode until the end of the round.
    Battlefield cooldown: 1 | Mystery Cooldown: 1 | Chakra: 40

  • Ameyuri Ringo [Swimsuit] | Explosive mode: Ameyuri has high chances to evade standard attacks, recovers HP based on 5& of her ninjutsu damage delt and units attacking her will suffer from electrocution.

  • Ameyuri Ringo [Swimsuit] | Gate of Thunder | Additional skill [Lightning]: Causes unavoidable damage and electrocution to the line of opponent units with the lowest HP ninjas. This skill ingnores a certain amount of resistance and had additional critical rate increase.

  • Static | Debuff:


 


Juzo Biwa [Akatsuki]

  • Mystery | Kubikiribocho Slash : Causes unavoidable damage, Interruption and High Float to the selected unit and recovers HP based on 20% of the damage dealt.
    Battlefield cooldown : 1 | Mystery cooldown : 2 | Chakra : 20

  • Standard Attack | Kubikiribocho Combo: Attacks a random opponent unit and decrease their Defense by 10% (stackable) until the end of the round, a chance of causing Knockdown. If the unit hit is suffering from Blindness, this skill becomes unavoidable, guarantee causes Knockdown and ignores a certain amount of Defense.

  • Chase| Ninja Art - Hidden Mist Jutusu: Triggered with at least 20 Combo, causes damage and Blindness to up to 4 units in the opponent's lineup and Juzo receives an Extra Standard Attack.

  • Passive 1 | Water Clone Jutsu: At the beginning of the battle, summons a Water Clone with 90% HP and for every present in your lineup, increase Juzo's Mystery damage by 20%. The Clone has high chances to evade Mystery skills, can have up to 1 Technique Point, will receive 0.5 if it is attacked and whenever it has 1, consumes it to execute Direct Slash.

  • Passive 2 (3star): Juzo has high chances of evading an attack every round and whenever successfully evades, executes Passive 1 and reduces his Mystery Cooldown by 1. Whenever Juzo causes Taijutsu damage, scale his Attack by 10%.

  • Passive 2 (4star): Juzo has high chances of evading an attack every round and whenever successfully evades, executes Passive 1 and reduces his Mystery Cooldown by 1. Whenever Juzo causes Taijutsu damage, scale his Attack by 10%. Whenever Akatsuki ninjas in your lineup execute their Trigger skill, scale their Critical Rate by 5% (stackable) and recovers 10 Chakra. This skill is still active even when Juzo is defeated.

· · ─ ·✶· ─ · ·
ADDITIONAL SKILLS AND EFFECTS

  • Juzo Biwa [Akatsuki] | Direct Slash - Clones Trigger: Causes unavoidable damage, interruption and high float to the opponent ninja having the lowest HP and recovers HP based on 20% of the damage delt.


 


Naruto Uzumaki [Sasuke Shinden]

  • Mystery | Sage art - Massive Rasengan Mega Barrage: Causes damage, 6 combo and interruption to up to 7 units in the opponent's field. If the selected unit has 1 technique point or higher, this skill becomes unavoidable and additionally causes knockdown and defense shatter to the selected unit.
    Battlefield cooldown: 0 | Mystery cooldown: 2 | Chakra: 20

  • Standard Attack | Taijutsu attack: Attacks a random opponent unit with a chance of causing repulse and suppress super armor for 1 round. This skill has additional critical rate bonus.

  • Trigger | Big Ball Rasengan: At the beginning of even rounds, causes unavoidable damage and suppress super armor for 1 round to a random line of opponent units, causes repulse and Interruption to 1 unit hit.

  • Chase | Sage Art - Super Tailed Beast Rasen-Shuriken: Triggered with at least 30 Combo, causes damage, 3 Combo and additional effects to some units in the opponent's lineup. This skill never misses and every time this skill is executed, its effect changes in the order of: Shukaku, Matatabi, Isobu, Son Goku, Kokuo, Saiken, Chomei, Gyuki, Kurama.

  • Passive | Shadow Cloe Adept: Whenever Naruto executes a chase, scale his ninjutsu by 20%. At the beginning of every round, increase Naruto’s chase trigger time by 1 (up to 6). At the beginning and after executing Sage Art - Massive Rasengan Mega Barrage, additionally executes Shadow Clone Jutsu.

· · ─ ·✶· ─ · ·
SUPER TAILED BEAST RASEN-SHURIKEN

  • Naruto Uzumaki [Sasuke Shinen] | Sage Art - Super Tailed Beast Rasen-Shuriken | Chase:

    Triggered with at least 30 combo, causes damage, 3 combo and additional effects to units in the opponent’s lineup. This skill never misses and after every time this skill is executed its effect changes in the order of Shukaku, Matatabi, Isobu, Son Goku, Kokuo, Saiken, Chomei, Gyuki, Kurama.

    • Sage Art - Super Tailed Beast Rasen-Shuriken - Shukaku:
      Causes damage and 3 combo to up to 7 units in the opponent’s lineup, causes interruption and irremovable acupuncture which neglects immunity until the end of the round to a unit hit. Units defeated by this skill cannot be revived.

    • Sage Art - Super Tailed Beast Rasen-Shuriken - Matatabi:
      Causes damage, 3 combo and irremovable ignition which neglects immunity for 1 round to all units in the opponent’s lineup.

    • Sage Art - Super Tailed Beast Rasen-Shuriken - Isobu:
      Causes damage, 3 combo to all units in the opponent’s lineup and cancels all their buffs and shields.

    • Sage Art - Super Tailed Beast Rasen-Shuriken - Son Goku:
      Causes damage, 3 combo and inferno to up to 7 units in the opponent’s lineup.

    • Sage Art - Super Tailed Beast Rasen-Shuriken - Kokuo:
      Causes damage and 3 combo to up to 7 units in the opponent’s lineup. This skill has additional critical rate bonus.

    • Sage Art - Super Tailed Beast Rasen-Shuriken - Saiken:
      Causes damage, 3 combo and melt to up to 7 units in the opponent’s lineup.

    • Sage Art - Super Tailed Beast Rasen-Shuriken - Shomei:
      Causes damage, 3 combo and irremovable blindness which neglects immunity for 1 round to up to 7 units in the opponent’s lineup.

    • Sage Art - Super Tailed Beast Rasen-Shuriken - Gyuki:
      Causes damage and 3 combo to up to 7 units in the opponent’s lineup, causes interruption and dye ink to a unit hit. Units defeated by this skill cannot be revived.

    • Sage Art - Super Tailed Beast Rasen-Shuriken - Kurama:
      Causes damage neglecting shields, 3 combo and interruption to up to 7 units in the opponent’s lineup.

· · ─ ·✶· ─ · ·
ADDITIONAL SKILLS AND EFFECTS

  • Naruto Uzumaki [Sasuke Shinden] | Shadow Clone Jutsu | Additional Skill:
    Summons 2 Naruto clones with 100% of Naruto’s HP that has Shadow clone – Big Ball Rasengan and during that round, whenever Naruto executes an action, increase his damage by 10% (stackable up to 200%) until the end of the battle or until defeated. While Naruto Clone is present in your lineup, Naruto will have his chase damage increased by 20%

    • Shadow Clone - Big Ball Rasengan | Trigger: At the beginning and the end of every round, causes unavoidable damage and suppress super armor for 1 round to a random line of opponent units.


 


Sakura Haruno [Sasuke shinden]

  • Mystery | Monster strength - heaven kick of pain: Causes unavoidable damage and interruption to selected unit. This skill has additional critical rate increase. If the selected unit has a shield, this skill’s damage additionally neglects shields, is increased by 80% and causes high float.
    Battlefield cooldown : 0 | Mystery cooldown : 2 | Chakra : 20

  • Standard Attack | Monster strength - Sakura split: Attacks a random line of opponent units and causes supress super armor until the end of the round, a chance of causing repulse. This skill causes 80% more damage to units having shields.

  • Chase | Summoning jutsu - Katsuyu acid shot: Triggered with at least 20 combo, causes damage and melt to up to 5 units in the opponent’s field and reduces Sakura’s mystery cooldown by 1.

  • Passive | Reverse seal: Sakura is immune to debuffs and whenever she executes an action or recieves healing, scales her attack by 15%. While Sakura is alive, all healing effects received by units in your lineup are increased by 25% and Sakura receives an additional 25%.

  • Trigger | Miotic Regeneration - Healing jutsu: Before an action, heals all units in lineup based on 20% of Sakura’s base ninjutsu stat, cancels 1 debuff, removes all fear, fright and horror she currently has.


 


Kabuto [New Year]

  • Mystery | Great “Dragon” Blessing : All units on both fields will have their Attack and Ninjutsu adjusted to 100% of their base stats and whenever they are attacked, that unit recovers 2% max HP, lasts for 2 rounds.
    Battlefield cooldown: 1 | Mystery cooldown: 2 | Chakra: 20

  • Standard Attack | Sage Mode - Healing Jutsu: Heals 1~2 ninjas in your lineup based on 12% of Kabuto's base Ninjutsu stat, cancels all Debuffs and removes all Fear, Fright, Horror, Discouragement, Slow Reflex, Defense Shatter, Melt, Anxiety, Extreme Anxiety, Agitation, Fragility, Pain, Extreme Pain and Panic from the ninjas healed.

  • Chase | New Year - Kidomaru - Spider Nest Fireworks Celebration: Triggered with at least 5 Combo, causes unavoidable damage, Interruption to a unit and grants that unit Excited Mode and Encouragement.

  • Passive | Soaring Dragon: Use this ninja in battle to help your luck increase like how a dragon soars into the sky.

 


Tobi [Great ninja war]

  • Mystery | Kanzeon Lotus King - All is Suffering: Causes unavoidable 5 elemental damage to up to 9 units in the opponent's field and cancels all Buffs and Shields. If this skill defeats a unit, immediately executes Trigger.
    Battlefield cooldown : 0 | Mystery cooldown : 3 | Chakra : 40

  • Standard Attack| Taijutsu attack: Attacks a random opponent unit and causes Suppress Immunity for 1 round, a chance of attacking a line of units instead and causes Repulse to a unit hit. -

  • Chase | Woodstyle Thrusting Spears: Chases and Attacks a Low Floated unit, causes Knockdown, Immobile and absorbs 40 Chakra, then causes damage to all units in the opponent's lineup. -

  • Trigger | Kanzeon Lotus King - Summit: Triggered at the beginning of the round after the round Tobi executes his Mystery, causes unavoidable damage and Interruption to up to 7 units in the opponent's field, causes Low Float to the unit with the lowest HP, then Tobi receives Level 2 Super Armor until the end of the round and reduces his Mystery Cooldown
    by 1.

  • Passive 1 | White Zetsu Mutation: Tobi has Wood Style Chakra. After Tobi executes his Mystery, summons 2 White Zetsus with Spore Jutsu. Whenever Tobi defeats a unit with his Mystery, scale his Attack and Ninjutsu by 40%.

· · ─ ·✶· ─ · ·
ADDITIONAL SKILLS AND EFFECTS

  • Tobi [Great Ninja War] | Wood style Chakra | Passive:

    Tobi is immune to debuffs. Whenever Tobi execute a trigger skill, recovers 20 chakra. Whenever Tobi suffers a fatal damage, if there is a White Zetsu in your lineup, sacrifice the clone with the lowest HP to revive Tobi to 40% HP.

  • Tobi [Great Ninja War] | Spore Jutsu | Passive:
    White Zetsu has 60% of Tobi’s HP, cannot be defeated by mystery skills and recovers 50% HP at the end of every round. While White Zetsu is alive, whenever a ninja in your lineup is attacked for the first time in a round, all units in your lineup will have their mystery’s chakra cost reduced by 10 and if that damage is a mystery damage, reduces 20 instead (stackable up to 40), lasts until the end of the round.


 


Mu [Second Tsuchikage]

  • Mystery | Stone Golem - Particle Boundary Dismantling:: Causes damage to all units in the opponent's lineup, causes Knockdown and Atomic Dismantling to the selected unit. Units defeated by this skill cannot be revived.
    Battlefield cooldown : 1 | Mystery cooldown : 2 | Chakra : 40

  • Mystery (4star) | Stone Golem - Particle Boundary Dismantling: Causes damage to all units in the opponent's lineup, causes Knockdown and Atomic Dismantling to the selected unit. Units killed by this skill cannot be revived. If Mu's HP is higher than 50%, this skill becomes unavoidable and causes damage to up to 9 units in the opponent's field instead.

  • Standard Attack | Earth Style - Golem Attack Combination: Attacks a random line of opponent units and grants Endurance to all units in your lineup, a chance of causing Knockdown to a unit hit.

  • Chase | Particle Style - Atomic Dismantling Jutsu: Chases and Attacks a Knocked Down or Low Floated unit, causes Knockdown and Atomic Dismantling. Units defeated by this skill cannot be revived. If the chased unit is suffering from Atomic Dismantling, this skill becomes unavoidable, ignores a certain amount of Resistance and removes all Chakra.

  • Passive 1 (3star): If Mu suffers fatal damage, locks his HP at 1, summons a Fission Clone with 30% HP, cannot execute Mystery and Chase attacks and will be defeated at the end of the round. If Mu is defeated while the Fission Clone is still alive, consumes the Clone to revive with 51% HP.

  • Passive 2 | Bloodline Selection: Mu is immune to Debuffs and whenever he executes a Chase attack, increase his Ninjutsu by 20% (stackable). Under the Earth Style - Light-Weighted Rock barrier, whenever Mu causes damage with Particle Style skills, he also reduces the units hit's Chase damage by 5% (stackable up to 9 times).

· · ─ ·✶· ─ · ·
ADDITIONAL SKILLS AND EFFECTS

  • Atomic Dismantling | Level 2 Debuff

 

 
 
 

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