Fire:
4th Mystery: Give your entire team a shield based on 20% of your resistance. Become immune to all debuffs until the end of the round, and disperse all debuffs.
Battlefield Entrance Cooldown: 0 Rounds
Cooldown: 3 rounds
Chakra Consumption: 0
4th Standard: Attack 4 enemy members, chance of ignite.
4th Chase: Chase repulse, cause knockdown and blindness.
4th Passive 1: When main is on the field, increase current team’s ninjutsu by 15%, and when the main is attacked by a Taijutsu attack, gain 10% of life from the damage you take.
4th Passive 2: When the fire main’s mystery kills an enemy, clear the mystery cooldown, and increase damage done to summons, clones, and tailed beasts by 50%.
Water:
4th Mystery: Causes High Float to the selected enemy and clears all shields on the enemy as well as buffs.
Battlefield Entrance Cooldown: 1 round
Cooldown: 2 rounds
Chakra Consumption: 20
4th Standard: Attack the front enemy with a high chance of high float, and deal damage to both the enemy and yourself based on your max HP.
4th Chase: Triggered by 10 hit combo, unleashes a 5-hit water wave on 2 enemies
4th Passive 1: Every time a unit dies, recover 15 chakra and gain 12% attack, activated at most 3 times per round. Also gives Water Main Sage mode.
4th Passive 2: Every time you are attacked, recover 3% health and gain 1% critical hit rate
Wind:
4th Mystery: Hits 3 enemies and cause ninjutsu damage, 4 combo to the 3 enemies, removes all of your debuffs, and dispels all enemy shields and buffs.
Battlefield Entrance Cooldown: 0
Cooldown: 2
Chakra Consumption: 20
4th Standard: High chance to cause low float
4th Chase: Chase high float into repulse, gain 1 extra standard attack
4th Passive 1: When you gain chakra, gain 10% of life.
4th Passive 2: When you activate the chase, gain 15 chakra points and raise 15% ninjutsu. Also gain Sage Mode.
Lightning:
4th Mystery: Attack selected enemy and cause taijutsu damage, paralyze and tag. If enemy is already tagged, reduce the mystery cooldown time by 1 round.
Battlefield Entrance Cooldown: 0 rounds
Cooldown: 3 rounds
Chakra Consumption: 20
4th Standard: Heal yourself by 10% of your ninjutsu, and increase chakra by 20
4th Chase: Chase low float, cause repulse
4th Passive 1: Gain 2% taijutsu damage for every extra chakra point you have after 20. (For example, 30 chakra = 20% attack boost, 100 chakra = 160% attack boost i guess. Also this sounds fucking op)
4th Passive 2: For every dead enemy, increase your ninjutsu damage by 20%
Earth:
4th Mystery: Give an ally a shield based on 50% of your resistance, and gain 20 chakra for every member in your row.
Battlefield Entrance Cooldown: 0
Cooldown: 3
Chakra Consumption: 0
4th Standard: Attacks front row enemies with chance of low float
4th Chase: Chase low float, cause repulse
4th Passive 1: If you have a shield on your main character, his standard is replaced by an attack that causes earth and water damage; causes low float and immobile, activated once per turn
4th Passive 2: As long as this character is alive, increase combo rate by 40%, and increase the attack of all ninjas by 20% for every male ninja on your team.