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Ninjas und sonstiges was noch kommen wird (Update 21.11.2024)

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Gepostet am 2024-05-28 10:28:44Nur Beiträge dieses Autors
181#

Guruguru [Great Ninja War]

obito

-Mystery: 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 Skill.

Battlefield cooldown : 0

Mystery cooldown : 3

Chakra : 40.


-Standard: 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: 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: 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: After Tobi executes his Mystery, summons 2 White Zetsu Clones that have Spore Jutsu. Whenever Tobi defeats a unit with his Mystery, scale his Attack and Ninjutsu by 40%.


-Passive 2: Tobi is immune to Debuffs. Whenever Tobi executes a Trigger skill, recovers 20 Chakra. Whenever Tobi suffers a fatal damage, if there's a White Zetsu Clone in your lineup, sacrifice the Clone with the lowest HP to revive Tobi to 40% HP.


-Spore Jutsu: White Zetsu Clone has 60% of Tobi's HP, cannot be defeated by Mystery skills and will recover 50% HP at the end of every round. While White Zetsu Clone 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 the damage is a Mystery damage, reduces 20 Chakra Cost instead (up to 40), lasts until the end of the round




Zuletzt von YamataHanzan am 2024-06-11 13:02:51 bearbeitet
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Gepostet am 2024-06-11 10:38:44Nur Beiträge dieses Autors
182#

Naruto Uzumaki [Sasuke Shinden]

obito

-Mystery: Causes damage, 6 Combo and Interruption to up to 7 units in the opponent's field. If the selected unit has 1 Mystery 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: Attacks a random opponent unit with a chance of causing Repulse and Suppress Super Armor until the end of the round. This skill has additional Critical Rate bonus.


-Trigger: 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: Triggered with at least 30 Combo, causes damage and 3 Combo to some units 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: Whenever he executes an action, increase his Chase damage by 10% (stackable up to 200%) until the end of the battle or until defeated and whenever he executes a Chase, scales his Ninjutsu by 20%. At the beginning of every round, increase Naruto's Chase trigger time by 1 (up to 6). At the beginning of the battle and after executing his Mystery, additionally executes Shadow Clone Jutsu.


-Shadow Clone Jutsu: Summons 2 Naruto Clones with Big Ball Rasengan. While Naruto Clone is present in your lineup, Naruto has Level 2 Immunity and if Naruto suffers damage, reduces his Mystery Cooldown by 1. For every Naruto Clone present in your lineup, Naruto will have his Chase damage increased by 20%.


-Big Ball Rasengan: 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.


-Chase - Shukaku: Causes damage and 3 Combo to up to 7 units in the opponent's lineup, causes Interruption and Irremovable Acupuncture which neglects Immunity for 1 round to a unit hit. Units defeated by this skill cannot be revived.

-Chase - Matatabi: Causes damage, 3 Combo and Irremovable Ignition which neglects Immunity for 1 round to all units in the opponent's lineup.

-Chase - Isobu: Causes damage, 3 Combo to all units in the opponent's lineup and cancels all their Buffs and Shields. -Chase - Son Goku: Causes damage, 3 Combo and Inferno to up to 7 units in the opponent's lineup

-Chase - Kokuo: Causes damage and 3 Combo to up to 7 units in the opponent's lineup. This skill has additional Critical Rate bonus.

-Chase - Saiken: Causes damage, 3 Combo and Melt to up to 7 units in the opponent's lineup.

-Chase - Chomei: Causes damage, 3 Combo and Irremovable Blindness which neglects Immunity for 1 round to up to 7 units in the opponent's lineup.

-Chase - 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.

-Chase - Kurama: Causes damage neglecting Shields, 3 Combo and Interruption to up to 7 units in the opponent's lineup.




Zuletzt von YamataHanzan am 2024-06-13 17:24:25 bearbeitet
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Gepostet am 2024-06-14 11:46:38Nur Beiträge dieses Autors
183#

Verwandlung in Naruto Uzumaki [Sasuke Shinden]

image

Opakfähigkeit im Kampf

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Verfolgungsfähigkeit 1 unter Wind und Blitz Schaden

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Verfolgsfähigkeit 2 unter Feuer Schaden

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Verfolgungsfähigkeit 3 unter Wasser Schaden

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Verfolgungsfähigkeit 4 unter Feuer und Erde Schaden

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Verfolgungsfähigkeit 5 unter Wasser und Feuer Schaden

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Verfolgungsfähigkeit 6 unter Wasser und Erde Schaden

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Verfolgungsfähigkeit 7 ohne Element Schaden

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Verfolgungsfähigkeit 8 unter Wasser Schaden

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Verfolgungsfähigkeit 9 ohne Element Schaden

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Standard Attacke

Bild




Zuletzt von YamataHanzan am 2024-06-14 12:38:57 bearbeitet
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Gepostet am 2024-06-25 15:59:53Nur Beiträge dieses Autors
184#

neuer Ninja Hoichi

0



Mystery: Causes unavoidable damage to up to 5 units in the opponent's lineup, causes Irremovable Acupuncture which neglects Immunity 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: 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 Irremovable Acupuncture which neglects Immunity until the end of the round to a random unit hit.


Trigger 1: 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 again after this skill is triggered once, grants Endurance instead of Perseverance.


Trigger 2: 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 Irremovable Acupuncture which neglects Immunity until the end of the next round to the unit with the lowest HP.


Passive (3star): Hoichi is immune to Debuffs and whenever he suffers damage, reduces his Mystery Cooldown by 1. While Hoichi is alive, Secret Jutsu ninjas in your lineup will cause damage that neglect Shields and whenever they execute an action, reduces that unit's Mystery's Chakra Cost by 10 (stackable). Whenever Hoichi executes a Trigger skill, cancels any types of Acupuncture and Immobile he currently has.


New Debuff Dharma Seal: Whenever units under this Debuff execute a Trigger skill, they will suffer from Irremovable Acupuncture which neglects Immunity 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.


Effect Perseverance: Units under this Debuff will only take 1 damage whenever they are attacked. Lasts until the end of the round.






Zuletzt von YamataHanzan am 2024-06-25 16:02:43 bearbeitet
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Gepostet am 2024-07-02 11:25:07Nur Beiträge dieses Autors
185#

Sakura Haruno (Sasuke Shinden)

0

-Mystery: Causes unavoidable damage and Interruption to the 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: Attacks a random line of opponent units and causes Suppress Super Armor for 1 round, a chance of causing Repulse. This skill causes 80% more damage to units having Shields.


-Chase: 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: Sakura is immune to Debuffs. While Sakura is alive, all healing effects received by units in your lineup are increased by 25% and Sakura receives an additional 25%. Whenever Sakura executes an action or receives healing, scales her Attack by 15%.


-Trigger: Before an action, heals all units in lineup based on 20% of Sakura's base Ninjutsu stat, cancels 1 Debuff and all Fear, Fright and Horror they currently have.

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Gepostet am 2024-07-16 09:43:01Nur Beiträge dieses Autors
186#

roter vertrauter Geist fünffaches Rashomon

Rashomon




Zuletzt von YamataHanzan am 2024-07-16 09:52:01 bearbeitet
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Gepostet am 2024-07-23 10:08:20Nur Beiträge dieses Autors
187#

Ameyuri Ringo [Bademode]

0


Mystery 1: 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 Mystery 2.

Battlefield cooldown : 0

Mystery cooldown : 1

Chakra : 20

Mystery 2: 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 additionally Critical Rate increase and after executed, Ameyuri's Mytery changes to Mystery 1 and she enters Explosive Mode until the end of the round.

Battlefield cooldown : 1

Mystery cooldown : 1

Chakra : 40


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


-Explosive Mode: Units under this effect has high chances to evade Standard Attacks, recovers HP based 5% of the damage dealt whenever they cause Ninjutsu damage and units attacking them will suffer from Electrocution for 1 round.

-Lightning Style - Thunder Gate: Causes unavoidable damage and Electrocution to the line of opponent units with the lowest HP ninja. This skill ignores a certain amount of Resistance and has additional Critical Rate bonus.

-Old Debuff Electrocution (from Ameyuri Edo bt): Units under this Debuff will have their Resistance suppressed to 75% of their base Resistance stat. Lasts for 1 round, is Irremovable and neglects Immunity.

-New Debuff Static: Whenever units under this Debuff execute a Chase, they will suffer from Irremovable Paralysis which neglect Immunity until the end of the round. If they execute a Mystery, all units in their lineup will suffer from that Irremovable Paralysis instead. Lasts until the end of the next round, is Irremovable and neglects Immunity.






Zuletzt von YamataHanzan am 2024-07-23 10:14:40 bearbeitet
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Gepostet am 2024-08-06 11:48:24Nur Beiträge dieses Autors
188#
Gengetsu Hozuki [zweiter Mizukage - Bademode]


0


-Mystery: 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 he guarantee causes Critical Hits.

Battlefield cooldown: 0

Mystery cooldown: 3

Chakra: 20


-Standard: Attacks a random opponent ninja with a chance of attacking a line of opponent units instead. This skill never misses. For every Swimsuit or Summer ninja present in your lineup, increase this skill's damage by 40% and if there are more than 2, additionally causes Repulse.


-Chase: Triggered with at least 20 Combo, causes damage and Melt to up to 6 units in the opponent's field. -Trigger: At the end of every round, causes unavoidable damage to all units in the lineup in front and cancels all Buffs and Shields.


-Passive: Gengetsu is immune to Debuffs. Whenever he causes damage, scales his Ninjutsu by 20%. 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 Summer - Steaming Danger Tyranny.


-Summer - Steaming Danger Tyranny: Attacks all units in the lineup having the lowest HP opponent ninja and cancels all Buffs and Shields. This skill never misses and has additional Injury Rate increase.






Zuletzt von YamataHanzan am 2024-08-06 15:35:33 bearbeitet
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Gepostet am 2024-08-27 10:55:02Nur Beiträge dieses Autors
189#


Chojiro (Bademode)

0


-Mystery: 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: Attacks a random opponent unit and causes Suppress Super Armor until the end of the round, a chance of causing Knockdown. If this skill defeats a unit, executes Hiramekarei Strike.

-Chase: 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: 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 Hiramekarei Strike.

-Passive: Chojuro has Super Armor and high chance to evade the first 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 Hiramekarei Strike.

-Hiramekarei Strike: Causes unavoidable damage to the front row of opponent units, causes Repulse to a random unit hit. This skill ignores a certain amount of Defense and has additional Critical Rate increase. After this skill is executed, Chojuro receives an Extra Standard Attack.


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Gepostet am 2024-09-10 19:29:01Nur Beiträge dieses Autors
190#

Sai (Mondfestival)

IMG_6742


-Mystery: Causes unavoidable damage to all units in the opponent's lineup, causes Interruption and Dye Ink to the selected unit.

Battlefield cooldown : 0

Mystery cooldown : 2

Chakra : 0


-Standard: Attacks a random opponent unit and causes Dye Ink, a chance to attack units in a front row instead, causes Low Float and Dye Ink to a unit hit.


-Chase: 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: At the end of every round, causes unavoidable damage and Dye Ink to a random opponent ninja. -


Trigger 2: 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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Gepostet am 2024-09-24 09:47:59Nur Beiträge dieses Autors
191#

Chen (wiederbelebt)

0

-Mystery: Causes damage to up to 7 units in the opponent's field, causes Irremovable Blindness which neglects Immunity to the selected unit. If Chen's HP is lower than 40%, causes damage and Irremovable Blindness to all units in the selected unit's lineup instead.

Battlefield cooldown : 0

Mystery cooldown : 4

Chakra : 20


-Standard: Attacks a random opponent unit with a chance of causing Repulse, a small chance of causing a random row of opponent units instead and causes Suppress Super Armor for 1 round. If the selected unit is suffering from Blindness, this skill has additional Critical Rate increase.


-Chase: Chases and Attacks a Knocked Down or Repulsed unit, causes Low Float and Interruption, can be triggered twice each round. If the selected unit is suffering from Blindness, this skill has additional Critical Rate increase.


-Trigger 1: 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: At the end of every round, causes damage, Low Float to the unit in front and increases their Mystery Cooldown by 1. This skill has additional Critical Rate increase.


-Passive: 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.





Zuletzt von YamataHanzan am 2024-09-24 09:48:48 bearbeitet
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Gepostet am 2024-09-25 09:10:39Nur Beiträge dieses Autors
192#

Madara Uchiha (Mondauge)

0


-Mystery 1: Retrains all units in the opponent's field until the end of the round, causes Interruption to the selected unit. This skill never misses. After this skill is executed, Madara's Mystery changes to Mystery 2. After units Retrained executed an action, they suffer from Slumber.

Battlefield cooldown : 0

Mystery cooldown : 2

Chakra : 20


-Mystery 2: Causes damage, Suppress 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 Defense Shatter and Knockdown to the selected unit.

Battlefield cooldown : 0

Mystery cooldown : 2

Chakra : 40


-Standard: Attacks a random opponent unit with a chance of causing Knockdown and Irremovable Paralysis. Units defeated by this skill cannot be revived. Madara's first Standard Attack every round is enhanced.

-Enhanced Standard: Attacks all units in a random opponent lineup and steals all their Standard Attack attempts, causes Repulse to a unit hit. This skill never misses.


-Chase: Triggered with at least 30 Combo, causes damage, Irremovable 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 is enhanced.


-Enhanced Chase: Triggered with at least 30 Combo, causes damage, Irremovable 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.


-Trigger: After using Mystery 1, activates the Divine - World of Trees Barrier for 2 rounds. On the first round of the Barrier activation, opponents cannot gain additional Chakra from skills or effects and their healing received is reduced by 80%. Under this Barrier, ally units cannot suffer from Slumber and Paralysis, and opponent units cannot receive Explosive Mode.


-Passive 1: Madara has Level 2 Immunity 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 12%, can be triggered 12 times per round.


- Passive 2: Madara has a high chance of evading an attack every round and after he evades one, recovers 100 Chakra, sets his Mystery Cooldown to 0 and he can use his Mystery 1 more time in that round, then causes damage and Irremovable 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.

-New Effect Slumber: Units under this Effect cannot execute any actions except Death Skills, Mode Change actions and some specific skills. Lasts until the end of the round.

Verwandlung in Madara (Mondauge)





Zuletzt von YamataHanzan am 2024-10-15 23:56:59 bearbeitet
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Gepostet am 2024-10-29 14:38:34Nur Beiträge dieses Autors
193#

maskierter Mann (Untergang der Uchiha)

0

-Mystery: 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 and executes Blade of The Crimson Night.

Battlefield cooldown : 0

Cooldown : 3

Chakra : 20

-Blade of The Crimson Night: Attacks a random opponent unit suffering from Shackles, causes Knockdown and Irremovable Acupuncture until the end of the next round. Every time this skill is executed, increase Masked Man's damage caused by 15% (stackable up to 10 times).


-Standard: 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: 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: 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: Masked Man causes 30% more damage to Uchiha units and has high chances to evade Chase attacks. Whenever he evades an attack, reduces his Mystery Cooldown by 1 and removes all Immobile and Acupuncture he currently has. Every time Masked Man causes Taijutsu damage, scales his Attack by 15%.

-New Effect Shackles: Units suffering from this Effect will have their healings received reduced by 99% and their Atack suppressed to 100% of their base stat. Lasts for 1 round

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Gepostet am 2024-11-05 12:10:08Nur Beiträge dieses Autors
194#

klein Kurama

Kurama klein

im Spiel als vertauter Geist nebem dem Charakter sichtbar. über dem Avatar ein neuer Titel in bezug auf Kurama zudem sichtbar

Kurama klein 1






Zuletzt von YamataHanzan am 2024-11-05 12:10:26 bearbeitet
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Gepostet am 2024-11-20 12:46:56Nur Beiträge dieses Autors
195#

Kakashi (sechster Ho-Kage)

kakashi kage


Mystery: 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 : 1

Mystery cooldown : 3

Chakra : 20


Standard: 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 Lightning Cutter.

-Lightning Cutter: Attacks a random line of opponent units and cancels all Buffs and Shields. This skill never misses.


-Chase: 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: At the beginning of every round, causes Irremovable Blindness to up to 3 random opponent units and cancels all Paralysis Kakashi currently has.


Passive: Kakashi is immune to Debuffs, has Lightning Clone Jutsu and Water Clone Jutsu. Whenever the opponent receives a Standard Attack, Kakashi also receives an Extra Standard Attack, can be triggered 4 times each round.

-Lightning Clone Jutsu: After executing his Mystery, Kakashi summons a Lightning Clone with 50% HP and has Lightning Cutter.

-Water Clone Jutsu: After executing his Trigger, Kakashi summons a Water Clone with 70% HP and has Trigger.

Lightning Clone: Lightning Clone cannot be defeated by Mystery skills. Units causing damage to this Clone has a 50% chance to suffer from Irremovable Paralysis until the end of the round. While this unit is present in your lineup, Kakashi receives 50% less damage from the first 2 Mystery skills each round. For every Lightning 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.

Water Clone: Water Clone cannot be defeated by Trigger skills and whenever it enters the field, recovers 20 Chakra. While this unit is present in your lineup, Kakashi receives 50% less damage from Trigger skills. 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.



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