Each has very low costed spell projectiles such as shurikens and other, but here I'll focus on what makes them all really different...
1) Tobi => Terran Ghost
Tobi is a tricky and fun character to play, that's how I imagined him best. He uses the Sharingan and Mangekyo Sharingan to unlock a large gamma of eye techniques and their different variants. Of course, he can use basic techniques such as the great fireball (interesting spell effects and animation for this one) and a piercing wood technique.
When his Sharingan is activated, he can use it to disapear and travel in his pocket plane, and then go out wherever he wants on the battlefield. This can be used to avoid heavy damage, to run away or to catch an opponent on the run. He can also send other people and units into that pocket plane (they need to travel inside and find their way out). This can be used to win some time but you can also rejoin the trapped opponent to fight him inside. As Tobi has total control over his pocket plane however, he can trigger it to cast some devastating spells on opponents that are traped inside. So the best thing to do once cought there is to go out quicly.
Tobi can also stay in the arena without disapearing and stop being material, which means attacks will past through him like in Naruto manga and anime (actually, attacks DO hit him but will do 0 damage to the unit... you, as Tobi, can't do anything either so it's a spell that you can activate and deactivate at will as long as you have gas. The damage that he should have taken is stocked however and if you keep attacking Tobi strong enough, it will break his time-spaced technique and he will be forced to get back to normal). There is no visible difference for the opponent between "normal Tobi" and "ethereal Tobi".
Sharingan also allows him to use the forbidden technique Izanagi (while activated, this spell costs gas over time but will cancel taken damage from the opponent and will also cancel death in the case Tobi dies). The more you have gas, the more you can cancel injuries. The opponent is unable to see if the spell is active or not... He will only see it when you execute it and cancel damage or death. The use of this spell costs an eye and since Tobi only have 2 eyes, this means Izanagi can be used twice at most. Moreover, the second use of Izanagi will permanently deactivate the use of Sharingan and Mangekyo Sharingan, which means you will only keep your basic techniques.
Next is a combined spell of sharingan + fireball which results in an improved fire spell. You can also use an illusionary spell (Genjutsu type) to immobilize opponents.
Finally, Tobi can activate the Mangekyo sharingan and use it to absorb enemy spells (needs a good timing but is still fairly easy to do ingame) which are stocked in his pocket plane. As long as his Mangekyo is activated, he can release all the spells traped inside to turn them against opponents all at once.
2) Pain => Zealot Hero (Fenix)
This is the "Tendo Pain" or Deva Path. As such, he has the power of gravity which allows you to push away enemy units and opponents (dealing damage) or to bring them all the way back to you at any time (dealing some damage as well). In short :
- Attractive power => drags enemy to Pain
- Almighty push => cancels ALL enemy spells in your range, knocks enemy back and deals moderate damage
- Planetary devastation => creates a gravity core of attraction that will become a small planet by dragging flying stuff to it and imprison the opponent inside for heavy damage (everything is made in the arena, units aren't sent to hidden locations or something.. so it's quote nice to watch)
- Ultimate almighty push => this is the same as the regular version but it's range is limitless (which means all the battlefield is hit by the spell) and causes heavy damage. If this one is used, Pain can no longer use any of his gravity spells for about 3 mins.
He can use black rods to immobilize opponents as well for a very short time.
He can also call in the other Pains in order to use their own skills and spells (the Summoning pain, the mechanical one, the one that absorbs spells and the one with the "human path"). You loose if the primary Pain is killed. However, if a secondary Pain is killed you can bring him back with the one that ressurects them.
Playing Pain is fun as well, and a bit easier than Tobi.
3) Gaara => High Templar
He doesn't have a proper attack and uses "sand" (=> zerglings) to attack or defend. He has several spells that create "sand" in different ways depending on what are you planning to do (around you, under the ground from the sky etc). Gaara can use handy spells and damaging spells as well (desert coffin to immobilize, desert burial that can be used in a combo with the previous one, sand armor to absorb damage, desert avalanche, quicksand pit that can be followed by underground crushing spell, the arms of Shukaku etc).
Not easy to talk much about him : the best way to find out about Gaara is seeing it by yourself
4) Kisame => Dark Templar Hero
He can use the Samehada sword to do extra damage in close combat and steal chakra (gas), as long as the enemy has some left of course. Stolen chakra is stocked in Samehada and Kisame can add it to his own at anytime. There is a maximum amount of chakra stock (gas) Samehada can hold.
His other spells are water damaging spells with different power and range. One of them is the great shark missle that absorbs enemy technique's power to add it to it's own. It's power is based on the enemy spells. If there are no enemy spells or just weak ones, it doesn't do much. But power and efficiency get boosted if more powerful enemy spells are out there. And at its maximum power level, this spell can be pretty devastating. He can also summon 5 sharks and create water clones.
Water clones will allow the use of the water prison... And finally, Kisame can go into his "0 taled beast" form where he fusions with his sword Samehada.
5) Sasori => SCV
This is the puppet master. As a human puppet himself, he has some hidden weapons (spells) like flamethrower, water cannon and can use his secret red technique (the performance of 100 puppets). He can use the puppet Hiruko to hide inside and unlock new spells (poisoned gas, puppet arm charged with needles..), as long as Hiruko doesn't get destroyed that is. If his 100 puppets are out, Sasori can easily hide among them (if using Hiruko) so the opponent might get confused and unable to say which one is Sasori.
Sasori can summon his 3rd Sandaime Kazekage puppet which unlocks 3 spells based on the Iron sand (as long as the puppet isn't destroyed, yet again).
And finally, he can take control over enemy summonings if he needs to.
All those 5 characters have been successfully finished and fully tested. Also, I used japanese names for spells and they are displayed for each player everytime (except for secret spells).
I hope you appreciated these details
If you need some more precise stuff like spell list or the units / effects I used, just say.
Playing a demo on Bnet is possible too though there's nothing official about it for now.
None.