Magnet Release
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(Jiton: Denji Shindō no Jutsu) - Magnetism Release: Electromagnetic Vibration TechniqueRank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20 (+10 to Iron Sand jutsu cost)
Damage points: +20 to Iron Sand Technique
Description: The Electromagnetic Vibration Technique was created with the purpose of vibrating Iron Sand Techniques to increase their offensive capabilities. Within the same timeframe of an Iron Sand Technique, the user can an additional single hand seal to cause their Iron Sand technique to vibrate at ultra high frequencies via adding an additional amount of Magnet Release chakra to their Iron Sand jutsu thus increasing its cutting and piercing capabilities. This can only increase the power of piercing and cutting Iron Sand techniques.
Note: Can only be used by Iron Sand bios.
Note: Can only be used once every two turns
Note: Can only be used by those taught by Kooljay
Note: Can only be used a maximum of 5 times per battle.
Type: Supplementary
Range: Short - Long
Chakra cost: 20 (+10 to Iron Sand jutsu cost)
Damage points: +20 to Iron Sand Technique
Description: The Electromagnetic Vibration Technique was created with the purpose of vibrating Iron Sand Techniques to increase their offensive capabilities. Within the same timeframe of an Iron Sand Technique, the user can an additional single hand seal to cause their Iron Sand technique to vibrate at ultra high frequencies via adding an additional amount of Magnet Release chakra to their Iron Sand jutsu thus increasing its cutting and piercing capabilities. This can only increase the power of piercing and cutting Iron Sand techniques.
Note: Can only be used by Iron Sand bios.
Note: Can only be used once every two turns
Note: Can only be used by those taught by Kooljay
Note: Can only be used a maximum of 5 times per battle.
(Jiton: Rerugun no Jutsu) - Magnetic Release: Railgun Technique
Rank: S
Type: Offensive
Range: Short - Long
Chakra: 40
Damage points: 80
Description: The Railgun Technique is the signature jutsu of Misata Mikoto. It is simple, but yet extremely powerful. After weaving 3 hand seals, the user gathers and condenses magnet release chakra into a small area on each side of their hand. The first one going towards the palm of the hand (1) and the second one coming back towards her body, The user then puts a small metal object like a coin in their hand. For the Railgun to work, the chakra goes through the positive side, through the projectile and comes back through the negative side, using the Lorentz Force with the addition of Fleming's left-hand rule. The arcade coin acts as the projectile, which is propelled towards the target using the magnetic force. While the mass of the object is small, the acceleration more than makes up for it. This allows the projectile to be propelled at great forces capable of easily punching through most materials.
Note: Can only be used by Basic Magnetism Bios
Note: Can only be used once per turn on 2 turn cooldown.
Note: Can only be used by those taught by Kooljay
Note: Can only be used 2 times per battle.
Type: Offensive
Range: Short - Long
Chakra: 40
Damage points: 80
Description: The Railgun Technique is the signature jutsu of Misata Mikoto. It is simple, but yet extremely powerful. After weaving 3 hand seals, the user gathers and condenses magnet release chakra into a small area on each side of their hand. The first one going towards the palm of the hand (1) and the second one coming back towards her body, The user then puts a small metal object like a coin in their hand. For the Railgun to work, the chakra goes through the positive side, through the projectile and comes back through the negative side, using the Lorentz Force with the addition of Fleming's left-hand rule. The arcade coin acts as the projectile, which is propelled towards the target using the magnetic force. While the mass of the object is small, the acceleration more than makes up for it. This allows the projectile to be propelled at great forces capable of easily punching through most materials.
Note: Can only be used by Basic Magnetism Bios
Note: Can only be used once per turn on 2 turn cooldown.
Note: Can only be used by those taught by Kooljay
Note: Can only be used 2 times per battle.