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Useful tips, especially 1 and 3. I'll bare all of them in mind whilst using this jutsu ^^
(Suiton: Bouhatei no Hanamizu) Water Release: Mole Snot
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user does a string of 4 handseals, creating a huge reservoir of a sticky substance (Similair to Water Style: Syrup Capture Field) underground. With one handseal, the user can erupt localized geiser-like streams around the opponent, which will then rain the substance upon the target. In case that doesn't work, the user can, by stomping on the ground, seep out the remaining underground syrup, sticking the opponent's foot to the ground.
In case the opponent decides to go underground to avoid the geysers he will come into contact with the substance underground and be stuck there, making him an easy target. The substance will short-circuit electricity, so if he tries using Nagashi to free himself he is dead.
*Can only be used thrice per match*
A fairly basic water technique which creates an underground source of water. Its more suited to being used as a binding mechanism rather than an offensive technique since most opponents would choose to counter this technique with an Earth Armour or a similar technique. That being said, if they use such a method of countering, they'll be both stuck to their armour and bound in place, leaving them fairly vulnerable.
Following up with techniques such as Swamp of the Underworld could prove to be too much for the opponent to handle.
The technique also has many side applications such as seeping the remaining fluid from the ground, as well as preventing the use of Nagashi against your future Earth techniques.
( Fuuton/Doton: Horun no Areno Eki ) Wind/Earth Style: The Horns of the Desert Lizard
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user links together 2 handseals, creating a ravaging dome of slicing winds. The wind's speed and sharpness is increased to the max, having almost no rival in shredding power. At which point, the user ends the succession of handseals with an extra one, which infuses the wind with small particles of the strongest earth materials. This sets the abrasive power of the wind past it's limits, both Wind and Earth chakra working together to combine the roughness and tangibility of the earth against the sharpness and speed of the wind, creating an almost perfect defense against all matter, which is shredded to oblivion when it comes in contact.
With 1 handseal, the user is disperse the dome into 2 large gusts of wind that fly up to mid range.
*The user is able to create a perfect sphere by leaping in the air*
*This jutsu is able to overpower the Strongest Metals/Perfectly Solid/Kaguya Bone/Diamond Elements/KGs up to it's rank, and Basic or less solid Elements (Wood, Calcium, Crystals, etc) 1 rank above*
*This jutsu can only be used once every 3 turns*
*The user is unable to preform Earth or Wind jutsus higher than S rank in the next turn*
*The dome is maintained for only 1 turn, and disperses normally if the user does not throw it towards the opponent*
*Can only be used thrice per battle*
An elemental combination of Earth and Wind, which creates a spinning dome of wind infused with tiny particles of debris to augment the wind's already powerful abrasive properties. Its an ideal defense against most elements since the two elements seem to counterbalance most of eachother's weaknesses, with few exceptions (Fire, Blast, etc).
I just have a few questions
1) Does this dome have to be created around the user's body ? or simply mid-range away from them ?
2) Do elemental combination jutsu respect the normal strengths and weaknesses of each element involved ? e.g. Since Earth is weak to Lightning but Wind is strong to it, is this jutsu neutral to S-Rank Lightning ?
It's a pretty straight forward technique, I have some questions on the details though:
1. Does it require direct contact with the ground? Can I simply preform it from an aerial summon?
2. Upon the creation of the oil, you notice the ground inflate. What else do you notice?
3. Is the Ant-lion formation similar to the Earth technique by the same name, visually-wise? As in, if i catch my target in the center of the oil reservoir, can I make the ground spiral on itself, igniting the oil and entrapping the target, pulling him under?
4. How does the explosion manifest itself? Is it like a large pillar of fire that rises from the center of the technique? Pyroclastic explosions all around, up to a certain range? Is it pure molten ground? I guess I'm confused at the slow-explosion part.
5. Do we see cracks on the ground through which oil starts to leak out, or is the oil completely hidden until it gather enough pressure/energy to instantly break through the ground and explode upwards (or outwards?)?
1) Yeah, it requires contact with the ground.
2) A vigilant opponent may notice the pungent smell of the oil, though I doubt many will pick on this detail.
3) Yep, it functions in the exact same way as the technique its based off. The antilion will drag them under, leaving them trapped and helpless against the resultant explosion.
4) The explosion can be described as a large geyser/pillar of aflame oil and molten ground
5) That's a tricky one. I can see it going both ways, its really at your discretion. Whichever is advantageous to you![]()
Its similar to the Added Weight technique in the sense it can "petrify" soft earthen substances into hard rock but without the sometimes disadvantageous weight gain. It can also reverse the process (hard rock into sand), granting it a further degree of usefulness. I also like how despite the necessary contact with the target substance, its effects can spread from short to long range, potentially transforming whole swamps into solid rock.
I'd use this with Miraak's vengeance once I'm done with the structure, so to solidify it and make it a permanent change to the battlefield.