Galahad eyes hadn't witnessed such raw power in a long while. Akin to praying he held his Wolf necklace to his mouth, and allowing his lips to nip at the metal, before letting go. Within same instant Galahad waved forth his palm as his entire entity got devoured in a pitch-black darkness. A halo covering short-range above him formed, while two spherical structures would float about his being, and only his eyes showed as beacons of light within the deep abyssal.This planet dispatch would actually be weaker than the last, since your last was empowered by Aegis but this one is simply heavier, which won't add to it's damage because it's not descending on me. If anything added weight may actually weaken it since it has to go upwards to reach me. <_<
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Gilgamesh would sense all, formulate a plan, and would continue to ascend on his cloud while performing a brisk set of hand seals. With the final hand seal, a poof of smoke would arise from his position and Kagutsuchi would erupt forth, easily outpacing any parts of your created earth tsunami that may try to ascend towards him, especially with his significant head start, and overall being a sight to behold as he dances through the air with unmatched grace.
(Kuchiyose No Jutsu:Batoidea: Kagutsuchi)- Summoning: Batoidea: Kagutsuchi
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Kagutsuchi is a rather small sized eagle like ray, being roughly 15 feet long (not including tail length), while his skin colour is deep orange with red ringed black spots. Kagutsuchi is unique among the rays, in the fact that he prefers heat, opting for warm water springs rather than cold water. His elemental affinity of fire reflects this. Kagutsuchi is capable of using all Katon techniques B rank and below and is capable of releasing a S rank blast of fire similar to that of Great Majestic Fire annihilation twice per battle, all of which counts as a jutsu. Kagutsuchi’s venom glands are also specialized in the sense that due to it being melded and mixed with his Katon chakra, it gains a similarity to oil in the fact that it’s highly combustible, viscous, sticky, and the venom doesn’t become denatured at higher temperatures but rather works even better before eventually turning into a dangerous gas if heated to high enough temperatures. Kagutsuchi is capable of spewing his specialized venom from his mouth in vast quantities, unlike normal venom, rather than relying on the piercing capabilities of a stinger, Kagutsuchi’s spewed venom sizzles on contact with skin, resulting in bruises and burns being formed, in which the poison can seep into the enemies blood-stream. Kagutsuchi spewing his venom counts as a A rank equivalent elemental jutsu which he is capable of applying shape manipulation to if he so wishes. Once per battle, Kagutsuchi is capable of spewing a gigantic maelstrom Fire/Venom combo towards the target which has the power of a forbidden ranked jutsu, the maelstrom leaving a fair amount of toxic gas behind. Like all Stingrays, Kagutsuchi has passive electroreception, his electroreception working through water, or using the moisture within the air as a medium. Kagutsuchi is capable of speech. Kagutsuchi’s venom results in the enemies heart and breathing rate slowing, not to mention that they begin to feel pain on the afflicted area as the enzymes take effect, this is proportionate to the amount of venom taken in, anything more than 30 mls leads to the next step. If enough venom is spewed, the cells in the contact area begin to die, resulting in the enemy experiencing a decline in health over the next few turns before dying of heart failure due to the heart and breathing rate lowering exponentially.
Note:
- Kagutsuchi can only be summoned once per battle and stays for four turns.
- Kagutsuchi is capable of spewing his venom normally three times per battle and counts as a move.
- Kagutsuchi is capable of using his Venom/Fire combo once per battle which counts as a move.
- Kagutsuchi’s electroreception spans out to Mid range.
- The user is relatively unaffected by the enzymes within the poison, however will still be marred by the offensive capabilities of the substance itself.
- Kagutsuchi is capable of flying through the air, and water, however while submerged under water he cannot use any of his techniques, and his strength is slowly sapped. Leaving him bedraggled after resurfacing, and causing a -20 damage deficit to his techniques for the remained of the turn. Though he has to be submerged for a good while and not simply a quick dip before exiting.
- Due to Kagutsuchi's fire nature he is susceptible to water based attacks and takes half extra damage when hit by one.
Kagutsuchi would gather his chakra and loop back on himself shortly after his summoning so that he may release a powerful Fire-Venom hybrid technique that would be directed to descend upon the earthen tsunami and your position. The fire technique, heavier and more corporeal than it's normal counterpart on account of being infused with viscous venom, would melt through your earth wave with ease and would bare down on you with commendable force, carrying with it debris, molten rock and lava collected from your own technique - thus giving the attack a further heightened level of corporality that would allow it to devastate the ground upon impact, especially considering the weight increase that would now be set to work against you.
His elemental affinity of fire reflects this. Kagutsuchi is capable of using all Katon techniques B rank and below and is capable of releasing a S rank blast of fire similar to that of Great Majestic Fire annihilation twice per battle, all of which counts as a jutsu. Kagutsuchi’s venom glands are also specialized in the sense that due to it being melded and mixed with his Katon chakra, it gains a similarity to oil in the fact that it’s highly combustible, viscous, sticky, and the venom doesn’t become denatured at higher temperatures but rather works even better before eventually turning into a dangerous gas if heated to high enough temperatures. Kagutsuchi is capable of spewing his specialized venom from his mouth in vast quantities, unlike normal venom, rather than relying on the piercing capabilities of a stinger, Kagutsuchi’s spewed venom sizzles on contact with skin, resulting in bruises and burns being formed, in which the poison can seep into the enemies blood-stream. Kagutsuchi spewing his venom counts as a A rank equivalent elemental jutsu which he is capable of applying shape manipulation to if he so wishes. Once per battle, Kagutsuchi is capable of spewing a gigantic maelstrom Fire/Venom combo towards the target which has the power of a forbidden ranked jutsu, the maelstrom leaving a fair amount of toxic gas behind. Like
However the offence wouldn't be limited to just that, since as Kagutsuchi releases the fire/venom combo so too would Gilgamesh release his. The Kiyoshi would exhale forth four bullets, three of wind and one of earth, that would orbit one another and collide as they advance directly into the stream of fire. The result would be the spheres expansion into a gigantic blast of abrasive wind and earth that would be set to level all within it's path. Furthermore, due to it's unique nature the attack would become even more deadly upon combining with Kagutsuchi's flames, morphing into a catastrophic and expansive whirlwind that would descend upon you with unparalleled force, and carry with it noxious gases.
Doton/Fuuton: | Earth Release/Water Release : Seeds of Anihilation
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90 (+20 if combined with Fire)
Description: A technique where the user spews a mediocre "Exploding Flame Shot" sized orb of earth towards the opponent, after which he spews three smaller orbs of wind that accelerate forwards towards the orb of earth before finally matching its pace to orbit around it. The orb of earth spins clockwise, and is composed of a mass of unstable earth chakra. While the outer wind orbs comprised of vigorously spinning winds similar to that of the Rasengan all spin counter-clockwise. The user by then performing a single handseal causes the orbs of wind to converge in on the earth. When the four orbs come into contact, the disordered and opposite rotations combined with the unstable abundance of chakra explodes to creates a gigantic cone shaped turbulent vortex that expands forwards and outwards much like Planetary Rasengan. The earth is reduced to dust shaped rubble, and much like the Dust Wind Technique serves to give the wind a level of tangibility that allows it to shred through matter caught within the technique to pieces, while the wind forms disordered turbulent gale forces that are honed into an infinite number of blades that ravage the target. In effect a catastrophic blast of wind and earth is released forwards in a V cone shape, that spreads out at an angle of up to 110 degrees. This technique combines particularly well with fire, as the fire will be sucked into the vortex and used to superheat the earth particles while also combining with the wind to form a wind and fire combo. Thus making it a technique where countless forceful blades of compressed wind and fire ravage the target along with superheated molten earth. After having used this jutsu the user begins to experience fatigue, their throat becomes sore as sharp pangs of pain glance upwards from their chest area due to the abundance of chakra forcefully channeled through and out of the users gullet.
Notes:
- Can only be used 2x
- No fuuton or Earth jutsu for the rest of the turn, no Earth or fuuton jutsu above S rank for the next two turns
- The users movements will be sluggish for the remainder of the turn and for the next turn, preventing efficient use of Taijutsu.
- Can only be taught by Scaze
The Wind/Earth is released slightly after the fire, but they would meet your earth together and already be combined by then.
Type: Supplementary
Rank: S
Range: Self/Short
Chakra Cost: 40 (-35 per turn)
Damage Points: N/A (Abyss +20)
Description: Unlike normal Abyss techniques, this one is used on the user himself. This technique allows the user to freely manipulate his body into Abyss chakra via releasing his abyss-affiliated chakra throughout his body, manifesting the element with his very being. Entering the state & once active, the user's body gets covered in the pitch black abyss chakra, his facial features are hidden but his eyes remain visible. A halo of Abyss chakra materlizes above his head, along with two spheres which rotates around him free for use as he pleases, working as ''Melschee's Door''(A-ranked total, Long range, doesn't receive damage boost). Due Abyss Release's nature, the user naturally gains flight ability when in this form albeit in a limited and slow application, which allows him to rettain a movement speed slower (about 3/4) than his base speed. The reason is that since Abyss is not affected by Gravity, momentum, friction and kinetic interactions become very limited and unable to produce normal movement and speed. When a physical object interacts with the user, due the composition of his body allows the user to stay unharmed by any physical substance, like a kunai or a weapon. Not only is this technique suitable for offensive tactics but also defensive; as stated, the user is immune to physical interaction but this does not only apply for ninja weapons but also for elements such as water, fire & earth or other 'solid'-based elements. Not only that, but as Abyss is not affected by temperature elements producing heat or frost have no effect on the user. While in this state, the user is limited to what elemental chakras he can utilize, mainly because of the constant release of abyss chakra; because of this, the user is unable to ultilize his basic five elemental affinities, untill the user exits the state. However, while in this state, the user is rendered very vulnerable to Lightning and Wind attacks, following elemental weaknesses and strenghts. The defensive abilities of the technique allow it to be able to defend against up to forbidden rank of elements weak to it or A-Rank of elements strong towards it. In any case, to completely cancel out the technique, the enemy needs to use a technique that completely overpowers the defensive force of the technique (less than a complete overpowering clash only leads to the technique regenerating itself right after), at which point the user returns back to his normal form, in the same state he was when he activated the technique. Because the user transforms his whole body into a raw manifestation of abyss, his abyss techniques become stronger and upon entering the state, any physical injury or otherwise physical illness (or similar state), is put on hold. As the body lacks now an organic form, the organic or physiological injuries or processes affecting the user such as poisons, low stamina effects, wounds, etc, etc are put on hold and not affecting the user, as if paused.
~ Can be used once per battle
~ Last four turns
~ Manipulation of the two spheres counts as a move
~ Once it ends, the user is left unable to use Abyss techniques for 3 turns and unable to use any technique above A-Rank in that turn, above S-Rank in the next.
~ The user is unable to perform any of the five basics while in this state
~ User is immune to water, fire & earth or other 'solid'/temperature-based techniques
~ Visual presentation
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Simualtaneously as ´donning the black, from his forth waving palm a bundle of spheres would emerge forming quarter sphere and immediately shoot out. The middle would pierce at your location while the outer spheres would slice inwards upon your location covering your entire area. These would with ease cut through the maelstorm whilst neutralizing and proceeding directly at you, considering the nature of Abyss, and the boost given from Raging King.
Rank: Forbidden
Type: Attack/Defense
Range: Short-Mid-Long
Chakra Cost: 60
Damage Points: 120 (-25)
Description: The ultimate form of Melchsee's Lance. Now the user creates several, around 10 - 15, mini planetary-like orbs with rings hovering above the palm of his hands, which he then throws in front of him. The orbs flatten and the original rings around the orbs form a semi-transparant shield to protect the user, while from all of the flattened orbs lances are shot at the target with extreme force and thus creating an offensive/defensive attack at the same time. Unlike the original Melchsee's Lance this is a one shot attack, each lance can only cut/pierce once. However each individual lance can cut from a different angle, for example one can cut from above, while another from below. The shield has a max reach of half a dome, depending on how the user positioned the orbs in front of him.
✘ Can only be used once per battle
✘ The user can't use an Abyss jutsu's of S-rank or higher for the next 3 turns
✘ The turn this jutsu is used and the next turn the user can only use max 2 jutsu's
✘ The user takes -25 damage.
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