Zanda vs Pantha

Panthalassa

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Panthalassa approaches the beach where he'd meet with his next opponent. The sand was white, and it stretched endlessly to his right, while the dead calm ocean stretched at his left. Charging chakra through his bugs, he made them better.

So we meet again?

( Aburame no Hijutsu: Kyousei ) Insect Hidden Technique: Symbiosis
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (+5 per turn)
Damage Points: N/A
Description: This technique utilizes the principles of the Insect Cocoon technique to induce a rapid reproduction of the host's insects. This is an advanced and more costly version of that technique, establishing a chakra-saturated environment during the rapid-breeding phase of the insect's development. This shifts their feeding habits into needed less chakra to stay alive and function, since they have an abundance of easily available food, but require a constant contact with it. Practical speaking, after the Symbiosis is complete, the insects, for 8 turns, will require the user to passively feed them a small quantity of chakra per turn ( 5 ), but, in turn, will require less chakra, half as much, for Insect Manipulation techniques, without hindering their strength and efficacy. This is a mutualistic trade-off between the host and the insects through the duration of the technique.

Note: After Symbiosis, cost of all insect techniques is halved ( x1/2 ).
Note: The user is unable to perform any other technique the same turn Symbiosis is performed, nor have any active insect swarm outside of his body.
Note: Alternatively, the user divides the initial infusion of chakra in two, and is able to perform the Symbiosis in two turns, allowing him to perform one other technique, without manipulation of the insects, each turn.
Note: At any point, the user is able to perform the Insect Cocoon technique, ending the effects of Symbiosis and re-establishing the default nutritional needs and behaviours.
Note: Effects of the Symbiosis lasts 8 turns, after which the user is unable to use Forbidden techniques for 2 turns and S ranked Insect techniques for 1 turn.
Note: Can only be used three times per battle.
 

ZandaT

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Being the bearer of the Goddess of Water for some time now left Kagura cold and unwelcoming to strangers, because he could no longer trust the greed of humankind. Turning to face the man behind him Kagura ended up smirking as the familiar face tickled his thoughts. The problem with facing this man the last time was the fact that Kagura started off the battle unaware of this man's special talents, but now that he has a grasp on the matter, the Paladin had no intention on starting this match of easy, and didn't even bother to answer Pantha as he continued drawing in natural energy into his body awaiting the sneaky bastards movements.
 

Panthalassa

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Without breaking a sweat, Panthalassa multiplies, creating 3 copies of himself made entirely of insects.

(Koudo Mushi Bunshin) Advanced Bug Clone
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A (+10 if bugs hit opponent)
Description: The user creates up to 3 clones made out of his Kikaichū bugs or any nearby bugs under his control. The clones can use all Aburame jutsus up to S-rank and have the ability in which the bugs that they are made of can suddenly burst out straight towards a target mid range from them when they disperse.

Note: Can only use 3 times per battle.
Note: Clones can also use Ninjutsu, Genjutsu and Taijutsu up to A rank.
Note: Up to three clones can be made with this technique.
Note: Created by DopeyDwarf and McKnockout

And then, all start running, 2 by sand, two by water. Panthalassa would be in the sand. As they run, Panthalassa Hypermorphises the flies into 3 different species, Beelphegor's Earth Gluttons, Leviathan Gorges and Astaroth Seers, the later of which climb onto each of their heads, nesting itself behind them. Panthalassa also activates Scavenging.

Hypermorphised Species:

( Aburame no Hijutsu: Kaushigai ) Insect Secret Technique: Scavenging
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: N/A
Description: Scavenging is a passive technique where the user introduces a new mechanism within any insect technique he performs. While they're moving as a swarm, they have a very natural flow that gives the construct a great flexibility. What Scavenging does is insert a pulsation spin across the swarm, using flight patterns and wing motions. When it happens, the swarms become more conspicuous, as the light shimmers slightly across the construct with each pulsation, but it greatly increases the swarm's chakra absorption technique, as it evenly splits apart the chakra and distributes it mechanically across the whole construct, for a more efficient absorption, almost like a drill that then redistributes the splintered chakra throughout a greater number of mouths. There are two practical effects to this, the first is that, when an opposing technique happens to collide with a construct, and the swarm overpowers it ( following the same S&W, as Scavenging does not increase the damage or resistance of the construct ), then the drilling pulse will split the defeated technique and absorb the chakra used to produce it throughout the swarm. The second effect is that when affecting a living organism directly, it will double the amount of chakra stolen.

Note: This technique's cost is distributed through its duration, 5 chakra every 2 turns. Thus, this technique last 8 turns.
Note: Aburame that have their biography for more than 6 months and have mastered all the Aburame techniques can spend chakra every 3 turns. Thus, this technique would last 12 turns.
Note: Requires 3 turns cool down between usages.
Note: Can only be used 3 times.
 

ZandaT

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Kagura's eyelids turned orange as he became mentally and physically attached to the world around him allowing him to feel everything that was going on. Amongst other things he felt the woman who forgot to turn off the pot roast, the elder man just sitting down to take his mid-day dump, and most importantly, the various bundles of insects being utilized by Pantha who lays idle as his minions forwards, a tactic that was oh too familiar to the Uzumaki who kinda felt disrespected by the act. Pantha, this, this right here, this is my true power.......

Without hesitation as the clones forward towards Kagura's left and right side, leaving the original alone by himself, the Uzumaki focuses his sulphur chakra underneath their entire position before they could create a large enough distance between each other distance, waving three hand seals creating a gigantic column of sulphur to explode out of the ground below and parts of the shallow sea underneath all of his targets. As the gas expels from the earth Kagura stomps down his foot creating a surge of fire to explode with the sulphur which not only amplifies the attack, but causes a sickly mist to settle in the entire area of the large explosion. Any organism with water in their bodies will fall under the sickly conditions of the mist as their skin blisters and sense of smell dead end as their insides are rotted away.

Kagura then performs a light jog 5m to his left, further onto the beach.

Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 70 (adds 350 chakra, consumes -15 per turn)
Damage points: N/A
Description: The user, by standing perfectly still in a meditative focus (user must stay still for 1 turn), will draw into him natural energy which he will then blend with their own chakra adding a new dimension of power to it. By doing this, the user gains access to what is called senjutsu chakra. This new chakra allows the user to enter an empowered state called Sage Mode, which then drastically increases the strength of his techniques and his physical prowess (speed, strength, stamina, etc). This variation is know as perfect Sage Mode and was first used by Naruto who could perfectly balance natural energy with chakra due to his unusual large chakra supply. The user gains horizontal slit pupils and orange markings around his eyes, reminiscent of Toads and pertain to the users connection with them. Their physical strength, speed, stamina, reflexes, and durability dramatically increase, with more emphasis on strength, endurance and stamina rather than speed and reflexes. The user can harness the natural energy surrounding them, turning it into an extension of their body, which increases the reach of their attacks through the use of Frog Kata. While sage mode is active, minor wounds heal slowly as time passes and the user gains the ability to passively sense his surroundings through the natural energy, in a similar but more precise and enhanced way as normal chakra sensing. Unlike other techniques, the user will not feel any depletion in terms of stamina and energy and will feel revitalized and strong while its active. However, once it ends, the exhaustion of sustaining such a delicate chakra balance takes over the user until he can recover. While Sage Mode is active, the user will take little damage from techniques C-Rank and below, and B-Rank and below Taijutsu. When Sage mode ends the user then experiences physical exhaustion reducing their capabilities the following turn preventing him from using techniques above A-Rank and Taijutsu above B-Rank. A user can prevent this by using the amphibian technique, using shadow clone to collect natural energy and dispelling them before sage mode ends or by ending sage mode before it times out. Taijutsu gains +25 damage, main elemental affinity gains +20 damage, other elemental ninjutsu gain +10 damage and Genjutsu gains +5 damage.
Note: Sage Mode lasts for a total of 5 turns, unless a clone or amphibian technique is used.
Note: if user uses Frog Katas length of Sage mode is cut by two turns.
Note: This variation can only be used by those with the Toad contract

Type: Offensive
Rank: S
Range: Mid - Long
Chakra cost: 40
Damage points: 80
Description: The user will focus their sulfuron chakra into the ground below, doing 3 handseals, before causing it to burst up from the ground as forceful columns of scorching sulphur, beneath and around the opponent's position. Without delay and as such as the columns erupt fully, the user will stomp their foot and send identical geysers of fire through the same openings created by the columns of dark yellow volcanic gas. The gaseous sulphur will instantly ignite and the flames will take on a distinct golden colour to signify the burning of sulphur. This burning of sulphur in air will give rise to a sickly mist of sulphur dioxide and sulphur trioxide (formed when sulphur is burnt in air) which will instantly react with the moisture in the air its exposed to, giving the minute droplets of water a slight corrosive quality. However, anyone unfortunate enough to breathe in this mist (including the user) will have their sense of smell deadened, their skin blistered and their insides eroded away as the gases readily react with the water in their bodies. Unlike Sulphur, the user has no control over the gases produced when it is burnt in air and the user is as to prone to their adverse effects as the opponent is, meaning they should take caution not to enter the vicinity in which the corrosive mist resides.

Note: Counts as two moves
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
Note: No other Sulphur techniques above A-Rank in the user's same and next turn

1/5 SM
 

Panthalassa

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Kagura's eyelids turned orange as he became mentally and physically attached to the world around him allowing him to feel everything that was going on. Amongst other things he felt the woman who forgot to turn off the pot roast, the elder man just sitting down to take his mid-day dump, and most importantly, the various bundles of insects being utilized by Pantha who lays idle as his minions forwards, a tactic that was oh too familiar to the Uzumaki who kinda felt disrespected by the act. Pantha, this, this right here, this is my true power.......

Without hesitation as the clones forward towards Kagura's left and right side, leaving the original alone by himself, the Uzumaki focuses his sulphur chakra underneath their entire position before they could create a large enough distance between each other distance, waving three hand seals creating a gigantic column of sulphur to explode out of the ground below and parts of the shallow sea underneath all of his targets. As the gas expels from the earth Kagura stomps down his foot creating a surge of fire to explode with the sulphur which not only amplifies the attack, but causes a sickly mist to settle in the entire area of the large explosion. Any organism with water in their bodies will fall under the sickly conditions of the mist as their skin blisters and sense of smell dead end as their insides are rotted away.

Kagura then performs a light jog 5m to his left, further onto the beach.

Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 70 (adds 350 chakra, consumes -15 per turn)
Damage points: N/A
Description: The user, by standing perfectly still in a meditative focus (user must stay still for 1 turn), will draw into him natural energy which he will then blend with their own chakra adding a new dimension of power to it. By doing this, the user gains access to what is called senjutsu chakra. This new chakra allows the user to enter an empowered state called Sage Mode, which then drastically increases the strength of his techniques and his physical prowess (speed, strength, stamina, etc). This variation is know as perfect Sage Mode and was first used by Naruto who could perfectly balance natural energy with chakra due to his unusual large chakra supply. The user gains horizontal slit pupils and orange markings around his eyes, reminiscent of Toads and pertain to the users connection with them. Their physical strength, speed, stamina, reflexes, and durability dramatically increase, with more emphasis on strength, endurance and stamina rather than speed and reflexes. The user can harness the natural energy surrounding them, turning it into an extension of their body, which increases the reach of their attacks through the use of Frog Kata. While sage mode is active, minor wounds heal slowly as time passes and the user gains the ability to passively sense his surroundings through the natural energy, in a similar but more precise and enhanced way as normal chakra sensing. Unlike other techniques, the user will not feel any depletion in terms of stamina and energy and will feel revitalized and strong while its active. However, once it ends, the exhaustion of sustaining such a delicate chakra balance takes over the user until he can recover. While Sage Mode is active, the user will take little damage from techniques C-Rank and below, and B-Rank and below Taijutsu. When Sage mode ends the user then experiences physical exhaustion reducing their capabilities the following turn preventing him from using techniques above A-Rank and Taijutsu above B-Rank. A user can prevent this by using the amphibian technique, using shadow clone to collect natural energy and dispelling them before sage mode ends or by ending sage mode before it times out. Taijutsu gains +25 damage, main elemental affinity gains +20 damage, other elemental ninjutsu gain +10 damage and Genjutsu gains +5 damage.
Note: Sage Mode lasts for a total of 5 turns, unless a clone or amphibian technique is used.
Note: if user uses Frog Katas length of Sage mode is cut by two turns.
Note: This variation can only be used by those with the Toad contract

Type: Offensive
Rank: S
Range: Mid - Long
Chakra cost: 40
Damage points: 80
Description: The user will focus their sulfuron chakra into the ground below, doing 3 handseals, before causing it to burst up from the ground as forceful columns of scorching sulphur, beneath and around the opponent's position. Without delay and as such as the columns erupt fully, the user will stomp their foot and send identical geysers of fire through the same openings created by the columns of dark yellow volcanic gas. The gaseous sulphur will instantly ignite and the flames will take on a distinct golden colour to signify the burning of sulphur. This burning of sulphur in air will give rise to a sickly mist of sulphur dioxide and sulphur trioxide (formed when sulphur is burnt in air) which will instantly react with the moisture in the air its exposed to, giving the minute droplets of water a slight corrosive quality. However, anyone unfortunate enough to breathe in this mist (including the user) will have their sense of smell deadened, their skin blistered and their insides eroded away as the gases readily react with the water in their bodies. Unlike Sulphur, the user has no control over the gases produced when it is burnt in air and the user is as to prone to their adverse effects as the opponent is, meaning they should take caution not to enter the vicinity in which the corrosive mist resides.

Note: Counts as two moves
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
Note: No other Sulphur techniques above A-Rank in the user's same and next turn

1/5 SM
As Kagura activates Sage mode, one of the clones on the water stops and spreads his arms. Immediately, the air fills with mosquitoes of water, placing Rheotaxis on the field, though not because the clone produced it, but because Panthalassa discretely did so. Simultaneously, two clones that kept on running, one on sand and one on water, unleash a gigantic swarm of flies, that cover and constrict Kagura, draining his chakra. If Kagura follows through with the Sulphur technique, it gets interrupted, and he gets hit by the flies.

( Suiton: Issui Shui ) Water Release: Rheotaxis
Type: Supplementary/Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: Rheotaxis is a behaviour where animals will turn against a current, lining their body with the water motion. The user will create a very thin mist, invisible to the naked eye, though clearly visible by Doujutsu, around the terrain, with a pattern of clearly visible, albeit small, water mosquitoes, which are nodules of aggregated mist. The water particles will have a similar property as the Mist Rain technique, where instead of the water eating the chakra from other techniques to make them weaker, which is essentially absorbing chakra within other techniques, Rheotaxis will have the opposite effect. The thin water particles will almost allow themselves to be absorbed by the chakra within other techniques. Lightly suspended in the air, they will follow the current of foreign chakra and turn towards the source, so even the smallest hint of chakra will move the suspended particles.

Practical speaking, when an opponent moulds chakra to perform a technique within the mist, the water particles will quickly converge towards the enemy, to follow the chakra, while the mosquitoes turn into needles that implode onto the man with speed similar to a drawn arrow, piercing him and interrupting the technique. This can be used offensively, up to Mid Range, or in a supplementary version, at half the chakra, up to Long range. This C rank version of Rheotaxis does not deal any damage, but allows the user to pin point an opponent by following the direction of the non threatening mosquito needles.

Note: While the mist can stay indefinitely on the field, without the user having to maintain it, it will only have a single usage, as the whole mist will converge as needles at the first foreign technique that is being moulded within, effectively unloading the technique.
Note: A Rank can only be used 3 times per battle and requires a 2 turn cool down.

(Kikaichū Kumo no Jutsu) - Destruction Bug Cloud Technique x2
Rank: S
Type: Offensive
Range: Short - Mid
Chakra cost: 40 20
Damage points: 80
Description: The user will cause a large amount of destruction bugs to swarm around the target creating a thick barrier that then swallows the target into a whirlpool of destruction bugs that drive the enemy into the ground.
Note: Must be a member of the Aburame clan.

If this is your true power, than I'll be coming for that Water Goddess next.

The clone that stopped says.
 

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As Kagura activates Sage mode, one of the clones on the water stops and spreads his arms. Immediately, the air fills with mosquitoes of water, placing Rheotaxis on the field, though not because the clone produced it, but because Panthalassa discretely did so. Simultaneously, two clones that kept on running, one on sand and one on water, unleash a gigantic swarm of flies, that cover and constrict Kagura, draining his chakra. If Kagura follows through with the Sulphur technique, it gets interrupted, and he gets hit by the flies.

( Suiton: Issui Shui ) Water Release: Rheotaxis
Type: Supplementary/Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: Rheotaxis is a behaviour where animals will turn against a current, lining their body with the water motion. The user will create a very thin mist, invisible to the naked eye, though clearly visible by Doujutsu, around the terrain, with a pattern of clearly visible, albeit small, water mosquitoes, which are nodules of aggregated mist. The water particles will have a similar property as the Mist Rain technique, where instead of the water eating the chakra from other techniques to make them weaker, which is essentially absorbing chakra within other techniques, Rheotaxis will have the opposite effect. The thin water particles will almost allow themselves to be absorbed by the chakra within other techniques. Lightly suspended in the air, they will follow the current of foreign chakra and turn towards the source, so even the smallest hint of chakra will move the suspended particles.

Practical speaking, when an opponent moulds chakra to perform a technique within the mist, the water particles will quickly converge towards the enemy, to follow the chakra, while the mosquitoes turn into needles that implode onto the man with speed similar to a drawn arrow, piercing him and interrupting the technique. This can be used offensively, up to Mid Range, or in a supplementary version, at half the chakra, up to Long range. This C rank version of Rheotaxis does not deal any damage, but allows the user to pin point an opponent by following the direction of the non threatening mosquito needles.

Note: While the mist can stay indefinitely on the field, without the user having to maintain it, it will only have a single usage, as the whole mist will converge as needles at the first foreign technique that is being moulded within, effectively unloading the technique.
Note: A Rank can only be used 3 times per battle and requires a 2 turn cool down.

(Kikaichū Kumo no Jutsu) - Destruction Bug Cloud Technique x2
Rank: S
Type: Offensive
Range: Short - Mid
Chakra cost: 40 20
Damage points: 80
Description: The user will cause a large amount of destruction bugs to swarm around the target creating a thick barrier that then swallows the target into a whirlpool of destruction bugs that drive the enemy into the ground.
Note: Must be a member of the Aburame clan.

If this is your true power, than I'll be coming for that Water Goddess next.

The clone that stopped says.
Kagura's opponents ran towards him with conviction as they tried to confuse him with their slightly odd movements, but it wasn't anything the empowered Uzumaki could not handle. As foreign water chakra fills the air around him, creating a familiar mist of deadly mosquitoes, Kagura performs a series of short leaps backwards as he activates a special seal built for purposes such as this. This won't work again..... the fleeing shinobi says while motioning. As the seal activates the insects would fly towards Kagura's body which became a medium for absorbing water, in which it did, saving him from the pesky water technique while his backwards motion keeps him from being surrounded by the clones.

In mere moments Kagura was faced with the swarm of looming insects and reacted by using his next backwards leap into the air to jump a little higher as he twists his lower body from right to left performing a side kick in mid air with his right leg, a motion that triggered the natural energy surrounding his body to extend forwards as a large wave that follows the same right to left arc trajectory of the kick squashing the swarms of insects like the dirty bugs they are.

Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description: The seal of the Water God is a special seal developed for the purpose to aid the user in tough situations. The seal itself is a circle of kanji surrounding the kanji for "Divine" in the middle. The user himself is the seal and can manifest it in any part of his body he wishes. The seal only works against Water techniques and is a very good defense against them. The seal activates and draws in any nearby water technique into himself, storing both the water and the chakra it contained inside of it. The seal can then serve multiple purposes:
-Reverence of God: The user will use the sealed, chakra infused, water to boost the damage of another water technique. Once he has absorbed an enemy technique, he does the handseals or rituals, needed for his own technique and, instead of its normal release, releases the technique from the seal itself (generally manifesting it in his hands). The end result is the water technique that the user performed with the addition of damage of the technique he had absorbed. The damage added is equal to the chakra points absorbed. Can be used 2 times.
-Divine Will: The user will use the sealed, chakra infused, water to combo with another elemental technique. Once he has absorbed an enemy technique he does the handseals or rituals needed for his own technique and, instead of its normal release, releases the technique from the seal itself (generally manifesting it in his hands). The end result is an elemental combo of both water and the element of the technique he performed. The rank of the combo is equal to rank of the elemental technique used although becoming a dual elemental technique. Can be used 2 times.
-Touch of Drought: The user will manifest the seal in both his hands and absorb any nearby moisture or water into the seal in a mere moment. This can be used to negate weather patterns such as clouds or mist but also to make it harder to breathe or to drain water sources. This can also be used to, upon touching an enemy, induce a temporary dehydration to the enemy, making him stumble and lose focus as well as stamina and strength, as he feels dizzy and weak. The effects last one turn. Can be used 2 times.
Note: Absorbing a technique counts as a move and can only be done 3 times. Cannot absorb more than one at a time.
Note: The seal can be combined with techniques that can logically be combined with a "water burst" from his body, as its follows logic and reasoning
Note: The seal can only be used max 3 times and the effects used depend on the user but neither can be used more than 2 times
Note: The user must wait a turn before using it again
Note: The seal has to be stated in the biography
Note: Only McRazor can teach this

Rank: S
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 80
Description: The Frog Katas is a fighting style available exclusively to those who have mastered the art of Sage mode. The natural chakra used for sage mode activates the users body in many ways, enhancing speed, power, stamina and durability. The user uses the sage chakra in frog katas to enhance their taijutsu skills and also to surround and encapsulates the user with an aura of natural energy. The user can use this aura as an extension of their body giving them longer reach within their taijutsu even if they do not directly connect. Punches that appear to have missed actually strike using the aura and sending the opponents flying.
Note: Can only be used in Toad Sage Mode.

After landing from using frog katta Kagura suddenly stops and rises completely upwards with a deviant smile on his face just before rushing back towards his enemies in hot pursuit, surging his sulphur chakra all throughout his body. Within mere meters of those giving chase, Kagura unleashes a massive hemispherical dome of the deadly gas that expands to the bonds of long range turning the beautiful terrain into the aftermath location of a natural disaster.

Type: Offensive/Defensive
Rank: Forbidden
Range: Short - Long
Chakra cost: 50
Damage points: 90+10= 100 (-40 damage to the user)
Description: The user will focus their sulfuron chakra throughout every chakra point in their body before releasing it in the form of a omnidirectional shockwave-like blast of superheated sulphur. The blast will incinerate the battlefield as it travels outwards in the direction of the opponent and the aftermath will resemble nothing short of a natural disaster. Nearby vegetation will die out instantly and the soil will be tainted/poisoned by the lingering sulphur, making it impossible for natural plant life (non-chakra infused) to grow from it once more. Nearby bodies of water (clouds, rivers, lakes) will be evaporated and hollowed out partially/completely, depending on how far the clouds of sulphur are allowed to travel. Furthermore, this technique will also heat up and quench the all of the moisture in the air itself, clearly demonstrating its ability to transform even the most life abundant terrains (such as rainforests) into desolate, desert-like wastelands. If the user utilizes while on the ground, the shockwave of sulphur will take the form of a hemispherical dome and will only travel outwards horizontally. If the user utilizes this jutsu airborne, the shockwave will take the form of a full dome which will travel outwards in every direction. The full dome variant possess a great capability for vast meteorological alteration, allowing it to purge rainy, snowy and other similar weather conditions. Should the full dome variant be used, clouds of sulphur will linger in the sky above, which can be used as a source for future sulphur techniques. The sulphur gas if undefended will linger on the field for the following three turns but will not pose a threat to the user/opponent's respiratory system since inhalation of Sulfuron (due to being such a dense gas) is near impossible unless the opponent/user is breathing extremely heavily.

Note: Can only be used once per battle
Note: No Sulphur techniques S-Rank or above in the user's next two turns
Note: No long handseal sequences (longer than three) for the next two turns
Note: No other Forbidden Ranked techniques in the user's same and next turn
Note: No Forbidden Ranked Fire, Earth or Wind in the user's same and next 2 turns
Note: Can only be Taught by Negative Knight
Note: The damage the user receives pertains to general first degree burns he will receive all over his skin, painful but not deadly, yet hindering just the same.

2/3 SM
 
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Panthalassa

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Kagura's opponents ran towards him with conviction as they tried to confuse him with their slightly odd movements, but it wasn't anything the empowered Uzumaki could not handle. As foreign water chakra fills the air around him, creating a familiar mist of deadly mosquitoes, Kagura performs a series of short leaps backwards as he activates a special seal built for purposes such as this. This won't work again..... the fleeing shinobi says while motioning. As the seal activates the insects would fly towards Kagura's body which became a medium for absorbing water, in which it did, saving him from the pesky water technique while his backwards motion keeps him from being surrounded by the clones.

In mere moments Kagura was faced with the swarm of looming insects and reacted by using his next backwards leap into the air to jump a little higher as he twists his lower body from right to left performing a side kick in mid air with his right leg, a motion that triggered the natural energy surrounding his body to extend forwards as a large wave that follows the same right to left arc trajectory of the kick squashing the swarms of insects like the dirty bugs they are.

Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description: The seal of the Water God is a special seal developed for the purpose to aid the user in tough situations. The seal itself is a circle of kanji surrounding the kanji for "Divine" in the middle. The user himself is the seal and can manifest it in any part of his body he wishes. The seal only works against Water techniques and is a very good defense against them. The seal activates and draws in any nearby water technique into himself, storing both the water and the chakra it contained inside of it. The seal can then serve multiple purposes:
-Reverence of God: The user will use the sealed, chakra infused, water to boost the damage of another water technique. Once he has absorbed an enemy technique, he does the handseals or rituals, needed for his own technique and, instead of its normal release, releases the technique from the seal itself (generally manifesting it in his hands). The end result is the water technique that the user performed with the addition of damage of the technique he had absorbed. The damage added is equal to the chakra points absorbed. Can be used 2 times.
-Divine Will: The user will use the sealed, chakra infused, water to combo with another elemental technique. Once he has absorbed an enemy technique he does the handseals or rituals needed for his own technique and, instead of its normal release, releases the technique from the seal itself (generally manifesting it in his hands). The end result is an elemental combo of both water and the element of the technique he performed. The rank of the combo is equal to rank of the elemental technique used although becoming a dual elemental technique. Can be used 2 times.
-Touch of Drought: The user will manifest the seal in both his hands and absorb any nearby moisture or water into the seal in a mere moment. This can be used to negate weather patterns such as clouds or mist but also to make it harder to breathe or to drain water sources. This can also be used to, upon touching an enemy, induce a temporary dehydration to the enemy, making him stumble and lose focus as well as stamina and strength, as he feels dizzy and weak. The effects last one turn. Can be used 2 times.
Note: Absorbing a technique counts as a move and can only be done 3 times. Cannot absorb more than one at a time.
Note: The seal can be combined with techniques that can logically be combined with a "water burst" from his body, as its follows logic and reasoning
Note: The seal can only be used max 3 times and the effects used depend on the user but neither can be used more than 2 times
Note: The user must wait a turn before using it again
Note: The seal has to be stated in the biography
Note: Only McRazor can teach this

Rank: S
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 80
Description: The Frog Katas is a fighting style available exclusively to those who have mastered the art of Sage mode. The natural chakra used for sage mode activates the users body in many ways, enhancing speed, power, stamina and durability. The user uses the sage chakra in frog katas to enhance their taijutsu skills and also to surround and encapsulates the user with an aura of natural energy. The user can use this aura as an extension of their body giving them longer reach within their taijutsu even if they do not directly connect. Punches that appear to have missed actually strike using the aura and sending the opponents flying.
Note: Can only be used in Toad Sage Mode.

After landing from using frog katta Kagura suddenly stops and rises completely upwards with a deviant smile on his face just before rushing back towards his enemies in hot pursuit, surging his sulphur chakra all throughout his body. Within mere meters of those giving chase, Kagura unleashes a massive hemispherical dome of the deadly gas that expands to the bonds of long range turning the beautiful terrain into the aftermath location of a natural disaster.

Type: Offensive/Defensive
Rank: Forbidden
Range: Short - Long
Chakra cost: 50
Damage points: 90+10= 100 (-40 damage to the user)
Description: The user will focus their sulfuron chakra throughout every chakra point in their body before releasing it in the form of a omnidirectional shockwave-like blast of superheated sulphur. The blast will incinerate the battlefield as it travels outwards in the direction of the opponent and the aftermath will resemble nothing short of a natural disaster. Nearby vegetation will die out instantly and the soil will be tainted/poisoned by the lingering sulphur, making it impossible for natural plant life (non-chakra infused) to grow from it once more. Nearby bodies of water (clouds, rivers, lakes) will be evaporated and hollowed out partially/completely, depending on how far the clouds of sulphur are allowed to travel. Furthermore, this technique will also heat up and quench the all of the moisture in the air itself, clearly demonstrating its ability to transform even the most life abundant terrains (such as rainforests) into desolate, desert-like wastelands. If the user utilizes while on the ground, the shockwave of sulphur will take the form of a hemispherical dome and will only travel outwards horizontally. If the user utilizes this jutsu airborne, the shockwave will take the form of a full dome which will travel outwards in every direction. The full dome variant possess a great capability for vast meteorological alteration, allowing it to purge rainy, snowy and other similar weather conditions. Should the full dome variant be used, clouds of sulphur will linger in the sky above, which can be used as a source for future sulphur techniques. The sulphur gas if undefended will linger on the field for the following three turns but will not pose a threat to the user/opponent's respiratory system since inhalation of Sulfuron (due to being such a dense gas) is near impossible unless the opponent/user is breathing extremely heavily.

Note: Can only be used once per battle
Note: No Sulphur techniques S-Rank or above in the user's next two turns
Note: No long handseal sequences (longer than three) for the next two turns
Note: No other Forbidden Ranked techniques in the user's same and next turn
Note: No Forbidden Ranked Fire, Earth or Wind in the user's same and next 2 turns
Note: Can only be Taught by Negative Knight
Note: The damage the user receives pertains to general first degree burns he will receive all over his skin, painful but not deadly, yet hindering just the same.

2/3 SM
Kagura kicks upwards, and swats the incoming insects with some sort of invisible energy. With a single kick both S ranks were neutralized. But Pantha had more aces up his sleeve. The clone in the water that threw one of the swarms quickly picks up the bodies of the dying flies and, like drawn arrows, 8 human sized scythes shoot out against the man. The scythes attack seemingly chaotically, from all sorts of angles, but 4 are aimed at each limb, to sever them elbow and knee deep, while the other 4 cross in pairs, at the chest and at the back. Then they all rotate, slashing horizontally across the torso.

( Oukouchuu Toujutsu: Kirikami ) Pharaoh Sickles: Papyrus Cut
Type: Offensive
Rank: B-A
Range: Short-Long
Chakra Cost: 20-30
Damage Points: 40-60
Description: The user manipulates chitin into producing up to 8 sickles of a myriad of chromatic tones. The user can manipulate them around in midair or wield them manually. They are extremely thin and sharp, as well as fast, like a drawn arrow. The difference in rank pertains to their size, as B rank they are the size of an arm, as A rank they're more like scythes the size of the average male adult. The user performs up to 8 attacks before they turn back into chitin dust.

Note: Requires 2 turns cooldown between usages.
Note: A rank can only be used 4 times.

Simultaneously, Panthalassa creates a portal above the battlefield, exuding forth a great mist.

( Suiton: Kafun ) Water Release: Polination
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user does 2 handseals and creates an opening within the sky similar to Earth Release: Sticky Earth Drop, which exudes onto the opponent a large amount of mist. The portal keeps on pouring out mist, making it efficiently more resilient to scattering techniques, as it keeps replenishing itself. One property of the mist is that it acts as a single vessel, allowing the user to use it as a medium for some compatible techniques, particularly Aburame Insect's chakra draining skill, where the user can simply target the mist in order to drain the chakra of enemies within. The idea is not to have a chakra draining water technique, as this is not it, but to have a mist technique that acts as a conductor, so that chakra draining techniques exterior to this technique, can be used through the mist.

Note: The portal stays open for 4 turns.
Note: Can only be used 4 times per battle.

And a third clone, the other one that had threw a swarm of flies, re-shoots another wave, against Kagura.

(Kikaichū Kumo no Jutsu) - Destruction Bug Cloud Technique
Rank: S
Type: Offensive
Range: Short - Mid
Chakra cost: 40 20
Damage points: 80
Description: The user will cause a large amount of destruction bugs to swarm around the target creating a thick barrier that then swallows the target into a whirlpool of destruction bugs that drive the enemy into the ground.
Note: Must be a member of the Aburame clan.
 

ZandaT

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Kagura kicks upwards, and swats the incoming insects with some sort of invisible energy. With a single kick both S ranks were neutralized. But Pantha had more aces up his sleeve. The clone in the water that threw one of the swarms quickly picks up the bodies of the dying flies and, like drawn arrows, 8 human sized scythes shoot out against the man. The scythes attack seemingly chaotically, from all sorts of angles, but 4 are aimed at each limb, to sever them elbow and knee deep, while the other 4 cross in pairs, at the chest and at the back. Then they all rotate, slashing horizontally across the torso.

( Oukouchuu Toujutsu: Kirikami ) Pharaoh Sickles: Papyrus Cut
Type: Offensive
Rank: B-A
Range: Short-Long
Chakra Cost: 20-30
Damage Points: 40-60
Description: The user manipulates chitin into producing up to 8 sickles of a myriad of chromatic tones. The user can manipulate them around in midair or wield them manually. They are extremely thin and sharp, as well as fast, like a drawn arrow. The difference in rank pertains to their size, as B rank they are the size of an arm, as A rank they're more like scythes the size of the average male adult. The user performs up to 8 attacks before they turn back into chitin dust.

Note: Requires 2 turns cooldown between usages.
Note: A rank can only be used 4 times.

Simultaneously, Panthalassa creates a portal above the battlefield, exuding forth a great mist.

( Suiton: Kafun ) Water Release: Polination
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user does 2 handseals and creates an opening within the sky similar to Earth Release: Sticky Earth Drop, which exudes onto the opponent a large amount of mist. The portal keeps on pouring out mist, making it efficiently more resilient to scattering techniques, as it keeps replenishing itself. One property of the mist is that it acts as a single vessel, allowing the user to use it as a medium for some compatible techniques, particularly Aburame Insect's chakra draining skill, where the user can simply target the mist in order to drain the chakra of enemies within. The idea is not to have a chakra draining water technique, as this is not it, but to have a mist technique that acts as a conductor, so that chakra draining techniques exterior to this technique, can be used through the mist.

Note: The portal stays open for 4 turns.
Note: Can only be used 4 times per battle.

And a third clone, the other one that had threw a swarm of flies, re-shoots another wave, against Kagura.

(Kikaichū Kumo no Jutsu) - Destruction Bug Cloud Technique
Rank: S
Type: Offensive
Range: Short - Mid
Chakra cost: 40 20
Damage points: 80
Description: The user will cause a large amount of destruction bugs to swarm around the target creating a thick barrier that then swallows the target into a whirlpool of destruction bugs that drive the enemy into the ground.
Note: Must be a member of the Aburame clan.
The moment the deceased bugs were manipulated and brought back into play, Kagura was still airborne due to the swiftness of the attack, and he couldn't help but let off a slight smirk as he motioned one of his hands towards his basic fuuin inscribed sword laying on the opposite hip of the Water Goddess while surging his sulphur chakra throughout his entire body. This guy never ceases to amaze me..... the Uzumaki thought to himself while releasing an omnidirectional shock wave blast of sulphur that swiftly propagates outwards from his body as a large, superheated gaseous dome that incinerates everything within its path long range in all directions if not stopped.

Left partly burnt immediately after, Kagura grinds his teeth while pitching the previously grabbed sword up into the air above him as he falls, an action he does right after the shock wave blast leaves from around his body. The sword would travel upwards releasing a clone every meter, that would then grab the sword and throw it higher in the air, until it reached an epitome of 3m with a total of 3 clones being made above Kagura. The last clone made would then immediately throw the sword towards the furthest version of Pantha, if any were left, upon the shock waves clearing, where the fourth and final clone would then appear mid trajectory of the sword grabbing it to then deliver two powerful slashes once in range of the target.

Type: Offensive/Defensive
Rank: Forbidden
Range: Short - Long
Chakra cost: 50
Damage points: 90+10= 100 (-40 damage to the user)
Description: The user will focus their sulfuron chakra throughout every chakra point in their body before releasing it in the form of a omnidirectional shockwave-like blast of superheated sulphur. The blast will incinerate the battlefield as it travels outwards in the direction of the opponent and the aftermath will resemble nothing short of a natural disaster. Nearby vegetation will die out instantly and the soil will be tainted/poisoned by the lingering sulphur, making it impossible for natural plant life (non-chakra infused) to grow from it once more. Nearby bodies of water (clouds, rivers, lakes) will be evaporated and hollowed out partially/completely, depending on how far the clouds of sulphur are allowed to travel. Furthermore, this technique will also heat up and quench the all of the moisture in the air itself, clearly demonstrating its ability to transform even the most life abundant terrains (such as rainforests) into desolate, desert-like wastelands. If the user utilizes while on the ground, the shockwave of sulphur will take the form of a hemispherical dome and will only travel outwards horizontally. If the user utilizes this jutsu airborne, the shockwave will take the form of a full dome which will travel outwards in every direction. The full dome variant possess a great capability for vast meteorological alteration, allowing it to purge rainy, snowy and other similar weather conditions. Should the full dome variant be used, clouds of sulphur will linger in the sky above, which can be used as a source for future sulphur techniques. The sulphur gas if undefended will linger on the field for the following three turns but will not pose a threat to the user/opponent's respiratory system since inhalation of Sulfuron (due to being such a dense gas) is near impossible unless the opponent/user is breathing extremely heavily.

Note: Can only be used once per battle
Note: No Sulphur techniques S-Rank or above in the user's next two turns
Note: No long handseal sequences (longer than three) for the next two turns
Note: No other Forbidden Ranked techniques in the user's same and next turn
Note: No Forbidden Ranked Fire, Earth or Wind in the user's same and next 2 turns
Note: Can only be Taught by Negative Knight
Note: The damage the user receives pertains to general first degree burns he will receive all over his skin, painful but not deadly, yet hindering just the same.

Type: Offensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: (-10 per unseal)
Damage: 60
Description: This sealing technique is a prepared, self-activating formula applied to all of the user’s swords that he possesses. When this technique is used, the user simply needs to draw his sword and sling it in the desired direction. Once airborne, the sealing formula activates passively and unseals a shadow clone. This shadow clone functions the same as a regular shadow clone and remains on the battlefield until destroyed. If the shadow clone has been discovered and is attacked, he is capable of immediately grasping the sword and slinging it again (of course if the attacking technique is of a large enough scale to catch the sword it will merely overpower the sword and seals and deactivate them fully if not defended from). From then on, a second shadow clone is unsealed who grabs the sword once more. This process continues to repeat up to a maximum of four times before the sword is unable to unseal any more clones. If in range of the opponent when unsealed, a shadow clone is capable of physically striking the opponent with a series of sword strikes (combination left up to the user) that deals 60 damage. Otherwise, any additional techniques used by the clones would count towards the user’s move count as usual. This technique counts as a Shadow Clone Technique usage.
- No sealing techniques in the same turn; No regular ninjutsu above A-rank the same turn

After throwing the sword upwards Kagura would bite his burnt thumb drawing blood allowing the shinobi to summon Hope and Will upon landing. The two elder toads appear right above the crouched over shinobi, landing on his shoulders fusing to them as Kagura's three clones land around him in a way that left him at the south point in a formation that resembled a four point diamond.

Rank: A
Type: Summoning
Range: Short
Chakra cost: 30
Damage Points: N/A
Description: The user will perform a series of hand seals and slam their hands to the ground to summon hope and will, if they have the special sage tatoos they can summon them this way too. These two are also known as uncle and aunt as will is Pa's brother. These two are also masters of the sage arts, though not as great as ma and pa. These 2 also have the special unique power to fuse with a master of sage mode, to help them keep the flow of natural energy. Though they arent as skilled or to ma and pa's level. When they fuse with the sage master, one must focus on gathering sage chakra at all time, or the balance of energy will cause the sage to turn to stone. Though the other is free to attack.
Note: Can only be summoned once
Note: Can only fuse once with a sage
Note: No other toad summonings on the field at the same time

3/3 SM
 

Panthalassa

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The moment the deceased bugs were manipulated and brought back into play, Kagura was still airborne due to the swiftness of the attack, and he couldn't help but let off a slight smirk as he motioned one of his hands towards his basic fuuin inscribed sword laying on the opposite hip of the Water Goddess while surging his sulphur chakra throughout his entire body. This guy never ceases to amaze me..... the Uzumaki thought to himself while releasing an omnidirectional shock wave blast of sulphur that swiftly propagates outwards from his body as a large, superheated gaseous dome that incinerates everything within its path long range in all directions if not stopped.

Left partly burnt immediately after, Kagura grinds his teeth while pitching the previously grabbed sword up into the air above him as he falls, an action he does right after the shock wave blast leaves from around his body. The sword would travel upwards releasing a clone every meter, that would then grab the sword and throw it higher in the air, until it reached an epitome of 3m with a total of 3 clones being made above Kagura. The last clone made would then immediately throw the sword towards the furthest version of Pantha, if any were left, upon the shock waves clearing, where the fourth and final clone would then appear mid trajectory of the sword grabbing it to then deliver two powerful slashes once in range of the target.

Type: Offensive/Defensive
Rank: Forbidden
Range: Short - Long
Chakra cost: 50
Damage points: 90+10= 100 (-40 damage to the user)
Description: The user will focus their sulfuron chakra throughout every chakra point in their body before releasing it in the form of a omnidirectional shockwave-like blast of superheated sulphur. The blast will incinerate the battlefield as it travels outwards in the direction of the opponent and the aftermath will resemble nothing short of a natural disaster. Nearby vegetation will die out instantly and the soil will be tainted/poisoned by the lingering sulphur, making it impossible for natural plant life (non-chakra infused) to grow from it once more. Nearby bodies of water (clouds, rivers, lakes) will be evaporated and hollowed out partially/completely, depending on how far the clouds of sulphur are allowed to travel. Furthermore, this technique will also heat up and quench the all of the moisture in the air itself, clearly demonstrating its ability to transform even the most life abundant terrains (such as rainforests) into desolate, desert-like wastelands. If the user utilizes while on the ground, the shockwave of sulphur will take the form of a hemispherical dome and will only travel outwards horizontally. If the user utilizes this jutsu airborne, the shockwave will take the form of a full dome which will travel outwards in every direction. The full dome variant possess a great capability for vast meteorological alteration, allowing it to purge rainy, snowy and other similar weather conditions. Should the full dome variant be used, clouds of sulphur will linger in the sky above, which can be used as a source for future sulphur techniques. The sulphur gas if undefended will linger on the field for the following three turns but will not pose a threat to the user/opponent's respiratory system since inhalation of Sulfuron (due to being such a dense gas) is near impossible unless the opponent/user is breathing extremely heavily.

Note: Can only be used once per battle
Note: No Sulphur techniques S-Rank or above in the user's next two turns
Note: No long handseal sequences (longer than three) for the next two turns
Note: No other Forbidden Ranked techniques in the user's same and next turn
Note: No Forbidden Ranked Fire, Earth or Wind in the user's same and next 2 turns
Note: Can only be Taught by Negative Knight
Note: The damage the user receives pertains to general first degree burns he will receive all over his skin, painful but not deadly, yet hindering just the same.

Type: Offensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: (-10 per unseal)
Damage: 60
Description: This sealing technique is a prepared, self-activating formula applied to all of the user’s swords that he possesses. When this technique is used, the user simply needs to draw his sword and sling it in the desired direction. Once airborne, the sealing formula activates passively and unseals a shadow clone. This shadow clone functions the same as a regular shadow clone and remains on the battlefield until destroyed. If the shadow clone has been discovered and is attacked, he is capable of immediately grasping the sword and slinging it again (of course if the attacking technique is of a large enough scale to catch the sword it will merely overpower the sword and seals and deactivate them fully if not defended from). From then on, a second shadow clone is unsealed who grabs the sword once more. This process continues to repeat up to a maximum of four times before the sword is unable to unseal any more clones. If in range of the opponent when unsealed, a shadow clone is capable of physically striking the opponent with a series of sword strikes (combination left up to the user) that deals 60 damage. Otherwise, any additional techniques used by the clones would count towards the user’s move count as usual. This technique counts as a Shadow Clone Technique usage.
- No sealing techniques in the same turn; No regular ninjutsu above A-rank the same turn

After throwing the sword upwards Kagura would bite his burnt thumb drawing blood allowing the shinobi to summon Hope and Will upon landing. The two elder toads appear right above the crouched over shinobi, landing on his shoulders fusing to them as Kagura's three clones land around him in a way that left him at the south point in a formation that resembled a four point diamond.

Rank: A
Type: Summoning
Range: Short
Chakra cost: 30
Damage Points: N/A
Description: The user will perform a series of hand seals and slam their hands to the ground to summon hope and will, if they have the special sage tatoos they can summon them this way too. These two are also known as uncle and aunt as will is Pa's brother. These two are also masters of the sage arts, though not as great as ma and pa. These 2 also have the special unique power to fuse with a master of sage mode, to help them keep the flow of natural energy. Though they arent as skilled or to ma and pa's level. When they fuse with the sage master, one must focus on gathering sage chakra at all time, or the balance of energy will cause the sage to turn to stone. Though the other is free to attack.
Note: Can only be summoned once
Note: Can only fuse once with a sage
Note: No other toad summonings on the field at the same time

3/3 SM
Without hesitation, the one clone that wasn't using any attack in the previous round infuses the exuding swarm from clone, boosting it, to defend against the Sulphur technique, so that the two techniques are neutralized. ( +40 damage, 120 damage, so it's goes 100 for 100, while the +20 accounts for an additional rank and neutralizes elemental weaknesses. ).

( Aburame no Hijutsu: Mushi Fuerushinsei ) Insect Secret Technique: Exuviae
Type: Supplementary/Defensive
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: Exuviae is a variant of the Insect Cocoon technique, applying the same principles of the concept by focusing chakra through the user's insects and accelerate their growth. The user will signal any active swarm , and nourish the insects with chakra, which will induce the rapid shedding and regeneration of their exoskeleton, multiplying the perceived amount of insects inside the swarm. These will be lifeless, but will behave like a barrier that will instantaneously protect the swarm from any one encounter, by doubling the defence properties of the insects by one rank ( Aburame Insects are normally weak to Elemental Ninjutsu besides Wood and other soft biological elements and strong to Raw Chakra ). This defense last the turn it is used or a single encounter, regardless of the difference in power ( stronger than the Exuviae Swarm will kill the swarm, weaker will neutralise the exoskeleton barrier ). Alternatively, due to the workings of the technique, the user is able to produce more chakra than the stated in the description of this technique, for a more direct approach against an opponent's technique, paying the chakra difference between the Swarm technique and the stronger opponent technique, plus an added +10 chakra, giving the swarm a defensive edge against boosted ninjutsu ( stat bonus, incremented combos, etc ). This will equalize the Exuviae Swarm, neutralizing the exoskeleton barrier and the opponent technique and carrying on the swarm itself, albeit weaker.

Note: Can only be used once every three turns.
Note: Boosted Exuviae can only be used three times.
Note: Boosted Exuviae is reliant on how much chakra the user spends on the technique, and works for any usage that would require more than 20 chakra ( which is the default cost of Exuviae, for the regular usage ) to equalize.
Note: Exuviae simply increases the defensive properties, not the damage output of any swarm technique.
Note: Alternative usage maxes out at +40 damage above an S rank.
Note: Can only be used by Aburame Clansmen.

The scythes, given their proximity, are likely destroyed, but the Polination mist I'm assuming would be kept protected. Meanwhile, Panthalassa and the clone remaining would create 2 great pillars that strike through the mist and then spill forth onto Kagura, to wrap and severely damaging him, while draining more of the chakra. The pillars would strike the clones, and would also aim at Ma and Pa.

( Kikaichū: Shoku ) - Parasitic Destruction Insects: Eclipse x2
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user manipulates the parasitic destruction insects to form a giant pillar that collapses into a wave that engulfs the enemy. The bugs then turn into a whirlpool that drag the opponent below ground before spouting out as a pillar that implodes.
Note: Must be a member of the Aburame clan.
 

ZandaT

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Without hesitation, the one clone that wasn't using any attack in the previous round infuses the exuding swarm from clone, boosting it, to defend against the Sulphur technique, so that the two techniques are neutralized. ( +40 damage, 120 damage, so it's goes 100 for 100, while the +20 accounts for an additional rank and neutralizes elemental weaknesses. ).

( Aburame no Hijutsu: Mushi Fuerushinsei ) Insect Secret Technique: Exuviae
Type: Supplementary/Defensive
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: Exuviae is a variant of the Insect Cocoon technique, applying the same principles of the concept by focusing chakra through the user's insects and accelerate their growth. The user will signal any active swarm , and nourish the insects with chakra, which will induce the rapid shedding and regeneration of their exoskeleton, multiplying the perceived amount of insects inside the swarm. These will be lifeless, but will behave like a barrier that will instantaneously protect the swarm from any one encounter, by doubling the defence properties of the insects by one rank ( Aburame Insects are normally weak to Elemental Ninjutsu besides Wood and other soft biological elements and strong to Raw Chakra ). This defense last the turn it is used or a single encounter, regardless of the difference in power ( stronger than the Exuviae Swarm will kill the swarm, weaker will neutralise the exoskeleton barrier ). Alternatively, due to the workings of the technique, the user is able to produce more chakra than the stated in the description of this technique, for a more direct approach against an opponent's technique, paying the chakra difference between the Swarm technique and the stronger opponent technique, plus an added +10 chakra, giving the swarm a defensive edge against boosted ninjutsu ( stat bonus, incremented combos, etc ). This will equalize the Exuviae Swarm, neutralizing the exoskeleton barrier and the opponent technique and carrying on the swarm itself, albeit weaker.

Note: Can only be used once every three turns.
Note: Boosted Exuviae can only be used three times.
Note: Boosted Exuviae is reliant on how much chakra the user spends on the technique, and works for any usage that would require more than 20 chakra ( which is the default cost of Exuviae, for the regular usage ) to equalize.
Note: Exuviae simply increases the defensive properties, not the damage output of any swarm technique.
Note: Alternative usage maxes out at +40 damage above an S rank.
Note: Can only be used by Aburame Clansmen.

The scythes, given their proximity, are likely destroyed, but the Polination mist I'm assuming would be kept protected. Meanwhile, Panthalassa and the clone remaining would create 2 great pillars that strike through the mist and then spill forth onto Kagura, to wrap and severely damaging him, while draining more of the chakra. The pillars would strike the clones, and would also aim at Ma and Pa.

( Kikaichū: Shoku ) - Parasitic Destruction Insects: Eclipse x2
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user manipulates the parasitic destruction insects to form a giant pillar that collapses into a wave that engulfs the enemy. The bugs then turn into a whirlpool that drag the opponent below ground before spouting out as a pillar that implodes.
Note: Must be a member of the Aburame clan.
The furthest version of Pantha was slayed by the fourth clone who followed through with his sword attack that was left undefended, and suddenly, things had taken a dive for Pantha and his clones who were now surrounded from the front and from behind by multiple Kagura's. Although the mist was now covering the battlefield, Kagura's clones were well aware of all versions of Pantha's lasts locations, and they shouldn't have a problem making out and hearing the large swarms congregating as they form into structures due to their close proximity. Based off of this, the fourth clone behind the Panthas, the frontal clone leading the formation, and the original who feels all react simultaneously. All playing a key part in the next move to put the Uzumaki at checkmate in a match that seemed to be at a stalemate.

The fourth clone behind the crew performs a single hand seal emitting a spear of lightning that shoots out from his mouth and immediately splits into two branches, each aiming for a separate bug pillar, before those two individual branches split into even more branches just before penetrating the two large pillars killing those bugs thus neutralizing both techniques.

Rank: S
Type: Attack
Range: Short-Long
Chakra cost: 40
Damage Points: 80
Descripton: The user, after performing the Snake hand seal, emits lightning in the shape of a spear from their hands or mouth which then pierces the enemy. Kakuzu, the original user, shoots the technique from his Lightning mask's mouth. Its destructive power is great enough to even pierce through rock; meaning it has a high killing potential. The user can increase the number of spears to attack multiple enemies by branching the main spear. This, coupled with the sheer speed of the lightning, makes it a difficult technique to evade. This strong attack can be defended against by an equally strong attack of the same element such as Raikiri.

The clone in front pulls out two long kunai and crosses the blades activating a seal that targets opponents in short range hindering those in its realm. Panthas would find themselves in a weakened state and unable to mold chakra above A ranks while in range of the seal.

Rank: A-Rank
Type: Supplementary
Range: Short
Chakra cost: 30 (-15 per turn active)
Damage points: N/A
Description: The user takes out two bladed objects and crosses them. This creates a seal that seals away 50% of the chakra of any opponents within short-range of the user, allowing them to use only upto A-rank techniques.
Note: Sealing Method lasts 2 turns maximum.
Note: If the opponent moves out of short range, he regains his original abilities


Smirking the entire time, Kagura focuses his natural energy all around the original Panthalassa creating hundreds upon hundreds small sized needles that covers all angles as they all shoot forwards at once piercing the Aburame like a needle cushion. The clone standing to the right of the formation would throw an explosive tagged kunai towards Pantha's clone over the water creating a small blast big enough to destroy it.

Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage: 80
Description: Using the same principle as "Ice Release: 1000 Needles of Death" the user would focus his natural energy all around his opponent. Once done, the user would materialize the the natural energy into hundreds of small sized needles which surrounds all directions and angles of the opponent. At the user's will, the needles would all attack the opponent at once, piercing him from all angles. It could also be done at several enemies, but the number and power of the needles would be split according to the number of enemies. The needles need to be created at least one meter away from any opponents.

-Uses 2 turns on SM
-Can't use SM technique higher than A-rank the same turn
-Can't use SM technique higher than S-rank the following turn
-Can only be used once per battle


SM Indefinite :)
 

Panthalassa

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The furthest version of Pantha was slayed by the fourth clone who followed through with his sword attack that was left undefended, and suddenly, things had taken a dive for Pantha and his clones who were now surrounded from the front and from behind by multiple Kagura's. Although the mist was now covering the battlefield, Kagura's clones were well aware of all versions of Pantha's lasts locations, and they shouldn't have a problem making out and hearing the large swarms congregating as they form into structures due to their close proximity. Based off of this, the fourth clone behind the Panthas, the frontal clone leading the formation, and the original who feels all react simultaneously. All playing a key part in the next move to put the Uzumaki at checkmate in a match that seemed to be at a stalemate.

The fourth clone behind the crew performs a single hand seal emitting a spear of lightning that shoots out from his mouth and immediately splits into two branches, each aiming for a separate bug pillar, before those two individual branches split into even more branches just before penetrating the two large pillars killing those bugs thus neutralizing both techniques.

Rank: S
Type: Attack
Range: Short-Long
Chakra cost: 40
Damage Points: 80
Descripton: The user, after performing the Snake hand seal, emits lightning in the shape of a spear from their hands or mouth which then pierces the enemy. Kakuzu, the original user, shoots the technique from his Lightning mask's mouth. Its destructive power is great enough to even pierce through rock; meaning it has a high killing potential. The user can increase the number of spears to attack multiple enemies by branching the main spear. This, coupled with the sheer speed of the lightning, makes it a difficult technique to evade. This strong attack can be defended against by an equally strong attack of the same element such as Raikiri.

The clone in front pulls out two long kunai and crosses the blades activating a seal that targets opponents in short range hindering those in its realm. Panthas would find themselves in a weakened state and unable to mold chakra above A ranks while in range of the seal.

Rank: A-Rank
Type: Supplementary
Range: Short
Chakra cost: 30 (-15 per turn active)
Damage points: N/A
Description: The user takes out two bladed objects and crosses them. This creates a seal that seals away 50% of the chakra of any opponents within short-range of the user, allowing them to use only upto A-rank techniques.
Note: Sealing Method lasts 2 turns maximum.
Note: If the opponent moves out of short range, he regains his original abilities


Smirking the entire time, Kagura focuses his natural energy all around the original Panthalassa creating hundreds upon hundreds small sized needles that covers all angles as they all shoot forwards at once piercing the Aburame like a needle cushion. The clone standing to the right of the formation would throw an explosive tagged kunai towards Pantha's clone over the water creating a small blast big enough to destroy it.

Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage: 80
Description: Using the same principle as "Ice Release: 1000 Needles of Death" the user would focus his natural energy all around his opponent. Once done, the user would materialize the the natural energy into hundreds of small sized needles which surrounds all directions and angles of the opponent. At the user's will, the needles would all attack the opponent at once, piercing him from all angles. It could also be done at several enemies, but the number and power of the needles would be split according to the number of enemies. The needles need to be created at least one meter away from any opponents.

-Uses 2 turns on SM
-Can't use SM technique higher than A-rank the same turn
-Can't use SM technique higher than S-rank the following turn
-Can only be used once per battle


SM Indefinite :)
As previously stated, the pillars grow through the mist blocking the path of the clones, catching the fourth clone mid trajectory of the sword. With the power similar to that of the Water element, the pillars are neutral to Lightning. The fourth clone is able to neutralize one of the pillars, but fails to block the second one, which swoops all the Kaguras and allies, and constricts them together, draining their chakra once more.

In the meantime, the remaining Panthalassas flood the entire battlefield with flies, swarming all around them. Harmlessly avoiding the hosts, they gather around the constricted opponents, through the mist and through the constricting swarm, draining chakra before compressing, in a large explosion. If Kagura proceeds with his move, then the flies are enough to counter. No Panthalassa is short range from kagura, or his clones ( which are directly above ), specially as they get pinned by the previous swarm.

(Kikaichū Dōmu no bakuhatsu no Jutsu ) - Destruction Bug Dome Explosion Technique x3
Rank: S
Type: Offensive
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: The user will send a large swarm of destruction bugs towards the target that then surrounds them in a circle wall before then moving in and covering the enemy in a dome that then explodes upon the target.
Note: Must be a member of the Aburame clan.

From the previous turn, the total amount of chakra drained from each person is 224 chakra, for a total of 1120 stolen from Kagura ( as his chakra is split through the clones ) and 480 from the summons, 1600 all. Half of which is transferred to Panthalassa until his reserves are full, the other half is metabolized by the flies.
 
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