Priest would immediately be thrown off due to the tremor from the ground. What a cruel fellow. Amaimon was his sensei and even at that, he is not someone that would show mercy. Priest could remember the last time they fought, where he lost a leg. He not called sage of strength and endurance for not. However, Priest is not the same as before. He has attain a title just like his sensei and he himself should not be under-estimated. His sensei should prepare himself though.O'right. Amaimon it is.
''OOOOOOOHHHH!!!!!''
Amaimon takes a knee, and both his palms embeds themselves into the soil, utilizing an earth technique. The technique is immediately affected by an increased denisty which is instantly and passively the technique.
Rank: A
Type: Supplementary/Offensive
Range: Short
Chakra Cost: N/A (+10 chakra cost to techniques if weight is altered)
Damage Points: N/A (up to +10 damage if Weight Added, -10 damage if Weight decreased)
Description: This technique is the daughter technique to both the Added/Light Weight techniques. The user will activate an ability which allows them to infuse earth chakra into their own earth-based techniques (KG/CE variants included e.g. Steel, Crystal, etc) for the following five turns. This ability essentially allows techniques used by the user to be created with a weight gain or reduction, depending on the user's wish. Techniques can be bolstered in weight to provide them with more force and by extension, their capability to inflict damage (only if feasible), all of this at the cost of their speed (decrease proportional to amount of weight added). Techniques can also be lightened to increase their movement speed proportional to the weight removed, but will inevitably suffer from a significant reduction in damage. However, an increase in damage will only affect techniques moving in downward direction (e.g. Dropping Lid), on all other techniques the weight gain will not affect the amount of damage they inflict. The user can freely switch between the addition or removal of weight for different techniques, so while technique A can be created with a weight increase, technique B can be created with a weight decrease and technique C can be created with its weight left unaltered. Logically, this technique will not work with all techniques but it will work with most (projectiles, some terrain manipulation techniques, etc). Anything utilized from the body or which emerges from the ground can have its weight altered. Techniques which emerge from the earth will surface much more quickly/slowly depending on how their weight was altered. Armours or hardening techniques used will either become bulkier or more maneuverable. Techniques such as Sticky Earth Drop can only have the weight of the mud increased but rather than increasing in weight the mud simply becomes "more solid" and harder in consistency (a partial petrification of sorts) and hence can still benefit from the damage boost if applicable. Infusion techniques which imbue objects/people with a particular property will also alter the weight of the targeted substance (When used in conjunction with the Added/Light Weight techniques, the weight of the object/person can be altered to a higher degree). This technique can only increase or decrease the weight of the affected substances up to scale factor of 10x (ten times above or below its weight). Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes another earth-based jutsu.
Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight
Rank: S
Type: Attack
Range: Short-long
Chakra Cost: 40
Damage Points: 80 (+10 +25)
Description: The user will thouderously slams his hands into the ground, creatin a small earth quake and 20 meter long sharp ridged earth spikes that will protrude out ground, stabin and shredding anything.
the user create a huge forest (not trees) of these long spikes coverin the whole battle field.. the widht of the spike is the same lenght as an average human's shoulders. the spikes can also cause damage to summons like gama.
*can only be used once*
The only warn giving sign is a tremble that would throw you off balance. This is immiently followed by an outragous eruption of spiked pillars that emerge from the ground in an ferocious almost uncontrollable manner which reaches atleast 20 meters into the sky leaving no room for evasion. The only sanctuary is the spot Amaimon is at and 3 meters around him.
Following the notion, both his hands join to make a hand sign within the same timeframe as the pillars emerging, increasing their ferocity even further to unimaginable lengths.
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a earth jutsu the user will perform 2 handseals as they release there chakra into the earth jutsu. In doing so, the user will increase the power and size of the earth jutsu boosting any earth jutsu by 25 damage points. By the increase in chakra the earth jutsu will grow in size and become more dense addding to its power.
Note: Can only use used on earth the user or the users summon has created
Note: Can only be used once one each earth jutsu creates
Note: can only be used 3 times
The moment you vanish, Amaimon knows. Firstly, that you vanish from sight, performing a sort of evasive movement. Secondly, he senses your soul. Knowing the remaining of the field will be occupied by spikes, there would only be one way for you to go - From above. Utilizing the fact that his hands are already connected, he shapes them into a different hand sign and punches towards your desginated area. By the time he punches he re-adjusts according to your movement, meaning the moment you appear above him, the technique is being utilized at point blank range.Priest would immediately be thrown off due to the tremor from the ground. What a cruel fellow. Amaimon was his sensei and even at that, he is not someone that would show mercy. Priest could remember the last time they fought, where he lost a leg. He not called sage of strength and endurance for not. However, Priest is not the same as before. He has attain a title just like his sensei and he himself should not be under-estimated. His sensei should prepare himself though.
Immediately Priest loses his footing, he would vanish from the spot, knowing an imminent danger follows a tremor like that. He would near instantly appear a meter above Amaimon while coming down with a heel drop on top of his head. His body is clad in lightning, the kick would crush Amaimon's head sending him crashing to the ground lifeless, with fried brain. Since Amaimon is crouched, Priest would appear above him just as the spikes are emerging.
We meet again Amaimon.
Paw Arts: Train Wreck - Nykyu No Mi: Toren Keigei
(Raiton: Eregan Rai Jisshi)- Lightning Release: Elegant Electrical EmbodimentType: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Despite the bulkiness of the founder of the clan, he is able to move as light as a feather. The trick behind this prowess is nothing but the paw's power to repel. A simple jutsu developed by the bartholomew to execute simple but swift movement. Using the repulsion power of the paws, a bartholomew is able to move or perhaps, cover a fair distance in a very miniscle amount of time, a feat way past the ability of a normal ninja. There are three variants of this art:
First Pilgrim
The first variation of the Bartholomew movement jutsu is a
simple but rather delicate process which requires high level
of skill and balance. The Bartholomew would focus chakra
into his paw(s) and repel the air before them upto
15meters around a 90-180 degrees area originating from
the user. The repulsion can not be blocked nor negated as
it does not interact with anything but the surrounding air
friction. Upon repulsion, he would have removed the entire
air resistance/friction in the affected area for a very short
period of time. By running within the affected area, a
bartholomew member would be running without limits
thus his speed increases 2 folds. Due to the area affected
by this being narrow, the Bartholomew may be limited
interms of movement, depending on how he wants to
move. The removal of air friction however is temporary
and only last for 2 turns before everything returns to
normal. The affected area can only be utilized by
Bartholomews that have received training in the art. This
ability requires the user to spend chakra equivalent to A-
rank and it can only be used once every 3 turns. A
Bartholomew legend could use it once every 2 turns. Can
be used 3x per battle for normal bartholomew while a
legend is able to utilise this 4x per battle.
Second Pilgrim
The second variation of Bartholomew movement jutsu deemed as near instantenous due to its speed. The Bartholomew focuses chakra into his paw and repels himself to a desired location upto a 200m distance if he so wishes. Unlike the first variant, the Bartholomew is not actually running but rather pushing himself at near instatenous speed. Just like (Paw Arts: Repel), upon repulsion, the bartholomew vanishes from view and appears at his destination in a near intanteneous manner.
This ability requires the user to spend chakra worth of S-rank and can only be trained and used when a bartholomew have attained a legend title. This ability can only be used twice per battle with a 2 turn rest inbetween usage.
Last Pilgrim
The last variation of Bartholomew movement jutsu. This is
normally used by the Bartholomew legends to traverse
between very long distance e:g miles, without having to
walk or go through traveling hassle. The Bartholomew
focuses chakra into his paw and repels himself in the
direction he wishes. Upon repulsion, he vanishes out of
sight and moves at immense speed while he is coated in a
rather tough paw bubble. The bartholomew encapsulated
in the bubble, traverse through a space a little above the
atmosphere, i.e: The troposhpere. Upon reaching the
destination, the bubble containing the bartholomew
descends and crashes on the ground leaving a fair crater in
the shape of a bubble, though the user within the bubble
would not be harmed in any manner. The bartholomew is
able to use this to transport his comrade through long
distance if he wishes. This ability is S-rank and can only be
used once every 4 turns. This ability can be used only for
oneself, allies or techniques/objects and can not be used to
transport enemy ninja away from a position.
NOTE: When First Pilgrim is used, the user can't use paw
arts above S-rank in the same turn
NOTE: When Second Pilgrim is used, the user can't use S-
rank and above in the same turn. In the next turn, he won't
be able to use paw arts above S-rank
NOTE: When Last Pilgrim is used, the user can't use any
paw arts for 2 turns
NOTE: Second and Last Pilgrim can only be used by
Bartholomew legends.
NOTE: Paw Arts used in the first pilgrim also are influenced
by the no friction zone and thus their speed is increased
two folds.
Type: Defense/Offense
Rank: S
Range: Short
Chakra Cost: 40 (-10 per turn)
Damage Points: 80+15
Description: The user will gather lightning chakra throughout their body, and release it on the edge of the users skin all at once. This creates a unique armor of extreme condensed electricity for the user with random electrical wires appear out of it the armor that extends up to short range radius of the user. This doesn't add to Taijutsu but gives a more unique pain and method of attack, numbing on first contact and paralyzing on prolonged contact. Metal weapons will be shredded against the armor as well. Specific usages come along with the armor as well. Defensively, when touching things of solidity, no matter the size, the electricity will be able to ravage along the body, conducting through it, and destroy it to pieces, this makes golems in contact with the opponent vulnerable, roots of wood destroyed with ease, and steel cages less of a threat (this costs a move and is A-Rank) and extends up to the size of the construct it is. negating no matter the size, this ability activates whenever
the material touches the armor, even when the user is unable to notice the attack. Also, the electricity will prevent earth (KG and CE as well) to be created under the user and their short range radius for the electricity will negate it before its creation/usage (passive) due to the electrical wires created with the armor discharging lightning into the ground. The user can also create electrical whips out of their limbs that are heavily condensed able to restrict the opponent, swing around areas or slice through material/flesh that extend up to mid range. The user can shape the threads to create various tools like spears, spikes, walls, spheres, etc to aid for various purposes, using a hand seal will allow the user to release these weapons as a projectiles (count as a move and is A-Rank). The user can create up to eight constructs at most (with the use of one hand seal) with the power of this technique being split accordingly. While
active, the user can only use Lightning and non-elemental abilities. The user will be able to deactivate it mentally with no time wasted. Due to the stress of the electricity the user will be unable to use Taijutsu above C-Rank for three turns, only applicable when armor is active for all 4 turns.
Note: Can only be taught by Noni
Note: Last four turns and can only be used twice per battle
Note: Can not use lightning in same turn deactivated
Note: The abilities that come with this armor can only be used four times before it disperses on its own
There is a. 3m space around us that would not be affected by the spikes according to you. I could have appeared behind you, not necessarily above you.The moment you vanish, Amaimon knows. Firstly, that you vanish from sight, performing a sort of evasive movement. Secondly, he senses your soul. Knowing the remaining of the field will be occupied by spikes, there would only be one way for you to go - From above. Utilizing the fact that his hands are already connected, he shapes them into a different hand sign and punches towards your desginated area. By the time he punches he re-adjusts according to your movement, meaning the moment you appear above him, the technique is being utilized at point blank range.
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra Cost: 60
Damage Cost: 120
Description: The user puts his palm infront of his face, facing the target and his other hand up infront of it, however closed together as a fist. He then punches it foward releasing a great amount of chakra, wind to shape and fire for the explosion, forming a giant wolf head around him which then gets sent at the target at a furious speed, so furious it leaves out a howl of terror. As the wolf head makes impact it ends up in a giant explosion.
Notes:
-The users arms are so exhausted after using the technique his unable to perform hand seals for this and the next turn.
-The takes 20 damage on the body due the heavy amount of chakra used for this technique.
-Useable twice.
The wolf would punch through the lightning, hit against your body and explode into an outgoing maelstorm of blazing fire. It fills the diameter of our current room of space, in terms of width.
The only sanctuary is the spot Amaimon is at and 3 meters around him.
Yeah, but matters little to none as my sensing would allow to clarify your location.. So, even if I worded it differently the result would be the same. Atop of so, The Howl Technique, does not spread, upon creation, before it's even blasted towards you, it fills the space. So you wouldn't be able to evade around it. It's similiar to Afternoon Tiger that in sense, poses it's sheer size before being hauled forward.There is a. 3m space around us that would not be affected by the spikes according to you. I could have appeared behind you, not necessarily above you.
As I appear 1 meter above you, I see you releasing something from your hand and even it would still be smaller at point of release before it spread with respect to distance. I'll quickly substitute myself with a lightning dummy of myself while I quickly fall to the space behind you. The movement is akin to a substitution technique thus instantaneous. Easy now.
Getting 1meter behind you immediately as you assault the dummy, I'll cause tendrils from my armor to impale you from behind. The tendrils would carry a whooping damage of 75.
(Ninjutsu-chakura no dami) Ninja Art: Chakra Dummy
Rank: S
Type: Defence
Range: N/A
Chakra Cost:40
Damage Points:N/A
Description: This defensive jutsu enables the user to create a huge dummy made out of a particular type of elemental chakra, By just sending forth the desired chakra from their body whilst jumping backwards. The dummy instantly forms. at the users previous location before the jump. However, this dummies are motionless and doesn't really have any abilities thus they just used to block incoming attacks.
Note: This technique counts as a substitution technique
Note: twice per battle
Seeing that you kick backwards, I would react by flipping quickly 1 meter to my left while at the same time, I would weave a single handsign with the flip causing a clone to poof already caressing your body, locking you and holding on to you tight. The clone would though immediately explode, blowing you to bits. The explosion however, would not affect me due to my defensive armor but the force of the explosion would shift me back to mid range, after which I deactivate my armor. At the same time as the flip and clone, 2 tendrils from my armor would release my weights. This means the flip, clone and weight drop happens in the same timeframe.Yeah, but matters little to none as my sensing would allow to clarify your location.. So, even if I worded it differently the result would be the same. Atop of so, The Howl Technique, does not spread, upon creation, before it's even blasted towards you, it fills the space. So you wouldn't be able to evade around it. It's similiar to Afternoon Tiger that in sense, poses it's sheer size before being hauled forward.
Amaimon is instantly aware of your tactic, as he senses your fast movement, which somehow goes around of the filled space. To retaliate Amaimon performs a mere kick, leaning forward off his position, while launching his right leg back, and simualtaneously pivots on his left in order to turn while rising, delivering a rotating kick. Simple in creation, it proves devastating as the tendrils would originally do him in, but instead they clad around his body in an uncontrollable manner, and before it would even become noticeable it is released through the kick which connects to your chest, almost as an explosion, you're shot against the roots of the spiked forest.
Type: Offensive
Rank: D
Range: Short
Chakra: N/A
Damage: 20
Description: One of the simplest moves in Taijutsu, the user will simply hit the opponent with a kick from one of his legs. He is free to choose simple variations of the kick and the stronger he is, the more dangerous the technique is.
Type: Defensive/Supplementary/Offensive
Rank: S-rank
Range: Short
Chakra: 40
Damage: 80
Description: This is primarily a defensive technique where the user will engulf himself in hair, however not disabling him of his mobility or vision. By sending chakra into the hair, the user will make it a functional lighting rod - capable of absorbing and transmitting lightning throughout the hair covering the users body. Upon in contact with a lightning technique, the users chakra in his hair will guide the lightning sending it through a path of his hair and then releasing a weakened version of the opponents technique in the desired direction in the form his wishes, it could be a lightning bolt, or a current of electricity travelling through the ground, or a 360 degree shockwave.
~ Can guide up to and S-rank included
~ It will be weakened by one rank
~ Can be used twice