§ The Royal Armoury §

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1. ( Kinjutsu : Hone Kujiku Yuuri ) Forbidden Technique : Bone Shattering Vibrations
Rank: Forbidden
Range: All
Chakra Cost:50
Damage Points:90
Type : Offense
Description:The user releases a ultrasonic sound that shatters bones of the opponent or bone jutsus and literally rips the cells apart, preventing regeneration by a Kekken Genkai or by medical means for one turn. This makes the opponent unable to move and causes excessive pain and damage due to the fragmented bone. This is done by matching the natural vibrations of these bones. Can only be avoided by going underground, as ultrasonics cannot travel underground.
Note : a) This technique does 20 dmg to the user
b) The user cannot use any taijutsu for the rest of the battle after using this technique.
C) Can only be used once per battle.

2. ( Mugenyousai ) ɸ Infinity Fortress
Rank: S
Type: Supplementary
Range: All Ranges
Chakra cost: 50 to activate, +15 per turn to maintain.
Damage Points: N/A

An advanced terrain altering technique, it is activated by the user placing his hands in a "prayer" position. Yellow chakra swirls around him, and turns into random strings of letters and text before entering into the terrain around the user.
The terrain and every aspect of it becomes so flooded with the user's chakra that there is what can be termed a "near-total control" over the features of the environment by the user.
By making motions with his hands, the yellow numbers and text appear for a second before modifying, turning the terrain into a different battlefield entirely - for example, moving from a desert into a forest, or even just making a random rock structure erect itself whenever he wishes after technique is activated.
However, there is a major control to this. The user cannot create structures that will offensively attack the opponent, such as spikes from rock, lava under his feet and so on.
The terrain, is referred to as "near-total control" for a reason. Though the user can change the structure of the terrain, it's climate, humidity, weather conditions and so on, the opponent can freely use the features - for example, if a rock structure has been erected, the opponent can use his jutsus on it to make a dragon etc. To give a better example, if a lake has been selected as the terrain, then the opponent can freely use the lake as a water source for all his techniques.
In effect, the user has only free reign about the composition of the terrain, not how it is used and by whom.
The chakra drain caused by this technique allows the user to utilise Forbidden Techniques only once per two turns, and prevents him from entering modes that require extra chakra to be unleashed, such as the Gates.
This technique may be activated only once per battle.
An interesting side effect of this technique is that since the terrain is constantly shifting due to the user's chakra, it becomes nearly impossible for the user or the opponent to collect natural chakra for Senjutsu or to enter Sage Mode.

3. ( Meihin no Breton - Chogenjitsu Jinzei ) ɸ Breton's Masterpiece - Surreal Life
Rank: S
Type: Supplementary
Range: All
Chakra cost: 40 ( +10 to maintain per turn )
Damage Points: 10 per creation.

This technique is an addition to the Infinity Fortress. After Infinity Fortress has been activated, this technique is an addition to it.
Once this addition is activated, the effects of Infinity Fortress completely change. To use an analogy, if Infinity Fortress can be equated to Shakespeare, it becomes Douglas Adams.
The description of the change is as such. Infinity Fortress changes the terrain of the battlefield. However, this technique changes it so that the flashing code of the Infinity Fortress turns multicoloured and glowing, and then recedes. The code can then be brought back and the surroundings changes in the same way that the Infinity Fortress used to.
However, the major difference is that instead of changing boring things, this allows the creation of marvellous things on the battlefield.
Such as, flying pink elephants, asbestos cabbages, knife-wielding tomatoes, a boat made of candy and other objects that generally, you do not find in your day-to-day life.
These objects can be made to attack the opponent, carry the user, etc. However these tomatoes and cabbages and elephants and boats and such can only do very very minor damage, like poking the opponent in the eye. Or scratching him. Or sitting on him. Or punching him. Or their most devastating attack to a man, kicking him in the balls.
The actual purpose of this technique is it's highly distracting.
The technique can be activated once per battle. If deactivated, it cannot be re-activated for that battle.
When this is activated, Infinity Fortress loses it's terrain-changing powers for the abilities of creating weak but surreal and completely hilarious creations.
The maximum size of these creations is the size of an elephant.
No mythical creatures can be made.
The wielder of this technique cannot go into Sage Mode, use EIG or summon.

4. ( Ōdoen'you: Muge Kamigaka ) - Royal Domain Invocation: Fetterless Mother of the Gods
Type: Supplementary
Rank: S
Range: Self-Affecting
Chakra Cost: 40
Damage Points: N/A
This technique is an extremely useful method of avoiding what would otherwise be a sure battle loss. The user, when he is paralysed or tied down by the effects of any chakra based technique, concentrates to create a slight weakness in the technique, enough for him to pull up some of his chakra reserves into a sphere shape inside his body at the region of the heart. The sphere then expands suddenly, washing away traces of the opponent's chakra from the binding technique from every part of his body and the outer layer of his skin, releasing him to move free again.
However, the concentration required to make a slight weakness takes a toll of 10 damage to the user, and the sphere also washes away any of his chakra already existing in his body due to one of his jutsu, meaning that any "Modes" such as Sage Mode or Eight Gates or anything activated will also automatically dissipate away. He also cannot attack the opponent during the same turn or the next turn, and has to be content with Jutsu that are listed Defense or Supplementary.

5. ( Shunataraja no Sansensa ) 主 Trident of Lord Nataraja
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description:
The Trident of Lord Nataraja is a fearsome weapon in the right hands. It is a trishula, literally "three-spear", an ornate three-pronged trident. The entire weapon is a silvery-grey in colour, and has a length of six feet from tip to end. As a result, it gives the user a great advantage in range over more conventional shorter weapons. Just below the head of the weapon is attached a small drum, with two small spheres tied to a cloth attached to it and poised over the two skins of the drum. By flowing his chakra into the weapon, the user can control the spheres to create a particular rhythmic sound to the drum. This can then be used to set up any Sound-based attacks. Any of the user's Sound Techniques that do not require the trident can also be performed through it, without having to do handseals. Using the trident gives the user a +10 damage boost to his sound techniques.
The trident itself is indestructible, although its tip can only pierce through B-rank defenses and below by itself. The user must know Sound to use the drum feature of the weapon. When the trident is being used, the wielder cannot use Sage Mode or EIG. Due to the weight of the Trident, the user's motion is slowed by two speed chart ranks, and his Taijutsu is similarly slowed.

6. ( Bakuretsu Kamihikouki Tenji ) ɸ Exploding Paper-Airplane Display
Rank: C
Type: Offensive
Range: All
Chakra cost: 20 ( +5 per turn per compartment released used to maintain mobility )
Damage Points: 10 ( per airplane )

The user of this technique will pull out a scroll with sixteen similar characters printed on it. Each symbol is a separate storage seal, making sixteen storage seals on that scroll.
Each seal, when the user forces some chakra into it, releases ten paper airplanes. However, these airplanes are not made of just normal paper, but exploding tags folded into the shapes.
Upon application of wind chakra onto the airplanes, they can be made to glide at a maximum speed of a normal thrown kunai. With subtle changes in the direction of wind chakra the airplanes change direction.
With the snap of the user's finger, the wind chakra will rub against the paper, the friction causing a spark that will then make the airplane explode. The wind chakra near the plane will amplify its explosion, though only a little. The amplification makes each tag explode with the force of two normal tags.
The wind chakra prevents the airplanes from getting wet due to any water or liquid - however they amplify fire, so an opponent who burns the airplanes can make them prematurely explode. It also reduces any noise from the plane's movements, making them completely noiseless.
The user can either unseal from all 16 storage tags at one time, or in parts over the course of the battle. If the second is the case, then only the first use of this technique counts as a jutsu - subsequent small unsealings of a few compartments do not.
~ Only one such scroll can be carried to each battle
~ As long as the airplanes are on the field, user may not use S-rank and above Wind techniques.

7. ( Nijo Kibaku Fuda ) ɸ Multiplying Exploding Tags
Rank: C
Type: Supplementary
Range: Short-Long
Chakra Cost: 15
Damage Points: N/A by itself

Using the same principle as the Shuriken Kage Bunshin technique, this allows the user to create five copies of an exploding tag, or a number of them, to provide more impact or to surprise an opponent.
The cloned tags possess the same position, speed, state, and any jutsu affecting the original also immediately affects the clones, and they fall under it's control automatically.
The technique does possess some inherent weaknesses and restrictions -
• This technique may be used only thrice per battle.
• For each use of this technique, the user chooses a circle of the terrain; all the exploding tags in that circle ( of maximum one-meter radius ) that the user selects will be affected.
• Since the state is also replicated, if the original tags are torn or damaged, the clones will also be so.
• If the originals are affected by some particular technique of the opponent's, then the clones will also be affected.​

8. ( Shurai Kusarirenku Kanmon ) ɸ Lightning Chain-link Barrier
Rank: S
Type: Offensive/Supplementary
Range: Short-Long
Chakra cost: 40
Damage Points: 80 ( 100 with water )

The user tosses a scroll into the sky, aimed and thrown with chakra so it reaches even a long distance. Once in the air, the user makes one handseal, and the scroll unfurls itself, and from it numerous metal chains spew out and strike into the ground, forming a huge dome ( roughly summon-sized ) of metal chains. This is used to trap the opponent.
Immediately, the gaps between the chains are covered in a lightning layer, preventing an opponent from going outside the barrier due to the presence of it.
Next, the lightning forms into a large sphere that hovers at the top of the dome, before crashing down on the opponent ( if they are within the dome ) and exploding in a shockwave of lightning that covers the engulfs the entire inside of the dome.
Once this is concluded, the lightning barrier in the dome disappears, but the chains remain in position until destroyed.
If water touches either the lightning barrier or the sphere, it will result in a huge short-circuit of the dome, amplifying the electricity until it becomes a raging storm inside the dome that devastates the entire area in the dome ( including the user if he is present in it ) as well as snapping the chains.
The technique does possess some inherent weaknesses and restrictions -
• This technique may be used only once per battle.
• The chains are made of re-inforced metal, but are not strong enough to withstand focused cutting jutsu or weapons that are indestructible.
• Once the lightning barrier disappears after the sphere, if the opponent has somehow survived it, he can then escape the dome through the gaps between the chains. A larger object, bigger than a human, has to break the chains before it can exit.​
 
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9. ( Bachiatari no Za-men : Fukyuue ) Seeds of the Damned : Eternal Hunger
Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
An extremely complex jutsu, this technique casts a genjutsu that first makes the target think they are going to be eaten by a giant Venus Flytrap. Though this is sufficient to immobilise lower level targets, the real purpose of this technique is casting a genjutsu that plays with the target's mind by implanting a false memory of the target undergoing a violent attack by a man with split personalities in their childhood, and fools the brain into "remembering" this memory occur. This implants a deep phobia of people with split personalities into the target, making them freeze in place when they see a person with split personalities. The target, if they are a competent ninja, will release the first Venus Flytrap part of the Genjutsu, and will find that that is all ( an idea furthered by the technique's name of Eternal Hunger that the user will state ) and will not notice the more subtle part of this technique.
~ Can only be used once per battle
~ Lasts for 3 turns

11. ( Ōdogen: Junryō Rasā ) - Royal Domain Illusion: Flawlessly Pure Rasā
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
This technique is one of the most advanced non-Sharingan Genjutsu techniques known to man ( or penguins ) except for a few ( such as the Ongakupou and the Magen: Genjuu Kuchiyose ). The illusion is activated only if and when the user can see the opponent - or at least his upper torso.
The second unique ability of the Genjutsu ( and all others made under this set of Royal Domain Illusions ) is the fact that it provides a "stasis" hold on the opponent's chakra system, completely sealing off fluctuations that would release the Genjutsu, such as pain, or forced chakra by another person or being. These fluctuations are released in random parts whenever the Genjutsu finishes or is broken, playing havoc with the opponent's chakra control, preventing control-intensive techniques.
The actual effects of this Genjutsu are the belief of the opponent that a huge crystal clear stream of water bursts out of the ground, air and sky and touches him, even through any defenses he may have and any place he may be hiding within or any other methods of avoidance. The opponent, being a ninja, sees the numerous deaths and injuries he has caused to other opponents of his in full, the water seeming to burn at his skin like an acid. Though this obviously does not occur in reality, the opponent faces such perceived agony that he screams and twitches uncontrollably, unable to fight, move or even lie unmoving without the pain oppressing upon him.
The technique can only be used once per battle. No other techniques can be used the same turn. No techniques of Taijutsu can be used for the next two turns. The Mangekyō Sharingan and above can see through this technique.

12. ( Ōdogen: Kurieitā no zen Shintō Gijutsu ) - Royal Domain Illusion: The Creator's All-Pervading Knowledge
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
This illusory technique is a rather unique form of Genjutsu, surprising in its efficacy.
When the user has a clear view of the opponent ( or at least his upper torso ) the user casts an illusion where the opponent believes the user's body has dissolved into a flock of pure white swans. This is not the main function of the illusion. The actual function is that the opponents brain has a large amount of knowledge forced into it, as if it learned them automatically. This knowledge covers various and diverse subjects thoroughly unrelated to battling. The Genjutsu then automatically cancels itself.
As a result, whenever the opponent henceforth seeks to attack or defend, his thoughts are swarmed with completely unrelated knowledge, making him have to focus for a while to perform his battling functions. This results in a lag of about four to five seconds in the opponent before he focuses enough to begin performing his techniques.
Even if the illusion is broken, the knowledge is still retained within the opponent's mind. Therefore, unless the opponent uses a mind-wiping jutsu on himself, he will continue to feel these effects. The downside to this is that most mind-wiping techniques are not subtle enough and will also remove a good portion of his actual battle knowledge.
However, the user can utilise this Illusion only once per battle. The user also has the ability to cast Genjutsu stopped for the same turn this is used, and the next two turns. The user's Taijutsu plummets drastically, falling to the level of a mere Jounin for five turns after.

13. ( Ōdogen: Yūetsu Mugen ) - Royal Domain Illusion: Superiority of the Infinite
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
This illusory technique is a psyche-damaging form of Genjutsu, surprising in its efficacy.
When the user has a clear view of the opponent ( or at least his upper torso ) the user casts an illusion where the opponent sees their relation in comparison with the entire universe, where they see and observe that they are less than even a speck of dust when compared to the vastness of the world. The opponent then sees their lack of power when compared to God.
As a result, completely demoralised, the opponent makes no move to activate techniques that grant him a power up, such as any "Modes" or the Eight Gates and so on. The opponent can still use techniques to change his form, attack, defend and so on- only he will not be psychologically sound to try giving himself power-ups.
Even if the illusion is broken, the relation is still retained within the opponent's mind. Therefore, the effects will continue henceforth.
However, there is a major flaw within this technique. If the user begins using "Modes" or Eight Gates and self power-ups, the opponent loses his sense of psychological defeat, and shakes off the effects of the illusion. As a result the user is also effectively cut off from using such things unless he wants the effects of the illusion to be stopped. The illusion may be used only once per battle.

14. ( Kadoshinkirou Jusui ) ɸ Vortex Mirage Drowning
Rank: Forbidden
Type: Offensive/Supplementary
Range: Short-Long
Chakra cost: 50
Damage Points: 90

A devastatingly complex, confusing technique. To a person caught in it, it seems to bend reality, to an observer it seems that the opponent killed himself through his inaction.
First, the user places his hands with his fingers linked together, and palms facing the opponent. A genjutsu then activates on the opponent, making him believe that the ground/water under him is pulling him under it to suffocate him.
Any good ninja will realise it is a Genjutsu, and break out of it, either through pain ( a deep cut is enough ) or with the help of Kekkei Genkai.
Now, the user places his hands in the same motion once more ( the position is recognisable easily due to its unique-ness ) and the ground/water begins swallowing the opponent into it once more. This time, however, it happens in reality, due to application of earth or water chakra.
Looking at it from the viewpoint of an opponent, he has just been put in a Genjutsu and broken out; and now the user is making the same motions, and the same effect is happening to him. Logically, he believes this also to be a Genjutsu.
When the opponent now breaks out of the fake "Genjutsu", a real, second Genjutsu is immediately cast on him, that makes him believe that, once he broke out of what he thought was a Genjutsu, things returned to their normal form, with the fight continuing. The opponent is thus even further convinced that he broke out of the "Genjutsu" when it was used a second time, and is also convinced that he is now in reality, and is fighting with the user once again.
However, in actual reality, the opponent is pulled under, unable to breathe and suffocates, even while his mind believes he is fighting.
The technique does possess some inherent weaknesses and restrictions -
• This technique may be used only once per battle.
• The three-tomoe Sharingan and above, will automatically notice that what they perceive as reality, really isn't and will break out again and realise they are being actually pulled under, thus letting them know and escape.
• Only one other move can be used the same turn.
• No Genjutsu for the next two turns.​

15. ( Taitaneki: Kantzugyoshi no Hyperion ) ɸ Titanomachy: Piercing Gaze of Hyperion
Rank: S
Type: Supplementary
Range: Short-Long
Chakra cost: 40
Damage Points: N/A

One of the strongest Genjutsu in existence, and definitely one of the most useful, it is rumoured among lands to actually possess a fragment of the power of the god Hyperion.
To use this technique, the user forms eight handseals, ending in a position where one clenched fist is on an open palm, and calls out "Summoning !". The Genjutsu activates instantly, and the air behind the user appears to distort and warp. Two eyes appear, each the size of an average person's torso, and appear to float behind the user.
The Genjutsu is then activated whenever the opponent looks at the user's torso, and by extension, the eyes floating behind him. The opponent then believes that the eyes are seeing through his very soul for a split second, allowing the user to read and predict his moves. What really occurs is that the opponent takes to shouting out his moves loudly, including telling the user of any surprise attacks or possible plans he has set up. The opponent, however, doesn't know he is doing this, and begins sweating under the gaze of the eyes, believing they possess a mind-reading quality.
This can be considered the first stage of the Genjutsu.
The second stage of the Genjutsu begins with the opponent believing that the eyes belong to a powerful being, whose rage can destroy him in a split second. The opponent then believes that the being is angry with him and will destroy him if he or something under his control so much as attempts any form of sneak attack, stopping his need to do it.
The third and final stage of the Genjutsu is when the opponent attempts a sneak attack after being driven to it by desperation, and he believes the being's eyes glow and warp him away to space, where he suffocates from the lack of oxygen. The opponent truly believes he is suffocating and begins holding his throat and collapsing.
The fact that the user calls out "Summoning !" makes the opponent believe that the being is actually a summon of the user, who has called down a fraction of a God's power, and not what it really is - a highly skilled, extremely well-made, Genjutsu.
The technique does possess some inherent weaknesses and restrictions -
• This technique may be actvated only once per battle. After the Genjutsu ends or is broken, the eyes "close" for two turns, before opening and ready once again.
• The three-tomoe Sharingan and above break through the Genjutsu with ease.
• A normal opponent can potentially break through the Genjutsu, with a good amount of pain. However, the fact that he believes it is not a Genjutsu, means that he does not activate pain on himself, meaning he is caught in it.
• Another method of avoiding this Genjutsu altogether is simple - to a skilled Taijutsu master who knows the EIG, they can simply fight like Gai does by watching the user's feet.
• If the user hits the opponent while he is caught in the Genjutsu, the resulting pain will knock the opponent out of the illusion.
 
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1. ( Kuchiyose: Kynareth Etai'gouken ) Summoning : Kynareth, Nature Guardian
Rank: S
Range: Short/Mid/Long
Type: Supplementary
Chakra Cost: 40
Damage: 40 for Kynareth's claws or fangs, and jutsus used as per their details
The user summons Kynareth, a wolf from Mount Fang. Kynareth is about the size of three average humans and has green markings on his body and leaves growing out of his face. Like all the other wolves, Kynareth has extremely sharp claws and teeth. Kynareth's abilities focus around plants - he can use any plant based technique the user knows, or make plants grown suddenly to attack or bind the opponent. His aura is so pure that plants grow wherever he treads. Due to his nature abilities, Kynareth will not let just anyone summon him, and will require the person to have signed the wolf contract and have abilities like Zetsu ( i.e. in touch with plants ) to summon him.
~ Can only be summoned once per battle
~ User cannot summon any other creatures, or use Wind Release above B rank whenever Kynareth is on the field.
~ User pays 25 chakra per turn for keeping Kynareth on the field.
~ User cannot use Mayfly for the turn he is summoned

MY SUMMONING CONTRACT:

Summoning Animal: Penguins
Scroll Owner: Emperor
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description and Background:
Penguins ( Pengin, in Japanese ) are a race of flightless birds, who waddle around and look cute and harmless. This is the greatest misconception of all time.
Although true that penguin summons are diminutive compared to other species ( penguin summons have never grown beyond six feet in height ), they make up for this lack of height and bulk with a plethora of other abilities.
Penguin summons array themselves in a militaristic hierarchy, lead by a "General". Penguins who hold the ranks of Colonel and above possess a strength that belies their small frame, able to replicate the strength of much larger summons, such as ripping out trees, shattering rocks, etcetera. Penguin summons are also incredibly agile in water, capable of swimming at high speeds, and are about as agile as a ninja on land. Their blubber and feathers make them incredibly resistant to any Ice-based techniques and drops in temperature. Like ninja, they enjoy using "tools" such as kunai, exploding bombs, and so on.
The Penguins have a variety of specializations, some summons specializing in explosives, others in hand-to-hand warfare and a rare few in the art of cooking. Dangerous little birds, really.
 
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17. (Bachiatari no Za-men: Ashigakyuu) Seeds of the Damned : Corrupt Spread
Rank: S
Range: Short/Mid/Long
Type: Offensive
Chakra Cost: 40
Damage: 20
The user, a member of Zetsu's clan, forces their unique clan chakra into the ground to make Venus Flytraps come out from the ground on the whole arena. These Venus Flytraps can bite the opponent and tear out parts of flesh. Also, while this jutsu is in effect, neither the user nor the opponent can use Earth Release (Doton) moves since the roots of the venus flytraps bind the soil tightly, preventing it from being manipulated.
Note: Can only be used by members of Zetsu's clan
Can only be used once per battle
User cannot use Earth Release moves either.

18. ( Bachiatari no Za-men: Zen'taikou) - Seeds of the Damned : Complete Resistance
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The user goes underground, and spreads a system of roots covering the whole area underground. These roots bind the soil tightly and seep the user's chakra into the ground. This prevents the opponent from manipulating/forcing chakra into/layering the ground with chakra. The user is able to move through these roots like Mayfly whenever required.
However, this technique has major side effects. Due to the user's chakra completely mixing with the ground and resisting the opponent's influences, the user cannot use anything except Ninjutsu (those in the jutsu list under Ninjutsu or the user's customs which are Ninjutsu labelled ; NO Genjutsu, Taijutsu, Elements, Plant Techniques of Zetsu, Fuuinjutsu etc. ) The user has to come out at the beginning of each turn for twenty seconds. Aside from that, the user can only come above ground for ten seconds per turn.
~ Can only be used once per battle
~ Can only be used by Zetsu
 

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19. ( Katon : Shiro Uyoku no Tsuki Megami ) Fire Style : White Wings of the Moon Goddess
Rank : S
Type : Supplementary/Defense
Range : N/A
Chakra : 40 ( +10 per turn )
Damage : N/A
The user makes for themself a pair of wings made of white hot flame that allows them to fly. These wings can also be used as a defense against wind attacks or be used to carry other people and fly while still leaving the users hands free.
Note : User cannot use wind attacks while using this jutsu
Takes 10 chakra every turn
 

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20. (Suiton: Kiri Bunshin) Water Release: Mist Clone
* Rank: S
* Type: Supplementary
* Range: N/A
* Chakra Cost: 40
* Damage Points: N/A
* Description: *This technique can only be performed while "Hidden Mist" is active* The user makes a clone out of the mist in the area. This clone is able to use water techniques of the user up to A rank and can merge with the mist to conceal itself and gain the element of surprise. The user may determine how much chakra to give to a clone and a clone can only use up to the amount of chakra given. If the opponent disperses the mist (blows it away or removes it somehow) the clone can be dispersed to reform the mist. The clones are as flexible as the mist so standard attacks can pass right through them but also maintain their form if the mist is removed. Mist Clones can use any jutsu that utilizes the formation or manipulation of mist through themselves, even if mist is not present though this destroys the clone.
*Only 2 clones are able to be maintained at once, 40 initial chakra each plus the amount donated by the user.*
*Clones can not use any form of Kekkei Genkai*

21. (Suiton: Kaitodoki Akegataen'you) Water Release: Emperor's Wrath: Oceanic Dawn
Rank: Forbidden
Type: Offensive
Range: Short-Long
Chakra Cost: 50
Damage Points: 90
The user forces their chakra into a water source and causes it to rise up like a gigantic wave that then brutally slams down on the opponent. This water then turns into a whirlpool while the opponent is caught in it, and slashes away at their body. Finally, the water rises up as a waterspout, again slashing at them, lifting the opponent high in the air, before slamming them back down into the ground as a wave. The opponent cannot use Suiton Jutsus using this Water while the attack is taking place due to the fact that the user's chakra is merged with it completely. Also, the immense pressure of so much gathered water slows the opponent down.
Notes:
1. Requires a water source
2.User takes 50 damage
3.User cannot use Water Release Jutsus next turn
4. User cannot use Wood/Ice Release jutsus, or Doujutsus next turn.
5.User can use this technique only once; any more usages, and the user dies.

22. ( Suiton: Genkan no Ryuchijo ) ɸ Water Release: Police Cell of the Intense Cold
Rank: Forbidden
Type: Supplementary
Range: Short-Long
Chakra cost: 50
Damage Points: N/A

A useful and powerful ( if somewhat limited in usability ) restraining technique, it is considered to be one of the more powerful restraining techniques ever created. When the opponent is standing on a watersource, the user forms eight handseals, and large bars of water erupt from around him, meeting above him and thus trapping him in a tightly-knit cage of water. The water that the cage is composed of ( and the floor of the cage ) spins with unfailing consistence, and that combined with the strength created from having large amounts of water compressed into the bars gives the cage a massive strength, allowing it to withstand any physical blow or wind and weaker earth techniques. Obviously, being composed of water, the cage is resistant to fire. Since the cage is on a watersource, it is inadvisable to use lightning from inside the cage, as when it hits the bars of the cage it will cause a short-circuit that shocks the person inside it, as well as anyone on the watersource. The rotating water of the cage's floor also de-stabilizes an opponent, and prevents summonings from taking place, due to the water not providing stable surface for the summon seals to appear.
Furthermore, if anything dense enough to break the bars hits the cage, as soon as it passes out the bars instantly snap back into place.
The technique does possess some inherent weaknesses and restrictions -
• This technique may be used only once per battle.
• The opponent must be standing on a watersource. The cage cannot be formed otherwise.
• There is a simple way to escape the technique, however. If the opponent encases himself in S-ranked or above dense substances, such as earth, rock, a metal, etc. then he can freely walk out of the bars of the cage without being hurt.
• No Water element techniques for the next two turns.​

23. ( Taitaneki: Shuren no Yuenkai Oceanus ) ɸ Titanomachy: Convergence of Oceanus' World-Ocean
Rank: Forbidden
Type: Offensive
Range: Short-Long
Chakra cost: 50 ( +10 per turn )
Damage Points: 90

One of the strongest water-based techniques in existence, the use of this technique brings back memories of the horrific times when Oceanus' wrath was unleashed on unsuspecting wayfarers. The user of this technique forms twenty-four handseals, and throws his hands into the air.Depending on the battlefield conditions, there is some time between activation of the technique and its effects being visible, which, under normal conditions, makes it look as if the technique failed without doing anything.
However, what is actually happening is that the moisture in the air is being drawn toward a high altitude of the sky, where it begins forming into a gigantic crab made of water, easily half the size of a boss summon. Similarly, the groundwater is being drawn into a low level underground, where it forms into a gigantic snake made of water, matching the size of Manda.
After the required time has elapsed ( look at the Spoiler for an explanation on the time taken for the jutsu ) the crab, now fully formed, crashes downward from the heavens. It's friction as it descends causes minute electrical sparks, giving the crab a double-element attribute, however the lightning is not more than C-Rank. The crab crashes down with violent force on the opponent, its speed and size meaning it cannot be dodged except by faster fighters. Should the crab connect with the opponent, it will crush him under its massive weight while simultaneously electrocuting him moderately. If the crab lands without crushing the opponent under it, it will remain on the battlefield and take to attacking him with its large and sharp claws. Should the crab be destroyed during its descent, the water it is composed of will rain down on the area the opponent is in, shocking him moderately if it connects.
Meanwhile, the serpent, now built under the ground, explodes from the ground under the opponent ( as long as the user knows his whereabouts ), either before or after the descent of the crab and aims to crush him in its jaws. Should it fail, it will remain on the battlefield, and take to attacking him with its massive tail or fangs. If it is destroyed, the water it is composed of will settle on the ground like a large lake.
Even though the crab and snake are large-sized, they move around with the speed of a Jounin.
The technique does possess some inherent weaknesses and restrictions -
• This technique may be used only once per battle.
• The time element works this way - In normal battle conditions, the crab and snake form and attack only during the user's next turn. In conditions where the opponent is standing on a large watersource and there is high humidity, the crab and snake will form during the same turn.
• During the time the crab and snake are forming, neither the opponent nor the user will be able to use the moisture in the air or groundwater, though watersources are still open for use. The fact that he might not be able to use groundwater or moisture if he tries may alert the opponent that something is going on, though he will still wonder what exactly is.
• The presence and formation of the crab and snake will be unknown until they attack to people who do not possess Dojutsu and cannot sense chakra.
• If the crab and snake both have failed in their attacks and remain on the battlefield, for the duration that they are, the user cannot use any Water Release techniques.
• After the crab and snake have dissipated, the user cannot use any Water Release above B-Rank for the next two turns.
• If the crab and snake attack during the next turn, then the user can only use two moves that turn.

24. ( 主 Kamiumi 主 Hisureiya 主 Kaiyo no Ketsuchoryu 主 ) 主 God Creation Myth 主 Fireslayer 主 Blood Tide of the Ocean 主
Type: Offensive/Defensive
Rank: Forbidden
Range: Short
Chakra: 50 (+10 per turn )
Damage: 90
Description:
The use of this technique dips his hand into a water source, and withdraws it. As he withdraws it, a dark blue shimmering blade of highly compressed mist forms in his hand, the mist being formed from the water of the water source. There is so much mist compressed in such a small area, that the blade looks nearly as if it were made of solid blue metal.
The blade can thus be used much as a normal katana would, and is much sharper, allowing it to cut through B-ranked techniques and below with ease - depending of course on whether or not they have a form ( and are not formless, like lightning or wind ).
However, the true power of this technique lies in its ability to combat fire. With each slash of the sword, a large amount of cool, dense mist is released in the area of the slash, effectively stopping any and all fire and heat from entering the area. There are however, restrictions to what ranks of various fire elements can be stopped; see the end of the technique for details. The mist is so dense it actually looks like a flow of water has been released. As it is mist, however, on contact with fire, it not only quenches the heat but recondenses quickly on evaporation due to the presence of other mist particles and repeatedly retards any fire in that area.
With this technique activated, the user can merely slash at an incoming fire technique to harmlessly disperse it. Even if the incoming technique attacks from different directions, slashing around the area of the user prevents the fire from encroaching into it.
With the Blood Tide of the Ocean in hand, the user cannot use any water techniques at all while he holds it, severely limiting his offensive abilities with water to only short-range slashes. Also, the sword is incapable of warding off advanced fire elements ( SunFire, White Fire, etc. ) beyond A-rank repeatedly, and disperses after defending against one advanced fire technique of a higher rank. The sword can block an unlimited number of S-rank and below normal fire techniques but only two Forbidden rank fire techniques before it disperses; it can block an unlimited number of A-rank and below advanced fire techniques but only one above that; and since Scorch evaporates water, it cannot defend against even B-rank techniques of Scorch. Furthermore, it can only be created once, and can be destroyed by a sufficiently powerful earth technique. Also, while the sword is in hand, the user cannot release the EIG, summon or go to Sage Mode, as all these activities cause a sudden large-scale fluctuation in the user's chakra that disrupts the sword. The user's body comes under severe stress, leaving him in pain and unable to perform Taijutsu above B-Rank for three turns after the sword is destroyed or disperses. The sword can only be wielded for 4 turns max, before dispersing.
 
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25. ( Raiton : Okaeshi Tsuchi no Jiga ) Lightning Style : Revenge On The Earth and Self
Rank : S
Range : Short
Type : Defense
Chakra Cost : 40
Damage Points : 0 ( 10 dmg to user )
The user creates a wall of strong lightning in front of them. This wall can block up to S rank Earth jutsus ( since Earth is weak to lightning ) and lightning jutsus. It can also block weapon based attacks. However, if it blocks an S rank lightning jutsu, both the incoming jutsu and this wall will get destroyed. User takes ten damage each time they use this move.
 
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26. (Fuuton: Toukai Hachi Dageki ) Wind Release: Destructive Eight Strikes
Rank: S
Range: All Ranges
Type: Offensive
Chakra Cost: 40
Damage Points: 80
The user manipulates the air near the opponent into eight hands that simultaneously strike at eight specific points on the opponent's body at a very fast speed, but with normal human power.
The Eight Strikes Are:
1. South Wind: The air behind the opponent's head strikes the opponent at the occipital ridge, producing unconsciousness if it connects
2. North Wind: The air in front of the opponent's torso strikes them in the cardiac plexus, slowing the heart rate of the opponent if it connects, thus reducing the opponent's stamina
3. East Wind: The air near the opponent's neck strikes the accessory nerve, reducing speed of movement if it connects
4. West Wind: The air near the opponent's eyes strikes the opponent at the lacrimal nerve, reducing vision capabilities
5. Tornado: The air near the opponent's arm strikes them on the radial nerve, causing paralysis of the arm if it connects
6. Cyclone: The air near the opponents throat strikes the inner laryngeal nerve, making the opponent unable to speak or produce sounds with their mouth if it connects
7. Hurricane: The air near the opponent's nose strikes them on the nasopalatine nerve, cauisngless intake of air via breathing and slow suffocation
8. Whirlwind: The air near the opponent's lower back strikes them on the sciatic nerve, paralysing the opponent's legs
Note: 1. User takes 50 damage
2. User can only use this move once per battle
3. User cannot use any lightning jutsus the next two turns after they have used this move

27. ( Fuuton: Sanju Suimon ) ɸ Wind Release: Triple Sluice Gate
Rank: S
Type: Defensive/Supplementary
Range: Short-Long
Chakra cost: 40 ( +5 per turn, +10 to move )
Damage Points: N/A

After performing nine handseals, the user channels his chakra, creating three huge gates of wind, each roughly the size of a Rashomon. These gates are not exactly normal ones. Much like a real life Sluice Gate, they possess a hinged "opening" that lets part of the gate open and close.
The purpose of the Sluice Gate is this. Once they are made to form, if they are near the flow of water, in front of it, on a water body, etcetera, they can control the direction and speed of the water once it begins moving, by either closing their hinged opening, opening it slightly, or fully, regulating the amount of water that is allowed to go through that particular direction also.
This prevents even the most powerful Water techniques from bursting through, though it depends on the amount of water. If it would be to much, the gates would just be flooded. If fire hits the Sluice Gates, unless the fire is S-rank or higher, they maintain their form and let the fire merge with them, forming three fiery Sluice Gates that evaporate water uncontrollably if it comes near them. If doused, they return to their wind form.
Their size and thickness mean it is hard for an opponent or a weak jutsu, or one elementally disadvantaged to pass through them, obviously.
By paying 10 chakra, a gate can be moved to another position on the battlefield.
The technique does possess some inherent weaknesses and restrictions -
• This technique may be used only once per battle.
• Each turn, one gate can be moved with the payment of chakra; if two gates or more are moved, then it counts as one of the jutsu of that turn.
• The gates, if closed, do not allow even the user's techniques to pass through them.
• While the gates are on play, no Animal Summonings can be used.​

28. ( Fuuton: Bunseki Hajikiro ) ɸ Wind Release: Analysis Disassemble
Rank: A
Type: Supplementary/Offensive
Range: Short-Long
Chakra cost: 35
Damage Points: 70

A useful defense-bypassing technique, it can be used to expose a weak spot in even the strongest defense. The user points at an opponent whose body is covered in some defense, or at a defensive wall or the like. The air next to the defense forms itself into six sharp points that slice into the defense, regardless of its thickness or density. They do not penetrate the defense and attack the opponent, but once stabbed firmly into the defense, in a hexagonal shape, they move away from each other, literally "peeling" the defense open, leaving a gap through which another attack may pass. If the defense is regenerative in nature, such as an Uchiha's Susano'o, then the hole is opened only for a few seconds, before closing shut again. It can be used offensively, however, at an unguarded opponent to peel his skin away from his body, leaving him writhing in pain and bleeding.
The technique does possess some inherent weaknesses and restrictions -
• This technique may be used only thrice per battle.
• The area opened is not large, merely a hexagonal hole three feet end to end. Only a portion of large attacks can pass through.
• Being composed of wind, the arrows cannot peel apart a fire-based armour.
• No Wind element techniques for the next turn.​

29. ( Fuuton: Koshokeidai ) - Wind Release: Gallows Frame
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description:
A simple but effective wind technique for assassinations, the user makes three handseals causing the wind around the target's throat to form itself into a noose that suddenly binds the target's throat and lifts them up a metre, leaving them dangling - much like they have been hanged. This technique is particularly useful for taking out weak opponents or clones, but any experienced ninja will have enough time even after he is "hanged" to pull off a technique of some sort to free himself. The Byakugan can spot the chakra forming around the throat, and hence Hyuuga have more time to prepare a counter. Also, the Sharingan can spot the chakra forming - but unlike the Byakugan, since they cannot see in every direction and are likely to be staring at their opponent instead of at their own neck, still only have the same time as normal ninja - though this is, as stated before, sufficient.

30. ( Fuuton: Babironu no Koshusenzai ) - Wind Release: Hanging Gardens of Babylon
Type: Offensive/Defensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description:
An advanced version of the Wind Release: Gallows Frame, the user makes five handseals and causes nooses of wind chakra to form and remain suspended in the air around the battlefield at all heights. The nooses by themselves do not do much, but if an unsuspecting opponent is moving, there is a good possibility of him being caught in one of the nooses and forcibly stopped and injured. Indeed, the faster the opponent is moving, the more damage his neck will take due to the sudden stop he is brought to by the noose.
The nooses cannot harm a stationary opponent, nor one who is coated in fire ( wind's weakness ) or any suitably strong defense; neither can they harm larger than human sized opponents, such as summons. The user must also be wary, when he moves, to avoid the nooses; since he knows their positions he can still move around, but only at normal speeds.
Dojutsu users will be able to see the nooses, and avoid them; although it is hard to do when moving at Gates-level speeds. This technique lasts for three turns.
 

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31. ( Doton: Benkei no Tachi Ōjō ) - Earth Release: Standing Death of Benkei
Type: Offensive/Defensive
Rank: S
Range: Short
Chakra: 40 (+5 per turn )
Damage: 80
Description:
The user forms a string of five handseals and touches the ground, causing a statue of the Japanese warrior-monk Benkei wielding a spear to erupt in front of him. The statue forms anywhere from a metre to a few metres away depending on the user's choice. The statue is large, towering above ninja at six metres in height, and is broad enough for two people to hide behind, as well as possessing a depth of a metre and a half.
The uniqueness of the statue is that it is composed of a sticky mud for about half a metre depth, inside which is a core of extremely dense earth.
Similar to the Mud Flow River technique, the mud is capable of causing enemies or physical objects to get "stuck" if they touch the statue. Conversely, any non-physical attack, such as one of fire or wind, cuts through the mud ( slowed down ) and strikes the hard core. The statue is strong enough to withstand S-ranked techniques of wind or fire.
It can also hold its own against even excessively strong physical impacts, such as earth or water, due to its mud greatly stopping any impact.
The statue is capable of limited motion - it cannot move from its place, but can swing its spear to attack any enemies who are nearby. Although this blow is devastating, the statue moves rather slowly and can be dodged with quick action.
The technique can be used only once. If the statue is struck by a stronger Fire or Wind technique, or even a A-ranked lightning technique, it stops the technique but loses its structural integrity and collapses. On being hit by a stronger lightning technique, the statue can be penetrated, though some force of the technique will be lost. The user cannot use Earth Ninjutsu for a turn after usage of this technique.

32. ( Doton: Kaitodoki Shuukai Tsuchimaisou ) Earth Release: Emperor's Wrath : Mass Earth Burial
Rank: Forbidden
Type: Attack
Range: Short-Mid
Chakra: 50
Damage: 90
The user forces a large amount of their chakra underground, to cause a huge gaping circular pit with jagged edges to open up under the opponent. Due to the imbalanced air pressure, this pit creates a temporary vacuum that sucks the opponent into it. Also, this vacuum causes rocks nearby the pit and the walls of the pit to cave inwards as well. The user then forces their chakra into these rocks, causing them to crush anything trapped between them or inside them, and then, due to an excess amount of chakra, the rocks explode, showering pieces everywhere.
Note:
1. User takes 50 Damage from using this move.
2. User cannot use Earth Release Techniques for the next turn.
3. User cannot use Doujutsu or any of it's effects , or Wood/Ice Release at all during the next turn.
4. User can only use this move once; any more usages and the user will die.
 

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10. ( Dorotaru: Zokusei no Shorisha ) 主 Resonant Body: Vanquisher of the Mortal World
Type: Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description:
A wielder of the Trident of Lord Nataraja channels his chakra into the weapon, causing the drum to "beat" and release sound waves of a particular frequency. Upon picking any one solid or semisolid material ( e.g. earth, trees ) on the battlefield, the sound waves will match the natural resonant frequency of that material, causing it to shatter into extremely small fragments. If used on a semisolid material ( mud for example ) it just makes the mud scatter.
On each use, the wielder can only pick one material. No other material is affected. Also, if the user picks bone, while fighting a Kaguya, only the bone outside the Kaguya's body is shattered, not the bones in his body, so he can always create more to fight. The material is very specific - if for example you pick earth, even stones (which are roughly similar to earth in their composition) will be unaffected. Also, any of the user's techniques with that material also are affected.
If the opposing material is within mid-range of the opponent, it will be full enough of his chakra to resist the technique.

33. ( Ototon: Hakushu Kangizu Onore ! ) ɸ Sound Release: Applause Can Hurt You !
Rank: B
Type: Offensive
Range: Short-Long
Chakra cost: 25
Damage Points: 50 ( 75 in water )

A technique based on the ability of a sudden sharp noise of low frequency creating waves of pressure that can compress fluid media proportionate to their closeness of the atomic matrix. The user claps their hands, and the sound echoes around the area. When it hits a living being except for the user or anyone he willingly excludes from the technique, the air around a limb is forced to compress, causing potential fractures and perhaps broken bone to an unguarded limb. Should the limb be surrounded by water, the effects of the technique are increased by 50%, and will definitely cause broken bone.
The technique does possess some inherent weaknesses and restrictions -
• This technique may be used only thrice per battle.
• The limb must not be coated with anything dense, including but not limited to earth, metal or rock. In such a case, the technique fails and will merely raise a bruise, at maximum impact in air, and create a mild hairline fracture in water.
• If the limb is made of water, then there will be no damage, but merely the limb appearing to disperse violently into small pieces.
• No Sound element techniques for the next turn.​

34. ( Ototon: Gobo ) ɸ Sound Release: Frigid Imperial Jewels
Rank: S
Type: Offensive
Range: Short-Long
Chakra cost: 40
Damage Points: 80

A technique based on the ability of a sudden sharp sound to agitate bubbles in water and cause intense heat. The user makes four handseals, and a wave of sound erupts from the user in all directions. Should it contact with water, it activates the principle of sonoluminescence, agitating the bubbles and causing intense heat that evaporates the water instantly. It is especially useful if the opponent is in contact with water, plunging him into a burning sea, but is at its most deadly when the opponent IS water, due to a jutsu, killing him with its evaporative ability.
The technique does possess some inherent weaknesses and restrictions -
• This technique may be used only once per battle.
• The sound is useless against anything aside from water. If there is no water in the area, the technique is useless.
• Even if there is water, and the opponent is not in contact with it, he will still not be hurt. In that case, the water will merely evaporate and this is used as a defense.
• No Sound element techniques for the next turn.​
 
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35. ( Arashigataki ) - Storm Revenge
Type: Attack
Rank: A
Range: Short-Long
Chakra cost: 35
Damage: Either 20 or 70 depending on conditions below.
The user of this technique focuses mild amounts of wind element in one palm, and larger amounts of water element in the other. He then claps his palms together, and opens his hands forward, spraying a violent stream of water, enhanced in speed by wind, forward covering the whole area before the user. Normally, the speed of the water only cuts an opponent like a sword [ 20 damage ] but if the opponent is covered with or in contact with lightning, the water and wind will react violently with the lightning, electrocuting the opponent. This is why the user primarily uses this technique after using a lightning technique to set up the opponent. If used when a lightning jutsu is in the air, the lightning will react with this violently to create a huge shower of sparks.
• Can only be used thrice per battle
• User takes 25 damage from the use of this technique.
 

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1. (Kumoton: Kumogakure no Jutsu)- Cloud Release: Hidden in Clouds Technique
Type: Defense/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
The user creates a thick cover, like Hidden Mist technique, but made with clouds. This is much thicker, and since it is double elemental, cannot be blown away.
The Sharingan will not be able to function even in the slightest in this technique, but the Byakugan will be able to see through it.
The fact that the cloud cover itself is made of chakra will confuse anyone using any chakra detection ability. However, the user will be able to sense where the opponent is within the clouds.
-Costs 10 chakra per turn to stay active.
-Can only be used twice per battle.

2. ( Kumoton : Hekiranpu ) Cloud Release : False Light
Type: Supplemetary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: N/A
An unholy light erupts from clouds in the sky, created by the user, ( the light is a mixture of the user's chakra and the natural light dispersion a cloud possesses ) and covers the whole battlefield.
Anyone except the user, who looks at the light ( either directly at the cloud, or as the light is streaming down toward the ground ) is trapped in a genjutsu.
The genjutsu makes the opponent believe that their body is chained completely, by writhing cloud tentacles, and a huge weight is pressing on them, preventing them from moving any portion of their body.
~ Can only be used once per battle
~ Lasts for 3 turns
~ Costs 20 chakra per turn
~ Does 15 damage to user

3. (Kumoton:Raibou)- Cloud Release: Lightning Rod
Type: Defense/Supplementary
Rank:A
Range: Short - Long
Chakra Cost:30
Damage Points: N/A
The user creates a swarm of clouds that cover the sky of the battlefield. The water particles in these clouds rub against each other at high speeds, producing a strong positive charge. This attracts all Lightning Techniques performed by the opponent towards it, preventing it from hitting the user.
-Lasts for 3 turns
-Can be used only once

4. (Kumoton:Sekiran'un Inpakuto)-Cumulonimbus Impact
Type:Attack
Rank:S
Range:Short-Long
Chakra Cost:40
Damage Points:80
Description: The user focuses their chakra into the clouds to create a cumulonimbus cloud. Since cumulonimbus clouds are thunder clouds lightning begins to form with inthe cloud. The cloud forms over the opponent head. when the user forms a specific handsign the cumulonimbus cloud will crash down on the opponent electrocuting them. Since clouds are made out of water the cloud amplifies the lightning's conductivity. The cloud swirls around the opponent at 50mph. But this jutsu can be blown away by a S-rank to forbidden rank Wind jutsu
~ This can only be used one time in battle.
 

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1. (Ekishousan'en: Kokyuu no Genbo) – Liquid Nitrogen Release: Breath of the Black Turtle
Rank: A
Type: Attack
Range: Short - Long
Chakra cost: 30
Damage points: N/A
Description: The user spits out a stream of Liquid Nitrogen. If the opponent is at short range, it freezes them on touch. If the opponent is at mid-long range, the stream breaks up into a fine mist that causes cold burns and will explode after one turn
Note:Causes 15 damage to user
~Usable up to 2 times per battle.

2. (Ekishousan'en: Eki Rokkakkei Gokusha Tou) – Liquid Nitrogen Release: Liquid Hexagonal Prison Tower
Rank: S
Type: Attack
Range: Mid-Long
Chakra cost: 40
Damage points: 80
Description: The user creates a hexagon prison tower rise around the enemy from the ground and then freezes trapping the enemy in a crystal clear solid Liquid nitrogen super cold prison and then crushes them. The prison covers the ground as well, so the opponent cannot escape that way
Note: Can only be used 2 times

3. (Ekishousan'en: Eki Ryuu Heki) – Liquid Nitrogen Release: Liquid Dragon Burst
Rank: S
Type: Attack
Range: Long
Chakra cost: 40
Damage points: 80
Description: The user manipulates the liquid nitrogen to create a dragon which is then sent towards the opponent in a liquid state and then strikes them inducing cold burns and freeze’s the area of contact and turning into a solid state.
Note: Can only be used twice
Note: Requires a Liquid Nitrogen source

4. (Ekishousan'en: Gouzen Gyoushuu) – Liquid Nitrogen Release: Roaring Condensation
Rank: Forbidden
Type: Offensive, Defence
Range: Long
Chakra cost: 50
Damage points: 120 (-30 damage points)
Description: The user releases their chakra from their body creating a shockwave from their body disturbing the air molecules, and collecting the molecules into small groups, as 75% of the concentrations in the air are nitrogen. Then by manipulating them the user freezes everything in a certain range surrounding area and turning the remains into a frozen wasteland.
Note: Causes – 20 damage to user from cold burns
Note: Can only be used 2 times
Note: User cannot perform liquid nitrogen for two turns.

5. (Ekishousan'en: Naraku Higi no Akumu) - Liquid Nitrogen Release: Hell's Sanctum of nightmares
Rank: A
Type: Attack
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user will create a stream of liquid nitrogen to sprout from the earth towards the target at a rapid speed and then encases them in a solid spike prison.
Note: Must wait 2 turns before can use this technique again.

6. (Ekishousan'en no Jutsu ) - Liquid Nitrogen Technique
Rank: B
Type: Offenive , Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: 40
Description: The user is capable of drawing up liquid nitrogen to manipulate it to the users will and can mold it to create and use for multiple purposes such as crate porjectile weapons, a single bullet like attack or create a medium sized wall that can defend against incoming techniques.

7. (Ekishousan’en: Ishuu no Hitotaba Taka) – Liquid Nitrogen Release: Swarm of 100 hawks
Rank: B
Type: Attack
Range: Short – Long
Chakra cost: 20
Damage points: 40
Description: The user will manipulate their chakra to create 100 small hawks of liquid nitrogen to assault a target by having them fly in a single direction for concentration of the attack or a wide scaled attack to deal with multiple target/s
 

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1. ( Geruton: Kyuuenkai ) Gel Release : Sudden Ocean
Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A ( 80 if using physical attacks )
The user creates a deep ocean of gel to cover the entire arena floor. This gel prevents both user and opponent from using any techniques that require chakra to be used into the earth, or any objects caught inside the gel ocean. Due to the viscosity of the gel, it slows down the opponent's speed by fifty percent.
Alternately, this technique can be used to turn an existing source of water/oil/wind into a large gel source.
This gel ocean can be used as a source for other Gel techniques.
This technique can only be used once per battle.
Since the user has to focus on maintaining the gel ocean, they can move at normal speed but cannot use any complex Taijutsu ( B rank and above )

2. ( Geruton: Rurousha no Iji ) Gel Release: Memories of the Nomad
Type: Supplementary/Offensive
Rank: S
Chakra: 40
Damage: 20 per turn to opponent.
The user makes tentacles of gel that vaguely resemble snakes surround themselves. These tentacles pull all the water out of the surrounding area ( including moisture in the air ) and store it within themselves, denying the opponent access to water of any sort. The tentacles' absorption property works extremely speedily, and can absorb even fast moving spurts of water. The user can command the tentacles to release the water and can then use it for any techniques, though the jutsus so performed will be ranked down by one.
~ Can only be used once per battle
~ Costs 25 chakra to maintain

3. ( Geruton: Geru no Senjutsukuyoroi ) - Gel Release: Tactical Armour of Gel
Type: Defensive
Rank: S
Range: Short
Chakra: 40 ( +5 per turn to keep active )
Damage: N/A
The user will do two handseals, and chakra will leak from his skin into the air in the immediate vicinity. This happens even if he is moving or has changed his position, so wherever he is he will have a chakra-saturated layer of air around him.
Whenever he is surprised by an attack due to its unexpectedness, speed or strength that overwhelmed his defenses, the air in front of the attacked part of his body will solidify into an armour of aerogel attached to his skin will automatically form even if he is unconscious or unknowing.
The aerogel retains its massive strength, able to withstand 1250 times its weight in force and also is impermeable to pure chakra - i.e. a strong enough elemental technique can breach it, but pure chakra cannot.
This layer can form within a split second, to counter even highly skilled Taijutsu masters who know the EIG.
Note: Technique can be activated only once per battle.
Note: No Forbidden rank Gel techniques can be used for as long as this is active
Note: User cannot go into EIG, Sage Mode or use bloodline limits during this activation.
Note: User cannot summon during this activation.

4. ( Geruton: Hekatonkeiru no Rashomon ) ɸ Gel Release: Castle Gate of Hecatoncheires
Rank: S
Type: Defensive/Offensive
Range: Short-Long
Chakra cost: 40 ( +10 per turn )
Damage Points: 80

A powerfully versatile technique, it combines the best features of Gel to create a strong offense and defense. The user forms ten handseals, and then hundred arms of gel appear behind the user, arrayed in a circular formation. Each arm is the size and shape of a normal adult human arm. Each arm wields a four-foot double-edged broadsword, again made of gel. The arms can then be manipulated by the user, and sent at an opponent to strike them with the swords, thrown in the way of an attack to partially or fully block it, or arrayed defensively to present a "blade wall" that an opponent has to pass through before reaching the user. The gel arms can also trade the broadswords for dexterity ( and vice versa ) in which case they can pick up objects or move them. In this form, they attack by pulling up pieces of the ground and flinging it at an opponent.
The technique does possess some inherent weaknesses and restrictions -
• This technique may be used only once per battle.
• The arms cannot fully block a wide-range attack, or even a focused powerful attack.
• The gel blades can slice through most substances, but nothing harder than gel ( see weaknesses of Gel Element for the list of these ).

5. ( Geruton: Gerubakuhatsu ) - Gel Release: Gel Explosion
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 25
Damage: 45
Gels possess the capability to explode. This technique - a handseal-less technique - makes the chakra in any gel the user has created act on the gel, making a bubble form within the gel which instantly explodes, doing good amounts of damage. If the opponent is physically touching that gel part, then one-fourth of his limb will be blown off. The bubble can be seen and the explosion predicted if the opponent is looking at that part of gel where the bubble is forming.
Note: Requires a one turn gap between each use
Note: Maximum amount of gel that can be made to explode per use is 3/4ths cubic meter.
Note: Next turn, no gel techniques above A rank.

6. (Geruton: Guuijin no Kugutsu) – Gel Release: Manikin drones
Rank: S
Type: Offensive, Supplementary, Defensive
Range: Short - Mid
Chakra cost: 40 (+ 10 per extra drone)
Damage points: 80 (if orbs used as direct attacks)
Description: The user will manipulate their chakra to create clear like bodies that are capable of being used in many ways. They attain a body that is resistant to taijutsu and absorbs the blows reducing them to nothing and in doing so can cause the opponent to be stuck. They can act on their own and can be used to attack or defend against the opponents by being used as a shield. They can shoot from their body orbs of gel that can be used to deal damage by having a strong density or can be used to disable the targets movements.
Note: Can only make a maximum of 2 manikins each time.
Note: Orbs of Gel count towards the users 3 moves per turn.
Note: can only be used twice with 3 turns before each use.
7. (Geruton no Jutsu) - Gel Release Technique
Rank: C
Type: Offensive, Supplementary, Defence
Range: Short - Long
Chakra cost: 15
Damage points: 30
Description: The user will manipulate their chakra to create multiple gel objects ranging from orbs or shields or dense projectile weapons of gel that can cause more physical damage rather than a supplementary affect compared to the gel orbs.

8. ( Geruton 主 Seifuku Hasu ) - Gel Release 主 Subjugation Lotus
Rank: A
Type: Defensive/Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
A very simple technique. The user stamps the ground or claps his hand, and instantly an inverted lotus shape of gel forms at some point. The lotus can be formed around the user as a defense, or around a target to trap them. With one handseal, the user can make the lotus disperse harmlessly into gel.
Note: This lotus is large enough to hold two people comfortably within it.
Note: The lotus forms very rapidly around a target, within a second. However, it does absolutely no damage, and furthermore reduces the chances of further strikes by the user as it also acts as a 'defense' protecting the opponent from all coming from outside.
Note: The lotus can be made either of aerogel or aquagel depending on the user's preference.
 
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1. (Murasaki Katon: Shochi) Violet Flame Release : First Blood
Rank: B
Type: Attack
Range: Short-Long
Chakra Cost: 35
Damage Points: 60
The simplest technique of the Violet Flame Element, the user spews out a stream of violet flames that widens as it goes further.
This requires no handseals, and the user at the cost of an extra 5 chakra can change the flame's direction once.

2. (Murasaki Katon: Haidora) Violet Flame Release : Hydra
Rank: S
Type: Offensive
Range: Short
Chakra Cost: 40
Damage Points: 80
The user creates an eight headed Hydra made of Violet Flames. The hydra can spit bursts of Violet Flame from its mouths, or turn into a huge wave of Violet Flame and reform on the user adding twenty chakra. It can also bite the enemy with its mouths.
Costs 25 chakra per turn
User cannot use any other Violet Flame Element techniques the turn they use this.
User cannot use any Violet Flame techniques above A rank for the turn after they use this.

3. ( Murasaki Katon: Ryūsei Kazan ) - Violet Flame Release: Meteor Volcano
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
The user of this technique focuses chakra into their hands and covers both arms in violet flames. They then do a rapid punching motion - either at the sky or at a target - to send out dozens of fists ( about three foot in length ) of violet flame. If aimed at the sky, the fists will rain down upon the entire battlefield except near the user.
When the fists contact a target or the ground, they explode in a searing flame ( along with large amounts of smoke ) and carve huge holes in the ground as well as raising the temperature of the nearby area.
Note: Only usable thrice per battle.
Note: User takes 20 damage per use.

4. ( Murasaki Katon: Ragnaroc, Za Kyotokage ) ɸ Violet Flame Release: Ragnaroc, the Overgrown Lizard
Rank: Forbidden
Type: Offensive
Range: Short-Long
Chakra cost: 55 ( +20 each turn )
Damage Points: 90

The user bites his thumb, causing it to bleed, and slams it on the ground. This causes an outpouring of violet flame from his hand onto the ground. The violet flame pools and forms a six-foot humanoid figure, but which also has wings, scales, a large tail, and a lizard-like snout. The dragon, which is called Ragnaroc, immediately takes to the air and hovers above the battlefield.
The user can see through the dragon's eyes, but that is the maximum extent of his control over the dragon. He cannot choose whom it attacks, how it attacks them and when. The dragon merely picks its target as whoever it sees, or senses ( If the user has the ability to sense chakra or something else, the dragon gets it and the user loses it ) on the battlefield, and then begins blasting them, regardless of whom it is. Even the user can be caught in its fury. It cycles through these attacks below in order, and then starts from the beginning again.

~ Great Violet Flame Upheaval - The dragon's favourite and simplest attack. It claps its palms/claws/whatever and a geyser of violet flame explodes from under the target.
~ Great Violet Flame Explosion - Similar to Great Violet Flame Upheaval, except that the geyser detonates on impact with the target.
~ Violet Flame Yo-Yo - The dragon creates a long whip of violet flame tipped by a spiked ball that it then launches at the target.
~ Severing Giant Hurricane - The dragon builds up huge amounts of Violet Flame and then launches it from its mouth as a huge hurricane of Violet Flame.
~ Violet Flame Sun Goddess - The dragon's most powerful attack, raining a hailstorm of violet flame from its aerial position onto the entire battlefield.

Aside from this, the dragon through physical contact can burn an opponent, since it is made of violet flame.

The technique does possess some inherent weaknesses and restrictions -
• The technique can be used once per battle.
• The user can also get blasted by Ragnaroc, because it's an angry dragon and likes tormenting the user, especially if the user is Emperor. ~_~
• No Violet Flame element jutsu for as long as dragon is on the field.

5. ( Murasaki Katon: Nezumihanabi Taikai ) ɸ Violet Flame Release: Catherine Wheel Display
Rank: B
Type: Offensive
Range: Short-Long
Chakra cost: 25
Damage Points: 45

The user focuses violet flame chakra in their hand, which forms a rapidly spinning wheel, about hand-sized made of violet flame. The wheel is then tossed at the opponent, and it keeps expanding as it travels forward, showering sparks on all sides of it, except near the user. With each use of this technique, up to ten catherine wheels can be made. The wheels can slice the opponent apart, burn them, and the sparks can cause mild stinging if they hit. On impact, the wheels also emit large amounts of smoke.
 

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1. (Guraton: Kinbaku Kakuhan) - Quake Release: Bondage Whip -
Rank: B
Type: Attack
Range: Short/Medium
Chakra Cost: 20 (+10)
Damage points: 40
Description: The user creates a whip made out of quakes. Overall it seems more or less like a normal whip, with the exception of the semi-intangibility due to its nature. However the whip can be extended so that it can even reach up to mid range. Thus with the exception of the length, it looks like a normal whip, but it's far more destructive. By smashing it onto the ground, quakes are send through the earth, causing cracks on the places where the whip hit and even chasms, though not so deep or wide. By swinging it horizontally against a tree, the tree is smashed in half due to the force and by hitting the opponent or coiling the whip around him, the user can literally break and smash the opponent to a bloody pulp. The end of the whip can also be forked, like a scourge, creating a wider range to do damage.

✘ The whip can be maintained at full strength for +10 chakra each turn (unless the whip gets destroyed or the user stops the jutsu)
✘ The whip can only last for 5 turns max
✘ Can only be used 2 times per battle

2. (Guraton: Genkotsu Boukyaku) - Quake Release: Fist of Oblivion -
Rank: A
Type: Attack/Defence
Range: Short-Medium/Long
Chakra Cost: 30
Damage Points: 60
Description: The user focuses his quakes into a single point (called a hypocenter) which makes it looks like a white bubble, while in fact it are highely condensed quakes. Most of the time this is done around one of the user's fists, however it can be done around two fists, around his feet or even around a weapon that the user is holding. When this bubble comes into contact with something, it sends all the condensed quakes through the object, destroying it no matter the size of the object, making it extremely dangerous in short range. However by using a jutsu or object as a medium, the user can reach to mid-long range for example by slamming it into the ground the quakes travel through the surface of the earth (creating large cracks in the surface) and then towards the opponent (this way underground opponents can be reached too if aimed downwards) or if the opponents uses for example an earth wall to defend himself the user can slam into it, destroying it and making the quakes go through the wall towards the opponent.
The size of the bubble can be changed, however the diameter will never be larger than the user's arm.

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3. (Guraton: Daibutsu Hira) - Quake Release: Buddha Palm -
Rank: A
Type: Attack/Defence
Range: Short-Medium-Long
Chakra Cost: 30
Damage points: 60
Description: Also known as the ***** Slap. The user focuses his chakra in the palm of his hands, making it vibrate excessively. The principle is similar to the Fist of Oblivion, however it's less destructive, this time the chakra only forms a small layer around the users hands, almost looking like a white quaking glove. Then when the user hits something with the palm of his hands, quakes surge though it, however the difference with the FoO is that its strength is much more regulated. The strength increases when it travels further, similar to the Rasengan, causing more damage at places further away from the point of impact.
This is best explained by an example: the opponent raises an earth wall that he sends towards the user. The user then slams his palm onto the wall, making it instantly stop due to the force of the quakes. The quakes then travel through the wall, destroying the opponent's side of the wall earlier than the side of the user, which gets destroyed when the quakes become stronger. By regulating the power of the quakes, the user can make it so that only the side of the opponent is destroyed.
The user can also just send these quakes through the ground in case the opponent is hiding, keeping the surface of the earth intact, but causing destruction deeper below.

4. (Guraton: Indou Toukaikami) - Quake Release: Requiem of Desctruction -
Rank: S
Type: Attack/Defence
Range: Short/Medium
Chakra cost: 40
Damage points: 80
Description: The user claps his hands once with stretched arms in front of him, instantly releasing a circular web of chakra around the user that expands up to mid range into all directions with the user as its center, destroying everything it touches. The result is that the user will stand in the middle of the bowl-shaped crater that the quakes created. It can be used both as a powerful offense as a defence.

✘ Can only be used two times per battle

5. (Guraton: Hokou Michisuji Asura ‡ Toukaikami) - Quake Release: Walking the Path of Asura ‡ God of Destruction -
Rank: Forbidden
Type: Attack/Defence
Range: Short/Medium/Long
Chakra cost: 60
Damage points: 120
Description: The user places one leg in front and swings the corresponding arm (left leg, lef arm) backwards across his chest. Then he swings it back forwards punching the air. However this punch literally cracks the air itself and sends devastating shock waves through the air and ground in the direction it is facing. These shock waves are able to pass through and damage almost any substance, literally tearing it apart. However from the spot where you punched the air one, large vertical quake is sent forward like the spearhead of the attack of which countless smaller quakes originate from into all directions. As a result opposing obstacles are first breached in half and directly after that completely destroyed.
The consequences for the battlefield are disastrous. Everything in front of the user has been destroyed. A large fissure has appeared where the vertical quake travelled and the surface all around it has been cracked, boulders are sticking out of the ground everywhere. In the end the entire field in front of the user has been completely altered in a rocky wasteland with deep chasms and giant boulders sticking out into all directions, just like with a real earthquake.

✘ Can only be used once per battle
✘ No quake jutsu's for 3 turns
✘ No other forbidden ranked jutsu's this turn or the next
✘ The strain on the arms is so severe the user can't preform and taijutsu/kenjutsu anymore with his arms and the speed of his handseals slows down severely

(Guraton: Asashin no Nakayubi) - Quake Release: The Assassin's Middlefinger -
Rank: S
Type: Attack
Range: Short/Medium/Long
Chakra Cost: 40
Damage Points: 80
Description: This tech can be done in several ways like for example making the handgun pose, the dramatic point pose or even with the infamous Ivankov Death Wink, but the most convenient one is by just pulling the middle finger back. The user focuses his vibrating chakra in this finger and then shoots it forwards when he releases the finger. This causes a shockwave blasting the opponent backwards when in short range, but it's starting from the mid and long range the real attack kicks in. When the user released his finger, at the centre of the shockwave a small, condensed orb of quakes very difficult to see, though it still can be noticed with normal eyes. Upon contact this orb expands to around the size of a human torso releasing countless of quakes damaging the opponent. The user can fire op to four of these orbs, two fingers for each hand. The damage remains then the same, but the scale of the jutsu is simply larger.
This jutsu can also be used in a 2nd way, though this one is meant for silent assassinations. The user makes the same movement, however he releases only a very thin, highly condensed, practically invisible quake at the opponent meant to assassinate him, but making it look like a death with a natural cause. The damage depends on where the opponent is hit, for instance by hitting the heart the user can cause a heart infarct by disturbing the heart beating rhythm, by hitting the brain he can cause a severe concussion or intracranial hemorrhage etc. all leading to the opponents death seemingly natural. The downside of this variation is, even though being S-rank, it gets easily blocked by anything that's in the way like natural obstacles (trees, rocks, other persons etc.) and other jutsu's (even from lower rank), but this does not include any kind of armour or clothing he might be wearing. With other words the user would need to have a clear view on its target. Even though not much, the user can adjust the trajectory in case the target would be moving when the quake is already shot.

✘ Can only be used twice per battle
✘ Only four orbs can be shot at a time and only one assassin quake can be shot at a time.
✘ The orbs are difficult to see, but can still be spotted with normal eyes, however only sensors and doujutsu users can see or sense the assassin's quake.

(Guraton: Rosu Nuwebe Asupekutosu) - Quake Release: The Nine Aspects ‡ Los Nueve Aspectos -
Rank: Forbidden
Type: Attack
Range: Medium/Long
Chakra Cost: 50
Damage Points: 100 (-20)
Description: The user focuses his chakra into both his hands and starts drawing nine circles in the air in front of him, releasing quakes from his fingertips creating nine circles made out of quakes. Then these circles are blasted forward, creating a massive circular forward shockwave made out of quake rings, and while this happens they expand to a massive size hitting the target with a powerful barrage of circular quakes with destructive force. The attack causes the ground in front of the user to be scooped out, like that a giant snake slithered over the surface of the battlefield. This tech has a lot of destructive force and causes extensive damage to the target. It can be used to clash with and/or overpower jutsu's of the same caliber, but its main use is to KO large summoning animals in one hit.

✘ Can only be used once per battle
✘ The user can't use any other quakes jutsu's during this and the next two turns.
✘ The user can't summon any animals of his own for the next two turns and if he already had a summon in play it would poof because of the massive chakra drain.
✘ The user takes -20 damage to the recoil of the attack.
 
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1. ( Jagan ) - Evil Eye
Rank: S
Type: Offensive
Range: Short - Long
Chakra: 40
Damage: 80
One of the Nekura Clan's most secretive and fabled techniques, the Evil Eye, or Jagan, is the signature technique of the Nekura elite. To perform this technique, the Nekura member must know the method of transferring Keigoku through eye contact alone, which comes from special training with the clan head. Once the opponent locks eyes with the Nekura, Keigoku instantly transfers onto his face and eyes, causing him severe searing mental pain that causes him instant incapacitation and could cause madness on prolonged contact.
The technique may be used thrice per battle - however, per battle it can only be used once on a particular enemy. So, in a one-on-one battle, it can only be used once; in a one-on-many battle, it can be used thrice on three different opponents.
The Keigoku transfer is instant, however, the stronger the mind of the opponent, the shorter the recovery time. For MS-wielders, whose minds are strengthened by Genjutsu expertise, the time of incapacitation is thirty seconds; for normal sages, a minute, and increases by twenty seconds per rank as it descends.
The Nekura cannot use any more Keigoku techniques for two turns after.

2. ( Bakudō no Shichijūkyū: Kuyō Shibari ) - Way of Binding Number Seventy Nine: Nine Sunlight Traps
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description:
The user makes four handseals, causing eight small portals to emerge on all sides around the opponent, a metre away. Keigoku flows from these portals, before forming itself into a multitude of ropes, that seek to ensnare the target. If they are successful in capturing the target and immobilizing him, a ninth portal opens up a few inches in front of his torso, and completes the binding, restricting the opponent from all motion. If the opponent however, avoids being caught in the ropes from the first eight portals, nothing occurs. Upon being bound, the opponent takes 30 damage due to being in contact with Keigoku, and gets a searing headache that disrupts his concentration.
This technique may be used only thrice per battle.
No Nekura techniques above A-rank may be used during the same turn and the next turn.

3. ( Nekura Ichizoku Hijutsu: Zokugie ) - Nekura Clan Secret Technique: Unholy Conversion
Type: Supplementary
Rank: A
Range: Self
Chakra: 30 (+10 per turn)
Damage: N/A
Description:
Once the Nekura casts this technique, it generates a small portal in front of him. From then onwards, whenever he shoots out a technique from him or from in front of him, a little Keigoku goes from the portal into the technique ( i.e., if he uses a fireball, a sphere of Keigoku, tennis-ball sized hides inside the fireball, and attacks the opponent as well when the fire hits him, or even if the fire is blocked, it needs to be blocked as well ). However, it does not work when techniques are being cast that come from other directions ( such as spikes from under the opponent, or wind from the sky ) as the portal is not near them.
Since the amount of Keigoku used is small per technique, it only gives the opponent a headache and makes him lose concentration for a few seconds if it hits, however the effects stack- i.e, if the first time he loses conentration for two seconds, the next time his already weak mind loses focus for four, then six, and so on.
No Forbidden-rank Nekura techniques may be used while this is active.
 

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Ninjutsu:

( resandisku ) spiral disk
Rank:S
Type:attack
Range:Short-Long
Chakra:40
Damage:80
Description: the user makes a resangan which is flattened into a thin but large spiraling cutting disk which is thrown,the disk can cut through anything.

Ninja Arts: Face Palm ♦ [Ninpou: Men Hirate]
Rank: C
Type: Attack
Range: Short
Chakra Cost: 15
Damage Points: 30
Description: After a jutsu fail, the user helps the enemy to facepalm himself.
*May be used only after a jutsu fail.*

Weapons:

Custom weapon: ( Na kumi no rōnin ) - Blade set of Ronin
Rank: Forbidden
Type: Offensive/Defensive/Supplementary
Range: Short
Chakra cost: 50 ( - 5 per turn when chakra is infused to smaller blades )
Damage points: N/A
Description: This is the blade set of skilled ninja. It contains four different parts. The first part is giant sword that's similar to Zabuza's hidden swordmen of the mist sword. The sword is called Guillotine and it was forged inside of hidden mist's master smith's workshop from eighteen smaller steel swords while he was inspired by the design of Zabuza's sword and decided to make something that looks like it but these swords differ from each other by the fact that zabuza's sword is longer, has the holes in the blade and is heavier. This sword is mainly carried on back. The three other swords are smaller type katanas that were too forged on the same place. The Katanas are made from special metals that causes them to have the ability to absorb elemental affinities just by user focusing different natured chakra into them meaning that one katana can contain one only one element that it can absorb. Shortest katana can only absorb wind element chakra causing it become sharper and the length of katana is increased by 4-6 inches. The middle sized katana can absorb only lightning nature chakra making it slightly numb place around the cut. The longest katana can only absorb water nature chakra making it cut faster in rain or underwater.
  • [*] The Guillotine is carried on back of ninja
    [*] Three smaller swords are carried on left hip
    [*] Guillotine sword can be only swung by its master
    [*] Three smaller swords contain the ability to absorb elemental affinities.
    [*] Only skilled swordman can carry this set
    [*] While wearing these user can't perform any taijutsu
    [*] Shortest Katana can only absorb wind element chakra
    [*] Middle sized Katana can only absorb lightning element chakra
    [*] Longest katana can only absorb water element chakra
Guillotine looks similar to this expect it doesn't have the holes or isn't that long:

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Three smaller blades:

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Renkinjutsu Kougake (Grand Ultimate Fist Guantlets)
Rank: A
Type: Attack/Defense
Range: Short
Chakra Cost: N/A
Damage Points: 60
Description: These guantlets improve the damage done through taijutsu attacks and allow the user
to defend against normal weapons like kunai and swords.
Once the user removes the guanlets, they are unable to put them back on for the rest of the fight.
- +10 damage to Taijutsu
- The gauntlets are indestructible
- Can only be taught with the approval of Ragnaroc and Emperor

( Rōnin kenshi jutsu: Shi ken jiten ) - Ronin swordsman arts: Four sword rotation
Rank: S
Range: Short
Type: Attack
Chakra cost: 40
Damage points: 80 ( - 15 to user )
Description: User will take out his Ronin blade set and set the blades on specific order. Shortest blade, Wind blade is held on user's mouth sideways. Middle sized blade, Lightning blade is wielded on left hand. Longest blade, Water blade is wielded on right hand. As the user has put sword on this order he will focus wind chakra on shortest blade and lightning chakra on middle sized blade. When the chakra is infused to these swords user will run towards the target and make deadly set of multiple slashes and stabs while rotating. When user has rotated for a moment he will put the blades into their scabbards and finish the rotating with swing of Guillotine.
Note:
- Can only be used once
- No Genjutsu or Taijutsu on same turn
- Causes - 15 damage to user
- Skilled swordsman can block the attacks even if he/she has no dojutsu
- No sword attacks for one turn afterwards

Raiton: Renkinjutsu Taikyokuken (Lightning Release: Grand Ultimate Fist Alchemy)
Rank: S
Type: Attack/Defense
Range: Short through Long
Chakra Cost: 40
Damage Points: 80
Description: With each punch, a current of electricity is released through the substance. This, combined with great chakra control, ensures that the current, instead of merely passing through the element, acts on its atomic structure, thus transforming its composition. To use these techniques, you have to first be wearing the Grand Ultimate Gauntlets. After putting on the guantlets, the user is able to break down the opponents attacks and/or reconstruct them for their own needs. It is unable to redirect the original jutsu back at the opponent, but can transform the jutsu into an another attack of equal strength to the rank that was transmuted. It can also be used to transform non-jutsu based elements into offensive or defensive uses.
Restrictions:
-Can only be used on a S-Rank or Forbidden jutsu once
-If used on a S-Rank or Forbidden jutsu, no alchemy can be performed for two turns
-If used on a S-Rank or Forbidden jutsu, only able to break down the element.
-Can be used on a B through A Rank jutsu 4 times
-If used on a B or A Rank jutsu, no alchemy can be performed in the following turn
-Can be used on a C through E Rank jutsu 7 times
-If used on non-jutsu elements it can be used 10 times
-Can only be taught with the approval of Ragnaroc and Emperor

( Toraibarizumu: Hamonozanmei )- Tribalism: Knife Fight
Rank: D
Type: Offensive
Range: Short-Mid
Chakra: 10
Damage: Double a normal kunai damage
Description: The user focuses lightning chakra to their fingertips, doubling their kunai throwing speed. Instead of throwing the kunai sidearm like a normal ninja, they will flick it forwards, even more increasing the speed. An experienced knife fighter can, in reality, throw a knife to exactly hit a target four feet away every 0.8 seconds. This is improved, making it travel four feet every 0.3 seconds, giving it an overall speed of 13.33 feet per second, meaning that an opponent will have to be very very fast to dodge it or use a very very quick jutsu to block it. It will be too fast for them to actually block with their own weapon. The downside is it is still just a kunai, meaning only stab wounds will be caused.


Genjutsu:


(Ongakupou: Kisei Tame Youmei)- Music Arts: Oath to Order

Type:Attack
Rank:S
Chakra Cost:45
Damage:80 (also causes 10 damage to user)
Description: The user plays a tune, on an instrument, called the Oath to Order. The Song immediately paralyzes the enemy, making them unable to move, and damages them from the inside. This jutsu does 10 damage to the user

(Ongakupou: Naraku no Oto)- Music Arts: Hell of Sound

Type: Supplementary/Attack
Rank:S
Range:Long
Chakra Cost:40
Damage:80 (40 damage each turn)
Description: The user plays a deathly tune on the lyre which traps their enemy in a genjutsu, rendering them useless. Over 2 turns, the opponent will take the damage to their ear and body from the sound of 1,000,000 cries of pain (i.e. children crying, people screaming, death and destrucion, genocide).

(Ongakupou: Satsujin no Rikou)- Music Arts: Murder of Wisdom

Type: Supplementary
Rank:S
Range: Long
Chakra Cost: 40
Damage: N/A
Description: This justu is utilized through whistling. The user whistles a tune that deactivates parts of their central nervous system temporarily. The result in this is that the opponent will suddenly lose their ability to think properly and will soon forget how to do simple tasks such as molding chakra, preventing them from using any techniques above C-rank for the first turn, and B-rank for the 2nd turn. Lasts 2 turns.
~After it ends, the user cannot perform any Music Arts techniques for two turns.
~During its duration, the user has two of their elements sealed off completely during it and the two turns following the end of this technique.

Magen: Genjuu Kuchiyose (Mythical Beast Summoning)
Rank: Forbidden
Range: Short-Long
Type: Supplementary
Chakra: 50
Damage Points: 90
Description: Like the normal summoning, the user will quickly perform the hand seals, draw blood and slam their hand on a surface. The only difference is that there is no summoning but in a strict sense. The jutsu will activate once the user and opponent had been in contact in anyway and once the user has finished the summoning the animal or beast can be whatever the user creates in his imagination. After the smoke disappears for the summoning the desired animal or beast that has been created will attack the opponent. This is a highly leveled Genjutsu, meaning the summoning will appear real, look real and feel real for those trapped by staring at the summoning ceremony and have been in contact with the user from before. Any injury sustained by the animal or beast will remain on the opponent’s bodies even after the illusion ends
Note: Kai cannot dispel the genjutsu but defeating the animal or beast will only dispel it or attacking the user
Note: The user must give a full description of the animal/beast he have summoned including its abilities, appearances, and amount of how many were summoned
Note: Can only be used once in battle
Note: Only used by Anbu Kakashi

Illusion Technique: Flash-Lag ♦ [Genjutsu: Senkou-Okure]
Rank: C
Type: Supplementary
Range: Short
Chakra Cost: 15
Damage Points: -
Description: By putting on of his palms on the enemies' head, and sending a chakra impulse in his brain, the user makes the enemy see a projection of the user, running in circles around him.Similar to the Flash-Lag effect, because during the running the projection changes color and transports from an area to another provoking confusion.
- May be used twice per battle.
- Effects of this jutsu last only one turn.
- May be used and teached only by Reido Kira.

Illusion Technique: Reverspective ♦ [Genjutsu: Sakaenkei]
Rank: A
Type: Supplementary/Defence
Range: Depends on the enemies' genjutsu range.
Chakra Cost: 30
Damage Points: -
Description: Reverspective is the short form of "reverse perspective", that makes the user's image distort, and it's distorted form creates two projections of itself, that in the enemies' eyes they go up and down, while the room/enviroment starts moving from left to right, making the enemy dizzy.
- May be used only through direct eye contact.
- May be used and teached only by Reido Kira.

(Genjutsu - Svengali) - Svengali illusion
Type: Attack
Rank: Forbidden
Range: Short
Chakra Cost: 40
Damage Points: N/a
Description: The user will perform 3 needed hand seals to summon a special type of mechanical doll to the feild. This is a special mechanical doll made entirely of chakra metal. When its summoned it is infused with the users chakra from that moment. Svengali is a special mechanical doll made of chakra metal that responds to the sound of the users voice comands, but not just any comands. From the moment this doll is summoned it begins to mess with the opponents head. After being on the feild for one turn the doll will put a kind of transe upon the opponent. This transe make the opponent become like the doll turn by turn. See below for details.
After being on the feild for 2 turns, the opponents arm will go solid like the dolls metal limbs, making them unable to move it.
After being on the feild for 3 turns, the opponents other arm will go stiff like the dolls other arm.
After being on the feild for 4 turns, The users legs will go stiff, unable to move them or feel any sensation in them.
After svengali has been on the feild for 5 turns, the opponents whole body will be stiff like svengali's and they will not be able to move or feel anything.
When svengali has control of all the opponents limbs they are unable to battle.
Due to this abilitily they are unable to move any part of their hands and can't feel any pain in their limbs. It is almost as though someone elses limbs are attached to their body that they cant feel or move. Not only does Svengali take over the opponents actions through hypnosis, he also becomes on with the target, so if svengali is poked, the opponent possesed by him will feel it too. The same effect applies in a painful way. If svengali has taken effect on of of the opponents arm, and the same arm on svengali is stabbed, the opponent will cry out in pain as though their own arm was stabbed, though they would still be unable to move it.
Note: No S rank or above while controlling Svengali
Note: No nin/gen jutsu can be used at the same time as svengali
Note: No Genjutsu for the rest of the match after use.
Note: While the user is controlling svengali, he is only able to peform 2 jutsu per turn due to concerntrating on svengalis use.

Summonings:

(Kuchiyose: Inu Daishi Shikon)- Summoning: Dogs of Mount Fang
Type:Suplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage:N/A
Description: The user summons small to medium size dogs from Mount Fang that can attack and defend for the user. The medium-sized dogs can shoot balls of wind, and can only use up to B-rank wind jutsu that the user knows. The dogs disperse after being hit once.


(Kuchiyose: Timu)- Summoning: Tim
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: The user summons Tim, the son of Meiunha. Tim is a 4-5 foot tall wolf pup who has the ability to use any water technique up to B-rank that the user knows. Tim can transform into a pure white katana that can cut through nearly anything, including bones and metal, and can turn into a large shield. The sword leaves a white streak 2 feet forward in the area where it was swung for about 2 seconds afterwords that can cut the opponent if they are within range of it, however, the sword uses a great deal of chakra and puts a strain of 10 damage, each turn it is active, on the user.


(Kuchiyose: Joutei Shikon)- Summoning: Lord Fang

Type: Supplementary
Rank: S
Range:Short
Chakra Cost: 50
Damage: N/A
Description: The user summons the Lord of the dogs and wolves on Mount Fang, Meiunha, a large white wolf-dog slightly larger than Gamabunta, that can shoot spheres of wind at the opponent that do 15 damage (coming to a total of 75 damage if he uses them all five turns without fail). He is a master at Wind jutsu. Meiunha can also attack normally, (bite, scratch) and fend off attacks for the user. As a giant wolf, Meiunha is capable of sustaining fatal amounts of damage from 2 powerful S-rank jutsus before dispersing, and a great deal of trust is required for the user to even be able to summon him. This summon lasts only 5 turns and can only be used once per battle.

(Menthu Nenshou Taiyou) - Menthu of the Burning Sun
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: N/A
Description: Menthu is a blazing red hawk whose feathers burn with crimson flames as bright as the sun. He flies around with such grace and heat that the temperatures that are given off his wings can scorch the very earth it roosts on. It has the capability to use fire Jutsu up to the users rank and can attack with its wings flapping them to cause burning windblasts equivalent to A rank power (ability can only be used 3 times). that burn from the flames of the wings, beaks and claws.
Note: Can only be used twice
Note: Must Know the Hawk summoning contract held by Kaito-sama


(Omecihuatl Nanatsu Watatsumi) – Omecihuatl of the Seven Seas
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: N/A
Description: Omecihuatl is a jet blue hawk whos colours are as deep and mystical as the sea itself. He is capable of using water element up to the uses rank. He is capable of flapping his wings to send blasts of water bullets at the enemy equivalent to A rank (can only be used 3 times) and can use his beak and claws for extra weapons.
Note: Can only be used twice
Note: Must know the Hawk summoning contract held by Kaito-sama


(Nahuatl Hisan Toride) - Nahuatl the flying Fortress
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: N/A
Description: Nahuatl is a Flying Hawk encrusted with bare rocks and is a flying fortress. Although his appearance may create the assumptions that his speed is slow, he is indeed a strong fast flyer with a sturdy defence. Nahuatl is the only hawk incapable of using most techniques the user can use from the earth element.
Abilities
-Nahuatl is capable of flapping his wings and sending shockwaves from his wings sending chakra into the ground where the enemies’ targets location is and cause the earth to erupt like a blast. (Can only be used two times)
-Nahuatl is capable of shooting from any part his body shards or spears of rocks to shoot at the enemy target. (Can only be used three times)
-He can use any part his body as a means to attack using his bodies weight or encrusted rocks to help ram the enemy targets to deal deadly damage. (Damage dealt from any physical attacks = 20 points)
Note: Can only be used twice
Note: Cannot use Earth style techniques requiring direct contact with the ground
Note: Must know Hawk Summoning contract held by Kaito-sama

Taijutsu:

(Shohana: Kaihou ) First Flower: Bloom
Rank: B
Type: Supplementary
Range: Self-Affecting
Chakra Cost: 20
Damage Points: N/A
The user forces chakra into causing the base chakra flower of his body to activate ( There are seven chakra flowers in everyone's body, according to Japanese, Chinese and Indian healers). This brings with it certain effects - it makes the user's muscles stronger and skin harder, augmenting physical strikes and giving them defense from physical attacks, and it causes production of adrenalin, leading to better reflexes and speed.
Co-Creator: Emperor ( who can also use it )
Note:
Only once per battle
Lasts for two turns only.
Once the two turns are up, the user cannot use Taijutsu for the next two turns after that.
Does 30 damage to the user
User cannot use Doujutsu or Wood/Ice techniques while this jutsu is activated.
Can only be taught by Azaghast


(Saikkilopsukobushi) Cyclops Fist
Rank: B
Type: Offensive
Range: Short
Chakra Cost: 20
Damage Points: 40
The user coats their hand with chakra, and augments their muscles with it, further improving on the muscle and skin augmentation performed after using First Flower: Bloom to create a devastating punch that can break through rock or bone. The shockwave from the punch, if it misses, will knock the enemy backwards and make them off balance, though not damaging them.However, this is comparatively slower than a normal taijutsu technique.
Co-Creator: Emperor ( who can also use it )
Note:
Can only be used twice per battle
Can only be used after using First Flower: Bloom
Can only be taught by Azaghast


(Chibussoubahen) Thousand Dangerous Flowers
Rank: B
Type: Offensive
Range: Short
Chakra Cost: 20
Damage Points: 40
The user forces chakra into their leg muscles, granting them faster speeds. Then, they focus their chakra into the shape of a giant flower that appears behind them. They then thrust their palm at the opponent, creating a shockwave that knocks the opponent skyward,and disorients them. The user then leaps above the opponent, and punches them violently toward the ground, before going below the opponent and hitting them upwards again. Finally, the user sends the flower of chakra to wrap around the opponent and detonate.
Co-Creator: Emperor ( who can also use it )
Note:
Can only be used once per battle
Can only be used after using First Flower: Bloom
Does 25 damage to the user
Can only be taught by Azaghast


(Silaat Taijutsu:Oshi Sashidegamashii) - Silaat Taijutsu: Push Forward
Type:Attack
Rank:C
Range:Short
Chakra Cost:20
Damage:30
Description: The user appears in front of the enemy. As the enemy wants to use any hand attack on the user, the user pushes the enemy hand on the side, and then starts slaming the enemy's chest with the palms. connecting 10 times, in a very fast order. Doing like that, the user pushes the enemy backwards, and the enemy suffers hard breathing problems. As the user stops slaming the enemy, it leaves the ememy open for another attack.
*Note:Can only be used by Silaat users.*


(Silaat Taijutsu:Buin Seppaku Oshi) - Silaat Taijutsu: Staff Pressure Push
Type:Attack
Rank:C
Range:Short
Chakra Cost:20
Damage:30
Description: The user charges the enemy. While running towards the enemy, he swings constantly very fast the tongkat (Pesilat Wooden Staff), to confuse the enemy. In the last moment he swings the staff from the side, hitting the enemy in the arm, and the makes a roulette movement, spinning around himself. After finishing the roulette, he stands again face to face with the opponent, who is now struggling with the pain in his upper arm, since the user hit him in a paralyzing point. The user then gathers Silaat cakera (lit. meaning Silaat Chakra) in the pint of the staff, and then hitting the opponent directly, in the plexsus (upper stomach). The enemy is blown back by the force of the jutsu.
*Note:Can only be used by Silaat users.*


(Silaat Taijutsu:Kaihi o' Raishuu) - Silaat Taijutsu: Avoid To Attack
Type:Defence/Attack
Rank:A
Range:Short
Chakra Cost:30
Damage:60
Description: This is defence and in a meantime an attack. As the enemy is about to punch/slap/palm the user, he uses his hand to quickly defend and then attack in the same movement. Example: As the enemy uses his right hand to punch the user(the left from the users view), the user uses his right hand to push quickly away the enemy's punch before he is hit. In the same movement, the user uses the strength he used to redirect the hand of the enemy, to punch the enemy in the neck. The enemy's breathing path is disrupted, and he breathes hard, and becomes dizzy. He also recieves strong damage.
*Note:Can only be used by Silaat users.*


(Silaat Taijutsu:1 Tai 6) - Silaat Taijutsu: 1 Against 6
Type:Defence/Attack
Rank:A
Range:Short
Chakra Cost:30
Damage:60
Description: This techinque comes from a training method, where the user is sorrounded by six enemies. The user takes the tiger position, and then suddenly jumps in the air. Airbound, he first uses his hands to punch the ones at his sides, then he uses his legs to kick the ones in front and behind him. This happens simuntaneously. Then he lands on his hands and spins, striking with legs the remaining, in a tornado-like movement. this can be used in various situations.
*Note:Can only be used by experienced Silaat users.*


(Silaat Taijutsu:Hyoushi Kage Nigiri) - Silaat Taijutsu: Binding Shadow Grip
Type:Attack
Rank:A
Range:Short
Chakra Cost:30
Damage:60
Description: The user suddenly appears on the back of the enemy, holding his neck with one hand, and the holding hand with the other hand. This makes the enemy unable to move and hard to breath. The user then pulls back, causing the enemy to crouch, and hits him hard in the face with his elbow.
*Note:Can only be used by Silaat users.*


(Silaat Taijutsu:Jinteki Tama) - Silaat Taijutsu: Human Bullet
Type:Attack
Rank:A
Range:Short-Mid
Chakra Cost:30
Damage:60
Description: The user starts running towards his enemy, gaining speed very quickly. The user then forms his body into an aerodinamic shape. (Handsfirst towards the enemy, the head down) He focuses his chakra in the whole upper body, creating a thin layer of chakra in front of him. The user then smashes into the enemy, causing great damage. The attack can go through B Rank jutsu.
*Note:Can only be used by Silaat users.*
*Note:The user suffers 15 points of damage.*
*Note:Can only be used once*


(Silaat Taijutsu:Gishiki) - Silaat Taijutsu: Ceremonial
Type:Supplementary
Rank:S
Range: N/A
Chakra Cost:40
Damage: N/A
Description: The user warms up himself before battle. He concentrates, and focuses his chakra. This jutsu is the result of countless years of training, in taijutsu. Only the most experienced, and strong fighters can produce this ceremonial. It's a sort of a dance, which is done before every battle. The user does several movements in a blink of an eye, which seem like a dance. Then the user bows, and claps his hands together, and yiels "Gishiki". Every master of the Silaat Style, is therefore very fast, and strong, which is only a result of hard training. The concentration also allows the user better chakra mold through the fight.
The Silaat style, is a fighting style, developed in Malaysia. The Malaysian fighters used this styles for centuries to defend their country. it's said to be the most lethal martial art in the world. The users are very proud, and dances, and proves of courage are their everyday. The current only master of Silaat is Nadare. A legend says, that the once the most experienced figher faught with a tiger barehanded, and won.

*Note: Only Silaat fighters can use this*
*Note: Nadare, is the only current master of Silaat, and the only one able to teach it.*
*Note: This ceremonial, is used before every battle, and lasts the whole battle.*
*Note:It must be posted in the first move, and the enemy cannot disrupt the dance, or hurt the user in the meantime.*


(Silaat Taijutsu: Di-sar-mu) - Silaat Taijutsu: Disarm
Type:Attack/Defence
Rank:S
Range:Short
Chakra Cost:40
Damage:80
Description: When the user is circa 2 meters away from the opponent or less, he takes the opportunity, and does this move to disarm him. He jumps a little bit instantly, spins around, and sidekicks the enemy in the ribs. In the same momemt, he turns in the other way with the upper part of the body, and punches the weapon (sword, bow, spear, etc.) , with the inner side of the elbow, in wich was previously gathered chakra. The weapon is sent flying away from the two. The enemy is sent flying sideways.
*Note:Can only be used by Silaat users.*


(Silaat Taijutsu:Bakudan Shindou) - Silaat Taijutsu: Bomb Impact
Type:Attack
Rank:Forbbidden
Range:Mid
Chakra Cost:50
Damage:90
Description: This is a highly advanced Silaat jutsu. The user needs some time, to gather a massive amount of chakra in his leg. He uses all his might, to concentrate, and control the chakra precisely. he then appears in front of the enemy, and releases his leg directly, in the chest of the opponent. The impact, creates a tidal air wave, that is similar to the effect when Neo (Matrix) leaves ground to fly. The strike sends the opponenet flying backwards towards the ground. Even when he hit's the ground he sinks about 5 meters in the ground. The opponent has 2-4 ribs broken, and has a hard time breathing for the whole turn.
*Note:Can only be used by Silaat users.*
*Note:Can only be used by once per battle.*
*Note.: The user suffers 30 damage points.*


(Han Sochi jutsu)- Half Step technique
Rank: S
Type: offence
Range: Short
Chakra cost: 40
Damage points: N/A
Description: This is a style of Chinese martial arts where the user uses precise chakra control to move half a step out of the way when being attacked at close range. The user is then facing the side of the enemy. The enemy can only react to this attack and counter if they are advanced taijutsu users because they have been trained in advanced levels. This advanced technique can be followed up with an attack to counter their move.
Note: can only be taught by Uchiha Kaito
Note: Can only be used twice per battle


(Oshie Ikusen tatsujin Ikazuchi Dageki gyakujou)- teachings of Thousand Masters: Thunder Strike frenzy
Rank: Forbidden
Type: Attack
Range: Mid
Chakra cost: 50
Damage points: 90 (-15 to user)
Description: The user charges their bodies with a lot of lightning chakra and then they release chakra from their feet to boost their speed in the attack and they then send the lightning chakra into the arms and strike the opponents upper body dealing 18 fast strikes and discharging the built up lightning chakra through their fist into the opponents nerves which will cause the opponent to become paralysed from the electric currents and the final strike is a fist punched into the chest and pushes in and the user twists their wrist and then releases the lightning chakra into the heart which then seizes the circulating chakra for a moment making the opponent unable to perform hand seals or concentrate their chakra for one turn. (When contact occurs this causes damage to the user by burning their lower arms from the electricity and the user cant perform any elemental attacks or taijutsu requiring the use of their arms for one turn).
Note: Can only be used once
Note: target can't perform lightning jutsu or hand seals for one turn
Note: Can only be taught by Uchiha Kaito andUzumakiJake
Note: -15 damage

(Suisaru) - Drunken Monkey
Rank: A
Type: Attack
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: This is a variation of "Crazy Monkey".Drunken Monkey which involves a lot of throat, eye and groin strikes as well as tumbling and falling techniques. It incorporates a lot of false steps to give the appearance it is defenseless and uses a lot of off-balance strikes. The practitioner waddles, takes very faltering steps and sometimes fall to the ground and lies prone while waiting the opponent to approach at which time a devastating attack is launched at the knees or groin areas of the opponent.This technique is comprised of a combo of 25 hits.
- Must have learned Crazy Monkey.
- Must be in a Drunken state.
- Must be teached by Shigure.

(Suimugenru) - Drunken Infinite Loop
Rank: C
Type: Attack
Range: Short
Chakra Cost: 15
Damage Points: 30
Description: The user kicks the opponent in the chin, sending him upwards, then he appears behind the enemy, and does a 5 kick combo, the first two kicks go to his lower body(groin, legs) the following two go to his upper body (chest, arms, shoulders) and the final kick is towards the head, the kick is strong enough to smash the opponent in the ground.
- Must be in Drunken state in order to use.
- Must be teached by Shigure.
 
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Zetsu Techniques:

[Kontei Enchou] ♦ Root Extension ♦
Rank: Forbidden
Type: Attack/Defense/Supplementary
Range: Short/Long
Chakra Cost: 45 [+20, to create thorns.]
Damage Points: N/A
Description: The user focuses his chakra on his hand for a short while, then by using the plant-like abilities the user has, the user is able to sort of commune with nature around them. They will place their hand on the ground and small roots will grow from it. The roots will then extend through the ground and attach to nearby roots. The connected roots will extend the jutsu further. If there are any vibrations sent through the ground or roots they will alert the user to a presence through vibrations, so if anything on or below the ground moves the user instantly knows their location. The roots can almost instantly rise from any point of the ground by the user’s will for any purpose needed. By focusing more chakra on the roots, the user can create big thorns on them, that can easily cut through flesh and if anyone, except the user is underground, they would be cut. When a root is out of the ground, the user can pretty much instantly through the created roots, travel to that location, not even using mayfly, but it takes time for the roots to expand, about two turns. If the roots are destroyed somehow, they grow back again in one turn.
~This technique can only be used once.
~The user can travel instantly through the roots only twice.
~No Mayfly for the next turn after using this.
~Only Zetsu and characters from Zetsu�s clan can use this.

[Bunya no Maboroshi] ♦ Field of Dreams ♦
Rank: A
Type: Supplementary
Range: Short/Long
Chakra Cost: 30
Damage Points: 60 [+20, each turn they remain on the field.]
Description: By utilizing the plant-like abilities the user has he can be one with nature. Placing chakra into the ground, the user changes the molecular constitution of the grass and surrounding vegetation. The grass begins to turn into a field of white lily flowers with blue stems, growing to knee height of an average human, the field of lily flowers stretching out for two-hundred meters. Each lily releases hundreds of spores into the air at all times, day or night, causing any who breath the spores to fall into a deep sleep. The spores are also highly combustible, so if fire, or lightning were to touch the spores, they would explode causing a massive explosion. The user is immune to the spores, since he created them. The explosion is almost inescapable, cause the spores are almost everywhere.
~This technique can only be used once, but the lily's remains on the field still releasing thousands of spores and in each turn increasing the explosion.
~If the user is caught in the explosion, he will also be hurt
~The explosion occurs instantly as soon as any fire or lightning is released, without it even being able to travel.
~Only Zetsu and characters from Zetsu�s clan can use this.

(Kouba Imodzuru)-Plant vines
Type: Attack
Rank:S
Range:Mid-Long
Chakra Cost:40
Damage Points:80
Description:The user puts his hands into the ground sending vines from his hands through the ground. When they reach the enemy they come out of the ground wrapping around his hands and legs, binding him to the ground. Then other vines come out and goes through his body.
*Note: Can only be used 2 times in battle.
*Note: The user can't use Mayfly next turn.
*Note: Only Zetsu can teach/use this jutsu.

(Genzon Yoroi)-Living Armor
Type: Attack/Defense
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80 (If used as the attack.)
Description: If the user stands near a tree, the jutsu can be done. The user infuses the tree with chakra and the tree roots comes out of the ground and wraps around the user giving him water resistance feeding the roots, they can also be sent at the enemy at high speed through the ground.
*Note: The roots gives the user water resistance up to A-rank, feeding the roots, if they recieve water, next time they can block water jutsu's up to S-rank.
*Note: The user can't move if this is used as a defense, cause being trapped in the roots.
*Note: The roots last for two turns, unless sent at the enemy.
*Note: Usable only two times per battle.
*Note: Can only be used by Zetsu.

[Hae Wana Tamago] ♦ Flytrap Spawnage ♦
Rank: A
Type: Attack/Defense/Suplementary
Range: Short
Chakra Cost: 30
Damage points: N/A
Description: The user focuses chakra throughout his body and using his plant-like attributes, he grows a venus flytrap-like extension from any point of his body. This flytrap can be used to, for example, attack, defend or eat someone. This technique requires no handseals because it uses the natural talents of the ninja. Because of this it is almost instant.
~Only usable once, but can extend a flytrap from any part of the body all the battle.
~Only Zetsu and characters from Zetsu�s clan can use this.

Fire Element:

NAME : katon : amatsu soroi katon : heavenly suit of Fire
Type: supplementary
rank: Forbidden
chakra cost: 60
damage: n/a
description: user summons a heavenly suit of fire on his body by summoning jutsu ( not animal summoning ) then he charges the suit with fire chakra for 2 turns . after charging all of users fire jutsu's damage increases by 30.
NOTE: the suit only lasts for 3 turns
NOTE: can be used 2 times in a battle
NOTE: after using suit for 2 times user dies


Katon: Enkai (Fire Release: Blaze Commandment)
Rank: S
Type: Attack/Defence
Range: Short
Chakra cost: 40
Damage cost: 80
Description: The user will first turn their hand into fire and then swirl it around themselves, this then creates a 360 flame around the user. The user will then turn the flame into a massive fire pillar that will rise up and protect the user from every angle, this jutsu is effective against taijutsu attacks. (This fire pillar is Incredibly powerful, and can stop most attacks.)
Note: Can only be used Twice per match.


(Katon: Yuuen Senka Koji no Jutsu)- Fire Style: Grand War Display Technique
Type: Attack
Rank:S
Range: Long/Wide
Chakra Cost:45
Damage:80 (+5 burn for grassland and plain battlefields)
Description: The user summons a storm of fire that falls onto the opponent like a display many gunshots. This attack has a very wide range and can cause burn damage of 5 points extra if the battlefield is a grassland or plain.


(Katon: Kaen Panchi) Fire Style: Flame Punch
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 25
Damage Points: 40
Description: user gathers up fire chakra into both hand until there is a great amount of chakra stored then he’ she releases it at once causing a deadly inferno to engulf the enemy.
(Note: Only members of sharinganmasters hideout can use this jutsu)
(Note: only usable 3 times per battle)


(Katon: Kaen Panchi) Fire Style: rapid Flame Punch
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 25
Damage Points: 40
Description: user gathers up fire chakra into both hand until there is a great amount of chakra stored then he/she releases it punching towards the enemy yo create multiple fireballs to come out causing a deadly inferno to engulf the enemy. It also burns the user hands.
(Note: only members of the sharinganmasters hideout can use this jutsu)
(Note: can only be used 2 times per battle)


(Katon: Shinkou Ryuu Kaen) – Fire Release: Rising Dragon Flame
Rank: S
Type: Attack
Range: Long
Chakra cost: 40
Damage points: 80
Description: After making a few hand seals the user releases a large amount of chakra into the earth by stomping on the ground and then causes a rush of dormant fire from deep within the earth to rise up below the enemy and envelop him in an erupting flame in the shape of a large dragon head.
Note: Can only be used 2 times
Note: User cant use fire style the following turn.
Note: Only members of the Sharinganmasters hideout can use this jutsu


(Katon: Amatsu-ten Hoshi) Fire Style: Celestial Heavens Star
Rank: Forbidden
Type: Attack
Range: Long
Chakra cost: 50
Damage points: 90 (-15 to user)
Description: The user will create a large fire ball in their hands and then by sending it into the sky and using the wind currents to increase the size of the fireball making it a Giant sized Ball of Fire representing a burning star that then comes crashing down at the enemy target and as it gets near it then explodes sending a rain of fire balls to decend and scatter at and around the target leaving burning craters in its aftermath.
(Does –15 damage from making fireball in users hands)
Note: Can only be used once per battle
Note: Co-produced by Emperor


(Katon: Mouretsu) - Fire Release: Rage
Type: Attack
Rank: Forbidden
Range: Short - Long
Chakra Cost: 50
Damage Points: 90 (-10 to user/turn)
Description: When the user completes the last handsign of this jutsu, his hands go on fire, from the tip of her/his fingers, to the elbows; followed by black smoke, which dimms the light, and the users eyes and face appear black, only with a red glimse in her/his eyes, thereore the name Rage. When this jutsu is active, everything the user touches goes momentarily on fire (extremely dangerous combined with TaiJutsu), or the user can send forth beams of fire from his palms. (lasts 4 turns)


(makai ryouken)-hell hounds
*Rank: S
*Type:attack
*Range:long
*chakra cost:60
*Damage Points:100
*description: the user bites both thumbs and summons a pack of 5 hell hounds which are made from fire each 1 is mixed if the users blood which aloows them to command then, they can shoot a powerful jet of fire or charge and bite the opponent.Due to there extreme temperature of each hell hound water evapourates before it can even touch them.
*Note: each hell hound is the same size as a large wolf.


(katon: Shouten Katon funsha) fire release: focus fire jet
*Rank: S
*Type: Attack
*range: short-long
*Chakra: 40
*damage:80
*Description: The user focus a large amount of chakra into there lungs to in rich the air and then puckers there lips up really tightly and release it. user then focus fire chakra in to there fingers to ingite it to create a long jet of of very intense fire similar to a blow touch ,making it able to cut through thick steel and rock.

(Katon: Houka Kubochi) - Fire Release: Fire Pit
Rank: S
Type: Supplementary
Range: Long
Chakra Cost: 40
Damage Points: 80
Description: After a string of hand seals, the user stomps his leg on the ground, causing a small earthquake, during the earthquake the user infuses fire chakra into the the earth calling forth all igniting minerals and then sends them towards their enemies underground, once the minerals reach the enemy(approx. 20 meters), all the minerals will ignite and will burn the ground beneath the opponent, as he falls into the pit, other minerals will ignite and will burn the surface of the earth, resulting in the opponent getting severe burns.

(Katon: Hanabi Bakufuu) - Fire Style: Firework blast
Type: Attack
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: User will clench his or her fist and gather fire chakra within it. The user can hold this however long they want to provide a stronger effect. The user will then aim with their arm and hand towards the target and fire the gathered fire chakra. The chakra will take the form of a orb, size of a golfball to a baseball depending on how long held, that will move at a decent and surprising speed. When the location is reached the user will perform a tiger hand seal to make the orb detonate with a fiery explosion. This attack is somewhat blinding at first or when used with a surprised attack and has a strong knock back.
Note: Only Musa can teach this.
Note: If held for one turn the user will have maximum effects.
Note: If used before maximum effect the area will cover a 5 meter radius, if held for maximum effects the explosion will be 15 meter radius.
Note: User will lose 30 more chakra if the jutsu is held for a turn.
Note: This attack will affect the opponents eyes, as well as the users eyes if close enough.
Note: This attack is a bomb like effect and shoots fire outwards. This attacks an area, not a thing or person. This will hurt the user as well if close enough.

(Katon: kasai kakujuu) - Fire style: Fire expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a fire jutsu the user will perform 2 handseals as they release there chakra into the fire jutsu. In doing so, the user will increase the power and size of the fire jutsu boosting any fire jutsu by 25 damage points. By the increase in chakra the fire gains more power as it absorbs more oxygen increasing its power.

Note: Can only use used on fire the user or the users summon has created
Note: Can only be used once one each fire jutsu creates
Note: can only be used 3 times

Water Element:

Mizu fuukaku naito bijon: Water style Night vision
Rank: D
Chakra: 30
Damage: N/a
Range: Short/medium
Desciption: Using water to create a lens film over your eye's it amplifies the light in your eyes to create temporary nightvision.


Suiton: Yabun no Shin'en (Water Release: Abyss of the Night )
Rank: S
Range: Short-Long
Type: Supplementary/Attack
Chakra: 40
Damage: 80 (-15 to user)
Description:The user focuses Water Element chakra through their feet and into the ground. This makes eight pillars of water form around the opponent in hexagonal formation, and as soon as the pillars emerge water forms connecting the pillars like a sturdy wall, enclosing the opponent in a box of water. The user can then make spikes of water come out if they so wish. As a last resort, the user can overload the technique with chakra, causing it to explode. The user can see what is going on inside the box.
Note: Can only be used once per battle
Note: Does 15 damage to the user
Note: If the technique is exploded, it spills into a pool of water on the ground, This costs the user an additional 20 chakra and does 10 more damage.
Note: Can only be used by Amegakure Ninja
Co-creator: Emperor


Secret Technique Hidden Bloody Mist
Rank:S
Type:Attack
RangeShort-Long
Chakra Cost:40
Damage Points:80(25 if user escapes the explosion)
Description:This jutsu is a combo of hidden mist and buring ash accumulation.The user creates a mist that makes the users location unknown while at the same time burning there opponent.Then when the user clicks there teeth the mist will explode and the mist will be cleared.


(Suiton: Taikaikamigami Doki) Water Style: Poseidon’s Wrath
Type: Attack
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user gathers a vast amount of water chakra into their hand(s)and punches forward making a Large hand race towards the enemy and then turns into a large volume of water in a crashing wave that then envelops the enemy and drowning them. The aftermath of the jutsu leaves a large amount of water behind which can be used as a water source for jutsu.
*Water Jutsu cannot be used for 2 turns after this jutsu is performed
*Can only be used Twice per battle
*Can only be used by members of Sharinganmasters Hideout

Water Release: Tear of Sadness ♦ [Suiton:Namida no Hiai]
Rank: B
Type: Supplementary
Range: -
Chakra Cost: 20
Damage Points: N/A
Description: A tear falls from the user's eye on water, making it's volume grow to a relatively large lake.
-May be used only by Reido Kira.

(Suiton: Mizu Oshi) - Water Style: Extreme Pressure
Type: Attack
Rank: S
Range: Short/Mid
Chakra cost: 40
Damage: 80
Description: The Ninja uses water chakra to manipulate a large amount of water. The water then surrounds the ninja which will then collide at the target in the form of 3 streams. The 3 streams for focus on the targets largest body part applying extreme pressure that can break bones. A large water source is needed to cast this jutsu.
Note: Only Musasibou can teach this move.
Note: This move is only usable 3 times a battle and the user must have a water source.

(Suiton: Mizu Suzume) - Water Style: Water Sparrows
Rank: A
Type: Attack/Defense
Range: Short/Mid/Long
Chakra Cost: 30
Damage Points: 60 (plus 5 damage with shurikan/kunai)
Description: The user can make these sparrows for defense or for a projectile attack. Can also add shuriken/kunai for hidden extra damage. The user creates multiple medium sized swallows of condensed water surrounding him or her. Spiraling around him or her the swallows so fast that it can protect him from fire jutsus in a sphere shape of defense. The user can then use them as a projectile by ordering them to attack the opponent. These swallows are very fast and can pierce through rock and trees.
Note: Only Musasibou can teach this.
Note: Must specify if extra damage is used, if reaction time is allowed.
Note: Up to 5 Sparrows can be thrown at the opponent.
Note: User can't used another water jutsu this turn.
Note: Can only be used 3 times per battle.

(Suiton: Bouhatei no Hanamizu) Water Release: Mole Snot
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user does a string of 4 handseals, creating a huge reservoir of a sticky substance (Similair to Water Style: Syrup Capture Field) underground. With one handseal, the user can erupt localized geiser-like streams around the opponent, which will then rain the substance upon the target. In case that doesn't work, the user can, by stomping on the ground, seep out the remaining underground syrup, sticking the opponent's foot to the ground.
In case the opponent decides to go underground to avoid the geysers he will come into contact with the substance underground and be stuck there, making him an easy target. The substance will short-circuit electricity, so if he tries using Nagashi to free himself he is dead.
*Can only be used thrice per match*


Lightning Element:

Lightning style: Lightning Field (Raiton: Fiirudo)
Type: Attack-Defense
Range: Close-Mid
Chakra cost: 30
Damage Points: 60
Description: A technique that can be used for quick and easy attack and defense, the user quickly creates a electrical force, the user will quickly expel lightning chakra from his body, following is a dome of lighting chakra that anything held inside will be electrocuted.


(Raiton: Rippuko Za Ikazuchi Joutei) - Lightning Release: Rage of the Thunder God
Rank: S
Type: Attack
Range: Long
Chakra cost: 40
Damage points: 80
Description: the user creates a large ball of lightning which has surrounding it four smaller balls of lightning connected by lightning chains and the ball of lightning spins creating a large rotating vortex that gets shot at the enemy and can rip at ground.
Note: Can only be used 3 times
Note: Only members of the sharinganmasters Hideout Social Group may use this jutsu.
Co-Produced by: Uchiha Kaito, Mugan Ryukyu and Hazure


(Raiton: Raikou Ryuu Mori) - Lightning release: Lightning dragon lance
Rank: S
Type: attack
Range: short-long
chakra cost: 40
Damage Points: 80
Description: the user creates a 10 meter hollow lance of lightning energy with the tip as the head of a dragon and they thrust it the wind travels through the lance hollow core and sounds like a dragons raw and strikes the opponent and then crushes on impact and explodes causing electrical burns.
Note: Can only be used 3 times.
Note: Only members of the sharinganmasters Hideout Social Group may use this jutsu
Co-Produced by: Uchiha Kaito, Mugan Ryukyu and Hazure


(Raiton: Kyojin Ikazuchi Tentei Mori) – Lightning Release: Giant Thunder God Lance
Rank: S
Type: Attack
Range: Long
Chakra cost: 40
Damage points: 80
Description: The user concentrates a large amount of lightning chakra into their body and then releases it out of their palm to make a large spear of lightning 10 meters long in which they will then launch it at the enemy impaling them into the ground causing temporary paralysis.
Note: Can only be used 3 times
Note: Numbing effects last two turns
Note: Can only be used by members of the Sharinganmasters hideout

(Raikou Keiriku) – Lightning Execution
Rank: Forbidden
Type: Attack
Range: Mid-Long
Chakra Cost: 50
Damage Points: 90 (+20 to user, and 10 additional damage to the opponent the next round.)
Description: The user charges natural lightning from around him into both his palms, as he charges it, he slowly releases chakra from his hands, and two bolts of lightning get created in the user’s palms.As he fully releases the lightning chakra, the ground starts shaking and the user travels at very high speeds towards his enemy.Once reached his target, the user stabs him in a diagonal way with both bolts.If, during the attack, the lightning is watched through a microscop, there can be seen small chakra streams that spread throughout the lightning, and once hit the enemy, the streams get out of the lightning and affect him at a cellular level, and the opponent doesn’t notice in the beginning, but later on he starts feeling pains and gets muscle cramps.The small streams of chakra affect the user too, while he is holding both bolts in his palms.
- May be used once per battle.
- If the enemy is hit, the cellular damage is unavoidable.
- Can be teached only by Shigure and Kaito.

(Raiton: Aian Itten no Yoroi) - Lightning Release: Ion Particle Armor
Rank: Forbidden
Type: Defence
Range: -
Chakra Cost: 55 (+20 each turn active)
Damage Points: - (-40 to the user when armor is activated, -5 damage per turn, whilst active, +20 to all Lightning Jutsus, -10 from any Lightning Jutsu)
Description: The user gathers all positive electrically charged Ions in the nearby enviroment, creating an ultimate armor of Lightning that is capable of rejecting all positive and negative electrons that are coming in touch with them.The user's speed increases to Lee's 3rd Gate speed and his general competence in Lightning attacks increases.Each turn the armor is active, the ions zap the user's skin causing discomfort while he moves around.The first time the armor is activated, it slightly burns the surface of the skin.
- Once the armor is deactivated, it cannot be activated for the rest of the battle.
- May be teached only by Shigure.

(Raiton:Shiroryuu)-Lightning Style:White Dragon
Rank:S
Range:Mid-Long
Type:Attack
Chakra Cost:40
Damage Points:80(+10 damage to the user)
Description:The user's hand starts glowing blue then a powerful beam of lightning blow out from his arm, starting from the shoulder, the lightning travels with incredible speed .As it blows out of the users' arm, it slightly electrocutes him too.

(Raiton: Shiroi Kage no Kasukudo Yoroi) - Lightning Release: White Shadow Acceleration Armor
Rank: Forbidden
Type: Supplementary
Range: N/A
Chakra Cost: 50 (+10 each round still in use)
Damage Points: N/A (+10 each round still in use)
Description: The user channels Lightning chakra under his epiderma, creating a small web of lightning threads. The users derma and epiderma suffers damage because of these threads, but at the same time electrocute anything that come in touch with their skin, and improves their speed to Lee's speed without weights and all his Lightning based jutsus by +10 for 5 rounds. The Lightning lightens up the skin of the user, and in contact with the Sun light/rays it creates the illusion that the user is engulfed in a white glowing armor.
*Must be taught by either Shigure or mangekyou sharingan.
*May be used once per battle.
*After the armor deactivates the user may not use any Lightning tehcniques for 2 rounds.
*Can be used under Ion Particle Armor.

Raiton: Dendou Yo-Yo (Electric Yo-Yo)
Type: Attack
Rank: A
Range: Medium to Long
Chakra Cost: 30
Damage Points: 60
Description: A shuriken that is made out of electricity and is controlled by a chakra string. It can be thrown and controlled with the chakra string like a yo-yo. Can also be used like a electric mace if necessary. If used like a mace, then jutsu only can be used twice during a fight. Can only used five times during a fight..

lightning style: lightning manipulation: (raiton: denkou soujou)
rank: S
type: attack/supplementary
range: short-long
chakra: 40
damage: 80
description: the user focuses his lightning chakra throughout the air causing any already created lightning to fall under the users manipulation once the jutsu is in affect the user can control the lightning anyway way he pleases
~the lightning must be already created
~once per battle
~lasts 2 turns

(Raiton: kiri kakujuu) - lightning style: lightning expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a lightning jutsu the user will perform 2 handseals as they release there chakra into the lightning jutsu. In doing so, the user will increase the power and size of the lightning jutsu boosting any lightning jutsu by 25 damage points. By the increase in chakra the lightning gains more power as the power of the electrical current is increased.

Note: Can only use used on lightning the user or the users summon has created
Note: Can only be used once one each lightning jutsu creates
Note: can only be used 3 times

Wind Element:

(Fuuton: Aeolus Amatsu Iki) Wind Style: Aeolus’s Heavenly Breath
Rank: Forbidden
Type: Attack
Range: Short - Long
Chakra Cost: 50
Damage Points: 90
Description: The user sends an enormous amount of Wind Chakra into the sky, which causes a huge gale to come down and encircle the target in a dome of wind, in the wind the target is being rotated in mid-air, and is rapidly increasing in rotation so they cannot focus on hand signs properly and is also getting cut because of the wind. Because the dome is large, occasional gusts of wind are sent at the user.
*Wind Jutsu cannot be used for 2 turns after this jutsu is performed
*Does 15 damage to the User
*Can only be used once per battle
*Can only be used by members of Sharinganmasters Hideout


(Fuuton : Kurokaze no Anki ) Wind Release: Dark Winds of Fate
Rank: C
Type: Supplementary
Range: Short-Mid
Chakra: 15
Damage: N/A
The user uses their Wind Chakra to manipulate the air near the opponent into many snakes, that tie down the opponent so that their head is tilted upwards and their hands are pinned to their sides. This move, however, does no damage to the opponent.
Note: Does 10 damage to the user per usage.


(Fuuton : Zugakasugai ) Wind Release: Cranium Clamp
Rank: C
Type: Offensive
Range: Short-Mid
Chakra: 15
Damage: 30
An extremely versatile move, the user uses their Wind Chakra to manipulate the air into two large , sharp claws, that can be used for a variety of purposes - grasping, cutting, slicing etc.
Note: Does 15 damage to the user per usage.


(Fuuton: Inukeridibou)-Wind Release : Clever Daylight Division of Dog Fur
Type:Supplementary
Rank:A
Range: Short-Long
Chakra Cost: 35
Damage Points:N/A
The user focuses their wind chakra, making the wind near the opponent's body form into spheres ( invisble to the normal eye, since they are made of wind ) and causes them to cling on to various points on the opponent's body. The wind spheres then become increasingly heavy ( they exert the force of gale winds downaward on the opponent ) thus slowing the opponent down massively, if not completely holding them immobile.
*Can only be used twice
*All Doujutsu can see the spheres

(Fuuton : Junshin) - Wind Release : Purity
Rank : A
Type : Defensive / Supplementary
Range : Short - Long
Chakra cost : 30
Damage points : N/A
Description : The user performs the 'Snake' handseal and concentrates his wind chakra into a certain spot on the ground. With this, the air on the ground starts swirling and forms a flower. This flower has but a single petal stuck onto its head. This wind manifested flower scans the surrounding battlefield for gas that causes damage in the body (poison, acid, etc). When it has located a gaseous threat, it will immediately start sucking the air at great speed at the gas, sucking the gas all up. Due to the chakra within it, it is controlled only to be able to sense harmful-type of gases. Not wind-techniques or the enemy. The moment it starts sucking up the gas, that single petal falls onto the ground as a sign of impurity. After fully sucking up the gas, it explodes non-violently. That tiny explosion doesn't have the power to bruise a human and hence, is not used offensively.

Note : Lasts for four of the user's turn
Note : It is only able to sense harmful gases
Note : The tiny explosion can't hurt anybody
Note : Can only be used or taught by -Yusuke-
Note : Can only be used four times per battle
Note : Constantly scans the battlefield every turn
Note : It is much bigger than an average flower
Note : Takes a few seconds to fully absorb most of the gas.
Note : People can still see the swirling air and the shape much clearly, even without a dojutsu
 
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