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Earth Element:
(Doton: doton Keiteki Denka no Jutsu) earth Release: earth Rhino Charge
*Rank: S
*Type: Attack
*Range: long
*chakra: 40
*Damage: 80
*Description:A skill where the user creates a large rhino from the ground, being approximately four and a half feet tall and six feet long, with a large horn that is about five inches in diameter and three feet long. The rhino's charges towards the opponent with the same power as a train and peirce's them with its horn.
*Type: Attack
*Range: long
*chakra: 40
*Damage: 80
*Description:A skill where the user creates a large rhino from the ground, being approximately four and a half feet tall and six feet long, with a large horn that is about five inches in diameter and three feet long. The rhino's charges towards the opponent with the same power as a train and peirce's them with its horn.
(Doton: Yuuen Rokuhenkei Daichi Bakuha) Earth Style: Grand Hexagon Earth Explosion
Rank: S
Type: Attack
Range: Short – Long
Chakra Cost: 40
Damage Points: 80
Description: The user makes few hand seals and then slams his hands on the ground and creates a hexagonal pattern of chakra around the opponent and then it lights up and explodes causing the earth inside the hexagonal pattern to begin breaking up and shooting out of the ground colliding with the enemy and then they fall back down on top of the enemy and burry them underneath the rubble.
*Earth Jutsu cannot be used for 2 turns after this jutsu is performed
*Does 15 damage to the User
*Can only be used Twice per battle
*Can only be used by members of Sharinganmasters Hideout
Type: Attack
Range: Short – Long
Chakra Cost: 40
Damage Points: 80
Description: The user makes few hand seals and then slams his hands on the ground and creates a hexagonal pattern of chakra around the opponent and then it lights up and explodes causing the earth inside the hexagonal pattern to begin breaking up and shooting out of the ground colliding with the enemy and then they fall back down on top of the enemy and burry them underneath the rubble.
*Earth Jutsu cannot be used for 2 turns after this jutsu is performed
*Does 15 damage to the User
*Can only be used Twice per battle
*Can only be used by members of Sharinganmasters Hideout
(Doton: Doton wa-mu) Earth style: Earth worm
Type: Attack/Supplimentary
Rank: S
Range: Short-Long
Chakra: 40 (+15 if user goes down with it)
Damage: 80
Description: The user focuses his chakra to his foot then stomps his foot creating a large worm under ground (while its under ground the user has a choice to go under ground with him if wanted) with a drill shaped head that can move underground and attack when the user commands it.
Notes:
This worm can only last 2 turns
This worm can only be used once per battle
Rank: S
Range: Short-Long
Chakra: 40 (+15 if user goes down with it)
Damage: 80
Description: The user focuses his chakra to his foot then stomps his foot creating a large worm under ground (while its under ground the user has a choice to go under ground with him if wanted) with a drill shaped head that can move underground and attack when the user commands it.
Notes:
This worm can only last 2 turns
This worm can only be used once per battle
Doton: Kouseki Manipyure-Shon ) -Earth Style: Mineral Manipulation
Rank:A
Type:Supplementary
Range:Short-Long
Chakra Cost: 30(-5 each turn)
Damage: N/A
Description: User forces massive amounts of chakra into the earth, giving them the ability to manipulate the finite particles, and sediments that compose the dirt.Using extreme chakra compression/decompression user can then change the density/composition of the ground*
Type:Supplementary
Range:Short-Long
Chakra Cost: 30(-5 each turn)
Damage: N/A
Description: User forces massive amounts of chakra into the earth, giving them the ability to manipulate the finite particles, and sediments that compose the dirt.Using extreme chakra compression/decompression user can then change the density/composition of the ground*
(Doton: Wakusei Haken) - Earth Release: Planet Dispatch
Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: After successive handseals, huge torrents of rock and stone begin to erupt around the user and create a tsunami-like effect that spreads across the battlefield in all directions and leaving a huge crater at the source of the attack.
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: After successive handseals, huge torrents of rock and stone begin to erupt around the user and create a tsunami-like effect that spreads across the battlefield in all directions and leaving a huge crater at the source of the attack.
Earth Style: Earth Eon

Rank: B
Type: Supplementary/Defence
Range: Short-Long
Chakra Cost: 20
Damage Points: - [+40 for every crushed limb]
Description: Earth Eon is an unique jutsu, developed by Reido Kira in the Lightning Temple.The user creates swarms of earth, that are able to capture enemies' limbs, making them unable to move, the maximum swarms that can be created are four, for all four limbs, once captured, the limb cannot move the following turn.The swarms can go up in the air too, reaching a height of approx. 10 m.The user can summon the swarms at his will for three rounds, and the earth can crush his enemies' limbs.
- Effects of this jutsu last 3 turns.
- May be used only by Lightning Temple members under the guidance of Reido Kira.
Type: Supplementary/Defence
Range: Short-Long
Chakra Cost: 20
Damage Points: - [+40 for every crushed limb]
Description: Earth Eon is an unique jutsu, developed by Reido Kira in the Lightning Temple.The user creates swarms of earth, that are able to capture enemies' limbs, making them unable to move, the maximum swarms that can be created are four, for all four limbs, once captured, the limb cannot move the following turn.The swarms can go up in the air too, reaching a height of approx. 10 m.The user can summon the swarms at his will for three rounds, and the earth can crush his enemies' limbs.
- Effects of this jutsu last 3 turns.
- May be used only by Lightning Temple members under the guidance of Reido Kira.
(Doton: Dagekinami Higyou) – Earth Style: Shockwave Strike
Type: Attack
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage Points: 80
Description: The user will slam his or her hands down on the ground and send earth chakra into the ground. This earth chakra will then force the ground to ripple out towards the direction the user wants it to go. These Ripples go up to 10 feet and knocks down the opponent making them fall into cracked/gashed earth.
Note: Only Musasibou can teach this jutsu.
Note: 3 Ripples go in a row when this is used.
Note: Can only be used 3 times and must wait 1 turn to do it again.
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage Points: 80
Description: The user will slam his or her hands down on the ground and send earth chakra into the ground. This earth chakra will then force the ground to ripple out towards the direction the user wants it to go. These Ripples go up to 10 feet and knocks down the opponent making them fall into cracked/gashed earth.
Note: Only Musasibou can teach this jutsu.
Note: 3 Ripples go in a row when this is used.
Note: Can only be used 3 times and must wait 1 turn to do it again.
(Doton: Rasenkujiku) - Earth Style: Spiral Crush
Type: Attack
Rank: S
Range: short to mid
Chakra cost: 40
Damage: 80
Description: The Ninja gathers earth chakra and slams his foot on the ground. 6 pillars of earth rise around the target and then begin to spin at a rapid rate. While this is happening the pillars will begin to crumble and get closer to the opponent slamming him with multiple medium sized boulders which ends with him being buried in rock.
Note: Only Musasibou can teach this move.
Note: Can only be used twice in battle and must be touching the ground.
Rank: S
Range: short to mid
Chakra cost: 40
Damage: 80
Description: The Ninja gathers earth chakra and slams his foot on the ground. 6 pillars of earth rise around the target and then begin to spin at a rapid rate. While this is happening the pillars will begin to crumble and get closer to the opponent slamming him with multiple medium sized boulders which ends with him being buried in rock.
Note: Only Musasibou can teach this move.
Note: Can only be used twice in battle and must be touching the ground.
(Doton: Kokeru) - Earth Style: Breakdown
Type: Attack
Rank: B
Range: Short-Mid-Long
Chakra: 25
Damage: 40
Description: The user will perform a seal and send earth chakra through the ground from where they stand. The earth chakra will create holes beneath the opponents feet in a very quick manner since it doesn't need to move a lot to make your feet fall in. Then right when about the earth with crush the ankles of the victim lowering foot movement. This is very quick and subtle making it hard for inexperienced fighters unable to track it.
Note: Only Musa can teach this.
Note: Can only be used twice times and must wait a turn to use again.
Note: User can not use another earth move this turn.
Note: Movement speed will go down a rank the first time this hits, then 2 more ranks if successful once again due to broken bones.
Note: Speeds of the Fifth Gate and above cannot be caught in this technique.
Rank: B
Range: Short-Mid-Long
Chakra: 25
Damage: 40
Description: The user will perform a seal and send earth chakra through the ground from where they stand. The earth chakra will create holes beneath the opponents feet in a very quick manner since it doesn't need to move a lot to make your feet fall in. Then right when about the earth with crush the ankles of the victim lowering foot movement. This is very quick and subtle making it hard for inexperienced fighters unable to track it.
Note: Only Musa can teach this.
Note: Can only be used twice times and must wait a turn to use again.
Note: User can not use another earth move this turn.
Note: Movement speed will go down a rank the first time this hits, then 2 more ranks if successful once again due to broken bones.
Note: Speeds of the Fifth Gate and above cannot be caught in this technique.
(Doton: tsuchi kurasuto no jutsu)- Earth release: earth crust restriction technique
Type: Offensive/Supplementary
Rank: A-rank
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user will stomp his foot on the ground and channel his doton chakra into the ground and mold their chakra into earth and use shape manipulation to make a slightly thick (enough for ninjas to walk on top of it) "crust" of earth cover the surface of a nearby water source (one that is in the ground and surrounded by earth on all sides). It would acts as a barrier for the use of water from that pond, rendering any water source unusable. This can be used to prevent water type techniques.
Note: can only be used thrice a battle
Rank: A-rank
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user will stomp his foot on the ground and channel his doton chakra into the ground and mold their chakra into earth and use shape manipulation to make a slightly thick (enough for ninjas to walk on top of it) "crust" of earth cover the surface of a nearby water source (one that is in the ground and surrounded by earth on all sides). It would acts as a barrier for the use of water from that pond, rendering any water source unusable. This can be used to prevent water type techniques.
Note: can only be used thrice a battle
Sound Element:
(Ototon: Sen'yō no Sebun’nōto) – Sound Release: Seven Notes One Purpose
Rank: A
Type: Supplementary
Range: Short – Mid
Chakra cost: 30
Damage points: N/A
Description: The user is capable of focusing their sound chakra into their palms or feet and then releasing the concentrated sound chakra to create sonic jet waves which provide the user of means to travel through propulsion to evade or change the distance between the user and the opponent. The user may also aim these sound waves directly towards the target so that they can push them away at the same time as making ground from the target.
Note: User cannot perform Sound release in the same turn.
Note: User cannot perform taijutsu the following turn.
Type: Supplementary
Range: Short – Mid
Chakra cost: 30
Damage points: N/A
Description: The user is capable of focusing their sound chakra into their palms or feet and then releasing the concentrated sound chakra to create sonic jet waves which provide the user of means to travel through propulsion to evade or change the distance between the user and the opponent. The user may also aim these sound waves directly towards the target so that they can push them away at the same time as making ground from the target.
Note: User cannot perform Sound release in the same turn.
Note: User cannot perform taijutsu the following turn.
Element Combinations:
(Suiton Fuuton: Kouki Rekueimu) – Water and Wind Style: Final Requiem
Rank: Forbidden
Type: Attack
Range: Long
Chakra cost: 50
Damage points: 90 (-15 damage to user)
Description: The user will make a few hand seals and then create around them spheres of Water and Wind spinning around them which will then be shot at and around the target/s which then water and wind spheres will then combine and explode creating tornado vortexes of water and wind combination which then rips and shreds the terrain and then sends flying earth rubble at fasts speeds sending into the target/s creating further damage.
(-15 damage to user from the strain on the body)
Note: Can only be used once per battle
Note: Co-produced by Emperor
Type: Attack
Range: Long
Chakra cost: 50
Damage points: 90 (-15 damage to user)
Description: The user will make a few hand seals and then create around them spheres of Water and Wind spinning around them which will then be shot at and around the target/s which then water and wind spheres will then combine and explode creating tornado vortexes of water and wind combination which then rips and shreds the terrain and then sends flying earth rubble at fasts speeds sending into the target/s creating further damage.
(-15 damage to user from the strain on the body)
Note: Can only be used once per battle
Note: Co-produced by Emperor
( Irukagiri ) Dolphin Drill
Rank: A
Type: Attack
Range: Short/Medium/Long
Chakra Cost: 30
Damage Points: 60
The user focuses wind element chakra into their hand, and then shapes it into a spiralling drill one meter long. The drill revolves at extremely high speeds. Though this drill is useful in close combat, it is primarily used to send forward a spiralling stream of slicing wind. The Jinchuuriki of the Five-Tailed Beast can merge his Steam Element with this to create a super heated stream while anyone above Jounin can merge some fire element with it to create the same heated stream but slightly less powerful - but a Kage's attack this way replicates the same power.
*Can only be used 3 times/battle*
Type: Attack
Range: Short/Medium/Long
Chakra Cost: 30
Damage Points: 60
The user focuses wind element chakra into their hand, and then shapes it into a spiralling drill one meter long. The drill revolves at extremely high speeds. Though this drill is useful in close combat, it is primarily used to send forward a spiralling stream of slicing wind. The Jinchuuriki of the Five-Tailed Beast can merge his Steam Element with this to create a super heated stream while anyone above Jounin can merge some fire element with it to create the same heated stream but slightly less powerful - but a Kage's attack this way replicates the same power.
*Can only be used 3 times/battle*
Ice Element:
(Hyouton: Katenkoru Tokakensei) - Ice Style: Curtain Call Blackout
Type: Attack/Supplementary
Rank: S
Range: Short/Long
Chakra: 50 + 15 each turn active
Damage: N/a + 10 damage to both fighters while active.
Description: The user will gather wind and water chakra within him or her self. Then while doing so will release it during the battle. This set up takes time and with higher understanding of water, wind, and ice chakra this will become easier over time. When ready the user will perform a surge throughout the chakra that is released throughout the field. This surge will lower the temperature highly around the battlefield, making it freeze small to medium sized bodies of water on the surface, change the weather to windy, and even in the right conditions make it snow. Doing this saps chakra from the user, but in turn helps the user perform water, wind, and ice chakra based moves easier with a bit of a power up. This increase of damage and speed can't be stacked with other power ups. This field of winter will also bother fire and lightning users due to the fact wind and water will be easily manipulated to go against them.
Note: Only Musa can teach this.
Note: Takes one turn to set up and can only be used once per battle.
Note: This terrain and weather lasts for 4 turns.
Note: User and opponent take 10 damage per turn active. User loses 15 chakra per turn active.
Note: All Fire and lightning jutsus are weakened (Give - 10 damage and cost +10 chakra).
Note: All Wind, water, Ice are strengthened (A rank and below gain 10 damage).
Note: After effects wear off, user will be unable to use ice jutsu for 2 turns.
Rank: S
Range: Short/Long
Chakra: 50 + 15 each turn active
Damage: N/a + 10 damage to both fighters while active.
Description: The user will gather wind and water chakra within him or her self. Then while doing so will release it during the battle. This set up takes time and with higher understanding of water, wind, and ice chakra this will become easier over time. When ready the user will perform a surge throughout the chakra that is released throughout the field. This surge will lower the temperature highly around the battlefield, making it freeze small to medium sized bodies of water on the surface, change the weather to windy, and even in the right conditions make it snow. Doing this saps chakra from the user, but in turn helps the user perform water, wind, and ice chakra based moves easier with a bit of a power up. This increase of damage and speed can't be stacked with other power ups. This field of winter will also bother fire and lightning users due to the fact wind and water will be easily manipulated to go against them.
Note: Only Musa can teach this.
Note: Takes one turn to set up and can only be used once per battle.
Note: This terrain and weather lasts for 4 turns.
Note: User and opponent take 10 damage per turn active. User loses 15 chakra per turn active.
Note: All Fire and lightning jutsus are weakened (Give - 10 damage and cost +10 chakra).
Note: All Wind, water, Ice are strengthened (A rank and below gain 10 damage).
Note: After effects wear off, user will be unable to use ice jutsu for 2 turns.
(Hyouton:Aisu Funjin) - Ice Style: Ice Dust
Type:Attack/Defence
Rank:A
Range:Mid-Long
Chakra Cost: 30
Damage: 60
Description: The user lift's the ice dust, that acumulates on the ice surrounding, in the air. The dust then sticks it's self on every surface the user want's to. The dust is cold enough, to kill bugs, bees and other creatures that small. The dust does not make any major damage to humans.
*Note:Can only be used on an Ice surrounding.*
Rank:A
Range:Mid-Long
Chakra Cost: 30
Damage: 60
Description: The user lift's the ice dust, that acumulates on the ice surrounding, in the air. The dust then sticks it's self on every surface the user want's to. The dust is cold enough, to kill bugs, bees and other creatures that small. The dust does not make any major damage to humans.
*Note:Can only be used on an Ice surrounding.*
(Hyōton Hijutsu: Jigoku's Kuro Buriza-do) - Secret Ice Release: Hell's Dark Blizzard
Type: Attack/Defence
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: 100 (30 to the User)
Description: This jutsu requires a mastery upon ice. Using this jutsu you also take a turn away from Ancient Frost Mode, which is needed for this to work.
The user will first do 5 handseals, which take few seconds to do, then bite her thumb, completing the first part to using the jutsu.
After biting the user's thumb, a strong blizzard will form, in which the user will have a stronger control over, this blizzard will take form into a shape of a demon, in which, the blizzard will go full force at the opponent, in which beating the opponent in a cold and frozen blizzard, which will make the opponent freeze partly. This blizzard is also covering the User in a blanket of softness as a defence, which can defend from b-rank attacks and down, for the next two turns.
The opponent will have trouble moving as most body parts of the opponent will have froze slightly, this effect will last two turns.
-After use, only able to use b-rank ice and down then losing the ability completely as the Ancient Frost Mode ends-
-Must have activated Ancient Frost Mode or The user will freeze as using this-
-Can only be used once per battle-
-Causes 30 damage to User-
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: 100 (30 to the User)
Description: This jutsu requires a mastery upon ice. Using this jutsu you also take a turn away from Ancient Frost Mode, which is needed for this to work.
The user will first do 5 handseals, which take few seconds to do, then bite her thumb, completing the first part to using the jutsu.
After biting the user's thumb, a strong blizzard will form, in which the user will have a stronger control over, this blizzard will take form into a shape of a demon, in which, the blizzard will go full force at the opponent, in which beating the opponent in a cold and frozen blizzard, which will make the opponent freeze partly. This blizzard is also covering the User in a blanket of softness as a defence, which can defend from b-rank attacks and down, for the next two turns.
The opponent will have trouble moving as most body parts of the opponent will have froze slightly, this effect will last two turns.
-After use, only able to use b-rank ice and down then losing the ability completely as the Ancient Frost Mode ends-
-Must have activated Ancient Frost Mode or The user will freeze as using this-
-Can only be used once per battle-
-Causes 30 damage to User-
(Hyōton: Shimofurui Modo) - Ice Release: Ancient Frost Mode
Rank: Forbidden
Type: Supplementary
Range: -
Chakra Cost: 50
Damage Points: -
Description: The user will do a row of hand seals and will unlock all of his Hyōton chakra, thus, allowing him to use the Secret Ice Jutsus of the ancient ice user's. A blue aura will surround the user and he leaves a cold essence wherever he passes. All Hyōton jutsus have do 75% more damage. But this jutsu comes with the drawback that the user can only use Hyōton jutsus while on this mode. Lasts 5 turns and can only be used once per battle. After the last turn, the user has his water and wind elements sealed, therefore he also cannot use any Hyōton jutsus and his chakra reserves are only left at 25% (so he cannot anymore forbidden jutsu).
Type: Supplementary
Range: -
Chakra Cost: 50
Damage Points: -
Description: The user will do a row of hand seals and will unlock all of his Hyōton chakra, thus, allowing him to use the Secret Ice Jutsus of the ancient ice user's. A blue aura will surround the user and he leaves a cold essence wherever he passes. All Hyōton jutsus have do 75% more damage. But this jutsu comes with the drawback that the user can only use Hyōton jutsus while on this mode. Lasts 5 turns and can only be used once per battle. After the last turn, the user has his water and wind elements sealed, therefore he also cannot use any Hyōton jutsus and his chakra reserves are only left at 25% (so he cannot anymore forbidden jutsu).
[Hyouton Hijutsu: Fudou Hi no Komichi]

Rank: C
Type: Supplementary
Range: Short-Long
Chakra Cost: 20 (+10 per path)
Damage Points: N/A
Description: The user infuses Ice chakra into their feet, freezing the ground under him and launching Ice paths along the air, similar to the paths Gaara creates with sand. The ice is connected to the ground, and the user can go maximum 100 meters in the sky, if the base and/or other parts of the Ice paths are broke, they naturally re-create and re-gain balance of the paths. Once in every 10 meters a solid block of ice is created, that acts as a base to the new path.
*Only one path(10 meters) can be created per turn.
*The paths can be created in any direction, and the paths are created extremely fast.
*Must be taught by Shigure.
Type: Supplementary
Range: Short-Long
Chakra Cost: 20 (+10 per path)
Damage Points: N/A
Description: The user infuses Ice chakra into their feet, freezing the ground under him and launching Ice paths along the air, similar to the paths Gaara creates with sand. The ice is connected to the ground, and the user can go maximum 100 meters in the sky, if the base and/or other parts of the Ice paths are broke, they naturally re-create and re-gain balance of the paths. Once in every 10 meters a solid block of ice is created, that acts as a base to the new path.
*Only one path(10 meters) can be created per turn.
*The paths can be created in any direction, and the paths are created extremely fast.
*Must be taught by Shigure.
Kiyoshi Clan Techniques:
(Konki Kashou: Inpurovaizexishon)- Energy Song: Improvisation
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage: N/A
Description: Using their ability to manipulate pure chakra and energy, the user forms that energy into a highly concentrated mass of pure chakra, creating any weapon (normal sized) of their desire (i.e. hammer, sword, ect.). This is a technique well known by Kiyoshi Warriors and above. The weapons can either be made in such a way that they create a pulsing effect, pushing the opponent away violently, when the weapon makes contact, or they can greatly concentrate it to increase its cutting ability.
~Must be a Kiyoshi Warrior and up
Rank: A
Range: N/A
Chakra Cost: 30
Damage: N/A
Description: Using their ability to manipulate pure chakra and energy, the user forms that energy into a highly concentrated mass of pure chakra, creating any weapon (normal sized) of their desire (i.e. hammer, sword, ect.). This is a technique well known by Kiyoshi Warriors and above. The weapons can either be made in such a way that they create a pulsing effect, pushing the opponent away violently, when the weapon makes contact, or they can greatly concentrate it to increase its cutting ability.
~Must be a Kiyoshi Warrior and up
(Kiyoshipou: Fuhenteki Kanshou)- Kiyoshi Art: Universal Song
Type: Supplementary
Rank: N/A (D-A)
Range: Long-Short
Chakra Cost: 30
Damage: Depends
Description: The universal technique known to all Kiyoshi Clan members that have received training. This technique can activate immediately when the battle begins or whenever the user wishes. The user accesses their chakra, making energy and pure chakra, so that they can manipulate it for many uses, even outside of battle (making a cloud of energy to ride on; making a key out of energy to pick a lock). The amount of energy and the power of the energy depends on the user’s rank in the Kiyoshi Clan (Novices will have extremely weak energy while Sages will have extremely powerful energy). The color of the energy can change with the user’s mood, but only when they have learned to become in tune with the energy. Color is insignificant for this technique; it just gives everyone’s own technique its uniqueness.
~Must be at least a Kiyoshi Novice to use.
Rank: N/A (D-A)
Range: Long-Short
Chakra Cost: 30
Damage: Depends
Description: The universal technique known to all Kiyoshi Clan members that have received training. This technique can activate immediately when the battle begins or whenever the user wishes. The user accesses their chakra, making energy and pure chakra, so that they can manipulate it for many uses, even outside of battle (making a cloud of energy to ride on; making a key out of energy to pick a lock). The amount of energy and the power of the energy depends on the user’s rank in the Kiyoshi Clan (Novices will have extremely weak energy while Sages will have extremely powerful energy). The color of the energy can change with the user’s mood, but only when they have learned to become in tune with the energy. Color is insignificant for this technique; it just gives everyone’s own technique its uniqueness.
~Must be at least a Kiyoshi Novice to use.
(Konki Yari)- Energy Spear
Type: Supplementary
Rank: C
Range: N/A
Chakra Cost: 15
Damage: N/A
Description: The favored weapon of the Kiyoshi Clan, it is carried around by warriors at all times when they are on duty or on a mission. It gleams with celestial silver and gold from the tip to the bottom. Kiyoshi Philosophers who know how to fight, Captains, and Masters can summon this spear to their beacon. The spear’s ability is to conduct energy, so it can be enhanced when fighting in battle.
~Must be at least a Kiyoshi Warrior
Rank: C
Range: N/A
Chakra Cost: 15
Damage: N/A
Description: The favored weapon of the Kiyoshi Clan, it is carried around by warriors at all times when they are on duty or on a mission. It gleams with celestial silver and gold from the tip to the bottom. Kiyoshi Philosophers who know how to fight, Captains, and Masters can summon this spear to their beacon. The spear’s ability is to conduct energy, so it can be enhanced when fighting in battle.
~Must be at least a Kiyoshi Warrior
(Yuuen Konki Shuuha)- Grand Energy Wave
Type: Attack
Rank: S
Range: Long
Chakra Cost: 40
Damage: 80
Description: The upgraded version of the original energy wave. The user charges a great amount of pure chakra and releases it in a gargantuan burst of energy that has the force to push away an entire army and the power to shatter an entire rock that is as big as a house into pieces. Kiyoshi Masters can use this technique more extensively and even shoot it out through two hands.
~Must be at least a Kiyoshi Captain.
Rank: S
Range: Long
Chakra Cost: 40
Damage: 80
Description: The upgraded version of the original energy wave. The user charges a great amount of pure chakra and releases it in a gargantuan burst of energy that has the force to push away an entire army and the power to shatter an entire rock that is as big as a house into pieces. Kiyoshi Masters can use this technique more extensively and even shoot it out through two hands.
~Must be at least a Kiyoshi Captain.
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