±± Gin's Custom Techniques ±±

Gin-San

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GIN'S CUSTOM TECHNIQUES




Current Custom Weapon:
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1. Lake Toya-Hoshikudaki -
Rank: S
Type: Weapon
Range: Short
Chakra Cost: 5 each turn is in play
Damage Points: N/A (+10 ken, +10 tai)
Description: Lake Toya is a katana with a wooden scabbard. The legend goes that the first hokage, after growing a fascination for kenjutsu, created a katana with his wood release, but the weapon was lost in time after his death. The wood used is of the highest caliber, being able to resist huge amount of strain, and highly reistant against sharp edged objects, these not being able to lay a single scratch in the wood.
The user is able to use the katana as a bokuto, landing strong blunt attacks at the opponent, or unsheat it in order to use a sharp edge. The user is also able to use both the scabbard and the sword in order to make blash-slash combinations.
The sword has some strange power up though. After being with the current user for a long time, the katana and the user will grow an unorthodox bond with each other, as many kenjutsu masters believe that swords have their own souls. The user, by channeling chakra into the sword (regardless of being sheated or not), he/she gains +10 boost in kenjutsu and taijutsu, but the user most maintain adding chakra into the sword in order to work. The reason of this strange boost, is becuase when the chakra channelizes into the sword, the sword makes the chakra richer and transmits it into the user's muscles and other areas in the body, making the user stronger and faster in his swings.
-The user's speed is only applicable when striking. This means strikes with this sword are faster and stronger than normal, thus the enhancement of +10 kenjutsu.
-The user's taijutsu skills improved in strength (not neccesarily in speed, as the muscles are solidely enhanced for sword strikes), thus increasing the power of taijutsu techniques by +10
-The user's base speed does not improve whatseover, as the enriched chakra isn't mainly channeled to the muscles in charge of walking, running and jumping
-This sword can only be used by a samurai bio
-This sword can only be used by Gin-San

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Gin-San

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±± Fire Techniques ±±



B-Rank:

Katon: Tanshin No Atsui Hai | Fire Release: The Lonesome Ember
Type: Offensive/Supplementary/Defensive
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: N/A (20 if clothes ignite, +20 when used with a Fuuton Jutsu)
Description:
User does 2 hand seals (Ram+Tiger) and focuses his fire chakra into a specific spot on the enemies clothes igniting them in a small cinder that creates smoke. This produces a small cinder spot that erupts in small flames. Its main purpose is to distract and confuse the enemy. However, if the enemy fails to put out the ignited spot it will eventually start to consume the clothes and create small open flames that will slightly burn him. This technique can also be used on paper or other easily flammable materials or to ignite a Fuuton jutsu.

Note: The ignited spot can easily be put out by taping it with an open palm or with a little water.
Note2: Enemy has to put out the ignited spot in the turn its used or in the next turn it will ignite the rest of his clothes.
Note3: Can't ignite flesh or wet materials.
Note4: The speed of ignition is slow except on paper or other more flammable materials.
Note5: Usable 5 times.
Note6: The ignition spot has to be within the users visual field.
Note7: Can only be taught by Scorps.

A-Rank:

(Katon:kasai hitoya) Fire Release: Fire Prison
Rank:A
Type:Supplementary
Range: Short
Chakra:30
Damage:N/A( +10 if they touch the fire)
Description: This jutsu is used to trap a victim inside a virtually inescapable dome of fire.The user gather his fire chakra in his hands, slamming them into the ground forming a ring around the opponent. The user will then make it rise forming a dome around the opponent. Not only will this trap the victim but burn the oxygen inside so if the opponent doesn't escape in three turns, he will run out of breath and die.
-Jutsu can only last for three turns
-Jutsu can be escaped by jutsu such as hide like a mole or with a powerful water jutsu

(Katon: Kaisu No Kusa)-Fire Release: Fire Grass
Type: Attack, Supplementary
Rank: A Rank
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user makes three hand seals and then manipulates the ground within a mid-range of them to have small, hot flames come out of the ground around them. The fire is hot enough to severely burn and damage the feet/other body parts of those who touch it. By regulating where they stream their katon chakra, the user is able to exclude certain areas from being set ablaze. Ex. The area beneath their feet.
Note: The fire will burn for two turns.
Note: Once created, the user isn't able to manipulate the fire so that it quits burning a certain area.
Note: Can only be used once every four turns.
Note: It takes a certain time before the flame reach a high enough temperature to severely burn the oppononent, leaving a small gap to react accordingly.

(Katon: Hijoui) Fire Element: Firecoat
Rank: A
Type: Defensive
Range: Short
Chakra Cost: 30
Damage Points: (-5 on the user)
Description: The user focuses Katon chakra in his body. He highly compresses it, and then sends it out of his body. The output of it goes so fast and the amount of chakra is so big that it can’t be sucked in by any kind of chakra-leeching ability. This technique is used for the sole purpose of killing any kind of parasitic creature that is on the person. Zetsu spores for example can’t suck this in because of the rapidness and amount of chakra of this attack.
Note: Can only be taught by Wesobi
Note: This attack can’t be used to defend from wind attacks. The flames would go out of control and severely burn the user.
Note: Can only be used to defend against any kind of chakra-leeching power
Note: Can only be used twice.
Note: The sudden outburst of chakra damages the user a little, though not enough for it to affect him for the rest of the battle

(Katon:Tenka)-Fire Style: Ignition
Type:Attack
Rank:A
RangeShort-Mid
Chakra Cost:30
Damage Points:60
Description: After the user performs the needed handseals, the user will take out a lighter and channel his/her fire chakra into the lighter and then using the sparks of the lighter can manipulate the spark to convert to a giant flame like a powerful flamethrower.
Note:Each time the user spews a flame, a turn is used (1 flame = 1 turn. 3 flames = 3 turns). There is a pause between each flames allowing the opponent to react. If 3 flames are shot, each count as B-rank techniques, otherwise it's still A-rank.
Note:Can only be used 3 times in total.
Note: Can only be taught by ~CoOkie Monster~

(Katon: Sune-Ku Gogyou Tatsumaki)-Fire Style: Fire Snake Tornado
Type: Attack/Defense.
Rank:A
Range: Mid Range.
Chakra Cost: 30
Damage Points: 40
Description: The user gathers fire chakra around him/her and then creates a giant tornado around him/her. And, after that it form it self in the form of a giant snake/hebi and forms a shield around the user it self a shield of fire. And, your oppont can not touch you.
.Note: The User Can Only Use This Jutsu only once a Battle.

(Katon: Kanetsu Nami) - Fire Style: Heating Wave
Rank: A
Type: Supplementary/Attack
Range: Short-Mid
Chakra Cost:30
Damage: 60
Description: Focusing his/her katon chakra the user will put their hands out into the air releasing a massive heat wave. This wave is hot enough to evaporate incoming water jutsu B-Rank and below. And its hot enough to melt metal.(ex: Kunai, Shuriken, Iron sand, gold dust.)

♦ Can be used four times per battle.
♦ Must have complete mastery over Fire.
♦ Must be taught by Mathias

(Katon: Hisan chourui)-Fire Style: Flying Birds
Type: Attack
Rank: A
Range: Mid Range/Long Range.
Chakra Cost: 25
Damage Points: 50
Description: You, concentrate your chakra into your hands and then release a wave of fire. Once, you're done you make flying birds (10) out of the wave of fire and direct them to at your opponent. When, it hits your opponent they start exploding. And, turning you're opponent to dust.
But, on the other side this jutsu can be canceled by a stronger water jutsu.
.Note: The User Can Only Use This Jutsu Twice A Battle.

Fire Dragon's Flame Elbow (Karyū no Enchū)
Rank:A
Typeffensive
Range: Short
Chakra Cost: 30
Damage Points:60
Description: The user starts shooting fire from his elbow tip, boosting the power and speed of his punches, when the fire starts shooting from the elbow tip the user charges with huge speed at the opponent, and punches him into any body part.
Notes:
Usable 3 times per battle
No fire jutsus for this and the next turn
in the same move this jutsu was used he cant use forbiden rank tecs for the next 4 turns

Fire Fang(Ho Saiga)
Rank: A
Type: Offensive
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The users covers his nails in fire, extending them a bit, after that he rushes at the opponent and he starts slicing with his claws on the entire body of the opponent, every little scratch will make burns on the wounds making them even more painfull.
Notes:
Usable 3 times per battle
No fire jutsus for this and the next turn
in the same move this jutsu was used he cant use forbiden rank tecs for the next 4 turns

S-Rank:

Crimson Lotus: Fire Dragon Fist (Guren Karyū Ken)
Rank: S
Type: Offensive
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The users palms get covered in crimson red flames, then the user rapidly charges at his opponent and he starts punching into the opponent with huge power and speed, with every punch that hits the target a small explosion on the body of the target appears leaving heavy burns on the skin
Notes:
Usable just one time per battle
In the same move this was used the user will be able to make just 2 jutsus all together
No fire for the next 2 turns
No s ranked jutsus the next turn

(Katon: Boushi Kuruma) Fire Element: Spinning wheel
Rank: S
Type: Offensive/Defensive
Range: Short-mid
Chakra Cost: 40
Damange Points: 80
Description: The user will jump into mid-air and do 360° degree turn. While turning, he shoots two focussed amounts of Katon chakra out of his feet, sending two fireballs at the opponent. The first fireball is before the actual turn and the second one is made after the 360 ° turn (the user will do a sweeping motion with his foot while turning, and shoot out the second fireball at the end of the 360° turn.)
Note: Can only be taught by Wesobi
Note: The combined power of the two fireballs is the S-rank power, not separate.
Note: Can't use S-rank and above Fire jutsu for the next turn.
Note: Can only be used once

Katon: Enkou Bu-Meran (Fire Style: Flame Boomerang)
Type: Supplementary/Attack
Rank: S
Range: Short/ Mid/Long
Chakra: 80
Damage: (-20 of the original jutsu)
Description: With a flick of the User’s hand, the User is capable of manipulating/redirecting a preexisting Fire/Lava jutsu. The User pulls the fire/lava jutsu back towards the enemy (after having missed them) at the expense of making the jutsu weaker.
Note: This can only be used/taught by BloodLust Loki
Note: Fire/Lava jutsu must have either missed the enemy or appeared behind them in order to use successfully.
Note: If Attack is unsuccessful, User must defend against the attacking jutsu as if the opponent were attacking him.
Note: Lowers the level of the jutsu used by one rank.
Note: -20 the attack points of the jutsu
Note: Can only be used twice per battle

(Katon: Kouen Heki) Fire Release: Flame Burst
Type:Attack/Defend
Rank:S
Range:Short
Chakra:40
Damage Points:80 (-15 from heat exhaustion)
Description: The user will chanel fire chakra into his/her sword, causing fire to surround it. After the first step is done, the user will thrust the sword into the ground causing a fire burst to rise up and around the user and comrades, protecting the people from incoming attacks from any direction except above. The fire is hot enough to burn a person who touches it alive.
Notes:
-Technique is active as long as the sword is in the ground. Once pulled out the technique cancels in seconds
-Usable twice

(Katon: Pirittokuru no Tankyuu)|Fire Release: Hot Pursuit
Rank: S
Type:Attack/Defense
Range: short/long
Chakra cost: 40
Damage points: 80
Description:The user gather huge amount of katon chakra ,As he feel it he put it into his hand,As the chakra channel into his hand he make dragon and tiger hand seal then he slam his hand into the ground ,as he touch the ground with his hand he release the chakra into the ground creating alot of falme pillars that go towards the enemy into a line shape till it hit him
-can only be used 2 times per battle
-can't use any Katon jutsu on the same turn and Katon above A-Rank on the next
-must master katon and aact
-can't use it on the next turn

(Katon: Kasai Shishi)Katon:Fire Lion
Typeffence
Rank:S
Range: Short-Long
Chakra Cost:40
Damage Points:80
Descrition: The user makes a amall amount of hand seals(3)and at the same time he gathers up quite a big amount of katon chakra in his dominant fist, and after he collects enough he will release the fire in the form of a huge lion made of flames, then he can control the lion where ever he wants using a small chakra bond beetween the lion and his dominant fist. The lion runs quite quick and he absorbs wind if he touches it.
Notes:
~Can only be used/taught my sisko
~Usable 3 times per battle
~No other katon moves the same move this one was used.

(Katon: Ai No Sono Kaen)Fire Style: Eye of the flame
Rank: S
Type: Offensive
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: The user will make 4 handseals and gather all their Katon chakra into the palms of their hands in a compressed ball , they will then clap their hands together above their head and send a blast of fire all around them in one huge dome shape wave. The jutsu emits extreme heat from the fact that its katon and also because the katon chakra is compressed before it is released and is hence capable of burning down large trees, scorching boulders and even evaporating very small ponds and streams that get caught in the blast
Note: Can only be used twice per battle.
Note: This jutsu counts as 2 of the 3 per turn
Note: No katon of A rank or higher on the next turn.
Note: must wait one turn before using this jutsu again.
Note: If used twice, no katon on the next turn after used twice.

(Katon: Hai Ken ) - Fire Release: Fire Fists
Show
Rank: S
Type: Offensive/Defensive
Range: Short - Long
Chakra cost: 40 (-15 chakra per turn)
Damage points: 80
Description: The user releases his Fire chakra through his body and either into areas short range around him, or allow the chakra to travel through the ground, allowing it to travel further and emerge at a further distance. The Fire is compressed and through chakra manipulation made to be in the shape of two hands up until the forearm, with both ends forming a fist which is dense and able to deal extreme physical, as well as burning damage. The length of each arm is roughly 3 meters, and the girth of the wrist area 2, giving it quite a wide diameter, allowing them to strike multiple people at once if they are all within the same area. This jutsu is used by the user as if the opponent was standing directly in front of him, with the users own hands performing punching motions which are then instantly and directly mimicked by the fiery fists. The user can use these hands made of Fire to perform other tasks such as open palmed attacks, grabbing of objects/people (whilst keeping in mind the burning characteristic), and anything else which can be done with normal hands. A secondary use of this jutsu allows the user to simply release his chakra and pin point the opponent but then no longer have the ability to control them, but instead leaving the two fists to act as projectiles which once released simply travel towards the opponent leaving the user to perform other techniques. The fists do this by tracking other bodies of heat from the surrounding area which does not belong to the user.
~ Can only be taught by Erzo. Used 3 times per battle, only lasts until defended from, or until deactivated. However, if manipulated to mimic the users own fists, the user can't use jutsus of other elemental nature until the jutsu has stopped. After usage, must wait 2 turns before using again, and no other Fire jutsu above S-rank can be used within the same and the next turn.

Taught here:
 
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±± Earth Techniques ±±

C-Rank:

Doton: oshi sacchi) Earth Release: Pressure Sensing
Rank: C
Type: Supplementary/Defense
Range: Short-long
Chakra cost: 20
Damage Points: N/A
Description: The user sends small amounts of chakra through ground around him so he can sense the pressure in certain locations of the battle field. By doing this the user can sense where his opponent is standing and where his opponent is if he/she is underground.
-User must make contact with the ground while using this jutsu.

B-Rank:

(Doton: tsuchi heika) Earth Release: Earth Arms
Rank: B
Type: Supplementary/Attack
Range: Short-long
Chakra cost: 40
Damage Points: N/A
Description: After making 3 hand signs the user sends his earth chakra into the ground around his opponent and raises arms from the ground that can grab his opponent and hold him/her in place.
-The user must make contact with the ground in order to use this jutsu meaning he/she cannot use this while being in the air.
-Must be taught by ~Yard~
-Must have a proper understanding of earth jutsu meaning you must be able to use B rank earth to learn this jutsu.
Note: If used in short-mid range you can add more chakra to the arms of earth and use them to crush the limbs of your opponent.

(Doton: Doro Dekisui) - Earth Release: Mud Drowning
Rank: B
Type: Attack
Range: Short-Long
Chakra Points: 25
Damage Points: 40
Description: With just one hand seal, and with the enemy standing on mud, the user manipulates the mud to form two hands that grab the enemy's feet, dragging him under, drowning him in the mud very quickly.
Note: Can only be taught by Scorps
Note2: The enemy needs to be standing on mud.

(Doton: Yurasu Bakura) Earth Element: Rock Explosion
Type: Offensive
Rank: B
Range: Short – long
Damage points: 25
Chakra cost: 40
Description: The user takes rock from the ground and increases the density, making the rock much harder than normal rock. They then launch it at the opponent and keep a string attached to the rock.
When the rock comes in close range of the opponent, the opponent releases chakra through the string by making the ram hand seal, making the rock explode and causing severe damage to the opponent. The injection of chakra goes fast.
Note: Can only be taught by Wesobi
Note: Can only be used twice per battle
Note: The string is clearly visible to doujutus users, due to the injection of chakra before the explosion. Non-doujutsu users can see the string, but not very clear.
Note: No Doton attacks in the same turn.

Earth Release: Explosing Rocks (Doton: Bakuhatsuteki Iwa)
Rank: B
Type: Offense
Range: middle - long
Chakra cost: 40
Damage points: 60
Description: The user molds his Earth Chakra in his hands. Then he slaps his hands on the ground releasing the chakra he has molded and puts 2 explosive tags on the ground. As a result 2 large rocks are formed, taking the 2 explosive tags inside them. Then the user can send the rocks against the enemy. After the rocks come closer to the enemy the explosing tag inside the rock explode and doing some damage to the enemy.
Note: Can only be taught by PowerOfDarkness*

(Doton: Ishi Sekkou) Earth Release: Stone Scout:
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20 (+10 Per-Turn)
Damage points: N/A
Description: The user picks up a small rock and molds it into a bird, the bird then fly's high in the sky and scout's the battle field. the user's and Stone Scouts vision's are linked.
Note:
-This Jutsu can only be taught by Serpent

A-Rank:

Doton: Kyokan Mukade)-Earth style: Giant Centipede
Type: Attack
Rank: A
Range: Short/Long
Chakra Cost: 30
Damage Points: 60
Description: After preforming the required hand seals the user will pick a spot anywhere on the ground and focus chakra on it. A huge centipede made from rock will emerge from that spot and lunge at a target with its jaws open. If the target is not quick enough, the centipede will capture in its jaws and a slam it back into the ground. Once the centipede hits the ground it will crumble.
*Note: Can only be used 3 times per battle.
*Note: Faust can only teach this.

S-Rank:

(Doton: Koumaru No Ishi) Earth Release: Balls Of Stones
Type: Offensive
Rank: S
Range: All
Chakra Cost: 40 (+20 more for each 2 additional balls)
Damage: 80
Describtion: The user makes 4 hand signs and than he focuses his chakra into his hands and he launches 1 ball of stones from each hand at his opponent whose speed can be increased by Wind Techniques of B-rank and lower. This technique can be used with Hurricane Fist which destroys balls and makes small stones which will fly at high speed at opponent with same strength.
Note: Can only be used 3 times in battle.
Note: User can´t use any Water Technique in next 4 turns.
Note: Can only be taught by Migualon J.J.

Earth Release: Earth Marbles (Doton:koudo ohajiki)
Type:Attack
Rank:S Rank
Range: Short- Mid
Chakra Cost:40
Damage Points: 80
Description: The user performs six handseals, he then stomps his foot onto the ground, channeling his doton chakra throughout the Earth, the chakra is then focused at any point below the opponent, almost instantly, with a single hand gesture made by the user, a great number of holes are formed in the ground, hundreds of small marbles of earth emerge from the holes at rapid speeds, constantly hitting he opponent from below, the heavy force of the rock marbles can cause severe damage to the body.
-Can only be used two times per battle
-Can only be taught by ~Drizzy~

(Doton:Sakashima Ishi Shawa)Earth Style: Reverse Stone Shower
Rank: S
Type: Offensive
Range: Mid
Chakra Cost: 40
Damage: 80 (+15 if hit by the falling rocks)
Description: The user will make 2 hand seals and slam their hands to the ground channelling their Doton chakra into the ground and spreading it evenly all around the underneath of their opponent, the user will then make a further handseal and hundreds of sharp edged, torpedo shaped, pointed, chunks of rock will fly up from the ground underneath the opponent hitting the opponent with enough force to make deep lacerations and cuts in the opponents skin. The chunks of rocks that are saturated in the users doton chakra will then fall back to the ground due to earth's gravitational pull the speed at which the rocks fall can be increased slightly by the user making them fall faster. The rocks will hit the opponent as they fall and cause further damage.

Note: Can only be used twice per battle
Note: No other earth jutsu in the same turn
Note: No S ranks in the same turn

(Doton : Hisan Kobushi)- Earth Style : Flying Fist
Type:Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: After performing a single handseal and coating the one of the user's fist with earth chakra, he is able to put his hand forth and launch a fist made of earth. For every second that fist travels in the air towards the enemy, it get's bigger and bigger. The further the enemy, the more it packs a punch.

Usable two times per battle
Can only be used/taught by ~Yondaime~
After a few minutes if the user doesn't launch it, the user's hands would grow weary and tired due to the sheer weight of earth on his fists.

(Doton: Sugoi Doryo Dango) - Earth Style: Great Ball of Graves
Rank: S
Type: Offense
Range: Short/Mid
Chakra Cost: 40
Damage Points: 80
Description: This Jutsu is the stronger version of the Ball of Graves jutsu, the user will use his strengh to over turn 2 huge balls of stone, then he can throw the at the opponent with almost pinpoint accuaracy, they can also be rolled towards the opponent on the ground.
Notes: No S ranked jutsus for the next 3 turns
No Forbidden ranked jutsus for 6 turns
No Earth jutsus for the next 3 turns

(Ko Kabe-Tama) Great Wall-Bullets:
Type: Attack/Defense
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage points: 80
Description: A large 25ft wall raises from the ground in front of the user, this wall is extremely dense and is able to block A-Rank attacks. The wall then brakes apart and shoots hundreds of little bullets at the opponent.
Notes:
-Can only be used twice per battle.
-This Jutsu can only be taught by Serpent

(Doton: Enchou kangoku) – Earth Style: Dome Prison
Rank: S
Type: Supplementary/Defense
Range: Short-Mid
Chakra cost: 40
Damage Points: 80
Description: This jutsu is used to trap an opponent in a dense dome of rock that rises up and imprisons the them, which can be further manipulated so that spikes will protrude from the inside of the dome piercing the target. The spikes cannot penetrate targets of greater density.
*Note: Can only be used 3 times per battle.
*Note: No S rank earth techniques the following turn.
*Can only be taught by McKnockout
 
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Gin-San

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±± Lightning Techniques ±±

C-Rank:

(Raiton: Raikishu No Jutsu) Lightning Release: Lightning Rider Jutsu
Type: Supplementary
Rank: C
Range: Short-long
Chakra Cost: 20
Damage Points: N/A
Description: The user focuses lightning chakra into his/her feet, extends and rides it at extreme speeds from one point to another. As long as the user is touching a physical object, he/she is capable of moving in any direction he/she pleases.(If used with a short range attack, add +5 damage)
Note: Must be touching a physical object.
Note: Because of the extreme speed that this jutsu provides, the user can only distinguish objects as a blurred version of the object.
Note: Can only be taught by Uchiha91.

A-Rank:

(Raiton: Raikou X)Lightning: Lightning X
Type: Offence
Range:Mid
Rank: A
Chakra cost: 30
Damage: 60
Description:The user 1. makes 2 hand seals and then he starts gathering up a huge amount of raiton chakra in his palms and as he collects enought of the raiton chakra he releases it creating a quite big amount of electricity come out of his palms, and then he uses the electricity to create a big X shaped lightning which he will push forwards at high speed, if it clashes against any other electricity this jutsu will explode destroying ewerything what is close to it.
Notes:
~Can only be tought by me.
~Usable 4 times a battle.
~No other lightning jutsus the same move as this jutsu was used.

(Raiton: No seiteki) Lightning Release: Static
Rank: A
Type: Defensive
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: The user can create using a large amount of Raiton chakra, making a large amount of static energy when it is released into the ground. It will mean the ground will have a negative charge and so any kunai/metal objects which are thrown fall or stick straight to the ground.
- Can be used twice in battle
- Only will work on metal objects
- Taught by meimei only

S-Rank:

(Raiton: Keshi Makuga Hara) - Raiton Release: Blades of Honor
Rank: S
Type: Offense/supplementary
Range: Long
Chakra Cost: 40
Damage Points: 80
Description: The user will channel Raiton chakra into the earth, channeling it underneath the ground, and with one handseal, spears or lighting will errupt from the ground, under the opponent, stabbing him from underneath.
Note:
-Can be used up to 1 times in a battle.
-doujutsu's can see through ground and can respond to it.
-Only those who has mastered Raiton can use this.
-You can't use any other lightning jutsus in the same turn, hence it will take up all your Raiton chakra.
-In the next turn, you can't use any higher then a B-ranked lightning justu
-Can be taugh only by Dr. House

(Raiton: hekireki taihou) - Lightning Release: Lightning Cannon
Rank: S
Type: Attack
Range: Long
Chakra Cost: 40
Damage: 80
Description: The user points both of his palms together and gathers his lightning chakra in his palms while leaving a distance between them then the user uses shape manipulation to form the lightning into a very condensed sphere of lightning energy that's more condensed than the Rasengan and has the same shape, then the user release the lightning chakra all at once in the direction of the desired place releasing a large beam of lightning that thrust at fast speed in the direction of the opponent.
- 3 times per battle
- No Lightning techniques higher than A-rank for 2 turns
- Can only be taught by ~Crow~

(Raiton: Denki bakuhatsu) Lightning Release: Electric Explosion
Rank: S
Type: Offense
Range: Short-Mid
Chakra Cost:40
Damage Points: 80
Description: The user starts by sending large amounts of raiton chakra above the palm of their dominant hand and then concentrating it into one tiny ball. Then the user throws the ball at high speeds at the opponent and as it reaches the opponent the user detonates the ball, causing an explosion that effects anything within short to mid range. Direct contact is fatal while being in the blast range causes paralyzation.
~This Jutsu can only be used twice per battle
~This Jutsu can only be used every 2 turns
~Can only be taught by Naruto41698
~The user can't use any Lightning Jutsu until they can use this jutsu again

Lightning Release: Internal Lightning Shock (Naibuteki raikou dageki)
Rank: S
Type: Attack
Range: Short
Chakra Cost: 40
Damage Points: 80
Descriptions: The user charges a large amount of raiton chakra into their fingers they then stab their fingers into an opponent at close range releasing the raiton chakra violently shocking the opponent's internal organs causing organ failure
~Can only be used once per battle~
~Can only be used by me and who I teach~

(Raiton Bu-meran Ashinami) Boomerang Lightning Step
Type:Attack
Rank:S
Range: Short-Long
Chakra Cost:40
Damage Points:80
Description: By doing a simple kick the user shoots out two powerful beams of lightning at great speeds being able to slice through solid objects or cut down attacks. As soon as the beam is launched and makes contact with anything it will come back towards the user like a boomerang and disperse.
♦ Can only be used 3 times per battle.
♦ Must have mastered lightning.
♦ No lightning techniques of S-Rank or above for one turn after the use of this technique.
♦ Can only be taught by Mathias

Raiton: Raiden Bu-Meran (Lightning Style: Lightning Boomerang)
Type: Supplementary/Attack
Rank: S
Range: Short/ Mid/Long
Chakra: 80
Damage: (-20 of the original jutsu)
Description: With a flick of the User’s hand, the User is capable of manipulating/redirecting a preexisting lightning jutsu. The User pulls the lightning jutsu back towards the enemy (after having missed them) at the expense of making the jutsu weaker.
Note: This can only be used/taught by BloodLust Loki
Note: Lightning jutsu must have either missed the enemy or appeared behind them in order to use successfully.
Note: If Attack is unsuccessful, User must defend against the attacking jutsu as if the opponent were attacking him.
Note: Lowers the level of the jutsu used by one rank.
Note: -20 the attack points of the jutsu
Note: Can only be used twice per battle.
Note: Can only be taught by Loki
 
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±± Water Techniques ±±

C-Rank:

suiton: mizu tekishutsu ( water style water extraction)
Type:supplemntary
Rank:C
Range:long-short
Chakra Cost:25
Damage Points:n/a
Description: the user will make 3 hand seals and focas his chakra into the ground useing his chakta he will force up any traped water beneth the ground to surface ( only enough to make the ground flooded a little bit ) giving the user a water soruce
note: can only be used 3 times per battle
note: the water only reachs as high as the users feet

B-Rank:

(Suiton: Mizu Handou) – Water Style: Hydro Kick
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 25
Damage Points: N/A
Description: The user gathers a large amount of water chakra under any of his feet and release it as a geyser of water to launch himself in any direction, depending on the angle that his feet maintain with the ground. This is basically used to shift in the blink of an eye from short to mid range and vice versa, or from mid to long range and vice versa. When using Hydro Kick, the user’s feet must be in contact with the ground/earth to give appropriate power to the geyser.
Note: Can only be taught by BluePhenix.
Note: Can only be used five times per battles due to the stress it poses on the ankle of the user.

(Suiton: Ikigai) Suiton release: Breath of Life
Rank: B
Type: Defensive
Range: Short
Chakra Cost: 60
Damage Points: N/A
Description: Allows the user to create a bubble of air encased in a water mask around their own mouth or another users mouth so they can breath.
- One use per battle/spar
- Will only last 2 turns
- Taught by meimei only

(Suiton: Suiton kobushi)Water: Water fist
Rank: B
Type: Offensive/deffencive
Range: Short/Mid
Chakra cost: 20
Damage points: 40
Description: the user chanels a decent amount of suiton chakra in his fists and after he collects enough he starts punching it out so that he creates a mid sized water vortex which will go towards the opponent and push the user back.
(this jutsu is very similar to the huricane fist jutsu)
Notes:
~No other suiton the same move this one was used
~Usable 3 times per battle

(Suiton: Mizu Bakudan) Water style: Water Bomb]
Rank: B
Range: Short-long
Damage: 10 (per orb) or 30 ( collectively)
Chakra: 30
Description: The user pulls water from plants, or near-by water sources to form orbs of water (up to 5 +10 chakra for each orb after that) that can either be detonated by enemy touch or by the user themselves. The justu can remain dormant until set off. When detonated, the orbs send water Senbon out in every direction. If activated by user, all orbs are detonated, if detonated by enemy, only the touched orb is detonated. (- 5 chakra per orb per turn.)

A-Rank:

Water Release: Sea Wave (Suiton: Umi Nami)
Rank: A
Type: Offense/Deffense
Range: short-middle
Chakra cost: 40
Damage points: 40 (If used in conjuction with lighting - 60)
Description: The user releases his water chakra, creating a wave with height 5 meters. Then the user can decide whether he is going to use it for deffense or send it against the enemy. When send against the enemy the wave travels realy fast so it could be used almost imediatly after the previous jutsu. The damage increases if it's used in conjuction with lighting.
Note: Can only be taught by PowerOfDarkness.
Note Can only be used 2 times per battle.
Note: No water jutsu for the next turn.

Water Release-Octopus Tendrils(Mizu rirīsu - tako no shokushu)
Type Defensive/Offensive
Rank:A
RangeShort
Chakra Cost:30
Damage Points:60
Description:The user will create a orb of water around the to protect themselves.The can split the dome into many tendrils that can whip, slash and pierce nearby enemies.
* While inside the dome you are very open to b rank raiton techs*
*Can Only Be Taught By ROTM*

Water style: Oil clone Jutsu ( Suiton: sekiyu Bunshin)
Type: Supplementary
Rank: A
Range: short –mid
Chakra Cost:30
Damage Points:60
Description: The User creates a clone out of oil that when it disperses it splatters near by objects with flammable oil. You can only summon three of them at a time. The clone can only use techniques using oil and cannot move past mid-range from the user's position.

(Suiton; Kyousei Ookami) Water Release: Great Wolf
Rank: A
Type: Offense/Defence
Range: Short-Long
Chakra Cost: 30
Damage Point: 60
Description: The user summons one big amount of water at each hand. He then uses shape manipulation and heavy chakra’s to change the water’s shape into two wolfs. The user can then command the wolves to charge at the enemy, or to protect him from Fire Attacks. This attack is even more devastating in combination with a lightning based attack.
Note: Can only be taught by Wesobi.
Note: Can only be used 2 times per battle.
Note: The user can’t use any Water-based Jutsu the next turn or during the same turn.
Note: Requires a water source.

Water release: Tears of Sorrows = Suiton: No namida wa, kanashimi
Type: Defensive/Supplementary
Rank: A
Range: Self/Short
Chakra cost: 25
Damage points: 40
Description: the user focuses water chakra in his/her hands, then the user places the hands in front of his/her face, like if he/she was crying. The user will emit a lot of water, from their mouth and water chakra that just appears to be tears from their eyes. The water will begin to take form, and will quickly grow, into a three meter tall, faceless, human looking, clump of water, with very big arms. The water will place it’s arms in front of the user, thereby shielding the user from harm. This is all done in one fluid motion.
Notes:
• Can only be taught by ZeroGarra.
• Can only be used three times per battle.
• This jutsu lasts for 1 turn.

S-Rank:

Suiton: Suiton Bu-Meran (Water Style: Water Boomerang)
Type: Supplementary/Attack
Rank: S
Range: Short/ Mid/Long
Chakra: 80
Damage: (-20 of the original jutsu)
Description: With a flick of the User’s hand, the User is capable of manipulating/redirecting a preexisting Water jutsu. The User pulls the water jutsu back towards the enemy (after having missed them) at the expense of making the jutsu weaker.
Note: Water jutsu must have either missed the enemy or appeared behind them in order to use successfully.
Note: If Attack is unsuccessful, User must defend against the attacking jutsu as if the opponent were attacking him.
Note: Lowers the level of the jutsu used by one rank.
Note: -20 the attack points of the jutsu
Note: Can only be used twice per battle.
Note: Can only be taught by Loki.

Calling Upon the Kraken (Tenshoku Sono Kraken)
Type: Offensive
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80 (10 Damage Points to User)
Description: This technique if the target is standing on a large body of water. An extremely powerful technique that requires a strong bond to the water element as well as a lot of chakra. In addition the jutsu requires a small blood sacrifice to be dropped into the body of water where the jutsu will be used. After the handseals and sacrifice is made, the user will place his hands down on the water and channel their chakra throughout the water. After a while, eight large water tentacles, that resemble octopus tentacles,will emerge from the depths and attempt to trap the target by wrapping around it. If and when ensnared, the tentacles will drag the victim into the water and then retreat back from whence it came.
*Note*: Can be only used ONCE.
*Note*: No S-Rank Water Jutsu after this technique.
*Note*: Must Learn from ~Sanji~

(Suiton: Kyousei Mizu Bakudan) Water style: Great Water Bomb]
Rank: S
Range: Short-Long
Chakra: 80
Damage: 80 collectively, or 40 individually.
Description: This jutsu works the same way as: (Suiton: Mizu Bakudan) Water style: Water Bomb. This jutsu creates ten (10) orbs instead of five, and they are twice the size of the orbs of the weaker form of this jutsu. Instead of Water Senbon, when detonated, these orbs fire Water Kunai. (+20 chakra to make additional orbs, - 15 chakra per orb, per turn) No more than twenty (20) orbs may be active at one time, and because of the amount of water needed for this jutsu, a water source must be nearby, or the user must be in a heavy downpour of rain. Because of the amount of water needed for this jutsu, only C rank and below water jutsu can be used by the user after using this jutsu, for two (2) turns. Only usable one time per battle, but the orbs can remain dormant until activate/detonated.

Suiton: Sono Tenrai Kara no Mizu | Water Release: The Bliss of Water
Type: Supplementary/Defensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description:
With 2 simple hand seals (Snake + Ram), the user will materialize water within range of the technique, using the moisture all around the field and his chakra as a fuel. The water can be shaped into any given solid construct the user desires (like cubes, spheres, walls, etc) or kept as a raw body of water. The amount of water the user can produce is, at its best, about 10 000 liters of water (give or take a cube of about 100m3). However, the speed as which the water forms is always the same, taking a couple of seconds to materialize its maximum volume. The user has some control over the water while its materializing and once it materializes, but he can never generate enough momentum or compress it enough to actually do any harm to any enemy, even when he gives it a specific shape.

Note: Can only be taught by Scorps
Note2: Doesn't require a water source and can be used as one
Note3: Usable only thrice
Note4: In the same turn the user can't use techniques above S-Rank
 
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±± Wind Techniques ±±

A-rank:

(Suraisu Kaze) - Slicing wind
Type: Attack/supplentry
Rank: A
Range: Short-Mid
Chakra Cost: 25
Damage Points: 45
Description: The user will stand like the picture shown below. Then the user will be begin to swing his front arm around in a slicing motion, but as they do, the users body will change to a blast of wind (in the same way suigetsu can replace his body with water) sending them selves at great speed as a slicing wind at the opponent. Though this leaves the user vulnerable to fire attacks if the opponent can see the user. This can also be used in avoiding attacks. The user can reform at any point. But if they dont, they become a slicing blade of wind and reform to their normal selves with their hand up in the air like they just slice the opponent across the chest, which they will have done in there wind form.

Note: Only doujutsu can see the wind.
Note: The user takes double damage in wind state from fire attacks
Note: Can he heard by sound users, can only be heard by non sound ninja when the battle field is near silent
Note: Only be used twice
Note: Cant use fire jutsu in same turn due to the concentration of wind chakra.

(Fuuton: Kaze Kei Kadou) Wind Release: Wind Whip Vortex
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will begin to compress a large amount of chakra into their hand, forming it into a whip made out of the wind. The user will then swing the whip towards the opponent, releasing multiple vortexes of wind towards him.
Note:
-After the vortexes are released the whip will dissipate
-can only be used 3 times per match

S-Rank:

Fuuton: Kaze disuku (Wind Release: Disks of Wind)
Type: Attack
Rank: S Rank
Range: Short- Long
Chakra Cost: 40
Damage Points: 80
Description: The user channels wind chakra to the palm of his dominant hand, manipulating the chakra to create high rotation speeds. This creates a small rotating disk that can be thrown at the opponent. The disk travels at a fairly fast speed.
★can only be taught by ddkcwill
★Needs to have Wind Mastered
★Can only be used twice

Fuuton: Mizu debaida (Wind Release:Water Divider)
Type: Defence
Rank:S
Range:Short- Long
Chakra cost:40
Damage Points:N/A
Description:The user performs one handseal, after that, he releases a wave of wind which parts any technique consisting of water eg.waves.
★Can only be used three times per battle
★can only part S Rank and lower water techniques.

Fuuton:kaze hando|wind style: hand of wind|
Type: Offence/defence
Rank:S
Range:short
Chakra:40
Damage:80
Description: The user concentrates fuuton chakra into his hands creating a vortex of wind around his hands.This vortex of wind is as sharp as a blade.Now the user can attack the his opponent only head on and he can use his hands to defend even against lighning justsu's of rank S and below and it can also be used to deflect kunai's and shurikens
NOTE:
can only be taught by igneel
no hand seals required
cannot use any wind jutsu of A rank and above for 2 turns
Can only be used three times

(Fuuton:Gokei)-Wind Release: Mawscape
Type:Attack
Rank: S
Range: Short-Mid
Chakra points:40
Damage points:80
Description:This jutsu requires the utmost chakra control to perform, and the user begins by performing three handseals to imbue their chakra into the air first. It begins with the user releasing large amounts of Fuuton chakra into the air surrounding the intended target. This chakra then materializes and takes the form of innumerable wind blades in the form of Sakura Flower Petals (Just like Wind Release: Flower Scattering Dance) The countless wind blades swirl around the opponent on all sides, surrounding them like a heavy cloud looming low over the ground engulfing everything in its path. Over the course of a few seconds,The flower petals then converge on the opponent in the center of the technique, leaving no blind spots or possibility of escape once the technique has been initiated. It then proceeds to collapse in on itself, obliterating the opponent inside, due to the countless razor like "flower" blades cutting deep into the flesh.
~Can only be used twice
~Cannot be used two turns consecutively*
~Can only use B Rank and below Wind techniques next turn.

2. (Fuuton: tora no Kamikaze) Wind Release: Tigers of the Divine Winds -
Type: Offensive
Rank: S
Range:Short-Mid-Long
Chakra Cost: 40
Damage Points:80
Description: After a series of four handseals, the user will release his chakra on the atmosphere, shaping the wind from his surroundings into 4 tigers. The tigers then will run at high speeds towards the opponent (at approximately the same speed of a living healthy tiger). The user predetermines where and how the tigers will run towards the opponent, then after releasing the tigers, the user is unable to alter their curse, as they go auto. When the tigers (or the closest tiger) come(s) into short range of the opponent, he/they launch himself/themselves like a torpedo, rotating at high speeds slashing and hitting the target.
-Can only be used twice per battle
-No other wind related techniques on the same turn and the following
-Can only be taught by Gin-San

3. (Fuuton: Kaze Bakuyaku Reiki) Wind Release: Wind Explosive Aura -
Type: Defensive/Attack
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The user will stand in position in an aggressive posture then release a massive amount of wind chakra. The user will surround himself in a giant cocoon of wind that keeps flowing upward. The user can look at the opponent without a problem, but the opponent can only see the user as a voracious humanoid creature (though the shape of the person is not altered, and does not affect the opponent at all). The user will receive -10 of damage from the burst of air do the chakra strain. This defense can defend against Forbidden and below Lightning (except Kirin,unless the user activates the cocoon before the preparations for Kirin are finished, such as the final handseals for Chidori),S-rank Wind Jutsus and A-rank and below Water jutsus (the blast will direct the water upward).If the opponent is caught within the area of the cocoon, he will be blasted back and cut moderately. This cocoon is highly flammable, being able to be caught in fire with B-rank Fire jutsus and above.
-Can only be used twice
-Can only be used once every 3 turns
-The user is not able to use above A-rank wind and lightning in the next turn
-No other wind jutsus in the same turn do chakra restrain
-Can only be taught by Gin-San

4. Wind Release: Coming to an end | Fuuton: Sannyou tame shuuryu -
Rank: S
Type: Offensive
Range: Short-Mid
Chakra Cost: 40
Damage: 80
Description: After two handseals, the user will inhale quickly and exhale a fast wind current toward the opponent (or any position within range). The speed and force in which he releases the wind will predetermine were the technique will be activated. The wind, after reaching the destination point, will spin on itself with great speed, dragging anything within short range of it, compressing it to a single point. The wind spin at a half speed of rasengan, and by the observer, it will look like an aeral whirpool (but the size of the technique is around 1.5 X 1.5 feet). The technique will remain active until the user stops blowing (within the turn its used).
-This technique drags everything with a mass below 10kgs that sits short range from the center of it.
-An enemy can see the wind concentrating in a place before activation
-Can only be used thrice per battle
-Not other wind related techniques in the same turn
-Not higher than A-rank wind for the next turn
-Can only be taught by Gin-San
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±± Ninjutsu Techniques ±±



B-Rank:

Kougu no Pangu | Tools of the Creator
Type: Offensive/Defensive/Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description:
Using basic chakra shape manipulation, the user is capable of making small, simple and "solid" chakra constructs like cubes, spheres, kunais, pillars, etc. These are manifested and visible in a light blue color, although remaining quite transparent. These chakra constructs are weaker than Elemental Jutsu that require advanced Shape and Nature Manipulation but are as strong as normal, unfocused Elemental Jutsus.

Note: Can only be taught by Scorps or Zenryoku
Note2: Constructs are created within short range of the user
Note3: Can only be used once per turn, up to 4 times.

Tsuyoi Shushi No Kushin! | The Mighty Finger of Pain!
Type: Offensive/Defensive
Rank: B-Rank
Range: Short
Chakra: 20
Damage: 20 (+10 if he hits something)
Description:
User holds his middle finger against his palm with his thumb while he focuses chakra into it. He will point it at his enemy and release the finger, flicking it. This releases a blunt impact that sends the enemy flying backwards. This can only be done in close quarter fights but doesn't require physical contact. Can also be used to deflect small projectiles and weapons.

Note: Can only be taught by Scorps
Note: This jutsu is as harmful as a direct punch
Note2: Can only be used once per turn up to 4 times

(Butai Ryou Giryou) Elemental Enhancing Skill -
Type: Supplement
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: N/A
Description: Elemental chakra can be infused into kunai's to increase their abilities. For instance, infusing a kunai with wind chakra would increase the kunai's cutting power to not only stop an incoming kunai attack, but would slice through the kunai easily along with increasing the speed of said kunai. Infusing a kunai with doton chakra would increase the kunai's force tho this is done by the user using doton to increase the strength of his arm when throwing the kunai. Katon chakra would increase sharpness of the blade by heating it up and allowing it to cut through objects easier. Now you can do the same with pushing a certain type of chakra to your feet to increase speed or sending it to a limb to increase it's ability. What this technique is basically the user will send out chakra throughout his body infusing the chakra in his muscles/limbs to increase their abilities depending on the elemental chakra they used. Tho, they can only use one type of chakra for this.

Earth enhancing skill: If the user sends out Doton chakra throughout their body infusing it with their body, they will gain increased strength by 2X, being able to lift boulders and crack concrete with their fists. User can only use Earth techniques while using this.

Wind enhancing skill: If the user sends out Fuuton chakra throughout their body infusing it with their body, they will gain increased speed by 2X of what they had before. User can only use Wind techniques while using this.


Water enhancing skill: If the user sends out water chakra throughout their body infusing it with their body, they will gain increased stamina. Scientifically, muscles rely on water to work for longer periods of time and this reduces the build up of certain acids that makes your muscles feel as if they're on fire when working out too long. This gives a good performance boost making it harder for the user to tire out. User can only use Water techniques while using this.

Notes:
- Can only use one element enhancing skill once per battle and the enhancing effects only last for 3 turns.
- Can only use one element enhancing skill at a time.
- Each enhancing skill counts as one of the users 3 jutsu per turn.

(Soriddo Sukuriputo)-Solid Script -
Type: Supplementary
Rank:B
Range:Short
Chakra cost:25
Damage Points:N/A
Description:The user makes words in solid form out of their own elemental chakra that changes to take on the form of what the word was (i.e. writing “fire” would create fire, writing “Mud” would create Mud, etc.) For an expansion on the explanation, by creating the words out of chakra and infusing them with one type of elemental chakra, the word can actually take on the form of what it spelled out. So by writing out “hole” on the ground, and infusing one’s earth chakra into it, one could create a pitfall trap in order to confine an opponent. By writing out “wind” in the air, and infusing one’s wind element chakra into the word, a protective barrier of wind could be formed capable of defending against Ninja Tools, and other weaker attacks. By writing out “Fire” in the air or on the ground, and infusing one’s fire element chakra into the word, one could create a protective wall of fire to defend against taijutsu, and so on like this. The words can take form either as English words or as Kanji, either way it is the same result.
~This technique cannot be used to materialize offensive techniques, but only serves for supplementary or defensive use.
~This technique can only be used to materialize one type of defensive or supplementary medium per use.
~Can only be used in the basic 5 elements.

A-Rank:

(Katateochi Meisai Gakure no Jutsu) - Partial Camouflage Concealment Technique -
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user will focus their chakra into parts to their body like the camouflage concealment technique, but instead ill only turn the named body parts invisible to the naked eye. The user can also use this by placing their hand on object and releasing their chakra into it making it invisible to the naked eye. This can be very useful when used on throwing weapons or your arms in a close combat fight.

Note: Object must remain in the users grasp to remain invisible. Using wires to connect to the object won't work.
Note: Doujutsu can see through this technique.
Note: Can only make invisible something up to the size of the user.
Note: Useable 4 times.

Hlín No Te | Hlín's Hand
Type: Defensive
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description:
Using basic chakra shape manipulation, the user coats his palm with pure chakra and expands it forming a thin circular construct in front of it that can be directed and used to defend against an offensive jutsu. The construct is light blue in color but remains quite transparent. Once per battle the user can make a construct strong enough to defend against 1 S-Rank jutsu but, if so, he can't use it again for the rest of the match. This chakra construct is weaker than Elemental Jutsu that require advanced Shape and Nature Manipulation but are as strong as normal, unfocused Elemental Jutsus.

Note: Can only be taught by Scorps
Note2: Can only be used once per turn to a maximum of 3 times
Note3: Can defend against 1 S-Rank, once per match but can't be used again and the user can't use Non-Elemental Ninjutsu in the following turn

S-Rank:

(Kuchiyose - kashakutaku ) - Summoning: Torture table -
Type: Attack
Rank: S rank
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/a
Description: The user will perfrom 3 hand seals and slam their hands to the ground performing a special summoning. Suddenly a table like that from a mental institution will shoot up from the earth swiping the targets feet from under them. As this happens the straps on the table will shoot up around the target binding them to the table. The person bound is anable to use their arms or raise their head at all due to the straps that bind them in place. As they are bound, 2 earth clones dressed like mental doctors with scalpels in hand. The table is made of metal and the bands are made from rubber so that lighting wont work.

Note: Useable once
Note: Target must be distracted
Note: User cant use elemental jutsu while concerntrating on this jutsu.

Ninpou: Omori No Kei Go | Ninjutsu: The Weight of Strong Words
Type: Defensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description:
A special ninjutsu of the highest caliber that can only be done by those who have excelled in ninjutsu. The user takes out a scroll which he previously prepared by writing a text in Jõko Nihongo (Ancient Japanese) with Hiragana and Katakana scripts instead of Kanji. As he takes the scroll out and unfolds it in air in front of him in a semi crescent gesture, he claps his hands focusing chakra, performing 3 hand seals (Horse+Hare+Boar) and touching the scroll. The Hiragana and Katakana caracters, glow in a light blue color and rapidly converge from the scroll, like snakes, raging towards the target. As they reach the target, they wrap around it like chains and bind its movement completely. This jutsu has a more powerful yet more limited performing method: the user will take a smaller scroll (only slightly larger than his hand) with the same caracters and slam it with his palm on the enemy. The moment there is contact, the rows of Katakana and Hiragana caracters spread across the enemy's body as chains, resctriting his movement. Although faster and having no need for hand seals, this alternative method has the same binding strength as the normal method. This jutsu can be done to restrict anything solid, with equal strength regardless of size or mass.

Note1: Can only use jutsu up to S-rank in the same turn
Note2: Usable only twice
Note3: Because of the advanced shape manipulation required, this jutsu can only be broken by equal rank elemental or regular ninjutsu or taijutsu
Note4: User can't use other regular ninjutsu in the same turn
Note5: The binding doesn't require user to maintain contact and lasts until broken or released
Note7: Can only be taught by Scorps

Ninja art: Chakra Cannon (Seishou kyanon)
Rank: S
Type: Offensive/Defensive
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Descriptions: The user charges a massive amount of chakra into their index finger and aims at the opponent he then release the blast sending a blast of pure chakra at the opponent
~Can not use Ninjutsu techniques the next turn~
~Can only be used by me and who I teach~

(Chakra Arashi)-Chakra Storm
Type: Attack
Rank: S Rank
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user makes three hand seals and gathers a large amount of chakra in one specific location within a mid-range of themselves. They then begin vibrating and rotating the mass of chakra an extreme amount. Anything caught in this area will be twisted and pressured an extremely great deal by the swirling vortex of chakra.
Note: When the chakra has been gathered in the set area, the air will shimmer for a few seconds before the vortex begins.
Note: The area that is being effected can have a maximum of a 2 meter diameter.
Note: After using this technique, the user is unable to use any standard ninjutsu for the next two turns.
Note: Can only be used twice per match.
Note: This jutsu doesn't suck the opponent toward the vortex and only affect what comes in direct contact with it.

(Dyuaru Tama Doriru) - Dual Sphere Drill
Type: Attack/Defense
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage Points: 80
Description: The user will form a sphere of pure chakra in each hand, then by pushing chakra manipulation to its limits, the user will combine both spheres, creating a fearsome drill-like attack surrounding the user. The drill itself is pure chakra being, manipulated and rotated at high speeds. The drill can be shot at the opponent or used as a shielding mechanism. However if used as a shield, the user will have his back exposed as the drill will only be protecting the top, front, and bottom.

Note: Can only be used twice per battle.
Note: Must have mastered Ninjutsu.
Note: No regular Ninjutsu of A-Rank or above next turn.
Note: Must be taught by Mathias.

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±± FTG Style ±±



Hirashin: Haruka Haikiryou | Flying Thunder God: Remote Displacement
Type: Defensive/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Using the same principles as how Minato taught his students, enclosing the target within a perimeter using FTG tags/kunai, Minato is capable of teleporting a target to a location marked with an FTG mark without the target being in contact with Minato or a tag. This can be used to teleport from one individual to a large number of people, requiring more tags/kunai to enlarge the covered perimeter. The principal concept of the technique is that in order to work the target must be in contact with the surface that the tags are in, the area must be large enough to encapsulate the target, a minimum of three tags are required, and the tags must be at least within 5 meters of each other. The amount of tags required increases with increased target volume or perimeter.
- Only Yondaime/Fourth hokage can use this jutsu and can only be used 3 times per battle with a break of at least 2 turns in between usage.
-Can only be used by Gin-San.

Hirashin: Zanzou | Flying Thunder God: Afterimage
Type: Defensive/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Using a minimum of two FTG tags and a maximum of four (marked with a tag or with an FTG Kunai), the user is able to change positions through all tags simultaneously at a quick pace, making it appear as though the user is located in multiple locations at once. While using this technique the user cannot attack, but can use it as a window of opportunity to strike, and once the opportunity is taken the technique will end.
-The user can still move (as long as he does not step away from the tag), talk and prepare for combat as long as no offensive maneuvers are taken. Afterimages will immediately seize to exist upon taking the offensive.
- Only Yondaime/Fourth hokage can use this jutsu and can only be used 3 times per battle with a break of at least 2 turns in between usage.
-Can only be used by Gin-San.

17. Hiraishin: Ishigyakuten no Jutsu| Flying Thunder God: Position Reversal Technique -
Rank: S
Type: Supplementary
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: This is a space/time ninjutsu.This jutsu can only work if the user has placed a seal or has direct contact with the item/target. The technique works differently from its pattern use "Hirashin". The user will inter-exchange two objects that hold the seal on them, changing their positions instantaneously, without altering the objects properties (If A is located in 1 and B is located in 2, A will instantaneously by swamped to 2 and B to 1). The objects that the user teleport though, need to be from their own existence, meaning they cannot belong to something bigger (most be independent). For example, a mountain wouldn't be able to be teleported as it is attached to the planet itself, but a single rock will be able as is a different body than the entire Earth. The user can only teleport objects and targets within the battlefield.
- Only Yondaime/Fourth hokage can use this jutsu and it is unavoidable unless with space/time ninjutsu or if the seal gets destroyed before its used and can only be used 2 times per battle.
-Can only be used by Gin-San.

5. Sakasa Hiraishin no Jutsu | Inverted Flying Thunder God Technique -
Rank: S
Type: Supplementary
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: This is a space/time ninjutsu.This jutsu can only work if the user has placed a seal or has direct contact with the item/target. This jutsu has an inverse effect to Flying Thunder God Technique, as it does not instantly teleport the user, but the item/target he has direct contact or had previously been marked with the Seal of Flying Thunder God. The user can only teleport the item/target to another previously made seal. The objects that the user teleport though, need to be from their own existence, meaning they cannot belong to something bigger (most be independent). For example, a mountain wouldn't be able to be teleported as it is attached to the planet itself, but a single rock will be able as is a different body than the entire Earth. The user can only teleport objects and targets within the battlefield.
- Only Yondaime/Fourth hokage can use this jutsu and it is unavoidable unless with space/time ninjutsu or if the seal gets destroyed before its used and can only be used 2 times per battle.
-Can only be used by Gin-San.

Hirashin: Butai Hensen | Flying Thunder God: Element Transition -
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: This jutsu can only work if the user has placed a seal or has direct contact with the item/target. The technique works differently from its pattern use "Hirashin". Instead of teleporting a physical item, the user will build his electric chakra and instead of releasing it through the normal methods, he will perform a single handseal (Ram) and then teleport it from his body to a marked location, releasing it with two different intents.

High Voltage: The user discharges electric chakra from the tag with high voltage. This method does not produce any lasting damage to any physical being, but it's a good method to release user from genjutsu (If previously tagged).

High Amperage: The user discharges electric chakra from the tag with high amperage. This method produces a large discharge with high lasting damage to the area, and if done to a body, produce lethal results.

- Only Yondaime/Fourth hokage can use this jutsu and can only be used 2 times per battle with a break of at least 3 turns in between usage.
- Can only be used by Gin-San.

Hirashin: Teiju Kengi | Flying Thunder God: Stationary Motion -
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 0
Description: It works by using the Hirashin tags within the user (The kunais in his bag or a tag placed on himself). With this technique the user is capable of teleporting in place, rearranging the position of their body or limbs, alter the velocity and momentum, stop their movement, change direction and change their orientation.

- Only Yondaime/Fourth hokage can use this jutsu and can only be used 3 times per battle with a break of at least 2 turns in between usage.
-Can only be used by Gin-San.


Hirashin: Ugokimasen Ridairekushon | Flying Thunder God: Motionless Redirection -
Type: Supplementary/Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Using the principles of Stationary Motion, the user is capable teleporting any item/object/being with a Hirashin tag in place, rearranging the position of the body, limbs, alter the velocity and momentum, stop their movement, change direction and change their orientation without having to physically touch the item (Since chakra has already is in place through the tag). The objects that the user teleport though, need to be from their own existence, meaning they cannot belong to something bigger (must be independent). For example, a mountain wouldn't be able to be teleported as it is attached to the planet itself, but a single rock will be able as is a different body than the entire Earth. The user can only teleport objects and targets within the battlefield.

- Only Yondaime/Fourth hokage can use this jutsu and can only be used 3 times per battle with a break of at least 2 turns in between usage.
-Can only be used by Gin-San.
 
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±± Elemental Combinations ±±

A-Rank:

Doton/Fuuton: Semai Meimei Oberisuku | Earth/Wind Release: Small Divine Obelisk
Type: Offensive/Defensive
Rank: A-Rank
Range: Short-Long (on throwing)
Chakra: 30 (-10 each turn)
Damage: 60
Description:
User does 3 hand seals (Dog+Ox+Bird) and 1 Rock Obelisk breaks from the ground within short range of the user. This obelisk is about 4 meters high and 2 meters wide. This Obelisk is then infused with wind chakra which makes it rise from the ground and hover above ground between short to mid range around the user. The user can direct the obelisk to defend against up to S-Rank Lightning and Water, A-Rank Earth, Wind, Fire. When the Obelisk is hit by Fire above B-Rank, the rock turns into lava from the combined heat of the Wind and the Fire, but the jutsu will still be stopped. The Obelisk can also be used to attack the enemy, by throwing it against the enemy.

Note: can only be used 3 times
Note2: stays active maximum of 3 turns
Note3: can only be taught by Scorps

Doton/Fuuton: Shouchikubai Ashibishi (Earth/Wind Combo: Elevated Stepping Stones)
Type: Defense/Supplementary
Range: Short-Mid
Rank: A
Chakra Cost: 50
Damage Points: N/A
Description: 5 Large patches of earth infused with wind chakra raises out of the ground elevating the user. Can be used to catch the user while plummeting from the sky. Jutsu last for only 1 minute, before slowly sinking back into the ground.
Restricted to 3x per battle.
Note: Can only be taught by Loki

(Doton/Fuuton: Nīdorutaretto)- Earth/Wind Release: Needle Turret
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: The user slams his hands on the ground and raises a 10x10 block of earth from the ground with many small holes in it that shoots countless needles of earth in any direction that are cloaked in wind to greatly increase their speed and piercing ability. As long as the user's hands stay on the ground, the turret can continue to fire. The user can use the same turret again later but it will count as another move.
-Can be created 3 times per battle
-No A-rank or higher wind and earth the turn after use

S-Rank:

Raiton/Doton: Enkei Nokogiri)- Lightning/Earth Style: Circular Saw
Type: Attack
Rank: S
Range: Short - Long
Chakra cost: 60
Damage Points: 20x3
Desription: User Creates a Lightning Disk, making it slightly larger, and instead of throwing it aerially at an enemy hauls it to the ground. The Lightning Disk acts as a Circular Saw, that splits into 3 different smaller Lightning Disk that follow one after the other with a 1 foot gap in between each.
Note: Can only be taught by Loki.
Note: Can only be used 1 time per battle.

Doton/Fuuton: Meimei Oberisuku No Yougo | Earth/Wind Release: Divine Obelisks of Protection
Type: Offensive/Defensive
Rank: S-Rank
Range: Short-Long (on throwing)
Chakra: 40 (-15 each turn)
Damage: 80
Description:
User does 5 hand seals (Dog+Ox+Bird+Ox+Bird) and 2 Rock Obelisks breaks from the ground within short range of the user. Each obelisk is about 4 meters high and 2 meters wide. These Obelisks are then infused with wind chakra which makes them rise from the ground and hover above ground between short to mid range around the user making them each an A-Rank Doton/Fuuton. The user can direct each obelisk to defend against up to S-Rank Lightning and Water, A-Rank Earth, Wind, Fire or both to defend against up to Forbidden Rank Lightning and Water, S-Rank Fire, Earth or Wind. When an Obelisk is hit by Fire above B-Rank, the rock turns into lava from the combined heat of the Wind and the Fire, but the jutsu will still be stopped. These Obelisks can also be used to attack the enemy, by throwing them against the enemy.

Note: can only be used 2 times
Note2: stays active maximum of 3 turns
Note3: can only be taught by Scorps
Note4: can't use wind in the next turn
Note5: even if one obelisk is destroyed or used, the other still remains in play

F-Rank:

Doton/Raiton: Sono Su-pa Akutibu Torikkusuta-Kinezumi | Earth/Lightning Release: The Super Active Trickster Squirrels
Type: Offensive/Defensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 100 (-10 to the user)
Description:
The user makes 2 hand seals (snake+monkey) and 9 normal sized squirrels made of rock and dense earth chakra rise from the ground within range. The squirrels are then infused with an enormous amount of lightning chakra, glowing in a bright blueish color. The lightning enables them to move (above ground or underneath) at enormous speeds that only 3T Sharingan and Byakugan can follow. The squirrels surround the enemy in a nonagon pattern facing him. They then link to each other and unleash the combined Earth and Lightning chakras into the nonagon. Within the nonagon, a mayhem of raging vortexes of electromagnetic and geoenergies starts to petrify, rip and shock everything caught in it, releasing heat, (the user can engulf the whole battleground but, if so, takes his own life also) and leaving only a crater behind. The squirrels can also surround the user short range from him and face outwards, using the combination of Earth and Lightning chakras to produce a perfect spherical shield that can protect the user against up to F-Rank Earth, Lightning and Water and S-Rank Fire and Wind. If a squirrel is hit, a non-focused lightning burst is released around him, stunning everything short range around it. However, as long as there is at least 3 squirrels, the technique can be used (3 Squirrels=A-Rank, 4-8 Squirrels=S-Rank). Due to the massive amount of chakra and concentration needed, the user will experience great pain and exhaustion upon use of this technique.

Note: User can't mold Lightning or Earth in the next turn.
Note2: In the turn its used, user can only cast one more jutsu
Note3: Usable only once
Note4: The severe exhaustion left by the amount of chakra spent to use this jutsu leaves the user unable to use ninjutsu (elemental or not) above S-Rank for 2 turns
Note5: Can only be taught by Scorps

(Raiton/Doton: Yuuen Taba)- Great Coil
Type: Defense/Attack
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50(+3 For D Rank,+5 For C Rank,+8 for B Rank,+10 for A Rank,+15 for S Rank)
Damage Points: 0(Explained Bellow)(-15 to the user)

Description: After Performing a string of Handseals, the user brings his hands to the ground and sends tremendous amounts of Chakra into it. As he keeps channeling chakra into the ground, a Huge Coil emerges from the it.
Any Lightning attack directed towards the the Coil is absorbed instantly, because the coil attracts all lightning jutsu within a Range from it.
At Will, the Lightning attacks stored inside the Coil can be released in the form of a huge and powerful surge of Electricity.
The electric blast emanating from the coil will be 20% weaker the the damage given by the original attack that was stored in the coil.
~Note : Can only Be taught by Nocturnal.
~Note : Using this Jutsu makes the User unable to move, due to constantly channeling Chakra. This will cause the user to be exhausted from chakra overuse.
~Note : Jutsu can Only be Used once.
~Note : The coil stays on the field for 3 turns.
 
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±± Taijutsu and Variants ±±

Enhancements:

N/A Rank:

Atsui-Appu: Warm-up
Rank: N/A
Type: Supplementary
Range: Short
Chakra: N/A
Damage: (Taijutsu +10)(Ninjutsu +5)
Description: The user jogs in place while punching the air, causing their blood to pump faster making them a little faster and stronger. Because of this early warm-up, the user is also more focused causing their reflexes to sharpen. With this blood pumping sensation, chakra also flows easier and faster, letting the user use jutsus faster.
Note: Can only be taught by Axle
Note: lasts 5 turns
Note: can only be used once per battle
Note: must be done at beginning of battle

B-Rank:

Name: (Houmen Za Kinpaku)Release The Tension
Rank:B
Range:Short
Chakra:25
Type:Supplementary
Description:At the start of a battle the user calms his mind to make the chakra in his system flow faster through his body to release the tension from the users body.This allows the user to become faster and stronger due to the faster flow of chakra in his body.The user gains better reflexes and can also react faster to attacks.
Note:Can only be taught by SilverMoon1996
Note:Must be activated at the start of the battle.
Note::Lasts for 8 turns when activated

A-Rank:

Hijutsu: Ningen no Rikigaku Ichi-ji keishiki) - Secret Technique: The art of Human Mechanics Primary Form
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A (+15 through power increase)
Description: This technique uses the knowledge of the human body and its hidden mechanics, the joints. By understanding the mechanics of the joints one can use them in various ways to increase performance in battle. The user can increase the power of their physical techniques by using maximum joint movement to deliver great power but at the cost of this the speed isnt particulary great as it takes longer to move a joint fully. The user can increase the speed of motion by short joint movements and thus the increase in speed is increased three times faster than the technique used standardly without the knowledge of such performance this can also be done with the use of multiple joints. For example using the Shoulder joint, the elbow joint and the knee joint one can increase the speed of a swung sword greatly compared to using the single joint fully where they raise their arm completely and bring the arm back down. When the user of this technique fully uses all his joints in his body simultaniously they can increase their speed to the point as fast as rock lee without weights however the reaction of the user depends on the ranking and their mastery of taijutsu. When using this method the user applies carefull chakra control to the joints so that they are not over stressed and thus can continously maintain the effects throught their battle.
Note: This technique once activated will last for the 4 entire turns

F-Rank:

(Heishi mune houmen) - Dying Will Release
Rank: Forbidden
Type: Supplementary
Range: Short
Chakra Cost: 50
Damage Points: N/A
Description: The user releases 90% of their remaining chakra into a force known as the user's "Dying Will", the user's 5 senses are pushed to the Max, also it greatly increases the users reaction time dramatically improved ten fold, but this jutsu takes alot of pressure on the user's body
Note: can only be used once per battle
Note: only lasts 3 turns
Note: after using this jutsu is cancelled, the user can only used B and below ranked jutsu.



Strong Taijutsu:

C-Rank:

Taijutsu: Rising Palm Strike (Joushou Hirate Dageki)
Type: Attack
Rank: C
Range: Short
Chakra Cost: 15
Damage: 30
Description: The user will quickly duck down in front of the opponent
coiling their legs. They will then explode upwards while thrusting their
palm up at the opponent's chin. The force of striking the opponent's
chin is enough to send the opponent into the air.
~Must be taught by Hypnotiq.

Taijutsu: Falling Fist Smash (Shikkyaku Kobushi Sumasshu)
Type: Attack
Rank: C
Range: Short
Chakra Cost: 15
Damage: 30
Description: The user will first deliver a strong jab to the stomach of
the opponent causing them to double over then the user will leap in the air
above the opponent and put their hands together above their head.
Then as they're coming down they will swing their fists down at the top or
back of the opponent's head delivering a strong blow that sends the opponent
crashing into the ground. If the user is already in the air from a previous
event they can bypass the first jab and jumping motion and just use the smashing
attack, though this will reduce the damage by 10.
~Must be taught by Hypnotiq.

Taijutsu: Double Palm Strike (Nibai Hirate Dageki)
Type: Attack
Rank: C
Range: Short
Chakra Cost: 15
Damage: 30
Description: The user will first smash the sides of the opponent's head with
their palms causing the opponent to become momentarily disoriented. Then
the user will coil backwards and explode forward while thrusting both
palms at the chest of the opponent. This strike will cause the opponent
to be sent tumbling backwards.
~Must be taught by Hypnotiq.

B-Rank:

"Kei Sekken" Strong World Reversal Blow
Rank:B
Type:Attack|Supplementary
Range:Short
Chakra:25
Damage:40
Description: One of the basic counters those who train in Kei Sekken learn after raising their endurance in battle. After being hit by the opponent in any location above the waist line that doesn't inflict great pain (such as being hit in the neck, jaw, or other very vital areas), the user counters by grabbing the opponent's arm/leg tight between their tricep and side so that they are locked in place for a moment (more effective with leg as they also lose balance). The user keeps hold of the arm/leg and channels chakra into their other elbow to increase impact and damage; Then performing a very powerful elbow drop into their stomach that is so pwerful, it knocks them out of the user's grip and sends them plummiting into the floor. This causes tremendous damage to the opponent's torso possibly fracturing the rib cage if aimed for the chest.
Note:Can only be used after being hit by a technique up to D-rank or free form taijutsu. The user still takes damage from that technique but due to endurance, they can still pull this technique off.
Note: Exceptions are being punched or hit in vital areas such as the neck, jaw, etc.
Note: Does not work on opponents with higher durability/stamina/strength etc. if stated in bio (meaning they are stronger or more durable then the user is so this wouldn't work)
Note:Must be S-Class or higher to use.




Wire Arts:

18. Wire Arts: Outer Extension | Waia Gigei: Uwa Shinten -
Rank: C
Type: Supplementary/Defensive
Range: Short -Mid
Chakra Cost: 15
Damage Points: N/A
Description: This is a much lesser version of "Wrath of Gods". The user, using the wires wrapped around his wrists or legs, will channel chakra through the wires, capable of controlling it within a certain extent. The user is capable of using the wires as if was the extension of it's own limbs, and can control up to 5 threads per hand/feet. This technique is used simply to bind the opponent at a much quicker rate, or to be used as a mechanism to pull things towards the user or pull the user towards an object. The reason why the technique is so much weaker, is that the wire isn't charged with a "cutting" effect, therefore it can only bind into things. The attack lacks any kind of momentum to cause actual damage, and it's able to easily be snapped the use of a kunai or sharped item. Once the threads extend, chakra is further used to wrapped the wires back, but this occurs rather quickly (depends on range too).
-Wires are difficult to pinpoint for lower ranked ninjas but can be easily seen by experienced ninjas or Dojuutsu users.
-The use of chakra to control the wires is similar to how samurai are capable of using Samurai Sabre Technique to control the shape of their chakra, therefore the technique is feasible by either samurai or shinobi.
-The user is able to make handseals after capturing the enemy, though is incapable of doing so when the wires are being used.
-The user cannot use wires from his hands and from his legs simultaneously, as it requires strong concentration.
-Can only be taught by Gin-San.

6. Wire Arts: Wrath of Gods | Waia Gigei: Doki no Kamigami -
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: The art of this technique comes from quick flick movements in order to release wires at great speeds toward the opponent, entrapping them. The user, having wire on their hands (previously wrapped around their hands and risks), will hold the end of the wires with their index and middle finger against the thumb. With a quick flick of the fingers and by moving the arm downward at great speed, the user will release ninja wire at great speeds toward the desired target (The threads can be send directly or they can race through the ground).
If there is ninja wire wrapped around the user's legs, the user is able to use the wire with the same skill as if he is using it with his hands. The user will make a quick small rotation, untangling the wire, then by using proper body motion will send the ninja wire the same way as if he had send it with his hands.
The user can channel invisible chakra though the wires in order to make them stronger, making them capable of cutting through solid rock. When it reaches the opponent (in front of him or on his sides) the user will make a swift motion with his arms, wrapping the opponent at great speed, entrapping them. The user can further more pull the strings backward, cutting the opponent.
-Wires are difficult to pinpoint for lower ranked ninjas but can be easily seen by experienced ninjas or Dojuutsu users.
-The user is able to make handseals after capturing the enemy, though is incapable of doing so when the wires are racing through the ground as it requires great concentration to control the direction of the technique.
-The user cannot use wires from his hands and from his legs simultaneously, as it requires strong concentration.
-This technique cannot defend against elemental ninjutsu, though is able to cut through B-ranked and below Earth.
-Can only be taught by Gin-San

Wire arts taught to:
-

Artillery Tags

(Jūhō Kibaku Fuda) Heavy Artillery Exploding Tag
Rank: N/A
Type: Offensive
Range: N/A
Chakra: N/A
Damage: N/A
Description: A heavy-duty version of the standard issue paper bomb, this exploding tag has about ten times the destructive power of a regular exploding tag, and is generally used in heavy demolition. Other than being .5 inches longer than a regular exploding tag and with the kanji for “erupt” instead of “explode” in the middle, they cannot be discerned from their weaker counterparts at a glance. These exploding tags can be used in place of weaker ones in jutsu involving them.
*In order to use these, it must be mentioned in the user’s bio that they carry this version of the exploding tag – otherwise, the user cannot use these.

(Hanabi Taikai) Firework Festival
Rank: C
Type: Offensive
Range: Throw: Short-Long | Explosion: Short-Mid
Chakra Cost: 15
Damage: 10 each (x3)
Description: The user will throw three balls of rolled up explosive notes that are the size of regular marbles (exploding balls hereafter referred to as marbles), after infusing them with chakra; this chakra coats the marbles and allows them to be thrown a greater distance than the marbles would otherwise be capable of reaching, due to their extremely low mass and weight. Due to their small size, and the lack of a kunai to give away their position, these become a viable option in battle, as they are harder to see. Not only that, but each marble can be detonated individually at the user’s command, like regular exploding tags, allowing the marbles to be used for strategic purposes, due to their explosive radius. The damage is caused solely by the explosive tags; the chakra does not amplify the damage in anyway, and is simply used to throw them greater distances.
 
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±± Genjutsu Techniques ±±

C-Rank:

Genjutsu: Tsuyoi Haji no Odaku Ko no Hitotsu | Illusionary Arts: The Mighty Grab of the Perverted Old One
Type: Supplementary
Rank: C-Rank
Range: Short-Mid
Chakra: 15
Damage: N/A
Description:
The user gazes upon his enemy intensely and makes him experience the sensation of being grabbed and squeezed in a specific region of the body, preferably the butt. This distracts the enemy and can even make a shy enemy blush. Although it doesn't do any damage, one must be careful to use this on a woman as it often leads to uncontrollable rage or, in some cases, marriage. To enhance it, the user can wink an eye and use some random dirty pick-up line to further augment its perverted effect.

Note: Can only be taught by Scorps
Note2: Requires direct dirty eye contact and complete lack of shame from the user

B-Rank:
Illusionary Arts: False Thought | Genjutsu: Heki Shinen
Type: Supplementary
Rank: B
Range: All
Chakra: 20
Damage: N/A
Description: To activate this technique at mid range, the user must perform a handseal, though simple eye contact is enough when in short range. The user will trick the opponent in believing a kunai has been thrown in one direction, but in reality the user threw it in a different direction. Thus the user can make the enemy think that he had thrown the kunai to the right, while he actually threw it in front of him. This was developed by Minato Namikaze in an attempt to confuse the opponent to become more unpredictable.
-Can only be used four times per battle.
-Can only be used by Fourth Hokage bios.

A-Rank:

Genjutsu-Never Ending Pit Of Death(No japanese found)
Type:Supplementary
Rank:A
Range:Short
Chakra Cost:30
Damage Points:60
Description:The user cast a genjutsu on the opponent to make it seem as if a huge hole formed under him and he is falling to his death. While the opponent is in the midst of the jutsu, the user may finish him quickly or slowly torture him until he dies.
Tip: It is best used when your opponent is making handseals
* Can only be used once a match*
*Can Only Be Taught By ROTM*

Genjutsu: Shojishōgai | Illusionary Arts: Dysgraphia -
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user performs a single handseal and places a genjutsu upon the opponent. The genjutsu consists of tricking the opponents brain into suffering from Dysgraphia. Dysgraphia is a neurological deficiency that impairs the ability to write, same as basic motor skills. The inability to write is also referred to as Agraphia, which is a complete loss of ability to write and spell when writing. Also, persons with agraphia can't transform graphemes in written language. The impairment of motoric skills manifests in the inability of the victim to perform handseals properly, confusing them and not being able to place his hands correctly, which results in not being able to successfully mold chakra for the upcoming jutsu. The purpose of the genjutsu is to make the opponent unable to write seals for sealing techniques as well as other techniques that require seals and symbols to be written on scrolls in order to be performed, same as performing handseals for techniques that require them. With the inability to write proper seals, same as performing correct handseals, the opponent's attempt to perform such techniques would result in a fail. The genjutsu lasts for 2 turns, unless the opponent frees himself by then. The opponent is still, however, capable of performing techniques that don't require handseals, and those that don't require writing seals in general.
Note: No other genjutsu while this is active
Note: Usable only twice (2) per battle
Note: Only McRazor can teach this

Genjutsu: Akuma no Houyou | Ilussionary Arts: Demonic Hug
Type: Offensive/Defensive
Rank: A-Rank
Range: Short to Mid
Chakra: 30 (+10 next turn to keep active)
Damage: 60 (at the end of the 2 turns)
Description:
The user makes 3 simple hand seals (Boar+Serpent+Rat) and makes the enemy feel as if he's being tightly squeezed; as if pressure is being applied to every point of his body, rendering him restraint and unable to move. The pressure on the enemy's body is so great that he'll feel it hard to breathe and will begin to hyperventilate and eventually will enter a panic state as the pressure keeps building on his body. If he doesn't dispel the Genjutsu he'll faint from hyperventilation in the second turn.

Note: Can only be used twice
Note2: Has to be taught by Scorps
Note3: Can't use Genjutsu in the same turn or the next

Genjutsu: Magirawashii no Serifu | Illusionary Arts: The Misleading Words
Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description:
A simple but powerful illusion that is used immediately before an elemental technique. The user does one hand seal (Tiger, Ram or Horse) before the ones required for the elemental technique that follows. The result is that the enemy will see the next released technique as that of another element. However, to perfect the illusion, the user must train and have the ability to string the hand seal of the genjutsu with the ones of the elemental technique so that they seem to be only one set of hand seals.

Note: Usable 4 times
Note2: Can only be used before techniques of the 5 basic elements that the user knows
Note3: Can only use up to S-Rank on the same turn its used
Note4: Can only be taught by Scorps

7. (Genjutsu: Genso Bachi Kusari) Illusion Art: Illusionary Chains of Divine Punishement-
Type: Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: With a single hand, the user will make a one handed handseal, then continue by pointing his index finger toward the opponent. The moment the user positions his finger in the same axis as the opponent, the enemy will be sumerged in a genjutsu in which chains will emerge from under the opponent, binding his arms and legs as he is pulled downward; the opponent will also believe that some chains emerge from the user's sides, making him believe as if the chains were an offensive mechanism. The user will notice that the opponent has been caught in genjutsu when he notices the opponent struggling with the illusionary chains.
-In order for the genjutsu to be cast, the user requires visual contact (not eye contact with the enemy) and to pinpoint his location with his index finger.
-It can only be used twice per battle.
-If the user uses this technique twice, he will be unable to use genjutsu for the rest of the battle.
-Can only be taught by Gin-San
S-Rank:

Genjusu:Tenma sutachu za auta toorimichi [Illusion Technique: Demonic Statue of the Outer Path]
Type: Supplementary
Rank:S Rank
Range:Short-Mid
Chakra Cost:40
Damage Points:N/A
Description: The user performs six handseals, finishing with a clap of the hands. By doing this, the user releases chakra into the atmosphere. As basic Genjutsu procedures, the chakra is used to disrupt the flow of chakra present in the victim's brain,which can disrupt the senses. As soon as this is done, the user will form another handseal, the seal of the tiger, activating the launch of the jutsu. A demonic statue will rise from the ground, from the Head to the fingers on top of the earth,the statue rises from below the opponent, it is positioned so that the opponent is lifted as it rises in the right hand of the statue, the atmosphere and surroundings change, the sky turns red, the clouds black, and the grass and any other vegetation is dull in color. This demonic statue has nine closed eyes, and a scroll in it's mouth. As the opponent is on the right hand of the statue, drenched in fear, leaving the user in reality a chance to attack.On the left hand of the statue, positioned on the palm, is a small human sized replica of the staue, in full body form, this replica has only two eyes, both, blood red.The replica then jumps onto the right hand of which the opponent is located, and slashes his throat with a specially designed kunai. As this is done, the opponent falls out of the genjutsu, traumatized,this causes the opponent to be paralyzed in fear, since Visualizing his own painful death .
-Can only be used once
-requires the space of two moves
-Can only be taught by ~Drizzy~

Genjutsu: Akuma no Izumi | Illusionary Arts: The Demonic Fountain
Type: Offensive
Rank: S-Rank
Range: Short to Mid
Chakra: 40
Damage: 80
Description:
The user does 2 hand seals (Ram+Dog) and inserts his chakra into his opponents brain. By doing this he triggers an illusion were the enemy will suddenly feel as if water is gushing inside his mouth, both bursting and flowing out of his mouth but also into his air ways, drowning him from the inside. The water gushes and flows with increased volume and speed as time passes, quickly overflowing his air ways, lungs, gastric tract, stomach and also his ears, leaving the enemy in a state of desperation as he struggles to breathe and gain balance within this demonic overflow of water. As the human reflex in a drowning situation is to gasp for air, the enemy will eventually start, in reality, to hyperventilate (without noticing) which will lead progressively to him fainting. Of course, all of what the enemy experiences is but an illusion and his lost of conscience is due to his own hyperventilating panic.

Note: Enemy has to release the gen in his immediate counter or he'll lose conscience the beginning of the users following turn
Note2: User can only use Ninjutsu (elemental or not) up to S-Rank in the same turn
Note3: User can't use other Genjutsu in the same turn
Note4: Can only be used twice per battle
Note5: Can only be taught by Scorps

Genjutsu: Omoi no Kamui | Illusionary Arts: The Mind of Creation
Type: Supplementary/Offensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description:
A powerfull technique were the user takes control of the enemy's 5 senses and makes him experience anything he can imagine. These illusions however are bound by the normal natural laws of Narutoverse (gravity, kinetics, etc) making it impossible to create unreal (in the context of Narutoverse) situations or scenarios. They can and may also be used to cause the enemy pain or distress or simply serve as a distraction or to camouflage the user in an escape or an attack. The genjutsu itself is done by performing 3 hand seals (Tiger+Ram+Horse) while inserting your chakra into the enemy's brain, disturbing his chakra flow and quickly gaining control over his senses. If the user is within short range of the enemy he can perform this technique with either 1 hand seal (Ram) or by looking directly into the enemy's eyes.

Note: Can only be used thrice per battle
Note2: User can't perform other Genjutsu in the same turn
Note3: User can't perform any technique above S-Rank on the same turn
Note4: Can affect multiple enemies
Note5: Can only be taught by Scorps
 
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Gin-San

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±± Sword Techniques ±±

D-Rank:

Bushidō: Mugetsu | Way of the Samurai : Moonless Sky
Rank: D
Type: Attack/Supplementary
Range: Short
Chakra Cost: 10
Damage: N/A
Description: This is one of the most basic techniques taught to Samurai of the land of iron but also one of the most useful. The user moulds their chakra within their hand(s) (Up to two blades per use), and fashions a chakra blade (looks like a normal katana) that looks real (dojutsu will see the chakra but won't know its effects) but infact it is intangible and would do no damage when used in an attack. These blades are used mostly for feint attacks but when added with the Samurai Sabre Skill they can become quite deadly. Because of the amount of chakra used they can be made quite fast (about a second) and thus can be used in the spur of the moment.
B-Rank:

(Hachidori) - Hummingbird -
Rank: B
Type: Offensive, Supplementary
Range: Short
Chakra cost: 20
Damage points: 40
Description: The user will flow their chakra into their sword and concentrate it. Through the motion os swinging the sword the user causes the chakra to react abnormally causing it to vibrate within the blades edge to high frequencies that when clashing with an object or opponent causing the vibrating energy to be released at the opponent which generates a noise like a hummingbirds wings but with more potency that causes the opponent to involuntarily fall back into covering their ears in an attempt to muffle the sound and subsequently leaving them open for further attack.

8. (bushi no barasu)- Samurai's balance -
Type: Supplementary
Rank: B
Range: Short
Chakra cost: 25
Damage Points: N/A
Description: Through years of mediation, samurais have learn to stay calm in battle and relax their muscles, which flows blood much more easier allowing the samurai to think or move faster that he normally could. Meditation helps them to find a source of balance between them and nature, and becuase they treat their swords as part of their own body, dramatically increases their techniques.
Any alteration to the balance (enemy attacking) will alert the samurai and act quicker.
Note: +10 kenjutsu/ +10 taijutsu
Note: Stays for the rest of the battle
Note: Can only be used by samurai biographies

15. (Zan'nin'na kōi no geijutsu: Hasen rikoiru no kyōka) - Ferocity Arts: Dashing Recoil Enhancement -
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20
Damage: N/A (40)
Description: The concept of this style is supported by the laws of momentum, though supported with chakra in order to mold it's molecular structure in such shape, that it will allow energy and momentum of collisions to be conserved (negleting loss of energy by sound and heat). The user will channel chakra through his sword, giving two results: A coat of chakra that will work as the "bounce" mechanism, and the other small increments between the molecules of the sword, making the sword a little bigger and the mass a little lighter (as it will have a larger volume). By combining both enhancements together, the user is able to produce much more efficient and dangerous slashes. The secret behind the technique is the recoil of the exchange of clashes between the user's sword and the enemy's. The sword, being lighter, will gain more velocity from each slash in order to balance out the momentum gain and lost, thus making each strike accelerate even faster. The more the enemy defends against a slash, the slashes will hold much more force and speed. The user will also channel chakra through the arm (s) in which he is using the sword in order to prevent the wasting of the fiber muscle produced by the intense speed of this strikes.
Restrictions:
~Usable by Samurai and Shinobi.
~Once this technique is activated, the technique is able to sustain itself unless the user stops administrating chakra into the sword or the user releases the chakra somehow (such as a wave for example).
~This technique is only an enhament, though is able to defend against other sword enhancements of similar rank and below. User cannot defend against ninjutsu with this technique.
~Though elastic collisions occur when hitting a hard surface such an opponent's sword, the infused chakra will be able to cut through a person's flesh.
~Only lasts 3 turns after activating.
~Can only be taught by Gin-San and Xanthe.

A-Rank:

(Mayoko giri) - Side cut | X Slash.
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage Points: 60
Description: Using the art of Mayoko giri, the will first take a quick step forward, once the user get's close enough to the target, he/she will slash with massive speed and power horizontaly twice at the target's torso, in an X formation.

(Hijutsu: Ningen no Rikigaku Ichi-ji keishiki) - Secret Technique: The art of Human Mechanics Primary Form
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A (+15 through power increase)
Description: This technique uses the knowledge of the human body and its hidden mechanics, the joints. By understanding the mechanics of the joints one can use them in various ways to increase performance in battle. The user can increase the power of their physical techniques by using maximum joint movement to deliver great power but at the cost of this the speed isnt particulary great as it takes longer to move a joint fully. The user can increase the speed of motion by short joint movements and thus the increase in speed is increased three times faster than the technique used standardly without the knowledge of such performance this can also be done with the use of multiple joints. For example using the Shoulder joint, the elbow joint and the knee joint one can increase the speed of a swung sword greatly compared to using the single joint fully where they raise their arm completely and bring the arm back down. When the user of this technique fully uses all his joints in his body simultaniously they can increase their speed to the point as fast as rock lee without weights however the reaction of the user depends on the ranking and their mastery of taijutsu. When using this method the user applies carefull chakra control to the joints so that they are not over stressed and thus can continously maintain the effects throught their battle.
Note: This technique once activated will last for the 4 entire turns

(Iai no Kaimetsu Tekina) - Quick Draw Cripling Method
Rank: A
Type: Offensive, Supplementary
Range: Short
Chakra cost: 30
Damage points: 60
Description: By using the art of Iaido the user will quickly draw their katana at a incredible speed striking upwards towards the targets torso causing them to become open and then the user will follow in with a horizontal slash across the chest and arms to deal a devastating blow and rendering the targets arms useless by slashing the tendants within the arms and then will flick the blood from the katana and re-sheave the katana.
Note: Can only be used by a samurai biography

Bushidō : Senka | Way of the Samurai : Flash Blossom
Rank: A
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 80
Description: This is an attack that uses the art of Iai (instant sword-draw-and-resheath) to decimate ones opponent. The user will unsheathe their blade and walk or run past their opponent and will slash his front and back at such a speed that an opponent may not be able to tell whether he was attacked from the front or the back and even an outside observer may find it impossible to tell what the movements are. This attack is mainly to end a match without lethal force.
-Once per Battle
-Can only be used by a Samurai
-Must be Aonisaibushi or higher to use.

Samurai Sword Arts: Swift Retribution (Samurai Kenjutsu: Hayaibachi)
Type: Attack/Defense
Rank: A
Range: Short
Chakra Cost: 30
Damage: 60
Description: The Samurai will hold the hilt of their sheathed sword in one hand and the opposite end of their sheath in the other. When an opponent moves to attack with kenjutsu or taijutsu the user will block the incoming attack by holding their sheathed sword perpendicular to the incoming attack. With the attack blocked they will unsheathe their sword while pushing the blocked item out of the way with the sheath, creating an opening. In the same motion they will slash the opponent with their sword.
~Can defend against A rank and below attacks physical attacks.
~Can only be used three time per battle and only by Samurai.

9. Sword Arts: Moon Slash | Kenjutsu: Getsuei Sai -
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: The user will channel chakra through his sword. The chakra itself will emanate from the sword in the characteristics of white glow. The user then, will release the crescent wave, and before releasing it in its totality, he will modify the shape of the wave itself, making it curved. The end result will be a white boomerang, though the wave will not return to the user. The chakra wave will not be released directly at the opponent, but it will be released in such way, that the wave will need to curve to hit the opponent. The user is able to modify how curved the wave should be in order to reach the opponent in different angles.
-Can only be used three times per battle
-The user is able to shoot up to two chakra waves, though the power of each wave will be cut in half (If fired one the damage will be 60; if fired two the damage of each one will be 30).
-Can only be taught by Gin-San
-Taught to
Taught to

10. Samurai Sabre Fragmentary Armament | Samurai Guntou Fuzen Busuou -
Rank: A
Type: Defensive
Range: Short
Chakra Cost: 30
Damage: N/A
Description: After several years of training, the samurai were able to unlock partially the secrets involving the Samurai Sabre Technique (SST), and were able to deduce a way to work on the technique on it's maximum. In order for this technique to work properly, the user must have his sword or any utensil with already channeled SST. The trick of the technique involves the chakra used on the SST. By using the constantly transmitted chakra, the user will transmit a certain amount of chakra through out his body in order to create a slightly-tick coat of samurai sabre armor in a specific area of the body, such as the hand, chest, etc, though the coat will not be able to cover the totality of the body. The maximum area that can be protected is approximately an open hand (a 7.5 centimeter radius of a circle, though the circle will take the shape of the body like a stamp for example). The technique is able to defend against kenjutsu, taijutsu and concentrated ninjutsu (elemental also applies) of the same rank and lower (Though it depends in the technique is being defended against, as this technique can only protect a small specific area).
-Can only be used three times per battle.
-The use of the technique will deactivate Samurai Sabre Technique.
-Can only be used by samurai.
-Can only be taught by Gin-San.

16. Samurai Sabre: Complete Armament | Samurai Guntou: Zen Busuou -
Rank: A
Type: Defensive
Range: Short
Chakra Cost: 30
Damage: N/A
Description: Samurai Sabre Full Armament is an advanced technique of Samurai Sabre Fragmentary Armament. After carefully developing the previous technique, samurai learned a way to expand their defensive capabilities even further. The technique follows the premises of the previous technique, the sword or utensil must have already been channeled with Samurai Sabre Technique for the technique to work. The samurai will use the channeled chakra in the sword to channel it all over his body, creating a tin layer of chakra over their bodies. Due the constant input of chakra and great amount of concentration, samurai are incapable of attacking or moving while the technique is active. At contrary with the lower technique, this technique cannot protect against highly concentrated attacks, but is able to protect from large non-concentrated (spread all over the body or most of it) blunt attacks, and non-concentrated elemental techniques of the same rank or lower.
-Can only be used three times per battle.
-The use of the technique will deactivate Samurai Sabre Technique.
-Can only be used by samurai.
-Can only be taught by Gin-San.

S-Rank

(Mugen-dai) - Infinate sword style, endless river of blood.
Rank: S
Type: Offensive
Range: Short
Chakra cost: 40
Damage points: 80
Description: The user will first channel a massive amount of chakra in their dominate arm, and hold their sword in the dominate hand, pointing the blade at the ground. Next he/she will point the sword's blade to face in the same direction as the user, and pull it back behind them. Then the user will rush toward the opponent and once the target is close enough the user will slash them upward diagonally. If the target is caught by the first slash, the user will begin to release their chakra from their dominate arm, and start slashing. The end result will be a total of 70 slashes, and depending on the target they will by this time be dead or in critical condition. If survived the target will bleed to death, hence the name river of blood.
*Can only be used once per battle.
*No chakra related techniques may be used in the next turn, including jutsu.

(Bushidō) Way of the Samurai
Rank: S
Type: Supplementary
Range: Self
Chakra Cost: N/A (See description)
Damage: +10 to Kenjutsu and Taijutsu
Description: Samurai quickly learned that Ninjutsu would be a very dangerous weapon, and an incredibly difficult one to combat. But, they soon developed a countermeasure that helped them combat the ever-growing amount of Ninjutsu users: infusing their armor with their own chakra. By releasing their spirit into their armor (400 chakra), Samurai infuse their armor with special properties, dropping all energy based damage by 25% and all physical damage by 50%. This works by creating an invisible overshield of chakra around the Samurai’s body - specifically fortifying their armor-to help protect them. Due to the spiritual nature of this technique, harmonizing the Samurai’s life energies with their armor, and bringing the user’s Bushidō to the forefront of their mind, it also boost the prowess of the Samurai in battle.
*This technique only last for so long, regarding this formula: [400 – x], where “x” is the chakra cost of the jutsu that hits the user. The resulting value will continue to have (x) subtracted from it every time the user is hit. When the value being deducted is greater than or equal to the amount of remaining chakra, the jutsu will end.
*Keotsu and those who know this technique whom he gives permission to are the only ones who can teach this.
*Only useable by Samurai.

(Mamori Gatana) - The Warriors Soul
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: N/A
Description: It is said that the katana is the samurai's soul and an extension of their body. Throughout their lifetime of its use and synchronization with the warrior they bless it with their chakra and it becomes spiritually stored within their sword. A samurai may call upon this power in desperate measures returning to the wielders body as an external energy. This power is capable of pushing out any intruding chakra into their body and render it useless. such as a genjutsu technique. Technique is capable of breaking S rank and below genjutsu(but not Tsukuyomi)
Note: Can only be used 1 time by a samurai biography.

Samurai Sword Arts: Magnum Step (Samurai Kenjutsu: Magunamu Sochi)
Type: Attack
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage: 80
Description: After activating the Harmony technique the samurai focuses lightning chakra into his sword and into his feet. He then uses the lightning chakra to burst himself forward at tremendous speeds while thrusting his sword forward. The movements of this attack are incredibly fast making them hard to track without the aid of doujutsu.
~Can only be used while using Harmony.
~Can only be used twice per battle.
~Reduces the duration of Harmony by one turn.

16. Taibu Samurai Guntou no Jutsu | Greater Samurai Sabre Technique -
Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: This technique is a greater version of the Samurai Sabre Technique. The basic principle behind the technique still remains intact, the samurai will channel their chakra through their swords his extends the reach and the cutting ability of the blade, and also allows the user to fire crescents of chakra whenever the blade is swung. The technique is also capable of shape transformation as before. The difference with the technique, is that the samurai will employ a much greater amount of chakra into the weapon, creating a super concentration of chakra.
-Due the super-concentration of chakra, the user is only capable of using it 3 times per battle.
-The technique will deactivate if user shots a crescent of chakra.
-Technique can only remain active for 3 turns.
-Can only be taught by Gin-San.

11. (Iaijutsu: Zen no Idō) - Art of Drawing The Sword: Moving Zen -
Rank: S
Type: Supplementary
Range: Self
Chakra cost: 40
Damage points: N/A
Description: This type of Iaijutsu has been passed down from generations of samurai and has become an advanced skill known to few samurai in the Land of Iron. After practicing Iaijutsu for extensively long periods of times and building muscle memory of the Iaido motions, the user calms their muscles down with chakra and releases the muscles in their body to a more natural state. The reason they do this is to add a more natural movement to their attacks due to being tensed in a battle. This allows for the forms of Iai they use to become quicker and stronger due to the tension being withdrawn. The ability to relax their muscles and speed up their movements was named after a state of enlightenment and was called the "Moving Zen" because it enlightened the body into a faster speed. While using this jutsu, the speed of the user is vastly increased but will only affect the samurai's Iai techniques. This is because of the muscles being relaxed from being tensed and allows them to perform trained Iaido motions faster.
Restrictions:
-This jutsu can only be used once in a battle.
-This jutsu is only usable by Samurai.
-This jutsu requires a quick moment to enter.
-This jutsu only lasts 3 turns, anymore and the Samurai's body will be damaged.

F-Rank:

Bushidō Hijutsu : Hāmonī | Way of the Samurai Secret Technique: Harmony
Rank: Forbidden
Type: Supplementary
Range: Short
Chakra cost: 50
Damage points: N/A
Description: On his travels the First Shogun of the Land of Iron Samurai's faced many shinobi in combat and accumulated a wealth of knowledge over his long life. He met the fire temple monks who he eventually became friends with, they taught him the basics of elemental chakra and through heavy meditation and reaching a state of spiritual zen he learnt to unlock his elemental chakra for a moment which he eventually came to master. Not knowing handseals he still could not use ninjutsu but he could channel the elemental chakra like he normally would with normal chakra [Samurai Sabre Skill]. This allowed him to use elemental taijutsu/kenjutsu (e.g. NB taijutsu).
-Once per battle
-Once finished the user can only use techniques A rank and under.
-Can only be taught by the Current Shogun and Second in Command (as long as they have the Shogun's permission) to people he deems worthy.
-Can only be used by a Samurai
-The amount of turns the user can unblock their chakra and reach a state of spiritual zen depends on their rank:
Chukanbushi - 3 turns
Seieibushi - 4 turns
Kodenbushi - 5 turns
Current Shogun and Second in Command - Activated for the rest of the match
 
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Gin-San

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±± Summoning ±±


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Summoning Animal:Columbidae
Scroll Owner: KeotsuEclipse
Other Users who have signed the contract: Demosthenes, Mockingbird, Gin-San, Reborn, Aoi.
Summoning Boss if existing:Aero and Kurahato
Other Summoning Animals tied to contract:Waka.
Morpheus and Selene.​

(Hato-ka Kuchiyose: Aero) Columbidae Summon: Aero"]
Rank: S
Range: N/A
Type: Summon
Chakra Cost: 40
Damage: N/A
Description: Aero is one of the two “boss summons” for the Columbidae contract. She has brilliant silver plumage, with blue accents around her eyes. Her tail feathers have three golden bands, and her chest is adorned with a navy “U” that ends on either side of her wings – a single navy stripe goes down her back as well. She is just less than 20 feet from head to tail, making her very small, as far as boss summons are concerned – however, this reduction in size seems to benefit her, as it concentrates her power and makes her much faster than most bosses. Aero has a dual Fuuton/Suiton element, able to fire an A-rank beam from her mouth that is treated as an elemental combination of the two. She also has the ability to create a large dual element vortex as well, equivalent to S-rank, though only one time per time she is summoned. In Human form, she appears a beautiful woman who has long silver hair and wears a royal blue ball gown. She can use Fuuton and Suiton jutsu up to A-rank, and they too acquire a dual-element. Unlike her brother who specializes in sheer strength, Aero takes half damage from all attacks.
*Aero has 120 Health.
*When summoned, she stays on the field for 5 turns.
*Can be summoned twice in one battle, but not within three turns of her dismissal.
*Using the Vortex (Avian form) or jutsu (Human form) counts against the 3 jutsu per turn limit.
*Transforming to/from Human/Avian form requires 10 chakra and counts against one of that turns moves.


(Hato-ka Kuchiyose: Kurahato) Columbidae Summon: Kurahato"]
Rank: S
Range: N/A
Type: Summon
Chakra Cost: 40
Damage: N/A
Description: Kurahato is one of the two “boss summons” for the Columbidae contract. He has stark black plumage, crimson breast feathers and a red flare around his eyes. His tail has two vertical silver bands, and he has crimson feathers on his back as well. He is just over 20 feet from head to tail, making him larger than his sister, but still small as far as boss summons are concerned. This reduction in size seems to benefit Kurahato, though, as it effectively concentrates his power. Kurahato has a dual Katon/Raiton element, able to fire a flamethrower-like blast from his mouth, equivalent to A-rank. He also has the ability to summon a dual element cyclone as well – a tornado of fire that is struck multiple times by lightning bolts. The vortex is equivalent to S-rank, but can only be used once, per time he is summoned. In his human form, he appears as an attractive young adult male, with jet black hair and blazing crimson eyes – dressed in a black single-breasted suit. He can use Katon and Raiton jutsu up to A-rank, and they too acquire a dual-element. Unlike his sister, who specializes in durability, Kurahato deals double damage with all attacks.
*Kurahato has 60 health.
*Blast and Cyclone do double damage for their corresponding rank. Jutsu also do double damage, but require 1.5x chakra to perform.
*When summoned, he stays on the fields for 5 turns.
*Can be summoned twice per battle, but not within three turns of his previous dismissal.
*Using the Vortex (Avian form) or jutsu (Human form) counts against the 3 jutsu per turn limit.
*Transforming to/from Human/Avian form requires 10 chakra and counts against one of that turns moves.

(Hato-ka Kuchiyose: Ushiwaka) Columbidae Summon: Ushiwaka"]
Rank: S
Range: N/A
Type: Summon
Chakra Cost: 40
Damage: 0
Description: Ushiwaka, or Waka for short, is Keotu’s personal summon. An average sized Dove with golden plumage, Waka is a Columbidae that is more oriented towards Kenjutsu, and has a minor wind element, capable of creating wind gusts equal in strength to Fuuton: Reppoushou. Waka is summoned with a flute in his talons, which is actually the mystical sword Pillowtalk. Pillowtalk sprouts a green blade of chakra from one end of the flute once chakra is directed through it. Pillowtalk has the standard slicing capability of a regular Katana, but when someone is hit by the blade of Pillowtalk, in addition to causing a wound, it also makes the opponent sleepy, an effect that worsens with each consecutive hit – no person has every stayed awake through more than five hits by Pillowtalk, regardless of what they’re doing. When Waka transforms into a human, he is shown with long golden hair, and in a pink kimono along with a purple Sashinuki-hakama, along with a hat that has the motif of a hawk with a long cloak that hides his hair, and tends to pepper his speech with French phrases. He is extremely talented in Kenjutsu, able to use any of the summoner’s “non-elemental” or wind element Kenjutsu moves at an equal cost, and has the ability to use his wind powers to allow himself to stay in the air, giving him the ability to “fly” (in actuality, he creates an updraft that allows him to hover, and can change the able to glide around). While in his dove form, he is extremely quick and agile, making him a difficult target.
*Waka has a strong bond with Keotsu, and thus he stays on the field indefinitely when he summon him. When anyone else summons him, he remains on the field for 4 turns, though he can leave Pillowtalk behind for the user to use, until they dismiss the blade.
*Waka’s Wind Gust in Dove form is equivalent to C-Rank, but only require 10 Chakra, due to its not damaging nature.
*Pillowtalk can only be wielded by Columbidae contract signers.
*Transforming to/from Dove/Human form takes 10 chakra and counts against one of that turns moves.

(Hato-ka Kuchiyose: Morpheus to Selene) Columbidae Summon: Morpheus and Selene]
Rank: S
Range: N/A
Type: Summon
Chakra Cost: 80
Damage: N/A
Description: Morpheus and Selene are both Bleeding-Heart pigeons of average size, with Selene having a primarily light pink plumage, with blue accent around her head, giving her the appearance of wearing a masquerade mask, and on the tips of her wings as accents – the “wound” on her chest is golden, as is a large arc that extends from the tip of one wing, across her back, and to the edge of the other; Morpheus is covered in stark black feathers that have a very sleek, shiny finish, despite his rather ruffled appearance – his “wound” is snow white, as is the crown on his head. Among the signers of the Columbidae contract, it is widely believed that these two are the next in line for leadership over the contract. These two both specialize in Genjutsu, giving them rather interesting powers. While in Avian form, it’s obvious that Selene is the powerhouse. While she flies around, she rapidly molts, scattering her feathers – which give off a soft glow – all over the battlefield; this causes the opponent(s) to become very relaxed, as they start to fall into a deep, soothing sleep – this is effectively Selene’s own version of the Temple of Nirvana Genjutsu. Due to the constant and continuous nature of the Genjutsu, it makes it not only difficult to avoid, but difficult to resist. Morpheus mainly runs support in this form – he uses a form of the False Surroundings Genjutsu to make it so that neither Selene nor himself can be easily pinpointed, but constantly randomizing their location, or so it appears to the opponent. Once Selene’s Genjutsu takes effect, though, both automatically assume their human forms – and in this form, Morpheus is the one to be reckoned with. Selene starts to sing, ensuring that the opponent stays in a deep, peaceful sleep, which only helps to augment Morpheus’s powers as this allows him to ensnare anyone who hears Selene’s singing in their sleep into his own Genjutsu. He taps into the opponent’s subconscious, and draws forth their deepest fears, allowing their mind to create their own nightmares. He then amplifies them and gives them form while adding a few of his own touches, making them very real to the enemy, as if they are experiencing the most horrific of nightmares – due to the peaceful sleep they came from, the nightmares are more exhausting on the enemy’s mind than they would be normally. After a short while, with the opponent mentally exhausted from the barrage of nightmares, he makes it appear as if a large black portal opens beneath the opponent’s feet, sucking them into a large, bleak nothingness. Nothing is present there, and the opponent’s psyche welcomes this, falling into an extremely deep, comatose like trance. After this, Morpheus and Selene take their leave, and are dismissed.
*Can only be summoned once.
*Counts as two moves in the turn that they are summoned.
*They can remain on the field for up to five turns.
*When the opponent falls under the effect of Selene’s ToN, they automatically transform into their human forms – this takes 20 chakra each, instead of the usual 10, totaling 40.
*The user cannot use any Genjutsu while these two are on the field, as it would effectively negate their effects.
*The user cannot perform another Summoning until five turns after these two have been dismissed.
*No physical damage is done to the opponent, but the psychological damage is severe.
*Neither Morpheus nor Selene can move in Human form, due to having to concentrate to activate their Genjutsu, meaning they are unable to defend themselves.
*Both Morpheus and Selene have 50 Health.

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Custom Summoning learned from The Pervy Sage

(Kuchiyose: Hogama) - Summoning: Great Fire Toad
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/a
Description: After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Fire Toad. This toad was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest fire user of all the toads at Myobokuzan and can use all fire techniques up to A rank. Being the greatest fire user means that Kogamahi has great knowledge of fire jutsu and is unafected by B ranks and below.

Note: Can only be summoned once
Note: Must hold toad contract
Note: Only one Great toad can be summoned at a time
Note: Stays on the feild for 4 turns
Note: No other summonings for 2 turns

(Kuchiyose: Mizugama) - Summoning: Great Water Toad
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/a
Description:After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Water Toad. This toad is the brother of the Great Fire toad that was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest water user of all the toads at Myobokuzan and can use all water techniques up to A rank. Being the greatest water user means that Kogamahi has great knowledge of water jutsu and is unafected by B ranks and below.

Note: Can only be summoned once
Note: Must hold toad contract
Note: Only one Great toad can be summoned at a time
Note: Stays on the feild for 4 turns
Note: No other summonings for 2 turns

(Kuchiyose: kazegama) - Summoning: Great Wind Toad
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/a
Description: After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Wind Toad. This toad is the brother of the Great Fire toad that was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest wind user of all the toads at Myobokuzan and can use all wind techniques up to A rank. Being the greatest wind user means that Kogamahi has great knowledge of wind jutsu and is unafected by B ranks and below.

Note: Can only be summoned once
Note: Must hold toad contract
Note: Only one Great toad can be summoned at a time
Note: Stays on the feild for 4 turns
Note: No other summonings for 2 turns

(Kuchiyose: Tsuchigama) - Summoning: Great Earth Toad
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/a
Description: After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Earth Toad. This toad is the brother of the Great Fire toad that was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest Earth user of all the toads at Myobokuzan and can use all Earth techniques up to A rank. Being the greatest Earth user means that Kogamahi has great knowledge of Earth jutsu and is unafected by B ranks and below.

Note: Can only be summoned once
Note: Must hold toad contract
Note: Only one Great toad can be summoned at a time
Note: Stays on the feild for 4 turns
Note: No other summonings for 2 turns

(Kuchiyose: Raigama) - Summoning: Great lightning Toad
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/a
Description: After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Lightning Toad. This toad is the brother of the Great Fire toad that was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest Lightning user of all the toads at Myobokuzan and can use all lightning techniques up to A rank. Being the greatest Lightning user means that Kogamahi has great knowledge of Lightning jutsu and is unafected by B ranks and below.

Note: Can only be summoned once
Note: Must hold toad contract
Note: Only one Great toad can be summoned at a time
Note: Stays on the feild for 4 turns
Note: No other summonings for 2 turns


(GamaKamikaze) - Kamikaze Toad
Type: Summoning
Rank: A
Range: Short
Chakra cost: 50
Damage points: 60
Description: The user summons a medium sized toad in front of him that looks like gamakichi but purple. This toad has a special ability of chakra control, and once per battle, he can release the majority of his chakra in one burst creating a medium sized explosion around him leaving him unconcious and unable to battle but doing great damage to anyone around him.

Note: Usable once per battle.
Note: Must know toad contract.
Note: After using his kamikaze jutsu, this toad disperses.
Note: Lasts 3 turns on the feild

(Mugigama) - Straw hat toad
Type: Summoning
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user performs the 3 necessary hand seals that take a second them slams there hand to the ground summoning a toad as big as Jiraiya. This is a special toad from the toad village that has a unique ability to stretch any part of his body to 10 times the size of its original self almost instantly. For instance Mugigama can increase his whole body to the size of gamabunta or just stretch his arm to punch an enermy he cant reach. This ability drains mugigamas chakra so after 6 uses he disperses.

Note: Can only be summoned once
Note: Must know toad contract
Note: By stretching... its like luffy's gum gum ability in One piece
Note: Can stretch to the size of gamabunta
Note: If he stretches to the size of gamabunta for 3 turns or 3 diffrent times, afterwards he despeses.

(Gamamusha) – Warrior Toad
Rank: S
Type: Offensive, Supplementary
Range: N/A
Chakra cost: 40
Damage points: N/A (+ 20 if attack with weapons)
Description: Gamamusha is a rather unique species of toad that though doesn’t possess any elemental affinity what so ever but he makes it up in his exceptional use of taijutsu and weapon skills. He is revered to be a legendary toad of close combat and capable of great speed and manoeuvrability. He stands at 7ft making him not a reasonably big toad but it gives aid to his speed and agility. He wears red samurai armour that is light and agile giving maximum defence and freedom in movement. He is a strong willed toad who mostly listens to only two masters Zenryoku and The Dark King. Gamamusha is capable of utilizing The NB taijutsu due to training with Zenryoku and can use it very efficiently. He bears two large army arrangement fans that are linked by a chain and are carried on his back. Another weapon he bares is a special ceremonial samurai sword that is passed down through each warrior toad and us used as a primary weapon.
Note: Can only be summoned twice and lasts 4 turns when summoned.
Note: Can only use taijutsu/Nb taijutsu up to the users rank.
Note: Can only be taught by Zenryoku or The Dark King but requires a training lesson to gain Gamamusha trust.
Note: No other toads can be summoned whilst he remains on the field.
Note: Submitted by Zen
 
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±± Sealing Techniques ±±

B-Rank:

(Fuuinjutsu: Chuubuu Gekitai) - Sealing Technique: Paralysis Repulse -
Rank: B
Type: Supplementary
Range: Self
Chakra cost: 25
Damage Points: N/A
Description: Chuubuu Gekitai is a special seal located in the users back. The seal automatically activates when the user has been shocked or paralyzed by an electrical current. Upon activation, the seal will start pouring out wind chakra, manifesting wind throughout the users body. Wind having an incredible resistance to electrical currents, will cause the prevention of further spreading. The after effect of this process will be numbness throughout the body for one turn, due to the electrical current straining the body.

Note: Must know Fuuinjutsu.
Note: Must be placed in the users biography.
Note: Each biography can have up to two seals. Meaning this technique can be used twice per battle. One Seal will be located in the upper back and the other will be on the lower back.
Note: The user cannot perform any genjutsu in the same round.
The user cannot perform any summonings for the same and the following 2 turns.
Note: If the electrical current has enough volts to kill, the seal is void.
Note: Can only be used by Mathias.
 

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±± Command Arts ±±

B-Rank:

(Kamei Gigei: Fukutsu no Inori: Gokumonken) Command Art: Prayer of Fortitude: Prison Gate Sword
Rank:B
Type: Supplementary/Defense
Range: Self
Chakra: 20
Damage: N/A
Description: A refinement of the First Prayer: Hikaru Aki Hasira, this technique expands the ability of the First Prayer. Where as Shinning Autumn Pillar is locked only to the user’s weapon, and forces them to stand in a specific stance, this technique turns it into a full on “Mode”, covering the entirety of the user’s body and thoroughly saturating it with the same effect; This allows the user to fight unhindered by having to remain in one stance, while also allowing the effects of the First Prayer to extend to their entire body. Besides this saturation, Gokumonken provides one extra effect: techniques that would be destroyed by the First Prayer’s effect can instead be reflected back at the opponent, taking the place of the First Prayer’s defensive ability, but still counting as an additional move per turn.

*Cannot be used unless the First Prayer is active.
*Remains active until the First Prayer wears off.
*Can only be used twice in a battle.
*Reflecting attacks back counts as a move per turn, and is bound by the limitations of the First Prayer's abilities of defense.

(Kamei Gigei: Dai san no Inori: Sōgenmu) Command Art: Third Prayer: Twin Phantasms
Rank: B
Type: Supplementary
Range: Short-Long
Chakra Cost: 20
Damage: N/A
Description: The Third in the “Prayer” series of Command Arts, Sōgenmu is a type of Psuedo-bunshin developed specifically for Kenjutsu. The user will coat their body in a layer of chakra, creating a rainbow colored doppelganger. This doppelganger mimics every attack the user makes, down to even the launching of shockwaves and the amount of force behind an attack. At first, the doppelganger fluctuates only slightly around the user, making it appear as if the user is surrounded by some sort of haze. As time progresses, and the phantasm becomes more unstable, the user can “slide” and “rotate” the doppelganger away from them; though it will still mimic the user’s moves exactly, it will remain a set distance from the user. This changing in orientation allows the user to use the doppelganger to maximum effect.
*Cannot be used unless the first “Prayer” has been activated.
*The doppelganger remains for five turns.
*Can only be used once per turn.
*Can only be used three times.
*Every jutsu that the clone uses counts as an additional move per-turn with the exception of the Command Art Mirage Blade (Kamei Gigei: Kougenjin).
*The distance the clone can move is as follows: T1: Short; T2: Between Mid-Short; T3: Mid; T4: Between Mid-Long; T5: Long.

A-Rank:

(Kamei Gigei: Raijinshō) Command Art: Raijin Rising
Rank: A
Type: Supplementary
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The Kenjutsu technique allows Swordsmen to more easily fight against Shinboi attacks of all sorts; the user will activate this technique by quickly focusing chakra into their weapon and spinning it in a complete circle in front of them. After this simple ritual is completed, a “magnetic” burst of chakra is released all around the user that causes all foreign chakra to be condensed as it approaches the user. Ultimately, the “magnetized” chakra will be drawn into the user’s weapon, effectively concentrating even large scale jutsu into simple, yet still equally powerful, streams or orbs, depending on the incoming techniques composition. This technique can easily be described as turning the user's weapon into a "Chakra Lightning-rod", thus the name.

*The strength of drawn in techniques does not diminish at all, and if the user doesn’t counter the techniques, the chakra will flow into the user’s body via the weapon and do full damage or preform its intended purpose
*Once activated, this remains active for four turns, but it’s effect is only valid while the user is holding a weapon.
*Only useable 4 times per battle.
*This jutsu only effects "non-solid" techniques like Wind, Fire, Lightning, Water, or objects like mud. Techniques with a sturdy molecular composition won't be affected by this technique, such as Earth or Ice, but does nothing to change their effects if they are not dealt with.

(Kamei Gigei: Kougenjin) Command Art: Mirage Blade
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage: 20 each
Description: Unlike other Kenjutsu shockwaves which are generally large, Kougenjin is a relatively small shockwave that’s size is the same as the blade length of the sword used to launch it. Sacrificing power for speed and quantity, Mirage Blade travels at an incredible pace, relative to the user’s rank; Mirage Blade, when used by a Sannin, would be about twice as fast as a shockwave fired from the Samurai Sabre Technique, though its destructive force is obviously much less. A large amount of chakra is focused inside the user’s blade in the form of a constant flow – though normally the chakra could envelope the sword, here the chakra creates a shell on the inside of the blade, allowing the chakra to rebound infinitely and resonate with itself. When the user slashes their sword, it releases a portion of this chakra in the form of a white, rippling shockwave; thus the name Mirage Blade. Mirage Blade also carries the properties of the blade used to fire it, as well as its size; this means that if the blade used to fire Mirage Blade is sharp enough, Mirage Blade will pass through solid objects by slicing them in half and continuing on, much like a Wind element jutsu would.
*Mirage Blade is not Fuuton element, the comparison to a Fuuton jutsu takes into account an extremely sharp blade.
*Three shockwaves can be fired per use.
*This jutsu may be only be used 3 times per match.
*Useable and taught by Keotsu only.

(Kamei Gigei: Ensuizan)Command Art: Circling Water Slash
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (-5 per turn)
Damage: N/A
Description: A refinement on the Kenjtusu technique (Kamei Gigei: Raijinshō) Command Art: Raijin Rising, which turned the user's blade into a virtual lightning rod for chakra, which allowed them to more easily handle techniques that the swordsman would come against. This technique is activated by focusing more chakra into the user's blade, and then spinning it in a figure eight while the parent technique is active. This technique empowers the abilities of Raijinshō, now allowing it to affect any technique with chakra in it, regardless of its composition (with the exceptions of things like modes, which is obviously illogical), by augmenting the "magnetized" chakra released by said technique. This means Ensuizan allows Raijinsho to affect solid techniques where it didn't before, such as Doton and Ice, as well as having enough force in the "magnetic pull" that it can pull foreign chakra within the user's bodies into the sword itself (such as Genjutsu), though Ensuizan does nothing to negate the abilities of such techniques. A by-product of this technique is that if Raijinshō turns the user's blade into a lightning rod, this turns the user's blade into a divining rod; the sword will gently sway, if allowed, towards the largest source of foreign chakra present on the field; akin to a compass with magnetic north, or a divining rod with water.
Note: This technique makes (Kamei Gigei: Raijinshō) Command Art: Raijin Rising last indefinitely, so long as a -5 chakra cost is payed every turn for technique upkeep.
Note: This technique allows for (Kamei Gigei: Raijinshō) Command Art: Raijin Rising to affect any technique that heads towards the user, and will change the trajectory to the user's blade; however, like the original technique, this does nothing to stop the effects of the techniques that are drawn towards the blade, unless they are dealt with.
Note: User must retain a sword in hand for the technique to remain in effect.
Note: Useable twice per battle.

(Kamei Gigei: Saisho no Inori: Hikaru Aki Hasira) Command Art: First Prayer: Shining Autumn Pillar
Rank: A
Type: Offense/Supplementary/Defense
Range: Self
Chakra: 30
Damage: N/A
Description: The first of the “Prayer” series of the Command Arts, Hikaru Aki Hashira, often called “Aki-gamae (autumn stance)” by its users, is a Kenjutsu stance instead of an actual attack. It is a variation of the Waki-gamae in that the user holds their blade at waist level, parallel to the ground, whether in its scabbard or not, a position best suited for quick-draw strikes. The user focuses their chakra throughout their entire body in a steady stream while in this stance, increasing their speed and strength by 25%. This increase in ability comes about from the chakra augmenting the muscles naturally, instead of forcefully, essentially putting the body in a natural “peak” condition. This chakra also coats the user’s blade and allows the counter-offensive nature of Aki come through. Whether sheathed or not, the user can swing their blade and dispel an incoming attack by disrupting it, allowing the user to protect themselves and then counter-attack. The method of blocking attacks is based upon the concept of an immovable pillar.
*The First Prayer can only shield the user from attacks of an equal or lower rank.
*Blocking an attack counts against one of the three allotted moves in a turn.

S-Rank:

(Kamei Gigei: Dai ni no Inori: Zekkyōdan) Command Art: Second Prayer: Broken Mirror Severing
Rank: S
Type: Offensive/Defensive
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The second in the “Prayer” series of Command Arts, Zekkyōdan differs in its working depending on if the user’s blade is being resheathed or drawn, though in both cases the move is a strange type of Battōjutsu, meaning that it involves multiple cuts. In the event that the sword is being sheathed, there is a quick flash as the blade’s guard meets the top of the scabbard, during which a chakra burst creates a countless number of cuts in a 360 degree short-range dome around the user, shredding any incoming attack to dust; this being the defensive variant of the move. When unsheathing the blade, however, the affect is “launched”; that is, when the blade is unsheathed, a cyclone of chakra is shot forward, with the chakra inside the cone-like structure acting as tiny knives, shredding that which they come into contact with; this is the offensive variant of the move.
*Cannot be used unless the first “Prayer” has been activated.
*Can only be used once per turn.
*Due to needing to reset their stance, this move cannot be used back-to-back, even between turns, meaning another technique must be used in between uses.
*The same version of this move cannot be used consecutively – meaning, if the defensive variant is used first, the offensive variant must be used the next time the technique is used.

(Kamei Gigei: Raikōsen) Command Art: Lightning Ray Flash
Rank: S
Type: Offensive/Supplementary
Range: Short – Mid
Chakra Cost: 40
Damage: 80
Description: The user will run Raiton chakra through their blade while holding it skyward, to activate this technique. This technique fills the air with energy – so much so, that Doton jutsu fall one rank (due to the charges in the air disrupting the formation as the energy disperses into the earth), and that a lightning bolt continuously streaks from the user’s sword, enveloping it in electricity, to the sky. Though meant as a Support technique, using the lightning to augment physical and water element attacks or by creative means, this technique is not without its own offensive measure. Once per turn, the user can swing their blade, and send a bolt of lightning flying in the direction of their swing – the energy is discharged from the constantly streaking bolt that originates from the blade, though this can only be done twice, and not on consecutive turns, due for the need for the electricity to replenish.
*The lightning can only be fired once per turn, every other turn.
*This jutsu last for four turns before the electricity dissipates, and all modifiers are returned to normal.
*Only once per battle.
*Raiton cannot be used for two turns after this jutsu ends, due to the air being unable to hold a charge after being supersaturated with energy.

(Kamei Gigei: Suiretsusen) Command Art: Water Fury Flash
Rank: S
Type: Supplementary/Attack
Range: Long(for rain) - Short- Medium (for attack)
Chakra Cost: 40
Damage Cost: 80
Description: Holding their blade sideways, the user will run Suiton chakra through their blade, activating the technique. A great downpour will come over the terrain, providing water for this technique, as well as dropping all Fire Justu down one rank, and reducing their damage by 10. A ring of water will form around the user with a radius equal to that of the complete wingspan of the user (meaning it would be roughly 10-11 feet [roughly 3.2 meters] in diameter). This ring has a single tentacle for each of the eight points of the Compass Rose: North, South, West, East, Northeast, Northwest, Southeast, and Southwest. The tentacles will strike at anything within range as the user commands them, but they do not attack on their own; they are approximately 5 feet [1.5 meters] long, and the user must know the general vicinity of the opponent(s) to strike them if they are behind him/her.

*As long as the rain continues to fall, or if there is an ample water source nearby, this technique remains in effect. The maximum, however, is four turns.
*Only once per battle.

F-Rank:

(Kamei Gigei: Saigo no Inori: Tenshōha) Command Art: Final Prayer: Heaven’s Illumination Conquest
Rank: Forbidden
Type: Offensive
Range: Short-Long
Chakra: 50
Damage: 150 (-50 to user)
Description: The final “Prayer” of the Command Arts, Tenshōha is also the only offensive Prayer to not directly attack with the user’s sword, though it still falls into the Kenjutsu category due to needing the user’s sword to activate. Breaking the semi-crouching stance attained by the first Prayer, the user will stand and focus their chakra into their blade. By sheathing their blade, the user activates the technique. Their chakra will be unleashed in a powerful burst, calling forth a massive pillar of energy from the Heavens that descends upon the battlefield. Falling with incredible strength, the pillar has enough force to level the terrain completely and leave nothing but dust in its wake, though the after-effects of the jutsu seem to encourage the growth of life in the area. The user, at the epicenter of the blast, takes 50 damage; the only reason they do not pass out is because the chakra coursing through their body from the first Prayer forms a protective dome around them, lessening the blow of the blast.
*Can only be used if the first “Prayer” was used sometime earlier in the battle.
*When used, the effects of the first “Prayer” end.
*Can only be used once.
*The user can only use two techniques in the turn this is used, this jutsu included in that tally.
*No other Prayer can be used in the same turn.
*No Prayers can be used in the next turn.
*This is a Non-elemental blast
 
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±± Ogame School Techniques ±±


B-Rank:

Form of the Void | Shadow Stitch
(Oboro Kata: Kagenui)

Type: Defense/Supplementary
Rank: B
Range: Short
Chakra Cost: N/A
Damage: N/A
Description: The form of the void is a style of the Ogame school in which the swordsman makes quick movements to simultaneously dodge an attack and close the distance on their target. With this technique the swordsman rotates their body to narrowly avoid an incoming attack while simultaneously stepping forward to close the distance to their opponent. By doing this they move into extremely close range while the opponent over extends themselves, creating an opening for attack while the opponent is incapable of defending themselves. This can only be used to avoid certain techniques such as other kenjutsu or taijutsu, or even narrow elemental techniques. Larger techniques such as large fireballs would be too large to avoid.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used twice per battle.
~Can be seen here if the description isn't clear enough:

Form of the Water Dragon | Imperial Wrath
(Mizuchi Kata: Gekirin)

Type: Attack
Rank: B
Range: Short
Chakra Cost: N/A
Damage: 40
Description: The form of the water dragon is a style of the Ogame school which focuses on bypassing an enemy's guard with a quick alteration of the attack. In this technique the swordsman stands with their left foot forward and knees slightly bent. They hold their sword over their right shoulder with their left forearm horizontal across their chest and their right forearm vertical at their side and their hands gripped on the sword just at their shoulder. The swordsman then steps forward and begins to swing the sword in a straight vertical motion. The obvious defense to this is to meet the sword high as it comes down. But as the swordsman swings down they quickly switch their hand position so the blade deviates to the left before continuing downward, creating an S-shaped attack. The quick movement allows the swordsman to move their blade around the target's defense and hit them.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used four times per battle.
~Can be seen here if the description isn't clear enough:

Form of the Fire God | Pillar of Fire
(Kagatsuchi Kata: Hibashira)

Type: Attack
Rank: B/A
Range: Short
Chakra Cost: 20/30
Damage: 40/60
Description: The form of the fire god is a stance of the Ogame school in which the swordsman focuses on raw power for their attacks. In this technique the swordsman holds the sword over their head in their right hand with the tip pointed down so the blade is vertical and splitting their face. Their left hand is held horizonatally over their head with the fist bisecting the right elbow. They then flick the sword up while at the same time flicking their left hand up so both the sword and their left hand are now pointing up, and then they will bring the sword down in a whipping motion putting the full force of the attack in the tip of the blade. They use their entire body by dropping to the ground and bringing the left arm down as well to create as much power as possible. This makes their attacks capable of breaking through standard weapons such as kunai, shuriken, and even other standard swords. This technique can be upgraded through the addition of fire chakra causing the blade to glow red and sear through its target.
-Can only be used by a person trained in the Ogame school of kenjutsu.
-Can only be used twice per battle.
-Can be seen here if the description isn't clear enough:

Form of the Fire God | Spinning Crimson Lotus
(Kagatsuchi Kata: Gurensen)

Type: Attack
Rank: B/A
Range: Short-Mid
Chakra Cost: 20/30
Damage: 40/60
Description: The form of the fire god is a style of the Ogame school in which the swordsman focuses on raw power for their attacks. In this technique the user stands with their right arm across their body bent at the elbow so their form is vertical and the wrist is in front of the left eye. The left arm is held perpendicular to the base of the right forearm across the chest and sword in the left hand with the blade extending back behind the swordsman. They will then drive their right elbow back and up while swiping the sword in the left hand horizontally across their body. This creates a circular attack that can strike multiple enemies with tremendous power capable of slicing through standard weapons within short range. This can be upgraded by adding fire chakra causing the blade to release a wave of fire to mid-range when swung.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used twice per battle.
~Can be seen here if the description isn't clear enough:

A-Rank:

Form of Thunder and Lightning God | Purple Lightning Flash
(Ikazuchi Kata: Shidensen)

Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: The form of thunder and lightning God is a style of the Ogame school which focuses on raw speed to attack the target. In this technique the swordsman will stand sideways and crouch down with their right shoulder tilted down. They will hold their sword with both hands vertically in front of the back shoulder and behind the head. They will then release their strength and throw their body towards the ground, appearing to fall. The hard fall will create speed which is then shot forward by using all of their strength to push off their back foot to create acceleration. This sudden burst of speed catches the opponent off guard as they're not expecting a lazy fall to turn into an extremely fast movement. The swordsman then finishes with and upward slash across the target's torso.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used thrice per battle.
~Can only be tracked by two tomoe sharingan and above.
~Can be seen here if the description isn't clear enough:

Form of the Water Dragon | Rushing Rapids, Cascading Waterfall
(Mizuchi Kata: Tanryuu Hibaku)

Type: Attack
Rank: A
Range: Short
Chakra Cost: N/A
Damage: 60
Description: The form of the water dragon is a style of the Ogame school which focuses on bypassing an enemy's guard with a quick alteration of the attack. In this technique the swordsman holds the sword with both hands, one hand holding just under the hand guard and the other one gripping the bottom of the hilt. They then preform a vertical downward slash. As they swing down they release the sword with their forward hand and push forward with their hand holding the bottom of the hilt. This turns the downward slash into a forward thrust that extends the range of the attack. They then twist their arm holding the sword and continue the slash downward.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used three times per battle.
~Can be seen here if the description isn't clear enough:

S-Rank:

Form of Thunder and Lightning God | Rumbling God
(Ikazuchi Kata: Narukami)

Type: Attack
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage: 80
Description: The form of thunder and lightning God is a style of the Ogame school which focuses on raw speed to attack the target. In this technique the swordsman will stand sideways and crouch down with their right shoulder tilted down. They will hold their sword with both hands vertically in front of the back shoulder and behind the head. They will then release their strength and throw their body to the down, appearing to fall. The hard fall will create speed which is then shot forward by using all of their strength to push off their back foot to create acceleration that sends them diagonally towards the opponent. As they approach the enemy they cross their legs creating an unbalance stance causing them to fall sideways. As they fall sideways they then push off their outside foot creating an instantaneous movement across the front of the target which is almost impossible to follow. Once across the front of the target the swordsman finishes with a diagonal slash across their torso.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used twice per battle.
~Can only be tracked by three tomoe sharingan and above.
~Can be seen here if the description isn't clear enough:

(Mizuchi Kata: Renkaiten) - Form of the Water Dragon | Ripples that Change the World
Type: Attack
Rank: S
Range: Short
Chakra Cost: N/A
Damage: 80
Description: The form of the water dragon is a style of the Ogame school which focuses on bypassing an enemy's guard with a quick alteration of the attack. With this technique the swordsman begins by holding the sword straight outward towards the target. They will then circle the sword around to their right and back above and behind their head ending with the sword being held horizontally back over the left shoulder so that the blade is completely hidden to the opponent. Then in a quick acceleration they swing the sword vertically downward with only the left hand on the grip. As the sword is moving down they then grab the hand guard with their right hand and push across turning the vertical strike into a horizontal strike while accelerating it even further. The combination of changing the direction of the slash while accelerating it at the same time makes it almost impossible to defend against.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used twice times per battle.
~Can only be reacted to by someone with enhanced reflexes (through doujutsu or a technique like the sixth sense).
~Can be seen here if the description isn't clear enough:

(Kosen) - Iori's Teachings | Tiger Drill
Type: Attack
Rank: S
Range: Short
Chakra Cost: N/A
Damage: 80
Description: The tiger drill is an Ogame school technique in which the swordsman amplifies the piercing power of their thrust through body movement. They will hold the sword at the very end of the hilt in one hand and step forward while thrusting the tip of the blade forward. As they do this they twist the arm holding the sword while simultaneously twisting their body and back leg in unison, creating incredible piercing power similar to a drill. The strength generated from this is capable of piercing through armor such as chain mail or even another sword. This can also be preformed using the the hand in a claw position creating a rasengan-like blow that sends the opponent rotating through the air backwards.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used twice times per battle.
~Can be seen here if the description isn't clear enough:
 
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±± Infinite One Sword Style ±±

A-Rank:

(Mugen Ittōryū: Bekutā) Infinite One-Sword Style: Vector
Rank: A
Type: Attack/Supplementary
Range: Short-Long
Chakra: 30
Damage: 60
Description: One of the largest dangers of using the Infinite One-Sword style is the opening created when the user scatter’s their katana. To keep the enemy from using the katana, there is a special needle mechanism built inside the hilt. Using this knowledge, this logic was applied to the very case that the katana rested in, and a powerful mechanism was installed. By focusing their chakra into the case, the user triggers a powerful compressed air mechanism that launches the katana out the case at extremely high speeds, allowing the user to use the scattering of the katana itself as an attack. However, it is different from the actual IO set-up in that where as the initial set up scatters katana everywhere, allowing the user a blade no matter where they go, this variant only launches the katana in front of them. This move is possible, due to the fact that while focusing chakra into the casing, a small amount of chakra is focused onto the tip of each blade, so that when they are fired from the casing the chakra forces the blade to flip around, and fire tip first. Using this move exhausts an entire case of IO katana.
*Useable no more than twice a battle, and it can only be used twice if the user is carrying two cases of IO katana.
*Only teachable by Musashibou, Akiza, and KeotsuEclipse.

S-Rank:

(Mugen Ittōryū) Infinite One-Sword Style
Rank: S
Type: Supplementary
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The user will throw into the air a large container of katana that are wrapped in some sort of cloth or wire in order to bind them for easy travel – while in the air, a seemingly endless number of katana will slide from their casing and scatter all across the battlefield to supply the user with swords to fight with no matter where they are; conversely, the swords can be summoned from scrolls in the same manner as Tenten’s weapons. This technique was created with the belief that a swordsman didn’t need a perfect sword, but rather, the ability to wield any sword with great skill. Each sword has a mechanism built into their hilt that allows only those who know how to use this technique to wield the swords. If someone with no knowledge of how to use this technique attempts to wield one of these blades, needles will extended from the hilt, much like how Samehada does. Due to this, the Infinite One-Sword Style not only assists the swordsman and his allies in battle, but also puts an extreme amount of psychological pressure on the opponent, due to the sheer number of blades.
*Only Musasibou, Akiza, and KeotsuEclipse can teach this.
*Can only be used once per battle.
*Only users of this technique may wield the swords.

(Mugen Ittōryū: Tōga) Infinite One-Sword Style: Sword Fang
Rank: S
Type: Offensive
Range: Short
Chakra: 45
Damage: 90 total (30 for each sword)
Description: The user throws 3 swords in front of the opponent with the blades piercing the ground and the edge of the blades facing the target. The user then quickly rushes in front of the opponent and uses a surprising maneuver by striking all three swords at their base so that they fling upwards and slash the opponent vertically, like a rising fang. While the opponent is stunned and injured by the three upwards slashes, the user will strike each sword individually at the opponent, firing them off for multiple strikes. This can either pin down the opponent with the blade, or the blades can be aimed at vital areas. This attack is best suited for when the user and his opponent are in close range of each other.
*Only Musasibou, Akiza, and KeotsuEclipse can teach this.
*Can only be used three times per battle.
*This technique can only be done once the Infinite One-Sword Style has been set up.

(Mugen Ittōryū: Ranritsu no Narabi) Infinite One-Sword Style: Disorderly Line
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage: N/A
Description: A powerful Infinite One-Sword Style technique, this technique involves the user focusing chakra into their blade and striking the surrounding blades, transferring some chakra to the surrounding blades, causing them to be launched up into the air, allowing the user to manipulate the blades as they wish. This allows the user to control the blades as needed, though they form a spinning dome around the user when idle, creating a powerful offense and defense. This move is similar to the move Soushuuha, but is in itself quite different and can be used by Samurai.

*Must have the Infinite One-Sword Style already set up.
*Only useable/teachable by Musashibou, Akiza, and KeotsuEclipse.
*Only useable twice per battle.
*Up to fifteen swords can be put into the air.
*May not be used again for three turns after first activation.
*The swords in this technique can be used in other Infinite One-Sword Style techniques, which may result in the move being slightly different due to variants.

(Mugen Ittōryū: Wake) Infinite One-Sword Style: Division
Rank: S
Type: Offensive
Range: Short
Chakra Cost: 40
Damage: 80
Description: The user will grab two katana and then rush at the opponent at high speeds. Using their chakra, as the user slashes at the opponent, they will cast a Genjutsu which makes it appear as if the user’s sword split into two blades as it approaches, confusing the opponent, and leaving them open for the real attack, which is the other blade. Using the other sword, the user very quickly strikes them across the chest with a horizontal strike, and then proceeds to stab them in the chest with their sword in a finishing blow. Done with Genjutsu, this technique allows the user to trick the opponent at critical times in order to gain the upper hand. This technique requires both high level Genjutsu and Kenjutsu skills to perform, and can be preformed from either the left-hand or right-hand side.
*Only Musashibou, Akiza, and KeotsuEclipse can teach this.
*Does not require the Infinite One-Sword Style set-up to have been used.
*Requires two swords to use.
*Can be used three times per battle.
*The user cannot use Genjutsu in the next turn.

F-Rank:

(Kendou: Mugen Ichi-Katana kata - Jouzan) - Kendo: Infinite One-Sword Style - Multiplication
Type: Attack
Rank: Forbidden
Range: Short-Mid
Chakra: 50
Damage: 100 (50 to the user)
Description: This is a stronger version of the "Addition" technique of the Infinite One-Sword Style. The user attacks the opponent with another 12 strikes with a weaker damage slash to keep them stunned. While the opponent is still impaled by the previous twelve strikes, the user attacks once again, striking these remaining swords so as to repeat the succession of movements preformed previously. This results in doubling the attack damage that was already done, as it cuts his opponent with the twelve swords all over again. This totals up to twenty-four strikes being recieved by the enemy within an incredibly short period, leaving little to no chance for a counter attack. This attack causes damage to both the user and the opponent since this uses chakra and body speed/power to repeat the action it puts a immense strain on the users body. The user will be sluggish and be unable to do anything next turn.
Note: Only musasibou can teach this.
Note: Can only use once per battle.
Note: This technique can only be done if Kendo: Infinite One-Sword Style is set up.
Note: The damage from this can not be blocked.

(Kendou: Mugen Ichi-Katana kata - Yosezan) - Kendo: Infinite One-Sword Style - Addition
Type: Attack
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 90
Description: This technique utilizes the numerous swords involved in the use of the Infinite One-Sword Style and both the user's skill and speed as a ninja. The user attacks the opponent a total of eleven times in rapid succession, each at different angles and positions. With each strike the sword is left behind attached to the opponent. He then lands the final blow, making a total of twelve devastating blows. This technique pins and hurts the opponent. The reason why the swords can be powerful and stay on the opponent is because the blunt of the blade is used. The attack itself relies upon the high speeds of the individual attacks and the momentary stun inflicted by the previous blows, allowing the user to grab one of the surrounding swords and continue with the technique. This attack when used and if added with multiplication will put a great strain on the user making him or her dizzy and very exhausted. This is a finishing combo and is to knock out the opponent.
Note: Only musasibou can teach this.
Note: Can only use twice per battle.
Note: The user cannot use this technique again for 3 turns.
Note: The user can only perform two attacks this turn, this is included to that tally.
Note: User can only use 2 moves next turn.
Note: User can not use genjutsu or taijutsu for 1 turn.
Note: This can be blocked to minimize damage. (-10)

Training
 
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±± Lazy Fist ±±

This style began with Panda's aversion to physical effort and activity (mostly fueled by their dizzy-like movement and mostly drunken and playful behavior) which lead them to become below average taijutsu fighters, relying more on their strong affinity to Genjutsu and Fire and Earth Ninjutsu. However, Panda Warriors soon saw that Taijutsu was the core ability to master by every fighter.
So, by taking advantage of their inherent affinity with Genjutsu and unique form of movement they developed a new type of Taijutsu unique to them: Lazy Fist.

This special type of Taijutsu relies on shallow, dull, soft and rapid movements to hit specific places in the opponents body, using their chakra and the impact to disturb the enemy's chakra flow. The disturbance of the chakra flow makes the enemy experience illusions, effectively putting the enemy under Genjutsus. This gives birth to a new technique all together: Gentaijutsu. The damage of a Lazy Fist move is a mixture of both physical damage (from impact) and the strain produced in the enemy's body by the Genjutsu placed upon impact. The impact serves as a medium to trigger the disturbance in the chakra flow through the chakra charged in that move.
Lazy Fist moves are generally fast but a bit flamboyant, relying on soft rapid touches that inflict below average physical damage (if they did high physical damage, they would auto-release the enemy from the Genjutsu) but, by charging chakra into them, they disturb the enemy's chakra flow. The speed of the moves is slightly higher than that of normal taijutsu and the fighting stances are very soft and fluid instead of firm and strong. Agility and not strength is the core of Lazy Fist but, unlike most agility type taijutsu, the Lazy Fist user moves in a rather apparently uncoordinated manner, almost appearing drunk or dizzy.​
C-Rank:

Genkotsu Namakemono: Sono Odori no Namakemono Wan | Lazy Fist: The Dance of The Lazy One
Type: Attack/Defense
Rank: C-Rank
Range: Short
Chakra: 15
Damage: 30
Description:
The basic stance of Lazy Fist were the user takes a deep breathe and relaxes his muscles and articulations, acquiring a lose, light stance, concentrating his weight on his right leg (or left) and having his left leg (or right) slightly bent and retracted. His arms close to his torso, flexed and with his knuckles facing inwards (middle fingers slightly protruding). By assuming this stance the user immediately becomes slightly faster, more agile and flexible. This basic stance enables the user to throw up to 2 hits (fist jabs or kicks) in quick succession. Each hit gives the enemy the sensation of being hit with sharp, thin, deep needles in the place of impact as a result of the D-Rank genjutsu that each hit produces. This is, like any other Lazy Fist technique, caused by the disturbance produced in the chakra flow upon impact in that specific place.

Note: Requires Lazy Fist training
Note2: Can only be taught by Scorps
Note3: Requires Genjutsu mastery

B-Rank:

Genkotsu Namakemono: Yakedo Bachi no Okashii Chilli | Lazy Fist: The Burning Punishment of The Trickster Chilli
Type: Attack/Defense
Rank: B-Rank
Range: Short
Chakra: 20
Damage: 40
Description:
The user will assume the initial Lazy Fist stance, then, upon charging chakra into his index fingers (while using the reverse fist form, with the fists turned inside and the index fingers slightly protruding from the fist) will jab the enemy with a quick impact (or up to 3) in the shifoid appendix (the end of the sternum), disturbing the enemy's chakra flow and making him feel as if he's being burnt from inside, falling into a C-Rank Genjutsu.

Note: Requires Lazy Fist training
Note2: Can only be taught by Scorps
Note3: Requires Genjutsu mastery

A-Rank:

Genkotsu Namakemono: Souhou Hebereke no Panda | Lazy Fist: The Touch of The Drunken Panda
Type: Attack/Defense
Rank: A-Rank
Range: Short
Chakra: 30
Damage: 60
Description:
Assuming the initial Lazy Fist stance but with his palms open, the user uses his Left hand to grab the enemy's right arm and pull him. As he charges chakra into his right palm, he does an open palm hit on the enemy's upper left chest (near the heart), disturbing the chakra flow in that area and sending the enemy back. This makes the enemy fall into a B-Rank painful genjutsu were he feels his chest tightening with severe pain, making him feel as if he's under a heart attack.

Note: Requires Lazy Fist training
Note2: Can only be taught by Scorps
Note3: If it connects it can only be used 4 times
Note4: Requires Genjutsu mastery

Genkotsu Namakemono: Sono Odori No Hebereke Moya | Lazy Fist: The Dance of the Drunken Haze
Type: Defensive
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description:
The masters of Lazy Fist developed this technique as an ability to defend against stronger taijutsu enemies and long range weapons. This technique uses the basic Chu Gar (Southern Praying Manthis) open stance, with arms close to the torso but slightly extended forwarded and either their fists directed down or with their open hands (fingers upwards and palms directed to himself), while having the legs in a strong, wide and grounded stance, mimicking the Praying Mantis. By using this stance the user is able to use his hands in wide, fluid movements to deflect incoming projectiles or taijutsu attacks directed at him. He must keep his hands coated in a layer of chakra that protects them while he deflects the projectiles or attacks. When used to defend against taijutsu attacks, each time the user deflects a punch or kick, upon contact with the enemy, he induces a B-Rank Genjutsu that produces a drunken haze-like effect. This numbs the enemies' senses and slows his movements at each blow deflected. Because of Lazy Fists inherent speed, this defensive stance is slightly faster than regular Taijutsu, enabling the user to counter multiple projectiles thrown at him. However, this is a purely defensive stance as it doesn't do damage to the enemy, only deflects his attacks.

Note: Requires Lazy Fist training
Note2: Can only be taught by Scorps
Note3: Can deflect any same or lower ranked Taijutsu attack (except gates)
Note4: Can be used to deflect or block Kenjutsu moves of the same or lower rank
Note5: Can be used to defend against C-Rank or lower elemental projectiles
Note6: Can be used to defend against basic weapons even if infused with chakra or poisoned (chakra coated hands protect the user)
Note7: Requires Genjutsu Mastery

S-Rank:

Genkotsu Namakemono: Sono Bukotsu Zou No Sochi | Lazy Fist: The Clumsy Stomp of The Elephant
Type: Attack
Rank: S-Rank
Range: Short
Chakra: 40
Damage: 80
Description:
One of the most dangerous moves in Lazy Fist but also one of the simplest. The user focus a big amount of chakra on his palms, fingers, fists, feet, elbows or knees and hits the opponent up to 6 times. This disturbs the enemy's chakra flow and produces a deep, strong S-Rank illusion. This painful illusion makes the enemy feel an intense pain, as if the hit area was completly crushed. The enemy may even faint from the agonizing pain if he doesn't release the genjutsu. If the enemy looks or tries to feel the affected area he'll see/feel as if it was indeed completely crushed, making it hard to decipher/see through the illusion.

Note: Requires Lazy Fist training
Note2: Can only be taught by Scorps
Note3: Impact stance can be used without limit but, if connected, illusion only works twice
Note4: Requires Genjutsu Mastery

Genkotsu Namakemono: Sono Tonsou No Ranningu Panda | Lazy Fist: The Escape of the Running Panda
Type: Defensive
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description:
Perhaps the strongest of all of the Lazy Fist stances, this technique is a more advanced form of The Dance of The Drunken Haze, using the same Chu Gar (Southern Praying Manthis) stance with the same basic abilities but used to a much higher caliber. By using this stance the user is able to use his hands in wide, fluid movements to deflect incoming projectiles or taijutsu attacks directed at him. He must keep his hands coated in a layer of chakra that protects them while he deflects the projectiles or attacks. Upon contact with the enemy, the user induces a powerful S-Rank Genjutsu. This Genjutsu affects all of the enemy's senses, making him see the user disappear into a burst of bamboo leafs and even hear him run away. The enemy will even see and hear small signs of movement in the ground around him, further fueling the illusion that the user has ran with a full burst of speed away from him. This technique serves as the ultimate defense/escape for Lazy Fist Masters.

Note: Requires Lazy Fist training
Note2: The illusion effect only connects twice but the stance can be used without limit
Note3: Can only be taught by Scorps
Note4: Requires Genjutsu Mastery
Note5: Can deflect any S-Rank or lower Taijutsu attack (except gates)
Note6: Can be used to deflect or block Kenjutsu moves of the A-Rank or lower.
Note7: Can be used to defend against C-Rank or lower elemental projectiles within reason
Note8: Can be used to defend against basic weapons even if infused with chakra or poisoned (chakra coated hands protect the user)
Note9: The illusion only works in the turn its used (meaning that it ends the moment the following turn of the user begins), until its released or until the user makes a direct attack on the enemy, at which time he'll become visible again.

Genkotsu Namakemono: Sono Odori no Suisei Niku | Lazy Fist: The Dance of Decaying Flesh
Type: Offensive/Defensive
Rank: S-Rank
Range: Short
Chakra: 40
Damage: 80
Description:
A stance that can be used in both defensive/counter attack and in attack moves. Using either the basic stance of Lazy Fist: The Dance of the Lazy One or the defensive stance of Lazy Fist: The Dance of the Drunken Haze, the user will hit the opponent with a maximum of 10 quick punches, jabs or kicks (or block up to 10 Taijutsu hits from the opponent) with enormous speed. Each place the user hits will make the enemy feel as if its decaying and rotting away into a putrid liquid, giving off a horrible smell. Each affected area will begin to spread slowly and engulf the surrounding tissue, making the enemy suffer excruciating pain. Off course, as all Lazy Fist moves, these effects are nothing more than illusions produced by the S-Rank Genjutsu that results from the blows.

Note: Requires Lazy Fist Training
Note2: Can only be taught by Scorps
Note3: Illusions will only work twice
Note4: Requires Genjutsu Mastery

Training
 

Gin-San

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±± Random Techniques ±±



(Sakin: Sakin Bouhatei) - Gold Dust: Gold Dust Mole
Rank: B
Type: Supplementary
Range: Short-Long
Chakra Cost: 25
Damage: N/A
Description: Using magnetism release, the user gains the ability to open a path and dig through gold dust techniques or substances. This technique is somewhat related to hiding like a mole technique, but instead of earth its gold dust. The user can choose exactly where he wants to come out of as long as there is gold dust in that desired location. This technique leaves the user extremely vulnerable to lightning based attack, considering Gold is a very good conductor.

♦ Must be used on a gold dust technique or substance.
♦ Can only be used four times per battle.
♦ Only the Fourth Kazekage can use this.
♦ Must be taught by Luffy..

(Sakin: Go-ruden Ame) - Gold Dust: Golden Rain
Rank: B
Type: Attack
Range: Short - Long
Chakra Cost 25
Damage Points: 40
Description: By focusing on the magnetic energy around the field, the user can manipulate the gold dust particles around the battle field. Then by doing so.. the user will turn the gold dust particles into small needle-like rain drops made of gold, that rain upon the target from above. If the technique is used during a sunny day then the sun light will reflect off the gold and cause the target to be momentarily blinded if he looks at the rain.

♦ One turn waiting period to re-use.
♦ Can only be used by the Fourth Kazekage.
♦ Must be taught by Mathias

12. (Sakin: Go-ruden Kusari)- Gold dust: Golden Chains -
Range: Supplementary
Rank: B
Range: short-mid
Chakra Cost: 25
Damage Points: N/A
Description: The user will create a small crater in the ground, and will transfer would dust in it. Then the gold dust will travel towards the opponent, collecting more gold dust from the earth particles. The gold dust travels as fast as a person using hiding like a mole. The gold dust will elevate from the ground directly (or slightly behind) the opponent feet. The gold dust will immediately bind the enemy's feet, and will in an increase surround the the target until covering the whole body, leaving the head out. Covering the whole body occurs within seconds. If the opponent is standing in gold dust before, it is useless to perform the previous activities (such as doing the crater)
-Usable 2 times per battle
-Only Yondaime Kazekage bios

(Sakin: Go-ruden Supaiku) - Gold Dust: Golden Spikes
Rank: A
Type: Offense
Range: Short/Mid
Chakra Cost: 20
Damage Points: 40
Description: After performing one hand seal the user will focus his magnetic energy and release it into the ground bringing forth condensed gold dust particles from the ground beneath the opponent and shape them into spikes that will protrude from the ground to skew the target. The spikes being made from gold can penetrate targets of greater density.

♦ Can be used three times per battle.
♦ Can only be used by the Fourth Kazekage.
♦ Must be taught by Mathias.

(Sakin: Shainingu Doragon) - Gold Dust: Shining Dragon
Rank: A
Type: Offense
Range: Short/Mid
Chakra Cost: 20
Damage Points: 40
Description: After performing a series of three hand seals, the user will send out a wave of gold dust in the shape of a big dragon. If used in a sunny day, the reflection of the gold from the dragon will momentarily blind the opponent as its heading towards him.

♦ Can be used three times per battle.
♦ Can only be used by the Fourth Kazekage.
♦ Must be taught by Mathias.

13.(Sakin: Sakin nohara) Gold Dust: Gold dust field -
Type: Supplementary
Rank: S
Range: Short-Long
Chakra cost: 40 (-10 per turn while activated)
Damage Points: N/A
Description: After 5 handseals the user will slam his hands on the ground, elevating large amount gold dust particles in the surface from underneath the ground, creating a thin layer of gold dust in all ranges for incoming gold dust jutsus. Gold dust related techniques speed up because the dust is already in the battlefield. Gold dust will keep flowing from the ground while this technique is still active (only the user control the gold dust as his chakra is mixed in it), when the technique deactivates, gold dust will stop been created, but the gold dust will still be there for future use (anyone will be able to control the gold dust though, as the chakra of the user has left the gold dust)
Restrinctions:
- Can stay for the whole battle
-Can only be used one time
-Needs to activated before the end of the third turn
-The user is unable to perform any other gold dust jutsu at the same turn
-The user is unable to perform any taijutsu while the technique is active
-Can only be used by 4th Kazekage bios
-Can only be taught by Gin-San

(Sakin: Goruden Hayashi ) - Gold Dust: Golden Forest
Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: Using magnetism release, the user focuses a great deal of chakra within all ranges bringing forth gold dust particles from the Gold Dust Field. The user then molds all the particles creating a giant forest of tall sharp golden spikes that burst from the ground. This technique is very similar to the Kaguya's fifth and last dance forms "Dance of the Young Ferns", except the user can not merge themselves into the spikes in the same technique. Travelling through the spikes leaves the user extremely vulnerable to lightning as Gold is a very good conductor.

♦ Must have "(Sakin: Sakin nohara) Gold Dust: Gold Dust Field" activated beforehand when creating the forest.
♦ Must use "(Sakin: Sakin Bouhatei) - Gold Dust: Gold Dust Mole" if the user wants to travel through the spikes.
♦ Can only be used once per battle.
♦ No gold dust techniques of A-Rank or above next turn and no S-rank and above for the next 2 turns.
♦ Can only be used by the Fourth Kazekage
♦ Must be taught by Luffy..

14. (Jiton: magunechikku gekitai) Magnetism release: Magnetic repulse -
type: Defense
Rank: B
Range: Short
Chakra cost: 25
Damage Points: N/A
Description: The user after being magnetized by the opponent, will create a magnetic field around his own body with the same charge/polarity. By doing this, the similar charges/polarities will repel each other, and the user will stop being a giant magnet.
-Can only be used 5 times per battle
-Can only be used by magnetism users

(Jiton: Jishaku Sacchi Shuuha) - Magnetism Release: Magnetic Sensing Waves
Rank: B
Type: Supplementary
Range: Short-Long
Chakra cost: 25
Damage Points: N/A
Description: The user releases small waves of magnetic energy from his body throughout the air and ground around him. By doing this the user can sense where his opponent is whether he is standing on the ground, underground, or flying above.

♦ Can be used twice times per battle
♦ The technique stays active for that whole turn.
♦ Only magnetism release bios can use this technique
♦ Must wait one turn before using it again.
♦ Must be taught by Luffy..

(Jiton: Jishaku Bun'ya) - Magnetism Release: Magnetic Field
Rank: A
Type: Defensive/Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: N/A
Description: The user will focus his magnetic energy and release it in a 360 degree wave spreading through the air and ground creating a magnetic field, magnetizing anything that it comes in contact with. This technique does not harm the opponent.

♦ The field stays active for two turns and must wait one turn before reactivating.
♦ Can only be used three times per battle.
♦ Can only be used by Magnetisim Release bios.
♦ Must be taught by Mathias.

(Jiton: Bakuhatsu-tekina shottogan) - Magnetism Release: Explosive Shotgun
Type: Offensive
Rank: A-Rank
Range: Mid-Range
Chakra Cost: 30
Damage: 60
Description: The user will summon 12 pellets made of iron that are already wrapped in explosive tags. The user then hovers them in front of his hand with their magnetism chakra and punches in a direction, releasing a small magnetic pulse. The pellets then shoot out and once they hit something or the user makes a click with their teeth, they set off the explosive tags. The pellets' trajectories can not be manipulated by the user after releasing them.
Restrictions:
~Usable Once.

(Jiton: Kyanonboru) - Magnetism Release: Cannonball
Type: Offensive
Rank: A
Range: Long
Chakra Cost: 30
Damage: 60
Description: The user summons an iron ball that has been wrapped up in explosive tags and suspends it in mid-air. The user then uses their magnetism release to launch the cannonball at the target and with a handseal, the explosive tags explode. Can be manipulated to move 45 degrees from it's original trajectory.
Restrictions:
~Usable once.

(Jishaku Ninpō:go-ruden shourai) Magnetic Ninja Arts: A Golden Future
Rank: Forbidden
Type: Attack/Supplementary
Range: Short-Long
Chakra Cost: 40 (- 10 to user)
Damage Points: 80
Description: This technique releases two big Gold Dust spheres in to the air of opposite polaritys causing great resistance and heat between the two they begin to build magnetic force, This happens as the magnetic forces collide repelling both spheres causing gold dust to scatter across the field in huge spikes and spirals that are very random and hard to dodge. The spikes and spiral fall randomly down towards the battle field and the opponent needs to run around to avoid being hit. It lasts until the concentration of the user is broken by the opponent.
-Using this technique causes a great strain on the user limiting them to only 2 moves in the next turn-
-This technique uses all of the users magnetic chakra causing them to be unable to manipulate Gold Dust for two turns-
-Usable only once per match-
-Can only be used by a fourth kazekage bio, May only be taught by ReXii-

(Jishaku Ninpō:go-rudo bunshin)-Magnetic Ninja Arts: Gold dust clone
Type:Supplementary
Rank:B
RangeShort
Chakra Cost:30
Damage Points:N/A
Description: The user first makes a single handseal causing a clone of gold dust to form from the ground around them, The clone is unable to use any element but may manipulate gold dust throwing tools of gold dust up to mid range with a maximum of C rank force E.G gold dust shuriken/kunai.
-May only be taught by ReXii and The Fifth Kazekage-
-Usable only 3 times per battle-

(Jishaku Ninpō:kinchiri joutomurai)-Magnetic Ninja Arts: Gold dust imperial funeral
Typeffense/Supplemental
Rank:S
RangeShort-Long
Chakra Cost:40
Damage Points:80
Description: The user first forms handseals to create a tremendous amount of gold dust to spill forth from the earth in a wave that surrounds the opponent and begins compacting itself very tightly trapping them. Once trapped the gold dust continues forming itself to be thicker ending up in a large sphere. The sphere is then raised from the ground with golds diagmagnetic properties and caused to violently collapse in on itself.
-May only be taught by ReXii-
-Usable only once per battle-
 
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