☁ Nagato's Legacy ☁

Nagato..

Active member
Supreme
Joined
Sep 23, 2010
Messages
35,156
Kin
2💸
Kumi
2,500💴
Trait Points
0⚔️
Awards

Nagato's Legacy



Table of Contents































(Rikudo: Ten O Koete Futatsu No Tsubasa) - Rikudo The Twin Katanas Of Chaos
Type: Weapon
Range:Short
Chakra Cost: N/A (-40 Per turn after twirling to maintain the positive/negative charges)
Damage Points: N/A

Description: Rikudo is the name of "Twin Katanas" carried by Seven Paths Of Pain. Its made of a featherweight indestructible alloy with the unique ability to become infused with positive & negative lightning charges(when twirled and chakra is applied).. They have a black hilt with white diamond shaped gems crafted onto them. The sheath is made up of white/jade like mineral.

You must be registered for see images
Rikudo is not like any standard [2Ft] katana, its [4Ft] in length not including the hilt. The featherweight alloy allows better agility and mobility than the average katana. The white gems crafted into the hilts have a special ability to return the blades into the users sheaths after one turn if the user no longer has possession of which ever katana.

If someone tries to weild Rikudo the sword will seem to weigh 3 tons.

Restrictions:
*Only Seven Paths Of Pain Can Weild These Swords*
*If user loses possession of Rikudo then after one turn, the katana(s) will return to the hilt and cannot be unsheathed for 2 turns*
 
Last edited:

Nagato..

Active member
Supreme
Joined
Sep 23, 2010
Messages
35,156
Kin
2💸
Kumi
2,500💴
Trait Points
0⚔️
Awards
List of Customs


Custom Techniques
1. (Rikudo: Ten O Koete Futatsu No Tsubasa) - Rikudo The Twin Katanas Of Chaos
2. (Lighting Style: Rikudo Kaminari No Kami) - Rikudo God Of Lightning
3. (Satetsu Rabu) Iron Sand: Iron Sand Armor
4. (Fuuton: Kyanon) Fuuton Style: Fuuton Cannon
5. (Jishaku Ninpou: Jiki hōkai) Magnetic Ninja Art: Magnetic Disintegration
6. (Satetsu Hoippu) Iron Sand: Iron Sand Whip
7. (Teppeki no baria)-Iron Sand: Iron Wall Barrier
8. (Jishaku Ninpou: Jiki parusu) - Magnetic Ninja Art: Magnetic Pulse
9. (Meiton: Fōsu o Isogu) - Dark Release: Rushing Force
10. Phantom Star | Fantomusutā
11. (Ameton: Ame Sousou) - Rain Release: Rain Burial
12. (Meiton: Andāwārudo hantei) - Dark Release: Underworld Judgement
13. (Meiton: Dākufangu) - Dark Release: Dark Fang


------After The New CJ Rules-----
14. (Ninpou: Yami no Honoo no Ryu) Ninja Art: Dragon Of The Darkness Flame
15. Doton: Jari doroppu | Earth release: Gravel Drop
16. Suiton: Kakusareta Mizu no Hayabusa | Water Release: Hidden Water Falcons
17. Suuiton: Poppukōn Kyōki | Water Release: Popcorn Insanity
18. Suition: Igaina Suteppu | Water Release: Surprising Step
19. (Ototon: Mayonaka no Doragon) - Sound Release: Midnight Dragon
20. (Suiton: Dasuika no Jutsu ) – Water Release: De-Hydrification technique
21. (Senpō: Gogo no Kobura) - Sage Art: Afternoon Cobra
22.
23.
24.
25.
26.
27.
28.
29.
30.
31.
32.
33.
34.
35.

Sensei Bonus CJs
1.
2.
3.
4.
5.


Jeet Kune Do
1. (Shintai Hitoshii Mizu) Movement Of Water
2.(Ame Odori) Rain Dance
3.(Jeet Kune Do: Ichi Inchi Panchi Gikou) Jeet Kune Do: One Inch Punch Technique
4.(Doton: Sono Monogatari Karejiko) Earth Release: The Legend Himself
5.
6.
7.
8.
9.
10.


Ruby Release
1. (Rubiton- Rubi no jutsu) Ruby release- Ruby Technique
2. (Rubiton- Rubi Kangoku) Ruby release- Ruby Prison
3. (Rubiton- Rubigakure no jutsu) Ruby release- Hidden in Ruby Technique
4. (Rubiton- Rubi Same Gyakujou) Ruby release- Ruby Shark Frenzy
5. (Rubiton- Rubi Bakuha) Ruby release: Ruby Explosion
6. (Rubiton- De-Yuaru Rubi Bīmu) Ruby release- Dual Ruby Beams
7. (Rubiton- Rubi Kasui) Ruby release- Ruby Spikes
8. (Rubiton- Rubi Doragon) Ruby release- Ruby Dragon
9. (Rubiton- Toko Rubi Kangoku Shinrin) Ruby release- Endless Ruby Prison Forest
10. (Rubiton: Kingu o Mamoru) Ruby Release: Protect the King
11.
12.

Pumapard Contract
1. (Kuchiyose no Jutsu: Remi) Summoning Technique: Remi
2.
3.
4.
5.
6.
7.
8.
9.
10.

Hiero Falcon Contract
1. (Kuchiyose no Jutsu: Inuyasha) - Heiro Falcon Summoning Technique: Inuyasha
2. (Kuchiyose no Jutsu: Taka) - Heiro Falcon Summoning Technique: Taka
3.
4.
5.
6.
7.
8.
9.
10.
 
Last edited:

Nagato..

Active member
Supreme
Joined
Sep 23, 2010
Messages
35,156
Kin
2💸
Kumi
2,500💴
Trait Points
0⚔️
Awards
Favorite Cannon Techniques

(Sakki) - Killing Intent
Rank: D - S
Type: Supplementary
Range: Short - Long
Chakra cost: 10 - 40
Damage points: N/A
Description: Killing Intent is simply the user giving off their pure killing intention, and having it affect their opponent and others around them up to the point of paralyzing them. When the Killing Intent is particularly strong, it can even give the victim visions of their own gruesome death. This can cause the Killing Intent to be confused with a genjutsu, despite not being a genjutsu at all.
Note: Intensity of technique depends on the rank of the user
(Nan Kaizou) - Soften Modification
Rank: C
Type:Supplementary
Range:Short-Mid
Chakra Cost:15
Damage Points:N/A
Description: Nan Kaizou is a Ninjutsu technique that allows a ninja to make their body very malleable. It was originally developed for spying activities. This technique can be done after surgery and actual body modification. When used, the ninja can stretch and twist their body at any angle, allowing them to surprise their opponent.
(Suraisu Shinku no Nami) - Slicing Crimson Wave
Rank: B
Type: Offensive
Range: Mid
Chakra cost: 20
Damage points: 40
Description: The user does a simple cresent-shaped slash at the opponent, expelling a red chakra wave.
( Fūinjutsu: Juin Jutsu ) - Sealing Technique: Cursed Seal
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/A(-5 per turn to target if they us it and target can be self)
Description: This jutsu creates a seal that gives its target more chakra and more strenght. (+60 chakra to target and + 5 damage for taijutsu if regular seal.If Curse Seal Of Heaven +80 chakra and +10 for taijutsu)
Note:Level 2 is double the gain and the damage to the one with the seal
( Kinjutsu: Edo Fūmetsu ) - Forbidden Technique: Impure World Seal Destruction
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: The user claps their hands, causing a coffin, much like the ones used in Impure World Reincarnation, erupt from the ground near the opponent. The coffin opens up, and ghostly arms reach out from the coffin and catch the opponent. If they successfully catch the opponent, he will be immobilized. The arms drag him into the coffin and take him to the netherworld, which can only be escaped from via Space/Time techniques.
Note: The arms reach only upto short range of the coffin's position
Note: This technique can only be used twice per battle.
(Kage Bunshin no Jutsu) - Shadow Clone Technique
Rank:B
Type:Supplementary
Range:Short
Chakra Cost:20
Damage Points:N/A
Description: The Kage Bunshin distributes the ninja's chakra evenly among the clones and creates a real copy with form and substance. The clone itself can also utilize any jutsu the original ninja knows. When the clone finally disperses, any new knowledge it has gained is passed back to the original ninja and any additional clones. Upon impact, the clone can be dispersed.
(Kusanagi No Tsurugi: Kuu no Tachi) - Grass Cutter: Long Sword of the Sky
Rank:B
Type:Supplementary
Range:Short-Mid
Chakra Cost:20
Damage Points:40
Description: This technique allows the user to levitate their sword. Forming the needed hand seal will cause the sword to activate and strike out against any enemy in the nearby area.
(Senei Ta Jashu) - Multiple Hidden Shadow Snake Hands
Rank:B
Type:Supplementary
Range:Short-Mid
Chakra Cost:20
Damage Points:N/A
Description: Senei Jashu is a Ninjutsu technique that manifests a torrent of snakes, which extend from the sleeve. The ninja can extend these snakes to attack a target. Once extended the snake can bite into the target to hold and bind them.
Note:Must be able to summon snakes
(Hebi Riyousha no Jutsu) - Snake User Technique
Rank: B
Type: Offensive
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: Orochimaru will fall to the ground on his hands and feet and then release a giant snake, which then attacks the target, after completing the attack Orochimaru appears where the snake stops.
Note: Can only be used by Orochimaru.
(Soukou Heibi no Jutsu) – Traveling like a snake technique
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A
Description: Orochimaru turns his lower half of his body into that of a snake which then increases his speed and agility.
Note: Can only be used by Orochimaru or Kabuto.
(Shuriken Kage Bunshin no Jutsu) - Shuriken Shadow Clone Jutsu
Rank: A
Type: Offensive
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user creates a thousand shadow clones from one shuriken after performing Ram → Rat → Bird → Boar → Tiger, striking down the enemy. This is a technique that combines ninja tools with ninjutsu. Compared to normal shadow clones, clones of material objects are said to be on a far higher level. There is no need for preparations beforehand, like stocking up on shuriken, yet since the shadow clones are real and not illusions, all the shadow blades that fly around are equally lethal.
(Mikadzuki no Mai) - Dance of the Crescent Moon
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: As the ninja charges at the opponent, they create multiple shadow copies to confuse the opponent. Using the confusion, the real ninja will attack from the opponent's blindside
(Kyōkai Kekkai no Jutsu) - Boundary Barrier Technique
Rank: A
Type: Supplementary
Range: Short - Long
Chakra cost: 30 (-10 per turn remaining active)
Damage points: N/A
Description: This is a detection type barrier that can be used to surround an area and allows the user to monitor a certain area covering the from the sky and underneath the ground creating a sphere.The barrier can also be moved according to the requirements of the user. Anyone who enters or leaves the barrier is instantly detected.
Note: Takes 1 turn to fully erect itself.
(Yokoshima Kyojin no Jutsu) - Evil Giant Technique
Rank: A
Type: Offensive
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: Orochimaru wraps his opponent with countless snakes that bind them tight and he then finishes the target off with his Sword of Kusanagi.
Note: Can only be used by Orochimaru.
(Tajū Mugen Hōyō ) - Multiple Infinite Embraces
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30 (+20 to user per turn)
Damage points: (-20 chakra per turn target in barrier)
Description: This technique is a stronger version of Infinite Embraces where they cause the target to be trapped in a barrier that drains their chakra but also pushes down on them giving a stronger resistance to the target from breaking free.
(Hebi Risu no Jutsu) – Snake Explosion Technique
Rank: A
Type: Attack
Range: Short – Mid
Chakra cost: 30
Damage points: 60
Description: The user turns their hands into a number of huge snakes that hit the opponent upwards. Next, one snake grabs the opponent in its jaws and drags the opponent into the piles of snakes. The user then sends a pulse of chakra into the pile, detonating the snakes.
Note: May only be used once per battle
(Jagei Jubaku) – Snake Authority Spell
Rank: A
Type: Offensive/ Supplementary
Range: Short-Mid
Chakra cost: 30
Damage points: N/A
Description: The user extends Large snakes from their sleeves, which then coil around the target/s and then binds them. With the further addition of the users murderous intent they then can weaken their targets resolve and temporarily paralyze them in place.
Note: Must be able to summon Snakes
(Mandara no jin) – Myriad Snake Net
Rank: A
Type:Offensive
Range: Mid
Chakra cost: 30
Damage points: 60
Description: The user will release a torrent of serpents out their mouth. This wave will rise and rush towards the target and covering them.
Note: Must be able to summon snakes
(Kyojin Hebi Riyousha no Jutsu) - Giant Snake User Technique
Rank: A
Type: Offensive
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: Orochimaru will release a giant snake from his mouth that then grabs the enemy with its mouth and slams them down into the ground with the giant snake bursting into many little snakes and returning back to Orochimaru.
Note: Can only be used by Orochimaru.
(Koutou Kousei no Jutsu) - Oral Rebirth Technique
Rank:S
Type:Supplementary
Range:Short
Chakra Cost:40
Damage Points:N/A
Description: This technique allows the user to experience a near total rebirth of their physical form. Should a significant portion of their body be damaged in battle, the user can emerge from their mouth and cast off the skin of their former body. This new body will not bear the brunt of the damage of the previous incarnation; however, the technique is generally not a full recovery.
Note:Must be taught by Orochimaru or Sasuke
( Shiroi Hebi ) - White Snake
Rank: S
Type: Offensive
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: Orochimaru will exit his body in the White Snake form launching at the opponent damaging them and entering the ground and then will attack the opponent from behind again before entering his body again.
Elemental Rasengan
Rank:S
Type:Attack/Defence
Range:Short
Chakra Cost:N/A
Damage Points:N/A
Description: By combining the original Rasengan with an elemental affinity, a new Rasengan can be created that may produce a variety of effects.
Note:Must know rasengan
 

Nagato..

Active member
Supreme
Joined
Sep 23, 2010
Messages
35,156
Kin
2💸
Kumi
2,500💴
Trait Points
0⚔️
Awards
You must be registered for see images

Suiton: Kakusareta Mizu no Hayabusa | Water Release: Hidden Water Falcons
Rank: A
Type: Offense
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: The user focuses water chakra in his sleeves materializing 10 heiro falcon looking birds (about the size of a real hiero falcon bird) made of water to fly out hitting its target with rock crushing force.

Note: Can only be used 4x per battle
Note: Must know Hiero Falcon Summoning
Members who have learnt after the new rules:
Code:
- 
-
-
-
-
-


Suuiton: Poppukōn Kyōki | Water Release: Popcorn Insanity
Rank: C
Type: Supplementary
Range: Short- Long
Chakra Cost: 15
Damage: N/A
Description: The user performs the tiger handseal and then snaps his fingers causing water molecules around the opponent to slightly condense and then continuously pop like popcorn causing a chain reaction to the other water in the air to pop as well, like a domino effect. The popping effect stings like a burning sensation (although harmless) to the touch of skin and it's main purpose is to be a nuisance to the opponent giving the user opportunity to attack.

Note: Can only be used in environments high with moisture. Like Rain or mist etc
Note: Can only be taught by Nagato..
Members who have learnt after the new rules:
Code:
- 
-
-
-
-
-


Suition: Igaina Suteppu | Water Release: Surprising Step
Rank: C
Type: Supplementary
Range: Short-Mid
Chakra Cost: 15
Damage: N/A
Description: The user performs the handseals Ram → Horse and creates a small layer of water using the moisture in the earth at the bottom of the opponents soles that has slippery properties to make them uncontrollably slip and fall on their back or side when theyre walking or running. If the opponent is standing still the user can manipulate the water to move backwards or forwards to create the same effects.

Note: Must wait two turns before using again.
Note: Can only be taught by Nagato..
Members who have learnt after the new rules:
Code:
- 
-
-
-
-
-
B-Rank


(Suiton: Inryoukuken) - Water Release: Gravitational Pull
Type: Offensive
Rank: B
Range: Mid
Chakra Cost: 25
Damage: N/A
Description: After performing the following Tiger - Dragon hand seal the user creates a powerful Water Release technique that has the ability to draw water towards the user or push it away from him. With this, the user has the ability to churn large whirlpools in the ocean and can even deflect other Water-based ninjutsu. The user can only control up to B-rank Suiton techniques.

(Suiton: Zukindama) - Water Release: Pounding Bullets
Type: Offensive
Rank: B
Range: Medium
Chakra Cost: 25
Damage: 40
Description: After performing the following hand seals Dog - Rabbit - Tiger the user creates a water style ninjutsu that allows the user to spew multiple water bullets from his mouth. The bullets are somewhat slow, but leave a great impact on whatever they hit or make contact with.

(Suiton: Unari Shishinami)- Water Release: Roaring Lion Wave
Type: Offensive
Rank: B
Range: Mid
Chakra Cost: 25
Damage: 40
Description: After performing the following Snake - Ox hand seals the use then gathers chakra at his mouth, the user will form the appropriate hand seals and expunge a large blast of water from their mouth. As it flies through the air, the water blast will take the shape of a Lion's head. The blast's impact has shown to be strong enough to shatter rock in multiple pieces.

(Suiton: Mizu Sattou) Water release: Water Rush
Type: Attack/Supplementary
Rank: B
Range: Short-Mid
Chakra Cost: 25
Damage Points: N/A
Description: The user releases a small amount of water from the moisture in the air and can then control the water that is created. The user can create and control the water created up to mid range in distance. The amount of water created is enough to fill a small bath tub and only lasts for one turn. However this source of water isnt great enough to create S rank level water techniques.

Note: Can only be used 3x per battle.
Note: Must skip one turn before using again
Note: The water can only be controlled up to one turn
Note: Can only use water jutsu while controlling the water or until you release the water from your control.

(Suiton: Mizu Kabe ) - Water Style: Water Wall
Type: Defence
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: A wall of water rises in front of you. When an object contacts the water, it turns into ice.

A-Rank


(Mizu Taisou)-Imperial Water Burial
Rank:A
Type:Attack
RangeShort-Mid
Chakra Cost:30
Damage Points:60
Description:A water burial on a huge scale that can crush mutilply enemys once they`ve been caught in water
Kisame Mizukage co-created this jutsu and is able to use this jutsu

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

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

(Suiton: Kurōsumasshu) - Water Release: Claw Smash
Rank: A
Type: Offense
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: A water jutsu that is concentrated in the user's hand. Water starts to form around the users hand and forms the a lobster's claw shape. The user can crush the opponent with the claw or can hit the opponent like it was Chidori.
(Suiton: Mizu fenikkusu) - Water Style: Water Phoenix
Rank: A
Type: Attack/Defence/Supplementary
Range: Short-Mid
Chakra cost: 30
Damage Points: 60
Description: A technique that utilizes water to create a phoenix shaped made up of water. The user can then send the phoenix at the enemy or use it to defend against attacks. The phoenix is as big as the hawk Sasuke summoned during the fight with Danzo.
Note: Can only block ninja tools and up to B rank fire.
Note: Can only be used 3 times a battle.
(Suiton: Buatsui Monsu-n no Jutsu) - Water Release: Massive Monsoon Jutsu
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: N/A
Description: The user first uses the Dog hand seal and then creates a large rainstorm that stretches many miles. There is so much rain that there is enough water to form water release jutsu.
Note: Can only be used 3 times.


(Suiton Kuchiyose: Mizu-juu no Hokaku no Jutsu) - Water Release Summoning: Whale
Mouth Capture Technique
Type: Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage: 60
Description: After the user performs a string of the following hand seals Bird →Monkey → Snake → Ram → Boar the user then creates a prisoning jutsu, which approaches differently, needing a source of water. The user does the hand seals, and places his palms on the ground. A body of water shaped like a whale gets out of the source and swallows the enemy. Then, the "whale" turns into a bubble with the enemy within leaving him stuck for a maximum of 2 turns.
Note: Can only be used 3 times per match.


(Mizu:mizu kasui bo-ru) Water Style:Water Spike Ball
Type:Attack
Rank:A
Range:Short-Mid
Chakra:30
Damage:60
Description:A Medium sized ball of water that has 5 very sharp spikes that spins making the ball faster and stronger.


(Mizu:mizu kasui bo-ru bakuha) Water Style:Water Spike Ball explosion
Type:Attack
Rank:A
Range:Short
Chakra:30
Damage:60
Description:This jutsu has too be used right after water spike ball this jutsu launches the spikes from the ball at the opponent.

(Mizu:mizu kasui bo-ru souran) Water Style:Water Spike Ball Control
Type:Supplimentary
Rank:A
Range:Short-long
Chakra:30
Damage:0
Description:This jutsu makes a chain out of water coming from the water spike ball this allows the user too move the water spike ball freely.

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.

Note: Can only be used three times per battle.
Note: This jutsu lasts for 1 turn.

Suiton: Dekisui Ejiki ) - Water Style: Drowning Prey
Rank: A
Type: Attack
Range: Short/Mid
Chakra Cost: 30
Damage Points: 60
Description: The user does the Tiger hand seal to create a creature underwater. This creature pulls his/her opponent down through the water, making them drown.

(Suiton: Heisha Sattou) Water Style: Chariot Rush
Rank: A
Type: Attack
Range: Short - Long
Chakra cost: 30
Damage Points: 60
Description: The user preforms the *Snake* seal then releases a large amount of water from their mouth. The water forms into several chariots that rush towards the target. The chariots are able to hit all at once or one at a time this causing the target to move around the constant battering of chariot. If a chariot hits the target, the target is hit with such force that they are pushed back and have several injuries.

Note: No water source required
Note: Usable once per battle
Note: Unable to use another "Water Style" in same turn

(Suiton: Sui Mizu) - Water Style: Acid Water
Rank: A
Type: Attack
Range: Short/Mid
Chakra Cost: 30
Damage Points: 60
Description: The user spits out a portion of water that is acid. When the acid contacts skin, the skin just sizzles and disappears. Just leaving the opponent's raw flesh.

S-Rank


(Kaze no Jutsu)- Air Vanishing Jutsu
Rank:S
Type:Supplementary
Range:Short-Mid
Chakra Cost:40
Damage Points:N/A
Description:The masters of water jutsu can learn this. The user can use chakra to condense a small part of the air. The user then can blend in their appearance with the water particles in the air to create an invisibility. The best jutsu for preparing an assassination.

(Suiton: Tengai Dekisui ) - Water Style: Dome of Drowning
Rank: S
Type: Attack
Range: Short/Mid
Chakra Cost: 40
Damage Points: 80
Description: The opponent is trapped inside a ice cube looking thing. The inside of it is filled with water, which makes your opponent drown.

(Suiton- Mizu Gattorin Juu) Water release- Water Gatlin Gun
Type: Attack
Rank: S-rank
Range: Short- Long
Chakra cost: 40
Damage points: 80(-15 to the user)
Description: the user will gather his water chakra into his dominant hand and mold it into a gatlin gun of water that will begin firing countless water bullets. This technique is a more advanced form of the "water gun technique" but puts a great strain on the user‘s arm as well as leaves it damaged.

Note: Cant use water for the next turn.
Note: Each bullet can be considered nothing more then a C-rank water attack, it's only because there's dozens of them that this jutsu is classified as S-rank.
Note: The strain from this jutsu does -15 damage to the user.

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.

(Suiton: Hanguri-unagi) Water release: Hungry Eel
Rank: S
Type: Attack
Range: Short-Long
Chakra cost: 40
Attack points: 80
Description: the user forms an eel out of water that forms around the opponent in the water that they�re standing on. The eel shoots out of the water under them swallowing them up and trapping them inside of it.

Note: Must have water source.
Note: Opponent must be standing on water.
Note: Can only be used 3 times per battle.

Water Style: Grand Water Wave (Suiton: Yuuen Mizunami)
Type:Attack/Supplementery
Rank: S
Range:Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user focuses there water chakra into a huge wave that can carry the user in the air and make the user fly. The user can make waves come out of the huge wave and go attack the opponent. The water wave would need to be destroyed by some sort of earth jutsu or be cut off from the connection of water destroying the wave and making the user fall.

Note: Can only be created one per battle
Note: After usage the user can't use s-rank water jutsus next turn or the turn used
Forbidden


Suiton Bunshi: Water Molecules
Rank: Forbidden
Type: Supplementary
Range: Short-Mid
Chakra Cost: 80
Damage : (15 damage per turn )
Description: The user puts their hands together as if they were praying but is actually releasing large amounts of water chakra into the water molecules in the air so that now all fire attacks lose -15, sand is reduced to mud, lightning used becomes instantly conducted and all water or elements containing water gain +15

Note: Lasts 5 turns
Note: Can only be used once per battle
Note: After this technique is done the user can't user any A-rank and above water jutsus for 3 turns
Note: Can be used as a water source
 
Last edited:

Nagato..

Active member
Supreme
Joined
Sep 23, 2010
Messages
35,156
Kin
2💸
Kumi
2,500💴
Trait Points
0⚔️
Awards
You must be registered for see images


(Fuuton: Kyanon) Fuuton Style: Fuuton Cannon
Rank: S
Type: Offensive/Defensive
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Descriptions: The user charges their finger with chakra then adds fuuton chakra into their index finger the same way as a chakra cannon and aims at the opponent, he then releases the vortex blast of wind infused chakra at the opponent sending him flying.

Note: Puts a tremendous strain on the users hand and can only be used 3x per battle
Note: Cant use Wind Techniques for two turns
Note: Must know chakra cannon to use this
Note: Can only be taught by Nagato

Members who have learnt after the new rules:
Code:
-
-
-
-
-
-
B-Rank

(Fuuton: Ekusupuro-Jon Uindo): Wind Release: Wind Explosion
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: During movement of the user. The user will release a burst of exploding wind towards the bottom of their feet to move at the speed of sound. It will appear to the opponent as the user had teleported, however this is not the case. Any dojutsu users as well as sound and sensory ninja's would be able to follow the movements however they would lose the movements towards the end as the user would be moving too fast.

Note: User has to be moving to use this jutsu.
Note: Can be used two times per battle.
Note: Can't use to move in the air or fly around
Note: Can use it to change direction, but will count towards the users 3 moves per turn
Note: Can only use this to move within the line of sight. (Meaning can't go around walls without changing directions)
Note: If ran into something the user will take -50 damage as a result of the great speed

(Fuuton: Henteko Kunai ) - Wind Style: Strange Kunai
Type: Attack
Rank: B
Range: Mid/Long
Chakra Cost: 20
Damage Points: 40
Description: The user focuses their wind chakra onto the kunais. After they are thrown, they explode and turn into large tornados. If missed, tornado follows the opponent for a few seconds and disappears.
(Futon: Taifū Tairanto) - Wind Release: Typhoon Tyrant
Rank: B-Rank
Type: Supplementary
Range: Whole Field
Chakra Cost: 25
Damage Points: -
Description: The user molds wind chakra in their hands, and releases it outward in a ball, which hits the sky and explodes, forming a large typhoon. All weapons that are long-ranged are sucked in, including kunai knives, explosive tags, etc. due to no hand control keeping them in place. The opponent and user are otherwise unaffected, besides the change in weather.

Note: If used in a water-filled area, such as near the ocean or a lake, or on water, the water can become extremely rough. Also, due to the winds, any other weather is blown away.

(Futon: Tsuki Ken)- Wind Release: Moon Blades
Type: Attack
Rank: B
Range: Mid-Long
Chakra Cost: 25
Damage Points: 40
Description: The user focuses their Wind Chakra into their hands a molds it into 2 circle shapes then will throw them at the opponent, once the circles leave the users hands they will then transform into 2 cresent moon shapes slishing the opponent.

Note: Can be used 3 times per battle
.

Wind Release- Pressure Bullet Blast
Rank:B
Type:Short-Long
Chakra:20
Damage:40
Description: The user focuses his fuuton chakra and builds it all up. The User then channels all the energy into his fist. By putting both fist together, the user fuuton chakra forms a wind ball around their fist. The wind ball can be shot at someone and on impact, the ball explodes releasing a hurricane like feeling of wind.

A-Rank​


(Fuuton : Rippou of Katto Uindo ) Wind Release: Cuboid of cutting wind
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user will make two hand seals and then create a small cuboid of wind chakra that is compressed and then release it at the target. The user will then make another hand seal to expand the cuboid to surround the target. The target will then deal cutting damage from blades of wind attacking them when they are caught inside the technique.

(Fuuton: Kaze tengai ) - Wind Style: Wind Dome
Type: Supplementary/Attack
Rank: A
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user creates a dome filled with wind with their chakra.
When your opponent is inside, the wind will blow them around, causing them to hit things. Each time they hit something, you get more chakra. This jutsu is like a chakra monster.

Wind Release: 1000 Shooting Arrows
Rank:A
Type:Offense
Rang:Long
Chakra Cost:30
Damage:60
Description: The user ehales a bow created by fuuton chakra. By using shape manipulation and fuuton chakra, the user makes a arrow and shoots it in the air. While in the air, the arrow multiplies to 1000 arrows and can hit multiple targets.

Note: To make this attack stronger, the user can combine it with fire.
Note: Can only be used 3 times in battle
Note: Need to have A rank or higher training in fuuton

(Fuuton: uyoku enzeru) - Wind Release: Take Flight
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage: 60
Description: the user gathers a lot of wind chakra into his back creating 2 large wings and 2 small wings made out of wind , the 2 large wind wings can be used to fly or to guard the user against incoming attacks, and the 2 small wings are made to increase the speed of the user while he's flying in the air, when the user activates this technique , he's pushed into the air upwards from the thrust of the wind that comes out of his back.

Note: Can only be used 4 times per battle.
Note: as long as this technique is active the user cannot use any fire based techniques

(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
Note: Can only be used 3 times per match

(Fūton: haipa tatsumaki) – Wind Release: Hyper Tornado
Rank: A
Type: Offensive
Range: Short – Long
Chakra cost: 30
Damage points: 60
Description: The user focuses their wind chakra into their hands and sends it to the sky. They use that chakra to gather clouds above the opponent and alter the weather conditions to the point of which wind will start to spin around the opponent until it turns into a tornado around the opponent.
The opponent will be caught in the eye of the tornado so he/she will be trapped inside and so the user throws a large amount of shuriken into the tornado and uses their wind chakra to control the blades. After doing so the user controls the shuriken with their wind chakra and uses them to violently cut their opponent.

Note: The controling of the shuriken counts as one of the users turns

S-Rank


(Fuuton: Kyanon) Fuuton Style: Fuuton Cannon
Rank: S
Type: Offensive/Defensive
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Descriptions: The user charges their finger with chakra then adds fuuton chakra into their index finger the same way as a chakra cannon and aims at the opponent, he then releases the vortex blast of wind infused chakra at the opponent sending him flying.

Note: Puts a tremendous strain on the users hand and can only be used 3x per battle
Note: Cant use Wind Techniques for two turns
Note: Must know chakra cannon to use this
Note: Can only be taught by Nagato

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: No hand seals required
Note: Cannot use any wind jutsu of A rank and above for 2 turns
Note: Can only be used three times

(Fuuton: Suna shippuu ) Wind release: Sand hurricane
Rank: S-Rank
Type: Attack
Range: Short-Long
Chakra cost: 40
Attack points: 80
Description: the user summons a hurricane of sand that attacks the opponent with a two element hurricane that has strong winds that carry large amounts of sand that cut and eats up opponents skin and flesh. The sand covers the whole area at the end of the jutsu.

Note: Can only be used 1x per battle.

Futon: Furaingu Fūjin no Jutsu (Wind Release: Flying Wind God Technique)
Rank: S
Type: Supplementary
Range: Short/Long
Chakra cost: 60 (10 every turn it’s active)
Damage points: N/A
Description: By using wind chakra to create wind bubbles beneath the user’s feet, the user will mimic flight by using the air bubbles created to literally run on nothing more than air. The air bubbles are invisible to the naked eye. This technique can be used to evade some technique.

Note: Can only be used twice.
Note: Lasts for 5 turns.

(Fuuton: Washi's Doki) Wind Style: Eagle's Wrath
Type: Attack
Rank: S
Range: Mid-Long
Chakra cost: 40
Damage points: 80
Description: The user will make three handsign and quickly release a large amount of Fuuton chakra into the air. Using shape manipulation, he will form a giant eagle in the sky, the eagle will flap its wings and severely strong slicing winds will come crashing down onto the opponent.

Note: Can only be used once per battle
Note: No S-rank or higher Fuuton techniques for the next turn.

[Fuuton: Za Hyoujin Kaze] ♦ Wind Style: The Sharp Wind ♦
Rank: S
Type: Attack
Range: Short/Long
Chakra: 40
Damage: 80
Description: The user will gather wind into their hand and condense it with chakra. creating long and thin projectiles in their hand. Then the user can aim these projectiles, launching them at a target. The projectiles do not deal a very much damage, though they are made for precision instead. for if aimed at a very vital, or severe pressure point, the user can cause their target to be unable to battle. Though this is quite hard to do and requires a great amount of focus and accuracy. They are really sharp and fast and could pierce through steel.

Note: Usable only one times per battle.
Note: Their as fast as Rock Lee without weights
Note: Five projectiles are made from the users fingers.
Note: No wind techniques the next turn.

(Fuuton: Bouie Tate) - Wind Style: Protection Shield
Rank: S
Type: Defense
Range: Short
Chakra Cost: 40
Damage: N/a
Description: the user will focus his chakra throughout the air around him causing the wind to form into an invisible shield the shield is strong enough to block any lightning attack (including kirin if the shield is created b4 chidori is fully charged) and any other element or attack A rank and down besides fire however if fire is used on the shield (B rank and higher) it will cause anything protected by the shield (inside it it is a 360 degree shield) to completely burn

Note: Once per battle
Note: Lasts 4 turns
Note: No fire jutsu inside the shield
 

Nagato..

Active member
Supreme
Joined
Sep 23, 2010
Messages
35,156
Kin
2💸
Kumi
2,500💴
Trait Points
0⚔️
Awards
You must be registered for see images



C-Rank

(Katon: Kaji Kawari ) - Fire Substitute
Type: Supplementary
Rank: C
Chakra Cost: 10
Damage Points: N/A
Description: This jutsu uses the Ox handseal. When your opponent attacks you, you disappear in a cloud of fire. When you poof away, your opponent gets burnt while they are in that cloud of fire that you created.


B-Rank


(Katon: Katana Kaji) - Fire Style: Blade of Fire
Rank: B
Type: Attack
Range: Short/Mid
Chakra Cost: 20
Damage Points: 40
Description: The user creates a sword of fire. When the user stabs something, the whole body/whatever ignites in flames.

Note: No sword intended

(Katon:Yuudoku Kaen Hari ) - Fire Style: Toxic Flame Needle
Type: Attack
Rank: B
Range: Mid-Long
Chakra Cost: 20
Damage Points: 40
Description: The user lights their hari with their chakra.
When the needles tips of the needles contact skin, they burn the opponents skin and inject poison into their body.


A-Rank


(Katon- Honoo no supaiku) Fire release- Flame Spikes
Type: Attack
Rank: A-rank
Range: Short-Long
Chakra cost: 30
Damage points: 60
Description: the user will focus his fire chakra under the opponent raising it out of the ground as spikes of fire that will burn the opponent as they emerge.

Note: can only be used 3x per battle.


(Katon: Bareru) - Fire Style: Barrel
Rank: A
Type: Defence
Range: Short/Mid
Chakra Cost: 30
Damage Points: N/A
Description: A wall of fire surrounds the user all around, protecting them from any attacks. Each attack (Except for Water) is most likely to be burnt.

Note: It is shaped like a cylinder. It does not have any open spaces except inside.

(Katon: Kaji Mitsukai ) - Fire Stlye: Fire Angels
Type: Attack/Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 40 (40 for 20 Clones)
Damage Points: 80
Description: The user preforms the Rat,Tiger,Dragon and Dog handseals.
These angels are like clones, but instead, they are made out of fire.
When you get attacked the Angels/Clones will defend you or attack the opponent back.


(Enkou Hebi)- Flame Serpent
Type: Attack
Rank: A
Range: Short- Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will focus there Fire chakra, then release it creating a large serpent head made completely of fire that will ingulf the opponent causing suver burns.

Note: Can only be used 3 time in battle


(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: houka taka) Fire style: Fire Falcon
Rank: A
Type: Offensive / Defensive
Chakra: 30 ( 10 for every turn to keep it active )
Damage: 60
Description: user spits out fire which then transforms into a falcon. it attacks the opponent at great speed. It can be used for defence , it can block ( only fire attacks which are lower than A-rank )


(Katon- Hanguri Shiroari) Fire release- Hungry Termites
Type: Supplementary
Rank: A-Rank
Range: Short-Long
Chakra cost: 30
Attack points: 60
Description: the user releases a flame from his hand that then takes the form of a swarm of termites. The swarm starts devouring the woods around the user and any wood jutsu used against him upto A rank

Note: can only be used 3x per battle.


[Ryuuki Fenikkusu no Jutsu] ♦ Rising Phoenix Technique ♦
Range: Short/long
Rank: A
Type: Attack/Supplementary
Chakra Cost: 30
Damage: 60
Description: The user does the necessary hand seals; draws chakra from their mouth into their chest and then immediately exhales it. They then blow a stream of fire which erupts into a large soaring phoenix of flames. The mythical bird will then swoop up and into the foe at high speed. Not only can it cause very hot burns but can give a powerful hit upon contact as well. To better manage the flames the ninja will bring their hand to their mouth to control it. After it is done, because of the impact, the phoenix explodes into a bunch of blazing ashes all over ground, but the user can explode it whenever it's needed.

Note: Usable twice per battle.


S-Rank


(Katon: Kuroi Kashou)Fire Style: Black Burn
Rank: S
Type: Attack/Defence
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user releases crows of flame that appear out of the user, and start to form blasts of fire, the user also turns into black flames that dissapear and then appear where the user set any crows, and can decide which crow to appear to, when the user reaches the target, the user turns into the users normal self and release black flames that attack the opponent.

Note: The user can keep it as armor, that will hurt anybody who touches it.
Note: Can only be used twice per battle


(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: Yuudoku Kaen ) - Fire Style: Toxic Flame
Type: Attack
Rank: S
Range: Short-Mid
Chakra Cost: 40 (+10 if used twice in a row)
Damage Points: 80
Description: After preforming Bird,Ram,Dog and Tiger hand seals, the user focuses their chakra into their left hand. When the fire contacts the opponent, it should burn through their organs and spine, causing a large hole in their body.

(Katon Raiton katans) - Fire/lightning Sword
Rank: S-rank
Type: Supplementary
Range: short
Chakra cost: 40
Damage points: 80
Description: This technique allows the user to create a fire sword which the User sends Lightning chakra to make it a Lightning/fire sword which can be used to cut through objects and slash enemies.

Note:No Lightning Jutsu above S-rank for the next 3 turns.
Note:The Jutsu last for 3 turns.
Note:The user can only perform this Jutsu Once per battle.


(Katon: Faia sogekihei) - Fire Style: Fire Sniper
Rank: S-Rank
Type: Attack
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user gathers in Katon chakra and at the same time inhales. Then as the user exhales, they will mix the air with their katon chakra. At this time the user will bring up both hands up to the mouth, with both hands the user will create a "barrel". As the user exhales a powerful amounts of fire, the users hands will act like a gun barrel and will make the fire into a concentrated stream of fire. Because the fire is condensed into a stream, it becomes very power and accurate.

Note: Can only be used twice per battle
Note: Can not use fire justu A rank or higher for current turn and the next turn as well
Note: Must have fire mastered to use this jutsu


(Katon- Furea Jiyuu) Fire release: Flare Pillars
Type: Attack
Rank: S-rank
Range: Short-Long
Chakra cost: 40
Attack points: 80
Description: the user will raise four pillars made of fire around himself (exactly NW, NE, SW, SE) at a short distance from himself. The pillars will begin spinning emitting heat and raising the temperature of the battle field to melt any ice on it(only applies to ice in the area not ice jutsus being used to attack by the opponent).

Note: Can only be used 3x per battle.


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: 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


Forbidden


(Katon: Hagetaka kaen) Fire Release: Condor Blaze
Type: Supplementary/Attack
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: 90
Description: The user will form a row of 10 handseals, he will then disperse into 10 highly compressed katon flames that are shaped like condors. The condors will then soar through the air at great speeds at the opponent. 1 condor will be the user and will travel to the desired location that the user wants and the user will appear from that condor while the other 9 condors soar through the air and attack the opponent. The condors hit the opponent all at the same time. On impact the condors will explode in a huge fiery explosion that covers the area . Once the condors explode all surroundings within mid range will be covered with 6ft tall flames.
-If the user has signed the condor contract then this jutsu will only require 5 handseals.
-No Katon for the next 2 turns.
-Can only use this jutsu once per battle.
-Can only use 2 jutsu on the next turn.
-No Katon jutsu before this jutsu.
-The turn that this jutsu is used, the user can only use one more jutsu so this jutsu counts as 2 moves.
-If the user is caught in the explosion then he/she will die.


[Nenshou Haigara Ryuuki Fenikkussu no Jutsu] ♦ Burning Ashes Rising Phoenix Technique ♦
Range: Short/long
Rank: Forbidden
Type: Attack
Chakra Cost: 50 [+30, when the user takes the second deep breath]
Damage: 90 [+20, when the user takes the second deep breath]
Description: This technique can only be used after using ♦ Rising Phoenix Technique ♦ in which it utilizes the blazing ashes left over from the jutsu. The ninja does the necessary hand seals; draws chakra from their mouth into their chest and then immediately exhales it. They then blast a streaming jet of fire into the centre of all the ashes, which then spreads out into all the blazing flames and they all ignite and burst up in a giant circular wall of fire, spinning violently the blazing glare consolidates into a rapid moving giant sphere. Once the sphere is made, it then burst out and two phoenix like wings of fire blast outwards to the sides. Finally, with another deep breath through the nostrils, the fire out put will be increase and the blazing fire will rise back up into an even larger and stronger phoenix then before and the technique is basically repeated but with greater power. To better manage the flames the ninja will bring their hand to their mouth to control it. After it is done, because of the impact, the phoenix explodes into a bunch of blazing ashes all over ground that can burn the surroundings.

Note: Usable once per battle.
Note: Only one other technique that turn, can be used before this technique. After this technique none can be used until next turn.
Note: No fire element for the next turn.
Note: No Taijutsu for next turn
 
Last edited:

Nagato..

Active member
Supreme
Joined
Sep 23, 2010
Messages
35,156
Kin
2💸
Kumi
2,500💴
Trait Points
0⚔️
Awards
You must be registered for see images

Doton: Jari doroppu | Earth release: Gravel Drop
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Descripton: This allows the user to summon through a "portal" of sorts in the sky (similar to Dropping Lid and Sticky Mud Drop) a massive amount of 5 millimeter sized earth gravel from the sky crashing it into the opponent. The gravel must be summoned at least 15 meters above the opponent to have any real effect as gravel is composed of many small but sharp rocks.

Can be used 3x per battle.
No more S rank or above Earth the same turn and the next
Can only be taught by Nagato..

Members who have learnt after the new rules:
Code:
-[URL="http://www.narutobase.net/forums/showthread.php?t=253457"]Kryptic[/URL]
-
-
-
-
-
C-Rank

(Doton: Daichi Bokudan) - Earth Style: Earth Bomb
Rank: C
Type: Supplementary
Range: Short/Mid
Chakra Cost: 15
Damage Points: 30
Description: When this bomb hits anything, it will create a giant wall that will fall into the opponent.

(Doton: Irigomi) – Earth Style: Coming in together
Rank: C
Type: Offensive, Supplementary
Range: Short – Mid
Chakra cost: 15
Damage points: 30
Description: The user performs Ram – Horse – Rat and then stomping their foot on the ground can cause an open piece of earth like a hole or fissure to close shut trapping anyone inbetween.

(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

(Tsuchi Kabe-Tama) Earth Wall-Bullets
Type: Attack/Defense
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage points: 40
Description:a large wall raises from the ground in front of the user, the wall then shoots hundreds of little bullets at there opponent.
(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.


(Doton: 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.

Note: 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.
Note: 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: tsuchi heika) Earth Release: Earth swords
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra cost: 30 (when making the sword)
Attack points: 40
Description: The user cups their hand as if they were holding a handel and molds a strong sword using their earth chakra.
since the earth used is made from the users chakra it can cut through C rank earth.

Note: The user cannot use any jutsu that require hand seals while holding the sword.
Note: Sword takes 3 seconds to make.

(Doton: Iwa hando) Earth Release: Stone Hands:
Type: Attack
Rank: B
Range: Short-Mid
Chakra Cost: 20 (+5 Per Hand)
Damage Points: 40
Description: The user places his Hands in the Ground and large stone Hands rise up, these hands are very flexible and able to grab the opponent and crush them or be made into fist and punch them, these hand's are very large and lift someone up.

Note: Maximum of five Stone Hands

(Doton: Mokuzou Yaiba ) - Earth Style: Wooden Blade
Type: Attack
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: The user creates a wooden blade. When the blade contacts something, it slices through just like any other blade. This blade evaporates when touched by fire.

(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 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: Sand Trap (Doton: Sandotorappu)
Rank: B
Type: Supplementary
Range: Short-, Mid-, and Long-Ranged
Chakra Cost: 25
Damage Points:N/A
Description: The user changes the constancy of the earth below the target to have the constancy of wet clay, allowing the target to sink while it hardens. They will sink until their hands and the body below the waist is submerged, when it will harden. If used successfully, the opponent will be unable to use hand seals.

Note: The target must be standing on an earth source.
Note: The user does not manipulate sand in any way.


A-Rank

(Doton: Tsuchi Kurassha) Earth Release: Earth crusher
Type: Offensive
Rank: A
Range: Short-mid
Chakra Cost: 30
Damage Points: 60
Description: Like "Earth Release: Mud Fall" and "Earth Release: Dropping Lid" the user will make 3 handseals "Rat" "Tiger" "Boar" as they send earth chakra to above the opponent or target and will make a rift above them. What comes out is not mud nor a lid but a huge stone that falls from the rift and crashes down onto the opponent (see picture for the size of said stone). The stone is created several meters above the opponent, leaving enough time to react.
- Can only be used twice per match.
- Must have mastered at least A rank earth.

You must be registered for see images

(Doton- Chiri Akuma) Earth release- Dirt Devil
Type: Attack
Rank: A-rank
Range: Short-Long
Chakra points: 30
Attack points: 60
Description: the user will create a large dirt devil full of gravel using his earth chakra and send it towards his opponent. The earth spins so fast that it causes the wind to cut the opponent while the gravel will bash him pretty bad.

Note: Can only be used 3x per turn.

(Doton-Tsuchi hou Sentou) Earth release- Earth Gun Punch
Type: Attack
Rank: A-rank
Range: Short-Long
Chakra cost: 30
Attack points: 60
Description: the user focuses earth chakra on his fist making rock boxing gloves which he can use to strengthen taijutsu. The gloves can be shot at the opponent, at the users discretion, to inflict damage at long range.

Note: Cant make any hand seals while the gloves are on.
Note: Can only be use 3x per battle.

(Doton- Iwa Supea Hitoame) Earth release- Rock Spear Shower
Type: Attack
Rank: A-rank
Range: Short-Long
Chakra cost: 30
Attack points: 60
Description: the user will perform three hand seals and the earth in front of him will explode w/ rock spears being released towards his opponent. The spears are about a meter long that shoot out at an angle and come in towards the opponent diagonally from the sky.

Note: Can only be used 3x per battle.

(Doton- Jisatsu Tori) Earth release: Suicidal birds
Type: Attack
Rank: A-rank
Range: Short-Long
Chakra cost: 30
Attack points: 60
Description: the user summons three stone birds that explode out of the ground and take flight. Once the birds gain altitude they come crashing down on the opponent leaving crater size holes where the opponent stood.

Note: Can only be used 3x per battle.


(Doton- Iwa Same Gyakujou) Earth release: Rock Sharks Frenzy
Type: Attack
Rank: A-Rank
Range: Short-Long
Chakra cost: 30
Attack points: 60
Description: the user creates 3 earth chakra based sharks in the ground under his feet made out of rock and sends them after the opponent. The sharks encircle the opponent before attacking from underground.

Note: Usable 3 times per battle.

Earth release: Burial of sorrow= Doton: Kanashimi no maisō
Type: Offensive/supplementary
Rank: A
Range: Short/Mid
Chakra cost: 30
Damage points: 50
Description: the user focuses earth chakra into his/her hands, and then slams them unto the ground, this creates a small earth wave, that’ll race against the target. When the wave is close to the opponent, (around short range) it builds up, (like when a wave comes close to shore) and becomes a 5 meter tall wave, which on the front side, looks like a crying face, with an open mouth. Inside the mouth there is a tongue, made of hard earth, that’ll try to grab the target, and pull it into the mouth. Inside the mouth there’s a lot of teeth made of stone, when the target is caught inside the mouth, the wave will sink into the earth and compress itself, crushing the target within it.

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.

Note: Restricted to 3x per battle.

You must be registered for see images

Doton: Rando Funnu ) - Earth Style: Raging Land
Type: Supplementary-Attack
Rank: A
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user focuses chakra into the ground, causing pieces of land to rise up. Beside the rose up lands are sharp spikes that will also be created
with chakra.

Doton: San-kai hashira kaden | Earth Release: Three Pillar Household
Rank: A
Type: Supplementary
Range: Short/Long
Chakra cost: 30
Damage points: N/A
Description: By performing a single handseal, the user makes three great plateaus of earth and stone rise up through the ground wherever he wishes. The plateaus rise through the ground very quickly and without warning, and they cause small tremors around them as they rise. The user is able to slightly manipulate the shape and form of the plateaus, before they rise through the ground, to suit his needs. By forming a single handseal, the user is able to emit spikes from the plateaus. This technique is an advanced version of the Earth Style: Earth Flow Rampart.

Note: Can only be used 4 times per battle.

Earth Release: Growing Shuriken (Doton: Seichō Shite Iru Shuriken)
Rank: A
Type: Offensive
Range: Short- and Mid-Ranged
Chakra Cost: 30
Damage Points: 60
Description: The user creates two large rings out of earth, similar to the rings in the middle of a shuriken. The user then throws the rings through the air, and they gather earth along the way, forming two extremely large shuriken. They target the opponents arms, similar to the attack Sasuke launched by Sasuke on Deidara with two real large shuriken.

Note: Requires an earth source to be between the target and the user, as well as below the user.

(Doton: Suraidingu Kabe) - Earth Style: Sliding Walls
Rank: A
Type: Defence
Range: Short-Long
Chakra cost: 30
Damage Points: N/A
Descripton: This jutsu requires the dragon hand seal. It is only 2 moving walls that protect you from different jutsu


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
Note: Stays active maximum of 3 turns

(Doton : Tsuchi Keiro) - Earth Release : Earth Path
Type: Offensive/Defensive
Rank: A
Range: Short/mid/long
Chakra Cost: 30
Damage Points: 60
Description: After performing two simple hand seals(Tiger & Dog) the user will stomp onto the ground creating a long path of earth which the user can cause it to rise up and flip his/her target backward, The user can control this path of earth like a dragon(but doesn't take form of a dragon)to allow the user to ride on it to avoid certain jutsu or can even send it to crush his/her opponent.

Note: Can be only use three time per battle

S-Rank

(Doton/Suiton Konbo: Kyuutai no Suishi) Earth/Water Combo: Orb of Drowning
Rank: S
Range: Long
Type: Attack
Chakra: 40 (+ 15 per turn)
Damage: 80
Description: The user will do a row of 5 handseals, then finish with slamming their hands onto the ground. A huge orb of earth will arise from the surrounding earth around the opponent, encasing them in a giant orb, leaving a 3 meter, in diameter, hole in the ground, that enters into the bottom of the orb. The user then stomps onto the ground, causing a geyser of water to sprout up into the hole, filling the orb with water. The water will race around inside of the orb, knocking the opponent around, trying to knock them out. The water will then fill up the orb, drowning the opponent.

Note: Usable 1x
Note: No Earth/Water jutsu for the next turn
Note: The water will fill up the orb in 5 seconds max
Note: If not out in 2 turns, the opponent will drown

(Doton- Jari Tatsu) Earth release: Gravel Dragon
Type: Attack
Rank: S-rank
Range: Short-Long
Chakra cost: 40
Attack points: 80
Description: the user creates a large dragon out of gravel and sends it towards the opponent. The gravel is constantly moving around as the dragon shoots straight through towards the opponent. The dragon then swallows the opponent and begins to thrash him inside of him while grinding him w/ the gravel.

Note: Can only be used 3x per battle.
Note: No s-rank earth and above can be used next turn

(Doton - Koroseumu) Earth Release: Colosseum
Type: Supplementary.
Rank:S
Range:Short-Long
Chakra Cost:40
Damage Points:N/A
Description: The user performs 4 Handseals then he slams his dominant hand onto the ground and, sends enourmous amounts of Chakra through the Earth and creates a Giant Colosseum rises up through the Ground, covering the whole battlefield.

Note: Can only be used once per match.
Note: The Colosseum is infused with the users Chakra untill it gets destroyed.
Note: Due the high amounts of Chakra the user is so exhausted that he is only able to perform B-Ranked or lower Note: Jutsus for the next 3 turns.

(Doton: Tsuchi Musha) -Earth Style: Earth Marauders
Type: Attack/Defense/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description:
This technique is some ways mimics the stone golums/earth clones. The user will preform two hand seals and spits out mud from mouth to ground then it solidifies. By doing this the user will have three options on what will be formed from the mud. The three choices are Broad sword wielding Warrior/ Archer with Bow/ Viking with giant shield. Warrior attacks are basic Kenjutsu; Archer attacks are typical shots. These Marauders stand about 13 feet tall. With the exception of the Viking the Archer/Warrior are basic attacking types. The warrior is capable of attacking at short range and the archer is capable of attacking at mid - long distance doing the based damage. The Marauders are able to move as fast as a clone and they are quick with their attacks. These Marauders are unable to use jutsus of any kind

Note: Only one Marauder is able to be used at a time.
Note: They last on field until destroyed.
Note: Unable to use Doton technique in same move they are created.
Note: Unable to reform after begin destroyed.
Note: Usable once per battle.

(Doton/Suiton Konbo: Kyuutai no Suishi) Earth/Water Combo: Orb of Drowning
Rank: S
Range: Long
Type: Attack
Chakra: 40 (+ 15 per turn)
Damage: 80
Description: The user will do a row of 5 handseals, then finish with slamming their hands onto the ground. A huge orb of earth will arise from the surrounding earth around the opponent, encasing them in a giant orb, leaving a 3 meter, in diameter, hole in the ground, that enters into the bottom of the orb. The user then stomps onto the ground, causing a geyser of water to sprout up into the hole, filling the orb with water. The water will race around inside of the orb, knocking the opponent around, trying to knock them out. The water will then fill up the orb, drowning the opponent.

Note: Usable Once
Note: No Earth/Water jutsu for the next turn
Note: The water will fill up the orb in 5 seconds max
Note: If not out in 2 turns, the opponent will drown

Doton: Pirania Kyobou|Earth Release: Pirahna Frenzy|
Rank:S
Type:Attack
Range:Short-Mid
Chakra:40
Damage:80
Range:Short-Mid
Description:The user concentrates his doton chakra and does a single handseal creating a infinite number of pirahna's made of earth and theses pirahna's are of the same size of the actual pirahna's and can only travel under earth and can jump a height of 1m above the ground.The swarm upon the enemies and devours them and can not be destroyed while in ground any damage to the pirahna is regenerated as long as there in ground

Note: Can only be used twice per battle
Note: Cannot use any suiton jutsu of A-rank and above for 2 turns
Note: Cannot use any doton jutsu of S-rank and above for 1 turn
Note: Pirahna lasts for a full turn
Note: Pirahna's doesn't harm the user

(Doton: Daichi Kunai) - Earth Style: Earth Kunai
Rank: S
Type: Attack
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user shapes their chakra to make a kunai from the earth. When this kunai is hit on the opponent, the nearest organ turns into stone.

(Doton - Koroseumu) Earth Release: Colosseum
Type: Supplementary.
Rank:S
Range:Short-Long
Chakra Cost:40
Damage Points:N/A
Description: The user performs 4 Handseals then he slams his dominant hand onto the ground and, sends enourmous amounts of Chakra through the Earth and creates a Giant Colosseum rises up through the Ground, covering the whole battlefield.

Note: Can only be used once per match.
Note: The Colosseum is infused with the users Chakra untill it gets destroyed.
Note: Due the high amounts of Chakra the user is so exhausted that he is only able to perform B-Ranked or lower Jutsus for the next 3 turns.

(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

Note: 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.


Forbidden

(Doton-Tsuchi Kikai Hou Sentou) Earth release- Earth Machine Gun Punch
Type: Attack
Rank: Forbidden
Range: Short-Long
Chakra cost: 50
Attack points: 120 (-15 to user )
Description: the user focuses earth chakra on his fist after performing “Earth release- Earth Gun Punch” and launches a barrage of punches releasing multiple rock gloves to be sent in the direction of the opponent causing tremendous damage to the opponent and the area around him.

Note: Cant make any hand seals while the gloves are on.
Note: Can only be use 1x per battle.
Note: Cant use any earth release s-rank and above for the next 2 turns.
 

Nagato..

Active member
Supreme
Joined
Sep 23, 2010
Messages
35,156
Kin
2💸
Kumi
2,500💴
Trait Points
0⚔️
Awards
You must be registered for see images



(Lighting Style: Rikudo Kaminari No Kami) - Rikudo God Of Lightning
Type: Attack
Rank: S
Range:Mid-Long
Chakra Cost: 40 (-20 Per turn after twirling katanas to maintain the positive/negative charges)
Damage Points: 80 (-20 To the user, due to the risk of being struck by some lightning force as well)

Description: After twirling & applying chakra into Rikudo to gain the positive & negative lightning charges from the alloy, the user will use his chakra to throw the negatively charged katana into the clouds creating negatively charged thunder clouds that are attracted to the positive charges in the other Rikudo.

Then the user will throw/slam/thrust the positively charged katana into the ground near the enemy then performing the hand seals...Boar-->Tiger-->Ox, releasing a powerful lightning strike from the negatively charged cloud that comes down to strike and eletrocute everything in all directions within mid range of the positively charged katana in an explosive wave..

Restrictions:
-Can Only Be Used Within 1 Turn After Throwing The Negatively Charged Katana Into The Clouds
-The Jutsu Can Only Be Used Once Per Battle

Member who have learned after the new rules:
Code:
-
-
-
-
-
-

C-Rank


(Raiton:raikou enjin) - Lightning Element:Lightning Ring
Rank:C
Type:Offensive, Supplementary
Range:short
chakra cost:20 (after the enemy is caught 15 each turn)
Damage points:15 (each turn once the enemy is traped)
Description:The user makes lightning in his hand and than makes it take shape of a circle.The user than can throw it on his enemy to demoblize them.Thus,stunning them.As the enemy is stunned and the circle of lighting is still on them it releases a shock wave that keeps stunning them.

Note: The user cant move while the jutsu is active
Note: While the jutsu is active the user can only use a jutsu that needs one arm and no handseals)
Note: Can only be used twice per battle(cant be used on the next turn)


B-Rank

(Raiton: ranpu suicchi) Lightning release: Light Switch
Type: Supplement
Rank: B
Range: Short-long
Chakra Cost: 25
Damage Points: n/a
Description: The user will form a two handseals and use their raiton chakra to adjust the brightness of Raiton based techs. It can make raiton techniques of B rank and up bright enough to blind the opponent and the user of course (if the user doesn't close their eyes while making the handseals). Due to speed of the light being adjusted which is a flash that stays light up for 3 seconds or until the lightning attack hits or is over and instantly fades back to normal the opponent can't just simply close their eyes as they don't know it's going to happen. Once the target is blinded they will stay that way for one turn.
- This does not increase the power of raiton techs, only adjusts the brightness.
- Can only be used twice per match.
- Must use a lightning technique of B rank or higher before using this jutsu. B rank due to the size and amount of electricity that's in B rank techs that C rank techs lack.
- Must skip a turn before using again.


A-Rank

(Raiton- Raiko Koshinawa) Lightning release- Lightning Leash
Type: Attack
Rank: A-rank
Range: Short
Chakra cost: 30
Attack points: 60
Description: the user releases an arc of lightning out of his hand that wraps itself around the opponents neck. The user can then torture the opponent w/ the lightning leash shocking and chocking him.

Note: Can only be used 3x per battle.

(Raiton:Ikazuchi Hibana Bakudan)-Lightning Style: Lightning Spark Bomb
Type:Attack
Rank:A
Range: Mid Range
Chakra Cost:30
Damage Points:60
Description: The user gathers lightning chakra around him/her and then releases tiny sparks and after 2 turns, they are fully attached to the opponent and at anytime,The user can form tiger seal and make the sparks expload, the opponent would need to get out of range before this could happen or just use a jutsu that could burn away the sparks, if the opponent can't do that then the user could kill the opponent.

Note: The User Can Only Use This Jutsu Three Times A Battle

(Raiton: Genwaku Hirameki ) - Lightning Style: Blinding Flash
Type: Attack/Defence
Rank: A
Range: Mid/Long
Chakra cost: 30
Damage Points: 60
Description: This jutsu is for quick defence. The user focuses their chakra into their hands and rubs them together to make a flash. That flash then blinds the user for a few seconds or minutes (More chakra means longer time). After they revive their eye sight,their vision is very blurry.

Raiton: Shingai Nami ) - Lightning Release: Shock wave
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user focuses chakra in a piece of string. When the chakra reaches the string, it should create a shock wave. When the user hits the opponent with it, their skin will set on fire and peel of slowly.

(Raiton:shuzoku taka) - Lightning Element: Racing Hawk
Rank:A
Type:Attack
Range:short-mid
chakra cost:30
Damage:60
Descreption:The user counsintrates a big amount of lightning chakra to his mouth and than spits it out at the enemy.Than the user uses his chakra minipulation to form a hawk (only head and wings)
that attacks the enemy at high speed.

Note: Can be used 2 times per battle

S-Rank


Raiton: Chidori Raikou Panchi (Lightning Style: 2000 chidori current punch)
Type:Attack
Rank: S
Range:Short-Long
Chakra cost:40
Damage Points:80
Descripton: The user uses chidori nagashi, followed right after chidori. The nagashi charges up the chidori, for an ultimate punch. You can also use it to send a charge in the ground or air making the current reach further than the regular chidori Nagashi. But this attack cuts the users chakra in half, and the user gets only 2 moves next turn because of the nagashi's numbness effect

Raiton: Soudai Chidori Raikou Panchi (Lightning Style: Grand 3000 chidori current punch)
Type:Attack
Rank: S
Range:Short-Long
Chakra cost:40
Damage Points:80
Descripton: The upgraded form of chidori current punch, this technique takes 1 turn to use. This technique sends lightning in the ground, air, if the lightning hits the opponent they can't use more than 1 jutsu next turn, them and whatever else it strikes, and strikes at the opponent with a grand chidori. This chidori cannot be stopped by a S-rank wind technique.

Note:After using this move the user cannot move at all for 1 turn

(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.
Note: Doujutsu's can see through ground and can respond to it.
Note: Only those who has mastered Raiton can use this.
Note: You can't use any other lightning jutsus in the same turn, hence it will take up all your Raiton chakra.
Note: In the next turn, you can't use any higher then a B-ranked lightning justu

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

Note: Can only be used once per battle
Note: Can only be used by me and who I teach

(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.

Note: This Jutsu can only be used twice per battle
Note: This Jutsu can only be used every 2 turns
Note: The user can't use any Lightning Jutsu until they can use this jutsu again

(Raiton: Sen Tomoshibi ) - Lightning Release: Beam of Light
Type: Attack
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user focuses chakra into his/her lungs or mouth.
Then they release their chakra from their mouth to create a large beam of lightning. When the chakra is released, everything in its way will be destroyed, but not humans.

(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.

Note: Can only be used 3 times per battle.
Note: Must have mastered lightning.
Note: No lightning techniques of S-Rank or above for one turn after the use of this technique.

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 used 1 time per battle.

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: 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.

Forbidden


(Raiton: raikou myaku) Lightning Release: Lightning Pulse
Type: Attack
Rank: S Rank - Forbidden Rank
Range: Short-Long
Chakra Cost: 40 ( 50 If charges for 2 moves)
Damage Points: 80 (90 If charged for 2 moves)
Description: The user will make one handseal charging their raiton chakra and then forms another handseal which then releases a massive amount of electricity from their body. The amount of electricity that's released is based on how much raiton chakra they have charged. For instance, if the user charges it using enough chakra for two moves then the user can only use one more jutsu for that turn. But, will gain an extra rank in power. If Charged with enough chakra for two moves, this jutsu will release a massive amount of non focused electricity from the users body into the air and ground capable of destroying everything on the field and leaving a small crater in the ground around the user. The amount of chakra doesn't take more than a few seconds to charge since it's almost forced from the users body. If only charged for one move then it will release non focused electricity into the air and ground around around the user and opponent and will reach out to mid range.

Notes:

-No Raiton for the next turn if charged for Forbidden Rank.
-No A rank Raiton for the next turn if charged for only S rank.
-If charged for forbidden rank the user takes 20 damage due to the strain on the users body.
-No ninjutsu on the next turn just elemental jutsu.
-The electricity has enough amps and current to kill.
-Charging of 1 move = S rank rank.
-Charging of 2 moves = Forbidden Rank.
 
Last edited:

Nagato..

Active member
Supreme
Joined
Sep 23, 2010
Messages
35,156
Kin
2💸
Kumi
2,500💴
Trait Points
0⚔️
Awards
You must be registered for see images


(Ninpou: Yami no Honoo no Ryu) Ninja Art: Dragon Of The Darkness Flame
Type: Attack/Defense
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 100

Description: The user will channel massive amount of chakra to purge from their body then controlling it to burst from their arm at rapid speeds similar to pressure damage. As it rushes it takes on the form of a dragon/serpent made out of chakra, swirling around to attack the opponent from any direction above ground. The Dragon is attached to the users arm and can be manipulated to change directions at will. When the dragon is near the user when entering short range from the opponent it will expand also opening its mouth to consume them.

Note: Can only be used once per battle
Note: When the dragon expands its mouth at close range, its big enough to consume a summon like gambunta.
Note: The user is left vulnerable due to being attached to the dragon.
Note: The burst of raw chakra levels the ground short range around the user.
Note: Their dominant hand will be left paralyzed for one turn which means no handseals.
Note: No A ranks or above of any sort for 3 turns.
Note: Can only be taught by Nagato..

Members who have learned after the new rules:
Code:
- Yard
- Kryptic
- Selendrile
-
-
-
(Jeet Kun Do)
Type: Supplementary/offense/defense
Rank: S Rank
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Jeet Kun Do is a hybrid martial arts system and life philosophy founded by martial artist Bruce Lee with direct, non classical and straightforward movements. Due to the way his style works they believe in minimal movement with maximum effect and extreme speed. The system works on the use of different 'tools' for different situations. These situations are broken down into ranges (Kicking, Punching, Trapping and Grappling), with techniques flowing smoothly between them. It is referred to as a "style without style". Unlike more traditional martial arts, Jeet Kune Do is not fixed or patterned, and is a philosophy with guiding thoughts. It was named for the concept of interception, or attacking your opponent while he is about to attack. He believed that combat was spontaneous, and that a martial artist cannot predict it, only react to it, and that a good martial artist should "Be like water" and move fluidly without hesitation. Water is infinitely flexible. It can be seen through, and yet at other times it can obscure things from sight. It can split and go around things, rejoining on the other side, or it can crash through things. It can erode the hardest rocks by gently lapping away at them or it can flow past the tiniest pebble. The user needs to calm his mind completely, focus and wait for the opponent to strike. They will then use the opponents attacking force against them as the user moves in a relaxed state with fluid motion to take advantage of the opponents openings as the opponent attacks. Someone who masters Jeet Kun Do would have great reaction time, triple of what they had before being able to react instantly to normal taijutsu users. In close range a Jeet Kun Do master (like Bruce) can move a limb in the blink of an eye with great force, quickly catching the opponent off guard. Jeet Kune Do seeks to waste no time or movement, teaching that the simplest things work best. Economy of motion is the principle by which Jeet Kun Do practitioners achieve:

Efficiency: An attack which reaches its target in the least amount of time, with maximum force.

Directness: Doing what comes naturally in a disciplined way.

Simplicity: Thinking in an uncomplicated manner; without ornamentation.

This is meant to help a practitioner conserve both energy and time; two crucial components in a physical confrontation. Maximized force seeks to end the battle quickly due to the amount of damage inflicted upon the opponent. Rapidity aims to reach the target before the opponent can react, which is half-beat faster timing, learned in Wing Chun and Western boxing.
"When the distance is wide, the attacking opponent requires some sort of preparation. Therefore, attack him on his preparation of attack." "To reach me, you must move to me. Your attack offers me an opportunity to intercept you."This means intercepting an opponent's attack with an attack of your own instead of a simple block. It is for this concept Jeet Kune Do is named. JKD practitioners believe that this is the most difficult defensive skill to develop. This strategy is a feature of some traditional Chinese martial arts, as well as an essential component of European épée fencing. Stop hits & kicks utilize the principle of economy of motion by combining attack and defense into one movement thus minimizing the "time" element.

Simultaneous parrying & punching
When confronting an incoming attack, the attack is parried or deflected and a counter attack is delivered at the same time. Not as advanced as a stop hit but more effective than blocking and counter attacking in sequence. This is practiced by some Chinese martial arts. Simultaneous parrying & punching utilizes the principle of economy of motion by combining attack and defense into one movement thus minimizing the "time" element and maximizing the "energy" element. Efficiency is gained by utilizing a parry rather than a block. By definition a "block" stops an attack whereas a parry merely re-directs an attack. Redirection has two advantages: It requires less energy to execute; it utilizes the opponents energy against them by creating an imbalance. Efficiency is gained in that the opponent has less time to react to the nullification of their attack while having to worry about defending an incoming attack.

Low kicks
JKD practitioners believe they should target their kicks to their opponent's shins, knees, thighs, and mid section. These targets are the closest to the foot, provide more stability and are more difficult to defend against. However, as with all other JKD principles nothing is "written in stone". If a target of opportunity presents itself, even a target above the waist, one could take advantage of the situation without feeling hampered by this principle. Maintaining low kicks utilizes the principle of economy of motion by reducing the distance a kick must travel thus minimizing the "time" element.

Five ways of attack
* Simple Angular Attack (SAA) / Simple Direct Attack (SDA). Is a simple motion (punch or kick) which moves with no effort to conceal it, directly to the target on the most economical route. It can be indirect, beginning on one line and ending on another. Such as a punch that starts to the stomach (mid line) and ends on the chin (high line). SAA is an attack that is launched from an unanticipated angle that is achieved by moving in such a way as to create an open line into which to strike.
* Attack By Combinations (ABC). This is using multiple rapid attacks, with volume of attack as a means of overcoming the opponent.
* Progressive Indirect Attack (PIA). Simulating an attack to one part of the opponent's body, followed by attacking another part, as a means of creating an opening.
* Hand Immobilization Attack (HIA) and its counterpart Foot Immobilization * attack, which make use of trapping/parrying to limit the opponent's function with that appendage.
Attack By Drawing (ABD). The goal when using attack by draw is to "draw" the opponent into a committed attack by baiting him into what looks like an exposed target, then intercepting his motion. One can execute a motion that invites a counter, then counter attack them as he takes the bait


- Can only be taught to S-class and above who have learned basic taijutsu.
- To master the user must learn the style of fighting, all of it's techniques and spar with the creator in a Taijutsu only match.


(Kentou Sensu) - Boxing Style
Rank: N/A
Type: Supplementary
Range: Short
Chakra: N/A
Damage: (Taijutsu rules)
Description: The user raises their fists up close to their face and begins jogging in place. By using this style, they must concentrate on their opponent at all times. And it has basically became a reflex to jab and dodge, making the user move a little faster than average (nothing compared to gates speed). The user also is ready to block at will, since his fists are already raised to do so. In this style the user only uses punches and constantly shifts their feet to move at lightning fast speed around the opponent when in elbow range.

Note: Being in this style involves a strong cardio system, so it's very difficult to maintain without getting exhausted.
Note: 1- training session let's the user maintain for 2 turns
Note: 3 - training sessions lets the user maintain for 5 turns
Note: 5-training sessions lets the user maintain for 10 turns
Note: Takes 3 turns to use this style again in the same match.

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: Lasts 5 turns
Note: Can only be used once per battle
Note: Must be done at beginning of battle

C-Rank


(Kumokasumi Saezuru) - Disappearing Chirps
Type: Supplementary
Rank: C
Range: Short
Chakra Cost: 10
Damage Points: N/A
Description: The user does the Tiger hand seal. When your opponent attacks you, you disappear into 10 birds flying and chirping away.
You reappear 30 meters away from where you disappeared.

B-Rank


(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.

(Ninpo: Shinku Kiji Ryuu)- Ninja art: Scarlet cloth dragon
Rank: B
Type: Supplementary
Range: Long
Chakra cost: 25
Damage cost: N/A (+10 for explosive tags)
Description: the user opens a scroll and performs the following seals: tiger dog horse. This then releases multiple cloths with spiked tastles on the ends that is infused with chakra and allowing the user to control its path of direction. The scarlet cloth dragons are then able to trap the enemy by wrapping round the legs shoulders and arms and restrains their movements. The spiked tastles are then thrust into the ground to act as ankers to hold the enemy down. This can also be used by applying explosive tags to the cloth to use as extra damage after holding the enemy still.

Note: This jutsu can be used in conjunction with explosive tags to cause damage.


(Kyoujin Hachimitsu) - Stiff Honey
Rank: B
Type: Supplementary
Range: Mid-Long
Chakra Cost: 20
Damage Points:N/A
Description: This jutsu is when the user spits out a gooey and sticky thing. It is honey. When it is spit out, the opponent can't move.

A-Rank


(Katana Jutsu: Shinkirou Dageki) - Sword art - mirage strike
Rank: A
Type: Attack
Range: short - Mid
Chakra cost: 30
Damage points: 60
Description: The user uses the light reflected off the blade and moulds it with chakra sent into the blade. This then intensifies the light reflected towards the enemy and then gives the illusion of multiple blades in which the enemy sees multiple blades coming towards them and find it hard to predict the actual blade.

Note: This jutsu must be performed with a drawn sword.
Note: This jutsu can only be performed 3 times.

S-Rank


(Amatsu Shouheki) - Heavenly Barrier
Rank:S
Type: Defense
Range:Short-Long
Chakra Cost:60
Damage Points:none
Description: The user makes a Barrier to cover the whole battlefield. Nobody can leave the Barrier until the match is over. While in the Barrier, the user and opponent (excluding summons) cannot use any techniques A-rank and above. From that point on, the user can only use 2 jutsus while the Barrier is in play.

Note:Can only be used once per battle
Note:Must be the only attack that turn
Note:Takes 1 turn to use


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

Note: Can not use Ninjutsu techniques the next turn
Note: Can only be used by me and who I teach

(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.
Note: Can only be used twice per battle.

(Ushiro Honoo) Back Flame
Rank: S-rank
Type: Defensive
Chakra Cost: 40
Damage Points : N/A
Description: The user focuses fire chakra in one arm, then a flame appears around the users hands, the user can shoot out pure fire chakra to cancel out any fire jutsu

Note: Only has 3 shots
Note: Except Forbidden

Forbidden

(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
 
Last edited:

Nagato..

Active member
Supreme
Joined
Sep 23, 2010
Messages
35,156
Kin
2💸
Kumi
2,500💴
Trait Points
0⚔️
Awards
You must be registered for see images


B-Rank


(Genjutsu: Kujaku Umou) Peacock Feathers
Type: Supplementry
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The user creates the illusion that the opponent is seeing peacock feathers floating around them. While in the genjutsu, the colorful 'eyes' on the feathers are looking at the opponent. In reality, the feathers are actually kunais with paper bombs attached to them and explode on inpact as soon as the kunais reach the opponent.

(Genjutsu: Tomoteki) - Illusion Technique: Frenemies
Type: Attack
Rank: B
Range: Short-, Mid-, and Long-Ranged
Chakra Cost: 25
Damage Points: 40
Description: This Genjutsu is created after the user throws a smoke bomb. After the smoke clears, the user is replaced with the opponents best freind, who attacks the opponent. The opponent does not want to attack them in shock, and is attacked. After this, the illusion ends.

Genjutsu: Kuro (Illusion Technique: Dark)
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra cost: 20
Damage Points: 40 [Blinded]
Description: The opponent is trapped in a pitch black room. After they come out, their eyes are so used to the dark that it takes 1 turn to recover.

Note: The dark lasts for 2 turns

A-Rank



Genjutsu: Zōfuku | Illusionary Arts: Amplification
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: The user performs the Monkey hand seal and places his opponent in a genjutsu. The genjutsu makes the person under it feel as if their respiratory system has been pushed to incredible limits. It makes the persons muscles feel heavy and hard to move all the while making them feel they are out of breathe all the time, just like the day after an intense workout. They also become incredibly fatigued and all movement is slowed considerably. When they try to move they will think that they are stiff around the body and their limbs. The effects gradually build up over the coarse of three turns. On the first turn the effects aren't really noticeably however the opponent does feel slightly more fatigued, the opponent will think it's only battle fatigue. The second turn they feel more fatigued, feeling stiff all around the body making them think it's harder than it really is, however it's an illusion of feeling within their body and they are able to move like they would normally would. On the third turn these effects are amplified to such a degree where they have shortness of breath and struggle to perform rapid movements, with it, making the opponent harder to concentrate. For example performing hand seals alone takes considerable time to perform as their concentration is completly over taken by the fact that they can not breathe.

Restrictions
- Only usable twice per match
- No Genjutsu in the same or next turn.
- Full effect takes three complete turns unless broken
- Genjutsu lasts 4 turns


(Genjutsu: Kurushii Songu) Illusion Technique: Painful Song
Type: Supplementry
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 20 (+5 if the opponent has a sharingan)
Description: The user casts a genjutsu on his/her opponent, making him feel like he has headphones glued to his head. A Justin Bieber song plays through the the headphones, causing the the opponent to scream in pain and feel like his ears are bleeding. In realilty, the user throws 2 kunais with explosive tags attached to the ends of the kunai. The kunais go past both the opponents right and left ear, exploding when it reaches close to the ears.

Note:Can only last one turn
Note: You have to say ,out load, a name of a Justin Bieber song after the opponent gets trapped

(Genjutsu: Rosuto Oite Sono Kumo)-Illusion Technique: Lost In The Clouds
Type:Attack
Rank:A
Range:Short-Long
Chakra Cost:25
Damage Points:N/A
Description:The user will do a row of 3 handseals, then points directly at the oppoent, casting the opponent in a genjutsu, where clouds suddenly surround the opponent. The opponent will wander the clouds for hours, to no avail. Can trap up to 3 opponents in the genjutsu. The opponent will be standing, staring directly in front of him without being able to perceive it's surrounding while under this genjutsu, allowing one to attack.

Note: Usable 2 per battle
Note: Opponent/Opponents will be sleep for one turn
Note: Can't use Genjutsu next turn

Genjutsu: Shinigami Bun'ya (Illusion Technique: Shinigami Realm)
Rank: A
Type: Supplementary/Attack
Range: Short-Long
Chakra Cost:30
Damage Points: N/A
Description: Traps opponent in an illusionary world where everything is dead. When the opponent is trapped in the illusion the user can create clones of himself to help him attack the opponent. He and all the clones will look like Shinigami because of the illusion, and all weapons will also look different and will be less easy to defend from. The user (and clones) will move to short range from the opponent and stab him with swords or other ninja tools, thereafter all jutsus can be used again. The opponent can only use jutsus up to B-rank while trapped.

Note: The genjutsu will last for 3 turns.
Note: Creating clones counts as one of the three moves a turn.
Note: A jutsu will count as one of the three moves a turn.
Note: Can only be taught by Crimson.
Note: Can only be used 3 times
Note: cannot use A rank or above Genjutsu the following turn.

(Genjutsu: Migoto Tengoku) - Illusion Technique: Beautiful Paradise
Rank: A
Type:Supplementary/Attack
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The opponent gets trapped in a beautiful island. But not knowing that he/she is being stabbed. He/she feel no pain, but when the illusion is over, it's just blood.

Note: This jutsu only lasts for 2 turns

Genjutsu: Sendo Shazou (Illusion Technique: Death Image)
Rank: A
Type: Supplementary/Attack
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The opponent sees their self dying by either suicide or blood. After the illusion is over the opponent is mentally damaged
Note: Lasts only 2 turns

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 .

Note: Can only be used once
Note: Requires the space of two moves

You must be registered for see images
 

Nagato..

Active member
Supreme
Joined
Sep 23, 2010
Messages
35,156
Kin
2💸
Kumi
2,500💴
Trait Points
0⚔️
Awards
You must be registered for see images


. Phantom Star | Fantomusutā
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: In order for this technique to work, the user must have the targets attention for the simple fact that this technique works in which a manner that the opponent is typically anticipating an attack. The user will channel chakra throughout their body then rush towards the opponent with blazing speeds. The target will falsely believe that the target has made a swift hook towards them and react to either attack or defend, but it is merely a visual projection the user that has ran perfectly in place masking the actual user behind it. The actual user will then forcefully slam both of his hands with open palms directly into the targets upperbody and sending them flying uncontrollably.

Note: Can only be used 3x per battle
Note: Must have mastered taijutsu
Note: Can only be taught by Nagato..

You must be registered for see images
Members who have learnt after the new rules:
Code:
-[URL="http://www.narutobase.net/forums/showthread.php?t=196750"] Vision[/URL]
-
-
-
-
-
B-Rank


(Shigure Souen Ryu)
Rank: B
Type: supplementary
Range: short
Chakra: none
Damage: N/A
Description: an ancient Japenese sword style in which some say is the most unbeatable style in the world the user picks up thier sword and holds it close to their eyes with one hand as this technique the user needs to be able to use only 1 hand to control the swords movements, the users feet are spread shoulder length apart, this sword style has 7 totally different forms

Note: While in this form the user can use no Gen or Ninjutsu unless used before the technique
Note: Only lasts 3 turns

(Shajiku no Ame) - Axle of Rain
Rank: B
Type: Offense
Range: short
Chakra: 25
Damage: 40
Description: the user focuses their chakra in their feet,then releases in an instant causing the user to charge towards the opponent like the user was shot out of a cannon,and while charging the user is holding the blade with 2 hands in a thrusting motion, this attacks power is equivalent to one of Tsunade's punches.

Note: The user can only use this technique while in Shigure Souen Ryu
Note: Can only be used 3 times per battle

A-Rank


(Di squalo dageki) The Shark Blow
Rank: A
Type: Offensive
Range: short
Chakra: 30
Damage: N/A
Description: The user concentrates chakra into their blade, and when it comes in contact with another object, the chakra flows out of the sword like a current, and goes into the opponent thus stunning the opponent for 1 turn
Note: can only be used once per battle

(Ya ra zy no ame) - Last Minute Rain
Rank: A
Type : Offense
Range: short-mid
Chakra: 30
Damage: 60
Description: The user drops their sword with the blade facing toward the enemy, then the user focuses their chakra in their foot, and kicks the sword with incredible power in speed, and as soon as the sword hits the mark, the user is there holding the sword again (the sword causes a distraction giving the user time to rush in toward the opponent)

Note: the user can only use this technique while in Shigure Souen Ryu
Note: can only be used once per battle

(Same do re) - Early Summer Rain
Rank: A
Type: Offense
Range: short
Chakra: 30
Damage: 60
Description: The user rushes in toward the opponent holding the blade with one hand, in the middle a sideways swipe towards the opponents face, the user drops the blade with excellent timing, causing the blade to fall in the user's other hand, for a clean sweep at the opponents mid-section

Note: can only be used while in Shigure Souen Ryu



(Shi bu ki ame) - Spraying Rain
Rank: A
Type: Defense
Range: short
Chakra: 30
Damage: N/A
Description: The user puts all their chakra in their sword, then strikes the water, causing a giant water splash, this splash causes the opponent not to see the user

Note: can only be used while in Shigure Sousen Ryu
Note: Needs a Water source

(Shino tsu ku ame) - Pelting Rain
Rank: A
Type: Offense
Range: short
Chakra: 30
Damage: 60
Description: The user rushes in as if to clash with the opponent, but almost instantly slides down as if playing baseball, and slices the opponents, and leaving the opponent vulnerable to another attack
Note: can only be used while in Shigure Sousen Ryu

S-Rank


(Yottsu Iregyura Chakra Heika) Four Irregular Chakra Swords
Rank: S
Type: Offensive
Range: short/Mid
Chakra cost: 40
Damage points: 40
Description: The user then focuses pure wind chakra into 4 swords, an extra long sword (about the length of 2 arms) in one hand and 3 short handles of swords in one hand, the user can throw the short swords at very high speeds, they only work with the users chakra. When the chakra is focused in the long blade, a blue aurora is produced around the blade, so that if the opponent tries to block short range, then he will still be cut,unless the opponent focuses wind or lightning chakra in his blade, when focused in the short handles, nothing but a blue aurora is produced from where the blade is supposed to be.

Note: Lasts 3 turns
Note: can only be used twice per battle

Forbidden


(Taijutsu: Stomp Em In Za Nattsu) - Stomp Em' In The Nuts
Rank: Forbidden
Type: Attack
Range: Short
Chakra cost: 50 + 10 for each additional stomp
Damage points: 50 + 10 for each additional stomp
Description: The user quickly crouches down and swiftly sweeps his left leg into his opponents legs to kick the enemy's legs out from under him, while charging chakra into his right leg. Then while the opponent is on the ground, the user repeatedly stomps on the enemy's scrotum, causing severe abdominal pain that forces the opponent into the fetal possition.

Note: Maximum of 5 stomps
Note: Can only be used once
 

Nagato..

Active member
Supreme
Joined
Sep 23, 2010
Messages
35,156
Kin
2💸
Kumi
2,500💴
Trait Points
0⚔️
Awards

You must be registered for see images


(Kuchiyose no Jutsu: Remi) Summoning Technique: Remi
Type:Supplementary
Rank:S
Range:Short-Long
Chakra Cost:40 (-10 Per turn on battlefield)
Damage Points:N/A

Description: After the user has done the required handseal and using a small amount of blood, Seven Paths Of Pain will wipe his blood upon his katana and thrust it into the ground summoning Remi the King of the Pumpard relm.

Remi is the size of Gamabunta, has silky white/black polka dotted fur, wears armor similar to that of samurai and carries a katana (fit for his size). Remis upper body is similar to that of a male human so he is able to perform handseals. With his sword sheathed Remi has amazing speed & agility, but with his sword out he is very sluggish and can be careless at times. He has a natural affinity for lightning chakra but can also use water jutsu.

You must be registered for see images

Note: Can be only summon twice per battle
Note: Can only be summoned to the battlefield for 3 turns.
Note: Capable of using up to B rank lightning/water jutsu
Note: Summons can only be taught by Nagato


(Kuchiyose no Jutsu: Inuyasha) - Heiro Falcon Summoning Technique: Inuyasha
Rank: S
Type: Suplementary
Range: Short-Long
Chakra Cost: 40
Damage points: N/A

Description: After the user has done the required handseal and using a small amount of blood, Nagato can wipe his blood upon his katana and thrust it into the ground summoning Inuyasha, the great Saker Falcon of the Hiero Falcon realm.
Inuyasha is a white Saker/Hiero Falcon a bit smaller than Gamahiro, that wears a unique armor passed down from generations of Falcon elders. The armor is a very thin featherweight titanium alloy layer of coating clipped onto his feathers that gives his body a platinum appearance, and can be shot towards opponents as senbon when he flocks his wings hard enough. From the time of summoning he crashes down with his body and claws with the same surprising speed and force as Gamahiro. He flies at high speeds which creates a small layer of wind to form around him which protects him from some lightning based jutsu. Inuyasha has a unique telepathic ability which allows him to communicate with his summoner at all times.

Note: Can Only Be Summoned Once Per Battle
Note: Layer of Wind Protects up to A Ranked lightning two times only.
Note: Telepathy counts as one of his abilities and all of his moves count towards one of the users 3 per turn.
Note: Amor senbon is B ranked.
Note: No other summonings of the user can be on the battlefield.
Note: Summonings Can Only Be Taught By Nagato..

Summoning jutsu: Taka | Kuchiyose no Jutsu: Taka
Type: Summoning
Rank: S
Range: Short/Long
Chakra cost:40
Damage: 80
Description: After performing the necessary handseals the user will take his blood and summon Taka. Taka is a large Hiero Falcon, he is the size of Peins bird. He has large wings and is very Ariel dynamic. Taka is white with blue dots on him, the dots are very small in which he takes pride in his appearance. He can use water element up to S-Rank. As it travels through the air it's wings release strong gusts of wind that are capable to cause opponents to lose stability or become disorientated with being pushed around. When aerial is able to fly at high speeds as all heiro falcons do with the agility to move at the speeds of Rock lee without weights when on the ground he moves much slower. He has a very sharp beak and claws that he uses to attack with taijutsu. He is quite stubborn and only listens to those who hold the Hiero falcon contract. He is also able to carry 3 people on his back.

Note: Must sign the Hiero Falcon contract
Note: Gusts of wind are B ranked and mid-ranged.
Note: Water techniques and/ or gusts of wind count as moves per turn.
Note: No other Hiero falcon be present while he is summoned.
Note: Can only be taught by Nagato..
Note: Can only be summoned once
Note: Can only stay in play for 4 turns.
 

Nagato..

Active member
Supreme
Joined
Sep 23, 2010
Messages
35,156
Kin
2💸
Kumi
2,500💴
Trait Points
0⚔️
Awards
Dark Release

You must be registered for see images


. (Meiton: Fōsu o Isogu) - Dark Release: Rushing Force
Type: Attack/Defense
Rank: S
Range: Short-Long [Short-Mid] If shot near the ground
Chakra Cost: 40
Damage: 80
Description: After performing the handseals Bird → Rat → Tiger → Dog the user will waive either hand in a fast motion towards his opponent at an arc or angle releasing unfocused dark release energy from his hand infront of him causing dark release energy to be forcefully shot out as a wave of dark release energy that is very large advancing towards the opponent within seconds. Due to its raw power and size if waived near the ground it causes earth to crumble and rise rushing along with it.

Note: Can only be used 2 times per battle.
Note: This technique is 7 meters wide and 4 meters in height.
Note: No Dark Release techniques for the following turn.
Note: Must Be of at least Kage ranked.
Note: Can only be used by Nagato..

Members who have learnt after the new rules:
Code:
-
-
-
-
-
-

. (Meiton: Andāwārudo hantei) - Dark Release: Underworld Judgement
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: The user will perform 3 necessary handseals sending his dark release chakra underground slams his hand unto the ground causing the earth underneath the opponent to crackle with energy and then erupt in a violent blast of dark energy of a 6 meter radius that shoots up like a cylinder. The blast will cause severe lacerations to the skin all over.

Note: Can Only be used 3 times per battle.
Note: No S Ranked Dark Release for 2 turns.
Note: Can Only Be Taught By Nagato..

Members who have learnt after the new rules:
Code:
-
-
-
-
-
-
. (Meiton: Dākufangu) - Dark Release: Dark Fang
Type: Attack/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: The user will rotate his body while surging unfocused dark energy around himself. The user can choose to launch himself towards the enemy as a violent vortex of swirling dark energy that has enough force to break bones on contact. This technique can be used to avoid certain techniques. This technique looks like Kibas single fang over fang technique except you are covered in unfocused dark chakra.

Note: Can Only be used 3x Per Battle
Note: If missed hitting the ground user will be left disorientated.
Note: Can Only Be Taught By Nagato..

Members who have learnt after the new rules:
Code:
-
-
-
-
-
-

C-Rank


(Meiton: Mei Soujuu) - Dark Release: Dark Manipulation
Rank: C
Type: Attack/Defense/Supplementary
Range: Short-Mid
Chakra cost: 20
Damage points: 30
Description: This is a basic Dark Release jutsu using their dark chakra, the user will make it solid(compressed). The user can make things such as weapons(kunais, shurikens etc), platforms, and small shields.

(Meiton no jutsu) - Dark Release Technique
Rank: C
Type: Supplementary/Attack/Defence
Range: Short - Mid
Chakra Cost: 15
Damage Points: 30
Description: The user can make small dark release energy blasts , shields or any form he wishes to make through the usage of dark release although it's not a solid matter as it's substance is almost like the wind release.

Note: Can only be used 5 times per match

B-Rank

For the cjs that are Diedaras, he gave me permission for his Dark Release back in 2011 I believe.. Its buried in various vms



Dark Release: Dark Clone (Meiton: Mei Bunshin)
Rank: B
Type: Supplementary
Range: Short
Chakra cost: 25
Damage points: N/A
Description: The user makes one hand seal and makes a clone made of dark chakra. The user can only make two clones per jutsu. The clone can only use dark Release jutsus and taijutsu.

Dark Release: Dark Wall (Meiton: Mei Hei)
Rank: B
Type: Defense
Range: Short
Chakra cost: 25
Damage points: N/A
Description: The user puts both of their hands up and release dark chakra. The user makes a solid(compressed) black wall of dark chakra. The wall protects against C rank and below attacks and weapons
Only used four times per battle

Dark Burst Underground (Mei Heki Chika)
Rank: B
Type: Attack
Range: Short-Long
Chakra cost: 25
Damage points: 40
Description: The user releases dark chakra into the ground. Then whenever, the user claps their hands together. Right when the user claps the chakra moves to the desired place and with no warning bursts up with black chakra that causes tremedous internal damage the thing it attacks.

Dark Release: Dark Blast (Meiton: Mei Bakuha)
Rank: B
Type: Attack
Range: Short-Long
Chakra cost: 25
Damage points: 40
Description The user releases a wide blast of dark chakra out their palm. The blast is wide enough to take out three humans standing side by side.

Dark Release: Cloak (Meiton: Cloak)
Rank: B
Type: Defense
Range: Short
Chakra cost:25
Damage points: N/A
Description: The user makes a black cloak around themselves. The cloak protects the user from C rank and below attacks. B rank attacks destorys the cloak. Anything above B rank destroys the cloak and the user is hit with rest of the power after the attack destroys the cloak.

(Meiton: Kasseiken) - Dark Release: Revival Fist
Rank: B
Type: Offensive
Range: Short - Long
Chakra cost: 20
Damage points: 40
Description: By gathering dark chakra into both their hands, the user can then unleash a powerful and focused shock wave that, when it hits a person close range it could cause tremendous internal damage.

(Meiton: Kyūketsukō) - Dark Release: Inhaling Maw
Rank: B
Type: Offensive, Defensive
Range: Short
Chakra cost: 20
Damage points: N/A
Description: The user uses their dark release to forcibly extract the physical and spiritual energy (chakra) of another ninja and absorb it through the upper square of the mark on his left hand, which can then be used to perform Dark Release: Judgment.
Note: Can absorb up to A-Rank Wind, Fire and Lightning techniques, S-Rank raw chakra or C-Rank Water, all within reason. Has no effect on Earth techniques.

(Meiton: Kuro Kiri) - Dark Release: Black Mist
Rank: B
Type: Supplementary
Range: Short-Long
Chakra cost: 25
Damage points: N/A
Description: The user releases dark chakra throughout the battle field. The user chakra starts to make a black thick mist filled with the user chakra. The user and opponent can`t use their eyes in this but doujutsus like the Hyuga`s and Nagato`s can see through the mist. Sharingan can`t since it is filled with the user`s chakra. The user can feel movement through the mist.

Note: Only used three times
Note: Mist last for four turns
Note: Idk if MS and EMS can see through chakra mist but if it can then they can see through this mist.

A-Rank


Dark Release: Dark Sphere (Meiton: Tama)
Rank: A
Type: Defense
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user release dark chakra all around them making a complete sphere around their body. The sphere is 360 degrees around and solid(compressed) and can block B rank and below attacks. If hit by A rank it will be destroyed. If it by anything above A rank the user will be hit with rest of the power of the attack after the it destroys the sphere.
-Only used three times per battle


(Meiton: Jajjimento) - Dark Release: Judgment
Rank: A
Type: Offensive
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user converts the absorbed chakra from the Dark Release: Inhailing Maw and then releases it into light blue flames, turning it back on their enemies with amplified strength to blow them away. The flames are expelled through the lower square mark on their left hand.

(Taibu Meiton no Jutsu) - Greater Dark Release Technique
Rank: A
Type: Attack/Defence/Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: This is a stronger version of the dark release technique, the user can shoot dark release energy blasts , shields or any kind of shape through the usage of the dark release but on a larger scale than the standard dark release technique.

Note: Can only be used 3 times per match

(Meiton: Kurai Chakurasutaffu) - Dark Release: Dark Chakra Spear
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: The user will perform 4 necessary handseals channeling their dark chakra condensing it into a thick 6 foot solid spear. It can be fired at high speeds, hitting the opponent within seconds. It has enough strength and force to rip through boulders.

Note: Can Only Be used 3x per battle
Note: Can be shot from the mouth
Note: Must have permission to use by Madara.. & Nagato..


Members who have learnt after the new rules:
Code:
-
-
-
-
-
-
S-Rank


(Meiton: Chō Kasseiken) - Dark Release: Super Revival Fist
Rank: S
Type: Offensive
Range: Short
Chakra cost: 40
Damage points: 80
Description: This jutsu works in similar fashion to rasengan. by gathering dark chakra into the users hand, the user can create a dark orb with two dark rings around it (giving an atomic look). The user will then plow the orb into the opponent, resulting in the opponent being with tremendous bone shattering force.

(Meiton: Zetsumei Kousen) - Dark Release: Death Beam
Rank: S
Type: Attack
Range: Long
Chakra Cost: 40
Damage Points: 80 [+20 if absorbed a B-rank technique using inhaling maw beforehand]
Description: The user gathers a large amount of dark chakra into both of his palms then he brings his hands in front of him while his palms are facing crossed angles as the user releases the dark chakra Into a small condensed black orb that looks the same as the tailed beast bomb through the usage of shape manipulation, then the user releases a large black beam that covers a wide area and thrusts at fast speeds in the desired location due to the high concentration of the black orb, the user can enhance the beam's power by using the energy absorbed through the usage of the inhaling maw technique beforehand which is a separate technique and must be done in the same turn that this technique is used in.

Note: Can only be used 2 times per battle
Note: No dark release techniques higher than A-rank for 2 turns after this turn.

(Meiton: Dākuenerugī no Supin) - Dark Energy Spin
Type: Attack/Supplementary
Rank: S
Range: Short-Mid (Depending on the speed and power of the spin)
Chakra Cost: 50
Damage: 80
Description: Much similar to the Hyuga clan rotation the user spins at top speed while emitting large amounts of dark release chakra around him creating a dark release dome. Because of the spinning it releases waves of dark energy chakra that thrashes everything in it's path(goes in all directions) at high speeds (the same speeds as pressure damage). When the technique ends the entire battlefield is left in ruins.

Note: Once Per Battle
Note: Takes one turn to prepare enough chakra.
Note: The thrashing originates from the user giving the opponent time to counter.
Note: No other Dark Release techniques this turn and the following one.
Note: Only two jutsus can be performed the next turn due to being disorientated from spinning so much.
Note: Must have permission to use by Madara.. & Nagato..

Members who have learnt after the new rules:
Code:
-
-
-
-
-
-
Meiton: Yuuen Kyūketsukō| Dark Release: Grand Inhaling Maw
Rank: S
Type: Defence
Range: Short
Chakra Cost: 40
Damage Points: -
Description: This technique is a stronger version of Dark Release: Inhaling Maw, used only to absorb high ranked techniques. It follows the same concept, however, instead of just one hand to perform, the user will need to use both. He will point his palms together in the direction of the incoming technique and will then absorb it. This is this technique's weakness: since the user needs both hands to perform it, he will be more vulnerable to a surprise attack, being unable to perform an adequate defence most of the times. The absorbed technique can then be released via Dark Release: Judegment

Note: Usable twice per battle
Note: There must be a gap of at least one turn between each usage
Note: Can only absorb techniques up to S-rank or combos made of techniques up to A-rank

(Meiton: Shūshū ōbu) - Dark Release: Gathering Orb
Rank: S
Type: Supplementary/Defense
Range: Mid-Long
Chakra Cost: 30
Damage: 60 (+10 w/ Absorbtion)
Description: The user uses both hands to channel a large amount of dark chakra into an unstable dark energy ball that is released towards the target that expands due to it being unstable absorbing the energy from fire and lightning techniques rendering them useless, but also making the dark orb even more highly unstable filled with so much energy and lack of compression and then it explodes.

Note: Can only be used once per battle
Note: Cannot absorb technique as powerful as Kirin or Amaterasu
Note: Absorbs the energy from techniques as big as Fire Style: Blaze ball
Note: Blast radius is 5 meters in every direction, and if user is in short range of this technique he will have to defend from it as well.
Note: Only absorbs S ranked or lower
Note: No Dark Release techniques for 1 turn
Note: Must have permission to use by Madara.. & Nagato..


Members who have learnt after the new rules:
Code:
-
-
-
-
-
-
Forbidden


(Meiton: Teikoku Sasshi) - Dark Release: Imperial Judgment
Type: Attack
Rank: Forbidden
Range: Short - Long
Chakra Cost: 50
Damage Points: 90 [-40] to the user due to the immense exhaustion]
Description: This is a stronger version of the dark release "Judgment" technique, by utilizing the energy absorbed from an S-ranked technique through the usage of the "grand inhaling maw" technique, the user extends both of his hands in front of him converting the chakra that was absorbed into black flames that cover a vast area similar to the judgment technique but much stronger and on a larger scale due to using more energy for the usage of the technique through the usage of a stronger version of the inhaling maw which is the grand inhaling maw, the black flames covers an area as the wind technique pressure damage does slicing deep through the earth as it heads towards it's destination utilizing the lightning properities that the dark chakra have making this technique as fast as most lightning techniques used.

Note: Can only be used once per battle
Note: Must have used the Grand Inhaling Maw technique beforehand
Note: No dark release techniques For 3 turns after this is used
Note: The user cannot use any genjutsu techniques for 4 turns.
Note: The user is put into an immense state of exhaustion where the slightest movements puts a huge strain on his body for the next turn and can't use more than 2 jutsus the next turn due to the immense chakra exhaustion.
 
Last edited:

Nagato..

Active member
Supreme
Joined
Sep 23, 2010
Messages
35,156
Kin
2💸
Kumi
2,500💴
Trait Points
0⚔️
Awards
Mokuton

You must be registered for see images



A-Rank


(Mokuton: Mokuzou Tobikomi Bomu) Wood Release: Wooden Dive Bomb
Type: Attack
Rank: A
Range Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user creates a large bird made of very light wood that flies up above the opponent and follows him. At the user's command the bird will dive stright towards the opponent, hitting the opponent and injuring him greatly.

Note: Can only be used twice per battle
Note: Will only remain in the air for two turns, after that it will fall straight to the ground.


(Mokuton: Mini Mokuzou Bomu) Wood Release: Mini Wooden Bombs
Type:Attack
Rank:A
RangeShort-Long
Chakra Cost:30
Damage Points:60
Description: The user quickly focuses a large amount of chakra into their hands, creating multiple mini compressed balls of Wood. The user can then throw the balls wherever he desires. With the use of a single handsign, the user can make the balls explode, Causing a large explosion that will inflict major damage to anything that is touching it.

Note: Can only be used three times per battle.

(Mokuton: MOKUZAI!) Wood Release: TIMBER!
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user will quickly make three handsigns causing dozens of large trees to rise from the ground in front of the target. With the simple use of the "Dragon" handsign, the user will cause all of the trees to fall down onto the target, crushing them beneath them.

(Mokuton Nokogiri) Wood Saw
Rank: A
Type: Offensive
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user creates multiple circles of wood with sharp serrated edges, like a saw blade, in the ground and sends it towards the enemy. Each blade has a circumference of 1 meter. The user makes the wood rotate extremely rapidly, so that it could easily dig or break through earth and cause serious damage. About 1/3 of the blade is sticking out of the ground as it is sent towards the enemy.

(Mokuton: Mokuzou Ami) Wood Style: Wooden Net
Type: Supplementary/Attack
Rank: A
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: The user will quickly hold both of his hands outwards towards the opponent. Then, he will quickly form a seed made of Mokuton. Then user will then throw the seed towards the opponent and with the use of a handsign, the seed will burst open and form into a Mokuton net. The net will hit the opponent and bind him to the ground below him. The net is made of highly dense wood that will be far to heavy for the opponent to move beneath. With the use of another handsign, the net will protrude large spikes from it, peircing into the opponent as he is caught in it.

Note: Can only be used twice per battle

S-Rank


(Mokuton: Kyousei Moku Shichuurou) Wood Release: Great Four Pillars Prison
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: Yamato performs an advnaced version of - Four Pillars Prison, where the opponent is completely blocked in by multiple walls of interlocking wooden pillars. The prison having no holes, cracks, or openings. The prison will then begin to absorb the opponents chakra, sucking him dry unless he is able to escape. The pillars that create the prison being greatly compacted and extremely dense, making it difficult for the opponent to escape.

Note: Can only be used twice per battle
Note: No S rank Wood techniques or above the following turn
Note: If the opponent doesn't get out within two turns they will be drained of all their chakra.
Note: This is NOT a way to replenish chakra and the user will not receive any of the drained chakra.
 

Nagato..

Active member
Supreme
Joined
Sep 23, 2010
Messages
35,156
Kin
2💸
Kumi
2,500💴
Trait Points
0⚔️
Awards
Ranton & Black Lightning

You must be registered for see images


B-Rank


(Ranton: Raikou "Drops")-Storm Release:Lightning Drops
Type: Offensive
Rank: B
Range: Mid-Long
Chakra Cost:10 (-15 for every turn active)
Damage Points:20 (+10 every turn active)
Description:The user will gather raiton and suiton chakra, then release it into the clouds. Then they will manipulate the clouds, causing rain drops to fall. These rain drops are filled with small bolts of concentrated lightning. When hit, the lightning will give the opponent small bolts of electricity, that will stun them.

Note: A powerful fire enough (B-Rank or above) can neutralize the rain drops
Note: If there is no clouds, then this can not be performed
Note: If not stopped in 5 turns, the opponent will be paralyzed
Note: Can only be used 2 times a battle

(Ranton: Wangetsu Kata Ranton Kyodan) Storm Release: Crescent Shaped Storm Projectile
Rank:B
Range:Short-Long
Type: Attack/Defense
Chakra: 20
Damage: 40
Description: The user will sling their hand forward releasing a crescent shaped projectile of storm at the opponent or object.

Note: Usable 4x

(Ranton: Sutatikku Tamas)-Storm Release: Static Bullets
Type:Attack
Rank:B
Range:Mid-Long
Chakra Cost:20
Damage Points:40
Description:The user will gather raiton chakra and suiton chakra into their mouth. Then they will combine them, creating water bullets filled with lightning inside their mouth. Then the user will shoot these bullets at the opponent, on contact the will explode, leaving the opponent wet, and continuously shocked, due to the lightning.
Note: Effects last for 2 turns
Note: Usable 3 times a battle
Note: Can not use any Storm Techniques up to B-Rank the following turn.

A-Rank


(Ranton: Arashi Butoukai)-Storm Release: Storm Ball
Type:Attack/Defensive
Rank:A
Range:Short-Mid
Chakra Cost:30
Damage Points:60
Description:The user will combine raiton and suiton chakra, causing a giant thunderous ball of water, filled with lightning to form. The user will then send the ball at the opponent, on contact the balls will subdue the opponent, then electrocute them, causing them to become paralyzed.

Note:The opponent will become paralyzed and numb, hindering them not capable of attacking.
Note: Usable 2 times a battle
Note: The ball is very large, about 20 meters across
Note: No Storm Techniques next turn

(Ranton: Raikou Mizu Kadou)- Storm Release:Lightning Water Vortex
Type:Attack/Defense
Rank:A
Range:Short-Long
Chakra Cost:30
Damage Points:60
Description: The user perform a row of 8 handseals, then charge Raiton chakra into one hand and Suiton chakra into the other. Then the user puts their hands together, then thrusts them forward, releasing a vortex of water, along with a streak of lightning, which combines with the vortex, becoming a lightning charged vortex of water.
Note: Can only be used 3 times a battle
Note: When the vortex leaves the user, it goes in a straight line, therefore allowing a skilled shinobi to easily dodge it.
Note: Will numb and paralyze target on contact

(Ranton: Funnu Kadou )-Storm Release: Raging Vortex
Type:Attack/Defense
Rank:A
Range:Short-Mid
Chakra Cost:25
Damage Points:50
Description: The user will perform a row of 3 handseals, then the user will gather raiton and suiton chakra, then release it into the air around themselves. Then the user will manipulate the chakra, causing the water to start spinning very rapidly, like a tornado. The user will also add the raiton chakra, while the vortex is spinning, causing the water to become electrically charged. The user then sends the vortex at the opponent, on contact the vortex will suck the opponent up into the middle of the vortex, then continuously strike them with lightning. Then eventually the vortex throws the opponent across the battle field.
Note: Usable 3 times a battle
Note: Must be standing still
Note: the Opponent will be paralyzed and soaked in water, making them heavier

(Ranton: Minichua Nokogiris) Storm Release: Miniature Saws
Rank: A
Range: Short-Long
Type: Attack
Chakra: 20
Damage: 40
Description: The user will slam both hands on the ground, sending their Storm chakra underneath the ground, to the opponent. The user will manipulate the chakra, changing it into miniature saw, that will travel under the ground, until they're right beneathe the opponent. They will then erupt from the ground under the opponent, cutting them severely.

Note: The ground around them will crack, creating fissures on the surface between the user and his opponent as the saws move toward him.
Note: Takes 3 seconds to travel under ground
Note: Usable 3x

S-Rank

Note:
This was not originally posted in my other customs threads because of a little misunderstanding between me and Dan. Earlier this year I was banned for spamming on an alt, and I was given this jutsu in return. I never posted it in my thread because the account it was traded to was locked by Nexus but the rules say that the owner cant "give" ownership to alts so Dan made sure to reassure me that I could still use it via vms. If this isnt okay then I will remove it.
(kaminari no Yoroi ) - Black lightning armour
Type: Attack/defence
Rank: S rank
Range: close
Chakra Cost: 40
Damage Points: 80
Description: This armour is very simalar to the 4 raikages lightning armour seen at the kage summit. Darui will wrap his entire body in black lightning by doing this he can electrically stimulate his nervous system and speed up his neural synapses to react faster to danger and push his physical prowess to the absolute limit, allowing him to gain tremendous raw speed and monstrous power. Though he is not as fast or as strong as the raikage. He was tought the key to doing this by the 4th raikage due to being his right hand man. With the armour active, Darui is almost as fast as the raikage and only 3 tomoe sharingan comes close to being able to track his movements. Due to this armour, lightning attacks up A rank dont effect him, and S ranks only deal half the damage they normally would.However the user is weak against wind.

Note: can only be used once
Note: cant use wind or water techniques in this form
Note: lasts 4 turns
Note: Cant use black lightning for 2 turns afterwards
Note: Cant use lightning for 1 turn afterwards

(Ranton: Mugen Doragon Arashi)-Storm Release: Infinite Dragon Storm
Type:Attack
Rank:S
Range:Short-Long
Chakra Cost:40
Damage Points:80
Description: The user sends their raiton and suiton chakras into the sky above. Then the user manipulates the sky, causing clouds to form. A water dragon is formed and is infused with lightning. The user sends this water dragon down upon the opponent. I The dragon can split into several heads, allowing for more succession of attack. Upon contact, the dragon engulfs the opponent, drowning them, while continuously shocking them, before spitting them out.
Note: Usable 1 time a battle
Note: No Storm Techniques for the following turn
Note: Dragon is about as big a Kirin, but not nearly as fast

(Raiton: Zeus' Kuroi Yari)- Lightning Release: Zeus' Black Spear
Type:Attack
Rank:S
Range:Short-Long
Chakra Cost:40
Damage Points:80
Description: The user gathers black lightning into their hand. They then manipulate it, causing it to become a spear of pure black lightning. The user then throws this spear at the target, on contact it will impale the target, while continuously shocking them. If it doesn't hit a target, it will expand, where it lands, shocking everything nearby.

Note: No black lightning or lightning techniques up to S-Rank the following turn
Note:Usable 2x a match

(Raiton: Kuroi Raion Pride)-Lightning Release: Black Lion Pride
Type:Attack/Defense
Rank:S
Range:Short-Long
Chakra Cost:40
Damage Points:80
Description: The user will gather their black lightning chakra and release it around them. The user then creates lightning bolts, that bolt forward. These lightning bolts turn into different lions, creating a pride of lions, that rush forward, attacking the opponent.

Note: Usable 2x a match
Note: No black lightning up to A-Rank the next turn

Forbidden


(Raiton: Kurio Janguru)- Lightning Release: Black Jungle
Type:Supplementary
Rank:Forbidden
Range:Long
Chakra Cost:All
Damage Points:100
Description:The user will gather black lightning into their hand. They will then compress it, molding it into a ball. The user will then let the ball rise up above the battle field. Then the user will make the tiger handseal, causing the ball to explode, raining several different jungle animals, made of pure black lightning, down upon the battlefield. These animals are giant and seemingly unavoidable. These animals aren't made to move, but to crush and electrocute multiple targets over a large scale. After completed, the user will faint and no longer be able to continue, unless treated.

Note: Usable 1 time a battle
Note: User can't continue after use.
 

Nagato..

Active member
Supreme
Joined
Sep 23, 2010
Messages
35,156
Kin
2💸
Kumi
2,500💴
Trait Points
0⚔️
Awards

Magnetic Release


You must be registered for see images

. (Satetsu Rabu) Iron Sand: Iron Sand Armor
Rank:C
Type: Defense
Range: Short
Chakra cost: 15
Damage Points: N/A (-10 to opponent using Taijutsu against user)
Description: Armor of iron sand that looks like its not being worn but protects from damage.

Note: Only lasts 3 turns
Note: User will be vulnerable to lightning because its a conductor & fire will melt it away.
Note: Can only be taught by Nagato..

Members who have learnt after the new rules:
Code:
-
-
-
-
-
-

. (Jishaku Ninpou: Jiki hōkai) Magnetic Ninja Art: Magnetic Disintegration
Rank: B
Type: Supplementary
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user will release his magnetic chakra into the air around him, magnetising any nearby metallic objects allowing him to not only control this metallic object but be able to reach his hand out and manipulate his Iron sand to grind the metallic object to make more Iron Sand for sand techniques.

Note: Can only be used 4x per battle
Note: Can only be manipulated for 1 Full turn
Note: Cannot use magnetic arts techniques for 1 turns after this jutsu is finished.
Note: Can only be taught by Nagato..


Members who have learnt after the new rules:
Code:
-
-
-
-
-
-
. (Satetsu Hoippu) Iron Sand: Iron Sand Whip
Rank: C
Type: Attack
Range: Short-Mid
Chakra cost: 15
Damage Points: 30
Description: The user will gather his magnetic chakra into his hands and form a malleable whip of iron sand that can be expanded up to mid range.

Note:
-Can only be taught by Nagato

Members who have learnt after the new rules:
Code:
-
-
-
-
-
-
. (Teppeki no baria)-Iron Sand: Iron Wall Barrier
Type: Defense/Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user forms a wall of iron, 3 meters thick and . Can be protected 220 degrees around the user. Only strong S-rank combinations can break through. The thickness of the barrier is proportioned to the amount of Iron sand the user uses.

Note: Advance Lightning will harm the user because its a conductor and Fire will melt it away.
Note: Can not perform any Iron jutsu for the rest of the turn.
Note: Can only be taught by Nagato..
Note: Needs one round to prepare

Members who have learnt after the new rules:
Code:
-
-
-
-
-
-
. (Jishaku Ninpou: Jiki parusu) - Magnetic Ninja Art: Magnetic Pulse
Rank: A
Type: Defense/Supplementary
Range:Short-Long
Chakra cost: 30
Damage Points: N/A
Description: The user gathers magnetic chakra in their palms and releases it giving a forceful push to metallic objects.

Note: Affects metallic objects only
Note: Can only be used twice per battle
Note: Can only be taught by Nagato..
Note: Only small, medium and big sized objects are pushed away..

Members who have learnt after the new rules:
Code:
-
-
-
-
-
-
C-Rank


(Satetsu Atsumari) - Iron Sand Gathering
Type: Supplementary
Rank: C
Range: N/A
Chakra Cost: 20
Damage Points: N/A
Description: The User uses a magnetic field that expands outwards to Long-Range and begins to draw in Iron Sand from iron deposits in the nearby area. The Iron Sand isn't as fast as the user's normal Iron Sand as it is much denser and heavier then normal Iron Sand

Note: Can be done at the start of a battle to gather large amounts of Iron Sand.
Note: Takes two turns for all the Iron Sand to accumulate

B-Rank

(Satetsu Nami) - Iron Sand Wave
Type: Offensive
Rank: B
Range: Short-Range - Mid-Range
Chakra Cost: 25
Damage Points: 40
Description: After gathering a substantial amount of Iron Sand from Satetsu Atsumari, the user sends it as a wave at the opponent.

Note: No S-Rank Iron Sand jutsu after using this jutsu for three turns

(Satetsu no Shotto / 砂鉄のショット) - Iron Sand Shots
Type: Offensive
Rank: B
Range: Short - Mid
Chakra Cost: 25
Damage Points: 50
Description: The user takes their Iron Sand and fires multiple shots of Iron Sand that can punch through B-Rank Doton jutsu. The user fires the shots of Iron Sand by changing the polarity of small amounts of Iron Sand so that they repel against other forces and shoot out with speed that creates a large force.*

Note: Only usable 3 times.

(Satetsu Āmu) - Iron Sand Arm
Type: Offensive / Defensive / Supplementary
Rank: B
Range: Short
Chakra Cost: 25 (50)
Damage Points: N/A (If used to crush, 40)
Description: The user creates an arm of Iron Sand that appear out of their sleeves and can be used to grab your opponent's. The Iron Sand Arm's grip is as strong as the rank of the user so if the opponent is stronger then the user, they can break out of the grip. The arm can regenerated but won't be as strong as before. Two can be made simultaneously but the chakra cost is doubled.

Note: Can't use handseals while using as the arm covers your hand.
Note: Can be used as medium for Iron Sand.
Note: No A-Rank jutsu while using.
Note: Can only be used 5 times per match.

(Satetsu Disku) - Iron Sand Disc
Type: Attack
Rank: B
Range: Mid-Range
Chakra: 20
Damage: 40
Description: The user will gather Iron Sand create a disc of Iron Sand. He will then refine the edges and shoot it off towards the enemy by changing the magnetic forces inside of the disc to send it flying.

Note: Can only be used three times in a battle.
Note: Can be sent with a spin or without.


A-Rank


(Satetsu:Tetsu Ryūsa) Iron Sand: Iron Quicksand
Type: Supplementary
Rank: A
Range: Short/Long
Chakra Cost: 30
Damage: N/A
Description: The user creates a large pile of iron sand below the enemy. This technique is extremely powerful if it is un avoided the iron sand below the enemy will drag the enemy down leading to their demise

Note: Its like Earth Release: Swamp of the underworld
Note:This Jutsu can be used with iron sand burial

(Satetsu Doragon) - Iron Sand Dragon
Type: Attack
Rank: A
Range: Mid-Range
Chakra: 30
Damage: 60
Description: The user will gather their Iron Sand into the form of a dragon that can shoot a small amount of Iron Sand from his mouth. The Iron Sand Dragon can also crash into the target but if the Dragon leaves Short-Range of the user, it will no longer be able to use the projectiles.

Note: Can only be used two times in a battle.
Note: Projectiles can be used up to Mid-Range.
Note: Dragon loses form if it stays at Mid-Range for too long. (2 turns.)

(Satetsu Hana) - Iron Sand Flower
Type: Offensive / Defensive
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: The user draws in their Iron Sand around them in a circular form. The Iron Sand forms multiple layers that form a flower when seen from and aerial view. The Iron Sand can only block up to B-Rank jutsu. After creating the jutsu, the Iron Sand then shoots outward as projectiles that reach up to mid-range.

Note: Only blocks up to B-Rank jutsu.
Note: Doesn't block aerial jutsu.
Note: No A-Rank or higher Iron Sand jutsu for two turns after use.
Note: Can only be used 3 times per match.

(Satetsu Dōbutsu) - Iron Sand Animal
Type: Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user forms their Iron Sand into animals of their choosing and the Iron Sand animals take on the physical qualities of the animal, teeth, fangs, and horns. (No internal qualities.) The animals can be made in a small form, 5 of each, medium, 3 of each, and large, 1. The large one is only capable of being sustained while in Short-Range.

Note: Can only be formed where a large amount of Iron Sand is.
Note: No S-Rank or higher jutsu after use for four turns.
Note: The large animal can stand to about 8 feet high.
Note: The large animal moves much slower then the other sizes but can take one A-Rank jutsu. (After being hit, it will lose it's form.)
Note: Can only be used 3 times per match if creating small or medium animal, or 2 times if creating a large animal. It is impossible to use this jutsu to create a large animal if it was used twice before to create small or medium sized animals.

(Satetsu Fuyū) - Iron Sand Suspension
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (+10 per turn active)
Description: The user creates a magnetic field around their feet and draw in Iron Sand. They move the magnetic field around in the air causing the Iron Sand to move them as well. The magnetic field has to be very strong to carry the user.

Note: Only lasts 3 turns.
Note: No B-Rank or higher Iron Sand jutsu while using this jutsu.

Satetsu Supiasupureddo / スピアスプレッド) - Iron Sand Spear Spread
Rank: A
Range: Long
Chakra Cost: 30
Damage: 60
Description: The user condenses his Iron Sand into a large cone, the first spear. The spear is then shot at the opponent. While travelling, the spear breaks up into more spears of smaller volume. The end result is four spreading spears that are launched.

Note: Only 2 times per battle

(Satetsu Tatsumaki) - Iron Sand Tornado
Rank: A
Type: Offensive / Defensive
Range: Long
Chakra Cost: 30
Damage: 60
Description: The user spins their Iron Sand in front of them and sends it at the opponent as a high-speed tornado of Iron Sand. The Iron Sand can destroy B-Rank Doton objects at a high rate and can cut an opponent up.

Note: Only 3 times per battle.

(Satetsu Shīzu / 鉄砂の種子) - Iron Sand Seeds
Type: Offensive / Defensive
Rank: A
Range: Mid
Chakra Cost: 30
Damage: 60
Description: The user shoots their Iron Sand at the opponent in small pellets and as the user makes a handseal, the seeds "sprout". The Iron Sand then splits away in the shape of multiple branches of sharp Iron Sand, the saplings. The seeds can also sprout into a defensive wall that can block B-Rank jutsu.

Note: The saplings only lasts two turns.
Note: The saplings can be used as a medium for other Iron Sand jutsu.
Note: If the saplings are stopped by an earth wall, they can still sprout as they still have their seed form.
Note: If the user goes to long-range of the saplings, the wall loses shape.
Note: Can only be used 3 times per match

(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.

Note: Usable Once.

(Satetsu no Kiba / 砂鉄の牙) - Iron Sand Fang
Rank: A
Type: Offensive
Range: Mid
Chakra Cost: 20
Damage: 40
Description: The user creates a spiraling form of Iron Sand that moves similar to many Inuzuka jutsu. The Iron Sand takes the form of a spinning grayed object. The Fang can be used from any large Iron Sand construction. The fang can bust through A-Rank Doton defenses but fails when pitted against S-Rank defenses.

Note: Usable twice.

(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.

Note: Only once per battle.

S-Rank

(Satetsu no Buredo) - Iron Sand Blades
Type: Offensive
Rank: S-Rank
Range: Long-Range
Chakra Cost: 40
Damage: 80
Description: The user will manipulate their Iron Sand with their magnetic chakra and form multiple blades of Iron Sand from any source of Iron Sand. The Iron Sand that was formed into the blades is then shot out of the original source of Iron Sand and heads to the target. The blades have a sharpness from Iron Sand's natural sharpness and a controlled cutting quality from the user. The blades cannot be manipulated after they have been shot out of the Iron Sand.

Note: Usable once.
Note: The blades cannot be created withing short range from the opponent, leaving him time to react to the incoming attack.
Note: No S-rank and above Iron Sand/Magnetism jutsus the following turn.
Note: The blades can be stopped by S-Rank Wind jutsu

(Aiansandopamustairu) - Iron Sand Palm Style
Rank: S
Type: Supplementary
Range: Self
Chakra cost: 40
Damage points: N/A (+5 to Fist-based Taijutsu)
Description: This is a type of taijutsu that was developed by the Third Kazekage during his journeys throughout the Ninja World. At one point during his travels, he encountered a group of monks that practiced an extensive training regiment they know as the "Iron Palm". While watching the monks develop their hands to be as tough as Iron, the Third Kazekage studied and wanted to recreate this style of Taijutsu but didn't want to have to go through the work of working his hands so extensively and for so long. Instead of training, he would add a light coat of Iron Sand around his hands. This would give the illusion that he had hands as tough and as hard as Iron itself. Due to the light coat of Iron Sand, this wouldn't hinder his handseals nor would it slow down his rate of handseals.

Note: This only affects fist-based taijutsu.
Note: After using 5 fist-based attacks, the Iron Sand will wear off.
Note: Lasts until deactivated or five fist-based attacks.
Note: Usable once.

Tetsu suna no ha) - Blade of Iron Sand
Type: Weapon
Rank: S
Range: N/A (Mid-Range for Wave.)
Chakra: 40 (-10 each turn and -20 to change form. 20 to use wave.)
Damage: N/A (30 for wave.)
Description: The Tetsu suna no ha is a blade that was forged by the Third Kazekage and was made from Iron Sand that was loosely held together. The blade itself is a normal blade except for it's ability to change its form into near any kind of weaponry. The reason it has the ability to change it's form is because it can be extended with Iron Sand and have its shape change via the user's magnetism. When changing the shape of the blade, the user will hold the hilt as the Iron Sand from the original blade is added upon. The blade can also exert a small wave of Iron Sand when the user swings it.

Note: The form of the sword can only take onto weapons that are one-handed due to their being only one hilt.
Note: The user has a moment in which they change the form that the weapon will be useless.
Note: The wave of Iron Sand is only C-Rank.

(Satetsu Chūsha) - Iron Sand Injection
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 (+20 for 3 turns after activation)
Damage: N/A
Description: After cutting an enemy with an Iron Sand technique, the user can send Iron Sand into their wound and into their body. The Iron Sand then creates a magnetic field inside the targets body after the Iron Sand has spread throughout their body. The magnetic field is used to guide Iron Sand attacks and cause them to follow and move faster when targeting the opponent.

Note: Only lasts 3 turns after activation.
Note: Activates after 1 turn.
Note: Used immediately after an Iron Sand jutsu that cuts, Ex: Iron Sand Spike Forest.
Note: No Iron Sand jutsu for three turns after expiring.
Note: No S-Rank jutsu after using this jutsu for the remainder of the battle.

Forbidden


(Satetsu no Gādian / 砂鉄のガーディアン) - Guardian of Iron Sand
Rank: Forbidden
Type: Offense / Defense / Supplementary
Range: Short
Chakra Cost: 50 (-20 per turn.)
Damage Points: 90 (-30 every turn to user.)
Description: This jutsu is a style that was created by the Third Kazekage in order to fend off invaders of Sunagakure. After gathering an immense amount of Iron Sand, he begins to create a gigantic "armored" warrior that holds a spear and shield. The guardian is formed behind the user and exposes the user. The spear can be launch from the guardian's hand by changing the polarity of the Iron Sand. The spear loses shape once passing mid-range however. The shield can block one focused A-Rank and then it will dissipate. The guardian himself loses shape after being hit by an A-Rank jutsu.

Note: The user must have used Iron Sand Gathering twice.
Note: The user can use the Iron Sand from the guardian for a medium for his Iron Sand. (No Iron Sand jutsu used without using him as a medium unless it's with a detached part of him.)
Note: The guardian lasts three turns and then loses shape.
Note: The guardian causes so much strain on the user's Kekkai Genkai that it renders it unusable after using the guardian.
Note: The user's guardian makes the user have to use only magnetism jutsu or Iron Sand jutsu while the Guardian is active.
Note: If the guardian grabs onto the opponent, the guardian can destroy an opponent with its hands. (Iron Sand Burial)
Note: While using, the user's speed drops and the user's reactions are much slower and after expiring, it drops even further.
Note: Usable only once per battle.
 

Nagato..

Active member
Supreme
Joined
Sep 23, 2010
Messages
35,156
Kin
2💸
Kumi
2,500💴
Trait Points
0⚔️
Awards

You must be registered for see images


Swift Release

(Hayaton: Hayai Ishiki Jutsu)- Swift Release: Swift Senses Technique
Type: Supplement
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user jump starts their senses with swift chakra to extreme limits, the result of which being a sensation where ordinary movements appear sluggish and dull and hyper speed movements appear as normal ones, though normally if a user's senses surpass their speed of movement they wouldn't be able to take action as their super speed senses outpace ordinary movements but when this technique is used during other swift release jutsu like "shadow less flight" as example it enables them to maneuver at their high speeds for very brief windows. This technique allows a swift user to be capable of tracking movements of shadow-less flight's speed.

Notes:
- Lasts 3 turns
- This jutsu doesn't increase the users speed, only senses.
- this jutsu can be used to speed read/ track movements at inhuman levels.
- Can only be used once per battle.
- Must have a swift bio.
- No wind or lightning jutsus can be used in the same turn as activation.


(Hayaton No Jutsu)- Swift Release: Swift Technique
Type: Supplement
Rank: B
Range: Short-mid
Chakra Cost: 25
Damage Points: N/A
Description: The user through the use of swift release will perform the "Boar" handseal and move from Short to mid range. This technique is similar to that of shadow-less flight and can be used to dodge certain attacks by using swift release to quickly move out of the range of the attack similar to how other jutsus like Doton no jutsu let's you escape certain attacks by moving out of range or out of the way of certain jutsus. This can be preferred over other jutsus that can allow this due it's much faster and is still pretty basic. The user can escape attacks that for one, he can track, attacks that are projectile-ish but not huge attacks like kirin. The user could dodge an attack like fireball jutsu however, the attack that the user dodges cannot be wider than 10meters in diameter. Otherwise the user would still be hit due to the user can only travel by 10meters since this technique is short to mid range so this cannot be used to dodge large scale techniques only small projectile like techniques like fireball jutsu, Fire Style: Exploding Flame Shots and other small scale projectile like techniques, as well as few attacks that are like blasts as long as they aren't large scale as said before due to this has a 10meter range limit so any attack that is 10 meters in diameter would still hit you if you try to use this as a counter.This jutsu would allow someone to dodge small Amaterasu flames, but not large scale flames that are 10 meters in diameter or flames that appear all around/cover you as there has to be away to escape out of it. This jutsu would only allow you to dodge the same type of techniques that Doton no jutsu can allow you to dodge, only this is much faster.
- Can't use wind or lightning jutsus in the same turn.
- Can't use any other swift techniques in the same turn.
- Can only be used 3X per match.
- Must wait one turn before using again.
- Must have a swift release bio.
 

Nagato..

Active member
Supreme
Joined
Sep 23, 2010
Messages
35,156
Kin
2💸
Kumi
2,500💴
Trait Points
0⚔️
Awards
Rain Element

You must be registered for see images



. (Ameton: Ame Sousou) - Rain Release: Rain Burial
Rank: A
Type: Attack
Range: Short-Med
Chakra Cost: 30
Damage Points: 60
Description: After performing the Tiger handseal, the user will focus his chakra into the rain falling down unto the battlefield, causing the rain to slowly converge on the opponent. The rain will form a thin layer of water on the opponents body and begins to tighten all around at once in attempts at drowning the opponent and restricting swift movements in the constant downpour of rain. After about 10 seconds the user will be able to simply clench his fist and make the water crush the opponent.

Note: Once per battle
Note: Must be raining
Note: No Rain techniques for 2 turns
Note: No Water or Wind above A-rank in the next turn
Note: Can only be taught by Nagato..

Members who have learnt after the new rules:
Code:
-
-
-
-
-
-
 

Nagato..

Active member
Supreme
Joined
Sep 23, 2010
Messages
35,156
Kin
2💸
Kumi
2,500💴
Trait Points
0⚔️
Awards
Ruby Release


You must be registered for see images


Rubiton- Rubi no jutsu ) Ruby release- Ruby Technique
Type:Attack/Defend
Rank: B-rank
Range: Short-Long
Chakra cost: 20
Damage points: 40
Description: the user will gather his ruby chakra and mold it to make pillars, small ninja weapons, and shields made of ruby..

(Rubiton- Rubi Kangoku) Ruby release- Ruby Prison
Type: Supplementary
Rank: A-rank
Range: Short-Long
Chakra cost: 30
Damage points: n/a
Description: the user will gather his ruby chakra into the ground around the opponent and raise a dozen ruby pillars to imprison them.

Note: can only be used 3x per battle.


(Rubiton- Rubigakure no jutsu) Ruby release- Hidden in Ruby Technique
Type: Supplementary
Rank: A-rank
Range: Short-Long
Chakra cost: 30
Damage points: n/a
Description: After performing the needed hand seal this jutsu allows the user to move in and out of ruby. This technique is similar to the Universal Assimilation Technique but different since it allows you to phase through ruby not just take on its properties.

Note: can only be used 3x per battle.

(Rubiton- Rubi Same Gyakujou) Ruby release- Ruby Shark Frenzy
Type: Attack
Rank: A-rank
Range: Short-Long
Chakra cost: 30
Damage points: 60
Description: the user will focus his ruby chakra into the ground and molds it into 3 ruby sharks that he sends after the opponent. The sharks leave trails on the earth above while moving underground and then encircle the opponent before they attack by jumping out and biting the target to shreds.

Note: can only be used 3x per battle.

(Rubiton: Rubi Bakuha) Ruby release: Ruby Explosion
Type: Attack
Rank: A-rank
Range: Short-Long
Chakra cost: 30
Damage points: 60
Description: the user will focus his chakra into a body of ruby and make it unstable by charging his chakra into it. His chakra will draw its particles closer together, building up pressure and making it as dense as it can be, till it explodes violently releasing ruby shrapnel to add to the destruction.

Note: Can only be used 3x per battle.
Note: Can hurt the user if caught in blast range.
Note: No Ruby on the next turn.

(Rubiton- De~yuaru Rubi Bīmu) Ruby release- Dual Ruby Beams
Type: Attack
Rank: S-rank
Range: Short- Long
Chakra cost: 40
Damage points: 80
Description: the user will mold his ruby chakra to create a ruby in each hand (size of a fist). The user will then release his lightning chakra through the ruby firing a beam of energy able to cut through even ruby.
*Note: Can’t use s-rank and above Ruby next turn.
*Note: Counts as 2/3 jutsus in a turn.
*Note: Can only be used 3x per battle

(Rubiton- Rubi Kasui) Ruby release- Ruby Spikes
Type: Attack
Rank: S-rank
Range: Short-Long
Chakra cost: 40
Damage points: 80
Description: the user will focus his ruby chakra around the ground below the opponent and raise ruby spikes that stab the opponent.

Note: can only be used 3x per battle.

(Rubiton- Rubi Doragon ) Ruby release- Ruby Dragon
Type: Attack
Rank: S-rank
Range: Short- Long
Chakra cost: 40
Damage points: 80
Description: the user will release his ruby chakra and mold it into a large ruby dragon that will explode out of the ground and charge towards the opponent thrashing anything in its way at a devastaing force. The dragon shatters from the force of impact adding to the damage by impaling the opponent w/ the flying shards that make up its ruby body.

Note: can only be used 1x per battle.

(Rubiton: Kingu o Mamoru) Ruby Release: Protect the King
Type Attack/Defence
Rank: S
Range: Short-Long
Chakra Cost: 40 (+10 per turn it stays active)
Damage: 80 (+10 for Taijutsu)
Description: The user molds a very thin but dense layer of ruby that covers their body w/ coat of ruby to strengthen taijutsu and to defend from direct attacks. The armor can withstand any elemental jutsu and elemental taijutsu, to which it is strong against, up to A-rank. The user will constantly focus chakra into the armor, manipulating the ruby to move with him as he moves, allowing him to move with the armor. The user can deactivate the armor at whatever time he pleases.

Note: Once deactivated it cannot be activated again during battle.
Note: Any speed enhancing jutsu would cause the armor to break under the strain of fast movement.
Note: Although resistant to Earth, Lightning, and Wind the armor will break after two direct hits from A-rank Earth, Lightning, or Wind attacks.
Note: Although resistant to Earth, Lightning, and Wind the armor will break after one direct hit from an S-rank Earth, Lightning, or Wind technique.
Note: The constant focus of chakra limits the user to Ruby, Earth and Fire elemental jutsu.(Ruby is controlled by advanced Earth and Fire manipulation)

Rubiton: Kingusutatchi | Ruby Release: Kings Touch
Type: Supplementary/Defense
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: A simple but yet formidable technique that was taught down to all the masters of Ruby Release that allows the user to act more aggressively on their concentration & manipulation of Ruby Release: creating, shaping, and encasing materials/ various objects or taking upon the properties of ruby itself. It gives the user more access to create more ruby on the battlefield for ruby techniques or opens the door for more flexibility in the types of defenses & weapons that can be made although they still abide by strengths and weaknesses of Ruby.

Note: Can be only used four times per battle.
Note: Creations of Ruby lasts 3 turns then crumbles back to the earth.

(Rubiton- Toko Rubi Kangoku Shinrin) Ruby release- Endless Ruby Prison Forest
Type: Attack
Rank: Forbidden
Range: Short-Long
Chakra cost: 50
Damage points: 120
Description: the user will gather a large amount of his ruby chakra into the ground and raise a forest of sharp ruby pillars that will rise vertically and diagonally in different directions to stab and skewer the opponent or anything standing in its vicinity when it rises. This jutsu covers an area of up to mid range around the opponent, if used within mid range the user will have to defend as well.
*Note: can only be used once per battle.
*Note: can’t use any Forbidden Rubiton jutsu for the rest of the battle.
*Note: can’t use any Rubiton jutsu for the next 5 turns.
 
Last edited:

Nagato..

Active member
Supreme
Joined
Sep 23, 2010
Messages
35,156
Kin
2💸
Kumi
2,500💴
Trait Points
0⚔️
Awards
Jeet Kune Do

You must be registered for see images


(Ame Odori) Rain Dance
Type: Attack/Supplementary
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: N/A
Description: After using a technique that causes rain to fall from the sky, the user will then push chakra to their feet and will be able to push off of the drops of water with their feet, tho they must be quick when doing so. This jutsu derives from a ninja's ability to walk on water no matter how thin or small the water source is so it does not require suiton chakra to perform, this is just a more intense version the requires fast reflexes and movement to accomplish.

Notes:
- The user can move freely on the water drops.
- Must know my "Jeet Kun Do" in order to perform this as it allows you to move a limb in the blink of an eye.

(Shintai Hitoshii Mizu) Movement Of Water
Type: Attack/Supplementary
Rank: A
Range: Short
Chakra Cost: 30 on Activation (-10 per turn)
Damage Points: N/A
Description: The user after mastering "Jeet Kun Do" will add chakra to their movements, reinforcing every blow and every step they make. This making their impact of strikes match their speed. This also has a bonus effect on run speed with the user being able to move a single limb in the blink of an eye while being able to move their body in a fluid, relaxed like motion. This is basically the user adding chakra to the Jeet Kun Do style, increasing speed and force of impact on strikes to make the true abilities of the Jeet Kun Do style stand out. This gives the user the speed of Lee without weights in short range if the user has mastered Jeet Kun Do and Basic Taijutsu. This method is the heart of Jeet Kun Do and is what allows it to help create successful combo's.

Notes:
- Must know Jeet Kun Do
- Must know basic Taijutsu
- Must be of Sannin Rank
- Lasts 4 turns
- No A rank or above Taijutsu for 2 turns after.
- Users movement is still trackable through normal eyesight.
- Can only be used once per battle.


(Jeet Kune Do: Ichi Inchi Panchi Gikou) Jeet Kune Do: One Inch Punch Technique
Type: Attack
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: N/A
Description: The one inch punch is a skill which uses explosive power to generate tremendous amounts of impact force at extremely close distances. When performing this one inch punch the practitioner stands with his fist very close to the target, A quick movement of the wrist produces the force needed, the wrist is held with the knuckles facing out on a horizontal axis, the wrist is then moved up and a strike is produced with the bottom two knuckles.

Note: Must know Jeet Kun Do.
Note: Each punch counts as one of the users moves per turn.
Note: Must have mastered Jeet Kune Do.


(Jie Quan Dao: Hi denpō sutorētorīdo) Jeet Kune Do: The Non Telegraphed Straight Lead
Type: Offensive/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: 40 (If striking)
Description: The Non Telegraphed Straight Lead is the backbone of all punching in Jeet Kune Do. It is used both as an offensive and defensive weapon to 'stop' and 'intercept' an opponent's complex attack at a moment's notice and derives from moving in a fluid like nature that allows you to strike without telegraphing. The momentum of the punch begins with the user pushing off their rear foot, turning their foot, while turning their hip along with it in the same direction, this way they get an even stronger turning motion, as they bring their arm outwards, extending their arm with a quick snap of the elbow ending with a quick flick of the wrist making your fist turn at a 45 degree angle just before the moment of impact so that you strike with a snapping like motion, utilizing your body movements altogether so that your strike is at top speed and maximum impact. The momentum of the fist, through momentum-impulse transfer (derived from multiple body segments), translates into high impact force at the point of impact. Meaning that by doing the steps above, pushing off your rear foot, turning your body, snapping your wrist, you are aiding the impact of your strike by utilizing multiple movements of your body, transferring the momentum of each movement of your body through your strike so that it ends with it being at maximum impact and speed. By putting all of these elements together, one will perform the straight lead with structural sound-ness.

Notes, Additional info & Limitations:
- Must have learned basic Taijutsu
- Can defend against taijutsu up to B rank
- The user can use this to make multiple combo's and strikes and incorporate it with other taijutsu within the style.
- Must be a Jeet Kune Do Master


(Raiton: Koudo Setsuju Hirate) Lightning Release: Advanced Intercepting Palm
Type: Defensive/Offensive
Rank: B
Range: Short
Chakra Cost: 20
Damage: 40
Description: This is an advanced form of The intercepting fist. The user will run electricity through their hands and When the user is being punched or kicked the user with fast reactions as well as fast movements that "Jeet Kune Do" provides, will quickly react by taking palm and swiping the punch or kick away. The user can either hit the opponents Fist/hand/foot directly or hit their wrist, mid forearm, ankle or mid leg section to swipe away the attack. but will send a shock through the opponents limb, paralyzing it, making them unable move it for one turn. The user can then strike the opponent. This technique wastes no movement and charging of the chakra will take two seconds. The movement of the user himself is limited to his own skill of what he has learned wether he is a specialist in Taijutsu or a Taijutsu master and Jeet Kune Do's abilities which is being able to move limbs in a fast pace, the speed they can intercept would have to be a little slower than the users speed. It cannot intercept swift users, EIG users, Sage Mode users or any other speed enhancing modes/techniques that would grant the opponent those levels of speed or speed that's above the user. Due to the boost that Jeet Kune Do training provides, the user tries to be faster as well as to move like water to get around opponents attacks as they were taught to. So it is by this the user can only intercept Non Enhanced Taijutsu. The movement speed of the user is only slightly above that of a normal Strong Fist user. However, coupled with the increased reaction time it makes the user capable of defending against most moves of Strong Fist with ease.
Note: Can be used 3x per match
Note: This can still only swipe away Taijutsu up to B rank.
Note: Must know Jeet Kune Do.


(Jie Quan Dao: Sutorēto burasuto) Jeet Kune Do: Straight Blast
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The Straight Blast is one of Bruce Lee's most famous signature moves. The technique operates on the principle of using a sustained offense as a means of forcing an opponent to move on the defensive it’s also known as “chain punching.” The move consists of putting both fists perpendicularly above one another and moving them in a circular motion (starting forward and downward) in a tight formation with fists kept facing forward bent at the wrist outward and clenched vertically, compounded with the user moving toward an opponent. This is intended to throw off the opponent while effectively dealing a barrage of 6 or more centrifugally forced punches toward them. Executed at the right time, this barrage of strikes uses short range punching power and speed that is very difficult to deal with. Striking targets for these punches are the nose, chest/torso, throat, side of the neck, base of the skull, and groin.

- Must have learned basic Taijutsu
- Can be used 2X per battle
- Must skip one turn before using again
- Must know Jeet Kune Do


(Jie Quan Dao: Hebi Piripiri) Jeet Kune Do: Serpent's Sting
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This Jeet Kune Do technique takes advantage of the eye jabs an grapples in the style. The user first begins by standing in a traditional Bai Jong stance, slowly weaving their arms slightly, moving in a fluid like motion. Then the user will throw a quick, non telegraphed straight forward two finger jab to the opponents eyes with their dominant arm in a fluid like motion, only extending their fingers an instant before impact. The goal is to at least make the opponent blink as a natural reaction to protect their eyes. As the user begins the initial strike, they bring their other arm forward as well so when the opponent blinks, the user will quickly follow up with a strike to the opponents diaphragm hard, leaving the opponent gasping for air, causing the opponent to be dazed and paralyzed for the remainder of the technique. While dazed, the user moves around to behind the opponent as they place their right arm around the front of their neck, left arm behind the neck and choke the opponent unconscious while they are dazed. The opponent will require one turn to recover from being unconscious.

- Must have learned basic Taijutsu
- Can be used 2X per battle
- Must skip one turn before using again
- Must know Jeet Kune Do


(Doton: Sono Monogatari Karejiko) Earth Release: The Legend Himself
Type: Defensive/Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage: N/A +10 To Taijutsu
Description: The user will make 3 handseals and will make a body of earth rise from the ground similar to the Earth Clone technique. However, the earth appears to not look like the user, but another man. This figure carries the resemblance of Bruce Lee, he can perform Jeet Kune Do Style Taijutsu along with Basic Taijutsu. What makes this so special is that him being made of earth release, he can use Jeet Kune Do in a more stronger advanced style, using the earth release chakra for making strong yet quick strikes that can easily break bones due to the force of impact and his rock like structure. He can reform instantly when struck so long as he is standing on an earth source unless the earth chakra is negated which would cancel the technique.
Note: Can create 1
Note: Can only be used once per battle.
Note: Counts as a Shadow clone technique.
Note: He stays on the field for 4 turns.
Note: He must stay within mid range of the User.
Note: Despite being made of earth/earth chakra, he cannot perform earth release.
Note: Must be a Jeet Kune Do Master to use this
Note: Can Reform 2 times unless his earth chakra is negated or he is destroyed with a lightning attack of one rank lower or higher.

PHP:
[CENTER][IMG]http://upload.wikimedia.org/wikipedia/commons/thumb/5/55/Hong_kong_bruce_lee_statue.jpg/800px-Hong_kong_bruce_lee_statue.jpg[/IMG][/CENTER]
Jie Quan Dao: Doragon no Haaku | Jeet Kune Do: Dragon's Grasp
Type: Offense
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This is a combination utilizing "Movement of water" & "Rain dance". The user after entering "Movement of water" and activating "Rain dance" will send an upward angled strike into the opponent's solar plexus hard, making the opponent dazed and paralyzed until the combo finishes. The user will keep adding force into their strike sending the opponent into the air by 10 meters. The user will then dash from rain drop to rain drop to above the opponent and then dash downwards utilizing the rain drops and begin striking the opponent repetitively in a series of 10 strikes as the user dashes downwards off a rain drop at the opponent upon each strike. Since the user is dashing downwards off the rain drops as they deliver each strike while being so close to the opponent it gives each of their strikes enough destructive force to break ribs. After the 10th strike, the user finishes with a final kick to the opponent's center sending the opponent smashing into the ground with enough force to fracture their spine on impact.

- This deactivates "Movement of Water" after use from exhaustion and user suffers double the drawbacks, therefore, no B rank taijutsu next turn
- Can only be used once per battle
- Must know Jeet Kune Do


(Jie Quan Dao: Long Zheng Hu Dou) Jeet Kune Do: Dragons Clash With Tigers
Type: Attack
Rank: Forbidden rank
Range: Short-long
Chakra: 50
Damage: 90 (-15 to the user's wrist upon impact )
Description: The final technique of Jeet Kune Do. To perform "Dragons Clash With Tigers" the user starts by activating "Movement of Water". The user will then get in range of the opponent by dashing at the opponent whilst releasing chakra to aid their strikes/movements as mentioned in Movement of water, moving their arms in circular/swaying patterns. The user moves their arms in such a way that their arms accumulate wind currents that surrounds their fists/arms and is warped around their body as the user runs and forms from the rapid repetitive chakra enhanced movement of the arms. The user will then jump, lunging at the target and once in striking distance of the target and the wind currents begin to form the body of a tiger which envelopes the user thus resembling a tiger performing a pounce, as they perform the pounce they will send their dominant fist into the opponent's chest region with the wind currents that were around their fist being delivered to the opponent upon the strike with them receiving the majority of the wind currents from the user's fist, thus giving the strike greater impact from the center of wind's currents being directed/delivered through the first initial strike. The impact of the strike itself and with the aided force of the wind currents crushes the bones in the center of the opponents chest where their fist strikes with enough force to crack the bone of their spine. The opponent will then be sent away in a blast of wind that impacts the rest of their body on a much lesser scale, enough to send them away up to 10 meters. However, upon the strike the users wrist is damaged and must take one turn to recover.

- Can be used once per battle.
- Must know Jeet Kune Do
- No handseals next turn from damaged wrist.
- No taijutsu in the next turn as well as no A rank Wind jutsu and higher next turn.
- Reduces Movement of Water by one turn and when it wears off, user takes double restrictions, meaning no B rank taijutsu instead of "A rank" as stated in the movement of water restrictions
 
Last edited:
Top