☯ Edward's Book of Secrets ☯

Edward

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Suiton ✔ Completed
Doton ✔ Completed
Raiton ✔ Completed
Futon ✔ Completed
Katon ✔ Completed
Ninjutsu ✔ Completed
Genjutsu ✔ Completed
Kenjutsu ✔ Completed
Taijutsu ✔ Completed
Dark, Ice, 2T Sharingan, Hozuki ✔ Completed
Nekura Clan Techniques ✘ Training
Snakes Summoning & Techniques ✔ Completed
✘ This is where i will be keeping my list of Custom Jutsus, Custom Elements, Custom Weapons, Custom Fighting Styles, or anything custom related. No one else but myself is allowed to post here. Posting here will probably get you reported, so don't do it. Thanks! ✘​

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00. List10. Kenjutsu20. Chop Hanging Rippling Fist
01. Suiton11. Custom Weapon21. Nekura Clan Techniques
02. Fuuton12. Dark Release
03. Katon13. Ice Release
04. Raiton14. Snake Summoning & Ninjutsu
05. Doton15. Parrot Summoning & Ninjutsu
06. Elemental Combinations16. Panda Summoning & Ninjutsu
07. Ninjutsu17. Order of the Warrior Monks
08. Genjutsu 18. Fatal Impact
09. Taijutsu19. Shakujo
 
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Edward

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Personal Water Techniques I Created:​



B-rank

(Suiton: Bakuhatsu Mizu Torappu no jutsu) - Water release: Exploding Water Trap
Type: Supplementary/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user sends their chakra in the water beneath you and your opponent. Afterwards, the user moves their two hands in an upward motion to make the water rise up beneath the user and the opponent. The user must be at a short ranged to their opponent in order to perform this technique, and in addition, both the user and the opponent must be on top of a water source. By releasing their chakra into the water underneath the user and the opponent, the user is able to manipulate the water to rise up and cover him/herself along with his/her opponent. The opponent and the user will be unable to move because of the density and pressure of the water. By surrounding themselves with a thin shield of chakra before performing the technique, they are able to move freely around the water, though the opponent can do the same even when caught in the jutsu (but it would take 3 seconds to cover yourself in chakra completely.) In the water, the user and the opponent is allowed to use suiton techniques only.

Note & Restrictions:
- Can only be used three times per battle
- Can only be taught by EdwardSama (me)
- When you are in the water, only water techniques are allowed.
- Can only use water techniques up to B-rank when you are in the water.
- Needs one full turn until you can use it again.
- Because you need to be close to your opponent to perform this technique, it is impossible to only trap your opponent.
- Requires a water source
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Taught to: -Yashiro-, noni1997, Ushiro, Gutsy Jiraiya, Nathan., & DRAGYZ

A-rank

(Suiton: Mizu Chōeki Tekunikku) - Water style: Water imprisonment Technique
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60 (+15 with lightning added)
Description: The user performs the Tiger → Ram handseals and send their chakra to the water source beneath the target. With this they are able to manipulate the water and shape it. They use their chakra to move the water quickly, covering their opponent from underneath. It starts out by covering their feet and slowly move throughout their whole body. When the target is completely covered with the dense water, (shaped kind of like an 3 dimensional oval), the user will put their hands together and sort of squeeze their hands, so that the orb of water would become more pressurized. When they squeeze their hands together hard and harder, the orb becomes denser and denser. After one turn of adding pressure and such by squeezing your hands together, the water will return back to water because it cannot be squished any further. The effects of this technique makes the victim have harder breathing, sluggish movements, and sore body (because of the pressure applied on them) for the next turn.

Notes & Restrictions:
- Can only be used three times per battle
- Needs to wait two full turns before using again.
- Can only be taught by EdwardSama
- The victim, if they escape before being covered in the water, will not face any side-effects from the technique.
- The victim, if they escape in the middle of the technique, will face the same effect as a victim who was trapped for one whole turn, but on a lesser scale.
- The victim, if they are trapped for one full turn, will take the full effects of this technique (harder breathing, sluggish movements, sore body)
- The user can add a lightning technique after the water completely covers the target, which will add 15 in damage points.
- Requires a water source

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Taught to: -Yashiro-, noni1997, Gutsy Jiraiya, Gèckö, Thunderbolt, & Pain..

(Suiton: Hydragyrum boryūmu) - Water Release: Volumen Hydragyrum
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short (Created in short, Mid range reach)
Chakra: 30 (-10 Chakra per turn)
Damage: N/A (60 if used Offensively)
Description: The user will perform a series of three hand seals ( Ram - Horse - Tiger ) and send water-based chakra in an area around them within short-range. He will materialize sticky water, similar to the water found in (Suiton: Mizuame Nababara) - Water Style: Starch Syrup Capture Field, and shape into the shape of a sphere. The water created in this technique differs from most water, where it has a shiny luster and acts as a mirror rather than being completely blue or translucent. The blob of water is quite useful and has two main abilities. Firstly, the blob, if within three meters of the user, acts as a near-instantaneous defense against a wide array of attacks. It is a sentient being that can grow in size, up to twice the size of the user and immediately cover the user (transparent from the inside) in a sphere of its own body (Shape is changeable to an extent; it could be a wall, block, cube, vortex-like shape, etc). The water body would be able to defend against a multitude of attacks by using its body, and more specifically, the sticky aspects of its composition. If a physical and tangible based attack, such as earth or earth based elements, is sent out by the target, that attack would stick into the blob's body and cling to it. If an energy based is released, like Fire, or Lightning, it would simply act as a normal Water Defense. A secondary ability sacrifices the blob itself. Through a single hand seal, a multitude of tentacles can burst forth from the main body of the blob up to mid-range. It is capable of grabbing a hold of enemies around the battlefield, and either pierce them, or grasp them and pull them into the main body. If the enemy is successfully trapped within the main body, the sticky-like composition of water would make it difficult to even move. The user can choose to keep the enemy within the body as a form of torture, or use chakra to increase the density of the water, which would easily crush a normal human.
Notes&Restricitons:
Note #1 The blob can only be created three times and lasts in the battlefield for up to three turns.
Note #2 The blob itself is a sentient being that can act on its own accord. It simply feeds from the users' chakra per turn to allow it to maintain the blob. Because of the constant donation of chakra, if it is not completely destroyed within one turn, then the blob would regenerate off of the users' chakra.
Note #3 The blob itself is relatively slow and moves at the user's walking speed.
Note #4 Can only be taught by EdwardSama
Note #5 The second ability is the only offensive component of this technique. The initial activation despite being near-instant is purely defensive in usage.

Taught to: Penguin., Question, Joker, Detective L, Lucifer, Tybone



S-rank

(Suiton: Zerasu-jū no hara) - Water Release: Belly of the Zealous Beast
Type: Offensive/Supplementary
Rank: S-rank
Range: Short-Mid
Chakra: 40 (-80 per turn to the target)
Damage: N/A (80 if used Offensively)
Description: Tobirama, with his legendary mastery of water release, will send his water chakra at an area within mid-range. With the use of his water chakra, Tobirama can materialize an orb of water from thin air, which would quickly grow into a large blob of what appears to be a plump goblin made of water. The size of it would be about two times the size of the user, with a fairly large stomach and a body that is about 3 meter wide. The goblin itself is a sentient entity, capable of acting on its own accord. The water that makes up its body has similar properties to (Suiton: Uramiame no Jutsu) - Water Release: Grudge Rain Technique, therefore its ability focuses on absorbing chakra from targets that make contact, including Smaller summonings, Clones, Humans, etc. The main usage for this water blob is to utilize the unique ability of the water to absorb the target's chakra. This is done when the blob would race towards or attempt to approach the target and upon reaching short-range, it would open up its large belly, in which four long whips would emerge to grab a hold of the target's limbs and abruptly pull the target in the stomach. The whips are dense and almost solidified, allowing it to grab a hold of tangible beings despite being made of water. As it is pulled in, the blob's stomach would close, shutting the enemy inside. While the target is inside, he/she will lose chakra from the physical contact with the water, and any raw chakra created inside will be ineffective, like Rasengan, but elemental chakra would still work. The blob itself stays on the battlefield for three turns, however, if it successfully traps a target, the user will be able to manipulate it to stay on the battlefield for longer. Doing this would require a constant stream of chakra, therefore the user will be unable to perform any other techniques while the target is successfully trapped inside the belly. Absorbing chakra if the target is inside the belly has no turn limit, so long as the target is trapped inside. However, if the user deems necessary, with a single handseal, he/she can cause the walls to squeeze in together, trapping the target in an extremely pressurized orb of water that would easily crush anyone inside.
Notes and Restrictions:
- Tobirama bios can use this without hand seals or a water source. Alternatively, bios that don't have his water abilities will have to perform a set of five hand seals.
- The blob itself lasts for three turns, and if the user does not successfully trap the target within the stomach, or if it is destroyed, it will disperse back to water.
- Can only be used once and no water techniques above S-rank while this technique is active.
Taught to: Penguin., Gitanshu, Shady Doctor, Lili-Chwan, Gèckö, & Drackos

(Suiton: Mizu Kamigami no Zangyakuna Fukushū) - Water Release: Atrocious Vengeance of the Water Gods
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40 (-15 per turn)
Damage: 80
Description: With the use of three hand seals, the user can summon forth a large vortex of water around the enemy and the user, or around the enemy only. The vortex of water is circular, with a maximum diameter of 15 meters and a minimum diameter of five meters therefore, the target must be within mid-range. It reaches the height of fifteen meters and spins at a dangerously fast speed, such that physical contact with the spinning vortex would be capable of pulling the person that touched it into the currents, which would make them vulnerable to the goldfishes. It is hollow inside and serves as a water source and to keep the enemy inside. Once the "vortex" of water is created, the user, with the use of shape manipulation, will shape hundreds of basketball-sized goldfishes with pressurized 1 foot horns. They attack from all directions, except the direction the user is standing on if he was to create the vortex around him to avoid the technique from backfiring. They jump out of the wall/vortex of spinning water as if it was a river and jump out to attempt to impale the target(s). The goldfishes jumping from the walls have a long-reach, therefore, they are able to jump from one side of the vortex and land on the other one and continuously jump back and forth to repeatedly attack the enemy. Releasing it in the same turn is generally only used if, A) The technique was successful, or B) The enemy was able to properly defend from it, or completely destroy it. If, for whatever reason, the user chooses to release the technique, the enemy will take in no damage unless they've been pierced by goldfishes, in which case, they will take the S-rank damage
Notes & Restrictions:
Note: Useable three times per battle with a four turn cooldown before each usage
Note: Can only be taught by Edward.
Note: After using, cannot use A rank and higher Water jutsu the next turn.
Note: Lasts 2 turns per usage.

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Taught to: Penguin., Drackos, Akasha, Question, Baldy, Zaph


Water Techniques Given to me by Others:​



C-rank


Type: Supplementary
Rank: C
Range: Short-Medium
Chakra: 15
Damage: N/A
Description: After forming the bird hand seal, the user sends his chakra onto into the ground. This chakra forms an extremely fast current of water to be formed about a meter deep and a meter wide. Anything that enters the current has its speed tripled due to the current's extreme speed. At the end of the current is a wall of water with high viscosity chakra content, cushioning the impact of anything that hits it.

Note: Can only be used twice.
Note: Can only be taught by Penguin.
Note: Lasts a single turn.

B-rank


Type: Attack
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage: 40
Description: The user forms the Ram handseal and creates two Hydra heads from a water source. They then fire spiraling streams of pressurized water from their mouths at the enemy powerful enough to rip off clothing and cause internal damage.


Type: Offensive, Supplementary
Rank: B
Range: Short – Mid
Chakra: 20
Damage: N/A
Description: The user channels their suiton chakra into a water source within mid-range of them. The chakra will target the location where the opponent is standing and treat them as the epicenter for the technique which will cause the water to transform into a prism of syrup, glue-like water. The prism of water will suffocate the target and drag them down if they are unable to escape from it. The size of the prism can vary depending on the decision of the user. Its maximum size can cover up to a 10 meter radius from the epicenter however it can never be more than three meters deep.
Note: Can only be used twice per battle.
Note: Can only be taught by Drackos

A-rank


Type: Offensive/Attack
Rank: A
Range: Short - Long
Chakra: 20
Damage: 40
Description: This technique can only be used when the target is standing on water. The user will first wave 1 hand-seal. Doing so, will focus chakra into the water below the opponent, then the water opens up in a square shaped box below the target, making them fall in. Afterwards the user if wanted may wave 1 more handseal and cause the sides of the cube to close in on each other with tremendous strength, violently crushing the victim to a bone-breaking degree due to the pressure of the water. This technique is very versatile, for it can be as wide and as deep as the user wants, within narutoverse logic and reason; to fit the entire body or just a part, meaning the user can open it only wide enough to make 1 of the opponent's foot fall in and then crush it [ if wanted ]. This can be done wide enough to make 5 bodies lined up fall inside, and as deep as 10 meters, however, the larger the space, the more it takes to close in. Nevertheless the process in which it opens and shuts is rather fast. It can be shut just enough to prevent foot or body movement, not crushing the trapped body [part].
- May only be used x3 per battle.


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


Rank: A
Type: Defense
Range: Short-mid
Chakra Cost: 30
Damage Points: -
Description: The user quickly summons a wall of water in front of him which is able to protect the user against Fire jutsu ranked S and lower. (The water can be situated in any position the user chooses. For example the user can summon the water to cover him from attacks coming from above him)
Note: Requires a water source
Note: Can only be used 4 times.
Note: Can only be used by RockLeeGreenBeast and those he shares this jutsu with.


Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: A water variation of Wind Blitz. After infusing water chakra into a kunai, and coating it in malleable water [which takes the shape of the Kunai it's surrouding]. The user will then hurl it at the intended target, and when deemed necessary, the user may wave 1 handseal, controlling the water coating the kunai to expand and spin rapidly around the kunai. Taking the shape of a spinning spear; with the kunai as it's epicenter while spinning. Said spear is 6 feet long and 3 feet wide, capable of piercing and shreadring human flesh with ease. This technique follows a sraight path, thus, only moves foward and in a single direction.

*Only usable with 1 kunai per usage.
*Only usable x3 per battle.
*Must be taught by Loki


Type: Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: If the user or the intended target is on the water or on a wet area (i.e. after a strong water technique was used) then this technique can be done. The user will preform one handseal and then release their water chakra in the water or damp ground, they will mold the chakra in the water to rise up 4 watery-type warriors. As the water rises up they begin to move to where the user wishes. These warriors are the same size as the average person, they move as fast as the user but they're unable to preform any jutsu. These warriors carry swords, hammers, spears, and shields (up to the user). These weapons are very concentrated and can be used to slice, cut, stab, block. When a warrior is destroyed they blow up and spray water everywhere in about a 10 foot radius, normally this would do nothing but get the target wet but if the warriors are infused with lightning from a separate technique then if they blow up and if they get water on them then the target will be paralyzed for a few seconds.
Restrictions
- Can only move up to mid-range from the user
- Warriors can attack all together/in a formation/ in all directions separately
- Must have mastered Suiton training and be at least Sannin rank
- Only usable/trainable by Coyote
- Usable 3 times


Type: Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description:
The user will preform one handseal and release water chakra up to mid-range from the user. The chakra will take a thin layer of water on the ground. By using chakra manipulation the user is able to control viscosity of the water. When the target is on this thin layer, watery flowers appear around the target (360degrees) these flowers are manageable in terms of sending at the target thin slice layers of water and/or compressed water bullets. These attacks are medium sized but very thin and very sharp to be able to cut with ease. The water is like a layer of sticky syrup that even when disturbed it goes back to its original state on the ground. If the target runs on this layer, the flowers appear anywhere they go as long as they're on it. The main purpose of these water slices is to hit the targets hands to stop them from preforming handseals. Due to the reflective ability of the water when the target begins handseals the slices are triggered to hit the hands and stop them from preforming the move.
Restrictions:
- Lasts on field for 2 turns
- Only usable by Coyote


Type: Offensive
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: 60
Description: "Suiton: Fuka Yari" is a water based technique in which the user produces a source of water on both palms, they will then proceed to continuously launch small arrows/spike shaped figures . This technique is performed by channeling chakra to the palms and creating water from it, upon launching the water in small portions, the user will focus on shape manipulation and chakra manipulation to make them as sharp and destructive as possible.
Note: Usable only twice per battle.
Note: A maximum of 35 arrows can be released per use.


Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: After 3 handseals, the user spits out up to 5 spheres of water (The water has sticky properties, similair to Water Style: Syrup Capture Field), in a quick succession and at great speeds. Utilizing her Water Chakra, the user drastically increased the cohesion of the water molecules and decreased the adhesion of the water molecules, thus creating thick beads of water that will bounce off any object. The user can redirect the beads of water by stomping on the ground, thus erupting (up to 10) small pillars of earth (Counts towards the jutsu count) , until either she decides to pop them (using one handseal) or the beads collide with a sharp object, thus breaching the spheres and blasting the sticky substance inside onto the target. the user can infuse Fire or Lightning into the balls (For Boiling Beads or Electrified Bead, isntead of Sticky Beads), without changing the Adhesion and Cohesion levels. Wind jutsus might burst the ball aswell.
With one handseal, the user can make each bead burst into 10-20 smaller yet faster beads, with the same characteristics, despite the size.
*Can only be used 3 times per battle. Can only be used once every 2 turns*


Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user would begin to take five explosive tags from their ninja pouch and throw the tags in front of themselves as they flash the bird hand seal. After flashing the bird hand seal, five human sized penguins made of sticky water form around the explosive tags, leaving an air pocket inside themselves so that the explosive tags don't get dampened. Once the water penguins form around the explosive tags, the penguins either jump or dash straight forward at the opponent in hopes of wrapping themselves around the opponent. Once the penguin's wrap themselves around the opponent, the user flashes the seal of confrontation to detonate the explosive tag, causing the opponent massive damage.

Note: The user cannot use explosive tags for two turns after this jutsu is used
Note: Can only be used three times per battle
Note: Can only be taught by Penguin.

S-rank


Type: Attack
Rank: S
Range: Short- Mid
Chakra Cost: 40
Damage Points: 80
Description : User does 4 hand seals andwipes both of his hands toward each other, his right hand over his left hand, creating two waves that come at the target from both sides, engulfing it in water and restraining it's movements.
Note: Can only be used 2 times per battle
Note: Can't use any water technique at the same turn
Note: Can only use up to b rank water techniques at the next turn.
Note: Requires large water source.
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Rank: S
Type: Offensive/Supplementary
Range: Short-long
Chakra cost:40
Damage points: 30(damage a geyser would inflict if hit by one)
Description: The user forms the snake hand seal and holds it while stomping on the ground twice releasing water chakra into the ground across the battlefield. For the next 3 turns the ground one foot below the surface begins turning into water, breaking down all the earth resulting in a muddy ocean a foot under the surface. After the end of the 3rd turn the pressure of the huge amount of water will crack the ground and result in several geysers at all ranges which begin flooding the field. If the surface is opened before the 3rd turn by an earth technique that creates holes (hiding like a mole for example) the user of it will be thrown back above ground by a geyser. The water can only be used as a water source for other water jutsu by the user because it is filled with his chakra.
-Once per battle.
-Takes 3 turns to fill underground and erupt up.
-Can only use 2 jutsu the turn this begins
-Only taught by Professor Sarutobi.
-No water techniques the same and next turn.
-Dojutsu and sensory ninjas can see/feel the water beneath the surface.


Type: Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: The user focuses water to cloak around them, forming some shapes the user wants around them. While cloaked the user can scretch the water around them to attack, (like the kyuubi cloak) and form fists, hands, tendrils, etc.......(its like the kyuubi cloak but with water)
Note: Lasts for 2 turns.
Note: Needs water source to use the jutsu.
Note: Only useable for once per battle.
Note: Only useable by Question.


Rank: S
Type: Attack
Range: Short - Mid
Chakra cost: 40
Damage Points: 80
Description: When a water source is nearby the user preforms the necessary hand seals. Once released the water in the water source begins to rise out of the water and form a "Kracken" look, along with 6 giant water tentacles 50 feet long. The user is able to use the tentacle to slams down on areas creating waves or slamming to hit a target. The tentacles may also grab the target and throw them into the distance. All the tentacles can work in a motion that causes a lot of commotion in the area of land and water in range; this can cause a wide spread attack or just to allow the user to escape in the commotion.
Notes:
- Only usable with a water source
- Usable once per battle
- Lasts one turn
- The Kraken and his tentacles do not reform when hit/cut
- Unable to use another "Water Style" in same turn
- Only trainable/usable by Dexter..


Type: Attack
Rank: S
Range: Short- Long
Chakra Cost: 40
Damage Points: 80
Description: A more advance version of Johninto's original water phoenix the user will focus all their suiton chakra into the sky. When they have enough chakra in the sky they start to crate a giant phoenix that is the half the size of Gamabunta. When the phoenix is form it will explode into a large barrage of mini phoenixes that are the size of Abumanre bugs and will come down onto the opponent with such great force that even if they were underground up to 3 meters underground the phoenixes would still break through and do minor damage like breaking a little into the skin but not do faultily damage. Since the phoenixes are made up of the user chakra they will remain unharmed.
Note:Can only be used once in a battle
Note: Cannot use any water jutsus for the next turn
Note: It takes a jutsu move to form unless its already raining.
Note: Has to be taught by Johninto Uchiha


Type: Defensive/Offensive
Rank: S-Rank
Range: Short
Chakra: 40 (-10 per turn)
Damage: 80
Description:
The user does one simple hand seal (Ram) and releases a burst of chakra all around his body. By doing so the user forcefully rejects all water molecules around him up to short range by pushing them away with his chakra. As the moisture in the air and all around the user is pushed away from him in an omnidirectional burst, a thin but strong sphere of moisture/water is formed at the limits of the technique (roughly short-range around the user). This technique serves as a defense from incoming water techniques (by forcefully pushing them away and around the user) and fire techniques (by creating the thin spherical "bubble" of water around the user). The technique is so fast and precise that if an enemy is caught within its range, he's pushed back also, as the chakra is able to repel even the water in the enemies body. While the damage isn't that severe, its still powerful enough to knock the enemy backwards several meters. The user can maintain this repulsion effect by continuously feeding it with chakra although doing so restricts the chakra available for other techniques.

Note: Can only be used 3 times
Note: Can be maintained for 3 turns at a time but if so, the user is limited to 2 techniques per turn and only up to S-Rank
Note: Can't mold Water above S-Rank the following turn
Note: Can only be taught by Scorps


Type: Supplementary/Defensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description:
With 2 simple hand seals (Snake + Ram), the user will materialize water within range of the technique, using the moisture all around the field and his chakra as a fuel. The water can be shaped into any given solid construct the user desires (like cubes, spheres, walls, etc) or kept as a raw body of water. The amount of water the user can produce is, at its best, about 10 000 liters of water (give or take a cube of about 100m3). However, the speed as which the water forms is always the same, taking a couple of seconds to materialize its maximum volume. The user has some control over the water while its materializing and once it materializes, but he can never generate enough momentum or compress it enough to actually do any harm to any enemy, even when he gives it a specific shape.

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

Forbidden-rank


Type: Attack
Rank: Forbidden
Range: Mid-Long
Chakra: 50
Damage: 90 (-30 to user)
Description: This is a very advance and dangerous water-style jutsu. The user will do a set of 5 handseals initiating the attack. If the user is a water specialist, he is able to manipulate the moisture in the air above the opponent to form a huge water pool, if not the user spits a glob of water up above the opponent that will then spread into a huge water pool. The water pool is created 10 meters above the opponent. Once the water pool above the opponent spreads about 10 meters in radius, utilizing chakra manipulation, five huge pairs of gauntlets is created out of the water with a chain attached to the end of them. Due to gravity, they then separate from the pool of water and crash down towards the opponent with massive force and speed. These gauntlets are roughly 5 meters tall and 3 meters wide, but have enough force once landed to cause massive damage that is enough to crack bones with every hit. The opponent can make the gauntlets all strike at at once combining to be an F rank attack or have them attack back to back making each gauntlet at max B Rank. These water gauntlets are strong enough to cause craters of medium size if they so happen to hit the ground instead of the opponent. This technique was said to be a huge strain on the opponent's body due to the large scale technique this is. It will cause slight dizziness and fatigue.

Note: Can only be used once
Note: This jutsu takes up two jutsu slots
Note: No other Water-jutsu in the same turn
Note: No Water-jutsu above S rank in the next two turns


Type: Offensive/Defensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90 (-20 to the user)
Description:
The user will do 3 hand seals (Tiger+Ram+Horse) while focusing and molding a large amount of chakra into his core. As he releases this massive amount of chakra in an omnidirectional burst, thick gluey water (like that of (Suiton: Mizuame Nababara) - Water Style: Starch Syrup Capture Field) oozes from his pores in copious amounts and at great speed. If at first the water seems to quickly ooze from the user, it quickly begins to burst into a gigantic 20 meter high explosion of water that reaches long range in under 2 seconds. However, this technique carries enormous risks. Once triggered the user can't stop or control the technique. The amount of water that is produced is so high that the battle field will be left with a 30 meter deep layer of water in only a few seconds. Once the water is completely created, it loses its sticky properties and reverts back to normal water. However, this water will stay in play until the ending of the match. The user however, will be left exhausted and severely damaged from the overuse of his chakra.

Note: can only be taught by Scorps
Note2: user can't use any Water Jutsu above S-Rank for the reminder of the match and can only use up to A-Rank water in the same and next turn.
Note3: user can't use anything above S-Rank the following turn
Note4: usable only once


Rank: Forbidden
Type: Defence/attack
Range: Short/Mid
Chakra Cost: 60
Damage Points: 100
Description: The user will create a votex of water either around themselves or there opponent combining there water chakra and earth chakra. This would would look like a tornado shape of water with rocks and boulders in due to the earth chakra, though due to the high speed rotation of the tornado, it would look like a giant mud vortex.
Note: Can only be used once.
Note: No A-Ranked or above in this turn or next turn.
Note: 20 Damage to the user itself.
 
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Edward

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Personal Genjutsu Techniques I Created:



(Genjutsu: Kurage's Shisen) - Illusionary Arts: Medusa's eyes
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user will perform a series of three handseals: Dog → Tiger → Ram and inject their chakra into the targets chakra system, disrupting their normal flow of chakra and placing the target under an illusion. The illusion will make the target see the user's hair turning into snakes with bright eyes and his/her eyes turning red, much like Medusa's. Then as the target looks in the users eyes, they will feel and see that their lower body is turning into stone, which slowly moves higher until it turns the target into stone completely. This will paralyze them for a short duration.

Notes and Restrictions:
- The paralyzing effect lasts for one turn.
- Can only be used three times per battle
- Requires eye contact to perform.
- Paralysis begins when all the limbs are "turned into stone"
Taught to: Vayne, Korra., noni1997, Frozenstein, Professor Sarutobi, & -Haku Yuki-

( Genjutsu: Kirin Kojou ) Illusion Arts: Isolated Giraffe
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user will perform 3 handseals, casting an illusion on the area around. Any target within range will then immediately feel all they senses dilate and stretch, as if someone is impossibly pulling their neck. This illusion creates a constrain on the brain's interpretation of stimuli, not unlike Agnosia. In essence, all the user's stimuli perception arrive as if strained from a very long and thin channel, making them not only really delayed but also incomprihensible. The user does not have to comprehend or possess the stimuli being stunted, like targets with extrasensorial abilities, chakra-wise, superhuman, awareness of other forms of energy or substances, etc, because Isolated Giraffe creates an universal strain by stretching the brain's perception. The targets affected by this genjutsu will feel like they're stretched out into the void, and become isolated from reality. To better understand this genjutsu, think about the sensorial organs as windows to the outside world and the brain as the organ responsible for the target's interpretation of the information that comes from those organs. Isolated Giraffe inserts chakra in the brain, which slows down and distorts the channels that link the organs to the brain and, thus strain the path of the external information, in a way that it isolates the target from the senses

*Can only be used thrice per battle*
*Can't be used on consecutive turns
*Can only be taught by Edward*
*The technique's effect only happen in the genjutsu. In actuality, the opponent his reflexes and such work fine.*

Taught to: Lili-Chwan, Drackos, Shady Doctor, Scaze, Souji, Scorps

(Genjutsu: Kokkaku chūshutsu) - Illusionary Arts: Skeletal Extraction
Type: Offensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60 (mental stress)
Description: The user will perform the Ram hand seal, sending chakra onto the opponent's chakra parthways in order to disrupt it and induce an illusion upon the enemy. The illusion is quite complex. It begins when the enemy feels that their bones/skeletal system are hastily moving out of place inside their body as it eventually breaches through the layer of skin, and are now outside their body. However, the illusion continues with the bones extending and wrapping itself with great force around the opponent while tightening and tightening, with every passing second. For instance, the rib cage would wrap around the enemy's torso, and then tighten, restricting the opponent from movement completely. Of course, with the total loss of the skeletal system, compounded with the skelton's grasp upon their body, the target would have no ability to move. Now, without the skeletal system as a support for the body, the effects of gravity on the targeted body would be heightened, thus making it harder to breath. If the target does not break out of the illusion within two turns, they will pass out from the lack of oxygen available (suffocation) in the illusion as well as the compression resulting from the skeleton's grasp.
Notes & Restrictions:
Note: Can only be used 3x per battle; No A-rank Genjutsu in the same, or next turn.
Note: Can only be taught by Edward

Detective L, Six Paths, Akasha, Souji, Lili-Chwan, Ryuijin


Genjutsu Techniques Given to me by Others:



C-Ranks


Type: Supplementary
Rank: C
Range: Short-Mid
Chakra: 15
Damage: N/A
Description: The user will do the tiger sign and trap the opponent into a simple but effective genjutsu. The opponent will start to see their vision start to blur out, like they are going blind, until the vision is whiten out making them believe they are going blind and are unable to see. This gives the user a chance to strike them.
Note: Usable 5 times a match
Note: must be taught by Blake Belladonna

B-Ranks


Type: Offense
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description:The user performs the rat, dog and tiger hand seals and casts his opponent under a genjutsu Which creates an illusion in which his feet and legs are being bound[Restrained,Not Paralyzed] to two moving horses going in the opposite directions, which gradually begins to tear his body muscles and flesh apart until the force becomes too great that the opponent body is completely ripped apart into two separate directions. This is a mere illusion as in reality the opponent is unharmed.

Note:Can only be done three times in a battle
Note:must be taught by thunderbolt to use


Type: Supplamentary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/a
Description: The user will point to the users heart area which is the trigger for the genjutsu. Once done, the user will make a hand gesture as if they were squeezing something that was in their hand. As they continue to squeeze their hand the opponent will feel sharp pains in their chest. The more the user squeeze his hands the more the heart of the opponent aches. The air in the user palms represents the heart of their opponent. If the user so please he can indeed crush the air in his palm resulting in the crush of the opponents heart. This will cause pains beyond measure. In the genjutsu his heart would be crush but since it is an illusion he would die just experience massive pains.
Note: Can use a max of 3 times
Note: Cant use this jutsu back to back
Note: If the user crushes the opponent heart, due to the massive pains the genjutsu will automatically be broken

A-Ranks


Type: Supplementary
Rank: A-rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description:
After perform the hand seals Horse → Dragon → Ox, the target(s) is/are placed under the illusion that they are surrounded by a giant, 360-degree mirror, which reflects themselves and their surroundings. The mirror will then slowly break into pieces, then break into even smaller pieces, and continue subdividing until there are countless shards surrounding the target, all of which reflect the target and his surroundings. Once the shards have finished dividing, they will fly at the victim and stab him, leaving the target with minor mental damage.
Notes:
- Can only be used twice per-match.
- Can only be taught by Nathan.


Type: Sup
Rank: A
Range: Short-Mid
Chakra Cost:30
Chakra Damage:N/a
Description: The User Takes out a Staff Or Sword and Stabs it in the ground infront of him. If the opponent looks at the staff/sword as it stabs the ground, Soon As the sword hits the ground a Huge Demon hand will emerge from the ground, grabbing the opponent restricting his/her movements. The Demon hand will start to squeeze the opponent crushing their bones in the genjutsu but in reality just stunning him

-Can only use twice
-Must have a staff or sword to use this
-Cant use genjutsu in the next turn
-Only Taught By General Phaze


Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user perform a single handseal and places a genjutsu upon the opponent. In the illusion, every time the opponent spews a Suiton technique from their mouth, they'll instead see themselves utilize their own blood for the technique. Due to this, should the opponent continue with the technique, they'll immediately feel the numerous and severe effects of major blood loss in the illusion. These effects include the opponent collapsing, breathing extremely heavily, paling of the skin, weaknesses of limbs and dizziness. In reality, the opponent's brain is so well fooled by the illusion into believing that the body is actually losing gallons of blood, that the brain causes the body to react accordingly, causing the target to undergo hyperventilation, weaknesses of limbs, and dizziness, often leading to collapsing, just as in the illusion. Due, however, to the difference in scales from the volume of blood a body has and a volume of water a normal technique may have, the effects aren't directly proportional and will only be fully experienced if the target uses water techniques or maintains water techniques in use for the duration of the technique, with the symptoms gradually setting it. Being such an advanced form of genjutsu, this technique controls the sense of sight,taste and smell,meaning the blood produced by the technique is difficult to distinguish from the real thing.

♦Can only be Taught by Igneel
♦Can only be used once per battle
♦Genjutsu lasts for three turns unless dispelled


Rank: A
Type: Supplementary
Range: Short - Medium
Chakra: 30
Damage: n/a
Description:
The user will snap their fingers and by doing this they disrupt the targets chakra flow to bring them under a unique genjutsu. once the fingers are snapped - the target will suddenly get bright lines all over their body like a grid. Then their body splits apart in each grid square and making about 40 little who whomever the target it - meaning the target's mind under the illusion is split between the little ones. This causes the target to be confused and feel as if their body has been split into little clones of themselves. The little ones in the illusion are just running around - spouting confusion and being angry that they're small. While under then illusion the little ones cannot use any techniques so the target can't use these little ones as legit clones. In reality, the target is running around due to the confusion.
Note: Only usable twice per conflict
Note: Unable to use Genjutsu in the next turn
Note: Only usable/trainable by Coyote


Type: Supplementary
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: N/A
Description: A Genjutsu used mainly to mock or distract the opponent. With two hand seals, the user will induce the opponent in a Genjutsu, where the opponent would start to feel as though a large amount of slugs are situated in his throat, and they are moving towards his mouth, with gooey slime. Due to the human gag reflex, the opponent would feel the need to get rid of these slimy slugs by throwing up, and this allows the user to attack within this time window. The slugs keep on generating as one is released, making it extremely disgusting for the opponent. In reality, the opponent is standing still, as he tries to release himself from the Genjutsu.

Notes:

-Can only be used three times per battle.
-No S rank and above Genjutsu in the next turn.
-Can only be taught by Detective L.


Rank: A
Type: Supplementary
Range: Short - Mid
Chakra cost: 30
Damage points: N/A
Description: The user will cause the target to fall into an illusion where black shadows envelop the target from their feet and encase in complete darkness but then they fall into a endless pit. This technique is primarily used for the user to distract the opponent from the reality of the situation setting them up for a surprise attack on the target.
~ Only twice per battle


S-Ranks


Type:Supplementary
Rank:S
Range:Short-Mid
Chakra:40
Damage: N/A
Description:This genjutsu is in fact extremely simple. The user will first make a string of seven handseals, and simply point at the opponent inserting chakra into them. The user then puts the opponent in a genjutsu in which light flashes repeatedly, at insanely fast speeds in no particular pattern. The lights also Cause excessive and rapid neuronal activity and abnormal rhythmic discharges of cortical neurons in the brain. At the same time the gen also makes the opponent feel exhausted (has no effect on stamina or chakra reserves). This along with the lights would cause a seizure. The opponent would be rendered unable to move, and would have uncontrollable spasms and muscle movement. After around 3 minutes of this (and the illusion not being broken), the opponent would be rendered unconsious. During the seizure, the opponent in the genjutsu would still see the lights. They would not stop until the genjutsu is broken. This illusion places enormous strain on the mind causing damage if the illuion is left un-broken.

-Restrictions-

Can only be used once
Can only be taught by PB
No genjutsu in the next turn or same turn that this jutsu is used


Type: Offensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user performs 3 handseals inducing the target in an illusion which disrupts the target's chakra system and the chakra within their brain causing them to get extremely nauseous feelings. This feeling would progress to the stomach area, where the opponent would feel that inside their stomach, bubbles are boiling up and they will begin to throw up all of their stomach juice, giving them an extremely uncomfortable feeling also preventing them from doing anything else in this illusion. This is not where it ends, while they're under the process of throwing up they will also believe that their stomach is producing an even greater quantity of stomach juice by draining the water inside their body. This causes the target to both have difficulties breathing and have their energy exhausted because of loosing too much water from their body. In reality, the target will be immobilized and due to the mental stress the nauseous feeling gives, the target will be hindered and somewhat dizzy. While the illusion is progressing, while difficult, the enemy is still able to do handseals and mold his chakra and doesn't lose his connection to the real world as it's not a "dream-like" illusion. However if not countered within a set amount of time, the target will end up fainting because of exhaustion and the experienced nauseous feeling's intensity.

Note: Usable twice per battle
Note: Cannot be used the following 2 turns
Note: No genjutsu above A-rank the following turn
Note: Target faints at the end of the 2nd turn if this genjutsu doesn't stop/gets cancelled


Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: Requires 5 handseals. This jutsu acts as the opposite of False Surrounding (Kokohin). Instead of manipulating the opponent's perception of his/her surroundings, it changes the perception of his/her body by removing or adding organs/objects. This allows the user to remove limbs/organs, to prevent certain actions to be taken, such as ripping one's eyes to make the opponent blind, removing one's lungs to make the user pass out from lack of air, removing one's legs to prevent the target from running etc, or add certain objects/organs, such as blades to one's stomach, or adding stitches to one's mouth, silencing them.
*Can only be used 3 times per battle*
*Opponent needs to find a way to counter or release the genjutsu in his countering turn when the illusion pertains to "removal" of organs or he'll lose conscience from the pain and mental strain*
 
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Edward

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Personal Wind Techniques I Created:​



(Futon: Hakai-tekina ōbu) - Wind Release: Orb Destruction
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user will materialize an orb of wind, accompanied by a light humming sound and a bright blue hue, in an area within mid-range. The orb of wind proceeds to collapse upon itself, creating a vacuum like effect that generates the wind from its 5 meter radius. This flings the enemy inward onto the original location of the orb, forcefully moving the target to the opposite side of the orb. The distance the target travels is directly proportionate to their original position in respects to the orb of wind. For example, if you are four meters away from the left side of the orb, when the technique is performed, you should be flung to the right side of the orb, four meters away, equating to 8 meters. Alternatively, the user can perform this on a nearby location, providing a quick method of evasion.
Notes and Restrictions:
Note: Can only be used 4x; no consecutive uses
Note: Can only be taught by EdwardSama
Houndini, Six Paths, Ryujin

A-ranks

(Fuuton: Kotai kōkū Tekunikku) - Wind Release: Solid Wind technique
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60 (If used offensively)
Description: By using wind chakra, the user will release it into the air in front of them. With the wind chakra, they will manipulate the air to become more solid, 'solidifying' the air, into something that would allow the user to physically interact with. With the use of shape manipulation, the solidified air could be shaped into a multitude of items, like kunai's, hammers, swords, etc. Each offensive action done by these solidified weapons would be able to slice through even the thickest materials due to the slicing and sharp properties of wind (According to elemental strengths & Weaknesses). It can also create shields of slicing winds, about the size of 3/4 the users body, used for defense that is able to defend against lightning techniques, or offensive physical actions like taijutsu or kenjutsu. With the use of a single handseal, the user can choose to make the solidified weapon or item they created previously to burst into a net of slicing winds upon impact, enveloping the target and continuously deal slicing damage to the target for as long as they remain within the net. (Basically, once the weapon made of solidified wind hits a target, it would explode into a net via shape manipulation. The wind would be more concentrated and the net would be touching the targets body, making it cut the body parts its touching.)
Notes & Restrictions:
- Can only be used 3 times with a two turn cooldown
- Only teachable by Ace.
- The 60 damage only applies to the one handseal and creation of the net; if the net is not created, and only the wind weapon hits, 20 damage points will be decreased from 60.
- The solidified items created from this technique must be bigger than a hand, while being smaller than the user. (To avoid people making tiny, tiny balls or something.)
- Once the net is formed, the user will only be able to perform wind based techniques to maintain the net's shape. So basically, if you use the handseal to create the net, you can only use wind jutsus unless you want the net to disappear into thin air.
- Net can only go up to short range.
Taught to: Teno, Ushiro, Negative Knight, Shady Doctor, Erzo, & Scorps [Reserved]


Wind Techniques Given to me by Others:​



C-Ranks


Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage: N/A
Description: A wind technique similar to the chakra sensing rain technique, the user infuses their chakra into the surround air create a light breeze across the battlefield. This breeze is capable of sensing the chakra of people or objects it comes in contact with. The breeze will die out after three turns once activated and can only be used twice per battle.
~Deactivates after three turns.
~Can only be used twice per battle.

B-Ranks


Type: Offensive
Rank: B
Range: Short-Medium
Chakra: 20
Damage: 40
Description: The user gathers a fair amount of Fuuton chakra in their stomach. After gathering enough Fuuton chakra, the user forces the chakra into their mouth, then blows out the Fuuton. After the Fuuton is blown out, the Fuuton takes form of one B-rank penguin, or 4 D-rank penguins.

Note: Can only be taught by Penguin2640
Can use this move 3 times a battle.
Must wait another turn before you use this again.


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.
Note- can only be taught by ~Jellal.F~


Type: Offensive
Rank: B-Rank
Range: Short-Long Range
Chakra: 20 Chakra
Damage: 40 Damage
Description: After releasing the gathered fuuton chakra throughout the user's mouth. the released wind will be shaped into a ghost's upper body (of the same size of a mature man) then a second before reaching the target it will turn into a gust of wind strong enough to make a four meters tall tree fall down. the user is able to create up to 2 ghosts in one time
note: if the user makes 2 ghosts each ghost is equal to C-Ranked fuuton jutsu
note: only FeeLPaiN can teach this jutsu


Type: Supplementary/Defense
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage: N/A
Description: The user will form three hand seals and gather the wind around an opponent into a vortex. The wind becomes a medium sized tornado that doesn't harm the target, but traps them in rapidly spinning walls of wind. The wind is in close proximity to the target making them susceptible to fire techniques while they're trapped in the tornado. This can also be created around the user as a means of defense.
-Can be used twice per battle.


Type: Supplementary
Rank: B
Range: Short-Long
Chakra: N/A (+10 to chakra cost of each technique)
Damage: (+20 to wind techniques)
Description: This technique utilizes the suction effect that may be achieved through wind techniques. The user will activate an ability which allows him to infuse additional wind chakra into their own wind techniques. As a result, any subsequent Wind techniques performed by the user while this is active will gain a special property; the wind technique would produce a suction-like effect, which allows it to draw earthen particles(such as small rocks/rubble/soil sediments) from the terrain towards it. This causes the earthen particles to become embedded into the body of the wind technique. The earth particles serve to augment the destructive power of the wind techniques by granting it with an additional abrasive edge, thus allowing it to seemingly shred the opponent to bits. Of course, this technique is entirely dependant on the terrain; if there are no earthen particles on the battlefield, then this technique will be rendered useless. Additionally, this may also work on water sources; wind techniques would be able to use water droplets in place of earthen particles to achieve a similar effect. The suction effect produced by this technique is extremely strong - it makes all movement(eg. performing hand seals, running) extremely difficult and sluggish(though possible) when one is within short-range of the technique. Of course, this effect also applies to the user, who will be subjected to the same effects as long as the technique is within short-range of him. This technique is activated instantly; this is because this technique, when used independently, is unable of causing harm.
Notes:
-Can only be used 4x per battle
-Lasts for 3 turns

A-Ranks


Type: Attack
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will perform the dragon hand seal then release their wind chakra into the air and form it into 3 swords the user will then shoot them up into the sky to the point were they are not visible, the user will then gather wind chakra onto the three sword to form Claw made of 3-Blades, the user will then direct the claw towards the opponent hitting the opponent causing devastating damage and making a 3' crater appear.
Note: Can only be taught by Rohasu


Type: Attack / Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: After a short sequence of 2 hand seals the user compresses wind into a human-like form which has similar characteristics (shape) as a real person. However being made from only wind it can't be hit by average physical attacks, but can be seen because of the high amount of compressed wind. It's attack pattern is similar to a real human being when he is using free form taijutsu moves, but the actual attack is a concentrated wind blast generated upon contact. These attacks doesn't have any cutting ability, but instead blunt force which makes it more similar to a human being, but with increased strength. Any attack has the potential to send the opponent flying. As the phantom is only wind and wind can move in the air, it can be moved in mid air freely (fly).
- can only be used 3 times per battle
- can only be created 3 meters away from the opponent on his sides/above/under or in front of him
- can only last 1 turn
- can only travel to mid range from the user regardless the place it was created
- can only be taught by Frozenstein


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 taught by ~Jellal.F~
Note- Can only be used 3 times in battle
Note- Need to have A rank or higher training in futon


Rank: A
Range: Long
Chakra Cost: 30
Damage Points: 60
Description: The user does one handseal, and the air in on of 4 different locations, North, East, South West, will compress and assume the shape of a hawk, soaring in the air about 20 meters from the ground, and Long range from the opponent(s). It will glide around in a circle, always keeping the same distance from their correspondent target. With one seal, the user can make this wind-hawk (One at a time, or as the user wishes) shoot itself at speeds slightly higher than the current sniper bullets, and will assume a similar shape, aiming to pierce the opponent in a specific (or not) place, depending on the accuracy of the user of this technique.
*Can only be used once. The hawk must be dispersed or used before the user (And only the specific user) of this technique can preform any other jutsu. If the user of this technique is knocked unconscious, killed or vanished, the hawk will vanish.
Once targeted (At the beginning of the jutsu) the hawk can't change opponents, and will disperse harmlessly if the said opponent vanishes, looses consciousness or get's killed.


Rank: A-Rank
Type: Attack
Range: Short-long
Chakra Cost: 30
Damage Points: 60
Description:
The user starts by simply weaving together 3 hand seals (Monkey - Dragon - Rat) and molding his Fuuton chakra in the air around himself. With that done the user uses his Fuuton chakra to create a 2 1/2 foot tall, translucent cherub floating a meter or so above his head. The child-like cherub wears no clothing other than what covers its bottoms, and bares wings far past the size of the being itself. The cherub's wings span 10 feet from wing to wing and let off a light, cooling breeze with every flap of the wings. Upon creation, the cherub simply disappears in thin air; literally becoming nothing but thin air which scatters into the terrain as a breeze exactly like from the flapping of the wings. Now only being able to be tracked by doujutsu users or sensors, the cherub stealthily arrives near a designated target, whether it be the opponent himself or something else such as a summoning, stone golem etc etc. As another light breeze slides across the body of the opponent, the cherub rematerializes once again. The cherub now floating a meter above the target, just like when it was first created, has the wind it is made of explode. The cherub explodes in an outwards omnidirectional explosion; swiftly delivering a blunt blow of spinning wind that mangles the target and anything in a 5m radius. If the target is small enough I.e. a small summon, human etc. The cherub can wrap its large wings around the target before exploding. The powerful spinning wind itself is able to break through even solid structures within reasoning.

• Usable 3x per battle
• No wind techniques over A-rank next turn
• Only taught by Shady doctor

Type: Attack/Defense
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage Points: 60
Description:
This jutsu was crafted from a wind specialist that wanted a quick acting attack that could serve as a defensive mechanism also so he wouldn't be left with many opening when he attacked. He came up with the idea of the "Berserker Kick". By channeling mass amounts of wind chakra into his lower body, the user would swiftly stomp on a surface as he released the wind chakra from his legs in conjunction with the stomp. The wind suddenly bursts out in a 360 degree manner, but the moment it is leaving the legs, the user applies great chakra control in the form of shape manipulation. The wind would instantly be molded into numerous legs identical to the user's but twice the size. The legs of wind rapidly kick in every direction besides upwards, looking like a bunch of white/translucent legs are bicycle kicking everything away from the user. The 360 degree range of the legs create a sort of "barricade" of legs surrounding the user, the barricade being up to the user's hip. This successfully creates a barricade of kicks that will rip through anything within 5m of the user while protecting him from anything that comes in range. The user can fuel chakra into the barricade to sustain the kicks, but can't perform jutsu whilst doing so. Due to the kicks even going below the user into the ground, attacks from below would be defended from also if reasonable. The attack itself leaves a 5m crater around the user because of the destruction it holds with the wind kicks.

• Only Teachable by Shady
• usable 3× with a turn cool down
• No wind Above S-rank in the same turn


Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: With the concept of shape manipulation, the user forms a tornado around his/her arm. By swinging his arm across, he releases a burst of gust forward that sends anything in range flying back. These winds are blunt and don't do damage, as the technique is mostly designed to knockback opponents or strengthen existing jutsus, however it makes up with its force and range.
-No handseals required.


Type: Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The user will expel wind from their mouth which they will form into a very wide and thin 'sheet' of air. As it is released the user can shape this sheet into any form desired (cone, dome, sphere etc), the main advantage of this technique is that it is very good at containing and moving any type of air based gas, mist, poison, toxin etc. After containing or moving the gas the user can at any time perform one hand seal and cause the sheet to rupture, either at one point (pushing the gas in one direction) or completely(releasing the gas in that area). Its also worth noting that due to the strong wind currents that form the sheet, coming into contact with it directly would push the enemy back and knock them over, though with no lasting damage.

Note:
~Can only be used three times
~Can move or contain a max of A rank gas, poison etc
~Can only be taught by xHoudinii

S-Ranks


Type: offensive/supp
Rank: S-Rank
Range: Short-mid
Chakra: 40
Damage: 80
Description: The user will make 3 hand seals and form a wheel of wind around themselves. Using this wheel the user can travel towards their enemy and then get out of it throwing it at their enemy or throw it from a distance. The wind wheel is cable of cutting threw A rank earth and while the user is inside the wheel can defend against weapons.
Note: can only be used 2 times per match
Note: can’t use any jutsu while inside the wheel.
note: Goes fast enough to knock away incoming weapons and doesn't increase the users speed the wheel being able to move the user around does not increase his speed. And throwing it it goes as fast as a normal weapon goes when thrown ( the same speed as lets say a kunai.)
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Rank: S
Type: Attack/Defence
Range: Short
Chakra Cost: 40
Damage: N/A(60 if tornado hits the opponent)
Description: The user spins and creates a big tornado around them for defence, this can damage the opponent if they get too close. The tornado can defend high rank lightning.
Note: Only taught by Question.


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


Rank: S
Type: Attack
Range:Short-Mid
Chakra Cost:40
Damage Points:80
Description: The user begins by gathering up a considerable amount of chakra in his palms followed by clapping them together near his chest.. Once that is done, the user takes his hands apart but as they move away from each other the user uses shape manipulation around wind currents and forms a staff made of condensed wind. The staff is approximately the same height as the user and about a foot in diameter and is very similar to the wind blade technique, in both visual tangibility and cutting potential
Close range abilities:
The staff's main use is to be used in close combat, where it is able to be used as a normal staff, though it has the cutting abilities of an S-rank wind blade
Mid range use:
The staff can also be used at a range, in which it gained.its name "butterfly staff". The user can simply throw the staff like a spear but as It's in mid flight the user does a single hand seal thus transforming the staff as it moves. The staff quickly sprouts from its sides a pair of wings that resemble that of a butterfly's. This allows the staff to not only pick up speed and killing potential but also also allows the user to control it in mid flight to hit opponents. While be controlled, the staff has to always be moving forward and can't turn around nor make sharp turns..
At any point while flying, the user can do one more hand seal which results in the wind exploding into a 7m wide vortex of wind that would suck things from 5m out into it while also cutting anything that comes into contact with it up

~ Only teachable by Shady
~ Only usable once per match
~ Staff lasts 3 turns unless thrown, then.it ends that same turn..


Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The user focuses their wind chakra on the floor underneath their opponent as they perform 2 hand seal before stomping down on the ground causing a strong, but harmless, torrent of wind to shoot up from underneath the opponent. The user will then manipulate the torrent of wind in order to create a concentrated orb of wind that encloses around their opponent trapping them in a small circular space. The space inside the orb is tight, leaving them in a sitting position before it gradually shrinks until the opponent is forced to take a fetal position like the times when they were in their mothers womb. The wind orb consists of many racing wind currents that rapidly circulate around the opponent, creating a near solid concentrated wind orb inside and out, while making it difficult for the opponent to breath as outside air cannot penetrate the orb leaving them with the little amount of air that was captured when the orb first formed. The orb is strong enough to withstand most elemental and raw chakra attacks, following the strengths and weaknesses, and once inside if the user does not counter correctly their attack may end up backfiring, but if they do not escape in time then the user will faint due to lack of air.
NOTES
►Can be used once per battle
►No wind over A rank next turn
►If the opponent does not escape the orb by next turn they will faint due to lack of oxygen
►Can only be taught by Zanda


Type: Attack/Defense
Rank: S Rank
Range: Long
Chakra: 40
Damage: 80
Description: The user performs 3 hand seals then begins to rotate his fist/wrists back and forth from left to right. As he does this, he begins to build up wind chakra around his fist in which he then raises his hands above his head. With his hands above his head 2 small tornados are formed around his fists, the user then quickly slams his fists downward in front of his chest as he brings his hands together. The tornados grow in size as they merge into one large tornado. The user with the tornados still connected to his fist continues to focus chakra into the tornados, but not into cutting power but rather the rotational power the wind. The user with his chakra focuses on keeping the tornados direction of flow opposite each other to create a funnel effect. If the user or the opponent were to get caught in this, the result would be broken bones in horrible spots. The effects this jutsu has on other jutsu is similar. It is capable of breaking through jutsus via the rotating winds piercing through a jutsu's cure, of course this only applies to jutsus of weaker strength in regards to wind (S ranked and below) and lightning. And doesn't apply to elements with a solid form (i.e. Earths and elements stronger than Wind)
Note: In order for opponents to be drawn in tornado needs to be short range of opponent
Note: As long as focus is on this technique no other techniques can be performed by the user
Note: Can only be used 2 times per battle
Note: Equal to in size to Majestic annihilation
Note: No wind jutsu the following two turns
Note: Can only be taught by Gecko


Rank: S-Rank
Type: Attack
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description:
This is the sister technique of ( Fuuton: Koisuru tenshi no soyokaze ) - Wind Release: Breeze of the beloved Cherub. The user starts by simply weaving together 5 hand seals (Monkey - Dragon - Rat - Dog - Tiger) and molding massive amounts of Fuuton chakra in the air around himself. With that done the user uses his Fuuton chakra to create multiple Cherubs (4), each being 2 1/2 feet tall like the original technique ll, and translucent, floating a meter or so above the users head in a square formation. The child-like cherubs wear no clothing other than what covers their bottoms, and bares wings far past the size of the beings themselves. The cherub's wings span 10 feet from wing to wing and let off a light, cooling breeze with every flap of the wings. Upon creation, the cherubs simply disappears in thin air, literally becoming nothing but thin air which scatters into the terrain as a breeze exactly like from the flapping of the wings, but unlike the original technique, these winds from the breeze picks up debri and dust from all around, acting like (Fūton: Kiryū Ranbu) - Wind Release: Air Current Wild Dance. Now only being able to be tracked by doujutsu users or sensors, the gang of cherubs stealthily arrives near a designated target, whether it be the opponent himself or something else such as a summoning, stone golem etc etc. As another light breeze slides across the body of the opponent, the cherubs rematerializes once again. The cherubs now floating a meter above the target, just like when they were first created, has the wind they are made of explode. The cherubs explodes in an outwards omnidirectional explosion; swiftly delivering a blunt blow of spinning wind that mangles the target and anything in a 5m radius. If the target is small enough I.e. a small summon, human etc. The cherub can wrap its large wings around the target before exploding. The powerful spinning wind itself is able to break through even solid structures within reasoning. Each cherub can materialize in different locations in order to attack multiple targets, each holding B-rank strength when exploding. To gain the full damage of the technique, the cherubs materialize near each other, holding hands as they appear; exploding in unison and creating a much larger 9x9m explosion that will devastate the area.

• Usable 2x per battle with 2 turn cool down
• No wind Jutsu next turn and no wind


Rank: S-rank
Type: Attack
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description:
The user draws blood from himself, seemingly as a sacrifice to the sky gods. After drawing blood and smearing it on his hand the user performs the Bird - Snake - Dragon hand seals and then creates a clone made of raw Fuuton chakra. The clone takes on the image of a white ghostly adult female angel that has a shining translucent body which sprouts bright white wings before ascending into the sky. The angel gets so far into the sky at such high speeds that it is out of sight within a moments notice, though the huge amount of chakra can still be sensed by sensors and seen by doujutsu. After flying into the sky collecting more wind around it, the angel would dive down, heading straight at the opponent. The Angel's right hand would be extended downwards with its palm pointed down and open. As the angel comes down it grows from its original woman size in the matter of moments. The angel gradually grows 5 times in size, holding so much heavy, dense wind chakra that when it crashes down on a spot it covers a 15m area of impact, bluntly crushing anything in its path including the user if he's in the way. The impact on the area is very similar to when sakura hits the ground with her super strength, leveling the terrain around it.

• Only taught by Shady
• Usable twice
• No wind rank jutsu above A-rank in the same turn it's created or next


Type: Attack
Rank: S-Rank
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description:
The user claps his hands in front of him whilst channeling mass amounts of wind chakra between his palms in order to create a tiny "seed" of Fuuton in his dominant hand. The seed is created in a split second, letting the user then touch the surface of an earth structure or the ground to initiate the technique. After touching the ground or the earth structure, the seed swiftly drills into the earth to any point on the field up to 20m away from the user, and like any other seed begins sprouting on its own will. The seed sprouts into large "veins" that spread throughout the earth with haste, almost as if it was infecting it. If used on the ground, the veins spread into a short range radius with the seed itself as the center. If used on structures made of earth, it will spread all the way through the structure until the veins completely inhabit the inside of the structure. Once the veins have fully spread, the wind the veins are made of begins violently rotating and expanding at a fast rate; affectively destroying the earth from the inside out. The veins continuously expand until finally creating a massive dome reaching mid range in all all directions with the seed still as the epicenter of it all.

• Usable 2x
• Two turn cool down between uses
• No other wind in the same turn


Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long (Explosion of Wind spans Short-Range)
Chakra: 40 (-15 chakra per turn)
Damage: 80
Description: This technique revolves around the principle of using wind as a means of inflation, to create various kinds of animals. Through the rapid expulsion of wind chakra, the user is able to infuse any earthen object with his wind chakra. By infusing one’s wind chakra with these inanimate objects, the user is able to expand these substances greatly, inflating them to multiple times their original size. Essentially, the aforementioned objects would be flooded with compressed air internally, while its exterior would remain the same as its original material. Despite this, the technique does not become dual elemental. The objects, upon inflation, would take on the form of an animal of the user’s choosing. For example, the user could inflate a rock, forming a wind/earth boar which he could thereafter direct towards the opponent to deal damage. The kinds of animals that may be created through this technique are limitless, and is only bound by the user’s imagination. Aside from the plethora of animals the user may be able to create, the user is also capable of controlling the animal’s path through his own will. As such, this technique grants a certain sense of versatility to the user, in that the animals may be directed to do whatever the user chooses to. Upon impact, the animals would not only, due to their corporeality, deal physical damage, but also violently burst, releasing an explosive burst of wind which could further harm the opponent. The animals move at the same speed as the user, and are capable of gravitating through the air due to their composition, which contains a healthy dose of wind. It is worth noting that while the animals retain the general anatomical traits of its real-life counterparts, such as horns for rhinos, etc, the animals do not possess advanced traits such as venom.
Notes:
-Can only be used 3x per battle
-Animals last for 3 turns, before they disperse normally
-More than 1 animal may be created with a single usage, though naturally, the animals would be smaller in size(can move separately)
-No Wind above A-rank for the rest of, and the next turn.
-Can only be used on Earth
-No mythical creatures may be created through this technique.
-While the animals may differ in size compared to their real-life counterparts, they cannot exceed the maximum size of an elephant, and can be no smaller than the original substance used for inflation
-Can only be taught by Baldy


Rank: S
Type: Offensive/Supplementary
Range: Short-Mid
Chakra cost: 40
Damage: 80
Description: After forming the Snake -> Ram hand seals the user will cause an A ranked replica of himself made of wind to dart from his body in a linear fashion in a direction, once released he cannot change course of this jutsu. This replica reaches up to short ranged moving 25% faster than the user's base speed and delivering sheer blunt force trauma to the opponent by mowing them down as a very strong gust of wind that can result in broken bones, abrasions, and even concussions, similar to its parent jutsu (Fuuton: Aojiroi Dopperugengā)- Wind Release: Pale Doppelganger. However, this replica is connected to the user via a nearly invisible tether of Fuuton chakra which the user will send a portion of his Fuuton chakra through. This pulse of chakra is A ranked and can either cause the replica to explode prematurely with an S ranked omnidirectional explosion (A+A) reaching up to mid ranged of its origin or it can cause another A ranked replica to sprout from the initial replica which will simply fade away and attack a dodging opponent or sudden obstacle with a now S ranked blunt force effect, once the second replica sprouts from the first however the previous replica can no longer explode as it will cease to exist and neither can the second. This means, the user has the option to explode his replica or produce another he does not have access to both sides of this jutsu at once. This second replica still moves in a linear fashion which cannot be redirected and can extend the jutsu another 5 meters at base speed +25% also, making it mid ranged.
Approved here
Note:
- Can only be taught by Elyon
- Cannot mold any other element than Wind while Doppelganger(s) are connected via Fuuton tether
- Can only be done 2x
- No Fuuton techniques higher than A ranked next turn

Forbidden-ranks


Rank: Forbidden
Type: Attack
Range: Short-long
Chakra Cost: 50
Damage Points: 90 (-15 to the user)
Description:
This technique is a simple yet powerful wind technique which focuses purely on destructive power. The user draws blood from his and like a summoning technique then weaves together three hand seals (Tiger - Dragon - Snake) whilst gather a massive amount of chakra directly in the center of his chest. When the three hand seals are finished the user moves his hands from out of the path of his chest and releases from the chest a condensed circular beam of glowing wind chakra. The beam begins as a circular, 3 foot in radius beam until it reaches five meters away from the user. Once it leaves close range the chakra can no longer be controlled and it suddenly expands outwards into a large half dome like explosion that moves outwards 30m in every direction except back at the user. The concentrated wind expanding so quickly leaves everything in its path cut up on a small scale, so being hit with it is Certain death. The aftermath of the attack is very identical to that of the mini tbb that the 4tails naruto did when fighting Orochimaru, though due to so much powerful wind chakra being blasted from the users chest, it leaves his chest cut up with 1inch deep cuts that leaves him bleeding moderately.

- Usable one time
- No wind techniques in the same or next turn
- The user can't use A-rank or lower Tai for 3 turns due to the body being worn out - Cannot use techniques above S-Rank for 2 turns afterwards
 
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Edward

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Personal Earth Techniques I Created:​


N/A


Earth Techniques Given to me from Others:​



D-Rank


Type: Defensive, Supplementary
Rank: D-Rank
Range: Short
Chakra: 10
Damage: N/A
Description: The user sends their earth chakra into the ground directly in front of them causing a four legged table to rise from the ground. The earth will naturally detach itself from the surface which will enable the user to kick or flip the table over. The table can be used to block kunai, swords, and other basic ninja tools. Elemental weaknesses and strengths do apply.
Note: Can only be taught by Drackos

B-Rank

Rank: B
Type: Supplementary
Range: Short - Mid
Chakra cost: 20 (-15 per turn to remain active)
Damage points: N/A
Description: This jutsu works through the infusion of dust particles that are already present in the air at any given time. Instead of gathering the dust in order to create solid objects, as done in jutsu such as doton release: hardening, the user simply observed the general movement of his chakra carried by the dust particles. This jutsu's sensory ability is similar in nature to rain tiger at will and hiding like a mole. It enables him/her to observe the general movement of the ever floating invisible dust, which floats _around_ objects, enabling him o distinguish the general location and shape of objects that intersect the paths of the dust particles, including enemies.
Note:
-The user can't use doton techniques relying on the dust in the air while using this technique
-The user can't keep this technique active for more than five turns
-The user must reuse the technique in order to relocate the area affected by it



Type: Offensive
Rank: B-rank
Range: Shot - Long
Chakra: 20
Damage: 40
Description:The user coats the blade of whatever weapon their using with chakra-infused earth, making it resemble an oversized broadsword at the end. The user then slashes towards a target, sharp splinters of earth resembling sickles fly off the blade and towards the target. The sickles are extremely sharp, capable of severing off limbs and piercing trees. If the attack is at close range, the damage from the sickles increase exponentially.
Though sickles are the common practice, the user is able able to make the earth projectiles take the form of small kunai or shuriken. However, this is just a visual change and the damage will remain the same.
Notes:
- Can only be taught by Nathan.

A-Rank


Rank: A
Range : Short-Long
Chakra Cost:60
Chakra Damage:N/a
Description: The user does 2 hand signs. afterwards he/she sends their chakra into the ground right under the oppenent causing the earth under the person to break off into 3 large rings. and surrounding the person body from their legs / hands-wrist / mid body. once it surrounds the enemy the user then does 1 hand sign and then it closes in on the person body restricting their movements
-Note: Cant use no earth Jutsus while this jutsu is active
-Note: Can only use Twice (1times)
-Note: Only Taught by Teno757


Rank: A
Type: Supplementary/Offensive
Range: Short - Long (Short Range to infuse objects ; Long Range control)
Chakra Cost: 30 (+10 chakra cost per object)
Damage Points: N/A (60 damage if used offensively)
Description: This is the brother technique to 'Water Release: Aquatic Touch'. The user will make direct contact with object(s) before focusing their doton chakra directly into their intended target. Through the use of this chakra, the user will apply a process similar to the one employed Earth Release: Hiding in Rock Technique. The target object will become capable of blending and traversing through rock, mud and other earthen materials (encompassed in doton release). The object can pass through any earth devoid of chakra, all of the user's own earth techniques and doton techniques of the opponents that are weaker than the user's own. If the user wishes instead for the whole object to become capable of merging through the earth, only select components (e.g. hilt or blade of a weapon) can be targeted. Since this technique only allows objects to pass through earthen materials, the converted object can still be held/interacted with. A unique thing about this technique is, while the doton-infused object is submerged/inside an earth source, the user can utilize hand gestures to control it and guide its path through the earth granting this jutsu a distinct offensive edge if used with bladed weapons. The object(s)' speed depends on the amount of chakra used - if fully concentrated on one object, then it would be at the same speed as the rank of the user, if split, then slower. While the infused objects are inside of the ground, the user can pinpoint their exact location and can choose to control specific tools (rather than all of them at once) by concentrating on solely them. If used on multiple objects, the total amount of chakra used for this technique will be equally divided up between the amount of infused objects. This technique cannot be used on people/summons, Custom weapons and sentient weapons (e.g. Samehada)

Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be taught by Negative Knight
Note: Object will only become capable of moving through Earth Release
Note: Can be used on more than one object (as many as the user can hold or touch at once during the infusion process)
Note: If path of object is interrupted by opponent, user loses control over it


Type: Supplementary/Attack
Rank: A Rank
Range: Short-Long
Chakra: 30 (-10 chakra per turn to keep active)
Damage: 60
Description: The user performs the Boar→Bird hand seals then he clasps his hands together. The result of such is the user releasing his doton chakra all over the battlefield. Being earth related in nature this technique allows for the movement of massive earth structures. The chakra that was released through the ground shoots straight through the core taking the structure over via the user's chakra. Similar to a puppet master and his puppets the user and this technique have a similar relationship. The user an move techniques left, right, forward, backwards, and diagonal. The speed at which these structures are moving is dangerous and anything caught in the path of one of these structures is prone to damage. In order for this jutsu to be used the user must remain in contact with the ground. Once chakra is released this technique remains active for two turns and can be called upon again after releasing the hands through clasping the hands back together. This jutsu based on its rank can overpower the chakra of another in an earth based structure taking over that structure to use it how the user wants. This only applies for c rank and below opponent earth based techniques. For structures created by the user a rank and below can be moved. Movement of structures resembles a rook moving on a chess board, it simply slides. Sliding does not damage or shake the ground.
Note: Can only be used 3 times per battle
Note: 2 turn cool down between uses
Note: Can only affect one object at a time
Note: Moving an object via this move counts as a move of the user's 3 per turn
Note: Objects move at the base speed of the user, the size and structure of an object moving at that speed can cause blunt force damage
Note: For opponent earth jutsu that are in contact with the ground c rank and below can be manipulated
Note: For user jutsu a rank and below can be manipulated
Note: Can only be taught by Gecko

S-Rank


Type: Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A (Opponent may be knocked out)
Description: User stomps the ground and two S-rank pillars of earth immediately sprout from the ground and intertwine to bind the opponent, then separating from the ground to further launch towards the sky while forcibly carrying the opponent along with them. And if they don’t escape the bind they are assured a freefall crash to the ground, where they will be knocked out.
Note: This move can only be used/taught by BluePhenix.
Note: User cannot perform any other earth technique in the same turn that this move is used.
Note: This move's effectiveness will vary with the user, i.e. for opponents with rank less than or equal to that of the user, this move is so sudden that, by the time they react to it, they will already be launched in the air. However, for an opponent of higher rank or one of equal rank but who makes use of a speed-enhancing technique such as gates, he will have the time to react before being completely launched into the air.


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.


Rank:S
Range:Mid-Long
Type:Attack
Chakra Cost:40
Chakra
Damage:80
Description: The user picks up a rock then focuses his earth chakra to his hands. once he does that. he then crushes the rock to smiterings then blows it into hundreds of pieces. He then throws the pieces high in the air and does 4 hand seals, ending with the tiger. Once thats done the tiny pieces that are in the air turn into boulder size rocks and come crashing down on the enemy like mini size meteors. -Notenly can use once -Note: if not secure you can get hit with the boulder showers
-Note: Can only use A rank earth and below after use
-Note: Anybody in the Hidden Ash Can use this


Rank: S
Type: Attack
Range:Short-long
Chakra Cost: 40
Damage Points: 80
Description: The user quickly concentrates his doton chakra in his hands and quickly touches the ground to release 2 panthers made out of Earth to run at the opponent at full force and take down the opponent savagely without trouble upon impact. The user can take his hands of the ground and the jutsu will still be active however to control the panthers the user must bring his hands back to the ground. If the users hands are not touching the ground, the panthers will simply attack the opponent whenever they see him/her.
Note: can only be used by RockLeeGreenBeast and those he shares this jutsu with.
Note: Can only be used 2 times.
Note: Panthers must be destroyed with an approperate jutsu.
Note: Panthers disperse after 3 turns if they are not destroyed.
Note: No S-rank Earth jutsus next turn.
Note: User can order the Panthers and tell them what to do as long as his hands are still touching the ground.


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


Type: Attack/Defense/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description:
The user preform 3 hand seals then is able to form from the earth a huge replica of "The Flying Dutchmen". The ship travels on the earth at a fast pace and is able to crush an enemy, the user is able to ride it as if he was riding a wave towards the enemy. The ship can be used to protect the user from oncoming attacks etc. One technique that the ship is able to do it send out a great pulse which creates a wave of earth that goes in a 360 degree shape of the ship (basically it goes from all angles of the ship) This is similar to the wave that is sent when the Dutchmen calls the Kracken. The ship is made of a very hard and ancient wood, giving it a great durability. Any attacks C-rank and bellow have no effect on it. Like any other ship, to be destroyed it will have to be sunk.
Notes:
- Ship last 3 turns or until destroyed
- The wave of earth goes up to mid range and counts as 1 of the 3 turns
- Ship is unable to fire cannonballs
- Can only be used once per match
- Only usable/trainable by Dexter..


Type: Offensive | Supplementary
Rank: S
Range: Long (Created at short, has a Long range reach)
Chakra: 40
Damage: 80
Description: Through a single hand seal, the user will send earth-based chakra on an area within short-range, manipulating it to have it erupt upwards to resemble a small volcano head. It has a diameter of about 3 meters, and the height of five meters. Immediately after creation, massive amounts of mud, similar to that found in (Doton: Yomi Numa) - Earth Style: Swamp of the Underworld, is spewed out from the structure created, flowing out with great speed and momentum taking the form of large ten meter waves. It would easily push away anyone within the area of effect. The user can have the mud released outwardly, expanding outwards from the source with a 360 degree scope, or aiming it at a specific area in order to have a stronger effect. An example of the second would be creating the volcano-head and manipulating the mud to spew out towards the opposite side of the battlefield, keeping you safe from harm while attacking the enemy. Alternatively, the user can maintain the handseal and continuously manipulate the movement of the mud to manipulate it to the direction they want to, which would allow them to do a multitude of things like preventing their own technique from harming the user by manipulating the mud away. However, a drawback would be the inability to perform other techniques unless the user is able to use Yin-Yang. Lastly, the damage from this comes from the massive waves of dense mud that would surely crush, as well as suffocate the enemy if left undefended. The technique results in the area targeted to be covered with up to ten meters of mud.
Notes & Restrictions:
Note: Usable twice per battle with a three turn cooldown before each usage.
Note: Cannot use any A-rank or higher Doton techniques for the turn used, and the next turn.
Note: Can only be taught by Draigo

 
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Edward

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Custom Weapons I created:


(Hadesu Sutaffu) - Hade's Staff
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short-Mid
Chakra: 40 (-10 to keep activated)
Damage: N/A
Description: As we all know, the sage of the six paths carried a staff with him throughout his journeys around the Naruto World. Years and years after his death, an old clan, who in the present day remains unknown, attempted to recreate the staff of the Sage of the Six paths, hoping that it would bring about great power and luck. They tried creating a staff with a power that they imagined would match the Sage's staff, however, no one knew the extent of the Sage's prowess. They continued to experiment on the staff, adding this and that until they would eventually create a staff which they believe was powerful, but pale in comparison with the Sage's power. For years, they relied on the staff's power as military strength as well as the strength of their people. Years past and wars grew along with rebellion and power. The small clan was outnumbered and easily defeated by other clans. At that time, the few survivors of the battle knew they would soon die off along with their clan, and due to their extreme hate of the opposing clans, they hid away the weapon in a temple. It was later found by an old monk, who in turn, gave it to his disciple. The staff would go down many generations and in our current time, is now being held by EdwardSama. The staff itself is quite plain. It is about the size of the user and is treated like the same way the Sage held his staff, however, due to time differences, the clan could not exactly mimic the appearance of the staff.. It is made of durable petrified wood and is indestructible. The real power comes from the orb on the top of the staff. The user will channel their chakra on the staff and direct it on the orb, and based on the elemental chakra they decide on channeling into the orb, that is the type of abilities the staff would be able to perform. The staff's techniques are also quite simple, being able to send out offensive attacks of an element and break/defend against another element.

火遁Katon-
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If the user decides on channeling katon, or fire chakra into their staff, the orb will glow with a blood red, like the color of a Sharingan. The user will be able to expel a ball of fire, the size of the users upper body. This ball of fire is counted as a B-ranked fire technique, meaning the damage of the ball of fire is the same damage as a normal B-ranked fire technique. In addition with the offensive use of the fire chakra, the user will be able to completely block any C-rank or lower fire technique by facing their staff towards the technique and use their chakra to split it in half, going to the left and the right.

水遁Suiton-
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If the user decides to channel suiton, or water chakra into their staff, the orb will glow a bright blue. The user will use their chakra to expel a blast of pressurized water, about the size of the users upper body and attack their opponents with it. This counts as a B-ranked water technique as well. In addition with that, the user will be able to defend against any C-rank or lower water technique by simply facing the orb part of their staff towards the water technique and having it go to the left and side. (like the fire)

雷遁Raiton-
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If the user decides to channel lightning chakra into the orb, it will glow yellow. The user will be able to send out a small spear of lightning that has the same damage as a normal B-ranked lightning technique. The user will also be able to redirect any lightning technique C-rank or lower from the opponent by having the orb part of the staff face the lightning technique

風遁Fuuton-
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The user will channel their wind chakra into the staff and the orb of the staff will glow a very light green. With the wind chakra in the orb, the user will be able to expel a blade of wind about 2 feet and will count as a B-ranked wind technique based on damage. Furthermore, they will be able to block wind techniques C-rank or lower by using the orb of the staff to split the wind technique into two halves, one going to the left and one going to the right.

土遁Doton-
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The user, when channeling doton chakra into the staff, will have the orb of their staff glow brown. The offensive technique of the earth chakra will be the ability to form a fist made of earth that is as tall as the user by using the ground surrounding the user. The fist will attack the opponent, and of course, the technique is counted for a B-rank earth technique. They will also be able to split C-rank or lower earth techniques by using the doton chakra-filled orb and splitting the particles of the earth.

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Notes and Restrictions:

The user can only perform the offensive techniques up to (4) times with a (1) turn cooldown to use any of the staff's techniques again.
The user can only perform the defensive techniques up to (3) times with a (1) turn cooldown to use any of the staff's techniques again.
The offensive techniques are formed one inch in front of the orb.
Can only be taught by EdwardSama
Each technique can only extend/reach up to Mid-range
Just because it is indestructible, does not mean it can be used as an excuse to defend against things. Say for example, X person uses Z earth technique, you cannot say "I take my staff and use it as a shield" However, you can use the staff itself for defense up to some extent, like weaponry that does not require any elements or smaller scaled and lower ranking elemental techniques. (Tai and kenjutsu included.)

Approved Here [ ]

Custom Weapon above was dropped for this one.

(Gōrudo Sutaffu No Enel) ψ Gold Staves of Enel ψ
Type: Weapon
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: The Gold Staff of Enel is told to be forged in the skies where the heavens are located. The staff is told to be the property of an almighty and powerful god of lightning, Enel. Although these were all myths, the two staff proved to be a relic, a symbol of the God's power. The story about the dual staff is a legend, nothing but a myth but it is a fascinating one. The staffs, according to tales, originated from a mysterious city above the clouds, often known as the heavens. The god who ruled during that time went by the name of Enel, a superior lightning shinobi that was described as a god from his powers and skills of the lightning element. Enel acquired the throne to the kingdom by defeating the previous leader at that time, and proclaimed himself as god. The past workers and peacekeepers that once worked for the previous god was forced to physical labor, giving up their lives to the god. The soldiers worked to build an ultimate weapon, a weapon so strong that it had the power to obliterate a whole country on its own. Needless to say, the Enel we speak of is described as a power hungry tyrant, and despite the title he gave himself, he was no where near the ethics of a god. The plan would have succeeded, and if it did, the shinobi world would, more or less be under hos control. No soldiers or villagers had the guts nor the strength to oppose him, and every spark of rebellion was to be taken care of by lightning, in other words, death. Before his plan was set in motion, he was defeated by an unknown shinobi. Legend has it that the man was defeated by a wanderer, and the god descended from his golden thrown in the city of gods to the floors of the deepest seas. Although his body was told to be irretrievable due to the amount of pressure under the sea, the only remembrance the "God" left behind is the two brightly-yellow staffs. The staffs are made entirely of gold. Although they look like plain and simple staffs, the abilities of the staffs are what intrigues modern-day historians who seek power in the world of the Shinobi. Although they were just myths, the two staffs left behind in the land of the ninja world would be a powerful tool, if given to the right shinobi. The only reason people believe and repeatedly hear the myth is because every once a while, the villagers under the Moon country would hear the ringing of bells from the sky. A truly majestic sound that soothed every man, woman, and children yet remain unknown up to this day. The only visible relic is the two staffs, currently wielded by Ace and those who he think is worthy. The story, however, has yet to be proven. This, however, is simply a tale that is most often told to children and is not real whatsoever. Though the relic (weapons) found near the location of the area is the sole reason many argue that such a city exists.

The weapon is a dual staff, including two staffs made of pure gold. It is about three meters tall and two inches in diameter. Despite the composition of the staff's, it is unexpectedly light. This is because of its fairly hollow insides, allowing the user to be able to channel chakra throughout the staff, enabling themselves to perform or activate certain abilities that correspond with the staff's. Because of its light weight, it can be hung behind the back and is easily accessible during battle. The staff itself, even when on your back, will make no difference towards the physical performance of the wielder. The user of the dual staffs will run, punch, kick, walk, move, etc as easy as they would without the staff's on their back. This, of course would have an effect on difficult and complex moves, like backflips, front flips, etc where the body needs to move in a manner that would cause the staff's to hit a solid object, like the floor. This does not mean that it is impossible, but more difficult to perform complex moves such as the ones described above. The physical attributes (height in general) of the user would also come into play whether or not a body movement, like flips, would be slowed down by the dual staffs.

The staff he is holding, but two of them.

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Abilities:
  • Transformation; Both the staffs are capable of transforming the physical appearance of the weapons. The transformation can only be applied onto the top part of the staffs, and only about 1 meter of the top of the staff can be modified. The user can change the shape of the top part of the staff by channeling lightning chakra into the gold, and turning it into lightning. They will re-shapen the lightning with the use of shape manipulation and shape it to the shape they desire the weapon to be. With further chakra manipulation, the user will solidify the lightning and turn it back to normal gold, with a different physical property. This can only be done to the specific weapons because of its mysterious composition of the two staffs. Each staff can be transformed twice, equalling four times and each time will cost 15 Chakra points and a jutsu slot. There is also a one turn wait to each time a staff can transform. Furthermore, the transformation is limited to the original size. You cannot transform it into a weapon that is longer then the original. Things that would work would be transforming it into a sharp-edged sword, able to perform kenjutsu techniques or a trident, and of course, up to the users imagination. It, however, cannot be used to create larger weapons, only weapons that would still fit in the staffs.Also, once the new tip of the staff impales an opponent/target, it can be heated and burn organs from the inside. This counts as a separate turn and does not count as a limit to the heating. Heating from the inside can only be done once.
  • Heating: Another ability that comes with the staffs. The user can channel lightning chakra into the insides of the staff and have it shape around the walls of the staff. (Keep in mind that the staff is fairly hollow inside.) By doing so, the user can heat up the gold of the staff, so hot that it could melt through B-rank steel release techniques without melting the staffs. The purpose of this is to attack when it is extremely hot and potentially cause severe burns to a target. This can only be done once per staff, equaling two times together. The actual heating of the staffs do not take that long, a second or two would suffice for the time it takes to reach such a warm temperature. Furthermore, the damage it deals is equivalent to an A-rank fire technique. This counts as a jutsu and costs 15 chakra
  • Lightning Strike: The user will channel lightning chakra into both of the staves and join them together, having them connect at the top part of the staves. They will release the lightning a few inches away from the two staves, floating in mid-air. It creates a ball of lightning, much like the shape of a Rasengan and can be released with great force, electrocuting any target. This lightning strike counts as a move and is equivalent to an S-rank lightning technique (40 chakra, 80 damage). It has a limit of three uses. Once per battle the user can sacrifice the abilities of the staffs by focusing an immense amount of lightning and unleashing a forbidden rank attack (50 chakra, 90 damage). However, he will be unable to use the staffs abiliites for the rest of the match and will face electrical damage to his hands, rendering his muscles numb for 1 turn.

Restrictions:
Note 1: Despite it being two staffs, you can only perform the abilities of the staffs one staff at a time, excluding the transformation ones (Meaning you can't create two whips at the same time, or heat up the staffs at the same time. You can, however, do it one turn at a time, in accordance to time frame.) Each ability used counts as a move.
Note 2: Can only be wielded by Ace. and those he allow.
Note 3: In NW, this can only be used by one person at a time.
Note 4: Heating and transformation is obviously short-range.
Note 5: The weapon can transform back to its original form an unlimited amount of time.
Note 6: It is indestructible.


CW Approved Here [ ]

Taught to; Akisha, Drackos, -L-, Deviation, Shady Doctor, demon fang

Custom Weapons people let me use:



Rank: S
Type: Supplementary
Range: N/A
Chakra Cost: 40
Damage points: N/A
Description: A sword that has been passed down through Yuki clan for ages. It was broken before, in the war where the Yuki Clan almost became extinct. The sword is said to be made out of the heart of a special meteor that fell in the village. The meteor was as cold as ice, and had all the properties of ice. The Yuki Clan took the meteor, and forged a sword out of the core of this heavenly rock. As the sword was formed, it gleamed heavily and continued to send out a soft blue light. The user of this sword gets a +5 damage point boost on every Ice Release jutsu used, as well as slowly freezing anything it comes in contact with. Of course not the wielder, considering it must be one of the Yuki Clan to wield this. The sword also comes with a most secret technique. Once per battle, the user can channel Hyouton chakra through the sword and let a spear extend from it, up till mid range (much like Chidori Eiso). The second way to channel Hyouton chakra through it gives the user the ability to send out a wave of ice from the tip of the sword. (The same as Hitsugaya when he swings his sword in Bleach) This wave can be used as a shield from incoming jutsus.

Note: The spear is formed as rapidly as Chidori Eiso, but can only be used once per battle.
Note: The "Wave of Ice" can only be used twice and defend up to A-rank attacks.
Note: The "Wave of Ice" counts as on of the 3 jutsus used per turn.
Note: Only one of the Yuki clan can wear this sword (especially Wesobi).



(Hyouton: Daiguren Hyōrinmaru)Ice Release: Grand Crimson Lotus Ice Ring

Rank: Forbidden
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40 (-5 for every turn active)
Damage Points: +5 to Ice, Water, Wind and -5 to all other elements(-5 DP per turn for the user)
Description: The user does a chain of 5 hand seals (Snake – Rabbit – Rooster – Dragon – Ox) and releases a large amount of Hyouton chakra. The outburst of Chakra manifests as an orb of thick ice around the user for a one second, and then breaks. The outburst causes ice splinters to fly everywhere, but this is not the main function. The user goes into an enhanced state after leaving the encased ice, having grown wings of ice as well as a tail of ice, and if the user is wielding Hyourinmaru it is also encased in ice. This gives him the ability to fly in the air, as well as greatly increasing his speed (as fast as rock lee without gates). Next to this ability, the user gains incredible strength (as strong as Tsunade in her prime). While in this form, his ice techniques require considerable less amount of time to use, and the damage points of his attacks are increased by 5.
Note: This form lasts for 4 turns.
Note: Due to the strain of this on the body, the user will not be able to use any S-rank and above attacks after this mode wears off for 2 turns while being extremely exhausted, having difficulty to move.
Note: The user will not be able to use Ice, Water or Wind for the next 2 turns after this mode wears off.
Note: The user must have Hyourinmaru in possession if he wishes to use this attack.
Note: The user can only use Ice, Water and Wind techniques in this form.


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Rank: S
Type: Weapon
Range: Short-Mid
Chakra cost: N/A
Damage points: N/A
Description: Quick fingers and an eye for detail were the Dollmaster's trademarks. But only once did he use his skills to create a weapon. This was the result, as colossal as his dolls were delicate. In a small town once known as "Arashi" lived a man known as the Dollmaster, he was well known for his craftsmanship, building and designing anything from furniture to houses but nothing compared to his Dolls, every single doll different in detail from it's previous. ranging in sizes and styles. Over the years he made thousands of Dolls, all made for his private collection. Every year during the week long "Festival of Lights". The Dollmaster placed is Dolls out on display to shine under the fireworks. After seeing the delicate Dolls, the Leader of the town admired his craftsmanship and asked the Dollmaster to make a Sword for him. Although the Dollmaster had never made a sword, he was excited to take on the challenge. Over the fallowing weeks, the Dollmaster spent most of his time on the sword, he crafted an unique blade. Upon finishing it's final details. the Dollmaster was killed by having his neck slit, his blood spilling out over the blade, his body lied bleeding out over the blade for weeks until he was found in his workshop under his home. it is unknown why the Dollmaster was assassinated. Later, after the creation of the Ninja Villages, the remaining Dollmaster's Dolls where collected and put on display in a museum located in the Land of Waves. his sword was placed as his most regarded piece of work and held as his homesteads most prize treasure. After seeing the Blade and unknown Ninja stole it for himself, only then did he learn the blade's Dominic past. Hearing the Dollmaster's voice echo throughout his mind.
Abilities Notes:
-Because of the Blood absorbed from the Dollmaster, this blade gained his chakra and soul, allowing for the sword to contaminated with it's user as if it was the Dollmaster himself. This allows the Dollmaster's Blade to alert it's wielder of anyone up to a Mid-range area.
-Once per battle the Dollmaster is able to Infuse his Chakra into it's wielder. by using this foreign Chakra the Dollmaster is able to dispelled any Genjutsu up to A-rank, giving it's wielder a clean slate.
-The Style of it's blade, is unique as it is a chain blade, allowing it's wielder to extend it's reach and un-extend it's reach up to a Mid Range area.
-Because of the Dollmaster's eye for detail, this blade is razor sharp and made out of an unknown metal that and never dulls, it is as sharp as it was the day it was forged.
Restriction Notes:
-Can only Extend reach once per turn.
-Can only Un-extend reach once per turn.
-Must be at least S-class Ninja Rank to wield.
-Must have training in Kenjutsu to wield.

 
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Edward

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Custom Snake Summoning Techniques i created:



Custom Snake Summoning Techniques taught to me by others:


(Hebi geijutsu: Azamuku hebi no) - Snake Arts: The Deceiving Serpents
Rank: A
Range: Short - Mid
Type: Offensive/Supplementary
Chakra: 30
Damage: 60
Description: The user performs a single hand seal before thrusting his left arm upwards and releases a single snake from his left sleeve and in the direction of the target, this is used as a distraction, and while the user is releasing the snake into the air he also releases another one from his right sleeve which quickly slithers across the ground and coils around the targets body, before constricting and paralyzing the target.

Notes
- Must have signed the snakes contract
- Can only be used 3 times per battle
- Paralysis lasts for 2 turns
- The snakes are large enough to completely coil around a full grown humans body
- Can only be taught by -Yashiro-

Taught Here [ ]
 
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Personal Fire Techniques I Created:



(Katon: Honoo Zugaikotsu Kabe) - Fire Style: Flame Skull wall
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will release fire chakra into the ground and ignite the ground, creating a wall of blue flames to separate the user from their target. Then, the user will manipulate the blue flames and shape it into a large skull, two times the size of the user. The skull will have an opened mouth and would be in the center of the flame wall. The skull can do either two things, release a flamethrower/torrent of flames towards the target or release projectile-like large balls of flames towards the target. Around the large skull of fire will be smaller skulls that do not do anything but simply make the technique look cooler and more intimidating.

Notes and Restrictions:
- The wall itself is ignited up to short-range from the user, however, the flamethrower/balls of flames released is released either short/mid range from where the wall was set up.
- Can only be used three (3) times per battle
- Needs two turns to use again
- Can only be taught by EdwardSama
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Taught to: Albel, noni1997, ~Vegeta~, Frozenstein, Nathan., & Vēx

✘ (Katon: Jigoku no Buresugādo) - Fire Release: Hell Guards Breath ✘
Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra: 40
Damage: N/A (+20 to Fire techniques, - 20 to wind techniques; see description for more information -5 per turn)
Description: Sending out chakra from their body, the user will perform nature transformation to change the nature of their chakra into the properties of fire, and manipulate it to mix in with the air to create a heatwave around them. The heatwave will resemble the shape of an orb and cover everything short range from the creator. This technique is used in multiple ways. Firstly, because the air is heated from the user's chakra, any fire techniques created by the user and shot out by the user, or anyone that has compatible chakra with the users like summonings will be strengthened by infusing the heatwave's heat into the fire technique. When the heatwave fuses with the fire chakra from a fire technique, it would greatly increase in temperature, and thus, become more powerful (next rank). Secondly, any wind technique coming from the user to outside of the orb and from the opponent coming inside of the orb will be weakened, due to the heat gradually weakening the wind technique as it travels within the orb and when the wind clashes with the fire chakra, it would lose power and momentum, because fire is superior to wind. Lastly, with a single handseal, you can manipulate the heat from the heatwave with shape manipulation to a more intangible form of the heatwave that can be released from all directions, counting as an A-rank and reaching up to mid range. Once the heatwave expands out, and once making contact with the target, it would cause 3rd degree, painful burns throughout the body or body parts touched by the heatwave.
Notes & Restrictions:
Note1: Useable 3x Per battle with a three turn cooldown
Note2: No fire jutsus above S-rank during this move
Note3: Teacheable by Ace. only
Note 4: This technique remains active for 3 turns, and requires five chakra per turn that it is active.

Taught to: Teño, Lili-Chwan, Typhon, Zanda, Igneel, Loki


Fire Techniques Given to me by Others:



B-ranks


Rank: B
Type: Attack
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: The user gathers Fire chakra in his lungs and spits out a great amount of ash around the opponent which then are manipulated into the shape of that of a human body which will jump and gag up on the opponent as the user exhales a small fireball towards the human-shaped ash. As soon as the ash comes in contact with the fire it explodes along with burning the opponent.
Note: Can create upto 5 human-shaped ash.
Note: Can only be used 4 times per Battle.


Rank: B
Type: Attack
Range: Short- Mid
Chakra: 20
Damage: 40
Description: The user after performing the required hand seals Dragon→Horse→Rat→Hare→Tiger, sends fire chakra into their dominant foot and uses shape manipulation to create a flaming pillar that rises them up 5 meters into the air and detaches from the ground. After doing so, the user immediately performs a quick front flip, with the fire still attached to their foot and does an aerial drop kick. When the user’s leg is lowered from doing such kick, the long pillar of fire slams to the ground and incinerates their opponent upon impact.
Note: Must be taught by Yānks.
Note: Can only be used 3 times per battle

A-ranks


Type: Offensive/Supplementary
Rank: A
Range: Short/Mid
Chakra: 30
Damage: 60
Description: The user will stomp their foot and release fire that travels along the ground, splitting up to the sides of the opponent where the fire will then rise and take on the form of two hands. The hands will then grab onto the opponents legs, holding him in place while burning through their skin.
Note:Can only be taught by Shadou
Note: Can only be used 3 times


Type: Offensive
Rank: A-Rank
Range: Short-Long
Chakra: 30 Chakra
Damage: 60 Damage
Description: After stabbing the user's sword into the ground and by inserting his katon chakra into the ground, he/she will make 8 lines of flames around the sword each line is 1 meter long and between each 2 adjacent lines 45 degrees angle. 8 dragons will emerge out of the 8 lines (1 dragon per each line) but they'll stay attached to lines until they reach the end of it, whereas they will then materialize into fire dragons. The user has the ability control the 8 dragons and direct them towards their target/s. The user can make the 8 dragons combine into 1 bigger dragon.
note: each dragon is C-Ranked and the big dragon is A-Ranked
note: the user can make the big dragon three times per battle
note: only FeeLPaiN can teach this jutsu


Rank: A
Type: Offensive
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user first performs a series of three hand seals Dog→Horse→Tiger and then gathers up a lot of fire chakra in their chest. Afterwards, via mouth or hand, they fire off a barrage of several [about 8-10], but small fireballs hot enough to scorch the ground at their opponent. However, instead of hitting them directly [which makes the target believed that they missed], the mass of fireballs gather all around the opponent and seemingly appear to floating. Finally, with the use of a single hand seal [like the one Deidera uses to create explosions], the user directs all the intense fireballs towards their opponent and explodes on contact & engulfs them in flames.
Note: Must be taught by Yānks.
Note: Can only use three times per battle


Type: Supplementary/Attack
Rank: A
Range: Short
Chakra Cost: 30
Damage: 60
Description: The user clasps his hands together and creates a circular mark in the palm of each hand that emit powerful jets of flame that can propell the user for a total of 5 seconds. The jutsu's timing and jet power are controlled by the user. They can get the user to a target at mid range in 2.5 seconds.
-Usable twice per battle
-Can only be taught by Katonpwnz

Type: Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30 (-10 per turn for contact based sustained usages)
Damage: N/A (+20) (60)
Description: Through the rapid release of chakra, the user is capable of coating an object or weapon within their possession in a flow of pure fire chakra. Alternatively, through the formation of a single handseal, the chakra can be spewed towards a desired object - in which case it will neatly wrap around the intended target upon contact. The fire chakra can be created with two distinct properties.
The first is that the chakra can be made to radiate intense heat - all focused outwards so as to not compromise the integrity of the coated structure - with the heat allowing the structure in question to burn and melt through the opposition - adding to lethality. This usage adds +20 damage points to coated projectiles, constructs or weapons, and can be used on solids, and liquids.
The second usage is that, the chakra can be utilised to grant the explosive aspect utilised in some fire techniques to an object. In which case, the fire coating will have more physical substance; and upon contacting with opposition of significant resistance, or upon command, the chakra surrounding said object will erupt outwards to produce a forceful and sudden burst of flames. When utilised on a weapon that the user remains in contact with, the bursts can be adjusted so that the explosive potential is either released all at once in a single, larger and stronger burst - or a bit at a time in the form of multiple, individually weaker eruptions. In the case of being utilised on a object near or within the users possession, the eruptions will always be angled away from the user to prevent back-fire. This usage coats objects in eruptive chakra that is equivalent to 60 damage points, with damage split among multiple coated structures or explosions.

Note:
- Each usage can only be used 3x
- Same usages cannot be used on consecutive turns
- No fire techniques above S rank next turn.
- Both usages can also be applied to the human body.
- This technique is based off of the principles of Phoenix Nail Crimson - in which shurikens are coated in non-inflamed chakra to increase their lethality by manifesting the properties of fire.
- Can only be taught by Scaze


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.


Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: Emergence of Kulhu is a technique where user would release katon chakra around their opponent. Now this chakra would emerge from the ground in shape of numerous small participles of fire that when collected into a single structure take form of tentacles. User will be capable of forming up to four tentacles which main purpose would be as to harm opponent by making all different kinds of lashing movements however if user so wishes he can control these tentacles. Their size can be up to five meters in lengt. User will also be capable by performance of a single seal make the small fire particples from which they are formed actually explode forming a maelstorm in which center opponent will be standing.

Note: Can not be used in consequent turns.
Note: Can only be used four times per battle.
Note: Can only be Taught by Akasha.


S-ranks


Type: Attack
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user begins by gathering up an enormous amount of katon chakra into each of their fists or feet. Along the same lines as it's parent technique (Katon: Saiha) Fire Release: Blazing Blade, the user manipulates the katon into dense blades, long and thin with a severe cutting potential almost like boomerangs. However instead of holding the katon chakra and continually feeding it the user releases the katon chakra with swift punching or kicking motions from these punching or kicking motions multiple fair sized blade like projectiles are formed and sent out. These can range in size from as small as a kunai to as long as a full length Claymore. They are able punch through dense earth (A rank and below), and when coming in contact with an opponent they can cause very deep searing wounds that cauterize themselves cutting off blood vessels and stopping blood flow. They can pierce deep enough to cause severe internal damage and can cut off whole limbs if the opponent is struck correctly. These projectiles cannot be controlled once released, but can be very useful in short - long range. Only five consecutive blades can be shot off, and after the blades make contact and cut through something they rebound hitting it again before exploding into a dense explosion of fire that can catch even solid earth on fire, the fire burns until it's put out by an opposing force.
Notes:
-Can only be used twice per battle
-Can only create five (5) blades ranging in size from small to large per use
-Can't use A rank and above katon the same turn this is used, and only A rank and below katon the next turn (along with other chakra natures and such)
-The user cannot use handseals the same turn this jutsu is used due to the pain of the severe heat


Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will first pull out a single shuriken, whereas the user will channel their katon chakra into the center of the shuriken creating an orb of fire in it. Then the user will throw the shuriken towards the opponent, and at the same time, the user will use “(Shuriken Kage Bunshin no Jutsu) - Shuriken Shadow Clone Jutsu”, making it multiply in midair into 100 shuriken with the fire orbs as it will collide and spread out around the field surrounding the opponent. Then as the shuriken are scattered across the field, the user will perform the Snake – Ox – Tiger hand seals, where all the 100 orbs will immediately be shot from all directions at high speed towards the opponent. Then as the small projectile like fire orbs come in contact with the opponent or the surroundings they will explode into small flames which all of them will cause heavy burns on the enemy’s body.
Note: Can only be taught by JiraiyaEroSennin
Note: Can only be used 3 times per battle
Note: Can not use A-rank or above fire jutsu the next turn


Rank: S
Type: Attack
Range:Short-Mid
Chakra Cost:40
Damage Points:80
Description: The user begins by gathering up a considerable amount of chakra in his palms followed by clapping them together near his chest.. Once that is done, the user takes his hands apart but as they move away from each other the user uses shape manipulation while releasing fire from his palms and forms a staff made of condensed fire. The staff is approximately the same height as the user and about a foot in diameter and is very much similar to that of the flaming dragon heads that took on a more solidified state of fire.
Close range abilities:
The staff's main use is to be used in close combat, where it is able to be used as a normal staff, though it has the cutting abilities of an S-rank blade able to cut through most objects like butter
Mid range use:
The staff can also be used at a range, in which it gained.its name "Mosquito staff". The user can simply throw the staff like a spear but as It's in mid flight the user does a single hand seal thus transforming the staff as it moves. The staff quickly sprouts from its sides a pair of wings that resemble that of a Mosquito's. This allows the staff to not only pick up speed and killing potential but also also allows the user to control it in mid flight to hit opponents. While being controlled, the staff has to always be moving forward and can't turn around nor make sharp turns..
At any point while flying, the user can do one more hand seal which results in the fire exploding into a 7m wide vortex of flames that would burn things to a crisp.

~ Only teachable by Shady
~ Only usable once per match
~ Staff lasts 3 turns unless thrown, then it ends that same turn..


Rank: S
Type:Attack/Defense
Range: short/long
Chakra cost: 40
Damage points: 80
Description:The user gather huge amount of katon chakra ,As he feel it he put it into his hand,As the chakra channel into his hand he make dragon and tiger hand seal then he slam his hand into the ground ,as he touch the ground with his hand he release the chakra into the ground creating alot of falme pillars that go towards the enemy into a line shape till it hit him
Note: Can only be used 2 times per battle
Note: Can't use any Katon jutsu on the same turn and Katon above A-Rank on the next
Note: Must master katon and aact
Note: Can't use it on the next turn


Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user gathers a large amount of his katon chakra then channels it to his dominant arm. He will then mold the chakra, making it super heat to form fire around his arm.The user will then proceed to thrust his fire coated arm into the chest of the opponent, as his arm makes contact, the user will make the fire erupt into a large flame blast which critically burns the opponent. If successful, the opponent will suffer from injury to his internal organs.
Note: Usable only once per battle.
Note: No Fire Release techniques the following turn.
Note: Created by Drizzeh.


Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: After performing the Dragon → Bird → Tiger hand seals, the user will mold their fire chakra and release it into the ground by slamming their hands down; causing a lotus flower made out of flames, to encase the opponent. The opponent will sustain 2nd degree burns from the intense flames. Once the oppoenent has been trapped, the user will perform the Rat hand seal and then slams their hands onto the ground, releasing their fire chakra, causing the lotus flower to burst open (bloom) releasing a phoenix that launches the opponent into the sky and then explodes.
Note:
-can only be taught by Kage Phoenix
-can only be used 2x
-cannot perform fire techniques on the next turn


Type: Offensive, Defensive, Supplementary
Rank: S
Range: Mid – Long
Chakra: 40 (-15 per turn to sustain)
Damage: 80
Description: Hephaestus’s Sanctum is a technique in which the user is able to produce flames in the air on the battlefield through the rapid conversion of fire chakra by quickly weaving the Tiger, Boar, and Snake hand seals. The flames produced undergo heavy shape manipulation which are then materialized in at a minimum of a radius of mid-range from the user treating the user as a center point effectively creating a dome of fire around the user. The fire, having undergone extremely precise shape manipulation becomes effectively solid. Upon completion the user may maintain the dome for as long as they please or they may produce from it, through the use of an additional hand seal, spikes that can reach up to a maximum of short-range from their point of creation on the walls of the dome either inside or outside. Should the user desire to end the technique they may either release it as normal or cause the dome to converge on the center point. The dome, being made of the user’s chakra, will not harm the user upon convergence. Once fully converged upon the user the dome will suddenly expand outward creating an immense firestorm that reaches up to long-range around the user.
Note: Can only be used once (1) per battle.
Note: No A-Rank or above fire techniques in the same or next turn.
Note: The user must maintain this technique; as such they cannot use other techniques while this technique is active.
Note: Can only be taught by Drackos


Type: Attack
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user creates many small, glowing redish crimson fireballs that is shot torwards the enemies by pointing both hands at the target, releasing a large amount of fire chakra into the air and compressing it into tiny balls, firing it out of the fingers-tips which apparently look like fireflies releasing exactly 10 fireflies, the size of gaara's eyebal, flying above the targets head (about 3 meters). Hence the name, the user then forms the 'serpent' handseal and sends them all flying into the target all at once detonating them, each emitting blinding light after making impact, creating massive explosions. These explosions will stay within short range of the target(s), and the size of the explosions are roughly the same as the fireball jutsu, each of them but the explosions are more intense thus more powerful, the user can detonate them each one of these fireflies at will. [ ]

♦ Note: This jutsu can only be taught by Lucifer.
♦ Note: This jutsu can only be used trice per battle.
♦ Note: The user cannot use any fire techniques the following turn.
♦ Note: The user cannot perform any other jutsu while controlling the fireflies.


Type: Attack/Defense
Rank: Forbidden
Range: Short-Long
Chakra Cost: 80
Damage Points: 100
Description: The user combines there wind and fire chakra together to create this ultimate attack. First the user will build up there chakra in the air quickly creating a high powered tornado, then by adding there fire chakra to it the tornado will be set ablaze creating a fire/wind combo thats very dangerrous. This attack can be created infront of or around the opponent, but if the user is withing short range of this attack they will take the same amount of damage.

Note: Can only be used once
Note: No s ranks or above the next turn
Note: User will take 30 damage too if its used at mid range
 
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Personal Lightning Techniques I Created:​




Type: Offensive / Defensive / Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user will place their palms upon a surface and create a ring of lightning chakra, with its circumference lit up with bright blue. Using their chakra, the user will cause the ring of visible lightning to encroach in the center, disintegrating everything within the ring as the lightning chakra moves towards the center. The disintegrating ability of this technique must abide the elemental strengths and weaknesses. To manifest the initial lightning ring into a physical entity/object instead of the ground, the user can place their palms on the ground and send their chakra through the ground and into the surface of the targeted object/entity (as long as it is in contact with the ground. In essence, the ring must either be created into the ground, channeled through the ground and into the target, or start from the ground and rise upwards (if the user wants to create a ring that isn't materialized into a surface, but rather, the environment). Fiery Crumbling is not an exclusively offensive technique. This can be used for supplementary purposes, like disintegrating the ground below you or even the opponent for an escape or a combination.
Notes & Restrictions:
- Can only be taught by EdwardSama
- Cannot be used to disintegrate living beings
- Can only be used 3x, with a 3 turn cooldown between each usage


Lightning Techniques Given to me by Others:​



C-Ranks


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-Ranks


Type: Offensive
Rank: B
Range: short(mid if channeled into a weapon and thrown)
Chakra: 20
Damage: 40
Description: A stronger version of Lightning release: roaring earth. The user forms the ram handseal and concentrates their lightning chakra all throughout their body. Once the target is within close range, the user slams one hand on the ground, releasing a significant amount electricity along the ground and is shot upward below the targets feet in the form of a much larger vertical column of electricity. The lightning upon impact, lifts the target into the air before dropping them down. Furthermore, instead of slamming one hand on the ground, the user can choose to focus the technique into a weapon and throw them into the ground near the target and release it from there. The weapon is not usable for close-combat and is best suited once the target is distracted or restrained. The column has a 3 meter radius and when formed into a weapon it is shaped like how Sasuke forms chidori into a spear or a blade.

Restriction:
-Physical contact with the ground must be made
-The user cannot use both methods on the same turn
-Can be used up to 3 times
-Can only be taught by fang


Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will channel their raiton chakra into their hand and stretch it outwards, resulting in a flash of light to appear. Once the flash of light dissipates after a quick moment, two human sized penguins made of raiton can be seen on the immediate sides of the opponent. This is done because the raiton penguins travel from the user's location all the way to the opponent via running at average speed. Anything in the middle of the penguins would be stunned for a short while as the user dashes as fast as they can towards the stunned target to perform a numerous amount of slashes with their sword. After performing the combo, the user will channel raiton chakra into their sword once more and thrust it at the opponent and release it upon making contact, resulting in the opponent getting thrown meters away at high speeds with unfocused raiton crackling over their body.

Note: No raiton over S-rank during this turn
Note: Can be used thrice per battle
Note: No kenjutsu over A-rank for the next turn
Note: Can only be taught by Penguin.


Type: Offensive
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user will gather lightning chakra and release the lightning into a weapon and/or object (kunais, shurikens, etc) that can conduct lightning, the user will then proceed to throw the weapon at the opponent. The user will have to make direct physical contact with the weapon to channel their raiton chakra into it. Once it gets within short-range of the opponent, the user will perform one hand seal, and essentially release the built up lightning chakra from within the material in order to activate the special ability of the technique. Taking into account the canon jutsu Lightning Release: Lightning Blades Levitation from which it was derived from, the user will cause any objects/tools/materials within short-range of the opponent to converge on the opponent's position by releasing the lightning all around and attracting things inward to its source, crushing anything within the vicinity. These materials will also contain a certain amount of shock value, able to paralyze the opponent on touch, yet only applies to things that are logical and can conduct lightning (clothing, metal, rocks, etc).

Note: Can only be used three times
Note: Requires one turn cool down before re-use
Note: Can only be taught by Joker

S-Ranks


Rank: S
Type: Attack
Range: Short - Long
Chakra Cost: 40
Damage: 80
Description: To first thing needed to perform this jutsu is to put special seals on the location for attack to hit. It can be put on opponents, objects or on the kunai. After setting the seal(s), the user does a handseal and then lightning strikes from the sky will hit the locations of the seal(s). If the opponent tries to escape with the seal on them, the lightning strikes will follow them till they hit the seal.
Note: Only useable 3 times per battle.


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.
 
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Edward

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Taijutsu Techniques I created:



Type: Supplementary
Rank: B
Range: Short
Chakra: 20 (-5 chakra per turn)
Damage: N/A (+1 rank to basic tai and phyical attacks)
Description: Static Friction is the friction between a person and the surface that keeps one from moving or being in motion. The user of this technique will apply chakra in the soles of their feet and in the surface on which they are standing on and alter the properties of both in such a way that the static friction between them will increase exponentially and will go beyond normal maximum static friction - similar to the tree climbing ability that allows the user to use chakra in order to stand on a surface where they would otherwise fall. This means that the necessary amount of force needed to actually put the user in motion, or the force the opponent needs to exert to push the user in motion will be much greater. The user of this technique will be able to exert more force, and thus damage, on an opponent with lesser static friction. This is because the force of our punch heavily relies on how deeply we plant our feet on the ground; the more friction we have with the ground, the more force we are able to exert, and the more easily we can overpower an enemy. (In tug of war, it's not the "strongest" team that wins, it's the one with the largest friction between the ground and their feet. If you were to decrease the friction between the ground and a person by, say, spraying water on their feet, they would easily be overpowered by the opposite team because their feet are not as planted on the ground). This technique makes it harder in general to make the user move from force, wind, quakes, or other means and allows them to better stay put on the ground, and thus, deal more physical damage to an enemy..
Notes & Restrictions:
- Only works on the user when they are on a solid suface
- Lasts 1 turn; Can be used 4 times.

Taijutsu Techniques taught to me by others:


Submission Style: Ankle Lock(Shoufuku Fuukaku: Kurubushi Joumae)
Rank: B rank
Type: Offensive
Range: Short
Chakra: N/A
Damage: 40
Description: When in near proximity of an opponent who is on the ground, the user will grab the leg of the opponent specifically in the ankle area, the user will use both of his/her arms and twist the grabbed ankle of the opponent either left or right, causing the opponent intense pain.
-The longer the technique is used the more damage is delivered.

Learned Here [ ]


Type: Supplementary/Defensive
Rank: C-Rank
Range: Short-Mid
Chakra: 15
Damage: N/A
Description:
A simple Taijutsu move, Flip pertains to a set of specific movements that the ninja can execute to dodge, counter, avoid or simply to move on the battlefield in a more advantageous way.While any ninja can do this simple movement, this technique takes it to another level by, through training, combining it with chakra and making it that much faster, combining the muscle strength with focusing chakra into the limbs. This specific set of movements consists on flips, either lateral flips (or cartwheels) back flips or front flips. The user will charge his muscles and spring his body, performing either a lateral, front or a back flip, with or without the help of his hands. If he uses his hands he can do up to 4 consecutive flips that will bring him from short to mid range from his initial position. The speed of the flips is directly proportionate to the skill the user has in Taijutsu and can be enough to dodge certain techniques/attacks if the ninja is skillfull enough. Since its a basic Taijutsu movement, the user can perform it to attack by using weapons or techs that would logically be usable in the situation and with the Flip technique.
Note: Can only be taught by Scorps


Type: Supplementary/Defensive
Rank: C-Rank
Range: Short-Mid
Chakra: 15
Damage: N/A
Description:
A simple Taijutsu move, Roll pertains to a set of specific movements that the ninja can execute to dodge, counter, avoid or simply to move on the battlefield in a more advantageous way. While any ninja can do this simple movement, this technique takes it to another level by, through training, combining it with chakra and making it that much faster, combining the muscle strength with focusing chakra into the limbs. This specific set of movements consists on rolls, either back rolls, front rolls or side rolls (also called strifes or strifing rolls). The user will charge his muscles and take a lower stance, while using the strength of his body to either do a lateral roll, a front roll, or a back roll, with or without the use of his hands. The roll can be done on the ground (shorter but faster) or by jumping and rolling at the same time (longer but slightly slower). The speed of the rolls is directly proportionate to the skill the user has in Taijutsu and can be enough to dodge certain techniques/attacks if the ninja is skillfull enough. Since its a basic Taijutsu movement, the user can perform it to attack by using weapons or techs that would logically be usable in the situation and with the Roll technique.
Note: Can only be taught by Scorps
 
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Sōhei no Junban (Order of the Warrior Monks)
Type: NinBōjutsu
Background: In the time of monks and hermits, when chakra was being taught, but its limits were not fully understood, wars were beginning to grow at a faster rate. With more power, groups felt that they were able to retake pride they had lost, or gain treasures they sought. This was the chaos that the world felt.

The Sōhei, or Warrior Monks, knew the intentions of the Sage who taught strength to the people of his world, and knew that it was their job to protect the peace that was slowly being destroyed. The Sōhei who believed in the peace they knew the Sage stood for banded together under the name, The Order of the Warrior Monks.

This nomadic group of warriors traveled the world, looking for utilizes of the powerful energy called "chakra" who used this power for their own gain. As they found them, the monks attempted to subdue these people by force, with the sheer strength of their staffs. But even with their fluent fighting style of versatile strikes and defenses, the monks knew that they would not be able to defeat every chakra-user who fought for themselves. Yet they pressed on.

In one battle between the Order and a group of shinobi who wanted nothing more than to take every treasure they could find, the monks learned just how feeble their attempts were. Without killing a single member of the shinobi group, more than half of the Order was mercilessly slaughtered. But when his younger brother was slain in battle, the leader of the Sōhei no Junban took his staff and, in a fit of rage, proceeded to attack with both his and his brother's staffs in either hand. Being able to divert the attention of his opponents away from the true attack, as well as being able to defend from multiple different sides at once, gave the leader the edge he needed to kill but a single member of the shinobi group. And that small victory instilled in the Order the confidence to continue their attack.

The Order of the Sōhei was utterly defeated in battle. The twenty monks who were fighting for peace was reduced to a single free man, with everyone aside from their leader killed, and their leader captured. The one man, the youngest of the monks, just barely escaped with his life. The Order had managed to kill but three of the opposing men. But when compared to the sheer death that surrounded them when fighting with a single staff, the young monk could see the strength and advantage granted to one who used two weapons at the same time. And so the young man, having watched his leader fight with the new style, trained on his own, gathering a group of followers to reform the Order of Warrior Monks, after which the style was named, all of whom used two staffs in battle instead of one.
This style was then passed down through generations of Sōhei, advancing and becoming stronger with each passing generation. And this is where the Sōhei no Junban of today began.

Description on the Abilities and Inner Workings of the Style: Order of the Sōhei is a very flexable style which revolves around staffs acting as an extension of the users' body, mostly pertaining to the arms and hands. The user of Sōhei no Junban will utilize two staffs during battle placed in their left and right hand to serve as an extension to their limited reach. The user uses the two staffs in collaboration with each other in different ways, primarily for distracting and attacking. Because of the unique fighting style granted by using staffs, the user is capable of attacking in the same motion they defend in, and as such this style of fighting focuses on the users ability to perform quickly-executed combinations with both staffs under difficult conditions during battle. Most techniques are based on the concept that one staff is used for distraction or preoccupation, while the other staff is used for executing the main part of the technique that will deal damage, be the strong defense, or set the user up for a combination with a different technique from outside the style.

The style is famous for devastating combination attacks which utilize both staffs at the same time. The vast versatility in the style grants the user a great deal of possibilities in terms of techniques and derived fighting styles, as Order of the Sōhei revolves around defending and attacking either at the same time with different staffs, or in the same motion with the same staff while the second staff provides some other supplementary effect, dependent on the technique itself. Finally, monks of Sōhei no Junban have developed techniques for their fighting style which incorporate the usage of the basic five elements, empowering the impact their staffs have or changing what the best way to attack with each staff becomes.

Example Techniques:

(Raiton: Inka-Ten) Lightning Release: Flash Point
Rank: B
Type: Attack | Defense
Range: Short-Long
Chakra Cost: 20
Damage Points: 40
Description: The user begins by tossing one of their staffs lightly into the air. As the staff leaves their hand, the user concentrates raiton chakra through their other staff, held in their dominate hand, before throwing it at the opponent like a javelin. As the staff flies through the air, its speed and natural thrown distance increased by the raiton chakra, the staff releases all of the chakra channeled through it in a large cone shape, with the tip being the end of the staff, growing larger towards the user. This cone also gives off a bright light, similar to Lightning Illusion Flash Pillar. As the first staff flies through the air towards the target, the second staff falls to the ground, having the lightning of the first staff pass over it and coating it in a weak electric field. As the second staff falls, the user kicks it through the air, the raiton "coating" giving the staff the extra energy it needs to reach its target.

This technique differs from most jutsu which revolve around two parts, as instead of dividing the chakra evenly between the two parts, all of the chakra is focused through the first staff, allowing the lightning cone to act as a B-rank defense which also blinds the target of the user's actions while the technique is going on (specifically, kicking the second staff). This also means that the second staff only has a D-rank raiton "charge", as it passes through raiton chakra as it's used. The technique's strength comes from tricking the opponent into defending against the initial lightning javelin, and then having the second staff follow up quickly for a surprise attack.

Note and Restrictions:
Can only be taught by a master of Sōhei no Junban
Requires at least B-rank lightning training
The user doesn't use any chakra after initially filling the first staff with raiton to form the cone

(Roki no sagi) Loki's Deception
Rank: C
Type: Defense | Attack
Range: Short
Chakra Cost: N/A
Damage Points: 30
Description: The user begins by spinning one staff in front of themselves at high speeds, the rotating action acting as a type of barrier to keep incoming attacks from landing. The user will then toss their spinning staff into the air, thrusting their other staff forwards to jab the opponent in the gut. Finally, as the user thrusts the second staff, they will reach up with their free hand and grab near the end of their first, now-airborne staff, swinging it down as a second attack to hit the opponent in the head.

Additional effects and Restrictions:
- Masters of the style are capable of utilizing a staff with as much strength and leverage one-handed as a person of equivalent raw strength two-handed
- Masters of the style gain the ability to add an elemental affinity to non-elemental techniques of this style, or even free-form movements, in order to add the equivalent of E-rank "elemental affects" to techniques (such as slight burning, paralysis, minor weight altering, cutting power, or slightly increased durability and ability to absorb impact, for fire, lightning, earth, wind, and water respectively).
- Masters of the style gain a stance known as "The Phantom Warrior", which is only the use of Sōhei no Junban through hovering staffs via Manipulate Advancing Blades (this "stance" is only available to specialists of the style and requires the use of the technique beforehand)

Approved Here [ ]

Sōhei no Junban (Order of the Warrior Monks)
Type: NinBōjutsu
Background: In the time of monks and hermits, when chakra was being taught, but its limits were not fully understood, wars were beginning to grow at a faster rate. With more power, groups felt that they were able to retake pride they had lost, or gain treasures they sought. This was the chaos that the world felt.

The Sōhei, or Warrior Monks, knew the intentions of the Sage who taught strength to the people of his world, and knew that it was their job to protect the peace that was slowly being destroyed. The Sōhei who believed in the peace they knew the Sage stood for banded together under the name, The Order of the Warrior Monks.

This nomadic group of warriors traveled the world, looking for utilizes of the powerful energy called "chakra" who used this power for their own gain. As they found them, the monks attempted to subdue these people by force, with the sheer strength of their staffs. But even with their fluent fighting style of versatile strikes and defenses, the monks knew that they would not be able to defeat every chakra-user who fought for themselves. Yet they pressed on.

In one battle between the Order and a group of shinobi who wanted nothing more than to take every treasure they could find, the monks learned just how feeble their attempts were. Without killing a single member of the shinobi group, more than half of the Order was mercilessly slaughtered. But when his younger brother was slain in battle, the leader of the Sōhei no Junban took his staff and, in a fit of rage, proceeded to attack with both his and his brother's staffs in either hand. Being able to divert the attention of his opponents away from the true attack, as well as being able to defend from multiple different sides at once, gave the leader the edge he needed to kill but a single member of the shinobi group. And that small victory instilled in the Order the confidence to continue their attack.

The Order of the Sōhei was utterly defeated in battle. The twenty monks who were fighting for peace was reduced to a single free man, with everyone aside from their leader killed, and their leader captured. The one man, the youngest of the monks, just barely escaped with his life. The Order had managed to kill but three of the opposing men. But when compared to the sheer death that surrounded them when fighting with a single staff, the young monk could see the strength and advantage granted to one who used two weapons at the same time. And so the young man, having watched his leader fight with the new style, trained on his own, gathering a group of followers to reform the Order of Warrior Monks, after which the style was named, all of whom used two staffs in battle instead of one.
This style was then passed down through generations of Sōhei, advancing and becoming stronger with each passing generation. And this is where the Sōhei no Junban of today began.

Description on the Abilities and Inner Workings of the Style: Order of the Sōhei is a very flexable style which revolves around staffs acting as an extension of the users' body, mostly pertaining to the arms and hands. The user of Sōhei no Junban will utilize two staffs during battle placed in their left and right hand to serve as an extension to their limited reach. The user uses the two staffs in collaboration with each other in different ways, primarily for distracting and attacking. Because of the unique fighting style granted by using staffs, the user is capable of attacking in the same motion they defend in, and as such this style of fighting focuses on the users ability to perform quickly-executed combinations with both staffs under difficult conditions during battle. Most techniques are based on the concept that one staff is used for distraction or preoccupation, while the other staff is used for executing the main part of the technique that will deal damage, be the strong defense, or set the user up for a combination with a different technique from outside the style.

The style is famous for devastating combination attacks which utilize both staffs at the same time. The vast versatility in the style grants the user a great deal of possibilities in terms of techniques and derived fighting styles, as Order of the Sōhei revolves around defending and attacking either at the same time with different staffs, or in the same motion with the same staff while the second staff provides some other supplementary effect, dependent on the technique itself. Finally, monks of Sōhei no Junban have developed techniques for their fighting style which incorporate the usage of the basic five elements, empowering the impact their staffs have or changing what the best way to attack with each staff becomes.

Example Techniques:

(Raiton: Inka-Ten) Lightning Release: Flash Point
Rank: B
Type: Attack | Defense
Range: Short-Long
Chakra Cost: 20
Damage Points: 40
Description: The user begins by tossing one of their staffs lightly into the air. As the staff leaves their hand, the user concentrates raiton chakra through their other staff, held in their dominate hand, before throwing it at the opponent like a javelin. As the staff flies through the air, its speed and natural thrown distance increased by the raiton chakra, the staff releases all of the chakra channeled through it in a large cone shape, with the tip being the end of the staff, growing larger towards the user. This cone also gives off a bright light, similar to Lightning Illusion Flash Pillar. As the first staff flies through the air towards the target, the second staff falls to the ground, having the lightning of the first staff pass over it and coating it in a weak electric field. As the second staff falls, the user kicks it through the air, the raiton "coating" giving the staff the extra energy it needs to reach its target.

This technique differs from most jutsu which revolve around two parts, as instead of dividing the chakra evenly between the two parts, all of the chakra is focused through the first staff, allowing the lightning cone to act as a B-rank defense which also blinds the target of the user's actions while the technique is going on (specifically, kicking the second staff). This also means that the second staff only has a D-rank raiton "charge", as it passes through raiton chakra as it's used. The technique's strength comes from tricking the opponent into defending against the initial lightning javelin, and then having the second staff follow up quickly for a surprise attack.

Note and Restrictions:
Can only be taught by a master of Sōhei no Junban
Requires at least B-rank lightning training
The user doesn't use any chakra after initially filling the first staff with raiton to form the cone

(Roki no sagi) Loki's Deception
Rank: C
Type: Defense | Attack
Range: Short
Chakra Cost: N/A
Damage Points: 30
Description: The user begins by spinning one staff in front of themselves at high speeds, the rotating action acting as a type of barrier to keep incoming attacks from landing. The user will then toss their spinning staff into the air, thrusting their other staff forwards to jab the opponent in the gut. Finally, as the user thrusts the second staff, they will reach up with their free hand and grab near the end of their first, now-airborne staff, swinging it down as a second attack to hit the opponent in the head.

Additional effects and Restrictions:
- Masters of the style are capable of utilizing a staff with as much strength and leverage one-handed as a person of equivalent raw strength two-handed
- Masters of the style gain the ability to add an elemental affinity to non-elemental techniques of this style, or even free-form movements, in order to add the equivalent of E-rank "elemental affects" to techniques (such as slight burning, paralysis, minor weight altering, cutting power, or slightly increased durability and ability to absorb impact, for fire, lightning, earth, wind, and water respectively).
- Masters of the style gain a stance known as "The Phantom Warrior", which is only the use of Sōhei no Junban through hovering staffs via Manipulate Advancing Blades (this "stance" is only available to specialists of the style and requires the use of the technique beforehand)

____________________
P a t e n t C e r t i f i c a t e

Nocturne, our loyal member, gave on the date November the 5th of 2013, a request for a Patent on Custom Fighting Style (Order of the Warrior Monks). I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;​

Sōhei no Junban
Powered by Madāra Uchiha
Copyright 2013, Nocturne NarutoBase.net

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(Sōhei no Junban: Roki no sagi) ✖ Order of the Warrior Monks: Loki's Deception ✖
Rank: C
Type: Defense | Attack
Range: Short
Chakra Cost: N/A
Damage Points: 30
Description: The user begins by spinning one staff in front of themselves at high speeds, the rotating action acting as a type of barrier to keep incoming attacks from landing. The user will then toss their spinning staff into the air, thrusting their other staff forwards to jab the opponent in the gut. Finally, as the user thrusts the second staff, they will reach up with their free hand and grab near the end of their first, now-airborne staff, swinging it down as a second attack to hit the opponent in the head.
Notes and Restrictions:
- The "barrier" created by the spinning action of the staff is able to intercept projectiles like kunai's and shurikens, and other weapons, like swords and daggers, provided that they do not exceed the size of the barrier itself and must follow elemental S/W. (Therefore, if it is a sword enhanced by lightning, depending on the rank of the lightning, it cannot be intercepted.) The barrier can also defend against C-rank and below Tai and Ken and D-rank and below solid elements (Like Earth and Water)

Approved Here [ ]

(Sōhei no Junban: Hephaestus Kougake) ✖ Order of the Warrior Monks: Hephaestus Gauntlets ✖
Type: Defense-Offense
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Staying true to the fighting style, this incorporate's the usage of defending with a straight forward attack right after. The user will cross their two staffs forming an "X" shape by swinging each towards one another and interlocking them, this can be used to catch the opponent's limbs or weaponry attacks. After catching any type of material as mentioned above, the user will channel a significant amount of fire chakra toward's the upper end of the staffs where the material will be caught, one fire gauntlet (hand) will appear on both ends of the staff, so two in total, each gauntlet/hand is around one feet long with a high burning effect and are quite thin. The moment they make contact with the material it will clutch onto the material and be damaged but mainly depending upon the material caught. Metal materials (Non-Chakra infused) will easily be burned and melt rendering them useless, while body limbs will suffer from severe burns by the gauntlets.

Note: Can only be used thrice
Note: Must have fire up to A-Rank

Approved Here [ ]

(Sōhei no Junban: Anemoi Ridairekuto) ✖ Order of the Warrior Monks: Anemoi's Redirection ✖
Type: Offense-Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user will start with a basic stance, holding each staff with both hands. One of the staffs will be held at the waist while the other will be held higher toward's shoulder height. Both ends facing toward's there target, the user will dash toward's their intended target and as they get within close range the user will start focusing wind chakra toward's the staff on the lower end at the waist while twirling it around in a clock wise formation, what happens is a small vortex that just covers the end of the staff which was pointed toward's the opponent will appear, the vortex with a lime green color no larger then three feetlong but very small in width, no larger then one foot high vortex, this way the staffs don't intertwine with one another , will produce a sudden but forceful suction which will momentarily attract the opponent inward closer toward's the user but also they will lose balance slightly. As the opponent is sucked in toward's the user, simultaneously with the staff being held at shoulder height, the user will thrust the end of the staff at the opponent aiming for the opponent's head causing mild damage and pain.
Note: Teacheable by Ace only
Note: Can only be used 5x

Approved Here [ ]
 
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Techniques I created:



Techniques Taught to me by others:


(Meiton: Shoukyoku Seki) Dark Release: Negative Gate
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: After using Inhaling Maw to absorb the physical and spiritual energies of an opponents jutsu, the user will gather up his dark chakra and slam one if his palms against the ground, releasing the chakra through the mark into the ground which gathers below his opponent causing a dark circle 3 meters in diameter to appear. As the dark circle appears, dozens of dark arms with hands attached the the end of them rise up from the circle surrounding the target and begin smashing into them. The force of the dark hands smashing into the opponent is to break bones and cause sever internal damage.
~Can only be taught by Albel.
~Must use Inhaling Maw before hand.
~Must have a two turn wait before using again.

Learned Here [ ]

(Meiton: Ken Deluge) Dark Release: Sword Deluge
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: After using Dark Release: Inhaling Maw to absorb the physical and spiritual energies of an opponents jutsu, the user will gather up his dark chakra and release it into the ground underneath his opponent. The dark chakra will then rise up in a circle around the opponent and shoot up into the sky above him, and rain back down at the opponent in the form of 15 black/purple blades. The dark blades are 2 feet wide and 5 feet long. These blades when hit by them don't cause any cuts of the sort but cause serious burns in the spots they hit along with internal damage to those areas as well.
Note: Can only be taught by Albel Nox
Note: Can be used three times
Note: Must wait one turn before using again
Note: Must use Dark Release: Inhaling Maw before hand

Learned Here [ ]

(Meiton: Yakunan Kaibutsu) - Dark Release: Evil Golems
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description:
After absorbing the physical and spiritual energy of an opponents jutsu through the use of Dark Release: Inhaling Maw, the user focuses the chakra in his dominant hand (the one that contains the Dark Release Diamonds mark) then he shall use shape manipulation to release two golems' faces-like monsters that generate from the same amount of chakra and spread while heading for their target and deal the usual Dark release damage to the enemy and blow them away.
The movements of the two Golem heads can be controlled by the user, which mean he can make them attack the enemy from two different sides.
Each one of the Golem heads can deal a A-Ranked Dark-Release Damage to the target, so if all of them attacked the enemy at the same time successfully, the attack can deal an S-Ranked Dark release damage to the target.
The user can also choose to attack with the two Golem Heads merged in one giant Golem Head, but it's movements will be slower the separated Golem heads.
The Golem head(s) head for their target like a stream of Dark release power with the shape of a Golem's Head in the front, and a normal stream of Dark power that generates from the user's Diamonds mark.

- Can only be taught by megaamine.
- Can only be used three times in a battle.
- No S-Rank Dark release techniques can be used in the following turn, which means that the user can't use them three times in a row.

Learned Here [ ]

(Meiton: Koru Hebi) - Dark Release: Dark Snake.
Type: Offensive
Rank: A
Range: Long
Chakra: 30
Damage: 60
Description:
After absorbing the physical and spiritual energy of an opponents jutsu through the use of Dark Release: Inhaling Maw, the user spreads his arm and opens his palm. As he does that he uses shape manipulation and releases the chakra in the form of a huge purple flames snake (13 meters in length and 6 meters in width) the snake heads towards the target and causes a massive explosion on impact. The snake's movements can be controlled by the user.
- Can only be taught by megaamine.
- Can't be used on short range targets or else the user will be harmed because of the chakra explosion.
- Can only be used 3 times.

Learned Here [ ]

(Meiton: Kirudesuto)- Dark Release: Hungry Dragon
Type: Offensive/Attack
Rank: A-Rank
Range: Mid-Long Range
Chakra: 30 Chakra
Damage: 60 Damage
Description: After having user convert the absorbed chakra from the Dark Release: Inhailing Maw from an A or lowered ranked Lightning/Fire technique or S rank and lower raw chakra, then releases a Dragon composed of Dark chakra with help of shape manipulation, from his left hand, the dragon if clashed against a B rank or lower Fire or lightning based technique it will "eat" the technique meaning it absorbs it and will simply grow bigger, faster and stronger meaning it becomes an S rank technique, however the user must keep the dragons tail attached to there left hand, meaning if he stops the chakra channeling the dragon will simply dissapear. It has enough strength to smash an opponent to the ground and break a few bones and whatnot.
- Can only be used 2 times per battle.
- Must wait 3 turns before using again.
- Must be a Dark user.
- Can only be taught by Lokí .

Learned Here [ ]
 
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Chishi Shindou: Fatal Impact

Type: Boomerang Ninjutsu

Background:
Fatal impact is a fighting style developed by Two young ninja by the names of Shady and Seventeen, They traveled across the entire world searching for a fighting style that fit them both, they searched for years and never found the right one, So one day they got tired of searching and decided to create one that was unique to in itself. They remembered the boomerang they used to play with as kids growing up, a toy of there's that they used to also use as a means for target practice. They knew they weren't kids anymore, but elite shinobi, so they worked many years together in order to create a deadly style based off of there childhood toy.. And they named the style Fatal Impact once they mastered their created style.

Description on the Abilities and Inner Workings of the Style:
The fatal impact style mainly revolves around the infusion of chakra into boomerangs and wielding them as weapons, whether its close or long range use. Once the boomerangs are infused with chakra they can be used in numerous of deadly and versatile ways. The basic skill of using fatal impact is infusing ones chakra into a boomerang(s) and allowing them to use it in many different ways depending on the chakra used. This allows one to use the fatal impact techniques whilst using several boomerangs at once if needed by using specific jutsu (will make jutsu for this). The controlled boomerangs can be altered for several different situations, such as using chakra to gift the boomerangs slicing abilities, defensive abilities, or even blunt attacks. The duo also found a way to expand their boomerangs to larger sizes or even make them smaller, allowing them to use the boomerangs efficiently in different situations.(Will have jutsu to alter boomerangs). An advanced usage of the fatal impact style is infusing element chakra into boomerangs, thus producing a mass amount of affects from the boomerangs. Some basic skills could easily be used with each element, such as using earth to make boomerangs more powerful in blunt attacks, or making the boomerangs lighter to move at many times faster than their base speed (fast as the users base speed). One could use lightning and wind for cutting properties and fire for burning affects. Those are just examples but there will be techniques created for different abilities. The user has his own specific boomerangs that will be specified in the bio, such as metal, large boomerangs, wooden boomerangs, plastic boomerangs etc etc..

Example techniques
Chishi Shindou: souran Fatal Impact: Altered Size
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: User's of Fatal Impact have the ability to reduce or increase the size of their boomerangs by doing the snake hand seal and molding the boomerang(s) with chakra, This can be used on a maximum of 10 boomerangs at a time. The boomerangs size can be altered to be various sizes, ranging from the size of a shuriken/Kunai or becoming up to 10 meters in length. The greater the size of the altered, the greater Its mass, but the smaller the size the smaller the mass.
- Can be used 5x per battle

Fatal Impact: Ever changing defense
Type: Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user aligns his boomerangs into various formations as he applies chakra to them whilsts making them spin propeller-like. The rapid spinning of the boomerangs can be used to align a boomerang in front of an attack and intercept and disperse a technique outward, but only up to A-rank though.
- Can only use up to 3 boomerangs for this technique, thus allowing one to defend against up to three techniques.


Chishi Shindou: shidō Fatal Impact: Wind cutter
Type: Attack
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: User's of Fatal Impact
Infuse sharp wind into a single or several boomerangs, thus granting the boomerangs A-rank cutting potential.

Additional effects and Restrictions:

- Can only be taught by Shady Doctor

- Users of this Style must carry a Boomerang of any size, and can passively control them

- Must be Sannin rank, Mastered Ninjutsu and at least 3 elements to learn or use the style.

____________________
P a t e n t C e r t i f i c a t e

Shady Doctor, our loyal member, gave on the 19th of December, 2013 a request for a Patent on custom fighting style Chishi Shindou: Fatal Impact. I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;​

Chishi Shindou | Fatal Impact
Powered by Madāra Uchiha
Copyright 2013, Shady Doctor, NarutoBase.net

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Learned Here [ ]

Chishi Shindou: souran Fatal Impact: Altered Size
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: User's of Chishi Shindou have the ability to reduce or increase the size of their boomerangs near instantly by doing the snake hand seal and molding the boomerang(s) with chakra. This can be used on a maximum of 5 boomerangs at a time. The boomerangs size can be altered to be various sizes, ranging from the size of a shuriken/Kunai or becoming up to 5 meters in length. The greater the size of the altered, the greater Its mass, but the smaller the size the smaller the mass.

- Can only be used by users of Chishi Shindou
- Only taught by Ares

( Chishi Shindou: Erementaru Shindou ) - Fatal Impact: Elemental Impact
Rank: S-Rank
Type: Attack
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description:
This is a simple, yet affective technique which increases the killing potential of a chosen boomerang(s) by using elemental chakra within them. There are 5 forms of using this ability, each form pertaining to a selected element. The 5 forms of elemental use in Chishi Shindou is as followed:

Sandā Shindou -
Or better known as the 'Thunder Impact' form. The user channels raiton chakra into a held or thrown boomerang in order to alter its abilities through the use of the lightning. Upon activation of this form, lightning envelops the entire boomerang, violently swirling and twisting around the shape of the boomerang, similar to a tornado of cutting lightning coating it due to the properties of the lightning element. The elemental coat itself surrounds the boomerang exactly 3 inches away from the boomerang. The lightning itself is S-rank in strength, thus being able to cut straight through any rank of earth, and S-rank and below of other basic elements, if logical of course.

Kasai Shindou -
Or better known as the 'Flame Impact' form The user channels fire chakra into a held or thrown boomerang in order to alter its abilities through the use of the fire. Upon activation of this form, fire envelops the entire boomerang, violently swirling and twisting around the shape of the boomerang, similar to a tornado of blazing flames coating the boomerang. This allows the boomerang to increase in both power and killing potential due to the properties of the fire element. The elemental coat itself surrounds the boomerang exactly 3 inches away from the boomerang. The fire itself is S-rank in strength, thus being able to power straight through any rank of wind, and S-rank and below of other basic elements, if logical of course.


Nami Shindou -
Or better known as the 'Wave Impact' form The user channels water chakra into a held or thrown boomerang in order to alter its abilities through the use of the water. Upon activation of this form, water envelops the entire boomerang, violently swirling and twisting around the shape of the boomerang, similar to a tornado of cutting water coating the boomerang. This allows the boomerang to increase in both power and killing potential due to the properties of the water element. The elemental coat itself surrounds the boomerang exactly 3 inches away from the boomerang. The water itself is S-rank in strength, thus being able to cut straight through any rank of fire, and S-rank and below of other basic elements, if logical of course.


Uzu Shindou -
Or better known as the 'Vortex Impact' form The user channels wind chakra into a held or thrown boomerang in order to alter its abilities through the use of the wind. Upon activation of this form, wind envelops the entire boomerang, violently swirling and twisting around the shape of the boomerang, similar to a tornado of cutting wind coating the boomerang. This allows the boomerang to increase in both speed and killing potential due to the properties of the wind element. The elemental coat itself surrounds the boomerang exactly 3 inches away from the boomerang. The wind itself is S-rank in strength, thus being able to cut straight through any rank of lightning, and S-rank and below of other basic elements, if logical of course.


Tsuchi Shindou -
Or better known as the 'Earthen Impact' form The user channels earth chakra into a held or thrown boomerang in order to alter its abilities through the use of the earth. Upon activation of this form, the boomerang(s) are coated with a thick layer of earth and take on a darker look, very similar to Kakuzu when using his earth technique. This allows the boomerang to increase in both power and killing potential due to the properties of the earth element making the boomerang gain more mass, thus more impact power. The elemental coat itself surrounds the boomerang exactly 3 inches away from the boomerang. The earthen shell itself is S-rank in strength, thus being able to cut straight through any rank of water, and S-rank and below of other basic elements, if logical of course.


One of the greatest strengths of this technique is a basic ability of even a Normal boomerang. The user can indirectly attack a target by throwing the boomerang(s) in a given direction and allowing them to arc and attack from a different direction. Or if an opponent so happens to dodge the boomerang it will curve back around and hit the target from the opposite direction, thus making each attack unpredictable, though in no way can the user change the trajectory of the boomerangs via chakra.

- Usable 3x
- Only usable by users of Chishi Shindou cfs
- only can be taught by Shady


Learned Here [ ]
 
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Techniques Taught to me by Others:


[Kaze/koudo/faia soshi konbo: Enkou Nagareboshi Hitoame] Wind/Earth/Fire Elemental Combo: Flaming Meteor Shower
Rank: Forbidden
Type: Attack
Range:Short- Long
Chakra Cost: 50
Damage Points: 90
Description: The user performs four handseals, he then releases his doton chakra into the earth [by foot eg.stompimg], he then inhales a normal proportion of air, as this is done, the user forms the tiger handseal,and focuses his katon chakra, the user then stomps on the ground, as 10 boulders [each the size of a regular human body in height and are of spherical shape] are ejected from the ground, up into the air, the user then clasps his hands together, this engulfs the boulders in flames, as the extreme heat of the fire changes the boulders color to glowing red, the user then focuses and generates wind chakra into the air to forcibly push the boulders to strike the opponent, the wind also slightly increases the power of the fire.This scenery is a shower of meteors.
Note:
The boulders are formed in front of the user [in short range],added by fire and then launched by the wind [to mid or long range], When the boulders make contact to the ground, the entire terrain of a range will be entirely devastated into the form of a crater, while patches of flames are scattered throughout that entire area.[this jutsu is performed at great speed] As this jutsu is performed, the user coughs up blood. He falls to his knees, as blood runs down his nose, this is due to the incredible force upon the user to perform the technique, after the use of this technique, the users hand becomes dark in color, as they are useless to perform handseals for the next two turns. The users chest also becomes red, since the extreme use of multiple chakra, this overuse of chakra temporarily clogs the chakra circulatory system, causing it not to flow efficiently which will lead to the the use of only three of the basic five elements for the next three turns.
Note: No S ranks or higher for the next turn
Note: Usable only once per battle
Note: Usable for Sannin Rank or Higher
Note: Requires the space of three moves [since the usage of multiple elements]

Learned Here [ ]



Type: Offensive
Rank: C
Range: Medium-Long
Chakra: 15
Damage: 30
Description: If the user is in a forest, they can begin to start gathering katon chakra. Once that is done, they insert that chakra into leaves around the opponent. With those leaves now beginning to burn and smoke, the user flashes the bird hand seal and begins to cause a gust to occur by the opponent. This gust would not only blow the leaves off the trees towards and around the opponent, but the wind would also increase the fire's heat and move the smoke from the leaves around. This would cause the opponent major annoyances and small burns if the leaves around him touch their skin.

Ω Can be used four times per battle
Ω Can only be taught by Penguin.
 
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Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20 (+5 per turn)
Damage: N/A
Description: The user sends a specific nature of chakra towards a targeted area, condensing it into a visible and non-harmful orb of chakra of that nature. Their chakra will passively draw in particles in the air including but not limited to mist, sand, poison, or other elements. The user's chakra essentially acts as a focal point for which foreign and their own chakra will be drawn to. The element and particles drawn into it must be the same as the chakra used. For instance, one can send their earth chakra towards an area and attract dust from the ground and smaller earth sediments, but cannot use earth chakra to draw in water particles. When used, all the targeted material will be attracted towards the focal point, the orb, with a 5 meter radius where all the particles would be condensed in that area, unable to spread throughout the terrain as it would normally. This technique is effective in hindering the enemy's vision for a certain amount of time or evading threatening substances in the air. The user can only use one elemental nature for this technique (they cannot make a focal point of both earth / water nature to draw in dust and mist, it must only be one elemental nature that is drawn in.)
Notes:
- Usable 4 times
- The user must have the chakra nature of the particle/element they wish to draw in
- only works on B ranks and below


Type: Defensive/Supplementary
Rank: B
Range: Short-Mid
Chakra: 20 (-5 per turn)
Damage: N/A (+20 per technique) (+10 Taijutsu)
Description: The user quickly performs a single hand seal, the Tiger, shortly after a technique has been sent out in such a way that it is created and shaped around a technique within the same timeframe. He will send chakra to that technique and effectively create a shield of chakra around it. The chakra is pressurized and condensed into a solid form of chakra that has a bright blue hue. It takes the shape of whatever the user has ordered it to shape around, for example, if it is an earth projectile shaped like a fist, a layer of pure chakra with solid-like properties will envelop the fist. The solidity of it increases its overall mass and force it can exert as well as acting as an armor of sorts for the technique, which obviously adds damage to the technique it was performed on. However, this only works on tangible elements, such as Water, Earth, Steel, etc; it would not work on elements like Fire or Lightning. And because it is simply a layer of chakra, it cannot be performed on stream-based techniques unless the user is in possession of Yin-Yang. Alternatively, one can perform it on himself, or on another's body. The solidity of the layer of dense chakra will increase the damage every physical based Taijutsu that makes contact with the opponent makes. It is shaped around the user in such a way that it does not restrict movement, and it remains until it is completely broken through a stronger attack, or if chosen to do so by the user. This can also be applied on weapons and other materials of a solid composition. For example, the user can coat a kunai with this chakra layer and throw it, which should deflect other kunais due to the armor it's gained.
Notes&Restrictions:
Note: Can only be used 4x
Note: Lasts 3 turns if coated on oneself or an item
Note: Can only be taught by EdwardSama
Taught to: Baldy, Erzo, Shady Doctor, Drackos, Souji, Gobi

VVV THIS ONE IS A FUUIN, JUST TOO LAZY TO MAKE A POST :)

Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user will have a seal that look like one of the symbols below (see spoiler) on either of their hands that will lie dormant until passively activated. The seal only works on jutsu that transform or are donned on the user's body and can only be activated whenever one of these techniques are in use. On activation of the seal, the seal become linked to any jutsu present on the user's body and serve as link between it and the user thus making the seal be the one sustaining the jutsu for as long as the seal remains un-destroyed. This does not however add any power to the jutsu in question as the jutsu can still be negated like normal. The only work of the seal is to make the jutsu remain if not destroyed though as long as the user is able to sacrifice his chakra sustaining the seal itself. The seal passively leeches 20% chakra per turn of the jutsu it is sustaining from the user, meaning if the seal is sustaining an A-rank earth armor, then the seal leeches 20% of 30 chakra per turn to keep sustaining the armor. The seal does not work on basic weapons or body armor, but can work on techniques that forms or mimics them. Works well with techniques like the hardening technique, lightning plasma ball, chakra cloak, etc. Also since the fuin is now the one sustaining the jutsu, the user now have access to use another jutsu/element if the jutsu in question restricts it beforehand. In escence this seal allows the user to keep the armor and focus on other chakras for the duration.

Note: Can only be used on S-rank and below and it doesn't extend the duration of techniques (e.g. Plasma Ball would still last only last 3 turns)
Note: Can only be used once per battle
Note: Can not work on modes




Ninjutsu techniques taught to me by others:


(Davy Jones Todana) Davy Jones Locker
Type: Summon
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage Points: 80
Description:
This summon is very similar to "Iron Maiden" summon. The user able to summon a old, sea forged, metal crate that is the size of a human under the enemy at either short or mid range. Once summoned the crate very quickly rises out of the ground and trapping the enemy, the opening in which the target is engulfed is similar to the way a puppet traps an enemy. Once the target is trapped then a summoning of chains even faster wraps around the entire crate just like the "Iron Maiden". The crate has many holes on the top of it. The user can either keep the enemy trapped in the locker or if near water the user can kick the locker into the water up to mid range, causing the enemy to sink very fast because the locker is very heavy and drown in the process.


Notes:
- Trap lasts for 1 turn
- Drowning happens within 2 turns
- Unable to use water and/or earth technique in same turn as summon
- User must have some type of Taijutsu training to be able to kick "Locker" in water
- Only usable/trainable by Dexter..

Learned Here [ ]

Ninpou Hijutsu: Mazu Tsumibito | Hidden Ninja Art: The First Sinner
Type: Offensive/Defensive
Rank: S-Rank
Range: Short
Chakra: 40 (-10 per turn)
Damage: N/A
Description:
The user will use hand gestures to infuse a patch of solid earth or rock with a given elemental chakra. Upon doing so, the material will fragment and rise into the form of a protector, with the fragments of its body connected to each other by a raw form of the element used. The material used is nothing but a vessel for the chakra infused in it and makes up the body of the guardian and its main form. The various clumps of the material will be engraved in several kanji markings, reminiscent of a fuuinjutsu technique, that will serve as the chakra's path way. The clumps will then be lifted, seamlessly held together in the raw humanoid form of the guardian by the chakra used. Depending on the chakra used, the guardian will have different attributes and abilities, but will always be about the same size, namely, twice as big as a normal human. The guardian floats above ground (between 10 and 20 cms) and lacks real lower limbs but does have rudimentary hands and facial features, carved upon the rock that makes up his head. The guardian can use techniques the user knows of its elemental chakra up to S-Rank without handseals (his rudimentary hands are used to substitute the handseals with simple hand gestures). The guardian cannot speak but its chakra link with the user allows a hidden form of instant communication between the user and the guardian. The guardian is a sentient entity, capable of acting on its own but, due to its elemental composition, cannot be mentally or sensorily manipulated. Likewise, if the user loses conscious or the ability to sustain the guardian, it will collapse on the ground.

Kaminari Tsumibito (Thunder Sinner): This guardian is produced using lightning chakra to infuse the rocks. Capable of using lightning techniques, it passively numbs and zaps (harmlessly) any enemy nearby due to the lightning chakra that keeps the clumps together. Once per battle, the user can either detonate the Tsumibito, producing an S-Rank lightning blast, short range in radius or make the Tsumibito collapse upon itself, attracting any small metal object the enemy may possess or that happens to be in the battle field, up to mid range upon itself (kunais, shurikens, senbons, etc).

Kazan Tsumibito (Volcano Sinner): This guardian is produced using fire chakra to infuse the rocks. Capable of using fire techniques, it burns any enemy on contact and is immune to basic weapons (shuriken, kunais, etc) which simply melt upon contact with it. Once per battle the user can detonate the Tsumibito producing an S-Rank Fire blast, mid range in radius, that will scatter countless molten earth debris.

Arashi Tsumibito (Storm Sinner): This guardian is produced using wind chakra to infuse the rocks. Capable of using wind techniques, it has the unique ability to fly. Its flight abilities are strong enough to carry the user while easily out maneuvering most flying summons of his size. Due to the aura of wind that surrounds him and enables flight, its completely immune to Lightning techniques but very vulnerable to Fire techniques. Once per battle the user can make the Tsumibito collapse upon itself, effectively creating a miniature S-Rank "wind hole", sucking anything short-range from its center into it and crushing/shredding it in the process.

Jishin Tsumibito (Earthquake Sinner): This guardian is produced using earth chakra to infuse the rocks. Capable of using earth techniques, it has the unique ability to reform if hit by any technique apart from Lightning or Lava, while being immune to Water techniques. Once per battle the user can make the Tsumibito merge with the earth, negating its use by both the user and any enemy for 3 turns.

Umi Tsumibito (Sea Sinner): This guardian is produced using water chakra to infuse the rocks. Capable of using water techniques without the need for a water source, its completely immune to Fire or otherwise, high temperature related Techniques. Once per battle the user can siphon any and every heat or fire from the battle field on to the Tsumibito, negating it completely.

Note: Usable 3 times per match, with each Tsumibito being used only once per match.
Note: Each Tsumibito can only be sustained for 5 turns.
Note: The ultimate ability of each Tsumibito results in its destruction.
Note: The user cannot mold techniques above A-Rank of the element he used for the Tsumibito on the same turn.
Note: Can only be taught by Scorps.

This is based upon The Elder Scrolls: Skyrim's Storm Atronach:
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Learned Here [ ]

(pa-fekuto-shi-rudo) Perfect Shield
Type: Attack
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description:While the user is in possesion of his sword he holds it with one of his hand and tranfers pure chakra in it and rotates it in a circular motion and a shield of pure chakra is formed which is capable enough of blocking all the elemental jutsu upto A rank(shield is broken completely)
and below (Shield suffers a little damage but can take on one more attack)
~need to be taught by gitanshu~
~Can only be used 2 time~




Type: Supplementary/Attack
Rank: B rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user performs 2 brief hand seals then molds a large amount of chakra into the compacted form of a singular coin. The coin glows a bright light blue color and is about the size of the average currency coin in Naruto (Quarter). From long range the coin is near impossible to see from mid range the coin just appears as a light blue blob and at short range it can be distinctly seen. The coin materializes along the top of the user's thumb while the rest of the fingers wrap around in a fist almost. The user then flicks his thumb upward flicking the coin forward towards the opponent. The coin flickers through the air rotating and gathering force, about half way the user clicks his teeth and via shape manipulation the coin can do one of two things. The coin can expand into a massive coin (roughly twice the size of the opponent) which falls down onto the opponent from above crushing him. Or the coin multiplies into 10 smaller coins which attack the opponent head on and pelt like bullets or needles in Naruto context. The coin is buoyant in nature meaning it can travel across water, land or through the air the same effect occurs in the end. Before the coin's effect the coin flashes red then the actual attack happens. *The coin can be used for supplementary purposes, meaning only occurring for role play. The user says something cool like "Oh I forgot to tip you" In the dawn tavern and flicks the coin behind him. When it hits the ground it causes a small fire or explosion. *
Note: Can only be used 3 times per battle
Note: Can only be taught by Gecko
Note: Can be stopped by techniques of the same rank or higher.
Note: sentence with asterisk is meant only for rp
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Rank: A
Type: Supplementary
Range: short-long
Chakra cost: 30
Damage points: 60
Description: The user will concentrate his elemental chakra and will create a spirit of the certain element. This spirit represents some kind of animal with the size from average person to the size of Gamabunta. It is naturaly made from the ceratin element (e.g made of fire, water wind etc.). It has the ability to use techniques from the certain element without any hand seals much more faster than usuall, and it applys the normal elemental weaknesses. However if made of fire the spirit will be extremly vulnerable from water attacks and even 2 ranks lower techniques of the elemental weakness of the spirit, would be able to destroy it. Also the spirit can only perform techniqes that does not require hand seals. *

*Last for 3 turns
*Can only be taught by PowerOfDarkness
*No taijutsu and genjutsu while the spirit is on the field
*Ryuji is the co-creator of this and all spirit arts.


Type: Offensive | Defensive
Rank: S
Range: Short-Long
Chakra: 40 (-15 per turn)
Damage: 80
Description: There are various ways of performing this jutsu. Most commonly, the user will perform the Ram hand seal and place their palms outwards. Alternatively, a user can point a sword, Katana, or any long weapon towards the desired direction. Once doing so, the user will send out a large amount of raw chakra in front of the palm, or weapon and as it is released through, the user will shape the chakra into an animal. The animals created from this technique varies; it is capable of creating animals capable of flight, or grounded animals. Offensively, the user can use extreme shape manipulation to create animals made of chakra and send it out as a projectile, towards the intended target with the power of an S-rank Shaped Ninjutsu technique. The user can, if they choose to, separate the power of the animal into four different creations. Of course, each one would be smaller and have a lesser strength, but they would be capable of traveling faster than one large one. The maximum height of the animal created from this technique is twice the size of a normal human (about 4 meters), and with a maximum width of three meters. This technique is capable of creating animals that are larger, or smaller than what they are in real life, like creating a Penguin that is twice the size of a regular human or create a bull as small as 2 meters. The minimum size of these animals is two meters. The attack damage comes from the force the chakra-animal projectiles create upon impact, similar to that of the Rasengan technique, but at a larger scale because of the larger size. The offensive animals are sent out as projectiles initially, however, the user can manipulate the movement of the animal by continously feeding the creature with chakra, meaning he/she is unable to perform other techniques while manipulating the movement of the animals. Defensively, the user can create an animal to act like a "tank", like a Bear made of chakra that would sit upright that would defend the user. These defenses are capable of defending against elemental techniques up to A-rank, but if it's an attack lower than A-rank, then it'll be able to stay on the battlefield to take on more attacks (It will last up to three turns, or until it is destroyed). (Basically, it acts as a defense until A-rank damage is dealt to it. e.g. 2 B-ranks, 4 C-ranks, etc.
Notes and Restrictions:
- Usable two times per battle with a two turn cooldown and can only be taught by Greed
- No mythical creatures, like Dinosaurs, or Dragons can be created through this technique.
- No S-rank or above Ninjutsu techniques for the same turn
- The animals do not have the traits exclusive to them. For example, if you were to create a cheetah and send it out as a projectile towards the enemy, it wouldn't be capable of running as fast as it would if it were real. The speed of these projectiles are the same speed as the user when running.


Rank: S
Type: Attack/defence
Range: Short – Mid
Chakra cost: 40 (-10 per turn)
Damage points: 80
Description: The user will peform 2 handseals slamming their hands down performing a summoning. The two handseals will depend on the element they choose. The user will summon a gourd that they have prepared before the battle. Each gourd was prepared with a barrier in it and will contain one of the 5 elements that will be infused with the users chakra. The element will act as an extension of the user. The user is able to control the element on their back with their chakra, much like Gaara can with his sand just not as fast. The way the elements are released in the gourd, is that the gourd is filled with fuuin seals which contain the desired element, like a scroll can contain fire. The use will release that seal releasing the element with each gourd.The elements are:

Katon: This gourd will have special flames sealed within it that were created by the user and are infused with the users chakra. The user can control these flames with hand movements or special handseals.

Suiton: This gourd will contain a portion of water infused with the users chakra allowing him to control it and bend it into shapes. The user can control the shape of the water and movements by moving their hands or using handseals.

Fuuton: This gourd will contain spiralling, violent winds that are visible to everyone and are infused with the users chakra. The user can control these winds for attack and defence with their hands or handseals.

Raiton: This gourd will contain pure lightning sealed within the gourds barrier infused with the users chakra that the user can release, bend and control, reshape, attack and defend with using their hand motions or handseals.

Doton: This gourd contains mud infused with the users chakra. This Mud can be controlled through hand motions or handseals or handmotions. Upon performing 1 handseal, the user can harden the mud to solid stone.

Each gourd has taken a long time to be created and only the user can control the contents due to the amount of chakra infused within the elements. If the use is using their hand motions to control the shape and motion of the elements, they are unable to use other jutsu. All the gourds have the same one ability, the user can perform the snake handseal and the element from within the gourd will surround them in an orb creating a protecting barrier.

Note: Only one gourd can be summoned by a person or clone at at a time and only one gourd can be present in the battlefield at a time.
Note: Each person or clone can only control the one gourd at a time.
Note: Once the element has been destroyed it can no long be used. An exampe would be if the fire was overpowered by water, it would be gone for good.
Note: The gourd only lasts on the field for 4 turns
Note: Each gourd can only be summoned once
Note: Can only use this jutsu 3 times per battle.
Note: Controlling the movement of the element counts as one of the users 3 jutsu per turn.
Note: The speed of the elements is the same as that of normal elemental jutsu of that nature.


Type: Offensive
Rank: B-rank
Range: Short - Long (if thrown)
Chakra: 20
Damage: 40
Description: This technique is a rather creative technique. This technique is an alternative performance of the Shadow Clone Technique in which the user will create a bladed weapon out of one of the basic five elements, but with a twist. It gives of the impression of a normal elemental bladed weapon, but hidden within the chakra is a shadow clone of that decided element. Once the weapon is created within the users hand (at this time depending on the element chosen the user will receive some effects from it, example if they picked fire they would receive minor burns from holding the weapon) - from there the user will throw the elemental bladed weapon, at any time the user can perform one hand seal to release the elemental shadow clone from the elemental blade, if so the clone will grasp hold of the blade and fight. This technique is best used as an assassin technique; getting the sword behind the opponent and stabbing them from behind. The speed at which the user performs this technique has given the illusion that the user is using Space–Time Ninjutsu on more than one occasion. Additionally, by manipulating the position of the blade via wire strings he can more easily position his blade behind an opponent.
Notes:
- Only usable four (4) times per-match, and one clone per-usage.
- Bladed weapon can range from anything from a kunai to a longsword, tanto, etc.
- Follows the rule of only four (4) clones per-match.
- If not thrown, the weapon stays active for four (4) turns. If thrown the weapon and the clone within the blade stay on the field for three (3) turns.
- Any of the basic five (earth, fire, wind, water, or lightning) can be used to create the weapon, and cannot be a mixture of two elements unless the user has the required training (Yin-Yang Release).
- The user will receive minor damage holding the elemental blade, depending on the nature of the chakra (fire - minor burns, lightning - small shocking, wind - minor cuts, earth & water - no effect)
-The clone can only use the element(s) its composed of and non-elemental abilities.
- Can only be taught by Nathan.\
 
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Kenjutsu Techniques I Created:



Kenjutsu Techniques taught to me by others:


(Kijuuki Kata) Crane Form
Type: Offensive
Rank: B
Range: Short
Chakra cost: N/a
Description: The user enters 'Crane Form', a unique Kenjutsu stance in which the user utilizes 4 swords at the same time ; one in each hand, one in his mouth and finally one in the crevice between his leg and thigh.This causes the user to clench the sword,only standing on one foot giving him the look of a crane.This style has been compared to Killer B's Seven Swords Dance.While based off this style,Crane Form focus's much more on control and creating openings by attack the enemy on every level of height.To best utilize the styles potential, the user performs spins and jumps at high speed.The swords can be charged with Chakra to increase their cutting and attack power.

Learned Here [ ]
 

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Ice Release Techniques I created:



B-Ranks


Type: Offensive
Rank: B
Range: Short-mid
Chakra: 20
Damage: (+20/+1 rank up to S rank)
Description: The user will string an extra Boar hand seal after any technique that uses a tangible element. This will infuse the released technique with visible ice chakra which, upon impact, will explode into a plethora of icicles, all of which originates from the original technique. These icicles will explode out of the technique (a medium by which this surprise ice attack travels) once it crashes with an opposing force. Additionally, these icicles are generally five meters in length, capable of stabbing and impaling anything within the short-range perimeter of when the medium impacts an opposing force and activates the technique. This can also be applied to normal stuff such as kunais, but its main use is with an explosive tag where the explosion will act as a catalyst for the ice chakra to be activated and release the spikes, but due to the explosive nature of the tag, the spikes will explode outwards into smaller and more dangerous fragments of ice. The chakra can also be divided up, depending on the amount of projectiles the user wishes to infuse. This of course divides up the power equally as well.
Notes:
- Can only be used 4x, with a two turn cooldown between each usage
- Only teacheable by Edward
- The user can perform the Snake hand seal to activate the technique before impact, however, doing so would cause the medium to become destroyed, causing the technique to only do B-rank in damage, not +20 damage.


Ice Release Taught to me by Others:


(Hyoton: Anivia no ikari) - Ice Release: Anivia's Wrath
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (-30 per turn to sustain)
Damage: 80
Description: The user will begin by first, sending a large amount of water chakra in the air directly in front of them. Then, as the water molecules multiply, the user will manipulate it with wind chakra to create ice chakra. With the use of nature transformation, they would harden all the water molecules present in front of the user, and shaping it into a fairly large bird, made completely of ice. The bird is about two times the size of the user, with a 4 meter wingspan. This bird is extremely versatile in terms of usage. Like a bird, it has the ability to fly, about the same speed as an eagle and can fly with one person on its back. This bird made of ice has an extremely large and sharp beak, made of ice as well and as such, can pierce through human flesh with ease. This beak counts as a B-rank, and a move of course. It can be used to attack by flying towards an opponent, and directly piercing the target or using it as a projectile, de-attaching from the target and reaching up to mid-range. Secondly, it has the ability to release either, four balls of ice at high speeds, which all explode upon impact, into many icicles with slicing properties, or one large ball of ice that, upon impact, would explode into large, and more icicles. This would also count as a move, and as an A-rank ice technique. The four spheres of ice would each be the size of a basketball, while the single bigger ball of ice would be half the size of the bird. Lastly, if commanded, it can flap its wings to cause the molecules in any particular area, preferably around the user, to multiply and solidify, creating a wall of ice that can defend from certain elemental and physical techniques. (A-rank wall, counts as a move and goes according to elemental strengths and weaknesses.) The bird is also unaffected by B-rank or below techniques. (Lightning excluded)
Notes & Restrictions:
- Can only be used twice with a two turn cooldown.
- Anivia lasts for 3 turns in the battlefield; it can be deactivated at any given time.
- Cannot use any S-rank or above Ice techniques in the next turn, or any Forbidden rank water/wind techniques.
- All of its techniques/abilities count as a move from the users move count and consume the users chakra to use (according to the rank of the technique)

Learned Here [ ]

(Hyoton: Fraust no shūjin) - Ice Release: Prisoners of the Frost
Type: Offensive/Supplementary
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: With the use of their ice chakra and three handseals (Boar → Rat → Tiger), the user will channel ice that chakra approximately 3 meters behind the target. The ice chakra would serve to cause the water molecules to multiply to create an ample amount of water, then harden to be formed into ice. With the use of shape manipulation, the user will be able to shape the ice into a tomb, about the size of the target. With further shape manipulation, the user can shape four shackles with chains attach to them, and with a wave of the hand, cause the shackles to extend and bind to the opponents limb, while pulling them back abruptly, and locking them into the tomb. With the use of another handseal, the user can cause the inside of the tomb to create icicles, stabbing a target who is inside and possibly killing them.
Notes & Restrictions:
- Shackles can extend up to 10 meters
- Can only be used three times, with a two turn cooldown. No S-rank wind/water for the next turn, and no S-rank Ice either.
- The tomb can stay at the battlefield for two turns without being used, however, on the third turn, it will simply melt.

Learned Here [ ]

(Hyoton: Reitō no Kami no Hari Chiryō)-Ice Release: Acupuncture of the Frozen Gods
Type: Offensive
Rank: S Rank
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user touches his index finger to his thumb and focuses their ice chakra between them, and creates a needle made of ice. The user then focuses a great surge of ice chakra into the needle, and manipulates the shape of the needle to rapidly elongate in a straight direction at a high speed. The tip of the needle is extremely pointy and sharp, thus allowing it to pierce skin/objects quite easily. Because it is a needle and is very thin, if the needle were to be pointed at someone since it was created, it would be very difficult to see;however, if it is slightly dark outside, this needle will be impossible to see. However, if a target possesses a doujutsu, they will be able to see the needle quite easily whether it be night or day. Because the needle is very thin and made out of ice, it is very brittle. As a result of this, it is weaker when attacked from the side, and thus, when an object of B-Rank or above that has shattering capabilities (IE taijutsu, earth jutsu, anything that can shatter ice, really) hits it from the side, although this does not hold true if the object hits the needle head on.
Note: Can only be used twice per battle.
Note: Can only be taught by Inch

Learned Here [ ]

(Hyouton: Ken Tarrloc) Ice Release: Blades of Tarrloc
Typeffensive/defensive/
Rank:A
Range:Short
Chakra:30
Damage:60
Description:
The user will first perform one handseal. As the handseal is completed a dome of water will form around the user. The water dome is transparent and thus doesn't block the vision of the user. After the dome forms the user will then gather wind chakra and repeatedly punch the water in front of them. As they punch the user will release the wind chakra into the water. The wind chakra cools the water and turns it into ice. The user will shape the ice into six inch long blades. The blades will shoot forward towards the target.
-Usable thrice per battle.
-No Ice above A rank in the next turn.
-Can only be taught by -Yashiro-

Learned Here [ ]


Type: Offensive/Defensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: A Yuki clan member overlaps both their arms like an 'X' and creates a spiked dome of ice which raises up around them in a rotating fashion at a rapid pace with spikes facing outward slightly angled to one side. Due to the spikes anyone within short range of the user would be skewered by them. Then, if the dome is still intact the user extends both arms outward upon which the dome breaks down, spinning in the opposite direction from which it rose forming a rapidly rotating circle of blades of ice around the user which keeps spanning outward until the blades reach a mid ranged radius from the user. These blades can be manipulated to attack omnidirectionally around the user, or manipulated to attack any direction the user wishes.
Note: Can only be taught by Yukihira.
Note: Can only be used twice per battle.
Picture for reference:
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Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user creates a transulecent needle of ice between the tips of their thumb and index finger, no bigger than an ordinary needle and then shoots it off towards their target. Upon piercing the target, which essentially only causes minor, neglectible damage being a mere needle the user weaves a single handseal upon which more ice sprouts from the tip of the needle lodging itsself into the target's skin whilst invading their body, covering the internal tissue of the affected area in a layer of ice, effectively decreasing the mobility of any joints that may be affected by the ice greatly whilst the cold would cause severe nerve damage. The internal area affected by the freezing is roughly the size two average palms with the point of the needle's impact being the epicenter. The user is able to create upto four needles by materializing them inbetween their fingers just below the knuckles but in that case the strength of each needle and the area they affect are evenly spread out across each needle.
Note: Can only be used by a Yuki Clan member.
Note: Useable thrice per battle.
Note: No Ice techniques above A-Rank in the same turn.
Note: Can only be taught by Tybone.

Type: Supplementary
Rank: A-Rank
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user manipulates the chakra in ice that they created and begins manipulating it so that the ice will change shape according to the users will. The user selects a single point in the ice to be the 'center point' of the reformation. The only ice that can be manipulated is ice within 10 meters from this point. If more ice is attached, it is possible for this jutsu to have the ice being effected to break away from the non-effected ice. Because this isn't adding ice to the object, the mass must stay the same, although the shape is changeable.
Note: Can only be used on ice created by the user.
Note: This jutsu cannot be used to create momentum within the ice. Once the ice is reshaped, it's momentum is the same as it was before this jutsu occurred.
Note: Can only be used 4 times per match.


Type: Offensive/Defensive
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user focuses and manipulates their ice chakra within their body to make icicles grow out of various areas on their body. (These areas are chosen by the user on an individual basis.) The icicles are very sharp and dense.
Note: This technique can only be used three times.
Note: Only five icicles may be created per use.
Note: Only five icicles can be on one's body at a time. (Using this multiple times won't allow you to add icicles.)

Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: With a single handseal, immediately after using an ice jutsu, the user can coat the ice jutsu with a layer of wind, that will protect the ice from lighting attacks and prevent it from shattering. In order to successfully perform it, the user must train the handseal and be able to string it with the handseals of the ice jutsu, so that it seems like it's only one sequence of handseals. With the wind layer, ice can finally fight with lighting at the same rank. Since the wind is covering the ice, it still has the double advantage against water, meaning that is still can freeze it due to the low temperature, but it becomes weaker to fire attacks because the fire would use the wind coating as fuel to burn the ice quicker and before the melted water manages to evaporate the fire.
Note: The rank of Wind itself would be A at maximum potential
Note: Can only be used thrice per battle
Note: Only McRazor can teach this
 
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Parrot Summoning



Parrot Summoning Contract
Summoning Animal: Parrots

Scroll Owner:



Other Users who have signed contract:



Summoning Boss if existing:

Iris Gloriosa

Other Summoning Animals tied to contract:

Parrot Chicks
Average Parrots
Altorio Parrots

Zé Carioca
Vitória Régia
Saci Pererê
Saci Trique
Saci Saçurá
Lloyd, The Chicken
Nico

Capoeira Lovebirds
Favela Cockatoos
Bico Parrots
Redentor Kakapos


Origin: Parrots are from a secret Rainforest, on top of a remote plateau, called the Altorio Forest.

General Description: Parrots are colourful and majestic birds, with a diverse pallet of colours and a wide range of shapes. They possess strong beaks and claws, and a are beautiful and agile in the air.

Summon General Abilities: The parrots of Altorio are very strong and fast. And average Parrot from Alto Rio is about the same size as a Lion, and is able to carry up to 2 people on their back without loosing any speed. They all can use chakra, though some have acquired unique abilities, such as Elemental Affinity or other Battle related skills. They are very energetic and warm, and speak in a very thick Portuguese accent.

As described in the Monkey Chase Technique, all birds have an innate sense of direction, guiding themselves through the magnetic field of the earth. In the technique, they use that skill and develop it further to use as highly advanced and efficient tracking method. To expand on that, while requiring the actual technique in order to memorize and track electromagnetic signatures across the globe, parrots have a passive ability to sense the signatures around themselves, within a certain limit. This allows them to sense an opponent around the field, or any other source of electromagnetic emission. This however, isn't a perfect or detailed sensing ability such as that of normal Chakra sensing or other sensing abilities. Its much less refined. The higher ranked the parrot, the longer the radius (Varying, roughly, between 50 meters (D ranks) to 1 km (S ranks). Bosses have generally up to 1,5km radius). Exceptions to these will be described in the individual descriptions of each specialized parrot.

Summoning: The person who signs this contract is able to summon parrots from Altorio, and can also be summoned by parrots. In case of an unsuccessfully summoning, or the usage of a very small amount of chakra, the user calls forth a baby chick, without much use in a battle other than being very cute. The canon Summoning Jutsu calls forth common parrots, from average size or smaller, but with no special abilities other then a random small weapon. Using specific amounts of chakra, the user can summon special parrots, with special abilities, all up to the Boss. (Which will be submitted using the official template)


Parrot Summoning Animals



D-Ranks

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(Oumu Kuchiyose no Jutsu: Lloyd no Chickin ) Parrot Summoning Technique: Lloyd, the Chicken
Rank: D
Range: Short-Long
Chakra Cost: 10
Damage Points: N/A
Description: Lloyd is a very dum looking parrot that can't fly, because it believes it is in fact a chicken, and thus dresses like one. It dwells among the Altorio parrots, without any apparent purpose, suspiciously looking at everyone, as some say, yet the "chicken" retains the same moronic, intelligent voided looking eyes. No one knows how it got in. It is actually considered to be a failed Parrot Summoning, and once it is summoned, it can appear anywhere on the field. It normally does nothing but standing there looking idiotic. The chicken as some secret agenda, possibly to rule the world.*Created by Luiz*
C-Ranks

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( Oumou Kuchiyose no Jutsu: Nico) Parrot Summoning Jutsus: Nico
Rank: C
Range: Short
Chakra Cost: 15
Damage Points: N/A
Description: The user is able to summon Nico, one of the only two masters of the Samurai Arts among the Parrots of Altorio. Nico is an average sized parakeet with green feathers and white chest. He's relatively faster and more agile than his fellow master, and carries one samurai katana and bears a straw hat typical among samurais.
Nico possesses the ability to manifest it's chakra into a solid state, using it to enhance it's chakra weapons. The technique is similar to Samurai Sabre Technique (which can be used in ranged form for up to mid-range) and allows Nico to mimic Samurai jutsus, using this power instead of the SS Technique. Nico's chakra has a colder feel to it, chilling the bones of his enemies, purely psychological.
Both Nico and Rafael do not call themselves Samurai Masters, for they are the self proclaimed Karaoke masters. Though everyone in Altorio begs to differ, they just don't tell them in their faces.
*each can only be summoned once, for a maximum of 5 turns, after vanishing, they can't be summoned again. Summoning both will count as two jutsus*
B-Ranks

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(Oumu Kuchiyose no Jutsu: Tsukai no Saci) Parrot Summoning Technique: Messegers of Saci
Rank: B
Range: Short-Mid
Chakra Cost: 20 (15 for Saci Pererê only)
Damage Points: N/A
Description: The messengers of Saci consist on 3 small parrots, Saci Pererê, Saci Trique e Saci Saçurá. The Saci are the fastest parrots one can summon and are the tricksters of Altorio. The first is a male black parakeet with one leg and a red hootie. The second is a male brown parakeet with a bright pipe. The third is a female grey parakeet with red eyes. They're usually summon in the midst of a dust devil, and speak loud and excitingly fast. Twice per battle, they can fly at such speed that they can prevent even a Sannin from performing handseals at Short Range (If the technique has more than one seal, or a Kage/Sage at if the technique has more than 3 seals, with a burst of speed, striking them with their beaks on specific parts of the body, inducing a small paralysis on the arms and legs, or simply steal whichever weapons or scrolls the opponent has. Saci Pererê has Lightning Chakra and can join his wings like comical hands when he needs handseals.
*Can only be summoned all once per battle, and last 4 turns*
*One can summon only Saci-Pererê, which is the strongest of all twice per battle, or again after summoning all of them (and vice-versa), he lasts 4 turns*
*Created by Luiz*

A-Ranks

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(Oumu Kuchiyose no Jutsu: Zé Carioca ) Parrot Summoning Technique: Zé Carioca
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Zé Carioca is a large green macaw, with a dark umbrella, a brown suit and a coconut hat. He is very polite and joyful, and but very charming with the ladies. He is the son of Parrot boss and thus is holds great political power amongst the parrots of Altorio. He has the ability to enlarge his body and feathers, enabling him to transport up to 2 people on his back, for the cost of 15 chakra. While he is in play, he or his summoner can preform 1 handseal and enlarge any thrown feathers from normal feathers to about 1 meter in height. He has Fire Chakra.
Zé Carioca is Luiz's personal summon. He travelled from Altorio and is able to remain in play without cost for the whole battle. He is of the same rank as Luiz and has the same chakra reservations.
*Lasts 4 turns for any summoner apart from Luiz, and can only be used once per battle*
*Created by Luiz*

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(Oumu Kuchiyose no Jutsu: Vitória Régia ) Parrot Summoning Technique: Vitória Régia
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Vitória Régia is a large blue macaw with incredible beauty. She is a very bright and fun macaw, who loves to Samba and party. She wears a beautiful Victoria Amazonica, a large white water lily, from where she gets the name, on her head. She has Water affinity, and is able to swim fastly, underwater. She holds the Naiá, the Moon Dagger on her belly, which is a bright silver katana with the power to suck absorb water on it's blade. A cut from it will drain large amounts of water, constant contact will result on the mummification of the enemy. The weapon can absorb up to 1 S rank water jutsus, 2 A ranks, 3 B ranks and all C and D ranked jutsus per battle.
She is Lili-chwan's personal summon, and has travelled from Altorio, thus she is able to stay with Lili all the battle without cost.

*Without Vitória, there's no Naiá*
*Any summoner apart from Lili-Chwan can only summon her once per battle, for 4 turns*
*After the sword absorbs the water, the user can shoot it out again, but only after the battle ends
*Created by Luiz*

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( Oumu Kuchyiose no Jutsu: Chonmage no Oumu ) Parrot Summoning Technique: Favela Cockatoos
Rank: A
Type: Supplementary
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: The Parrot Contract allows the user to summon a variety of different parrots. The Favela Cockatoos are part of the Cockatoo Clan, parrots with an ostentatious head crest, but have a very unique skill. They are uncoformist and against the current regime of the Macaws within the Altorio rainforest, so, rejecting their ninjutsu background, the Favela Cockatoos embraced the Samurai methods and culture. Similarily to Gamachu from the Toad Contract, the Favela Cockatoos are capable of using Samurai and Kenjutsu techniques isntead of Ninjutsu and the Parrot Arts. They can be summoned, for they are part of the contract, but they can't summon other parrots or humans.
Their techniques suffer no damage increase, but they acquire a certain orange glow, like a tropical brazilian sun, with a certain warmth. The Favela Parrots are within the Altorio Parrot size norm, as stated withing the contract, their largest being only slightly larger than the average ( Tiger sized, up to 3 people ). Favela Cockatoos usually come into battle with one or two samurai armor pieces, and samurai swords has weapons.
While constantly headbutting with the Macaw Royal Guard, the Capoeira Lovebirds, they are great drinkers, and enjoy partying as much as any other parrot.

*Can only summon 1 Favela Cockatoo per technique*
*They stay in battle for 5 turns*
*Can only be summoned once per battle*

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( Oumu Kuchyiose no Jutsu: Shin'ei no Oumu ) Parrot Summoning Technique: Capoeira Lovebirds
Rank: A
Type: Supplementary
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: The Parrot Contract allows the user to summon a variety of different parrots. The Capoeira Lovebirds are part of the Lovebird Clan, parrots with sharp and long fingers, small bodies and a plumage with a multitude of bright colors, but have a very unique skill. The Lovebirds are known as some of the smallest birds in the contract, as Capoeira Lovebirds are no different, their sizes being 1/4th of average Altorio Parrot Size Standard, as described in the contract. But through their inherited skill, they are able to engorge their body and feathers and reach sizes of up to 2 and 3 times bigger than Standard. This change is nearly instant, and can be called upon without any handseal or chakra cost once per turn, to either engorge or revert to the normal size. Parrot Techniques used by the Capoeira Lovebirds pertain to their current size. With one handseal, they are able to retain their size and merely increase or decrease the size of their parrot techniques. When they're in battle, the human summoner is able to do the same with his/her own parrot techniques, but, in this case, it counts as a turn. The size differences are described in the techniques, this does not give an extra damage boost. The Capoeira Lovebirds compose the Macaw Royal Guard, and work directly with the Altorio Royalty to keep the order. They are usually summoned with medieval armor and weaponry.
Capoeira Lovebirds enjoy dancing and playing percussion instruments.

*Can only summon 1 Capoeira Lovebird per technique*
*They stay in battle for 5 turns*

S-Ranks

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(Oumu Kuchiyose no Jutsu: Nijiiro ) Parrot Summoning Technique: Iris Gloriosa
Rank: S
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: Iris Gloriosa is a beautiful rainbow colored macaw with Fire, the queen of Altorio. She is half the size of a normal Summon Boss, although having a rivaling sized wingspan. Twice per battle, she is able to run her fire chakra through her feathers, creating a burning light of multicolors, flashing her opponents and stealing their sight, not through chakra but through the light alone (Not a genjutsu). Her fire jutsus display a strong rainbow glow, burning brighter than normal fire, although at a much weaker effect than her blinding flash, without any added strength. She speaks with a very soft and joyful brazilian accent, like a royal lady, yet very playful and youthful.
*Can only be summoned once*
*Lasts 4 turns*

Multiple-Ranks

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(Oumu Kuchiyose no Jutsu: Kuchibashi no Oumu ) Parrot Summoning Technique: Bico Parrots
Rank: D-S
Range: N/A
Chakra Cost: 10-40
Damage Points: N/A
Description: The Parrot Contract allows the user to summon a variety of different parrots. The Bico Parrots are actually not a species within a Clan, but rather a clan-transversal mutation that some parrots developed. This means that the parrots summoned by this technique can have any size or appearance, but will all have the same skills. Parrots are known for their extraordinarily engineered beak, both in beauty and mechanical strength. The Bico Parrots thus focused their ninjutsu skills on their beaks, allowing them to manipulate them at will. They are able to quickly shoot, at arrow speed, and renew their entire beak, as well as remotely control their flight path and their opening width, through chakra. The beaks can be shot and renewed once per turn ( the new beak appearing right away, but can't be manipulated until the next turn ), and can be manipulated throughout that turn. The strength of a parrot beak, and thus, the strength of the attack, is entirely dependent on size, rather than shape ( as most parrot's beaks are identical ). As such, upon summoning, the user will infuse the adequate amount of chakra to summon bigger or smaller parrots. The average size of an Altorio Parrot, as described in the contract ( Lion - 2 people riding ), is equivalent to the cannon technique ( B rank ). With the D rank starting at roughly 1/9 the standard size, it increases by 3 every rank, up to roughly the size of 9 times the standard, which around half a boss summoning (with rivaling wing-span). Bico Parrots were considered for the Macaw Royal Guard, but were then crossed off because they were more of a pacifist group and prefered to sing, even if lousily. They can use their beaks, claws and swords for Kenjutsu.
When a Bico Parrot is in place, the opponent is able to, through 1 handseal, create a beak on his/her body, and shoot it at arrow speeds, equivalent to a B ranked technique. This requires the user to spend 20 chakra and counts as a move.

*Can only summon 1 Bico Parrot per technique*
*D to A-Rank summons can stay in battle for 4 turns*
*S Rank version can only be summoned once per battle*
*S Rank version can only stay for 3 turns*
*Technique can only be used 3 times per battle, once every 3 turns*

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(Oumu Kuchiyose no Jutsu: Jibo no Oumu ) Parrot Summoning Technique: Redentor Kakapos
Rank: D-S
Range: N/A
Chakra Cost: 10-40
Damage Points: N/A
Description: The Parrot Contract allows the user to summon a variety of different parrots. The Redentor Kakapos are part of the Kakapo Clan, heavy and flightless parrots with finely blotched plumaged, a facial disk and short legs, but have a very unique skill. Redentor Kakapo developed a very strong Earth Affinity, which they allied with their dense and heavy body, to create a powerful shield, making them defensive summons, rather than offensive, in an inherited skill similar to Earth Style: Added Weight series or Earth Style: Earth Spear. In essence, their body can be considered am actively regenerating Earth Spear, in terms of what level of ninjutsu it can withstand, including elemental nature. In essence, imagining the B rank Earth Spear, it can overpower neutral elements up to C rank and B water, but only D ranked lightning. Techniques that would equal the Earth Spear would be neutralized at the cost of the technique, meaning the parrot would withstand the attack but be forced to vanish. Techniques that would overpower the Earth Spear will kill the parrot and carry on. The strength of a parrot, and thus, the strength of the defense, is entirely dependent on size. As such, upon summoning, the user will infuse the adequate amount of chakra to summon bigger or smaller kakapos. The average size of an Altorio Parrot, as described in the contract ( Lion - 2 people riding ), is equivalent to the cannon technique ( B rank ), and is half the average size of a standard Kakapo Parrot, which are larger. With the D rank starting at roughly 1/9 the standard Kakapo size, it increases by 3 every rank, up to roughly the size of 9 times the kakapo standard, which around a boss summoning. Due to their strength, Egg Droping and Feather Techniques are given a +10 boost in damage, which is shared by the summoner while they're in battle.
Redentor Kakapos are very warm and loving parrots, and are very cheerful and happy. They can't move very well, but love to dance either way.

*Can only summon 1 Redentor Kakapo per technique*
*They stay in battle for 4 turns*
*S Rank version can only be summoned once per battle*
*S Rank version can only stay for 2 turns*
*Can only use Earth Techniques up to the previous rank*
*Can only be used twice per battle, once every 3 turns*


Parrot Arts



D-Rank

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( Oumu no Jutsu: Shorei ) Parrot Style: Message
Type: Supplementary
Rank: D
Range: Short (on summoning the feather)/Long (on transmission)
Chakra Cost: 10
Damage Points: N/A
Description: Similar to a summoning technique, this allows the user to summon and vanish a feather from any parrot in Altorio. The feather will be attached to it's owner by chakra, allowing the user to charge chakra through the feather that will be felt by the owner, and the other way around as long as the feather is in the user's possession. Through a common understanding, the different intensities of the chakra information or frequency of information allows messages to be sent through any distance.
*With this I claim rights to the idea behind this technique, reserving to myself the permission for other Bird Summoning Contracts to create their version of Message. Rights for hair (Mammal Contracts) and Scales (Reptile and Piscis Contracts). If other users find a different part to use, I claim no rights as I can't think of them by myself*
*It transfers just a signal, a small fluctuation. It is neither able to break someone from a genjutsu or block an attack like Minato's technique. It's like morse code. It's purpose is the same as morse code, being a form of primitive communication.*
*Created by Luiz

C-Rank

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(Oumu no Jutsu: Rio no Shanikusai) Parrot Style: Rio’s Carnival
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage Points: 30
Description: Multiple parrots from a multitude of colours, shapes and sizes burst out of the users’s body, hitting a opponents with a barrage of beak slams and claw scratches, and provide a great distraction for the user to flee or attack, amidst the flying birds. The technique works similarly to the Murder of Crows Confusion. The amount of birds that appear depend on the chakra the user puts into the technique, when no longer needed, the parrots disperse. In parties, the user can make the parrots dance Samba.
*Created by Luiz*

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(Oumu Jutsu: Hare Bakudan) Parrot Style: Explosive Feathers
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage Points: 30
Description: After throwing the feathers, the user can make them explode with one handseal, which can be done with one hand only, the size of the explosion being proportional to the size of the feathers. A normal sized feathers, such as those thrown by normal sized parrots or human summoners are of the same power as a paper bomb.
*Created by Luiz*

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(Oumu no Jutsu: Hane Shuriken) Parrot Style: Throwing Feathers
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage Points: 30
Description: This techniques stands as the parrots ability to shoot their wing's feathers towards their opponents, as sharp thrown projectiles. Depending on the size, chakra reservations and overall characteristic of the feathers, this technique can have lesser or greater damage. A Parrot summoner can create feathers on their hands and then throw them, as if they are kunais, for they acquire steel-like properties during the duration of the throw, or charge them with chakra for greater effects. The smaller parrots have feathers that pack the same damage as shaving razors. Normal parrots and human summoners have feathers from the size of small daggers, and pack the same damage. The larger feathers would have a size and damage ability equivalent to Zabuza's sword.
*Created by Luiz*

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Type: Supplementary
Rank: B
Range: Self
Chakra: 20 (+5 chakra per turn, if the parrot is displaying continuously changing colors)
Damage: N/A
Description: A simple parrot arts technique created for parrots. A Parrot will spread its wing and channel chakra through one/all feathers, depending on usages. The chakra would allow them to change the color of the feathers and by doing so, the parrot would be able to create a "picture" through their feathers. It can act as a way to communicate through parrot and humans, and/or act as a makeshift TV by continuously changing the color of the feathers to create moving pictures. Furthermore, by spreading their wings out, the parrot can manipulate the colors of the feathers to mimic the background, acting as a camouflage. Should a parrot move while using this camouflaging effect, a ripple like pattern would be seen by the opponent.
*Must have signed the Parrots Contract*
*"Streaming" or "moving" pictures lasts a maximum of three turns.
Taught to: Lili-Chwan

A-Ranks

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( Oumu no Jutsu: Saru Inasu) Parrot Arts: Monkey Chase
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: This jutsu relies on bird's innate magnetic compass that allows them to migrate over extensive distances across the globe. Allying chakra to it, a parrot using this technique would be able to pinpoint any chakra signature he had contact with, regardless of distance. This technique serves not as the detection itself for that is innate, but as the locking of a target's signature in the parrot's brain. It requires the summon to be short-range from the target or short range from a place where the target stood for a relatively long period of time (Unless the target is using or used a camouflage jutsu during that time). After the target is successfully locked, the bird can sense it anywhere in the world, with very little interference (Only Muu's camouflage technique would hide himself from this, higher than 15 meters, other means would have to interfere with the ability itself).
*Can only be used by parrots*
*Can only lock on two targets at a time*

Multiple-Ranks

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(Oumu Jutsu: Tamago Matsuri I) Parrot Style: Egg Festival I
Rank: E-C
Range: Short
Chakra Cost: 5-15
Damage Points: 10-30
Description: This techniques stands as the parrots ability to lay normal eggs and let them hit their opponents. Depending on the size, chakra reservations and overall characteristics of the user, this technique can have lesser or greater damage. A Parrot summoner can create eggs on their hands and then throw them, as if they are projectiles. The smaller parrots will lay 10-15 smaller eggs, about the size of quail eggs. Normal parrots and human summoners have 5-8 eggs of chicken egg size. The larger parrots, laying up to 3 of the biggest eggs, from parrots about the size of Gamabunta, which would be about the size of a human.
*The biggest technique is a C ranked egg that has a damage of 30 points. The others are significantly smaller, a normal egg being D rank. The larger eggs cost the same as a D rank technique but cause a little bit more damage, something like 25. The smaller eggs are E ranked.
*Created by Luiz*

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(Oumu Jutsu: Tamago Matsuri II) Parrot Style: Egg Festival II
Rank: D-B
Range: Short
Chakra Cost: 10-20
Damage Points: 20-40
Description: This techniques stands as the parrots ability to lay especial eggs and let them hit their opponents, these especial eggs extremely thick and heavy like dumbbells. Depending on the size, chakra reservations and overall characteristics of the user, this technique can have lesser or greater damage. A Parrot summoner can create eggs on their hands and then throw them, as if they are projectiles. The smaller parrots will lay 7-10 eggs of about 5kg. Normal parrots and human summoners have 3-6 eggs of about 15 kg. The larger parrots, laying up to 2 of the biggest eggs, from parrots about the size of Gamabunta, would weight about about 300 kg .
*The biggest technique is a B ranked egg that has a damage of 40 points. The others are significantly smaller, a normal egg being C rank. The larger eggs cost the same as a C rank technique but cause a little bit more damage, something like 35. The smaller eggs are D ranked.
*Created by Luiz*

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(Oumu Jutsu: Tamago Matsuri III) Parrot Style: Egg Festival III
Rank: C-A
Range: Short
Chakra Cost: 15-30
Damage Points: 30-60
Description: This techniques stands as the parrots ability to lay special eggs and let them hit their opponents, these special eggs have explosive upon contact or when the user decides to detonate them. Depending on the size, chakra reservations and overall characteristics of the user, this technique can have lesser or greater damage. A Parrot summoner can create eggs on their hands and then throw them, as if they are projectiles. The smaller parrots will lay 5-8 eggs which have the explosion abilities of a paper bomb. Normal parrots and human summoners have 2-5 eggs of about 5-7 paper bombs power. The larger parrots (laying only 1) would follow the same line, the biggest eggs, from parrots about the size of Gamabunta would explode with the equivalent power of Deidara's C3 bomb.
*The biggest technique is an A ranked egg that has a damage of 60 points. The others are significantly smaller, a normal egg being B rank. The larger eggs cost the same as a B rank technique but cause a little bit more damage, something like 50. The smaller eggs are C ranked.
*Created by Luiz*
 
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