♜ Azráel's Hideout ♜

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Table Of Contents

General Techniques






6. Fuuinjutsu


Basic Elemental Ninjutsu

7. Water
8. Fire
9. Lightening
10. Earth
11. Wind
12. Combinations


Advanced Elemental Ninjutsu

13. Rain
14. Argon
15. CE2
16. CE3
17. CE4


Advanced Ninjutsu

18. Summoning: Rhinoceros Beetle (Dropped)
19. Summoning: Snakes
20. Summoning: Box Jellyfish
21. Summoning: Griffins


Group Ninjutsu
22. a. Village Customs
22. b. Lightening Monks
22. c. The Hidden Mist Village


Custom Clan Based Techniques

23. Mandalore Techniques


Other Abilities

24. Sage Mode
25. Shadows
26. Clay Techniques
27. Wood Techniques
28. Zetsu Specific Abilities


Customs Fighting Styles

29. Shadow Combat
30. Reaper Art Of Dracova
31. Ars Planetarium
32. ----


 
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The Legend of Ra's al Ghul
✘ General Techniques

1. (6/6)
2. (6/6)
3. (6/6)
4. (1/6)
5. (0/6)
6. (0/6)
7. (1/6)
8. (1/6)
9. (3/6)
10. (0/6)
11. (0/6)
12. (1/6)
13. (1/6)
14.
15.
16.
17.
18.
19.
20.
21.
22.
23.
24.
25.
26.
27.
28.
29.
30.
31.
32.
33.
34.
35.

✘ Companions of the Legend

♆ Snakes:
1. (2/6)
2.
3.
4.
5.

✘ Weapons
1.

✘ Fighting Styles

♆ Ars Planetarium:
1. Ars Planetarium: Synergy of Dust
2. Ars Planetarium: Deception of a Shape Shifter

♆ Shadow Combat:
1. Shadow Combat Style: Simple Spike
2. Shadow Combat Style: Arc Slash
3. Shadow Combat: Crippled Arms of a Demon
4. Shadow Combat: Maligned Body of a Greedy Old Man
5. Shadow Combat Style: Vengeance of an Furious Pufferfish

✘ Custom Elements
♆ Argon
1. Argon Release: Orchid Tools of Assassins
2. Argon Release: The Legends of Azure
3.
Hidden Archives
✘ Techniques that I can trade:

1. Fire Release: Ebony Dressed for Sunset (1/3)
2. Lightening Release: Peaceful Death and Pretty Flowers (0/3)
3. Wood Release: Born Treacherous (0/2)
4. Fire Release: Atom Balls (0/1)
5. Fire Release: Luminous Festival (0/3)
6. Fire Release: Burnt Popcorn (0/3)
7. Wind Release: Neptune's Cry (2/3)​
Presents from Companions
✘ Custom Weapons

✘ Ninjutsu
1.
2.

✘ Taijutsu
1.
2.
3.
4.

✘ Genjutsu
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.

✘ Kenjutsu

✘ Fuuinjutsu
1.
2.

✘ Water
1.
2.
3.
4.

✘ Fire
1.
2.
3.
4.
5.
6.
7.
8.

✘ Lightning
1.
2.
3.
4.
5.
6.
7.

✘ Earth
1.
2.
3.
4.

✘ Wind
1.
2.
3.
4.
5.
6. Wind Release: Neptune's Cry
7. Wind Style: It's in the Wind

✘ Combination
1.

✘ Rain

✘ Snakes
1.
2.
3.
4.
5.


✘ Box Jellyfish
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.

✘ Griffin
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.

✘ Sage Mode
1.
2.
3.
4.
5.

✘ Shadows
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.

✘ Clay
1.
2.
 
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Flash

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My Own Creation


Dust
Rank: S
Type: Weapon
Range: Short
Chakra cost: Depends on the technique used.
Damage points: N/A
Description: Seven years ago, Death tracked down an ancient artifact, a crystal ball which was long forgotten in an ancient war in a cave near the now-Kirigakure borders. Designed by the Elves of Valinor in the Uttermost West, the crystal ball is meant to be used both as a weapon and a tool of disguise on journeys. It contains all the knowledge that the owner and the previous owners acquired throughout their journeys. That is why it is known to be omniscient to an extent. The legends about this crystal ball say that it had a living soul of the original user in it. No one ever questioned it, as the crystal ball would simply move on its own accord and not listen to its owner, if he were weak or deemed unworthy of controlling it. But at least it was safe to assume that the crystal ball was a sentient weapon. This spherical crystal ball, with the size of a human head had a snowy-cloudy white color and it would change its color and appearance inside it to show whatever the user wished. This helped Death to infiltrate various villages, disguising himself as fortune-teller. Death would ask the enemies to concentrate in the crystal ball, which would capture them off-guard in genjutsus reliant on the orb and allow him to pass through freely. The crystal ball, is capable of communicating telepathically with the user. Also, being a sentient tool, it could see the world through its crystal surface and transmit the information to the owner as the owner's vision was directly linked to it. It could also telepathically communicate with the user, in order to share its wisdom. However, this is secondary to its main ability, which is to hover in the air. By passively absorbing chakra from the user (5 chakra per turn), the crystal ball could float in the air, near and far from the user according to his wishes. The ball, carries the user's chakra in it and so, can perform various elemental and non-elemental techniques. Being made of some unknown material, this ball is quite strong and is indestructible. Over time, fighting alongside with Death, the crystal ball learned yet another ability that it could use to aid the user - the ability to speak! Although it rarely talks about what it thinks, it usually speaks whatever the user wants spoken without having to open his mouth. Dust could do either that, or simply hold the voice notes that the user releases for a longer period of time.
Note: Can only be taught by Flásh


Taught by Others

N/A
 
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Canon


(Chakra Henkanshi no Jutsu) - Chakra Sensing Technique
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15 (- 5 per turn)
Damage: N/A
Description: This is a very advanced of advancing the ability to feel and sense chakra. The technique allows the user to concentrate and detect someone's chakra. Users can use this to determine the nature of a jutsu used as well as sense masses of chakra. The use of this can be compared to Sharingan's brutish level of sensory, able to sense collection of chakra but not the level of clarity and precision Byakugan has.

Note: Can only be used by bios with Sensory ability.
Note: After having on a bio for 1 month, users gain the ability to activate Sensory passively.


My Own Creation


(Ninjutsu: Minikui orudokamereon no ninshiki) | Ninja Arts: Perception Of An Ugly Old Chameleon
Type : Supplementary
Rank : C
Range : Short-Mid
Chakra Cost : 15
Damage Points : N/A
Description : This is a secret ninjutsu technique created when a Hidden Leaf shinobi got inspired by how the Senseis used a special paper and asked their students to channel their chakra so as to assess a Shinobi's elemental affinity. This jutsu uses the same concept to know what elemental chakra the shinobi is molding, the knowledge which he could use as an advantage in the battlefield. The user begins by channeling his chakra into the atmosphere in the battlefield all around his opponent. This is done similar to how shinobi channel their chakra into the air, to shape manipulate the wind to form any entity. However the difference here is that chakra channeled into the atmosphere remains as chakra (say more like a gas, but invisible to normal eyesight) and does not gain any elemental affinity. This chakra that the user channels into the atmosphere, has similar properties to that of these special papers used by Senseis; in a sense that they change their color when the opponent moulds chakra of a particular element. So for example when the opponent moulds his Lightning chakra, the opponent will have a yellowish shroud around him due to the user's chakra present all around him. When he moulds his Wind chakra, he will have a greenish shroud around him etc. For customs elements or KGs, the opponent will have a mixture of those colours. For example when the opponent moulds his wood chakra, he will have a shroud of bluish brown that represents Water and Earth. The user can control his chakra with his mind, meaning that he can form it around one opponent and neglect other, or form it around both of them, as he wishes. Once the color changes, it can be seen by everyone. The user's chakra when it surrounds the target, gets latched to him (similar to how genjutsus work). But the difference is that the chakra stays around him, and does not enter his body (like in genjutsu). Now the user's chakra acts like a part of the opponent's chakra system, which will now receive information instantly about any changes in the opponent's chakra. So when the opponent performs some handseals, he is already molding chakra of a particular element, which the user will be aware of before the opponent launches the jutsu (as soon as he molds the chakra of that element). This can technically help the user be better prepared in a battle. This technique is specially useful in the Ninja World to know if the target will attack or stay neutral. Th e user's chakra by itself causes no damage to the opponent whatsoever. The user's chakra always has a mental connection with the user. Meaning that, it will notify the user of the changes that happens mentally. However, "change" or "no change" is the only information that it shares (similar to binary). 1 indicating a change, and 0 indicating no change (the user obviously has his own methods). Which is why, it is necessary to have a visual of the opponent to get a detailed knowledge (the color change) of his chakra activity. The reason why this technique comes handy is because the user's chakra reacts instantly, providing him with the knowledge of the user's attack and thus allowing him to react faster.
Note:
Can be used 2 times
Lasts 5 turns max.
Can only be taught by Azráel

Taught to

Kirabi | Akasha | NK | - | - | -



Taught by Others


S-Rank

(Ninpou: Mitsudo Shifuto)- Ninja Arts: Density Shift
Type: Supplementary
Rank: S Rank
Range: Long Range
Chakra: 40
Damage: N/A
Description: The user performs the Ox → Monkey → Hare → Rat → Boar →Bird → Ram hand seals, then he touch the surface of water or earth. Causing the denser parts of that solid to shift upwards, switching places with the current surface. Changing the landscape, thus causing the Earth to react naturally. When dense earth for example the core switches with swamp of the under world, everyone would be able to move about freely. While under the surface, the swamp would still be there. For Earth's counter part water comes in contact with this jutsu, the temperature drops dramatically. Causing water to harden into ice, and for storm/hurricane clouds to form around the battle field.
Note: Can only be used once per battle
Note: Can only be used on Earth and Water substances
Note: When used on jutsus, it only works for A rank and below techniques
Note: This jutsu cause absolutely no damage to anyone.
Note: The user's hand specifically needs to be in contact with water or Earth for this to work
Note: Can only be taught by Gecko.
Odin Hishu (Odin dagger)
Type:Attack
Rank: S
Range: short to mid
Chakra cost: 40
Damage Points: 80 + one range push back (not counted as a finisher)
Description: Using shape manipulation, a chakra ball of 2 feet in dimension appears at the index finger tip and it is shot at the target. If hit,the victim is sent flying one range back. It can break through smaller projetile shots of up to non-elemental S rank. But only the ones it meets during its travel meaning other senbon from the opponent can still come at the user.(eg,the jutsu below-Odin Fists)
Note: Usable only 2 times. Takes one turn to use again. Must have completed the chakra control training session from a sensei.


 
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Flash

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My Own Creation


N/A


Taught by Others


B-Rank

(Dim Mak - Hishou Ude Itami) - Deaths Touch - Soaring Arm Pain
Rank: B
Range: Short
Type: Offensive
Chakra Cost: N/A
Damage Points: 40
Description: The user pulls back his arm and sticks two fingers out into a striking position, he then strikes fast at the enemy's muscle in the arm his Biceps and Triceps. He hits in such a way,focusing on internal damage,that he tears the muscle in the enemy's arm causing soaring arm pain. If the attack is successful the enemy is unable to use that arm for a turn. Continues use on the arm will cause major pain.
Note
~Lasts for 1 turn
~Must be taught by Dim Mak to use
S-Rank

Hebereke Tentei Kobushi: Drunken God Fist
Rank: S
Type: Supplementary
Range: Short
Chakra: 40
Damage: (+10 to Drunken techs) (-20 to falling)
Description: After entering the Drunken Fist state, the user continues to drink and then enhances the effects by applying chakra. By doing so the user begins to move faster, and become even more unpredictable and fluid. The user becomes so fluid and unpredictable in his motion that even the MS can't determine the users movements and allows the user to dodge techniques on a whim in a unorthadox but effective way without the use of a ninjutsu. But despite this the user becomes so drunk that it becomes harder for him to control his chakra therefore the user only becomes unable to use Nin or Genjutsu in this mode.
(Last 3 turns)
(usable once)
Satsui no Hado| Surge of Murderous Intent
Rank: S
Type: Supplementary
Range: Short
Chakra: 40
Damage: (+50 to taijutsu based attacks)
Description: To tap into Satsui no Hado, a fighter must be so consumed with the desire to win that they are willing to kill. As a result, only people who push themselves to be the best at all costs can take advantage of it. However, the untrained mind can be driven to a temporary insanity if they have not prepared for it. For those who do succeed in controlling it, they develop an almost cold, cynical detachment from themselves. Using this the user also develops a new fighting style called; Ansatsuken or the "assassination fist" this allows any of the user taijutsu based attacks to have more destructive power as the user now has amplified his intent to kill ten-fold. During the time this is in use the a kanji with the symbol of destruction which appears on the user's back. Also during this mode, the user focuses on three major principles:
Hadō (Surge)
It is the founding principle behind Ansatsuken. Through Hadō, a martial artist utilizes his/her will (or intent) to draw in chakra and project it out at an opponent as a concussive force upto Short Range.
Shōryū (Rising Dragon)
This is a set of techniques where a martial artist uses chakra to propel himself/herself upward at the airborne opponent. During the ascent, he/she is invincible to most attacks. However, his/her descent renders him/her vulnerable.
Tatsumakisenpū (Tornado Kick)
The martial artist's body is supported and spun above the ground on a column of spiralling chakra for a limited time of one turn. With this the user is able to "float in the air" for a certain amount of time.
With these priniciples the user is able to deliver powerful blows to the opponent at the cost losing himself in the process.
(Usable Once Per Battle)
(Users Chakra Manipulation is ceased for 2 turns afterwards)
( Once in the grip of this bloodlust, no Nin or Gen jutsu can be used. }
(Last 3 Turns)
F-Rank

Kongou Koku Retsu Zan| Country Destroying Adamantine Slash
Rank: Forbidden
Type: Attack
Range: Short-Mid
Chakra: 50
Damage: 90
Description: The user first applies chakra to most of his body until it radiates off of his skin, then by rearing back the user then preforms a powerful chop to the earth itself with a subsequent wave blast surrounding him on both sides. Although the wave increases the range of it somewhat, the true damage property is a point-blank range. If the opponent is near when this move takes place it means near instant death as the chakra pressure seems to crush there bodies once released.
(Usable once)
(User can't manipulate his chakras for three turns afterwards)
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My Own Creation


(Genjutsu: Hausuhae no shinapusu) | Illusion Arts: Synapses Of The House Fly
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: When a person touches something really hot, the temperature receptors in the skin sense the high temperature and sends nerve impulses via sensory neurons to the spinal chord and then to the motor neurons. The motor neuron will then send a message to the muscles in the arm telling them to contract so that the hand can untouch the object. This is a quick reflex system deployed by the human body and the muscles involuntarily perform the action. This particular genjutsu is based on the very same concept. By channeling chakra into the opponent's brain, the user can cause the opponent to feel similar effects in his body which would make the opponent to perform the respective involunatry reflexive reactions for it. For example, the target may suddenly feel his sword to be hot and pull his arm back while opening his palm to release the blade. Another example would be that the opponent would feel a sharp pain at the back of his elbow, more like an insect bite or a sting with a needle/senbon which would cause him to push his elbow forward. The pain felt due the illusion does not cause any (or minor damage which can be neglected) mental damage to the target. The pain can however last for a millisecond to more than few seconds and will depend on the user how he wants to manipulate the genjutsu. The justu does not limit the user by just giving him the ability to cause minor pain. The core ability of this jutsu relies on the fact that it can cause the opponents to perform certain small reactions. Hence, creating irritation in the target's eye, causing him to rub his eye etc. is also possible. Physical strength of a person would not matter as it is just an illusion, which can affect anyone who is vulnerable to genjutsu, and it would hence, be up to the opponent to figure out that it's an illusion.
Note:
Can only be used three times.
Can only be taught by Azráel

Taught to:

Kirabi | NK | - | N/A | N/A | N/A

A-Rank

(Genjutsu: Shichi kara fukkatsu)|Illusion Release: Back from the Dead
Rank : A
Type : Attack
Range : Short-Mid
Chakra cost : 30
Damage points : 60
Description : This is one of those illusions which leave a severe after-effect on your mind, that starts affecting you physically. The user forms the seal of confrontation and puts the opponent in an illusion where he'd see 6 skeletons rising from the ground. These skeletons have twice the speed of the opponent. Ex. If the opponent's speed is 10, the skeletons' speed would be 20. If the opponent is an EiG user, the skeletons would be twice as faster as him since its just an illusion. The speed pertains to movement and not to the ability the enemy might have to perform a technique or counters; only running or moving speed. Once they rise from the ground, they either pin the opponent down to the ground using their incredible speed, or slice his body into pieces using the two long swords that each of them hold.The skeletons are also able to perform free-form moves as per the user's manipulation of the illusion. The victim is forced to the ground where he sees blood oozing out of his body, and him unable to move in the illusion. The opponent in reality is left unable to move any of his limbs although the illusion pertain only to the skeletons, not locking the enemy in a dream-like world. Instead, the skeletons overlap and appear from the field all around, merging both reality and the illusionary effect. The genjutsu manipulates the senses to such an extreme that the victim is left to feel terrible pain all over his body if the skeletons are made to attack.
-Can only be taught by Flash07
-Can't use any other genjutsu in the same and next turn.
-Can only be used twice.
Taught to

Oasis Nara | Shady Doctor | Lili-Chwan | Shade Dracova | Kirabi | Yashiro



Taught By Others


B-Rank

(Genjutsu: Gensō no meiro) | Illusionary Arts : Illusionary Maze
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: N/A
Description: The user performs the Tiger → Boar handseals and seems to dissolve into the air, at the same time the opponent will see a maze rise around him, trapping him in it. The opponent thinks he moves forwards trough the maze to find his way out, but in reality he stands frozen on his place, unable to move and making him vulnerable for attacks.
Note: Maze stays in place for 3 turns
Note: Can only be taught by -Severus Snape-

(Genjutsu: Mizu Ei ) - Illusion Technique: Water Wrap
Rank: B
Type: Supplementary/Defensive
Range: Short- Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user releases his chakra and inserts it into his opponents brain whilst performing the snake hand seal, making it seem as if a long thick rope of water has suddenly materialize out of nowhere and wraps it self around the opponent, constricting the opponents movement, the rope would be so tight that the opponent wouldn't be able to move any parts of his body, thus preventing him from performing any hand seals, in reality the opponent would just be standing still struggling to move since he thinks a rope of water has tightly wrapped itself around his body.
Note: Can only be used 4 times.
Note: No other genjutsu in same turn.
Note: Lasts for 2 turn if the opponent hasn't managed to figure out it's a genjutsu and release himself.
(Genjutsu: Me dakkyuu) - Illusionary Arts: Eye dislocation
Type: Offensive
Rank: B-rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user will perform two handseals (starting with boar) inducing the target in an illusion by sending their own chakra to disrupt the target's chakra system and the chakra within their brain. Right after performing the handseal, the target's senses would make them believe that the user possesses some increased speed ability and is using it to move quickly to their location, giving them few quick kicks and punches which sets them off balance. In the illusion, they won't be capable of matching their own speed with the user. They will then believe that the user has suddenly moved behind them and is pointing/touching the back of their (target's) head with their (the user's) index and middle finger as to release a projectile out of them at the back of the target's head. At that moment the target's eyes will have their eyeballs getting dislocated as if they were forcefully attracted by the user's 2 fingers, causing them to turn back 180 degrees as to stare behind themselves yet having their head facing the other side. This is all in the illusion and makes them feel great pain in the illusion causing some mental damage in reality aswell. In reality the target would be falling due to getting out of balance in the genjutsu (because of the few kicks and punches). When the genjutsu ends, the target will be capable of standing up but with some mental pain due to having had his eyes dislocated in the genjutsu. However, in reality, nothing happens to his eyes apart from being momentarily blinded while under the effects of the illusion.

Note: Usable twice per battle
Note: No genjutsu the same turn
Note: Cannot be used the following turn
Note: Must be taught by -Tsuki
(Genjutsu: Ketsuraku Chuushin) Illusionary Arts: Missing Heart
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-Rank

(Onchou Kyou Buru-su) - Rhythm and Blues
Rank: A
Type:Supplementary
Range: Short-Mid
Chakra Cost:30
Damage Points:N/A
Description: This Genjutsu will
affect the sense of hearing of the opponent. The user first make 6 hand seals and then will hum in a low rhythmical beat and tap their feet to the beat which will bind the opponent who will hear it. The victim will feel their body moving to the beat and wont be able to move on their own free will. The victim will then be moving towards the source of the sound. This Genjutsu will only restrict the movement of the opponent. The oppenent will still see and feel what is happening around him.
Note: Since its a sound base, a strong sound can cancel the humming and tapping of the user
Note: This jutsu only affect the legs of the opponent, leaving him fully capable of performing hand seals.
Note: Cant be seen by Dojutsu.
Note: Genjutsu last 2 turns.
Note: No other Genjutsu until the end of the battle.
Note: Can only be use/taught by WastedMonkey.
Genjutsu: Magirawashii no Serifu| Illusionary Arts: The Misleading Words
Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description:
A simple but powerful illusion that is used immediately before an elemental technique. The user does one hand seal (Tiger, Ram or Horse) before the ones required for the elemental technique that follows. The result is that the enemy will see the next released technique as that of another element. However, to perfect the illusion, the user must train and have the ability to string the hand seal of the genjutsu with the ones of the elemental technique so that they seem to be only one set of hand seals.
Note: Usable 4 times
Note2: Can only be used before techniques of the 5 basic elements that the user knows
Note3: Can only use up to S Rank on the same turn its used
Note4: Can only be taught by Scorps
(Genjutsu: Mushi ome) Illusionnary Technique: Bug vision
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: With a single handseal the user can put his opponent into a genjutsu where his vision will be split into 6 hexagons, much like the vision of bugs. Since he's not accustomed to that kind of vision he would be confused and disoriented because he sees the user, 6 times, same as every action the user performs. The user also has the ability to place himself into the genjutsu in order to increase his vision and awareness much like the Sharingan. Because he sees the image 6 times he can concentrate on different specific spots of the opponents body in each hexagon and this way perceive his motions better than with regular vision. If cast on himself, the effect
lasts for 3 turns.
Note: Useable two times a battle
Note: If the user casts this genjutsu on himself hecan't cast any other genjutsu because they will end the effect
Note: Can only be taught by AoiAkuma
Genjutsu: Shi no pitto o owaru koto no nai|Genjutsu: Never Ending Pit Of Death
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user cast a genjutsu on the opponent to make it seem as if a huge hole formed under him and he is falling to his death. While the opponent is in the midst of the jutsu, the user may finish him quickly or slowly torture him until he dies.
Tip: It is best used when your opponent is making handseals
* Can only be used once a match*
*Can Only Be Taught By ROTM*
Genjutsu: Kuroi Shin'en) - Illusion technique: Black Abyss
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-Rank

(Genjutsu: Shi no shokubutsu no shushi) - Illusionary Arts: Seed of the Death Plant
Type: Supplementary/Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The User performs a sequence of three hand seals and focuses their chakra into the opponent's chakra network. Once the illusion has been cast, It begins the affects on a subtle scale at first before escalating into one gruesome illusion yet beautiful at the same time. During the turn the illusion has been cast, the target would experience a tingling sensation within their bodies, almost as if a seed had begun sprouting it's roots through the body. The target would also have his sense of smell disrupted by the smell of flowers and pollen, compelling the target to sneeze constantly, which in fact would also disrupt the targets sense of sight as with each sneeze the eyes automatically close. Following in the next turn, the roots begin sprouting into flower buds which escalates the affects of the illusion, now the sneezing becomes uncontrollable as the smell becomes even stronger. The target would even begin tasting the flowers overwhelming even the targets sense of taste. The taste of the flowers or roses depends on the user, for example, a tropicana rose for instance tastes like a blade of grass, the pale lavender colored roses have a distinct taste of Black Pepper where as the dark red ones have a faint soapy taste etc. the tastes depends on flower or rose being used for the illusion. During the following and final turn, the roots and flowers would have spread throughout the target's body, leaving no space for further development, the flowers/roses would then burst forth from the target's body, forcing it's way out and inevitably destroying the target's body from the inside out. Ripping apart every fiber of their being and delivering overwhelming and excruciating pain as the target nears death. In reality, during the final turn whilst the target feels as though he is dying, he only drops to the ground unconscious and completely at the mercy of the user.
Note - Can only be used once per battle.
Note - No genjutsu in the following turn.
Note - The illusion remains in affect for three turns, following the loss of consciousness in the third turn and the end of the illusion.
Note - Can only be taught by Yashiro
(Genjutsu: Dokueki Kisu) Illusion: Kiss of the venom
Rank: S
Type: Offensive
Range: Short-Long
Chakra cost: 40
Damage Points: 80
Description: The user will throw needles to the opponent in a direct hit. The victim would come into illusion that his/her whole body’s nerves is going to collapse because of the snakes’ venom. His bodies will go numb – feet and hands – and the venom is aiming to the heart killing the victim. If the victim cannot get out of the illusion he will be killed because of heart attack and if he can escape of the illusion the victim will get hurt from the needles.

Note: Can be used twice in battle
Note: The type of venom that the victim would feel that he's been bitten by the Black Mamba.
Death may occur within 20 minutes.
Note: Must be taught by EAM
 
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Flash

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Fuuinjutsu



My Own Creation


N/A



Taught By Others


A-Rank

(Fuuin: Metsuryū Mahō) - Sealing art: Dragon Slayer Magic
Type: Fuuin
Rank: A
Range: Short (mid range blast when released)
Chakra: 30
Damage: 60
Description: Before the battle the user will have places 5 basic seals in their mouth/throat in preparation. Each of these seals will represent one of the 5 basic elements. In battle, when the user is about to be hit by one of the the 5 basic elements they will perform one handseal activating one of the chosen seals in their mouth as they breath in. In doing so, the element of the seal they activated will be sucking in and sealed into the seal in the users mouth. Much like how Jiraiya sealed Amaterasu. After having sealed the element, the user can then perform one handseal releasing that element from their mouth back at their opponent, in the form of a blast of that chosen element with no shape to it. An exampe of this jutsu would be if the opponent use a B rank fireball, just when it's about to hit the user, he will perform one handseal, activating the seal as he breathes in, as he does, the fireball will be sealed into the seal in the users mouth, without hurting the user. The user could then perform another handseal releasing the fireb back at the opponent as one big blast, the fireball would still be B rank. When the seal is activated, a mass of chakra is released out of the users mouth at high speed, similar to when jiraiya sealed amaterasu in a scroll, but faster. The element would be drawn into this chakra and sealed into the seal in the users mouth.
Note: Each seal can only be used once per battle.
Note: Can only seal one jutsu per seal
Note: Can only seal A rank and below
Note: Must wait 1 turn to use this jutsu again
Note: After a jutsu has been sealed in the users mouth, when they release it back, it counts as one of the 3 jutsu per turns.
Note: Can only seal one element, not elemental combinations.
Note: Useable 3 times

(Fuuinjutsu: Matomemasu) Sealing Jutsu: Bring Together
Rank: A
Type Supplementary
Range: Short-Mid(length the range of the seals can reach up to draw someone or thing)
Chakra Cost: 30
Damage Points: N/A
Description: The user places seals on different objects(inanimate). These seals are connected via their kanji symbols. The seals are activated to draw each other close together. The seals can be activated one at time or multiples at once. These seals primarily for weapon users that uses multiple weapons and can't get them back since they are to far away to reach but can be used to draw in almost anything to another seal. The seals are activated with a hand seal. The speed that the weapon comes together is Sannin rank running speed

-Can only place four seals which is the max, no more can be placed until one of the seals is removed.
-The user automatically has a seal on themselves(must have this jutsu posted in the beginning of a match or in the bio) so that leaves three other seals to be used.
-Placing a seal, removing a seal and attraction(bringing them together) counts towards the three moves per turn
- Cannot be used with the projectile clone jutsu
 
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Flash

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My Own Creation


C-Rank

(Suiton: Ten no namida) Water style: Tears in heavens
Type: Supplementary
Rank: C-Rank
Range: Short - Long
Chakra: 15
Damage: N/A
Description: This technique depends on manipulating water molecules present in the location (water source/water from previous water jutsus) to spread out in the atmosphere. By infusing the user's chakra into these molecules, the user can sense the enemy in/on the battlefield by sensing the body temperature or heat given out by the person. This is exactly like the mist jutsu, but here the molecules doesn't block the vision. The best part about this jutsu is that, the molecules in the air keep building up even if/when it is blown away by the wind till the water source/the water from the previous jutsu dries away. This helps in tough situations when due to some reasons, the user can't find the opponent.
Note: Can only be taught by Flash07.
- Requires a previous or existing water source.
- Lasts only six turns before water molecules evaporate or until water source is destroyed.

Taught to

| | | | |



Taught By Others


A-Rank​

Suiton: Poseidon no yueki | Water Release: Poseidon's Infusion
Type: Supplementary
Rank: A-rank
Range: Short/Long
Chakra Cost: 30
Damage Points: N/A
Description:
The user creates an abundance of thick moisture within the surrounding atmosphere using their suiton chakra as a base. At first sight the moisture itself is many times thinner than the original hiding in the mist technique, being nearly invisible to the naked eye. While the moisture on its own doesn’t possess an immediate threat, when combined with a wind style jutsu it comes into full effect. When a wind jutsu is used, the moisture ‘thickens’ the wind immediately, infusing with it to create a coat of sorts. It’s purpose is to essentially eliminate the natural weakness wind has to fire, as when colliding with a fire jutsu the moisture prevents the fire from feeding off the wind/continuing forwards by becoming a first line of defense for the wind. This doesn't only have an affect against fire though. Due to this techniques nature and affects, the way it is created makes it only react to the user's chakra. This means that when another wind jutsu goes through it that isn't the user's, it won't attach to it, it'll act as a normal A-rank mist.

Restrictions
• Only enough moisture to coat 1 wind jutsu per use
• Usable 2x per match
• No water jutsu S rank or above While active
• Wind jutsu infused with this become neutral to fire jutsu
• Due to this jutsu having no affects on its own and only being something to aid another technique, it can be used beside a wind technique within the same time frame

(Suiton: Washi No Dageki) | Water Style: Eagles Blow
Type: Attack
Rank: A-Rank
Range: Mid Range
Chakra: 30
Damage: 60
Description: The user starts by focusing his water chakra on his finger tips of his hand. With a quick motion of his hand, the user will then release the chakra in the form of four eagles made of water that dash towards the opponent at an incredible speed. These eagles can be as large as actual eagles or maybe slightly smaller or bigger and will depend on the user how he creates them. Also, these eagles are connected to the user's finger tips via thin water strings which develops as a trail which helps the user to change their direction. Once the eagles reach short range from their opponent they shoot towards their targets like a bullet as if they were trying to dive into the sea to hunt their target at 3 times more speed, piercing into the opponent's body and dealing heavy damage.
Note:
The user can create 4 eagles from their fingers max and each carry a C-Rank power.
(Suiton: Mizu kakujuu) - Water style: Water expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a water jutsu the user will perform 2 handseals as they release there chakra into the water jutsu. In doing so, the user will increase the power and size of the water jutsu boosting any water jutsu by 25 damage points. By the increase in chakra the water gains more power as the wave of water increases in size and the power and speed of the water is increased.
Note: Can only use used on water the user or the users summon has created
Note: Can only be used once one each water jutsu creates
Note: can only be used 3 times
S-Rank​

Suiton: Sono Tenrai Kara no Mizu | Water Release: The Bliss of Water
Type: Supplementary/Defensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description:
With 2 simple hand seals (Snake + Ram), the user will materialize water within range of the technique, using the moisture all around the field and his chakra as a fuel. The water can be shaped into any given solid construct the user desires (like cubes, spheres, walls, etc) or kept as a raw body of water. The amount of water the user can produce is, at its best, about 10 000 liters of water (give or take a cube of about 100m3). However, the speed as which the water forms is always the same, taking a couple of seconds to materialize its maximum volume. The user has some control over the water while its materializing and once it materializes, but he can never generate enough momentum or compress it enough to actually do any harm to any enemy, even when he gives it a specific shape.
Note: Can only be taught by Scorps
Note2: Doesn't require a water source and can be used as one
Note3: Usable only thrice
Note4: In the same turn the user can't use techniques above S-Rank
 
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Flash

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My Own Creation


S-Rank

(Katon: Fenikkusu no akumu) | Fire Style: Nightmare of the Pheonix
Rank : S
Type : Attack
Range : Short-Mid
Chakra Cost: 40
Damage Points : 80
Description : This is one of those jutsus that require advanced manipulation of the fire element. The jutsu involves the usage of tiny mist sized embers to burn the opponent's flesh. This mist can be created in two ways.

Existing Source: After performing a single handseal, the user simply channels his chakra into the stray fire (if there is any) or the user's own fire techniques and makes it burst completely into tiny mist sized embers so that he can manipulate them as mist. These tiny mist sized embers are actually very hot, being able to evaporate any mist (water) and moisture in the air as its property (temperature) is enhanced by the user's chakra, and hence the rank. The user will simply spread these embers throughout the battlefield and manipulate them to attack the opponent.
Self Source: Instead of channeling chakra into a stray fire source, the user can also release these tiny mist-sized sparks from his mouth with the same handseal and get the desired results.

When the user splits the fire source, it looks as if the original flames have completely vanished leaving behind the tiny mist sized embers. The opponent on being attacked by this technique, will suffer from 2nd degree skin burns on 1 turn of exposure and 3rd degree on two. These sparks of ember contact the skin and start burning it until there is nothing left of the opponent. These tiny sparks have a reddish hue that can be distinguished by normal eyes, which spreads like a mist. Continued exposure will cause complete burning of the flesh until the only thing that remains is ash.
- Cannot use any fire jutsus above S-rank in the same or next turn.
- The user is immune to 'this mist' as it is his own chakra.
- Can only be used thrice.
- Can only be taught by Azráel

Taught to:

- | - | N/A | N/A | N/A | N/A



Taught By Others


C-Rank

Fire Style: Cumbustion Pellets
Type:Attack
Rank:C
Range:long-short-long(can speed up the pellets like a machine gun if added more fire chakra and can be up to 3 pellets per finger)
Chakra Cost: 15
Damage Points: 30
Description:The user shoots out fire pellets from the tips of their fingers.
Note:Can only be used/taught by Sharingan09
B-Rank

Fire Style:Blazing Chain
Type: Supplementary
Rank: B
Range: Long-Mid Range
Chakra Cost: 35
Damage Points; 50
Description:The User Focuses Their fire chakra and with their closed fists the 2 chains begin to form from the top of both hands.The user attacks the opponent and can wip them or pierce or wrap them up all causing extreme burning pain.
*If more chakra is added the chains will come out faster,will become even hotter,and bigger.
*Can only be used/taught by Sharingan09
A-Rank

(Katon: Genshi-kyu) | Fire Release: Atom Balls
Type: Offensive
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user begins by forming a handseal and extending his arm outwards towards the opponent, thereby locking the target. He quickly releases 1-5 tennis balled sized spheres of fireballs that shoot towards the opponent, bouncing on the ground. These fireballs (or Atoms Balls as we call) have a special property to them. They can seek out the opponent through their chakra signature. Also, these fireballs do not explode on contact with any obstruction. Normally, they will only explode when their target is in range (2 meters or less), but the user can choose to explode them prematurely with a single handseal. The way these balls bounce, is totally unpredictable. They can either bounce with small distances, or sometimes even giant leaps which will keep the opponent confused. However, at the end of the turn, all Atom Balls will reach their target.
Note:
Can only be used thrice.
Lasts only one turn.
Can only be taught by -Darth-
S-Rank

(Katon: Nichibotsu no tame ni fuku o ki kokutan) Fire Release: Ebony Dressed for Sunset
Rank: S
Type: Offensive
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: As an application of advanced fire manipulation, the user begins by channelling his fire chakra into the ground. The causes a countless rose flowers made of fire (6 inches high) to erupt from the ground. The crimson red flowers look like real roses, and as such, can't be identified as something made of chakra, unless someone observes it carefully. The flowers when they erupt, will burn anyone at the area of contact before blooming. The user when he wishes, can form a single handseal to make the flowers face the opponent before firing a stream of fire from its centre, that has the ability to evaporate small bodies of water if all the flowers fire together. The fire will burn the opponent, before consuming him entirely.
Note:
- Can only be used twice, with a break of two turns in between use.
- Once the flowers have erupted, the user needs to use the stream of fire within 3 turns, or else it disappears.
-If the user uses the stream of fire in the same turn that the flowers erupted, it will count as the same move. If not, it is considered as another move.
- No techniques above S rank in the same or next turn.
- Can only be taught by Obítō.
Ninja Arts: Spirit arts - Great Fire spirit. = Ninpou: Supiritto Gijutsu - Kyousei Ho Supiritto
Rank: S
Type: Offense
Range: short - long
Chakra cost: 40
Damage points: 80
Description: The user first performs a row of 2 handseals and then he will create a huge fire spirit with the size of Gamabunta. This is one of the 5 great spirits and he is able to use fire jutsus up to S rank that doesn't require hand seals, however he can only use 3 jutsus by the time he is on the battle ground. This spirit is extremely vulnerable to water attacks and he would immediately die once being hit by B rank water or above. Every jutsu the spirit does counts as a single move.*
*Can only be taught by PowerOfDarkness
*Ryuji is the co-creator of this jutsu
*While any of the great spirits is on the field, the user can only have up to 2 clones in use.
*No taijutsu and genjutsu attacks while the spirit is on the field
(Katon: Hakkō matsuri) | Fire Release: Luminous Festival
Type : Offensive
Rank : S
Range : Short-Mid
Chakra cost : 40 (-15 every turn)
Damage points : 80
Description : This is one of those jutsus, which is not only powerful, but also appealing to the eye. It gets its name from its ability to illuminate the dark night with its powerful light source. The user begins by clapping his hands together, in a praying style. Suddenly, a ring of fire appears around him, close to his body (giving enough room for him to move around easily). The ring covers only the user's torso, so it's more like a cylinder. As soon as the ring materializes, 4 beams of fire shoot out from all around the user, from the ring, from his chestal level. So, one would shoot from his chest, one from his back, and two from either side of the shoulders. The fire beams are released continuously, and so it looks like steadily emitted laser lights. Similarly, 4 fire beams are released from the ring, from the user's abdominal level as well. These beams of fire are very concentrated due to which they can cut through huge boulders with ease. Apart from their incredibly sharp cutting ability, they will also evaporate all the moisture in the air, due to the intense heat. The second phase starts when the user forms a single handseal, to make the ring rotate around him at very high speeds, as fast as a ceiling fan rotates (but can still be tracked by naked eyes). The upper part of the ring rotates clock wise, while the lower part rotates counter-clockwise. This means that the beams too, rotate with similar velocity, as they are emitted from the ring. The two phases happen very quickly, and as such happen as fast as other techniques.
Note:
~ Can only be used twice (with 5 turns cool down).
~ Ring stays active for 3 turn (unless the user chooses to deactivate it)
~ The ring stays around the user wherever he goes.
~ Cannot use other fire techniques above A-Rank in the same turn.
~ Cannot use other fire techniques above S-Rank in the next turn.
~ Can only use fire release techniques when this is active.
~ Can only be taught by Python
(Katon: Kogeta poppukon) | Fire Release: Burnt Popcorn
Type: Offensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user begins by charging his fire chakra at both his (index) finger tips, creating matter that is very hot before shooting it at the opponent. The matter which is as small as a popcorn is shot at a considerable speed towards the opponent (equivalent to the speed of a Kage Ranked shinobi). The beauty of the jutsu is that, the matter is actually aimed at the area around the opponent. The moment it comes in contact with an obstruction, it explodes creating a flames that can burn the opponent, before multiplying and creating another copy of the matter which is as hot and as dangerous as the original one. Once doubled up, they bounce like popcorns (when they're baked) and land somewhere around the opponent again, to repeat the process. The entire process continues till the matter multiplies from 2 to 32 which produces enough explosion and fire power to destroy/burn down huge summons and incinerate them. However, if the popcorn is shot directly at the opponent, it will only cause minor damage (C-Rank) as compared to the full effect. Should the initial matter hit a water source (above C-Rank) it would be extinguished. Otherwise, it will start multiplying prematurely.
Note:
* Can only be used two times.
* Cannot be used in consecutive turns.
* User cannot use other Fire techniques of A-Rank and above in the same turn.
* User cannot use other Fire techniques above S-Rank in the next turn.
* Can only be taught by Python
(Katon: Shinku Nesuto)- Fire Release: Crimson Nest
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (-10 per turn)
Damage: 80
Description:
The user of this technique will focus huge amounts of katon chakra into a single hand, compressing all the chakra greatly which takes the form of a red glow around their hand. Then the user will simply touch the earth and with that fire will blaze through the earth underground and create a huge network of tiny tunnels in all directions. In these tunnels there is contained one thousand small beetles made of pure fire. These beetles are controlled by the user and can perform various tasks for them. When to directed they can burrow up out of the ground to attack the opponent, flying or climbing up their body while biting and burning them from their intense heat. The beetles can be used as a wide range attack, rising up from underground all over the battlefield or at one or multiple points, all up to the users will. After they attack the beetles will disperse harmlessly.
Note:
~When employed the user cannot use katon techniques above S rank in the same turn or the next
~Beetles can only be triggered once per use of the technique
~Technique can only be used 2 times per battle
~The beetles are present for 4 turns if not eliminated or used
~Can only be taught by xHoudinii
 
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My Own Creation


B-Rank​

(Raiton: Tsuchi Maleficarum) Lightening Release: Malleus Maleficarum
Type: Defend/Supplementary
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points : N/A
Description: This is a sister technique to The Outrageous Aura Of Thor; which follows the same principle of influencing the water molecules by creating an aura of lightning chakra around the user. However, the change here is that unlike in previous jutsu, where the user acted as the reference entity, and the water moved around him, here the water will act as the reference entity to allow the user to move. The user will release his lightening chakra throughout his body in a full body surge to form polar charges around his body. Now by adjusting the polarities around his body, he can force a pull or push using the water molecules in the atmosphere as reference. This also enables the user to gain flight (hovering) by pushing him away from the water source, hovering 2 meters above the water. As this technique is based on the laws of attraction and repulsion of electric charges, the technique allows the user to move/push himself at very high speeds.
Note:
+ The aura lasts for 3 turns.
+ It can only be used thrice.
+ Can only be taught by Azráel
Taught to:

Wesobi | - | - | N/A | N/A | N/A

A-Rank​

(Raiton: Futsu no kokoro) | Lightening Style: Buddha's Mind
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Developed by a ninja in Kumogakure, this technique involves releasing chakra from the entire body to glow like a light source. The user channels his raiton chakra throughout the body which makes his skin glow. The light emitted from his skin is of the highest intensity (S-rank) such that it affects in a way similar to the flashbombs. The light is so intense that the opponent has to either look away or close his eyes as it pricks the retina. The second phase is when, this chakra that resides in the skin, is released into the atmosphere from all around the user in a full body surge. The first and second phase is divided just for understanding; they happen simultaneously. The chakra exits the body in the form of tiny bolts (sand-grain sized) and can easily reside in the moisture in the air. The moment the user releases the chakra, he returns back to the normal color. The tiny bolts of lightening, spreads throughout the battlefield and can be be manipulated with simple hand gestures (similar to Aburame bugs). These tiny bolts can be manipulated to attack the opponent as a whole or in parts (2 each of B-Rank max). These tiny bolts can be easily spotted by naked eyes as they illuminate the entire battlefield. In entirety, these bolts can be compared with water that has a volume of 100 cubic meters. The bolts can only reside in the atmosphere for a maximum of 3 turns before dissipating into nothingness. These tiny bolts can cause paralyzing and numbing effects on the opponent's body. They also leave small burnt marks on the skin due to the high voltage that it passed.
- Users glow for a maximum of 3 turns.
- Cannot use any lightening jutsu above S-rank in the same or next turn.
- Can only be used 3x
- Can only be taught by Flásh

Taught to:
Noni | - | - | - | N/A | N/A

S-Rank​

(Raiton: Tōru no tondemonai ōra) | Lightning Release: Outrageous Aura of Thor
Rank: S
Type: Defend/Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: It is a common knowledge that water is a huge collection of electric dipoles. By using polarities of charge, we can create an influence on it by making it move away or come near to the charge. Understanding this concept, lead to the development of this jutsu that would help the user to deflect the incoming water jutsus so as to avoid damage.
Attraction: The user concentrates a lot of raiton chakra in his body/ parts of the body. By manipulating his chakra, he concentrates a single polar charge around his body. This charge will force the electric dipoles in the water to align themselves and be attracted to the user's charge. This will help the user to attract water molecules from big sources of water, or from the mist or air in general and stick to his body. The amount of water that sticks to the body directly depends on the user's control and the amount of water present in the source.
Repulsion: Similar to attraction, the user will concentrate single polarity around his body. As and when a body of water comes closer to the user, he instantly changes the polarity so that the water is thrown away from the user's body. To deflect an incoming water of any rank, the user requires a polar charge of similar rank.
Combination: With precise chakra control, the user can constantly keep changing the polarity every millisecond to push and pull the molecules of water and in essence control the flow of water so as to meet his needs. This method requires the user to constantly feed in chakra as long as he controls the target water body by constantly changing the polarities, and so he cannot use anything except taijutsu during that phase.​
Note:
+ This electric energy in itself does not cause any damage. Neither does it add damage when combined with other elements.
+ This jutsu can be performed on opponent's water jutsus
+ Cannot perform Raiton of above S rank in the same turn.
+ Can only be used twice.
+ Can only be taught by Azráel
Taught to:

- | - | N/A | N/A | N/A | N/A



Taught By Others


C-Rank

(Raiton: Raikishu No Jutsu) Lightning Release: Lightning Rider Jutsu
Type: Supplementary
Rank: C
Range: Short-long
Chakra Cost: 20
Damage Points: N/A
Description: The user focuses lightning chakra into his/her feet, extends and rides it at extreme speeds from one point to another. As long as the user is touching a physical object, he/she is capable of moving in any direction he/she pleases. (If used with a short range attack, add +5 damage)
Note: Must be touching a physical object.
Note: Because of the extreme speed that this jutsu provides, the user can only distinguish objects as a blurred version of the object.
Note: Can only be taught by Uchiha91.
(Raiton: koushi bakuha No Jutsu) Lightning Release: Photon Explosion
Type: Attack
Rank: C
Range: Short
Chakra Cost: 20
Damage Points: 30
Description: The user makes
physical contact with the intended target (whether it be an enemy or an object) and releases lightning chakra into the intended target, accelerating the atoms in the object. This causes damage to the body and physical defenses to fall apart.
Note: Because of the amount of chakra needed to channel into the target, the user must have physical contact with said target.
Note: This Jutsu causes stun for one turn.
Note: This jutsu can only be taught by Uchiha91.
B-Rank​

(Raiton: Fukuro no Giragira) Lightning Style: Owl's Glare
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: The user quickly gathers lightning chakra on the eyes, making them glow, iluminating the path. If eye contact is made with the opponent, a beam of lightning is shot to pierce the opponent's eyes. The beam is virtually untrackable, due to an optical illusion: Since the beam travels straight forward, all the opponent see are the glowing eyes. Only experienced doujutsu users or chakra sensors (Sage rank), will be able to notice the slight increase of chakra/glow as the beam is being shot, and as such are able to respond correctly.. In the case the opponent notices, it is easily blockable, for if it it's anything other then soft tissue (I.e. Eyes) the max it can do is leave 2 small wounds.
*Can only be used thrice, lasts 3 turns, where the user can shoot 2 pairs of beams throughout*
(Raiton:seiteki hiru)-Lightning Style:Static Leech
Type:Attack
Rank:B
Range:long-short
Chakra Cost:30
Damage Points:60
Description:The user sends two lines of lighting from his/her palms wich attaches to any part of the users body paralyzing them and until released or they have escaped.
Note:Can only be used/taught by Sharingan09
Note:Can only be cut by a infused chakra sword or a type of wind cutting jutsu.
(Raiton: Monshou no Tentou) – Lightning Release: Sorcery of Loki
Type: Supplementary/Offensive
Rank: B
Range: Short - Mid
Chakra: 20 (-5 chakra per turn)
Damage: N/A
Description: The user will perform a handseal and focus on a solid entity containing their raiton chakra to harness it. This will allow them to take control of the said object by manifesting a coating of static lightning around it and levitating it (in a similar manner to Lightning Blades Levitation). The user will be able to govern it's movements through the air with hand gestures and upon contact with living beings, the static contact will be shocking to the touch. It will paralyze in the same way as Chidori Nagashi, with this paralysis persisting for long as contact is maintained.

Note: Can only be used four times per battle

A-Rank​

(Raiton: Perëndi Keseki Una) – Lightning Release: Perëndi's Miraculous Song
Rank: A
Type: Supplementary/Offense
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (Depends on the technique)
Description: The user will perform one hand seal and release their chakra towards preexisting lightning, specifically lightning that is combined with other elemental techniques or objects that conduct lightning. As the user takes control of the lightning, they will perform a basic hand seal and force the lightning out of the object/technique (metal, earth, water, etc) causing it to jump and re-aim it like a projectile or guide it through hand gestures. A concept very similar to that of Lightning Release: Thunder Dragon Tornado, where how the lightning can jump out the vortex, that concept is taken and expanded in this technique. A kunai with a lightning current conducted on it could be an example of usage, as the user uses the kunai and throws it at the opponent, last second he can have the lightning current jump out and shock the opponent. This can be applied to a much more larger scale as well. Note the size, rank, and damage capabilities depend on the initial current of the first lightning. So back to the kunai example, if charged with nagashi, that would make it A-Rank lightning with a paralyzing capability, with size of similarity to the nagashi. However that is just an example, for lightning combos with other techniques/objects have that same effect. So it depends entirely on the initial lightning current/attack. The lightning, when jumped out can at most move up to mid range in distance, but the initial technique where the current is conducted or being used can be anywhere on the battlefield short to long range. The jump of the lightning can be directed towards different locations, aimed at different targets as projectiles, this allows the user to attack other enemies, technique, or summons that linger on the battlefield. It can jump over a technique that was meant to attack the initial combo, allowing it to strike the opponent in a continuation of movement (still will be able to react and notice the lightning) This technique excels highly at stealth like usages. If used on elemental combos, depending on the initial rank of the technique, it will be halved when the lightning is separated, so for example if a lightning/water combo jutsu was S-Rank, when the lightning jumps out, it will be A-Rank lightning now, so on and so fourth, applies only with elemental combo associated with lightning. Lightning has been see as something that can remain dormant for a duration, things like holding the nagashi on a sword, or lightning currents in water sources/techniques. The technique would simply act to take control of the respected lightning in the elemental combo and force it to jump out and attack the opponent or aim for different targets on the field, in a deceptive and stealthy mode. Also, how an opponent reacts to the initial lightning elemental combo comes into factor (Time Frame, as well), depending on how the opponent reacts to it at first can depend if the technique can be used safely and in time as well.

Note: Can only be used three times
Note: Can only be taught by Noni
Note: Requires Lightning Mastery
Note: Can not be used with natural lightning (e.g. Kiri), because of its scarce and how limited it is to control
Note: Can not be used against an enemies lightning technique
(Raiton: Heiwa-shi to kawaii o hana) Lightening Release: Peaceful Death and Pretty Flowers
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: By channelling his lightening chakra into the ground, the user creates countless sun flowers made of lightening (15 inches high) to erupt from the ground. The flowers when they erupt, are in their unbloomed state, with their petals closed, which looks like small spikes that will pierce like a spike from below, and also numb and paralyze the area of contact before blooming. The user when he wishes, can form a single handseal to make the bloomed flowers to face the opponent and rotate at high speeds before firing the petals of the flowers at them. The petals (5 inches long) are extremely sharp and can easily pierce through solid objects (following elemental interactions). These petals will paralyse the opponent at the area of contact for one whole turn.
Note:
- Can only be used twice, with one turn in between use.
- Once the flowers have erupted, the user needs to fire the petals within 3 turns, or else it disappears.
-If the user fires the petals in the same turn that the flowers erupted, it will count as the same move. If not, it is considered as another move.
- No techniques above S rank in the same or next turn.
- Can only be taught by Obítō.
(Raiton: gojou buza ) Lightning Style: Joy buzzer
Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60(+15 if used with jyuuken or taijutsu)
Description: The user focuses their raiton chakra to create a static field surrounding their hands. The static field is really shocking and if the user puts his hands near each other (palms facing each other) raw lightning crackles between them. When the user hits a body part, it leaves a nasty burn and can cause that body part to be numb for a little bit since its raw electricity that enters they body upon contact.
Note:This jutsu lasts for 1 turn
note: due to static field, the user cant use any raiton jutsus involving handseals while its activated
note: can only be taught by Roger23
note: the static field is visible and can give the user away
note: can only be used 2 times
note: user cant use any raiton tech past A-rank for 2 turns after the jutsu has worn off.
(Raiton: Battou no Doragon) – Lightning Release: Felling of Siegfried
Type: Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: After performing two handseals, the user will channel their raiton chakra into the ground to trigger a subterranean discharge of electricity. This surge will ravage the earth to compromise it's structural integrity, causing the next attempt at creating an earth-based technique (KG/CE included) from the ground to fail prematurely. Before it can even emerge, the jutsu will collapse and crumble, losing it's form and unable to progress any further. This will only apply to a mid-range radius around the user's position when this jutsu was first performed, meaning earth-based techniques can still be formed from the ground outside of this vicinity.

Note:
Can only be used three times per battle
Cooldown time of two turns in between uses
No S-Rank or above Lightning in the same turn
 
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My Own Creation


A-Rank

(Doton: Tatsujin no shibō majutsu) | Earth Style: Death Magick for Adepts
Rank: A
Type: Attack
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user forms two handseals (Boar > Dragon) and channels his chakra into the ground in the entire battlefield. The user creates small snakes made of mud that act as parasites to emerge from the ground and capture the opponent. Initially these snakes are not visible as they are hidden just below the surface of the ground. They activate only when they sense the original source of the foreign chakra (the opponents) in their vicinity (short-range). The moment they emerge, these snakes coil around the opponent and hold them in place as the mud starts to solidify around the opponent's body as they travel up. The opponent would be unable to move around with his legs being covered in mud. Now this is not what they were primiraly made for. These mud snakes when they come in contact with the user's skin, it tries to enter the user's body through the pores of the skin. Tiny molecules of this mud enter the body and starts disintegrating the flesh by destroying the cells. But since it is a slow process, it takes 2 turns to actually destroy a limb.
- Single turn of exposure will cause the limb to be filled with mud, making it heavy, causing minor damages.
- This jutsu does not differentiate between allies and enemies.
- Can only be used twice.
- Cannot use any Earth jutsu above S-rank in the same and next turn.
- Can only be taught by Azráel
Taught to

Lili-Chwan | - | - | - | - | -

(Doton: Warau kobura no giman-teki sukēru) | Earth Release: Deceptive Scale Of A Laughing Cobra
Type : Supplementary/Attack
Rank : A
Range : Short-Mid
Chakra cost : 30
Damage points : 60
Description: The user when in range, releases his earth chakra through out his body, to create a very thin layer of dust on his skin. This settled dust will separate from the user's body and attack the foreign chakra source (the opponent) as and when the user releases it with simple movements like a punch or even lifting the hand according to the user's wishes. The user has a choice to mentally activate these dust particles similar to Zetsu's spore techniuqe. Should he not activate within 3 turns, the dust will become normal dust without any chakra in it. When activated, these dust particles attack the opponent in a sense that they stick to the opponent's skin and seep through it, into the blood. Tiny molecules of this dust which contains the user's chakra, enter the body and starts disintegrating the flesh by destroying the cells. But since it is a slow process, it takes 2 turns to actually destroy a limb. The quantity of dust that can be created depends entirely on the user. The user can at max create dust of the same volume as his physical body. But a handful of dust is enough to take care of a limb. Regardless of the quantity of dust created, it is still visible to opponents within short-range. The releasing of chakra throughout the body also acts as a chakra surge, which can get the user out of genjutsu. The downfall to this technique is that, it cannot survive in the rain or inside water.

- Can only be used thrice.
- To destroy a limb, it takes 2 turns.
- No Earth techniques S-Rank or above in the same turn or next turn.
- Can only be taught by Flásh
Taught to:

- | - | N/A | N/A | N/A | N/A

S-Rank

(Doton: Daichinoikari ) Earth Release: Rage of Earth
Type: Attack
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: By concentrating his doton chakra into the earth, performing 4 hand seals, the user creates several (about 20) spears of rocks from the ground and shoots it towards the opponent. The spears are about 1.5 to 2 meters in length. The thickness may vary according to the user's manipulation. These spears can be shot to reach upto 200 meters above the ground. The height upto which these spears can be shot are directly proportional to the time taken/distance covered by those spears inside the earth surface.For short distances, these spears shoot up very fast.
Note: The user has to keep atleast any one of his hands on the ground for the jutsu to be executed.
Note: Cannot use doton jutsu A rank or above in next turn.
Note: Can only be used once per battle.
Note: Can only be taught by Flash07
Taught to

Bloo | Gecko | Black Uchiha | Tsuki | Teno | Kryptic



Gifted By Others


B-Rank

Doton: Haretsu no Cho'gath | Cho'gath's Rupture
Type: Offensive/Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20
Chakra Damage: 40
Description: The user does the snake hand seal and at the same time focuses his doton chakra under the opponent. This causes the ground to silently burst the opponent into the air (not very high, maximum 2 meter). This will happen quite rapidly, and due to the silence of the technique is extremely hard to detect. The user will then go into the second phase by using his chakra to manipulate the ground beneath the opponent (were he will land), which will cause small spikes (they would fit in a normal sized palm) to shoot out of the ground (they will leave the ground as projectiles with great force), and hit the opponent from underneath. These spikes shoot out as silently as the earth rises.

Note: Can only be taught by Wesobi
Note: This is an very silent jutsu, despite being an earth jutsu, and is very sudden.

[Doton: Seiryoku no Toride] - Earth Release: Might of the Fortress
Type: Defensive/Supplementary
Rank: B
Range: N/A
Chakra: 20 (-10 chakra for every turn this is active)
Damage: N/A
Description: The user activates an ability that increases the hardness of their earth-based techniques (including KG/CE) to increase their defensive abilities. This technique employs the same hardening as that seen in Earth Release: Earth Spear (Kakuzu’s signature technique). Techniques affected by this jutsu look much darker on creation, with the earth very nearly becoming black in appearance. Supplementary/defensive ones will be granted the ability to defend against techniques one rank higher than usual. Activating this ability does not require any time whatsoever and is instant. This is because it does not do anything when used independently, and its effects are only realized when another earth-based technique is used.

Notes:
Lasts for three turns
Can only be used twice per battle
Will not work on mud or sand-based techniques (or c.e based on earth)
Elemental S/W remains unchanged

A-Rank

(Doton: Atakku Tou) - Earth Style: Attacking Tower
Type: Offense
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user puts his
hands on earth and pulls out a
small cylindrical tower of height 2m and diameter 1m from beneath the legs of user, with a thick layer of gravel on it. Tower starts spinning very fast on its own axis by throwing earth needles from the curved part of the tower from each point rapidly. Although the tower is spinning but the user sitting on it does not spin because he is sitting on layer of gravel, which is spinning counter clockwise, which nullifies the rotation. The throwing of needles will not stop untill user's hand are on tower.
Note: ~Can only be used 3 times per battle.
~Last up to one full turn.
~Can only be taught by Enzup.

S-Rank

(Doton) Earth Style: Darkness Falls
Rank: S
Type: Attack
Range: Short-Long
Chakra:35
Damage:70
Description: The user does there needed hand seals and thrusts their hands on the ground. The user is immediatly encased in a coffin like box and is dragged underground. The user then closes his hands and the opponent is stricken by thousands of spikes and the coffin is brought back up and opened.
*Can only be used/taught by Sharingan09
 
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My Own Creation


N/A



Gifted By Others

B-Rank

(Futon: Do~ūmu no kuiirimasu) - Wind Release: Doom's Devour
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: N/A (+20 to hot/cold techniques)
Description: Doom's Devour is a wind technique which is used to supplement techniques of elements which traits are one of heat or coolness within reason. It can be applied to both basic and advanced elemental natures. By knowing that each body that produces heat creates an air-cloak around themselves as to be capable of protecting from being affected by real temperature by feeling one which is eather few degrees cooler or hotter, user would use wind chakra as to eliminate it before the intial techniques reaches them. With performance of a single hand seal, user would coat a technique with wind chakra which function would be the one of affecting the air-cloak which is produced around entites. By doing this, the temperature that is felt by the technique intially sent would either increase or decrease (depending on the element used) due to opposing technique/entity not being in possession of the air-cloak which they are creating as to cushion the climate. So if a scorching technique is affected by the wind, it will not increase its size, flames and similar, however temperature which is felt by the opposing party would increase due to them not possessing the usual air-cloak which protects them from the said conditions. This technique is initiated with a performance of a single hand seal and due to its nature being the one to supplement other techniques once used it will happen in corresponding time-frame to the technique which it was used with. This would increase the damage of hot/cold techniques due to the increase in heat or coolness which is felt by those who are not enveloped by the air cloak.

Note: Can only be used three times per battle
Note: Can only be Taught by Akasha
Note: Cannot be used with streaming techniques unless the user possesses a kekkei genkai which allows them to mold wind and x-element simultaneously or YY.

A-Rank

(uindo suraisu )wind style twister slice
type: offensive
rank: A rank
range: short
charka: 30
damage: 60
description: the user gathers fuuton charka and channels it down his legs into the ground and then will sit down when the opponent enters short range and forms a small twister directly underneath him to lift him into the air (up to 1-2 meters) and spin him around very rapidly whilst the user has their weapon out in front of them and rapidly slashing the opponent from the bottom up leaving him torn to shreds and near death if not dead, the twister does not harm the user merely lifts him into the air.

restrictions
can only be used twice
2 turns between usage
can only be taught by shadow rider
Fuuton: Haipā sanso-ka | Wind Style: Hyperoxygenation
Type: Supplementary
Rank: A
Range: Self
Chakra: 30
Damage: N/A
Description: User gathers chakra in his mouth and mixes it with the air that he's breathing in. With a deep breath he increases the amount of oxygen that the air carries and that get's bound to hemoglobin. With the increase of oxygen the hemoglobin carries through the users body, it reacts by much faster burning it up, resulting in increase of speed and strength of the user. His stamina raises and his reaction time cuts down. His awareness, sort of, reaches a higher level. When it comes to numbers, these boosts result in a +10 to taijutsu punches and kicks and a slight boost in speed, equal to one ninja rank. A Sannin ranked member would have the speed of a Kage and so would his tracking speed increase, proportionally, i.e. his awareness. The whole hyperoxygenation process happens inside the users lungs and doesn't have any contact with the air around the user, except the portion of air that he's breathing in. The effect would last 3 turns,
before it wears off.
Note: No Wind techniques above S rank, same or next turn
Note: Only McRazor can teach this
Note: Can only be used twice per battle
(Fuuton: Rashinban Taka no Me) Wind Release: Compass Hawkeye
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.
Fuuton: Bāsākākikku | Wind Release: Berserker Kick
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

S-Rank

(Futon: Nepuchūn no Kurai) | Wind Release: Neptune's Cry
Type: Attack/Defense
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user begins by forming two quick handseals and initiates the technique. The user then manipulates the air around him (very close range) to form an armor around his body. He can also do this by releasing the wind chakra from his body. In quick succession (the same timeframe), a dome of wind is created far away from him (such that the opponent is between the dome walls and the user). The armor and the dome, both are A-Ranked in strength, although their thickness (and size of the dome) vary according to the user's requirements. In a quick movement, the armor expands and the dome compresses. They both change at a very high pace, carrying dust and debris and all sort of obstacles with them, to meet the target at the center, where they collide and cause a huge blast. Should the collision happen in the short-range to the user, he will get affected too. So it is best to be used against an opponent standing mid-range from him. The technique explodes similar to two electrons colliding with each other and releasing a large amount of energy. Anyone caught inside will have their bones broken and smashed internal organs. The dome has to be created at least five meters away from the opponent.
Note: Can only be used twice.
Note: Can only be taught by Python
Note: No other wind techniques above A-Rank in the same and next turn
Futon: Sore wa Kaze no Nakada | Wind Style: It's in the Wind
Type: Attack
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user performs two hand seals and infuses their chakra into the wind around a target. They cause the air, two meters around the target to rapidly move in different directions. Hidden in the wind are very small, tangible sheets of wind. The sheets cut into the opponents body, not deep enough to kill, but because of the sheer amount of sharp sheets it feels like they are being torn to shreds and by the end of it their body is completely covered in cuts and their clothes completely torn. Although it's not meant to kill, the sheer number of cuts causes an immense amount of pain all over the body.
Restrictions
– Can only be taught by Kryptiic
– Can only be used two times per match.
– No wind jutsu above A rank in the same turn.

 
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My Own Creation


N/A



Gifted By Others


S-Rank

(Doton/Katon: Zã Stáfe ) - Earth/Fire style: Beetle Staff
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 his hands to conjure up a very hard and condensed staff of earth.. The staff is approximately the same height as the user and about a foot in diameter and is holds enough hardness and strength to attack with A-rank slashing capabilities. Upon creation, the staff is crafted to be more sharp with a pointed end to cut instead of dealing blunt damage.
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 earthen blade
Mid range use:
The staff can also be used at a range, in which it gained its name "beetle staff". The user can simply throw the staff like a spear but 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 beetle's. This allows the staff to not only pick up speed and killing potential (S-rank power) 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 whilst inserting fire chakra within the staff which results in the exploding outwards into a 5m wide vortex of fire with sharp earthen shards that would cause major fiery damage 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..
~ Using the fire to make the staff explode costs an extra move, thus completing the entire jutsu takes up 2 slots

 
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Custom element Japanese name: Arugon

Custom element English name: Argon

The element is based on: Wind + Fire + Chakra Control

Facts that prove the element to be possible (in the manga context):
The third most abundant gas, making up one percent of the atmosphere. Argon is a colorless, tasteless, odorless gas that is totally inert to other substances, and for this reason it is ideal in light bulbs and tube lights. Now, Narutoverse is not much different from the real-life especially when it comes to obeying the laws of nature or the laws of physics. So pretty much everything that happens in the real-world can happen in Naruto-world as well. So it is "safe" to assume that argon is used in light bulbs in their houses considering the fact that we use argon for the same. Also, argon is an inert element that is freely available in the atmosphere. If Naruto-verse is similar to the real world, then argon should be present in the same quantity, which makes it possible to manipulate it more like a wind and/or smoke jutsu.


How it works:
Let me first start by explaining what Argon is all about.

is considered to be a noble or inert gas and does not form true chemical compounds. Argon has a freezing point of -189.2°C, boiling point of -185.7°C, and density of 1.7837 g/l. It is used to fill incandescent and fluorescent light bulbs to prevent oxygen from corroding the hot filament. Argon is also used to form inert atmospheres for arc welding, growing semiconductor crystals and processes that require shielding from other atmospheric gases.
Now when we say argon, we are talking about the isotope 40Ar which makes up 99.6% of natural argon. 40Ar as it is stable. It makes a good atmosphere for working with air-sensitive materials since it is heavier than air. Argon is two-and-one-half times as soluble in water as nitrogen, making it about as soluble as oxygen. Although argon is non-toxic, it is 38% denser than air and is therefore considered a dangerous asphyxiant in closed areas.


Now how exactly does it work:
The user can simply combine his wind (which provides the substance) and Fire chakra (in real-life, Argon is extracted from air by cryogenic fractional distillation, a process that separates argon element from the rest of the air, under a certain temperature. This temperature can only be achieved by using the Fire element.) with his expertise in chakra control to create argon from his body. Argon is, a gaseous element. Which is why the basic component to produce Argon is wind. Argon, in itself is not toxic (it is an asphyxiant). Unlike Wind Element, Argon does not have the cutting ability. However, a compressed Argon technique can cause an equal or slightly more (due to its density) blunt damage to the target. But that's not what Argon is known for. Argon techniques when they come in contact with a target, they will cause frost bite at the area of contact, which is what makes it different from other elements. Argon in a closed area is a asphyxiant. However, a compressed Argon technique can cause frost bite even in an open area.

In terms of jutsu usage, argon can be created from the user's body which then can be shape manipulated to form different structures.

Argon Release as an elemental release manifests in different forms same as almost any other elemental release on narutoverse:

Compressed Release: The user can manipulate or release argon as a condensed and compressed form of energy like a blast of Argon or shields.

Gas Release: Argon gas can be released or manipulated and used more like smoke/gas elements which can be manipulated to form an orb, sphere, cubes etc made of pure Argon. Though the gas is not toxic, it does have physical construct that can physically affect anyone. It can also be used to create gaseous projectiles.​

Argon techniques give off a slight hue, which can be seen with naked eyes if the opponent watches closely

General properties of Argon Gas:

Anti-Decay/Anti-Corossive: Potassium decays to form Argon in the atmosphere. Once formed, it does not undergo any reaction and hence it cannot be decayed/coroded as it is a stable gas.

Density: Argon in gaseous form has a density of 1.7837 g/l. Only chlorine or other noble gases have higher densities in gaseous form.

Anti-Combustion: Being a noble gas, Argon does not undergo any reaction.

Heat Resistance: Being a noble gas, Argon is incredibly resistant to temperature changes.

Health Effects of Argon:

Skin Exposure: Causes frost-bite.

Inhalation: This gas is inert and is classified as a simple asphyxiant. Inhalation in excessive concentrations can result in dizziness, dullness, headache, nausea, vomiting, loss of consciousness, and death. Death may result from errors in judgment, confusion, or loss of consciousness which prevent self-rescue. At low oxygen concentrations, unconsciousness and death may occur in seconds without warning.

Symptoms: The first symptoms produced by a simple asphyxiant are rapid respiration and air hunger. Mental alertness is diminished and muscular coordination is impaired. Later judgment becomes faulty and all sensations are depressed. Emotional instability often results and fatigue occurs rapidly. As the asphyxia progresses, there may be nausea and vomiting, prostration and loss of consciousness, and finally convulsions, deep coma and death.


Usage Examples:

(Arugon: Saigo no bansan) – Argon Release: The Last Supper
Type: Offensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: After releasing the argon gas from the body in the atmosphere, the user will manipulate it to form a dome around the opponent. The gas would push away all the oxygen in the atmosphere leaving the opponent to suffocate as he suffers frost-bite and ultimately die x_x



(Arugon: Kuraku ero) – Argon Release: Darkly Erotic
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: Using the Argon chakra within his body, the user will channel it into his sword before releasing it in a cresent wave. The blade of chakra will cut through the opponent, letting argon enter his body and cause frost bites etc.

(Arugon: Arugonkuron) – Argon Release: Argon Clone
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user using the principles of shadow clones, creates clones made of argon that are able to perform argon techniques.


(Arugon: Guzo hakai omega) – Argon Release: Iconoclasm Omega
Type: Offensive/Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user releases a large amount of argon gas from his mouth as a massive and intense wall of gas in both vertical and horizontal dimensions, making it difficult to avoid.


Conditions to be able to use it: Mastery of Wind and Fire and should have a good chakra control.


Is weak to:
  • Pure Metals and other physically strong materials, Earth Release, Wood Release, Sand.
    Argon even in compressed form cannot break through strong defenses.​
  • Water and its variations
    Argon gets dissolved in water.​
  • Ice
Is strong against:
  • Smoke and other gases, Foam
    Argon is much more denser than other gases (except chlorine gas and other noble gases). Hence when it clashes against other gases, it has the power to overcome their defenses. It is similar to how a physical object of greater mass/density can destroy the other object of comparatively lesser mass/density.​
  • Wind
    Argon gas is naturally heavier (and denser) than the average wind. When these two techniques clash, argon gas will easily overthrow the wind (or air in general) in the room, to occupy the space. Similarly, a compressed blast of wind can be overthrown by a compressed blast of Argon.​
  • Heat
    Argon's gas does not undergo any change even at high temperatures.​
  • Fire Release and its variations, Any type of combustive or reactive materials, Decay Release, Corrosion
    Argon is naturally strong to these elements.​
  • Mushroom, Caramel, other organic elements like plants etc.
    Argon has a tissue damaging property (Ex. Frost-Bite)​
Co-creator: N/A
Students I passed this custom element on too: ? & ?

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

I, Caliburn, head of the Custom Elements Bureau, declare for all men to hear that I give you the following:

Flásh, our loyal member, gave on the date September 29th 2015 a request for a Patent on his custom element (Argon); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned Patent on this element by the following;


Arugon
Powered by Caliburn
Copyright © 2015, Flásh, NarutoBase.net​

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(Arugon: Asashin no ōkiddotsūru) | Argon Release: Orchid Tools of Assassins
Type: Attack/Supplementary
Rank: C-S
Range: Short-Long (Created Short-range of the user with mid-range reach)
Chakra Cost: 15-40
Damage Points: N/A (30-80 if hit)
Description: This being one of the basic Argon techniques, it helps the user to create various constructs of Argon from his own body. They can only be created short range around the user unless he has previously released Argon techniques or its sources to create the tools from. These constructs can be anything from walls, blades, mountains, spikes, armor, dragon head. furniture etc. and can be suspended in the air, or make it fly if needed. The only limitation of creating tools out of Argon is the user's imagination. These constructs, on coming in contact with high ranked solid materials (depending on Elemental S&W) like Earth, will simply get destroyed, and turn back into normal Argon gas. The S-Rank version requires two handseals and so does manipulating any Argon long-range from the user.
Note:
A-Rank variation can only be used five times.
S-Rank variation can only be used twice and no S-Rank or above Argon in the user's next turn after use
To sustain the tools, the user will passively channel 5-15 chakra (B-S Rank) every turn.

(Arugon: Azūru no densetsu) | Argon Release: The Legends of Azure
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: This is the ability that allows the user to become the element itself. Similar to "Water Substitution Jutsu", the user is able to turn his body in parts or as whole, into Argon, that would enable him to tank any physical damage, similar to the Water variation. When a physical object of sufficient strength collides with the user, the user's body or body part will simply turn into Argon, and thereby letting that object to phase through. However, when the user is hit by an object, and he turns into Argon, he will not fall into the ground as it happens with the water variation, but instead, will float in the air, and reform somewhere else. Alternatively, the user can turn his legs into Argon, that would enable him to fly around (like Smoker from One Piece) with the speed of a Wind Blade. This enables his to get out of tricky situations where he is trapped and cannot move around effectively
Note:
When the user flies around, he can only use Argon techniques, the elements it's made of and Taijutsu or Weapon Techniques.
Can only be used 3x
 
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Dropped


Kumiko/Kamiko
Rank: B
Type: Defense/Attack
Range: Short- Long
Chakra: 25
Damage: 40
Description: User summons the Kum/Kam twins. The twins are the size of Akamaru (Shippuden). Kumiko has a nature affinity for lightining element using it up to B rank and Kamiko has a nature affinity for wind element using it up to B rank. Both are skilled shinobi amongst the shinobi from Mt. Gen. Known for their taijutsu skills, both carry basic ninja tools (makibishi spikes, senbon, kunai…etc)
-this Summoning can only be in play for 3-turns (my turns).
-this Summoning can only be Summoned 3 times per battle.
-can be summoned separately
Rie
Rank: A
Type: Attack/Defense
Range: Short- Long
Chakra: 30
Damage: 60
Description: User summons Rie. The size of a jet ski. The user stands aborad her to achive flight. She has the nature elements of lightining and wind using them up to A rank. With her 20 ft wings she add +10 damage to her wind techs (like Temari's fan). Known for her speed.
-this Summoning can only be in play for 4 turns (my turns).
-this Summoning can only be
Summoned 4 times per battle.
Ryu
Rank: A
Type: Attack/Defense
Range: Short- Long
Chakra: 30
Damage: 60
Description: User summons Ryu. Ryu is the size of a yukon denali suv. Ryu has a nature affinity for Lightning element using lightning jutsu up to A rank. Known for his strength and his durability do to his
size.
-this Summoning can only be in play for 4-turns (my turns).
-this Summoning can only be Summoned 3 times per battle.
Satoru
Rank: S
Type: Defense/Attack
Range: Short- Long
Chakra: 40
Damage: 80
Description: User summons Satoru. Satoru has the nature elements of earth, using it up to S rank. With his hard earth infused exoskeleton, he can block up to A Rank techs, without harm. However due to his exoskeleton being infused with earth it is weak to Lightning elemental techniques Known for his strength and his durability do to his size, mostly used for defense.
-If used to block S-rank techs Satoru is disperse for 2 turns.
-this Summoning can only be in play for 4 turns(my turns).
-this Summoning can only be
Summoned 4 times per battle.
(Sachiko) Sachiko
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Damage points: N/A
Description: The user summons Sachiko to the field. Sachiko is one of the few beetles of Mt. Gen that stands in a humanoid from. She stands 30ft tall, and unlike most female rhinoceros beetles that don’t have horns, she has two 10ft horns extending outward 7ft, and upward 3ft, from her head. Sachiko also has 3ft spikes that line her body, and a heavily armored exoskeleton that protects her from normal weapons. Even though her name means child of happiness, she is anything but,
she, being the only female with horns, feels she has to be just as tough as the males and she is the 3rd strongest beetle of Mt. Gen, she also wields the horn (15ft) of her fallen father as a sword (pictured below/bottom pic top horn). She has
the nature affinity of lightning using it up to S-rank. Sachiko has a special ability to shead her skin/exoskeleton at will and use it as a shield or a decoy.
- Can only be summoned once per battle
- Only last 4 turns
- Sheaded skin can only withstand 2 B-rank attacks
- Shedding only last 2 turn
- Shedding only works in a tall dense area (woods, forest…etc)
- Can only shed once per battle and it counts towards the user's 3 moves
- Must sign the Rhinoceros Beetle contract
- Must have signed the Rhinoceros Beetle contract for 1 month
(Sesshomaru) Sesshomaru
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Damage points: 80 (from hissing)
Description: User summons Sesshomaru, King Shinobu’s head adviser. Sesshomaru is one of the few beetles of Mt. Gen that stands in a humanoid from. He stands 30ft tall with a horn extending another 10ft from his head. Sesshomaru also has an 8ft spike that rises from each shoulder, and a heavily armored exoskeleton that protects him from normal weapons and A-rank and
below techniques of any nature (only 2). Sesshomaru has the nature affinities of lightning using it up to S-rank. He also is the 2nd strongest beetle of Mt. Gen. Sesshomaru has a special ability to release a swarm (10) of rhinoceros beetles (the size of puppy akamaru) with all the attributes of the rhinoceros beetles from his back, that can attack freely (equal to a c-rank attack)
- Can only be summoned per battle
- Only last 4 turns
- Swarm release can only be used 2 times per battle
- Swarm only last 2 turns
- Use of swarm counts as one the moves of the user
- Must sign the Rhinoceros Beetle contract
- Must have signed the Rhinoceros Beetle contract for 2 months
 
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Canon Snakes:


(Kuchiyose no Jutsu: Kyodalja) - Summoning Technique: Giant Snakes
Rank: B-Rank
Type: Supplementary
Range: Short
Chakra cost: 20
Damage points: N/A
Description:
The user will summon a generic Giant Snake whose size can vary from a 10 meter long snake to ones the size of a boss summon, rivaling 100 meters long. These snakes vary in appearance and size and serve only as basic warriors, having only the normal characteristics of snakes. Although they are quite simple snakes, they are very enduring and resistant and, when big enough (about 50 meters long) they can take up to B-Rank damage.
Note: requires snake contract.
Note: can only be summoned once
(Kuchiyose no Jutsu: Sōtōja) Summoning Technique: Dual Headed Snakes
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description:
The user summons a double-headed, snake to attack his enemies. The snake is not big but is very fast and dangerous. Its bite carries a B-Rank physical damage and its body is small and slippery. Its mass is somewhat larger than the user but not by much.
Note: Requires signing of the Snake Contract
Note: Can only be summoned once
(Kuchiyose no Jutsu: San Kashira Ebi) - Summoning Technique: Three Headed Snakes
Rank: A-Rank
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A
Description:
The user will summon a generic, 70 meter long Three Headed Giant Snake. These snakes vary in appearance and size and serve only as basic warriors, having only the normal characteristics of snakes. Although they are quite simple snakes, they are very enduring and resistant and they can take up to B-Rank damage
Note: requires snake contract.
Note: can only be summoned once
(Kuchiyose no Jutsu: Manda) - Summoning Technique: Manda
Rank: Forbidden Rank
Type: Offensive/Defensive
Range: Short
Chakra cost: 50
Damage points: N/A (-10 to user upon summoning)
Description:
Manda is a gigantic, 100 meter long snake who serves as the "leader" of all snakes. Fierce and aggressive, Manda is a shrewd warrior. To summon Manda, the user takes a big gamble, as he can easily turn on its summoner if he so deems it. Not only that, but the sacrifice and the amount of chakra needed damages the user, making summoning Manda a forbidden act. Manda has some unique abilities. Extremely fast and strong, his tail acts as a sharp mace that he can fling at the enemies with ease, speed and tremendous power (capable of overcoming even A-Rank defenses). Manda is also capable of using his chakra for 2 unique techniques: he can borrow underground (even if its affected by up to A-Rank techniques), tunneling through the earth at enormous speed or shed his skin, using a sort of substitution technique, where he trades places with his shed skin. While underground, Manda can sense the vibrations through the earth and pinpoint the location of his enemy. While completely immune to techniques A-Rank and below, Manda can take one S-Rank attack and survive by shedding his skins afterwards, although this can only be done once.
Note: requires snake contract
Note: can only be summoned once


My Own Creation:


Guardians Of Malice
Type: Summon
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The Guardians of Malice are the 5 rattle snakes of the Ryuchi Caves. They are one of the wisest snakes known in the ninja world and have the size of a real-world anaconda. These snakes, known to be amongst the oldest of all snakes, have the ability to manipulate mind (genjutsu) by mere hissing. Like Fukasaku and Shima, these snakes perform genjutsus with their harmonic hissing or rattling. They perform their signature genjutsu by rattling- hissing and buzzing- made by the rattles at the tip of their tail which releases a strange sound vibration. These vibrations cause neurotic imbalances in the brain and thereby putting the opponents in a genjutsu . The opponent(s) trapped in between the snakes suffer the maximum damage. The effects of this genjutsu take over 3 turns. This genjutsu inducing sound vibrations cause the opponent(s) to slow down considerably as he feels extreme sweating and in next turn, freeze in place as he starts hallucinating mildly, having visions of cannibals coming to slaughter him. His vision will start to blur and he can only see the approaching cannibals. As they bite and attack him he will experience paralysing pain throughout his body . He'd find it difficult to move his body as all the cannibals grab him and bite him down. In the third turn, all his 5 senses will fool him, making him see, hear, smell, feel and taste whatever is bound to the illusionary nightmarish vision he is experiencing. After this, the snakes are all free to attack as the opponent will be completely fooled until he releases himself out of the
genjutsu.
- Can only be used once in a single battle.
- All 5 should be on the field for their signature attack which is an A-Rank Genjutsu and they can only perform that illusion, nothing else.
- The snakes last for 4 turns on the field.
- The user is immune to the genjutsu as he will be used to the rattling.
- Can only be taught by Flash07.
Taught to:

Korra | The Sach | Solf??? | - | - | -



Gifted By Others


(Hebiātsu - Akireusu no shi) Snake Arts - Death of Achilles
Type: Offensive
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: 40 (15 per turn after initial bite)
Description: By molding chakra and wiping blood on their summoning tattoo, the user summons 2 snakes 1 inch in diameter and 1 foot long that travel down the users pant legs entering the ground behind each heel. Being small in size, it takes the 2 snakes 1 turn to travel to mid range, and 2 turns to travel up to Long range. the snakes are fairly weak, and only live for 2 turns as is but they have 1 purpose in life upon being summoned, to seek out the opponent and bite into their Achilles tendon on each of the opponents legs. Upon biting, they pump venom into the enemy that begins to numb their legs. After 1 turn movement speed will drop 1 rank and after 2 turns the legs begin to go completely numb making speedy movements impossible. After 3 turns the victim will have the same limitations as the 1st turn, then on the 4th turn they will return to normal speed.
~Notes~
- Can be used 4x
- Must be taught by -Vegeta
- Must have signed the Snake contract and completed Snake Ninjutsu training to use
Summon Technique: Snake Stomach (Kuchiyose: Hebi Hara)
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Point: N/A
Description: The user make six hand seals and slams his hands on the ground. The user summons a snake's stomach just like what Jiriaya summons a Toad's stomach. The stomach can be control by the user to make the stomach expand or tighten in any point in the stomach to crush anything that isn't hard as steel or higher density.
-only used 2 times per battle
-it stays on the field for 4 turns or unless the user releases it
-must have 2 turns in between uses
(Hebi no Shukuen) Snake Feasting
Type: Defense
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user manifest a snake from one or both of their sleeves. This snake or these snakes are from Ryuchi Cave which can defend against A rank and below attacks being it elemental or normal ninjutsu and even inanimate objects. The snake(s) eat the attack they are defending from inanimate objects and jutsu. At this moment after eating the attack/inanimate object they disperse(no smoke but as if it just got burned). The attack is sent to a disclosed location in Ryuchi Cave that seals the attack inanimate to be never seen again. The size of the snakes grows depending on the situation. When the snake comes out is like the size of a snake from the "Hidden Shadow Snake Technique". The snake(s) can grow up to a large size(see spoiler for highest size). When the jutsu is used with one snake it can defend against A rank attacks and if used to manifest two snakes each snake can defend against B rank attack.
Note: Can only be used 4x per battle and only once every two turns.
(Kuchiyose no Jutsu: Gokudere) Summoning Technique: Gokudere
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Gokudere is a snake from Ryuchi Cave who is the same size as Aoda. He is a dark purple color with a white bottom. Gokudere is one of the Sages from Ryuchi Cave that can use Senjutsu and even poison. Being a snake from Ryuchi he can use all normal snake jutsus and having the ability to use senjutsu he can only use Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation. Now he has three perfect abilities that makes him a great partner and ally. He can transfer natural energy to his summoner to allow breaking of a genjutsu(A rank and below) or even entering or increasing Snake Sage Mode by two turns. This can be all be possible with Chakra Transfer Technique. The next ability is to use poison which he can send out as a bite. The poison is slow and painful which would lead to death. The poison attacks the nervous system and the poison makes the person's vision blurry, vomiting, and breath heavy. The poison takes three turns to complete its course to death for respiratory failure. This would count a jutsu slot to use either of the poison methods. The final ability is he can shrink to the average size of an adult diamond back rattle snake passively. With its large size he can still move around with twice the speed of a normal kage rank shinobi and is resilience to damage of A rank and below Taijutsu and B rank and below Ninjutsu(elemental and raw chakra included).
-Only used once per battle
-Last four turns
-Chakra Transfer jutsu required to send chakra to the summoner and the summoner only. This would allow Gokudere to send natural energy to release from genjutsu, enter Snake Sage Mode, or increase duration for Snake Sage Mode by two turns
-Can only be used by those who has learned senjutsu since he is a Sage himself. He would only like to be summoned by those who has the same abilities(senjutsu) as him.

(Hebiātsu: Manda Sukēru) - Snake Arts: Manda Scales (Cannon!)
Type: Defensive/Supplementary
Rank: S
Range: Short (Self)
Chakra: 40 ( -5 per turn to the user)
Damage: N/A
Description: The user will channel their chakra through out their entire body. By being able to summon Manda the user will summon a layer of Manda's scales that covers their entire body giving their body the strength of Manda's scales. The scales will be able to take up to A rank jutsus and is able to take one S rank jutsu but the user will have to shed the scales off their skin to survive it. The user will be able to get rid of scales anytime they chose but than won't be able to use this jutsu again for 3 turns.
Note: Last for 2 turns
Note: Only usable by Snake users
Note: Can't have Manda on the field at the same time
Note: Usable twice per a match with a 3 turn cool down




Canon Snake Ninjutsu:


(Jasenshi) Spinning Snake Thorn
Rank: C
Type: Offensive
Range: Short-Mid
Chakra cost: 15
Damage points: 30
Description: A technique exclusive to (Kuchiyose no Jutsu: Sōtōja) Summoning Technique: Dual Headed Snakes in which they will release drill-like projectiles from their mouths at the target.
Note: Requires signing of the Snake contract
Note: Can only be used by (Kuchiyose no Jutsu: Sōtōja) Summoning Technique: Dual Headed Snakes
(Senei Jashu) - Hidden Shadow Snake Hands
Rank: C
Type:Supplementary
Range:Short-Mid
Chakra Cost:15
Damage Points: 30
Description: Senei Jashu is a Ninjutsu technique that manifests a snake, which extends from the sleeve. The ninja can extend these snakes to attack a target. Once extended the snake can bite into the target to hold and bind them.
Note: Must be able to summon snakes
(Senei Ta Jashu) - Multiple Hidden Shadow Snake Hands
Rank:B
Type:Supplementary
Range:Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: Senei Jashu is a Ninjutsu technique that manifests a torrent of snakes, which extend from the sleeve. The ninja can extend these snakes to attack a target. Once extended the snake can bite into the target to hold and bind them.
Note: Must be able to summon snakes
(Kyodaija Kawarimi) Snake Body Replacement
Rank: B
Type: Supplementary
Range: Short-mid
Chakra cost: 20
Damage points: N/A
Description: Snake summons have the ability to shed their skin in a manner of body replacement technique which is used for the replacement technique while the snake hides underground. During the battle with gamabunta and katsuyu, Manda used this technique to evade from toad oil flame bomb; the skin was deceiving however it had a transparent opacity, which in between attack wasn't noticeable.
Note: can only be used by Snake summons
( Akai Shima Moyō no Hebi ) - Red Banded Snake
Rank: B
Type: Offensive
Range: Short
Chakra cost: 20
Damage points: 40
Description: The user will release several snakes from his sleeve that attack the opponent and then lifts them into the air, where the snakes then detach from the user and then spins around the opponent whilst attacking them multiple times before dispersing.
Note: Must have signed the snake summoning contract.
(Hebi Kage Bushin) Snake Clone Technique
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage points: N/A
Description: A jutsu develop for spying and gathering information which involves the user summoning a small snake from his sleeve. The user will then have the snake transform into a pure reflection of themselves. The user is able to know exactly what the clone is doing. The clone is only able to use basic snake ninjutsu and taijutsu up to B rank. The clone is linked to the user and is controlled at a distance through mental commands, unlike normal clones which can act independent from the user.
Note: Counts towards the users clone limit.
Note: Only one can be made at a time.
(Hebi o Kyūshū) Chakra Absorbing Snakes
Type: Offensive/Supplementary
Rank: B
Range: Short
Chakra Cost: 20 (-50 chakra per turn)
Damage points: N/A
Description: The user restrains the target with snakes that he summons from his sleeves which will wrap around the target and steadily absorbs their chakra. The more the captured target increases their chakra, the tighter the grip from the snakes. The snakes however cannot absorb endless amounts of chakra and will eventually saturate. They are also susceptible to damage from techniques and their binding power is of B-Rank physical strength. While bound, the target will face a stead drain of chakra which will make it increasingly difficult to mold chakra for techniques (1st turn, no S-Ranks or above, 2nd turn, no A-Ranks or above, 3rd turn and onwards, no B-Rank or above). Senjutsu chakra or Bijuu chakra cannot be absorbed and will immediately end the technique, making the snakes either crumble into rocks or disintegrate. The chakra drained is lost.
Note: Binding can last up to 4 turns
Note: Can only be used by Snake Summoners and requires Fuuinjutsu knowledge.
(Hebi Risu no Jutsu) – Snake Explosion Technique
Rank: A
Type: Attack
Range: Short – Mid
Chakra cost: 30
Damage points: 60
Description: The user turns their hands into a number of huge snakes that hit the opponent upwards. Next, one snake grabs the opponent in its jaws and drags the opponent into the pile of snakes left below. The user then sends a pulse of chakra into the pile, detonating the snakes into a massive explosion.
Note: May only be used once per battle
(Jagei Jubaku) – Snake Authority Spell
Rank: A
Type: Offensive/ Supplementary
Range: Short-Mid
Chakra cost: 30
Damage points: N/A
Description: The user extends Large snakes from their sleeves, which then coil around the target/s and then binds them. With the further addition of the users murderous intent they then can weaken their targets resolve and temporarily paralyze them in place.
Note: Must be able to summon Snakes
(Mandara no jin) – Myriad Snake Net
Rank: A
Type: Offensive
Range: Mid
Chakra cost: 30
Damage points: 60
Description: The user will release a torrent of serpents out their mouth. This wave will rise and rush towards the target and covering them while biting them and crushing them.
Note: Must be able to summon snakes
(Dakōmō) Snake Steel Net
Type: Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage points: 60
Description: Once the user has used (Kuchiyose no Jutsu: Sōtōja) Summoning Technique: Dual Headed Snakes, snakes emerge from the summoned snakes mouths in order of two's and from those ones others are summoned through the mouths in a continuous order in an attempt to capture their target. As the snakes continue to multiply, they become smaller and smaller the farther they are from the epicentre of this technique.
Note: Requires signing of the Snake contract
Note: can only be used by (Kuchiyose no Jutsu: Sōtōja) Summoning Technique: Dual Headed Snakes
 
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