(Raiton: Gouzen Tsuchi) - Lightning Release: Roaring Earth
Type: offensive
Rank: D
Range: Short
Chakra: 10
Damage: 20
Description: The user concentrates their lightning chakra all throughout their body. Once the target is within close range, the user slams their hands on the ground, releasing electricity along the ground and is shot upward below the targets feet in the form of a vertical column made of electricity.
Restriction:
- Physical contact with the ground must be made as soon as the target is within range.
- Can only be taught by fang
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Lightning Release: Soul Thrust (Raiton: Suiryoku No Tamashii)
Type: Attack
Rank: C
Range: Short
Chakra: 15
Damage: 30
Description: The user will focus raiton charka into their palm causing an aura to show around their hand before hitting the opponent in the stomach or any body part while releasing the chakra causing the opponent to be electrocuted while being shot backwards at least 10 feet in what ever the direction the were hit.
Notes/Restrictions
-Can only be taught by Sonnelion
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(Raiton: Hakai Mecha)- Lightning release: Destruction of Mecha
Type: Supplementary
Rank: C
Range: Short-Long
Chakra: 15
Damage: N/A
Description: The user will perform one hand seal and release from their body a surge of lightning bolts no more then the size of normal senbons. These lightning bolts however are extremely unique, they do not aim for the user but more so attempt to attach itself towards any metal or conductive material to lightning (Metal, Paper, fabric, etc) that are non-chakra infused. The lightning will tear through these material's with ease completely negating them in use. This however is limited in mobility, this technique can only be used with constructs it affects by destroying them as they are out on the battlefield and not in the opponents pouch.
Note: Can only be taught by Excālibur
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(Raiton: Raijū no Fukku)- Lightning Release: Lightning Beast Hook
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: After channeling chakra to one's dominant hand, the user extends it and releases the chakra in the form of a lightning rod protruding from the palm of his hand which the user then grips. By applying shape manipulation and bending the tip into a pseudo hook, the user then spins himself and hooks onto the opponent. As he spins, the opponent is caught on the hook and is hurled by the user in whatever direction he chooses. This jutsu is best used in conjunction with taijutsu or freeform taijutsu.
Note: Can only be used 3x per battle
Note Can only be taught by Izzeh/Deviation
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(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*
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(Raiton: Joushou tsuchi) - Lightning Release: Ascending Earth
Type: Offensive
Rank: B
Range: short(mid if channeled into a weapon and thrown)
Chakra: 20
Damage: 40
Description: A stronger version of Lightning release: roaring earth. The user forms the ram handseal and concentrates their lightning chakra all throughout their body. Once the target is within close range, the user slams one hand on the ground, releasing a significant amount electricity along the ground and is shot upward below the targets feet in the form of a much larger vertical column of electricity. The lightning upon impact, lifts the target into the air before dropping them down. Furthermore, instead of slamming one hand on the ground, the user can choose to focus the technique into a weapon and throw them into the ground near the target and release it from there. The weapon is not usable for close-combat and is best suited once the target is distracted or restrained. The column has a 3 meter radius and when formed into a weapon it is shaped like how Sasuke forms chidori into a spear or a blade.
Restriction:
-Physical contact with the ground must be made
-The user cannot use both methods on the same turn
-Can be used up to 3 times
-Can only be taught by fang
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Lightening Element: Double Lightening Sabers Cut - Raiton: Futae Raiton Gontuo Kire
Type: Attack
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40 (+10 at short range)
Description: By manipulating your lightning chakra through your hands and making a lightening saber in each one of them, you can fuse it together in one X like slash directed at your opponent, or if you hit it directly to your opponent it will be more effective.
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(Ration: Shintou Foosu) Lightning Release: Concussion Force
Type: Offensive, Supplementary
Rank: B-rank
Range: Short
Chakra: 20
Damage: 40
Description:
The user will conducting Lightning Chakra in his hand and then palming the opponent in the solar plexus which is the weakest point in the body, and blasting his chakra through them in a sort of concussive blast while forcing the opponents chakra out of their body. It can also partially paralyze other parts of the body when struck.
Notes:
- Can only be taught by Nathan.
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(Raiton: Itsuwari no obujekuto) Lightning Release: Deceitful Objects
Type: Offensive
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description: The Technique known as Deceitful Objects, is a technique developed by a single ninja, and it is developed on the principles of its mother technique; Spiked Body. With this technique the practitioner will release lightning chakra into metallic objects on their own body, or anywhere on the battlefield, that is within range of course. From there the practitioner will perform the Serpent hand seal, activating the said chakra, causing a multitude of small bubbles of lightning to form on the said object or objects, as if they were emerging from it. This technique can of course only be performed on metallic objects such as kunai, shuriken, armor; swords etc. since it is metallics that can conduct lightning. These lightning bubbles are very small and can have the capability of electrocuting, numbing and paralyzing an opponent, if they are touched by the bubbles on the objects. Utilizing this technique the practitioner is capable of utilizing this technique on a maximum of 3 objects at a time. Furthermore the bubbles of lightning that emerges from the said object, only has the capability of electrocuting, numbing or even paralyzing the said limb or area that it touches. As an example if the opponents arm is touched by these and it is paralyzed, he cannot utilize this arm in combat for the remainder of his following turn. Of course the lightning bubbles will send surges of electricity through that particular body part.
Note:
- May only be performed twice per battle
- For every usage of the technique, the practitioner can infuse a total of 3 objects
- The numbing/paralyzing effect that these bubbles cause are only in play for the opponents following turn before the paralyzis or numbing is lifted
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(Raiton: kiri kakujuu) - lightning style: lightning expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a lightning jutsu the user will perform 2 handseals as they release there chakra into the lightning jutsu. In doing so, the user will increase the power and size of the lightning jutsu boosting any lightning jutsu by 25 damage points. By the increase in chakra the lightning gains more power as the power of the electrical current is increased.
Note: Can only use used on lightning the user or the users summon has created
Note: Can only be used once one each lightning jutsu creates
Note: can only be used 3 times
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(Raiton: Rai Shinsei)- Lightning Release: Electrical Reconstruct
Type: Offense/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: An advance lightning application technique, provided by the user through unique shape manipulation. The user by concentrating on their lightning techniques, will re-create the overall bodily structure of most electrical techniques, "hardening" them or in short, making them more concentrated then before. This technique can be considered a "next level" technique, since it can be used on virtually any lightning technique and bring them up a new level of abilities. Even already tangible/concentrated techniques can benefit this jutsu by its effect granted. The initiation of this technique is done by simply performing an extra hand seal during performance of the initial lightning jutsu, it would allow it to be done within the same time-frame. By having lightning more concentrated, they become less likely to conduct on water, have a specific penetrable offensive ability, less unpredictable through movement, but tougher to hear since its so compacted. Brightness remains relatively the same however. This technique can be considered a unique method of electrical creation. This form of lightning can also be used to combat other energy based techniques without phasing through one another. When this technique is used in conjunction to unfocused lightning techniques, they lose their numbing/paralyzing qualities in exchange for more destructive ones. For example, Nagashi would behave as a focused lightning technique. It would expand from the user more slowly due to being a focused lightning technique and it's effects would by no means be immediate. However, it will become capable of dealing damage and destroying higher ranked (S-Rank and below) techniques following Raiton's elemental strengths and weaknesses.
Note: Can only be used four times
Note: Can only be taught by Yusei
Note: Can't be used on Forbidden rank lightning
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[Raition: Bakudo #61] - Lightning Release: Way of Binding #61
Type: Supplementary/Offense
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user gathers lightning chakra in the index finger (either one) and points it at their enemy to release his lightning chakra around his opponent and use shape manipulation to create 6 flat pieces of what seem to be a triangle, and on his command cause those 6 pieces of triangle impale his enemy from all side around in a hexagonal manner. Once the unfocused raiton chakra pierces the body it will release a flow of electricity throughout the body.
Notes:
-Due to the lightning chakra being unfocused, it can paralyze the enemy for one turn only.
-Can only be used 3x per fight.
-Illustration of jutus shown here: [X]
-Can only be taught by Venom
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(Raiton: Taishū no atorakushon)- Lightning Release: Attraction of the Masses
Type: Offensive
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user will gather lightning chakra and release the lightning into a weapon and/or object (kunais, shurikens, etc) that can conduct lightning, the user will then proceed to throw the weapon at the opponent. The user will have to make direct physical contact with the weapon to channel their raiton chakra into it. Once it gets within short-range of the opponent, the user will perform one hand seal, and essentially release the built up lightning chakra from within the material in order to activate the special ability of the technique. Taking into account the canon jutsu Lightning Release: Lightning Blades Levitation from which it was derived from, the user will cause any objects/tools/materials within short-range of the opponent to converge on the opponent's position by releasing the lightning all around and attracting things inward to its source, crushing anything within the vicinity. These materials will also contain a certain amount of shock value, able to paralyze the opponent on touch, yet only applies to things that are logical and can conduct lightning (clothing, metal, rocks, etc).
Note: Can only be used three times
Note: Requires one turn cool down before re-use
Note: Can only be taught by Joker
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(Raiton: Supaiku Bodi) –Lightning Release: Spiked Body
Type: Offensive
Rank: A
Range: Short
Chakra Cost: 30 (-5 to sustain)
Damage Points: 60
Description: The user will begin to gather a large amount of lightning chakra within their own body. The person will then proceed to make highly concentrated spikes of lightning, which will emerge from a desired location on his/hers body. The lightning spikes emerge from the body like regular chakra by seeping through the skin and then immediately forming the spike seemingly making it look as if the spike protruded from the body and out into the open air. It emerges with enough force to pierce incoming projectiles or skewer some one’s body and paralyze them. The spikes can essentially have any length the user wishes it to have, though the absolute limit of the technique is that it can only reach targets within short-range of the user, though the user has no limit to how many spikes he can emerge from his body through this technique when used. Another note may be, that the spikes can be dispersed at will by the user if he sees fit.
Note: This technique may only be used twice per battle and while sustaining it, the user cannot mold any element aside from Lightning
Note: This technique must be taught by Gutsy Jiraiya
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(Raiton:Hikari furasshu) Lightning Release: Light Flash
Type:Attack
Rank:A
Range:Short-Mid
Chakra Cost:30
Damage Points:60
Description:The user channels lightning to the palm of his hand and with the flick of his wrist, unleashes a wave of lightning that can leave several wounds in the opponent's body and pierce rock. The lightning appears as a quick flash of light, similar to a blur, but ninja of high-enough rank or one who possesses a Dojutsu or sensory abilities see the attack as an arc of light.
~Must be 1 rank or below under the user to appear as a quick blur~
~Due to the fact that the jutsu can barely be seen, it can only be used twice per battle~
~Can only be thought by Rikerslade~
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(Raiton/Kenjutsu: Inperiaru Sutoraiku)- Lightning/Sword Arts: Imperial Strike
Rank: A
Type: Offensive
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user swings his Katana in any manner (horizontally, vertically or diagonally) and releases a seemingly thin line of lightning chakra, which seems to be a simple blade which heads towards the opponent, however, upon the users will and with the addition of chakra, the simple blade suddenly extends multiple other thin yet extremely sharp and lethal blades of lightning which bolt towards the opponent, hitting him/her from multiple angles, easily being able to hit the opponents front and both sides, making this a perfect surprise attack.
Note: Can only be used 3 times.
Note: Can only be taught by Erzo
Note: No Lightning higher than S-rank, next turn or same turn.
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(Raiton/Doton: Hakai no Sekai) - Lightning/Earth release: World of Destruction
Type: Offense
Rank: A-rank
Range: Mid - Long
Chakra: 30
Damage: 60
Description: The user will gather their chakra and stomp their foot on the ground to rise a large rock section up to 10 meters long in size and 2 meters in radius, off the ground around the area where the opponent is located. After two hand seals the user will then charge lightning chakra through the rock section, the lightning will begin to spiral around the rock section while breaking it apart. As the lightning is spiraling apart and the rock section is being broken apart, tendrils of lightning will begin to grow in size to the point anyone close in the radial area would be pierced from the lightning as well as being terribly shocked that would result in numbing the opponent. The rock section will soon turn into rock debris that will follow with the tendrils of lightning basically creating a vortex of lightning with rocks chunks. The rocks would be released outward as projectiles and move anywhere in distance same to the lightning tendrils. The rocks and tendrils of lightning move and are sent at a unpredictable manner making it difficult to understand where they are being launched, further decreasing the possibility of an easy way of evasion.
Note: Counts as two moves in the three move jutsu slot
Note: Must have Lightning up to A-Rank
Note: Must have Earth up to A-Rank
Note: Can only be used three times
Note: Can only be taught by Excālibur
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Raiton| Manako no Same- [Lightning Release| Shark's Eye]
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra: 30
Damage: 60
Description: While not truly related to sharks or an eye, this ninjutsu is a method of perception that mimics a shark's ability to sense electric fields. Because air is a much poorer medium to conduct electricity, the effectiveness is greatly less than a shark's natural sensory abilities. The practitioner is able to pinpoint organisms that produce bio-electricity (essentially any animal) within a twenty foot radius. The technique does not yield any descriptive information about the organism, simply its location. Strong electric fields, such as other electric ninjutsu ( even those used by the user ), are capable of rendering this technique temporarily useless. Additionally, the user must channel chakra to maintain this sensory enhancement. Unless their chakra control is precise, it is best used deliberately as opposed to a constant passive activation. By focusing lightning chakra in a controlled state into the cornea the user is able to see these small electrical fields being produced by a organism.
(Last 3 turns)
(Usable 2 times)
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Raiton: Akuma Raimei Makaze | Demon Thunder Storm of the Devil
Rank: A
Type: Supplementary
Range: Long
Chakra Cost: 40
Damage Points: N/A
Description:
The user gathers raiton chakra from the core of their body, as they aim their palms to the sky. The user then releases the chakra in one big burst towards the sky, causing a disruption in the atmosphere and creating a disastrous thunder storm in the the sky.
Covers the sky with thunder clouds.
Last's for 2 turns.
Can only be used twice per battle
Can only be used and taught by ~Sage~
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(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
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19. (Raiton: Shusei Bolla)- Lightning Release: Bolla's Modification
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (Depends on the jutsu)
Description: The user will perform one hand seal and release their chakra towards pre-existing lightning, specifically lightning that is either "focused" (lightning that retains a shape, or has powerful piercing ability, such as a Spear or Animal) or "unfocused" (lightning that does not retain a shape, and destructive, such as the nagashi). Using a concept that has been shown from various lightning jutsus (specifically with the Chidori variants), the user will take a hold of their lightning chakra, and forcefully turn that chakra into the opposite composition it is retaining at that moment. Essentially the user at will, will be able to turn focused lightning, by willfully dispelling its shape, turning it into a unfocused lightning source. When turning it into an unfocused lightning source, it becomes heavily similar to the Nagashi, having numbness and destructive capability of against solid matter. Unfocused lightning also has a unique property of conducting and combining with other material and elements, when doing that it would add a 20+ damage. The same is for unfocused lightning, where the user will inject their chakra and turn the unfocused lightning source, and turn it into a specific shape, the unfocused lightning would come together to create the shape of lightning spear (Similar to the Lightning Release: False Darkness Spear). To allow for unfocused lightning to turn into a spear, the user will perform this technique first, and then the inject itself into a unfocused lightning source/technique that will either be dormant (read further) or created right after through a technique. From their the user will be able to control the unfocused lightning source to allow for the manipulation to occur. A similar process as streaming techniques, after the spear is created, the user doesn't need to focus on it no longer for that scenario. The spear will have a clean piercing power and a certain amount of tangibility. Note the size, rank, and damage capabilities depend on the initial current of the first lightning (i.e. a B-Rank will inflict 40 damage). That rule only applies to unfocused techniques made focused. Focused techniques transformed into an unfocused surge will have no damage capabilities but they will be capable of paralyzing the opponent in the same way as Chidori Nagashi. The larger the initial technique was will dictate the size of the reformed technique. When a focused technique is turned into an unfocused surge of lightning, the lightning will spread out in such a way that it encompasses short-range around the area the jutsu originally encompassed. This jutsu can fully be used on lightning that is combined with other materials or conducted on other constructs (such as water, metal, earth, etc). By simply turning the surface of the lightning into focused or unfocused lightning, however this comes with a drawback, where the initial elemental combo will no longer be in effect for that material it is conducting, destroying it and rendering it useless. This jutsu can be used on dormant lightning, for there is evidence of lightning remaining dormant, things like holding the nagashi on a sword, or lightning currents in water sources/techniques (the user would still need to inject this technique into that lightning source to take control and manipulate it). Evidence of this kind of advance shape manipulation and reformation is present by taking evidence of the various chidori variants, and how they can turn into different shapes or perform different attacks/tasks. This is simply an advance offset of that mechanism in lightning. Another note is, when the user manipulates the lightning's form, they can re-aim the lightning (like a projectile), or remain focus and stream the lightning.
Note: Can only be taught by Noni
Note: Can only be used three times per battle
Note: Cannot be used on an opponent's technique
Note: This jutsu can only be used once per technique, so when the form of lightning is changed, it can not be reversed
Note: Can not be used with natural lightning (e.g. Kirin), because of its scarce and how limited it is to control
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Taught to: Baldy, Teno, Zanda, Ian
14.(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
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Taught to: LonelyAssassin, Loki, NK, Kirabi, Paths, Flash
21.(Raiton: Īguru no enchō)- Lightning Release: Extension of the Eagle
Type: Supplementary/Offense/Defense
Rank: A
Range: Short-Mid
Chakra Cost: 30 (+10 for every shape created)
Damage Points: N/A (Depends on the shape)
Description: An elemental lightning technique based around shape manipulation. The basic concept is, the user will erect a chain, or spear of lightning, out of a users own preexisting lightning technique (not including Chidori). Lightning techniques such as Thunder Dragon Tornado and Lightning Beast Running Technique (and other humanoids) will be able to compliment this technique well, having spear(s) or chain(s) come out the body, for various tasks. This technique is meant to compliment lightning techniques that are focused, or self-sustaining techniques. Some form of lightning combined with other elements (dual elemental technique) can also work with this technique in logical forms. The spear and/or chain are different actually. The spear more lethal, and meant to pierce and deliver serious damage to the opponent (similar to False Darkness Spear), and the chain can actually bind and shock the opponent, paralyzing them in place. Each can reach up to mid range in distance. The user can decide where to raise, and aim the artillery. The user can also decide to control them and continuously move them around the body of the technique (through mental command). A drawback is the user can never perform both a chain and a spear on the same technique, as well as if they decide to erect more of the same shape on a technique, they would have to drain more chakra. The power of this technique is equally divided between the number of created chains/spears.
Note: Can only be used three times
Note: Can only be taught by Noni
Note: A shape can last up to two turns max
Note: A shape can only be used on one technique at a time, if the user wants to change the shape, they would have to re-perform the technique
Note: Can not be used with natural lightning (e.g. Kirin), because of its scarce and how limited it is to control
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Taught to: Zanda, Venom, Houdini, Yusei
(Raiton: Denki bakuhatsu)- Lightning Release: Electric Explosion
Rank: S
Type: Offense
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user starts by sending large amounts of raiton chakra above the palm of their dominant hand and then concentrating it into one tiny ball. Then the user throws the ball at high speeds at the opponent and as it reaches the opponent the user detonates the ball, causing an explosion that effects anything within short to mid range. Direct contact is fatal while being in the blast range causes paralyzation.
~This Jutsu can only be used twice per battle
~This Jutsu can only be used every 2 turns
~Can only be taught by Naruto41698
~The user can't use any Lightning Jutsu until they can use this jutsu again
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(Raiton: Bāsuto o suraisu) - Lightning release: Slicing burst
Type: Attack
Rank: S
Range: short-mid
Chakra: 40
Damage: 80
Description: The user performs the monkey hand seal and will run at the opponent and his/her feet will start glowing. They jump very high in the air, and do 3 front summersault while they are in the air. (3 times spinning). WHile the user is rotating in the air electricity is gathering around the user’s feet. The electricity is shaped as a slice of lightning, rotating along with the feet of the user, every moment of the rotating time of the user, the slice of lightning grows bigger, it takes about 1.5 seconds for the lightning to have charged and gathered around the feet, and eventually, after 3 times rotating very fast in the air, when the user’s feet point toward the opponent, the user will release the burst of gathered lightning chakra out of his feet aimed at the opponent. The lightning burst is shaped as a big vertical lightning slice, of 4 meters tall, and 2 feet in the width.
~note: can only be taught by ~Khallil-Sama~
~note: can only be used once in a battle
~note: you can't use a S-rank raiton jutsu the following turn, and no raiton jutsu at all in the same turn.
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8.(Raiton: Zeus Kontorrou)- Lightning Release: Zeus's Control
Type: Supplementary
Rank: C-S
Range: Short-Long
Chakra: 15-40
Damage: 30-80 (Depends on the rank of construct)
Description: The user either by the use of a touch or by releasing the chakra forward towards their intended target through their limbs, will specifically release a surge of unfocused lightning. With the lightning, the user will not aim for the opponent themselves but instead aim towards the opponents jutsus, specifically earth material type jutsus. Lightning that is unfocused will act to move along and around the earth substance, almost as if the earth will act as a conductor. There has been showcases of lightning moving along earth like substances without breaking them apart using this same concept (e.g. Earth/Lightning Release: Electric Rock Pillar). The lightning will act to overpower the rock section or construct completely engulfing the rock and rendering the opponent's chakra within the section of rock useless. However this does come with a certain type of consequence, since there is still chakra of the opponent's harboring within the section of rock it will cause slight damage and cracking along the rock, this is simply an act of the lightning attempting to overpower the earth material but the material of earth will be weakened due to this (Exactly one rank would be deduced). As this step has been completed, with the user's lightning chakra now within the earth material, the user is now capable of taking complete control of the section of rock and send it towards a target or move the rock section around with complete ease but focused required as well, this concept similar to that of Lightning Release: Lightning Blades Levitation, as in how lightning is able to mask over the material and take control of its movements. This is exactly what would occur with the earth like substances. The appearance of the constructs will look quite normal, just a few cracks in and around its body and a light yellow aura of lightning along its body. The constructs can be controlled at will, the user can either send specific construct towards the opponent as a projectile or they can remain focus upon it and guide its direction. The constructs will retain the same sort of defensive and offensive property it had before it was taken control from the lightning, when taken control the objects obtain a certain shock type of damage which can indeed numb the opponent just like regular unfocused lightning would cause. This technique can not be used on the user's own earth constructs. The lower rank the earth construct the lower amount of chakra the user can use to overtake it. While though this technique makes out to earth, just about any elemental technique the opponent is using on the user that is either weak against lightning or can conduct it, can be used against it, such as wood or steel. Material like water is also able to be controlled but the rank has to be one grade higher then the water (so S-Rank lightning to control A-Rank water) and even with this, the water will still be weakened down a rank due to the chakra combating the opponent's technique to take control of a theme across this jutsu.
Note: Can only be used twice
Note: Must have Mastery of lightning
Note: The construct is kept active for three turns
Note: Requires one turn cool down before use again
Note: Usable only on solid and logical techniques
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Taught to: Better, Negative Knight, -Venom-, LOK, Lili
11.(Raiton: Yuuetsusei no Kyohaku) - Lightning Release: Supremacy of Stella
Rank: C-S
Type: Offensive/Supplementary
Range: Short - Mid
Chakra cost: 15-40
Damage points: 30-80
Description: This is the brother technique to Lightning Release: Zeus' Control. The user will focus their lightning chakra throughout their body before releasing it in the form an outwards pulse which reaches the edge of mid-range in a radial direction in the blink of an eye. The pulse can just barely be perceived with the naked eye but it cannot be reacted to (as in blocked by a technique). The pulse is innately non-damaging and causes no harm to anything or anyone nearby. Its use lies in the fact that it imbues any inanimate non-chakra infused substances (or anything imbued with the user's own chakra) caught in its reach with the user's raiton chakra. The user will be able to now control said objects or constructs with relative ease through the use of hand gestures (in a similar manner to Lightning Release: Lightning Blades Levitation), either sending them towards a target as a projectile or maintaining focus to guide the direction of the objects. The objects will have a specific aura and color of yellow, with electricity running along the body giving the constructs a certain shock value when it comes to offensive property. With this jutsu, the user is able to take control of a large mass of rock and send it at the opponent or even something as small as a kunai to lift and guide its direction, in attempt to perform stealthy attacks. Any constructs taken over can travel up to long range and the chakra used for this technique will be split between all of the objects/constructs the user decides to take control of. Despite the fact that this jutsu imbues inanimate objects within mid-range with chakra near instantly, the opponent will likely realize a technique has been used due to the yellowish glow the affected objects develop, the hand gestures being made by the user to control the objects and the slight sounds of crackling lightning constructs/objects produce when they're manipulated. Logically, a C-Ranked pulse will only be capable of manipulating small tools such as kunais while an S-Ranked pulse will allow the user to manipulate colossal objects and constructs. The difference between this technique and Zeus' control is, the latter can only be used to take control of the opponent's techniques while this jutsu is used to control one's own techniques and non-chakra infused matter. There has been showcases of lightning moving along earth like substances without breaking them apart using this same concept (e.g. Earth/Lightning Release: Electric Rock Pillar). If the user leaves the area mid-range around where the pulse was first released before taking control of a construct, he/she will become incapable of putting this jutsu into effect.
Note: Can only be used twice per battle
Note: Can only be Taught by Noni
Note: Must have Mastery of lightning
Note: The construct is kept active for three turns
Note: Requires one turn cool down before use again
Note: Usable only on solid and logical objects/constructs
Note: Upon activating construct(s) with the usage of this jutsu, the user can not decide to suddenly take control of another contract unless with the usage of this jutsu a second time
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Taught to: LOK, NK, Ushiro, Lili
24.(Raiton: Kaminari no Yōna)- Lightning Release: Thunderous Recreation
Type: Offense/Supplementary/Defense
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A (Depends on technique)
Description: An elemental lightning technique based around shape manipulation, a concept deprived from Lightning Release: Lightning Blades Levitation and the Lightning Shadow Clone. The basic concept is, the user will either release unfocused lightning onto a conductible material (either through touch, or sending a bolt through the air, or ground), or inject this jutsu into preexisting lightning to harness the lightning technique/material. The user is able to create duplicates of the original jutsu. The appearance of the duplicated jutsu is exactly the same as the previous technique, their damaging property, rank, size, and purpose of jutsu is relatively the same as well. This technique can be used on streams, projectiles, humanoids, self-sustaining techs, etc. Most of the time "shocking" to touch, the lightning duplicate will have a certain amount of tangibility to remain in shape. The user can create an extra beast for attack, or another spear of lightning. Alternatively, when used on jutsus/weapons with lightning conducted on it, the user can create a duplicate from that as well (only tangible elements). The difference between using this jutsu on already existing lightning, or on conducted lightning, is that the conducted lightning (such as a kunai with nagashi), will appear to be an exact copy, its internal body composed of electricity, but in appearance looks regular as ever. And when struck, reverts back to a regular state of pure lightning. To the opponents eye's, this method would look simply like a clone of the original technique, though this might not fool some forms of sensory, and dojutsu. These duplicate jutsus can be controlled as a streaming, or can be aimed as a projectile. The duplicates are created short range of the original jutsu, but the user can inject/use this jutsu on techniques from virtually any range. The power of the duplicates is equally divided between the numbers created if needed by the user. A drawback to this jutsu is shape matters, it can be used on shaped/tangible lightning techniques, or tangible materials conducted with lightning. This can not be used on one's self with lightning armor based jutsus.
Note: Can only be used three times
Note: Can only be taught by Noni
Note: A duplicate can last up to two turns max
Note: Can not be used with natural lightning (e.g. Kirin), because of its scarce and how limited it is to control
Note: A duplicate can only be used on one technique at a time, if the user wants to use this technique on another, they would have to re-perform this technique
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Taught to: Houdini, Nanazai, NK, Yusei, House, Venom
25.(Raiton: Nozomi negurekuto)- Lightning Release: Desiring Neglect
Type: Offense/Defense
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: An advance lightning application jutsu. The user will release a spear projectile out of their body, or mouth. The spear vividly similar to the False darkness spear, and can reach lengths up to four meters. It contains similar traits. Has a serious amount of piercing potential, ripping flesh apart, or bursting through rocks as it travels, and can paralyze anything that comes into contact. What makes this unique is lightning's ability to control other material, with jutsus like Lightning Blade Levitation for example. The user through a simple hand seals, can activate one, of its two special application while performing the spear, creating a sort of electrical field where the spear is the epicenter of this field. The first, offensive base (Snake hand seal), the spear will release electricity (appears like electrical wires) that extends up to mid range from its body in a Omnidirectional manner that acts as a medium for the electrical field distances, anything that is in reach of the electricity will be used as a medium for the spear (metal, rocks, water, etc), and follow the spears trajectory, and target, flanking it from the same side it reached. All the material touch will have a small shock value on contact due to the contact with the electrical wire conducting itself onto material. The second ability is opposite, and more defensive (Dragon hand seal), the spear will once again release those electrical extensions up to mid range, anything that is in reach by them will forcefully be pushed back into a longer distance, or from where they came from, this includes natural material. Both these abilities can be used on opponent's techniques, but must overpower the ranking to do so successfully. This spear can be multiplied when desired through mental command, and by holding the hand seal, can control where, and how they move. Length of the electrical extension can be adjusted from short-mid range for the users need. This spear alternatively can be harnessed by the users hands to be used in close range, and when doing so, due to being in closer contact, can control where the electricity is released from the body of the spear (the tip of the spear, laterally, etc), and still have the same effects needed. To harness the spear, it has to be created from hand.
Note: Can only be used twice
Note: When harnessed, will last up to three turns
Note: One turn cool down before re-use
Note: Can only be taught by Noni
Note: No other S-Rank or above Lightning in the user's same turn
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Taught to: Zanda, Jokey, Yusei
28.(Raiton: Eregan Rai Jisshi)- Lightning Release: Elegant Electrical Embodiment
Type: Defense/Offense
Rank: S
Range: Short
Chakra Cost: 40 (-10 per turn)
Damage Points: 80
Description: The user will gather lightning chakra throughout their body, and release it on the edge of the users skin all at once. This creates a unique armor of extreme condensed electricity for the user with random electrical wires appear out of it the armor that extends up to short range radius of the user. This doesn't add to Taijutsu but gives a more unique pain and method of attack, numbing on first contact and paralyzing on prolonged contact. Metal weapons will be shredded against the armor as well. Specific usages come along with the armor as well. Defensively, when touching things of solidity, no matter the size, the electricity will be able to ravage along the body, conducting through it, and destroy it to pieces, this makes golems in contact with the opponent vulnerable, roots of wood destroyed with ease, and steel cages less of a threat (this costs a move and is A-Rank) and extends up to the size of the construct it is negating no matter the size, this ability activates whenever the material touches the armor, even when the user is unable to notice the attack. Also, the electricity will prevent earth (KG and CE as well) to be created under the user and their short range radius for the electricity will negate it before its creation/usage (passive) due to the electrical wires created with the armor discharging lightning into the ground. The user can also create electrical whips out of their limbs that are heavily condensed able to restrict the opponent, swing around areas or slice through material/flesh that extend up to mid range. The user can shape the threads to create various tools like spears, spikes, walls, spheres, etc to aid for various purposes, using a hand seal will allow the user to release these weapons as a projectiles (count as a move and is A-Rank). The user can create up to eight constructs at most (with the use of one hand seal) with the power of this technique being split accordingly. While active, the user can only use Lightning and non-elemental abilities. The user will be able to deactivate it mentally with no time wasted. Due to the stress of the electricity the user will be unable to use Taijutsu above C-Rank for three turns, only applicable when armor is active for all 4 turns.
Note: Can only be taught by Noni
Note: Last four turns and can only be used twice per battle
Note: Can not use lightning in same turn deactivated
Note: The abilities that come with this armor can only be used four times before it disperses on its own
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Taught to: Zanda, Yusei, Venom
31. (Raiton: Zeusu Mōretsuna Bēru)- Lightning Release: Zeus's Ferocious Veil
Type: Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: The user will release an omnidirectional pulse of unfocused electricity from every inch of their body. Initially this electricity does no harm to anything or anyone. The pulse can reach all around the battlefield along the ground and sky. The pulse can just barely be perceived with the naked eye but it cannot be reacted to physically or blocked by a technique. After set the battlefield will have random bursts of non-hazardous electricity. The purpose of this terrain change is whenever the user performs techniques within the vicinity they will naturally conduct with the electricity present around the atmosphere and terrain. However, to activate this conduction the user must perform a hand seal along side with the technique/weapon used this allows for the technique to be used only by the user, so the opponent gains no benefit from this technique. The conduction happens within the same time frame. Kunai's become conducted with ease, every water attack will carry electricity, and earthly material will have a veil of lightning around its body, giving all these types of substances an extra amount of lethality and shocking damage. Only techniques that do not offer a benefit would be things like wind, wood, lightning, fire, etc. Logical elements apply to this as well as their alternative releases. This allows the user to constantly have a source of electricity to combine with their techniques. It does not enhance speed of techniques, gives it a new set of abilities or things of the sort, the technique originally will remain the same ability and purpose wise, just lethality is increased. The amount of electricity around the body of these material will correspond with its original size. This pulse can be manipulated and localized to fit the range and terrain that is needed for the user, but will always have the user in the center. Weapons benefit 10+ damage while techniques will be updated to one rank stronger along with the benefits lightning entails. Essentially any technique created within the dome will have the electricity, material that are created outside it will not have the benefit.
Note: Can only be used twice
Note: Lasts four turns
Note: Must wait two turns before re-use
Note: Only usable with feasible elements
Note: Does not work with techniques above S-Rank
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Taught to: N/A
35. (Raiton: Socratic Piāsu Hōhō)- Lightning Release: Socrates Method of Pierce
Type: Offense/Defense/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user will release an omnidirectional bolt of electricity all around the terrain. The electricity is non-harming. This electricity moves at incredibly speeds, comparable to visual genjutsu, hitting the area near instantly. Upon immediate release the user will had made a spear of lightning that strikingly resembles False Darkness. This spear will have branches of electricity that appear like barbed wires that initially are tightly wrapped around the spear until exposed for use. The main usage of this spear is the concept of perfect aim. That when the user releases the spear in a projectile manner, the user will had set its target and upon release will immediately attempt to pierce the opponent in the heart. Any obstruction or attempt to physically halt the spear will have the spear release its barbed wires that extend up to short range (or the barbed wires can be released as projectiles for mid range), and upon contact with any lightning laced area from the initial omnidirectional bolt the spear will disperse itself and re-position itself to continues it momentum towards the opponent, with a slight delay in time as it disperses (happens instantly) and reforms (this is the delay), but still having a forward momentum as it does so. The speed of travel is equivalent to that of the chidori spear. Alternatively, the user can perform this action upon themselves while wielding the spear, upon command the barbed wires will release itself and touch all around the areas, almost like Kakuzu tendrils which upon contact with the lightning source, the user and spear disperses into bolts of electricity to reform themselves around the areas of contact. The user can even localize the barbed wires to create a sustained area in one place rather than another. When the spear pierces the opponents heart, the barbed wires will release itself automatically shredding the opponent in their insides and out. Due to its tightly composed nature, the spear will easily be able to maneuver areas with large bodies of water as well. The user can even change their aimed target after the initial turn with one hand seal. The user will still be able to perform other jutsus while this is active, as it is considered passive. The omnidirectional spark of electrical waves, and the spear, are one in the same.
Note: Can only be taught by Noni
Note: Lasts two turns
Note: Can only be used two times
Note: One turn cool down before reuse
Note: No lightning S-Rank and above for next turn when deactivated
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Taught to: N/A
Strike of Artemis (Dageki Artemis)
Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user holds out his left arm in front of him as if he is holding a bow and creates a lightning-drawn bow and draws back the right arm by his head, while creating a lightning bolt arrow. The bow and arrow are completely made of lightning. The user then adds a small bit of fire chakra to the bolt, increasing it's burning capabilities. The user then releases said arrow at the target. The bolt follows the enemy’s body heat (like a heat-sensing tracker). Once it has caught up to the body of the enemy, the bolts then begin to circle around the enemy's body in a spiraling fashion from the ankles up, wrapping the enemy up, and binding him, electrocuting him/her.
*Useable twice per battle*
*User cannot use fire nor lightning jutsus A-rank and above next turn*
*Can only follow the enemy for one turn before being destroyed*
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Raiton: Sandan (Lightning Release: Scatter Shot)
Rank: S
Type: Offense
Range: Long- Short
Chakra Cost: 40
Damage Cost: 80
Description: The user firsts channels Raiton to his finger tip and moves in hand horizontally in front of him, creating a horizontal line of Raiton in front of him. On the user's command, the horizontal line shatters into thousands of tiny blades of Raiton that is launched forward at high speeds, shredding the opponent's skin apart.
~Can only be thought by Rikerslade~
~Only usable twice per battle~
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Raiton: Cho Biburato Raiton (Lightning style: Super Vibrating Lightning)
Rank: S
Type: Supplementary
Range: Short
Chakra: 40
Damage: (+50 to any Raiton or object Charged with this)
Description: The user must be a Master Raiton User. With this the user can increase the frequency of his Lightning Chakra and with it, make an object that has more penetrative force then that of a Fuuton technique. Killer Bee's lightning prowess is so great, he can even charge weak but sharp pencil-point to pierce straight through a large tree trunk. As stated by Kisame, Killer Bee is able to do this by increasing the vibration frequency of his lightning chakra to surpass the standard penetrative force of wind-chakra.
(Last 5 turns)
(No lightning 2 turns afterwards)
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(Raiton: Senshu Yousei)-Lightning Release: Usurper’s Claim
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description:
To begin the user will form the Dog>Dragon hand seals and focus their lightning chakra into an existing liquid source or technique. Using a similar concept that has been shown in previous lightning techniques, the user will then infuse the liquid with a current of lightning throughout the source, containing and electrifying it and by doing giving them the ability to levitate and manipulate the liquid. The user can shape the liquid into various forms to attack their target, shocking them from the current while also dealing blunt damage from the force of the water.
Note:
~Can only be used two times
~Cannot use lightning techniques above S rank for the rest of this turn and the next
~Can only be taught by xHoudinii
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Raiton: (Farao kesshō hogo) — Lightning Release: Pharaoh's Plasm Protection
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short - Mid
Chakra Cost: 40 (-10 chakra per turn)
Damage Points: 80
Description: An advancement of the plasma ball technique. The user will manipulate their chakra to create a golden 360 degree plasma- like barrier of an extremely focused nature around them. Able to serve as a formidable defense, even from techniques as wide-ranged as the Quicksand Waterfall Flow technique. Unlike the initial "Plasma ball technique" which it is derived from, the barrier is capable of manifesting whips from any part of its being. The whips are of a focused nature, exhibiting a somewhat similar solid tangibility to that of chidori true spear. However not to the same extent and thus are more free flowing making them capable of physical actions such as piercing, grabbing, constricting and actions similar. Allowing them to be able to be used in a number of ways. For example having a whip wrap around a sword and proceed to attack with it, or simply controlling a whip to go forward and impale an opponent. The whips are able to extend to mid-range, and there is no limit to how many whips can be manifested. Logic applies of course in the sense that with every additional whip the strength of each individual whip weakens. The user can only use lightning release, basic chakra techniques and physical based techniques while sustaining the barrier. However releasing whips from the barrier cost a move. Another unique effect is the barrier passively releases a surge of electricity into anything it touches, having it conduct (This is A rank and costs an additional move). Also similar to the initial technique, the user can choose to release the barrier, however in a more refined state. Able to release it in a wave from any direction or release it as a 360 degree omnidirectional wave. Due to how focused the barrier itself is, it doesn't retain any shocking or numbing properties, nor do the whips retain such an ability. The technique can be seen as an advancement of the initial plasma barrier technique in regards to an addition of shape manipulation and refinement in control and intensity being more focused. Still however, retaining a few of the limitations of the original technique. Such as only being able to release the barrier up to mid-range, which also applies to the extension of the whips.
Note: Can only be used two times per battle
Note: The technique lasts a maximum of 3 turns
Note: Only Lightning, physical, and basic chakra techniques can be used while sustaining the barrier.
Note: Releasing whips costs an additional move
Note: Having something conduct lightning from contact counts as an additional move
Note: Being released in a wave ends the effects of the technique
Note: 2 turn interval before the technique can be used again
Note: The maximum size of the barrier is short-range and the whips are what enable this technique to reach up to mid-range.
Note: Can only be taught by Yusei
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Raiton: (Kami no dorei) — Lightning Release: Servants of the Divine
Type: Supplementary/Offensive/Defense
Rank: S
Range: Short - Long
Chakra Cost: 40 ( 5 additional Cp for every turn sustained)
Damage Points: (5-80)
Description: The user will gather a large amount of Lightning Chakra and perform 3 hand seals. The user will then release the chakra, manipulating it to create a creature or creatures composed of extremely focused lightning. These "servants" take on the appearance of small, yellow, white or blue, cylindrical, creatures with either one or two eyes. The lightning composing their bodies is extremely focused, that it makes little to no sound. These servants require constant chakra to stay on the field. The technique revolves around affecting the servants in 3 specific ways. Their first way is through their ability of complete mastery of shape manipulation, allowing the user to freely manipulate their focused body, or parts of it, into any form they desire. For example, the user can manipulate a servants arm to become a spear of lightning (extends to that of mid-range), form both arms into a shield of sorts for both offensive and defensive purposes, or manipulation for supplementary uses such as manipulating their arms into wings to fly and etc. The second ability comes in two forms. The first form involves reverting the focused electrical bodies of the servant(s) into an unfocused electrical current, similar to a Chidori Nagashi, they can revert back to focused form through a handseal. The other form is simply causing their body to explode into an electrical explosion. However, servants that are self-destructed via the electrical explosion method are completely lost afterwards. The final ability allows the user to have the servant(s) passively split and combine following basic Rank Splitting principals (e.g. 1 S-Rank Servant can divide into 4 B-Rank Servant & 4 B-Rank Servant can combine into 1 S-Rank Servant.) A user is capable of forming 1 S-Rank Servant or several lower-rank Servant from the beginning. In the event that a Servant is destroyed, the Rank of the existing Servant do not change (e.g. 4 B-Rank Servant are out on the field, one is destroyed and 3 remain, the 3 remaining B-Rank Servant stay B-Rank). Also due to how focused/concentrated the lightning is, it does not get conducted by liquids such as water (This of course does not apply to when a servants reverts to unfocused electricity).
Note: User can only use lightning based techniques or techniques utilizing basic chakra while sustaining the servants.
Note: The rank of each attack or defense of a servant correlates to the specific rank of the servant
Note: The size of each servant is dependent on the rank
Note: Servants destructing into an electrical explosion are completely lost afterwards
Note: Shape Manipulation is limited to the Servants bodies. As such, they cannot release projectile attacks
Note: The Servants last a maximum of 4 turns
Note: Can be used 2 times per battle
Note: No S-rank lightning in the next turn.
Note: Can only be taught by Yusei
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(Raiton:Kyūkyoku no raitoningu to saishū-tekina hakai) – Lightning Release: Ultimate and Final Lightning Destruction
Rank: Forbidden
Type: Attack
Range: Mid-Long
Chakra cost: 50
Damage points: 100 (+30 If combined with water)
Description: This is considered the ultimate and final ground lightning attack. After performing a chain of hand seals the user will place their hand on the ground converting their chakra into lightning. The user then sends an enormous bolt of electricity that cuts through the ground very deeply in the direction of the enemy, and has an effect up high from the ground surface. The shape of the bolt is a triangular with the base in the direction of the user and the tip headed towards the target. It causes devastating destruction on its way and generates enough heat and power to be capable of leaving a huge devastation behind, as creating a huge destruction. It's similar to lightning release: lightning destruction, but it's stronger.
Notes:
-Can be used up to 1 times in a battle.
-Only those who has mastered Raiton can use this.
-You can't use any other Raiton jutsus in the same turn, hence it will take up all your Raiton chakra
-Hence it puts so much strains on the user, the user will only able to perform this justu in that turn, thus only 2 jutsus in the next turn.
-No Taijustu and running in the next turn, to slight damage to arms and hands after use.
-If used, as a combination with water, as the charged rocks will brake up, creating a really strong charged mudish water wave.
-Thus the difficulty of this jutsu, only sannin and above can perform this.
-If the user uses it in mid range, the intensive strength of the jutsu will cause him -50 damage.
-Can be taugh only by Dr. House
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[Raiton: Taiyou Senshu] – Lightning Release: Auriel's Shot
Rank: A
Type: Supplementary/Offensive
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their raiton chakra into one or both of their open palms before channeling raiton chakra to create and shoot up to four rods consecutively at the slightest whim. After being fired, each individual rods can be split into ten smaller rods, totaling a daunting rain of miniature rods. Shortly after colliding with something, each rods will "explode" into a maelstrom of bright light and unfocused electricity (similar to that of Chidori Nagashi), not doing this immediately but with a few seconds delay. This allows the technique to negate the doton chakra within earthen structures from a distance as the rods will first dig its head into the target technique, before discharging into the section of earth (or any conductable contructs or materials weak to lightning) and neutralizing the chakra within it. The intensity of the light produced in this technique is equivalent to that of a flash bomb and the burst unfocused electricity of a single rods has a five meter radial reach. However, much like Nagashi if the rods is in contact with an object/person at the time it "erupts", the unfocused burst will be capable of traveling a much farther distance (mid-range reach) inside of the medium. If the user so chooses, he can detonate any amount of the fired rods prematurely to gain a tactical advantage (blinding the opponent). Alternatively, the user can fire the rods with a thin and barely visible thread of lightning attached to the end of the shot projectiles, in order to manipulate their flight path/trajectory mid-air and allow for more unexpected offensives. Naturally, this technique can be used to negate chakras other than doton e.g. Crystal, Wood, Steel, Bones and etc, as long as they possess a weakness to Lightning or can conduct it. Anyone or anything caught within an unfocused burst of electricity will suffer from slight numbness and sluggish movements for two turns. They travel at the speed of an regular fired arrow following the user's tracking speed and appear just like a normal fired arrow, except that the rods are a bit bigger than a regular size arrow" Each spear are of the size of a chakra rod that nagato/pein uses.
Notes:
Can only be used three times per battle
Can only be Taught by Venom
Follows Elemental Strengths and Weaknesses
Power of the technique is equally divided between the number of rods created.
Fuuton: Pengin o Gyakuten - Wind Style: Reversing Penguin
Type: Supplementary/Defensive
Rank: B
Range: Short-Mid
Chakra: 20 (-10 per technique)
Damage: N/A (-20 to wind techniques)
Description: The Reversing Penguin is a dormant elemental ninjutsu Ashitaka made after hearing about an Iwagakure legend who was a powerful fuuton specialist with a move set similar to Ashitaka's suiton techniques. The user would begin to channel chakra up to mid range in all directions around himself, with that chakra only being visible to chakra sensors or user's having dojutsu as not to give any indication this jutsu has been used. The Reversing Penguin is simply a wind jutsu that can sense when extra chakra is expended or that has been expended into a fuuton technique. As the wind senses this extra chakra being released into fuuton techniques, it would begin to cause a small but fairly powerful air current to start spinning in the opposite direction of the fuuton jutsu in play, knocking any loose debris it may have picked up and weakening it in general due to slowing down the wind's speed and making it lose cutting power (as the wind wouldn't be as fast, it would lose part of it's sharpness coming from speed). This happens instantaneously due to the fact that this technique is dormant until activated via the opponent empowering their wind techniques with extra chakra.
Note: Can only be taught by Penguin
Note: Wind lasts four turns
Note: Can only be used three times per conflict
(Suition: Yami ni Orimasu) - Water Release: Descend to Darkness
Type: Offense/Supplementary/Defense
Rank: S
Range: Short - Long
Chakra Cost: 40 (+10 each turn)
Damage Points: 80
Description: The user will channel their water chakra into the surrounding air in order to create a number of traditional assassins composed entirely of mist with a slight blueish hue. This is the brother technique of "Wind Release: Leap of Faith" and thus has very similar applications to that of its wind brother. However, it does contain some slight mechanical differences due to its watery composition. The assassin's may be able to disperse themselves into mist, or form into their regular shape at any time, and passively may do so. This allows them to effectively evade physical based attacks and continue their assault. However, they may not attack in mist form. But when in mist form, they do possess a defensive capability to sustain their presence of the field. This mist form allows the assassins to supplement what its brother technique could not do, and that was block against attacks. When used in offensive purposes, the mist will condense its water droplets tightly and essentially "turn" into a water form, quite solid, and able to pierce, stab, and slash the opponent in similar methods to its wind counterpart. These assassins possess the natural capability of flight due to their weightlessness and are all fully equipped with twin hidden blades jutting out of their forearms. These assassins, regardless of the number, will always have to be created a minimum of five meters away from living beings (excluding the user and sentient creations such as the Stone Golems) and must always be created above their targets. The number of created assassins will always equal or exceed the number of designated targets (e.g. if a technique creates a fifty soldiers made of earth, at least fifty assassins of wind will be created). The maximum possible number of assassins that can be created through a single usage of this technique is a hundred and so if more than that number of targets exist, then this maximum of one hundred soldiers will be created. The power of this technique is equally divided between the number of assassins created.
Note: Can only be taught by Joker. Can only be used twice. Lasts three turns. No water S-Rank and above same turn created.
Suiton: (Nairukawa no buraddi tanjō) — Water Release: The Nile's Bloody Birth
Type: Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40 (-10 for every turn active)
Damage Points: N/A
Description: The user will focus chakra into the air and create a Mist similar to that of The Hidden Mist Jutsu. Only this Mist is very unique. It has the unique property to devour and consume any and all water sources and (Sticky Syrup, Mist, Rain, etc.) water jutsu, by devouring these elements the Mist somewhat fills its hunger and gets fuller naturally expanding in range, size, and thickness and thus remains on the field. The mist literally eats away at the water sources to such an extent that it no longer remains with its full body, leaving behind trails of water molecules which "sticks" to the original mist, thus the growth and thickness increase, and remain as a mist thus can not be used as a water source. Ultimately this jutsu remains active on the field by sapping chakra from the user, unless the user decides to halt the jutsu, or opponent stops it. Since this technique does not have any offensive power, it won't act to combat against jutsus or harm the opponent. Meaning that it will only devour and consume water sources and water techniques, otherwise acting just as the normal cannon mist would in regards to anything other then water related jutsus or sources. Simply harming their vision and producing similar effects to that of the canon mist technique (Byakugan can see through it). It can devour and consume techniques up to and including A-Rank water and continue to work to its effective purpose, and because the user is constantly fueling chakra to the mist to sustain itself no matter the rank it won't negate. The devouring of water techniques is almost instant. Coincidentally, this technique helps prevent water users from performing water within the mist, and if the terrain is covered by an already existing mist, it can allow for this technique to have a solid base instead of working from the ground up. The method of using this technique can be simple as simply releasing a gust of mist towards an attack of the opponent and have it devour the water consume it then grow - growth starting from the clashing point and expanding in all directions from there. The user can summon the mist above and around natural (or created) water sources for the same effect. After a certain quantity of water is devoured and consumed it is obvious the mist will become thicker and thicker, to such an extent, the quantity of water might even press down on the opponent (and user if within the vicinity) slowing them down, and blowing the mist away makes it that much more difficult, wind jutsus that span high and long ranges with powerful gusts might be the only solution. The heaviness of the mist is completely dependent on the size and amount of water. It won't be able to get heavy until it reaches long range, afterwards, the more water it devours the heavier it becomes. There will obviously be a difference of heaviness in contrast to devouring a small pond compared to a large lake, and the effect on the body will range to being slowed down slightly physically, to being almost unable to move entirely which equates to the devouring and consumption of A-rank water (nothing beyond this point, such as crushing the opponent or breaking bones). However, a lot of these drawbacks can be presented for the user as well, a way for him/her to avoid the pressing of wait is to spend an extra turn to create a chakra cloak around them (costs 30 chakra points and only works for this technique), which prevents the water molecules to rest on the body of the user, literally pushing them away, preventing from this issue on the user. Since this mist contains the users chakra and has a sort of symbiotic approach, the users water techniques are not effected.
Note: Can only be taught by Yusei
Note: Can only be used twice
Note: Can not be used in consecutive turns
Note: Creating the chakra cloak costs an additional move
Note: Lasts a max of five turns, and can be stopped by the user whenever
Note: Regardless of the thickness of the Mist it can not be used as a water source for techniques requiring one
Suiton: (Nairukawa no fuhai seigyo ) — Water Release: The Nile's Corruptive Control
Type: Supplementary/Defensive
Rank: S
Range: Short - Long (Depending on the Technique used upon)
Chakra Cost: 40 (-10 for every turn active)
Damage Points:
Description: The user will focus their suiton chakra creating a water technique with the same composition as sticky syrup variant only thicker and either black or white in color making it more goo like. Only this goo carries a unique symbiotic property similar to its sibling technique "The Nile's Bloody Birth" towards the user with the special ability to consume and devour liquids of the same rank and lower, essentially a thicker water devouring starch. Upon forming the water devouring starch can attach itself to the user covering their entire body causing their appearance to become completely black or white, with large white or black eyepieces and white or black patches on the back of each hand. The dark color comes from how dense/compact the goo becomes blocking all light, and the white color similar to the normal starch coloring allows the user to take in light and refract it becoming transparent. The water devouring starch then grants the user the special ability to "taint" water techniques or sources by passively releasing a bit of itself "the goo" into a water source/technique having it merge with the water converting it to the same goo like composition as well as it gaining its dark or light appearance and water devouring properties (Costs an additional five chakra points per use and counts as a move) and control them. The ability of the water devouring starch to devour and consume liquids is also unique in the sense that it gains some properties of the water it consumed although limited. Only being able to take on elemental properties like the burning properties of fire, nothing aside from that like chakra absorbing or ect. This is due to the technique now being made up of said water. Also something to keep in mind is the tainted water techniques do not take on the symbiotic approach of the water devouring starch. Tainted water techniques will follow the same strengths and weaknesses as normal water, but its relationship with lightning, will take on a new dynamic. The new dynamic being it wont be able to conduct lightning/electricity due to its sticky goo like composition being very thick making it very difficult to conduct electricity especially unfocused electricity. Aside from being able to "taint" water techniques and sources. The user while bonded with the symbiotic water devouring starch retains the ability to devour and consume liquids, through touch due to it being an inherent property of the goo. Also any tainted water techniques from that moment on-wards would gain the properties that the symbiotic goo absorbed, for instance if the user were to devour a hot liquid while bonded, and proceed to taint a water technique, that water technique would now also have the burning property due to being converted by the symbiotic goo. Also in the event that the user is bonded with the symbiotic water devouring starch and it is affected in some negative way such as it burning or ect. The following will happen. The symbiotic goo will either have the part effected separate from the rest of the body and then reform protecting the user, or in the event that the entire symbiotic water devouring starch is effected it will separate entirely from the user an srank defense following waters S&W.
Note: Can only be taught by Yusei
Note: Can only be used twice
Note: Can not be used in consecutive turns
Note: Lasts a max of four turns, and can be stopped by the user whenever
Note: Can not use another S-rank water technique in the same turn.
Note: Tainting techniques takes one of the three jutsu slots
Water Release: Heavens Scattering Shot(Suiton:Shotto Wo Sanran Ten)
Type: Attack
Rank: C
Range: Short-Mid
Chakra: 15
Damage: 30
Description:The user will perform the dog and tiger handseals then after inhaling, as the inhale happens water from thin air forms around the users mouth in the shape of a ball of rapidly spinning water, the user will send towards their enemy with great speed,20 mph,that the user will cause to split up ,by crossing their arms, into 6 blasts of rapidly moving water blasts that will converge onto one target from all angles,except above.
Notes/Restrictions
-Can only be used 4 times a battle
-Can only be taught by Sonnelion
-Require 2 turn breaks between use
-Each blast of water deals 5 damage
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Water Style: Hidden Dragon Claw-[Suiton: Kakusare Ta Doragon No Tsume]
Type: Attack
Rank: C-Rank
Range: Short-Long
Chakra: 15
Damage: 30
Description: The user will channel his/her suiton chakra into their feet then channel it from their feet under the ground, they then form it into a dragon like claw that is roughly the size of a grown adult, the user then rises the claw from underground and hits the opponent with the claws causing a deep cut on the both of the opponents arms and the opponents chest.
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(Suiton:Uzu) - Water Release:Whirlpool
Type: Offensive
Rank: C
Range: Short
Chakra: 15
Damage: 30
Description: The user swipes their hand forward, creating a spear of water that, when directed at the target, generally through a punching motion, turns into a whirlpool. The whirlpool surrounds the target, blowing them away.
Note:
-can only be taught by Kage Phoenix
-requires water source
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Water Release: Dancing Shruiken-(Suiton:Jigoku Shuriken Wo Dansu)
Type: Attack
Rank: C
Range: Short-Mid
Chakra: 15
Damage: 30
Description: The user will perform the dog hand seal then wave either their left or right hand as they do this shuriken made of water that is hardened using the users chakra ,similar to the way water dagger jutsu works, the shuriken will spin at 20 miles an hour as they are formed in front of the user, the shuriken are 8 inches wide and a inch thick,then the user will push their hand foward causing 10 shuriken grouped together at first to launch at the opponent and can be controlled,but can only change direction once.
Notes/Restrictions
-Require one turn breaks
-Doesn't require a water
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(Suiton: Nijū inpakuto) - Water Release: Dual Impact
Rank: C
Type: Attack
Range: Short
Chakra: 15
Damage: 30
Description: After knocking their opponent into the air, the user performs a series of three hand seals Bird→Dog→Snake and proceeds to channel their chakra into the water below them. Finally the user, using shape manipulation, will create two water drills that rise on both sides of their opponent & guides it to collide with their torso and back.
Note: Must be taught by Yānks.
Note: Can only be used 2 times per battle
Note: Requires a water source
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Suiton: Kaatsu sa Reta Pengin - Water Style: Pressurized Penguin
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A (+20)
Description: Unlike many forms of water which include sticky syrup water, chakra absorbing mists, crystalline waters, etc., Suiton: Kaatsu sa Reta Pengin - Water Style: Pressurized Penguin focuses on water's natural ability to become sharp and pressurized, having unmatched cutting ability compared to other suiton ninjutsu. The user would chain an additional hand seal onto a suiton ninjutsu they perform, having it be activated within the same time frame as the original technique yet still cost a move. After this is done, the suiton technique would change from a regular, flowing water that has blunt force damage into a water that has become pressurized and sharp with amazing cutting ability, like Suiton: Suidanha - Water Release: Severing Wave. Due to the pressurization of the water technique, it would gain considerable killing potential compared to regular suiton ninjutsu, however, due to the pressurization of the technique, it becomes significantly smaller with a much smaller area of affect. The larger the jutsu the longer it takes to compress down as it still forms as though unchanged at the start.
Note: Can only be used three times per battle
Note: Can only be taught by Penguin
Note: This technique can only be applied to A-rank water and below
27.(Suiton: Gōjasuna gurando shūryō)- Water Release: Gorgeous Grand Exit
Type: Offense/Supplementary/Defense
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A
Description: This is a two part technique that acts specifically depending upon the type of technique used: streaming (controlled humanoids, continuous attack, etc) and projectiles (sentient humanoids, launched attacks). For streaming, whenever the opponents technique is either negated/destroyed, or unable to get it off in time specific to time frame in the RP) their will be a trace of mist left behind after the negation of the technique. The mist will act for two things, it will be used to harm the opponents vision (dojutsu included). It will also have a chakra absorbing aspect, for it will passively move forward due to momentum and cover the area from where the streaming technique was negated and onward, it will be a sort of wall of protect against an opponents next technique, for it to be weakened by 20 chakra points, or if the opponent is in close proximity or covered by the mist, he will have his chakra absorbed as well by 50. For projectile based attacks, the mist will appear as a trail right behind the users technique. Once again, the trail will move forward due to momentum and cover the area in between the user and opponent (and if the opponent if close enough). The effects remain the same as it was for the streaming aspect. However, just like how the opponent might have visual difficulties, so might the user. The mist glossed over the terrain will be logical in size of the initial technique. Lastly, if the user is to somehow make contact with the mist, it will not absorb their chakra. After the mist clashes with a technique, it will disperse, but contact on the opponent it will remain for a duration of three turns, or until the opponent disperses the mist. Terrain changing water techniques can also be applied here as well, just about anything can logically. As well as the forms of water (e.g. syrup). The creation of the technique can be done within the same time-frame the attack is sent by simply performing an extra hand seal during performance.
Note: Can only be taught by Noni
Note: Can only be used four times
Note: Does not work on Forbidden rank water or KG/CE variants of water
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Taught to: Penguin, Korra, Tsuki, Joker
(Suiton: Inryoukuken) - Water Release: Gravitational Pull
Type: Offensive
Rank: B
Range: Mid
Chakra Cost: 25
Damage: N/A
Description: After performing the following Tiger - Dragon hand seal the user creates a powerful Water Release technique that has the ability to draw water towards the user or push it away from him. With this, the user has the ability to churn large whirlpools in the ocean and can even deflect other Water-based ninjutsu. The user can only control up to B-rank Suiton techniques.
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(Suiton: Āmākingu) - Water Release: Armor King
Type: Defense/Supplementary
Rank: B
Range: Short-mid
Chakra: 20
Damage: 40
Description: The user makes three hand seals and focuses their suiton chakra into their hips, making a ring of water around the user's waist. From here, the ring can be extended from short range, to mid range and can be exploited to have multiple, very sharp water spikes all around the ring. These spikes can reach up to a foot long and can either face up, down or outward. This is used to stop (or make the tai/ken moves risky for the opponent) incoming taijutsu/kenjutsu attacks from the front, behind, side or above and to stop underground jutsu that involves the opponent coming up beneath the user.
Note - Only lasts for three turns and then after use, must wait three turns to put into effect again
Note - Can only be taught by Moxxi
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(Suiton: Yokoshimana Doroppu) - Water Style: Devious Drop
Type: Offensive, Supplementary
Rank: B
Range: Short – Mid
Chakra: 20
Damage: N/A
Description: The user channels their suiton chakra into a water source within mid-range of them. The chakra will target the location where the opponent is standing and treat them as the epicenter for the technique which will cause the water to transform into a prism of syrup, glue-like water. The prism of water will suffocate the target and drag them down if they are unable to escape from it. The size of the prism can vary depending on the decision of the user. Its maximum size can cover up to a 10 meter radius from the epicenter however it can never be more than three meters deep.
Note: Can only be used twice per battle.
Note: Can only be taught by Drackos
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(Suiton: Mizu seiun) - Water Release : Water Nebula
Type: Supplementary
Rank: B - Rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: After concentrating their chakra into the water and doing the hand seals: Ram → Tiger → Boar, the user creates two columns of water that appear on either side of the opponent, and rotate around each other and forms a helix in which each column closes in after the other, pushing the opponent against the column which is closing in, which pushes back against the other and so on.
Notes:
- Water source is required
- Can only hit a single opponent
- Can only be use 3 times in a battle
- Can only be taught by Ouacus
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(Suiton: Bakuhatsu Mizu Torappu no jutsu) - Water release: Exploding Water Trap
Type: Supplementary/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user sends their chakra in the water beneath you and your opponent. Afterwards, the user moves their two hands in an upward motion to make the water rise up beneath the user and the opponent. The user must be at a short ranged to their opponent in order to perform this technique, and in addition, both the user and the opponent must be on top of a water source. By releasing their chakra into the water underneath the user and the opponent, the user is able to manipulate the water to rise up and cover him/herself along with his/her opponent. The opponent and the user will be unable to move because of the density and pressure of the water. By surrounding themselves with a thin shield of chakra before performing the technique, they are able to move freely around the water, though the opponent can do the same even when caught in the jutsu (but it would take 3 seconds to cover yourself in chakra completely.) In the water, the user and the opponent is allowed to use suiton techniques only.
Note & Restrictions:
- Can only be used three times per battle
- Can only be taught by EdwardSama (me)
- When you are in the water, only water techniques are allowed.
- Can only use water techniques up to B-rank when you are in the water.
- Needs one full turn until you can use it again.
- Because you need to be close to your opponent to perform this technique, it is impossible to only trap your opponent.
- Requires a water source
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Suiton: Water Needle Shotgun
Type: Offensive/Attack
Rank:B-Rank
Range:Short-Mid
Chakra:20
Damage:40
Description: The user gathers water into there mouth.After doing so the user forms there lips as If they are about to kiss someone leaving a small hole available for the water to go through then the user spits out the gathered water ( Just like you spit out water when you laugh) releasing the water from there mouth the user then in conjunction using shape manipulation to turn the water into to sharp water hypodermic needles. It has the same affect as a shotgun spreading the water everywhere.Once released from the users mouth the user cant control it, If the enemy gets hits by the needles they act as bullets and go straight through the body coming out the other side , Piercing vital organs on the way in.
-Can Only Be taught by Yin..
-Usable 3 times a match
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Suiton: Satori o Aita Pengin no Chisei ✦ Water Style: The Intelligence of the Enlightened Penguin
Type: Supplementary
Rank: A-rank
Range: Short-Mid
Chakra: 30 (-10 per turn)
Damage: N/A
Description: Suiton: Satori o Aita Pengin no Chisei is a special suiton ninjutsu due to the fact that it is actually a combination of the summoning jutsu as well as regular suiton ninjutsu. To start with this technique, the user would perform five hand seals and slam their hand onto the ground, causing a cloud of smoke to appear, then the user would channel their suiton chakra into the cloud of smoke. After the cloud of smoke dissipates, a penguin made of water that is the size of the stone golem technique would appear, with hundreds of explosive tags embedded in it's body due to the fact that inside the penguin are air bubbles keeping the explosive tags from getting wet. The penguin itself cannot leave short range of the user, however the user can manipulate the penguin to reach up to mid range. The only special property to this penguin is the fact that explosive tags are embedded in it, as the penguin itself is just regular water and follows the strengths and weaknesses of regular water. Due to only water specialists being able to learn this jutsu, they could use the penguin as a water source three separate times throughout a fight, or even manipulate the penguin itself with a single handseal. However, the user can flash the seal of confrontation when needed to cause the explosive tags to explode on the current water construct the user is manipulating from the penguin. This would not increase the water's power, only it's killing potential when close to enemies.
Note: Can only be taught by Penguin
Note: Can only use this jutsu three times per match
Note: No S-rank suiton after for one turn after this jutsu is used
Note: Manipulation of the penguin is A-rank
Note: Can only use the penguin as a water source three times
Suiton: Seputon Riben-Sei) - Water Release: Septon's Convenience
Type: Supplementary
Rank: A
Range: Short
Chakra: N/A (+10 chakra to Water Release techniques)
Damage:N/A
Description: The user will activate an ability which allows them to extract water from the battlefield (for the use of techniques) when its not readily available for the next three turns. Through expending some extra chakra, the user can extract the water residing in oil, sticky water and similar liquids or even from mist. Once the water content of the targeted semi-solid/liquid has been depleted, it will lose its watery consistency. Liquids will simply leave a residue of miscellaneous by-products. Size is taken into regard so large-scale water jutsus cannot be made from a small puddle. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes a Water Release technique. For example there's an oil puddle the user activates this jutsu and then performs a C-rank suiton jutsu using the oil puddle as a water source, by precisely extracting enough water from the oil to use for the jutsu, depleting the puddle and leaving remnants of oil behind.
Note: Lasts three turns
Note: Can only be extracted from substances with a large water content, but also within reason
Note: Cannot extract water from earth, mud and swamp sources.
Note: Can only be used thrice per battle
Note: Can only be Taught by Rayder
Note: Cannot be used on living beings
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Suiton: seiryoku suijun|Water Release: Forced Plummet
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user concentrates his chakra into any water source to make a couple of large tendrils quickly rise out and head into the air at high speeds. The liquid is composed of a very adhesive mixture and is able to stick to anything it touches. The tendrils latch on to anything airborne that the user controls them to and then brings it crashing down.
Note: Can only be used 4 times per battle
Note: Can only be Taught by -Danzo-
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(Suiton: Mizu Chōeki Tekunikku) - Water style: Water imprisonment Technique
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60 (+15 with lightning added)
Description: The user performs the Tiger → Ram handseals and send their chakra to the water source beneath the target. With this they are able to manipulate the water and shape it. They use their chakra to move the water quickly, covering their opponent from underneath. It starts out by covering their feet and slowly move throughout their whole body. When the target is completely covered with the dense water, (shaped kind of like an 3 dimensional oval), the user will put their hands together and sort of squeeze their hands, so that the orb of water would become more pressurized. When they squeeze their hands together hard and harder, the orb becomes denser and denser. After one turn of adding pressure and such by squeezing your hands together, the water will return back to water because it cannot be squished any further. The effects of this technique makes the victim have harder breathing, sluggish movements, and sore body (because of the pressure applied on them) for the next turn.
Notes & Restrictions:
- Can only be used three times per battle
- Needs to wait two full turns before using again.
- Can only be taught by EdwardSama
- The victim, if they escape before being covered in the water, will not face any side-effects from the technique.
- The victim, if they escape in the middle of the technique, will face the same effect as a victim who was trapped for one whole turn, but on a lesser scale.
- The victim, if they are trapped for one full turn, will take the full effects of this technique (harder breathing, sluggish movements, sore body)
- The user can add a lightning technique after the water completely covers the target, which will add 15 in damage points.
- Requires a water source
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(Suiton: Sutikkī denpun same ) -Water Style: Sticky starch Shark
Type: Attack
Rank: A-rank
Range: Short/Long
Chakra Cost: 30
Damage Points: 60
Description: The user After performing the required hand seals Ram → Tiger spits out high-viscosity, chakra infused water, that is released in the form of a large water shark. This is a blast of sticky liquid which can be used to form an adhesive trap that can inhibit a person's mobility or just crush their bones if hit directly due to its large mass and speed.
- Only taught by william24
- Can only be used 3x per battle
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[Suiton: Rippou Fuzen] - Water Style: Cube of Mischief
Type: Offensive/Attack
Rank: A
Range: Short - Long
Chakra: 20
Damage: 40
Description: This technique can only be used when the target is standing on water. The user will first wave 1 hand-seal. Doing so, will focus chakra into the water below the opponent, then the water opens up in a square shaped box below the target, making them fall in. Afterwards the user if wanted may wave 1 more handseal and cause the sides of the cube to close in on each other with tremendous strength, violently crushing the victim to a bone-breaking degree due to the pressure of the water. This technique is very versatile, for it can be as wide and as deep as the user wants, within narutoverse logic and reason; to fit the entire body or just a part, meaning the user can open it only wide enough to make 1 of the opponent's foot fall in and then crush it [ if wanted ]. This can be done wide enough to make 5 bodies lined up fall inside, and as deep as 10 meters, however, the larger the space, the more it takes to close in. Nevertheless the process in which it opens and shuts is rather fast. It can be shut just enough to prevent foot or body movement, not crushing the trapped body [part].
- May only be used x3 per battle.
- Must be taught by Loki
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(Suiton: Suijou Souhou) – Water Release: Aquatic Touch
Rank: A
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user will make direct contact with an object before focusing their suiton chakra directly into their intended target. Through the use of this chakra, the user will apply a process of conversion similar to the ones employed in replacement techniques using various mediums e.g. water, sand, etc. Instead of converting one's own body into water, the user will cause the target substance to undergo the state transition in their stead. Unlike the original technique this jutsu is based on (Water Replacement), the converted object will retain both its shape and form, granting it a certain degree of solidity (Similar to Water Style: Sword of Draining) thus allowing the user to keep a hold of the newly liquefied object if they wish to. If the user wishes instead of the whole object being turned into water, only select components (e.g. hilt or blade of a weapon) can be targeted. This technique cannot be used on people/summons, Custom weapons and sentient weapons (e.g. Samehada)
Note: Lasts two turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight
Note: Follows elemental strengths and weaknesses
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( Suiton: Dāku• u~ōtāzu ) | Water Release: The Dark Waters
Type: Supplementary
Rank: A rank
Range: Short – Mid range
Chakra: 30
Damage: N/A
Description: The user starts by forming three hand seals, and then manipulating Water within reach (short to mid range). The user will then insert his chakra into the water source, and cause this Water to turn into a dark, black flammable oil. This happens quite fast, and can easily be set ablaze with any fire based jutsu. This technique can be used to change the properties of Water, within reason, basically only allowing the user to change a water source of small size into the dark flammable oil. When used in a large water source, only a small patch will be changed.
-Can only be taught by -L-
-Can only be used twice a fight
-Requires mastery of Water to be used
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(Suiton: Shouri no Caelus) - Water Release: Conquest of Caelus
Rank: A
Type: Supplementary/Defensive/Offensive
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn)
Damage points: N/A (60 damage if used offensively)
Description: The user will focus their suiton chakra into the air in order to create a mist which possess a unique chakra-symbiotic quality. The mist itself will first absorb and then embody the properties of whatever it comes into contact with. For example, the mist will absorb fire and in turn, will become scalding to touch or it will absorb a corrosive gas and become capable of corroding matter. The absorption of techniques will begin immediately but the process of embodying the leeched traits will need be to initiated manually through the use of the Serpent handseal and its effects will only activate in the following turn. Not only that, but not all absorbed techniques can have their effects reciprocated but most can e.g. the majority water, earth or wind techniques. This absorption will only work on techniques B-Rank and below (A-Rank and below for Fire and other elements weak to Suiton ; C-Rank and below for elements strong to Suiton). Not all absorbed techniques can have their effects reciprocated e.g. the majority of water, earth or wind techniques. Due to the broad spectrum of the technique, logic will need to be applied to gauge if a technique's effects can be mimicked. Only techniques with unique traits can be embodied by mist (e.g. the stickiness of water, the numbing nature of lightning, the volatility of flammable mud and et cetera). Absorbing and reciprocating a technique's effects does not change this jutsu's elemental strengths and weaknesses. It will remain a Water Release jutsu, simply one with special traits.
Note: Lasts for three turns
Note: Can only be used twice per battle
Note: Can only be used by Kirigakure Shinobi
Note: No Water Release above A-Rank in the user's next turn.
(Suiton: Kiseichuu Gesuidou) – Water Release: Symbiotic Cesspool
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A
Description: The user will focus their suiton chakra into the ground below to saturate the battlefield with with a large quantity of dense sticky water, similar in composition to the one produced in Water Release: Starch Syrup Capture Field. This user will then cause this adhesive liquid to seep from the ground in multiple places across the terrain as large circular "patches" of fluid, which will attach to anything they come into contact with, quickly binding the target object/person in place. The moment the sticky water attaches to something, it will begin to display symbiotic-like behaviour, attempting to envelop its unfortunate victim completely by slowly crawling up and around it, with this process varying in length depending on the size of the object/organism(s) being targeted. If used on living organism(s), the fluid behaves in a way comparable to quick sand, with the infestation spreading much more rapidly, the more the victim struggles against it. Small objects such as kunai, shuriken, swords and etc will be covered almost immediately, with the added effect of being ingested deep into the ground itself, clearing the battlefield of their presence. Underground travel of people/summons/objects will also be rendered almost impossible as the source of sticky water will ensnare whatever attempts to traverse through it. Alternatively, this jutsu is also extremely proficient against large ground-based summons, as they encompass a vast amount of space and will inevitably make contact with several patches of sticky water, resulting in them being covered at an accelerated rate. Using this jutsu gives the battlefield the appearance of a swamp, with several pond-sized patches of sticky water scattered across the terrain. As a result, this jutsu is often seen as the localized water-based counterpart of Earth Release: Swamp of the Underworld, with the inherent difference of the sticky fluid climbing up the user instead of them sinking into it. Each of these circular patches of fluid are two meters in diameter. This technique also acts as an effective defense against speed-based users, since the sticky patches of fluid can span out from the user's position to act as a "protective minefield". One wrong step can lead to the opponent being captured and ensnared.
Note: Lasts for two turns
Note: Can only be used twice per battle
Note: Can only be used by Kirigakure Shinobi
(Kirigakure Hijutsu: Mizu Ryuushi Sanran) - Hidden Mist's Secret Technique: Water Particle Dispersion
Rank: A
Type: Defence/Supplementary
Range: Short-Medium
Chakra Cost: 30
Damage Points: -
Description: Once the opponent attacks the user with a water technique, the user will release water and wind chakra through the air. Suddenly, the water jutsu of the opponent disperses and turns into a thick mist correspondent to the amount of water dispersed, giving advantage to the Kiri ninja who are used to fighting in the Mist.
~ -10 damage to user per use
~ No water techniques of S rank and above next turn
(Suiton: Hyouketsu Kiri) - Water Style: Freezing Mist
Rank: A
Type: Defence/Supplementary
Chakra cost: 30
Damage: N/A
Description: A variation of the Hidden Mist jutsu, but instead of releasing normal mist, the user makes extremely cold "freezing" mist. This mist is so cold that the evaporated water of the mist changes into ice crystals. The result of this is that the mist is a lot "heavier" which makes it more difficult to just blow away. It's most effective against people who user IG for example. The cold of the mist makes the joints of the opponent slower functioning, due to his fast breath his longs start to freeze at a rapid rate (he breaths fast the cold air in) but above all the ice crystals start to attach themselves to solid objects more easier than normal water of mist. This makes the opponent loose energy and heat rapidly, which makes his movements yet again a lot slower.
The effect is the same on normal people, for instance the speed of making handseals slows down, same goes for their reflexes. Since the mist is made of the user's chakra, it does not affect him.
(Suiton: Ribaiasan no nigiri) - Water Style: Leviathan's Grip
Type: Attack/Supplementary
Rank: A
Range: Mid - Long
Chakra: 30 (-10 per turn afterwards)
Damage: (-15 dmg per turn)
Description: The user performs 3 hand seals while focusing their water chakra into a given location on the battlefield creating a large supply of water underground. At the end of the third hand seal the user will manipulate the water to erupt from the earth in the form of a large serpent that then proceeds to swallow the target(s) whole within its body that is composed of raging water currents. From the time the beast fully erects from the earth, a process that is rather swift, it becomes sentient with the goal of swallowing every target that is within short range of the spot it rose from. Targets that leave short range of the eruption spot can escape the serpent's bite, but while inside short range they will be honed in on. Inside the opponent will become disoriented as they combat against the raging currents that has its way with their body as they are tossed around relentlessly although at this point the jutsu doesn't deal any damage. The water serpent has a length of 4m and a width and height of 2m, and its true ability happens after the water serpent has engulfed its targets into its body. The serpent will then rapidly coil around itself forming into a large sphere of water with a 3m diameter, and inside this sphere the raging water currents continue to circulate, but this time numerous portions of the water are compressed into miniature needles creating a trap of water that shreds the target apart with continuous exposure. The technique is nicknamed the red egg due to the extensive bleeding the target undergoes which shows as the water used for the technique becomes stained red. Two turns of constant exposure will leave the target with numerous cuts and at the risk of bleeding out if not treated in time while a full four turns will leave the opponent on the verge of death as they try to move their tattered body. The technique lasts for four turns making raiton techniques the best jutsu to follow up with due to how susceptible the water element is to the currents.
NOTES
►Can be used three per battle
►Has a 4 turn cooldown between each use
►Can only be taught by ZandaT
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(Suiton: Kyuuketsuki Gesuidou) - Water Release: Vampiric Drain
Rank: A
Type: Supplementary/Defensive
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn)
Damage points: N/A
Description: The user will perform two handseals before focusing their chakra into a technique produced mist in order to grant it a unique chakra sapping quality. This technique takes a unique twist on a low-level Kirigakure technique (Water Release Secret Technique: Mist Rain) which drains chakra from the opponent's techniques for the sole purpose of weakening them by a small degree. In contrast, this technique allows the mist to absorb all of the chakra in the opponent's techniques for various purposes. Techniques which seek to locate the user through chakra sensing means (e.g. Rain Tiger at Will or Gaara's sensory sand) will prove to be futile as the substance being used will become devoid of chakra and will no longer be linked to the creator's senses. However, this will not affect ordinary chakra sensing (chakra sensing via the user's own body). Constructs and objects will simply simply dissipate and fall to the floor with nothing retaining their form or structure. The chakra sapping mist will only work on techniques B-Rank and below (A-Rank and below for Fire and other elements weak to Suiton ; C-Rank and below for non-earthen elements strong to Suiton). Furthermore, this technique will only work on non-solid techniques and certain solid techniques, so Earthen materials strong to water are immune to this jutsu's effects.
Note: Can only be used three times per battle
Note: Can only be used by Kirigakure Shinobi
Note: Chakra draining effects will only work on techniques, not on living creatures.
(Aoiro Honoo) Blue Arura
Rank: A-rank
Type: Supplementary
Chakra Cost: 30
Damage Points : N/A
Description: The user focuses water chakra into their blade, causing a blue arura to appear around the sword, this makes all water attacks the user uses +15, the user can also shoot out water from the blade anytime he wants
Note: can only be taught by Axle
Note: only lasts 3 turns
Note: the sword itself becomes very weak against earth, that it can't pierce it
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23.(Suiton: Keto wa noroi o shōhi)-Water Release: Ceto's Consuming Curse
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: N/A (+10 for every technique this ability is applied to)
Damage Points: N/A (-20 to opponent's technique)
Description: One of the spellbinding water-based techniques. The user will activate this ability (instant activation due to it being stand alone, and does not grant ability until another compatible technique is used), to apply to all types of water release techniques that logically work with this. After the technique is set, the main ability granted will be is all techniques are infused with a special kind of mist, specifically similar to the jutsu Water Release: Grudge Rain and Hiding in Mist. This creates a sort of thin veil over the body of the water composed of mist, so the user can still keep relatively easy visual on the opponent and the mist is easily noticeable by regular eyes. It will not exactly make the user's own technique stronger, instead, it will weaken the opponent's jutsu. It will specifically absorb the chakra of the technique, decreasing its damage and weakening the technique overall. This will make it seem as if the user's technique has become stronger - on the contrary - it will just be the opponents technique that is weakened. Further more, if this special water does not touch a technique, but instead the opponent, the technique will begin to absorb the chakra of the opponent, -50 chakra will be drained. For every turn that this technique is in contact with an opponent, it will continue to drain the chakra out of the opponent by -50. This technique allows infusion to be done on streams, projectiles, humanoids, self-sustaining techs, etc. As well as able to use with the variants of Water Release such as sticky water and mist. Also, when this infused water clashes with another technique or comes into contact with a sentient being, if the user so chooses, he can absorb the chakra as long as he's still in contact with his technique and as such this will not work with projectiles or similar techniques. The user can dispel this technique at any time and while active, this ability doesn't have to be applied to every compatible technique used. This misty coating will disperse after clashing with another technique, meaning the damage reduction provided by this jutsu will only apply once to each individual technique utilized by the user.
Note: Can only be taught by Noni
Note: Can only be used twice per battle
Note: Remains active for four turns
Note: Requires two turn cool down before re-use
Note: Does not work on Forbidden Ranks
Note: Doesn't work with KG/CE variants
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Taught to: Penguin, Joker
26.(Suiton: Davi Akuma Kuiiruyōni)- Water Release: Davy's Devilish Devouring
Type: Supplementary/Defense
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: The user will focus their water chakra into their water based techniques, creating a veil of mist around the water techniques. The creation of the veil can be created within the same time-frame the attack is sent by simply performing an extra hand seal during performance. The veil over the body of water is thin, so the user can still keep relatively easy visual on the opponent and the mist is easily noticeable by regular eyes. This mist has absorption abilities (similar to grudge rain), but not of chakra, it absorbs the specific traits of elements within the mist, and from their since the mist is closely in contact with the water technique, it will in a way 'transfer' these traits onto the water technique. When the users water technique clashes with fire, the mist will absorb the heat, transfer it to the water technique, from there the water becomes scolding hot to touch. Lightning has more potential to conduct through water without it overpowering it. Wind element can sharpen the water, making it similar to Water Release: Severing Wave. This transfer will only work on techniques A-Rank and below (S-Rank and below for Fire and other elements weak to Suiton ; B-Rank and below for elements strong to Suiton). This way the original water technique will not be weakened, and retain the fullest of capabilities. Due to the mist veil being A-Rank, and have specific chakra harboring. This technique works under logical elements, not all elements will be able to cope with this, such as, solid earth, most water, wood, steel, etc. Solid elements that might have a chance to be absorbed (lava, mud, etc), after absorption will exist as material devoid of chakra. Elements that do not reciprocate with the technique at all, will not be effected, and clash with the original technique without resistance. This also means the abilities absorbed, and transfer will grant the water logical traits in correspond with the element it touches. This technique allows infusion to be done on streams, projectiles, humanoids, self-sustaining techs, etc. As well as able to use with the variants of Water Release such as sticky water and mist. Use of this technique does not manipulate elemental strength and weakness, but simply gives it special traits. After the mist does its job, it disperses, it will remain dormant around the technique until interaction with an element.
Note: Can only absorb and transfer elements that work logically (KG and CE alike)
Note: Can not be used on KG/CE water based elements
Note: Can only be used three times per battle
Note: Cannot be used on Forbidden Rank Techniques
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Taught to: Penguin, Joker
28.(Suiton: Rukina don'yokuna rōdō)- Water Release: Lucina's Lustful Labor
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (Depends on technique)
Description: The user will focus their water chakra into their water based techniques, creating a veil of mist around the water techniques. The creation of the veil can be created within the same time-frame the attack is sent by simply performing an extra hand seal during performance. The veil over the body of water is thin, so the user can still keep relatively easy visual on the opponent and the mist is easily noticeable by regular eyes. This technique acts as a second life to many water techniques: streams, projectiles, humanoids, armors, etc. Essentially the mist around the water will be intangible and initially play no role in the clash of the two original techniques, however, when the users original technique is weakened, the mist ability be put into fruition. The mist will turn into a body of water, and flush itself back into original body of the technique, regenerating it if it was weakened or reforming if it was negated/overpowered. This mist can regenerate specific parts of the water structures or its whole body, and can only be used once for the whole body or body parts (mainly applies to humanoids). The regeneration of the technique happens instantly when attacked and passively. Full regeneration can only occur to water techniques A-Rank and below restoring their initial rank, while S-Ranks can be regenerated, but weakened to an A-Rank. This technique can be used with only water techniques, and extends to many different variants of water- syrup, crystalline, rain, etc. The technique after reformation will have the same bodily movement and abilities it had beforehand. After the mist does its job, it disperses, it will remain dormant around the technique until interaction with a jutsu. When the opponent and users techniques initially clash the forward momentum will slow down, and as it regenerates, allowing the opponent time to react, maneuver, and counter.
Note: Can only be taught by Noni
Note: Can only be used three times
Note: Can not be used on above S-Rank techniques
Note: Does not work on KG/CE variants
Note: Can not be combined with both Ceto, and Davy at the same time, but can so with only one of them
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Taught to: Houdini, Joker, Riker
(Suiton: Sōzōnushi ni taisuru)- Water Release: Against the Creator
Type: Supplementary/Offense
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 20 (+20 each turn active)
Description: The user will perform two hand seals before focusing their chakra into a technique produced mist. The mist is able to absorb the traits of elemental techniques from the opponent in such a way it harms/disarms the opponent as they perform them. This is done by the mist conducting/absorbing the traits. Electricity, will cause numbness, shock attacks. Fire attacks will heat the area, burning them, and making it tough to breathe. Wind will cause shallow cuts on the opponent with their movements. This technique will only work on techniques A-Rank and below (S-Rank and below for Fire and other elements weak to Suiton ; B-Rank and below for elements strong to Suiton). This technique works under logical elements, not all elements will be able to cope with this (earth, metal, etc). Solid elements that might have a chance to be absorbed, will simply take the traits applicable, so lava would make the area around them hotter, mud would make the area around them stickier. Elements that do not reciprocate with the technique, will not effect the opponent. This does not absorb or hinder techniques at all, just take after some of its traits and residue to harm the opponent. The pain will be continuous until the opponent stops using/focusing on them. This causes the damage to vary depending on the opponent's usage, obviously projectiles will cause less pain duration, but streaming techniques might expose the opponent longer, probably initiating (though not forced) them in wanting to stop the use of a technique to prevent further harm, It completely differs to different techniques, its usage, and the opponents resistance to damage. To prevent the user from being harmed they can control the mist's molecules so any residue is specifically aimed and covering the opponent's short range radius and beyond.
Note: Can only absorb and transfer elements that work logically (KG and CE alike)
Note: Can only be taught by Joker
Note: Can only be used three times per battle
Note: Lasts three turns
Note: One turn cool down before re-use
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(Suiton: Mizu no Megami no Gifuto) - Water Release: Water Goddesses Gifts
Rank: A
Type: Attack/Supplementary
Range: Short-Mid (made short range of the user)
Chakra cost: 30
Damage Points: 60
Description: The user will perform the Dog sign and user their chakra to have a ring of water to form around them. The user will than swing their hand forwards above the ring releasing ninja tools made out of water (up to 15 tools per use) . The user can shape the water into shuriken, kunai, senbon, swords, etc. and releases them towards the opponent.
Note: Usable 4 times
Note: Must be taught by Korra
Note: Requires a water source
looks like:
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(Suiton: Dekisui Ejiki ) - Water Style: Drowning Prey
Rank: A
Type: Attack
Range: Short/Mid
Chakra Cost: 30
Damage Points: 60
Description: The user does the Tiger hand seal to create a creature underwater. This creature pulls his/her opponent down through the water, making them drown.
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(Suiton: Tengai Dekisui ) - Water Style: Dome of Drowning
Rank: S
Type: Attack
Range: Short/Mid
Chakra Cost: 40
Damage Points: 80
Description: The opponent is trapped inside a ice cube looking thing. The inside of it is filled with water, which makes your opponent drown.
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5.(Suiton: Gimon Gori Ate)- Water release: The Wondering Goliath
Type: Offense-Defense
Rank: S
Range: Short-Long (Made short range, can move up to long range)
Chakra: 40
Damage: 80
Description: A highly advance water jutsu. The user will either spew a stream of water from their mouth or use a water source, the user will attempt to create a spider made of entirely of water. The water substance and property is sticky adhesive water. The spider is quite large around the same size as the known fire jutsu Fire Release: Crimson Earth Spider. The spider is highly compressed and firm, this allows him to move around earth like structures and earth like material (mud, wood, etc) in any angle or direction due to the sticky nature of the water (Non-Chakra infused), needless to say the spider can also move along water sources. The spider's main goal is to attack the target the user has set for him, with that being said it moves straight towards the opponent like a projectile non-stop until it reaches his respected target and completely engulf him and restrict his body with the sticky water. This is done by using his legs to wrap around and capture the opponent, which will suffocate the opponent and deliver a blunt force impact, since when it gets in close range of the opponent (5 meters) it will hurl itself at the opponent (obviously traceable by normal eyes). The spider moves at a logical speed any large spider would. The spider has an advance mechanism within him, whenever some type of attack tries to cut or go through the spider, the spider will simply multiply into two's for each spider hit (Quite similar to one of the paths animals Summoning Technique: Giant Dog) and still continue towards their intended target head on and perform the same action as mentioned when it comes to attacking the opponent. However with each multiplication, each spider becomes weaker then before, so if two spiders remain they would each be A-Rank. The most spiders that can multiply in number is six spiders in total, (which would mean each spider would be D-Rank in power) until they can not longer sustain power. Also some elements might cause different reactions for the multiplication, fire might force the syrup water out of its form due to how fire acts to break down and engulf/melt but they would reform back and multiply as such. It mainly depends on how and what element used. For every time the spider multiplies back it would require chakra cost, an example would be to rise back two A-Rank spiders it would be equivalent to 40 chakra points, if an A-Rank spider was attacked and multiplied back into two, it would require 30 chakra points to bring them both, so on and so fourth. This coupled with the fact they are able to move along virtually any surface makes the technique tough to counter.
Note: Must have water mastered
Note: Can only be used twice in battle
Note: Requires a two turn cool down before re-use
Note: Can not use water jutsu above S-Rank next turn
Note: Follows elemental strength and weakness thread
Note: Every time a spider multiplies it would cost chakra as mentioned
Note: Every time a spider multiples it would cost one move as well
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Taught to: Negative Knight, Blake, Vex, LOK, Shady Doctor, Lili-Chwan
(Suiton: Shou sono senjo) Water Release: Call of the nymph
Type: Attack/Defense/Supplementary
Rank: S
Range: Short - Mid
Chakra: 30 (-15 to keep active)
Damage: N/A
Description:
The user will channel there water chakra either into the air or into a existing water source. Then either using the moisture in the air or the water from the water source they will give it shape. The basic shape of the water is that of a female. The user can manipulate the looks of the basic shape any way that he desires but it still has to retain the basic female shape. The water nymph cant use any water jutsu's. The nymph is solid enough so that it can affect physical objects (i.e push and pull). The nymph can combine with the user forming a sort of water armor. The armor looks just like regular samurai armor. The armor can with stand one fire jutsu up to A rank. While the user is wearing the armor they take greater damage from lightning attacks.
-Usable once per battle.
-No water A rank and up for the next two turns.
-No lightning can be used while wearing the armor.
-Last three turns.
-Turning into armor counts as a move.
-The nymph can be regenerated twice per battle as long as it hasn't turned into armor and there is a water source to regenerate from.
-Can only be taught by Bloo.
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(Suiton: Dai iwa Shiroppu no Jutsu) - Water Release: Great Syrup Golem Technique
Rank: S
Type: Offensive, Supplementary
Range: Short
Chakra cost: 40
Damage points: 80 (+30 if charged with lightning)
Description: Similar technique to Great Stone Golem, the user expels a large creature composed of syrup from his mouth. Hence the golem is made of syrup, it has the ability to absorb certain mud, suiton, raiton jutsus, up to B-rank, thus making him bigger, than his original size. The golem only expand if he absorbs a suiton or a mud technique. If the opponent gets in contact with him, he'll be sucked in the golem, thus suffocating him to death.
Note:
-Can be used twice
-If the golem destroyed, it can continue towards as a water wave.
-After absorbing a jutsu the golem will become 150% bigger, regardless of the rank.
-The golem can only absorb 3 techniques, after which it will crumble.
-Suiton needs to be mastered in order to do this.
-Can be taught by Dr. House
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(Suiton: Hāfudōmu ) Water Release: Half Dome
Type: Defensive
Rank: S
Range Short
Chakra Cost: 40
Damage Points: 80
Description: After a single handseal, the user basically spits out water made out of dense syrup from their mouth, thus creating a half dome spikes on it, made out of syrup infront of them.
Notes:
-Only people who mastered Suiton, are able to perform this.
-For being able to emit a rather large amounts of Suiton, the user needs to be Kage or above.
-Can be used 2 times per battle, thus the difficulty of the justu.
-Can be taught by Dr. House
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(Suiton: Secchakuzai Joushou Tama) - Water Release: Adhesive Rising Spheres
Type: Supplememtary/Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user performs 3 hand seals as they send their suiton based chakra to a water source, spreading their chakra in accordance to the area size the user chooses to affect. They then control their chakra to blend with the water to form spheres of water that possess sticky, adhesive properties in a similar manner as Water Style: Starch Syrup Capture Field. Depending on the affected area's size, the spheres themselves will vary in quantity and size. If the affected area is a localized short range radius, then no water source is required and only a single sphere will erupt and it would be large enough to engulf 5 shinobis inside of it. If the affected area is a localized mid range radius, then each sphere would be as large as that of "Water Release: Gushing Water Imprisonment", enough to engulf a single shinobi (one person per sphere). Finally, if the affected area is a localized long range radius, then each sphere would only be large enough to engulf a shinobi's limb (so 6 of them fused together would be enough to entirely engulf a single shinobi). These spheres of adhesive water begin to rise from below the water source's surface. They rise up towards the sky up to mid range from the water source's surface. That is only the case for those spheres which did not get attached to nor engulfed something larger than themselves. As they rise up, the spheres gradually stick with eachother, turning into larger spheres which then becomes heavier. Once the maximum height is reached, all the adhesive liquid spheres that have overwhelmed something will compress themselves slightly, crushing whatever's inside of them as they then fall back. The localized long range affected area variant, from its beginning, will partially incapacitate targets who gets in contact with the adhesive liquid spheres because of the spheres overwhelming different parts (normally limbs) of their body. When multiple spheres overwhelm parts of the same target's body they then fuse with eachother to finally engulf the target entirely. This entire process can be hastened if the user has already engulfed their desired target or target's body part into a sphere. If that's the case, then they can immediately, by mental command, trigger the compression of said sphere(s) to damage the target(s) and end the entire jutsu instead of waiting for all the spheres to rise up to mid-range in height. The mid-range and long-range radius variants can be made in such manner that no spheres would rise beneath the user or certain allies if these are inside the affected area.
Note: Usable twice per battle
Note: One turn cooldown between usage
Note: Localized short range radius variant requires no water source
Note: Localized mid range radius variant requires a normal water source
Note: Localized long range radius variant requires a large water source (lake, river, ocean, etc)
Note: No water techniques in the same turn, no water techniques above S-Rank for 3 turns
Note: Once the user stops focusing on this technique, it will end
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(Futon/Suiton: Houfuku) - Wind/Water Style: Retribution
Type: Offensive/Defensive
Rank: S rank
Range: Short - Long Range
Chakra: 40
Damage: 80
Description: The user will first release a small amount of wind chakra in front of him in the form of a small circular wall, with diameter twice the size of him, and the same height as him. The wind will spin around in front of him for a couple of seconds. The user will then quickly gather his suiton chakra within his stomach and quickly spit it all out through the wind wall in front of him. The sudden burst of water will go through the wind with relatively ease, due to both being created of the same chakra source and it won’t have any resistance. The bullet of water will then continue to spin as it approaches its enemy. The main purpose of the wind previously made was to remain there so that the user can release his water chakra in a quick burst (the water bullet, not stream) and the wind would act as a second layer for the water bullet, giving it more strength. The water/wind combination will then spin much faster, resembling a miniature twister heading towards it destination with brute force and accuracy.
Notes:
-Can only be use thrice
-Counts as 2/3 of the user's move per turn.
-Cannot use A rank and above wind or water the next turn
-No other Wind/Water Combination jutsu the same turn this has successfully been used
-No other elemental combination the same turn this has been used
-Must have Water and Wind mastered to use
-Can only be taught by -Venom-
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( Suiton: Chame no Peropero) Water Style: The Tongue of the Licking Urchin
Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: After performing 3 handseals, the user is able to create a great bead of water, up to 1 meter diameter, anywhere within range (Up to 50 meters from the user), by condensing water from the air around. This bead will have the cohesion and adhesion levels pumped to the max, creating a very tight bubble which pins though and attaches itself to any material it comes in contact with. The user is always able to sense the position of the sphere, spatially in relation with herself, and, when it attaches with something, the user is able to determine if the substance has chakra or not (Similar to Rain Tiger at Will), and is able to pull chakra from it, a take on the water's vital and cleansing techniques. It absorbs 100% of the chakra used to create the technique ( 40 chakra ) per turn it is attached. If the user touches the bead, he can re-absorb the chakra back to him/her. Likewise, the user is able to create multiple tiny beads (up to 10), across an area of 5 meters radius. Each will only absorb up to 10% chakra per turn ( 4 chakra ).
*The user is able to move the bead(s) around through hand gestures . When the user does, except in the initial turn, it counts as a jutsu towards the jutsu limit
*When the jutsu is dropped or broken, only 50% of the chakra stored within the bead(s) returns to the user, and the bead(s) vanish in a puddle of water.
*Can only be used thrice per battle*
*Lasts a maximum of 5 turns*
*Can't use Water above S rank in the same and next 2 turns of usage*
*Requires 2 turns cool down between usages, counting after the end of the previous usage*
*Follows elemental strength and weaknesses*
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(Suiton: Fuchi no Watatsumi Hebi) - Water Release: Abyss of the Leviathan
Rank: S
Type: Supplementary/Offensive
Range: Short - Long
Chakra cost: 40 (-10 chakra per turn)
Damage points: N/A (80 damage if used to attack the opponent)
Description: The user will perform two handseals before focusing their chakra into a technique-produced mist. Through shape manipulation, the user will form portions of the surrounding mist into countless grotesque sea serpent-like creatures which appear to be "swimming" around inside of the mist itself. These hideous creatures are blind by nature, however they're capable of sensing anything (whether or not it possess chakra) in direct contact with the mist. Furthermore, these creatures exhibit certain but limited chakra draining qualities (Similar to Water Release: Grudge Rain Technique), so as long as the opponent remains in contact with the creatures they'll gradually be depleted of chakra (50 chakra per turn). Whenever the user wishes to, he can command the swarm to converge on the opponent from all sides in a furious feeding frenzy with such ferocity that the surrounding mist will begin to boil and churn, before being stained by the crimson blood. Despite the viciousness of the attack, the sea serpents are more than mindful not to harm their creator in the slightest.
Note: Lasts for three turns
Note: Can only be used twice per battle
Note: Can only be used by Kirigakure Shinobi
Note: No Water Release above A-Rank in the user's next turn.
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( Kirigakure Hijutsu: Mujogihen ) - Kirgakure's Secret Technique - Artificial Mist Deception
Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40 ( +10 per turn )
Damage Points: N/A
Description: The user will focus chakra into his hands, and then slam them into the ground, creating an intricate pattern of glowing blue seals on the ground. The seals possess the ability to leech the user's chakra and then use it to produce a mist thicker than normal ones created by man-made techniques. The mist is continually produced at high rates, meaning blowing it away will not result in the area being cleared of mist, it will just lighten it slightly. The mist since it has the user's chakra, the user will be able to sense where the opponent is.
* Can be used only once per battle
* Leeches user's chakra 10 per turn
* User cannot use Forbidden Rank techniques while it is active of any element.
* Neither user nor opponent can see or sense each other ( via methods other than the creation of this mist ) - even usages of other Chakra Sensing abilities will be distorted because of the chakra present in the mist itself.
(Suiton: Mune no sono) - Water Release: Will of the Deep
Type: Offensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (+15 per turn)
Damage: 80
Description: The user will focus their chakra and form the Boar>Dog handseals and create a (basketball sized) orb of water that floats in the air next to them, within short range. The main purpose of this technique focuses upon the creators next use of a projectile technique or a technique that originates from them and moves towards the opponent. For when this occurs the orb of water will release a simple blast of water that is B ranked, this blast of water will combine with and accompany the technique that the creator used if it is compatible. It will continue to do this for each compatible technique that the user employs automatically, until it is destroyed or dispersed(A separate +20 chakra cost is applied for each blast.) This technique will take a small constant toll on the users chakra to replenish itself with water as it is being used. Compatible techniques are in general techniques that originate from or close by to the user and travel towards the opponent and can be used with all elements excluding fire and those based on fire if they meet these requirements. Anything which would be weakened by the water or vice versa (anything that weakens the water) are considered incompatible.
Note:
~The orb can release a maximum of 4 separate blasts
~The orb is created short range but the blasts can reach up to long range
~Lasts 3 turns before dispersing
~Can only be used 2 times
~Cannot use water techniques above A rank while this is active
~Can only be taught by xHoudinii
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Suiton: Senchinerupengin - Water Style: Sentinel Penguins
Type: Offensive/Supplementary/Defensive
Rank: S-rank
Range: Short
Chakra: 40 (-10 per turn to sustain)
Damage: N/A
Description: One of Tobirama's most diverse and unique techniques, Suiton: Senchinerupengin is a new take on suiton ninjutsu. With the rapid release and manipulation of suiton chakra, a suiton specialist will be able to form one hand seal and use the air's moisture to create two penguins of water, the same size of Shima and Fukasaku respectively, that fly around the user or stay on the user's shoulders. These penguins are special due to their signature techniques and composition, their names being Staryu and Starmie respectively.
Staryu - Staryu is a penguin made of water and through the rapid release and conversion of suiton chakra, has it's composition changed to that of a chakra draining mist. Due to Staryu's composition, it is able to create various ninja tools (kunai, shuriken, spears, swords, etc.) and shields of chakra draining mist up to short range of the user and control them with relative ease, however, once the tool is moved out of short range, it continues it's course at the same speed to wherever it was headed. This ability is b-ranked in power, but once the opponent is hit with this mist, they become significantly more sluggish due to chakra being drained from the opponent (speed drops by two ranks for two turns).
Starmie - Starmie is a penguin made of water and through the rapid release and conversion of suiton chakra, has it's composition changed to that of a crystalline water. Due to Starmie's composition, it is able to create various ninja tools (kunai, shuriken, spears, swords, etc.) and shields of crystalline water up to short range of the user and control them with relative ease, however, once the tool is moved out of short range, it continues it's course at the same speed to wherever it was headed. This ability is a-ranked in power, but has no other effects except for causing excess lacerations and having more power compared to regular suiton due to the crystalline like composition of said water, but still not enough to overcome it's elemental weaknesses.
Note: No S-rank or higher suiton for two turns after this jutsu is over
Note: Can only use suiton and non-elemental abilities whilst sustaining the penguins
Note: Can only be used by people who specialize in suiton
Note: Starmie and Staryu last a maximum four turns on the battlefield
Note: Only useable twice
Note: Can only be taught by Penguin.
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29.(Suiton: Bindus no Burisu)- Water Release: Bliss of Bindus
Type: Offense/Supplementary/Defense
Rank: S
Range: Short-Long
Chakra Cost: 40 (-15 for every turn kept active)
Damage Points: N/A (20 for body movement attacks)
Description: The user will release water chakra from their body and formulate a powerful humanoid creature that is composed of crystalline water. The beast stands slightly taller then the users original body, crystal blue, darker blue on its face, and spider-like marking on its chest/body. It moves by the user's mental commands. The beast has a special ability to turn into different watery compositions: mist and syrup water. Turning into these forms are passively done, and each ability grants different entailment. The mist has a unique chakra absorbing property allowing him to drain the strength of organic matter. This chakra absorption is especially great in close range fighting, being able to weaken CQC techniques that revolve chakra, accordingly to its rank it can absorb chakra of techniques up to its rank. It can absorb up to S-Rank pure chakra (A-Rank if it has a shape), and A-Rank elemental chakra that water is neutral with, B-Rank that water is weak with, and S-Rank with elements water is strong with. Metallic weapons with elemental chakra/regular chakra will be negated and absorbed as well. Its misty body can harm vision making it tough to see for an opponent and some dojutsu, and if contact is made with the opponent, it will absorb chakra of the opponent, up to 50 points a turn. Absorbing costs one move. Intangibility allowing physical attacks to phase through its body, avoiding them. With its light nature, he float above ground at speeds slightly slower then a regular ninja. Its sticky version has more blunt force damage when striking the opponent and leaving him drenched in sticky water restricting his/her movement. Attacking the beast with weapons, or physical movements would risk getting stuck. Another unique feature (which costs a move) is the beast can release "web" like threads out of his limbs to be used to swing around the terrain, grab a hold of material and reel them in, things of that nature. The web can extend up to mid range, and doesn't contain any damage to it, but can restrict people if caught. Lastly, its crystalline body, its base body, is quite slow. Able, to deliver bone crushing damage, and combat against even the most toughest of matter. It can pick up large rocks, and if wanted literally blast through them. The syrup and crystal form can move on land, while all forms can be able to go under water (crystal body much slower underwater even more so than on earth).
Note: Can only be Taught by Noni
Note: Can only be used twice per battle stays on field for four turns
Note: Can not use water above S-rank the turn the jutsu is created
Note: Can not used water S-Rank and above the turn the jutsu is dispelled
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Taught to: Zanda, Ian, Joker
(Suiton: Haha no Be no hogo)- Water Release: Mother's Beloved Protection
Type: Defense
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user will generate water chakra outwards and manipulate it in a way to create a sphere around the user. Initially very difficult to notice for the normal eye, it becomes even clearer to see when it clashes with a technique. Essentially the water acts as a cushion against techniques, absorbing the impact of the attack. The moment the technique is rendered useless, the sphere will begin to form itself around the technique it negated. Creating what many would consider an exact replica of the technique, but this time in a watery form. However, depending on the nature of the technique, it might contain a trait, done by waters unique elemental interaction with different - but logical working - elements. Example is if the sphere touches fire, it will create a replica in a watery form, but very hot to touch. Lightning makes the water shocking. Wind makes the water sharper. Regular water will simply recreate exactly how it was. This transfer will only work on techniques A-Rank and below to (Strong S-Rank fire and below and other elements weak to Suiton ; A-Rank and below for elements strong to Suiton). Not all elements will be able to cope with this, such as, solid earth, wood, steel, etc. Solid elements that might have a chance to be effective (lava, mud, etc), after contact will exist as material devoid of chakra. Elements that do not reciprocate with the technique at all, will not be effected, and clash with the original technique making the sphere nothing more, but a defensive tool. The reflection can be of any sort streams, projectiles, humanoids, self-sustaining techs, etc. As well as elemental variants (ash, gas, unfocused electricity, etc).
Note: Can only be used three times
Note: Can not be used in consecutive turns
Note: Can only be taught by Joker
Note: Can only absorb and transfer elements that work logically (KG and CE alike)
Note: Elemental strength and weakness stays the same
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Suiton: Pengin no Sakuryaku - Water Style: Ploy of the Penguin
Type: Defensive/Supplementary
Rank: S-rank
Range: Short-Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user would exert chakra up to short range of themselves and via shape and nature manipulation form a penguin of water whose body is composed of a chakra draining mist. The penguin is rather large, rivaling the size of an average shinobi. The user can passively control the penguin construct via mental commands at the cost of the penguin leeching chakra off of the user. The main attribute of this penguin construct is that wherever it travels, it leaves a considerable amount of hidden mist along the way. This means that over the course of one turn, the penguin would leak so much mist that it would cover everywhere up to short range of the penguin. Another ability of this penguin is that due to it being made of mist and understanding the mist's abilities, with a hand seal, the penguin can use the natural light to blind opponent's in the mist much like the Water Release: Hidden Mist Eye Sight Deprivation technique (costs a moveslot). The last ability of the penguin is due to it's chakra draining mist properties. If an A-ranked attack (according to water's elemental S&W's) is shot towards the user or penguin, the penguin can intercept the attack and absorb it due to the chakra draining properties of the mist. The penguin's body would then either be composed of a hot, paralyzing, or sharp (fire/lightning/wind) mist which could be used as a water source for one attack, gaining one rank in damage due to the absorbed properties being incredibly more lethal than regular water (up to S-rank). The only downfall to this technique is that the penguin cannot be used for offensive means, only defensive and supplementary unless the penguin is used for a water source, in which case it can only be used as a source once then it dissipates until used again.
Note: Only lasts five turns
Note: Can only be used twice per battle
Note: No water techniques over A-rank on the turn this technique ends
Note: Water must be a primary specialty to use this jutsu
Note: Can only be taught by Penguin
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33.(Same/Suiton: Paelamon Han'ei Patoronēji)- Shark/Water Release: Paelamon Prospering Patronage
Type: Supplementary
Rank: S
Range: Short - Long
Chakra Cost: N/A (+0-100 for the user)
Damage Points: N/A (The babies themselves collectively can inflict 80 damage)
Description: The user will release a sticky solution of dense sticky water which will be used as a medium for many tiny, baby sharks to swim and attach themselves onto the solution. These baby sharks contain the innate ability to absorb chakra, basically "consuming" it upon its presence, specifically foreign chakra that isn't connected to their summoner's chakra. The consumption is done through their presence upon contact with uncontested chakra, or if absorbing chakra of a technique, the baby's will devour the jutsu physically. The medium of the water aside from being the hunting ground for the babies, it is also a medium for the user, for as long as they maintain contact with the sticky water they are easily able to extract this chakra at the same time as they baby's devouring of the chakra, for their own chakra reservoir to replenish themselves. Upon contact with the opponent, the baby's will face chakra that is uncontested and easily absorb up to 100 chakra points, while for jutsus and elements specifically, the baby's will still be able to destroy the jutsu/element but only be able to salvage half of the chakra from the jutsu for the user. This sticky solution can be released in many forms that suits the needs of the user, such as a long range stream, a orb-like body arm, and form around logical structures to be used for widespread medium usage. However, the theme remains that for the user to collect the chakra, they must have physical connection with the stream themselves or else it will disperse. An alternative usage is, the user can use up to 20 chakra points to enhance the users attack that immediately follows, with the rest of the chakra going back to the user (that of what is left), however this can never exceed 20 damage.
Note: Can only be used twice per battle
Note: Lasts a maximum of two turns
Note: One turn cool down before re-use
Note: Must have shark summoning signed
Note: No shark ninjutsu next turn
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Taught to:
(Suiton Bunshi): Water Molecules
Rank: Forbidden
Type: Supplementary
Range: Short-Mid
Chakra Cost: 80
Damage : (15 damage per turn )
Description: The user puts their hands together as if they were praying but is actually releasing large amounts of water chakra into the water molecules in the air so that now all fire attacks lose -15, sand is reduced to mud, lightning used becomes instantly conducted and all water or elements containing water gain +15
Note: can only be taught by Axle
Note: lasts 5 turns
Note: can only be used once per battle
Note: after this technique is done the user can't user any A-rank and above water jutsus for 3 turns
Note: can be used as a water source
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(Suiton: Kougake Kyojin Enkai) - Water Style: Gauntlets Of The Giant Ocean
Type: Attack
Rank: Forbidden
Range: Mid-Long
Chakra: 50
Damage: 90 (-30 to user)
Description: This is a very advance and dangerous water-style jutsu. The user will do a set of 5 handseals initiating the attack. If the user is a water specialist, he is able to manipulate the moisture in the air above the opponent to form a huge water pool, if not the user spits a glob of water up above the opponent that will then spread into a huge water pool. The water pool is created 10 meters above the opponent. Once the water pool above the opponent spreads about 10 meters in radius, utilizing chakra manipulation, five huge pairs of gauntlets is created out of the water with a chain attached to the end of them. Due to gravity, they then separate from the pool of water and crash down towards the opponent with massive force and speed. These gauntlets are roughly 5 meters tall and 3 meters wide, but have enough force once landed to cause massive damage that is enough to crack bones with every hit. The opponent can make the gauntlets all strike at at once combining to be an F rank attack or have them attack back to back making each gauntlet at max B Rank. These water gauntlets are strong enough to cause craters of medium size if they so happen to hit the ground instead of the opponent. This technique was said to be a huge strain on the opponent's body due to the large scale technique this is. It will cause slight dizziness and fatigue.
Note: Can only be used once
Note: This jutsu takes up two jutsu slots
Note: No other Water-jutsu in the same turn
Note: No Water-jutsu above S rank in the next two turns
[Doton: Atlas' Partyomo] - Earth Release: Atlas' Spear
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their earth chakra into one or both of their open palms before channeling earth chakra to create and shoot up to four rods consecutively at the slightest whim. After being fired, each individual rods can be split into ten smaller rods, totaling a daunting rain of miniature rods. Shortly after colliding with something, each rods will "explode" into a thick binding mud of some sort, doing this immediately. The burst of a single rod has a five meter radial reach. However, if the rods is in contact with an object/person at the time it "explodes", the unfocused burst of mud will spread around the target and then binds the target with the mud even if the target is larger than what the normal mud could bind. Increasing the size and area of the mud upon contact with a large target to trap it requires +10 more chakra per target it captures. Much like Swamp of the underworld, the mud is thick but unlike swamp of the underworld this mud, upon contact begins to close in on the target to squeeze and bind the target. When the mud dries it becomes solid earth. If the user so chooses, he can detonate any amount of the fired rods prematurely to gain a tactical advantage. Alternatively, the user can fire the rods with a thin and barely visible thread of chakra attached to the end of the shot projectiles, in order to manipulate their flight path/trajectory mid-air and allow for more unexpected offensives. They travel at the speed of an regular fired arrow following the user's tracking speed and appear just like a normal fired arrow, except that the rods are a bit bigger than a regular size arrow. Each spear are of the size of a chakra rod that nagato/pein uses.
Notes:
Can only be used three times per battle
Can only be Taught by Venom
Follows Elemental Strengths and Weaknesses
Power of the technique is equally divided between the number of rods created
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
(Doton:Ma-chi za Sareki ) - Earth Release: March of the Pebbles
Type: Defensive/Supplementary
Rank: C
Range: Short
Chakra: 15 (+10 per turn)
Damage: N/A
Description:
The user will form the Ox>Boar>Dragon hand seals and focus their chakra into a point in the earth around them up to short range, and from the ground a simple C rank stone golem will emerge. This golem is 1m tall and due to the strong minerals it is composed of it is as strong as a standard strong fist taijustu user. Although at the same time due to the golems strength paired with its relatively small size and light weight it is able to move at speeds slightly exceeding the base of its user. This golem seems almost ordinary at first glance but it is imbued with a single special property, when earth is avaliable it is able to create an exact duplicate of itself once per turn. This duplication ability is not limited to the original golem however, each of its clones can make duplicates of themselves as well.
During each turn each golem will be able to duplicate itself once, slowly growing into an army at the users disposal. Once there are multiple golems already created they are each able to work separately, together as a team and even interlock together to form bigger and stronger versions of themselves. The more golems that are used for each action the higher the overall rank of it will be(Max of S rank.) The golems will passively feed off the users chakra to both maintain their autonomy and to further create more duplicates. Due to their nature they act without the users direction and therefore leave the user free to act independently of them but whenever the golems do act it will cost the user one of his moves in that turn.
Note:
~Can only be used twice
~Whenever the golems act it will cost one of the users moves per turn
~The golems will last until all of them are destroyed or the users chakra runs out
~Two golems attacking or defending together will be B rank in strength, and this increases with more golems up to at most 8 golems for S rank strength.
~Can only be taught by xHoudinii
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(Doton: Joka Ressha) - Earth Release: Joker Train
Type: Supplementary/Offensive
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: Following a foot stomp or placing the hands to the ground, the ninja will change the composition of the earth beneath the target to form a linear track Starting where the target is and extending up to mid range in any direction. First, the distance of the track will turn into a slick mud for the entire distance other than what the opponent is standing on. This would take a moment but once the path takes the properties of the slick mud, the casting ninja would dislodge the patch of earth the target is standing on and launch it down the path at fast enough speeds to cause the target to lose footing.
-Can only be used 3x times
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(Doton: Gareki no sakusei)- Earth Release: Rubble Creation
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A(+20 if used in combination with other techniques)
Description: This is a technique initiated almost in conjunction(that is to say, right after) with another technique. After performing a technique(which could be combined with this), the user simply chains another hand seal, initiating this, granting the technique it's additional boost. It would seemingly be performed in the timeframe of 1 move but would count as two. Through this technique, the user may, in any location of his choosing, choose to cause the rubble/soil sediments and small rocks/earth(if there are any present on the battlefield) to rise up. On its own, they possess little offensive capabilities. The most they could do would be to probably cause minor cuts and abrasions from the scraping of the rocks against the opponent’s skin. To a certain extent, it could cause irritation and obscure the opponent’s vision. Its true value, however, comes to light when combined with other techniques. When used in conjunction with Fire/Water/Earth/Wind techniques or other appropriate, logically speaking, feasible techniques, the additional rubble adds to the abrasiveness and overall power of the technique. This allows for greater impact and more severe injuries. Due to its supplementary nature, the technique may be initiated rather quickly, right after the previous technique. Alternatively, if the terrain does not provide any rubble/rocks on the ground needed for this technique, the user may simply expel the rocks from his mouth.
Note:
-Can only be used 4x per battle
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(Doton: Arumajiro no yoroi)- Earth Release: Armour of the Armadillo
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: N/A(+10 to chakra cost to techniques)
Damage: N/A(+20 to Earth techniques)
Description: This is the brother technique to Earth Release: Rubble Creation. Unlike its counterpart, this technique is more passive in nature. This user activates an ability which allows them to infuse additional Earth chakra into their own Earth-based techniques(includes Earth-based KG/CEs). As a result, any subsequent Earth technique performed by the user would emerge with an additional layer of rubble around it. The earthen particles coating the technique would be jagged and abrasive in nature. Hence, this grants the original Earth technique an extra dimension, in terms of its offensive potential, as it allows the original Earth technique to deal additional damage. In other words, all Earth techniques used while this is active grant a sort of ‘shredding’ property, which in turn, allows it to deal more damage than it originally would. For example, for techniques such as Destructive Rock Rising Pillars, the pillars that rise would be coated with the aforementioned particles, thus becoming somewhat abrasive(coupled along with its original blunt destructive power). The added mass also aids in its destructive potential. For techniques such as the Hardening technique, the rocks would be coated with more rubble, which would make it more ‘abrasive’ to the touch, and allow it to deal more damage(when used offensively). It would also serve as an additional defensive mechanism, and would grant the technique the ability to defend against techniques with 20 more damage points than usual. The rubble used for this technique must either originate from the terrain itself, or extruded from the user’s body itself. This means that for the most part, this technique only works on projectile-type techniques, and terrain manipulation techniques. This technique may not be used to enhance mud techniques. 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:
-Can only be used 4x per battle
-Lasts for 3 turns
-Technique may be deactivated at any time
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(Doton: Do Supaiku Sheru) –Earth Release: Earthen Spiked Shells
Type: Offensive
Rank: B
Range: Short - Mid
Chakra Cost: 20
Damage Points: 40
Description: The user will perform the horse hand seal which is followed by the user, whom will drop down on one knee while slamming his palm into the ground. By doing so, the user will send his chakra into the ground in front of himself, manipulating the ground into pointy shells which contain earthen spikes. These shells measure 1 meter in length and is rather thick, while containing 10 small spikes in each of the shells. The user is capable of creating up to 5 earthen shells, which he will then by forcing chakra through it, it will shoot towards the enemy with good speed and on contact with any surface explode, releasing a barrage of earthen spikes.
Note: Must be taught by Gutsy Jiraiya
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17.(Doton: Kyakkan toremāzu)- Earth Release: Objective Tremors
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user will release their earth chakra into preexisting earth techniques(Takes one move), or beforehand activate this ability (instant activation due to it being stand alone, and does not grant ability until another tech is used that works with it), to apply to all earth-like structures (KG and CE alike). A technique deprived from Earth Release: World Shaking technique, the user will have these objects begin to shake/vibrate violently. Localized, only for those techniques, and not surrounding area. What this insures is the user will be able to argument a different form of offensive for their techniques, creating worse wounds from an earth spike puncturing the opponent, or make the punch of a Golem that much more dangerous. However, this is just a simple free-form ability, and does not add onto the damages of the technique, it is mainly cosmetic and creates a more unique damage output. The shaking will also provide a unique defense, where the shaking of the objects can push away material such as dust or gas that might be lingering over the technique/structure, liquid or chemicals that might be on the technique, remaining dormant, or anything of similar matter. The push is not directed or aimed at, and is simply pushed back from where it came from, or in random directions. This shaking can also provide friction when clashes or rubbed against other solid, or certain flammable material (depends on it logically, coal might suffice, or condensed ash) which can set sparks of unfocused lightning, or even ignite flammable solid objects. There are certain drawbacks from this technique, the user obviously loses the sense of surprise, since their structure becomes easier to notice due to their vibration and can create noise, easily detected by anybody. This technique applies to logical ones that can co-exist with it, obviously any earth-based technique can be used from it, and with different sizes (as small as spikes, or as big as Golems), its size also plays a role in its abilities, but the shaking will always remain localized to the structure itself, and never to the terrain. This technique can also be used with regular metal weapons as well.
Note: Can only be taught by Noni
Note: Can only be used two times
Note: Activation lasts three turns, can be turned off any time
Note: Can only be applied to earth techniques with solidity, and that erect from the ground
Note: Can only be used on S-Rank and below earth techniques
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Taught to: Gutsy, Negative Knight, Baldy, Ian
1.(Doton: jinsoku gachan) Earth style: Rapid Slam
Type: Offense
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user will focus his doton chakra under the feet of his opponent mainly on the ground. The ground under the opponent will then turn into sticky mud, the user will then perform the hand seal Snake. This will harden the mud to trap the opponents feet making him unable to move. The user will then slam his palms on the ground and under the opponents feet will rise a pillar around ten meters of height, at the pillar is rising it will be spinning around very quickly to make the opponent dizzy. After the pillar has reached its height of ten meters the pillar will then slam itself back into the ground with the opponents feet still stuck. This will break the opponents legs and he should still be dizzy because of the rapid spinning.
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Taught to: Darui.., Seblax, Sasuke56, Sterling Malory Archer, Nathan., Bloo
(Doton: Mogura No Kōgeki No Jutsu) Earth Release: Attack of the Mole Technique
Type: Offensive
Rank: B-rank
Range: Long
Chakra: 20
Damage: 40
Description: By using the Earth Release: Hiding Like a Mole Technique to quickly move around the battlefield, the user appears out of the ground and attacks foes with a Sword or Shuriken. Thanks to the concealment imparted by the ground, the user can pop up anywhere unexpectedly on the battlefield to ambush opponents. Few opponents are prepared to defend themselves from attacks originating beneath them, and this technique excels at exploiting that weakness.
Notes:
- Can only be taught by Nathan.
- Can only be used in conjunction of Earth Release: Hiding Like a Mole Technique
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(Doton: Koudo Hotei)-Earth Release: Earthen Replenishment
Type:Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user will perform the Snake>Ram hand seals and focus their Doton chakra into a pre-existing Doton technique and replenish the earth into it. Eliminating any damage that the technique had previously encountered and restoring it completely as if it was new.
Note:
~Can only replenish jutsu if it is not completely destroyed, this technique will not work if the earth justu was reduced to nothing or spread into very small pieces.
~Can only be used 3 times.
~Can only replenish jutsus S-Rank and below.
~Can only be taught by xHoudinii
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(Doton: Kōzō-teki hen'i)- Earth Release: Structural Mutation
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: N/A (+10 chakra cost to earth techniques)
Damage Points: N/A (Depending on the jutsu)
Description: Derived from the Assimilate All Creation Technique, the user will inject his chakra into an already existing earth technique. This technique grants doton techniques the user uses the ability, on touch, to take on the properties of the earthy material it has made contact with. This technique can turn a solid rock jutsu, into a muddy jutsu if it makes contact with that kind of earthy substance, or conversely, turning any mud jutsu and harden it. A concern might be, that if a solid technique was to make contact with a muddy substance, it will still retain its size, and structure, however, his body will be composed of condensed mud (less harder then regular rock), the composition is just different, and how the techniques strength will also be different, corresponding with the earthly material it came into contact with. This applies to earth techniques with shape manipulation, or techniques with less of an advance shape. Just like its composition that changes, the earth will also retain the abilities, strength, and weaknesses that the technique material mimics. The activation of this technique is instant. The reason for its instant activation is because its effects are only realized when the user utilizes another earth-based technique.Technique works only with mud and solid earth.
Note: Lasts for four turns
Note: Can only be taught by Joker
Note: Can only be used twice per battle
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(Shiikuretto Doton: Aasu Ikizukuri Nichougama) Secret Earth Release: Earth Slicing Sickles
Type: Offensive
Rank: B-rank
Range: Shot - Long
Chakra: 20
Damage: 40
Description:
The user coats the blade of whatever weapon their using with chakra-infused earth, making it resemble an oversized broadsword at the end. The user then slashes towards a target, sharp splinters of earth resembling sickles fly off the blade and towards the target. The sickles are extremely sharp, capable of severing off limbs and piercing trees. If the attack is at close range, the damage from the sickles increase exponentially.
Though sickles are the common practice, the user is able able to make the earth projectiles take the form of small kunai or shuriken. However, this is just a visual change and the damage will remain the same.
Notes:
- Can only be taught by Nathan.
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Doton: Ro-ma Koroshiamu (Earth Style: Rome’s Coliseum)
Type: Supplementary
Rank: A
Range: Short/Mid/Long
Chakra Cost: 40
Damage Points: N/A
Description: The user makes a large dome surrounding him and the opponent, creating a coliseum of sorts. The only way out of the dome is to use certain S-rank and above lightning. The dome cancels out all light, leaving it completely dark inside it.
*the dome last for the whole battle until destroyed with S-rank lightning*
*can only be used once*
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16.(Doton: Hotei no Tacchi)- Earth Release: Touch of Budai
Type: Supplementary
Rank: A
Range: Short (Short range contact to inject chakra)
Chakra Cost: N/A (+10 chakra cost to techniques if weight is altered)
Damage Points: N/A
Description: This is one of the advancements of earth release, a corresponding technique with the Added/Light Weight techniques. The user will inject his chakra into an already existing earth technique, or infuse it with a technique that is already being created (an activation based technique). This technique grants its fellow earth-based jutsu the ability, on touch, to freely manipulate the weight of an object. This is done through similar means of how a actual ninja does it, by simply making physical contact and injecting his/her chakra into the objects manipulating the weight towards their own desire. This is essentially the same thing, but with earth-based techniques injecting the chakra instantly on contact, the earth technique is nothing more then a medium to allow for this to happen, the users chakra is what manipulates the weight ultimately. This technique allows for either to manipulate the weight of an object/living being to increase dramatically or decrease exponentially, to achieve similar effects of the Added/Light weight techniques, either to increase the weight of a being, preventing his movement, or decreasing the weight of other earth techniques, making it weaker in damage. Different usages could be, for example, the user can rise a spike that impales the opponent, after done so, using the earth spike as a medium they will inject their chakra into the opponent, freely manipulating his/her weight, however way the user wishes to go about it. This is only an example, but it is fairly unlimited to anything that is logical and bound to the rules of the Added/Light Weight technique, this includes KG/CE earth based, metal objects, living beings, etc. This technique can only increase or decrease the weight of the affected substances up to scale factor of 10x (ten times above or below its weight). The activation of this technique if requested, is instantly, and lasts up to four turns. The reason for its instant activation is because it basically does no harm or effect until an earth object has touched and injected its chakra. When the earth technique is infused, it does not lose any of its physical damage capabilities or defensive stature. It remains with the same effects, the ability is only activated on touch. After the structure has touched and injected its chakra to manipulate the weight, it essentially loses the ability to do it anymore, unless the user, performs this very same technique once again to grant it the same ability. This technique can only be used with techniques which its purpose is to touch the opponent to inflict damage, so spikes to stab an opponent, humanoid structures to punch a technique, etc. Overall, mainly offensive techniques can be used with this, supplementary techniques alone will not work will the technique well. Combination of offensive and supplementary can work with the technique, but depends on how it is worked logically, if its purpose is to touch the opponent and inflict damage or pain, then it can be used along side this technique. Moving Earth Core for example can not be used.
Note: Can only be used two times
Note: Can only be Taught by Noni
Note: The activation lasts up to three turns
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Taught to: Erzo, Negative Knight, Baldy, Paths, Afro
18.(Doton: Ōkami no Fukkō)- Earth Release: Wolves Reconstruction
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A (depends on the technique)
Description: The user will gather their earth chakra and manipulate it so it activates an ability (instant activation due to it being stand alone, and does not grant ability until another tech is used that works with it), where certain structures of earth techniques; when protruded from the ground, out of the user's body or from the sky, will have mud infused into the body of the structure, as a passive ability when being released (still costs a move to activate). What this means is the structure of earth will have the same appearance physically but instead of being completely solid will have a substantial amount of mud inside its physical structure masking its appearance from the opponent's view (will not fool certain dojutsus and sensory). The structure will be able to remain stable since the mud will be compressed and its body structure will still be solid allowing it to remain its base of movement and operation. This technique takes on the basic earth jutsu Earth Release: Mud Wolves and expands on it. What will occur, when the users earth techniques are destroyed, the mud will forcefully erect out and reform to take the shape of the previous technique. The mud can reform specific parts of the earth structure, or its whole body, but can only be used once, both for the body and body-parts. The mud will reform the technique as soon as the initial reason of the previous techniques destruction is finished. Meaning, the moment a projectile technique that had destroyed the users original technique bypasses, the mud will begin to jump out and reform, if the technique used to destroy the technique was streaming based, the mud will once again move around/over the streaming tech and reform. The creation of the technique back is passive, just the the original technique of the mud wolves. The technique will then now be slightly weaker (one rank less) then before, and lose certain amount of its stability/hardness, it still has brute force damage of mud, and can engulf the opponent entirely. This technique applies to logical ones that can co-exist with it, obviously any earth-based technique can be used from it, and with different sizes (as small as spikes, or as big as Golems), the mud will also remain to have the same basic ability and movement that the previous technique had.
Note: Can only be taught by Noni
Note: Can only be used two times
Note: Requires two turn cool down before re-use
Note: Must have earth mastery
Note: Reformation is done only once per technique
Note: Activation lasts three turns, can be turned off any time
Note: Can only be applied to earth techniques with solidity, and that erect from the ground
Note: Can only be used on A-Rank and below earth techniques
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Taught to: Andrej, Gutsy, Negative Knight, Baldy
(Doton: Kachiku Kanshou ) Earth Release: Bovine Intervention
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: This Jutsu is based on the Earth Chakra's abilities to harden or soften any earth feature. By slamming the user's palm on the ground, or on any thrown or erupted earth structure, the user is able to harden or soften the said structure, all at once. The technique is based on the user's chakra reservations, and thus the area and volume of the feature the user wishes to change varies with it.
As described this technique has two variants:
(Buru no Ai Naguriai ) Bison's Love Fist, which allows the structure struck by the right hand to harden immediately. Basically, any soft structure, such as Sand, Gravel or Mud (Created by Earth Release (Canon Element), not Mud Release (Custom Element)) will turn into rock.
(Ushi no Nyuujou Kissu) Cow's Milky Kiss, which allows the structure struck by the left hand to soften immediately. Basically, any hard structure, such as Rock, Harden Mud or Earth will turn into sand.
*Can only be used 3 times per battle*
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Earth Style: Levitating Plateau
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: 60
Description: The user creates a large chunk of the earth beneath him to rise into the air quickly, letting him manipulate the control of the piece of earth, causing it to be able to avoid and dodge B-rank and below jutsu. The user applies chakra to his feet to stay on the earth upside-down and, if he chooses to do so, can jump off and cause the earth to float towards what he wants it too.
*only stays in effect for four turns at the most*
*usable only three times a battle*
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(Doton: Doukutsu no Chiisana Ikimono)- Earth release: The Caves little creatures
Type: Supplementary-Offense
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A (+20 on impact if used as a projectile and every turn left on the opponents body)
Description: The user will create a vast amount of tiny spiders (up to 10) no larger then 0.5 meters in diameter, made out of sticky adhesive mud similar to Earth release: Swamp of the underworld. This spiders can be created either by an already existing mud source and appear from the mud source or spewed out of the mouth of the user to shape them into the spiders. When released from the mouth, a chunk of mud is sent out, it moves towards the opponent and begins to split apart into many spiders, this method can actually lightly harm the opponent due to the blunt force impact it would inflict because of the momentum it travel. It can also be spewed out close range of the user and controlled by the user to send towards them crawling along the ground, this has less of an impact affect but gives them a certain mobility and control on which target to go towards. The spiders act to cover the opponent by crawling all over the opponent and cover the limbs and body of the opponent to suffocate and restrict his/her movements due to the sticky nature of the mud and the added weight it would place on the opponent. Similar to the jutsu Earth release: Swamp of the underworld, by allowing the mud spiders to remain on the body for too long they will begin to sap the strength of the opponent, drastically weakening the opponent with every turn the spiders remain on the user, over a certain time period if the opponent does not do anything to the spiders they will cause him to faint due to lose of strength (3 turns), this also means the mud is chakra infused. However, this can only be achieve if there is a large amount of spiders on the opponent's body that way the spiders can compress around the body of the opponent causing the strength loss to take place (would need at least 5 spiders attached to the opponent's body) This spiders are able to move along almost any surface sticky or solid (Mud, sticky water, wood, regular water, etc) due to the adhesive property it has but can still retain its shape because of the earth chakra keeping it condensed preventing them to lose shape under normal circumstances. This spiders can only attach itself to one target at a time, these targets can consist of summoning animals as well as regular ninjas.
Note: Remains on the field for three turns
Note: Can only be used twice
Note: Requires a one turn cool down before use again after they are dispersed or destroyed
Note: Must have S-Rank Doton training before use
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(Yusaburu enjin) Earth Style: Rock Rings
Rank: A
Range: Short-Long
Chakra Cost: 60
Chakra Damage:N/a
Description: The user does 2 hand signs. afterwards he/she sends their chakra into the ground right under the oppenent causing the earth under the person to break off into 3 large rings. and surrounding the person body from their legs / hands-wrist / mid body. once it surrounds the enemy the user then does 1 hand sign and then it closes in on the person body restricting their movements
-Note: Cant use no earth Jutsus while this jutsu is active
-Note: Can only use Twice (1times)
-Note: Only Taught by Teno757
Doton : Mosquito Trap | Earth Style : Mosquito Turapu
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A(60 if Bursted up)
Description:The user will spit out 30 earthen Mosquitoes from their mouth. The size of each mosquito is at the size of a normal mosquito. These mosquitoes Can either sustain as a single group or gets divided into two or three groups(10-15 per group) and stays in the air. The mosquitoes can reach upto Long range from the user in all directions i.e. they can reach long range heights from the user. The main characteristic of this mosquito is that, when these mosquitoes attack the opponent Instead of doing actual damage, they will pierce the opponents skin, turn into a watery mud material and enter the Epidermis layer of the Skin. On reaching the Layer, the watery mud will get hardened and the the weight of the watery mud will be increased ten fold. So, when a mass of 10-15 Mosquitoes attack a particular part of the skin of the opponent, the entire part(a leg or a hand or the head etc etc.) will suffer a large weight gain which makes the particular part unable to be used by the opponent. The user can also use this technique is another way. instead of turning into a water mud substance, the mosquito can turn into numerous small sized mosquito and enter the epidermis layer of the skin of the opponent. When the user makes a single hand seal, the tiny mosquitoes burst thereby creating slight cracks on the skin layer of the particular part on the opponents body .They will suffer damage because of the pain caused by the cracks and also renders that part to be useless in Taijutsu move of B rank and above for two turns. In order to affect a particular part like the leg or hand or head. at least 10 mosquitoes are required or else the technique will be rendered use less. In order to affect a large portion of the body like the entire upper body or the entire lower body all the 30 mosquitos are needed.
- Can only be taught by -Best-
- The attack of the Mosquitoes is counted as a move and occupies a jutsu slot.
- No Doton techniques above S ranks for the next two turns.
- No Doton techniques S rank and above in the same turn.
- The mosquitoes last in the battlefield for 4 turns.
- Can only be used twice per battle.
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(Doton: Yasumichuu Funkei)-Earth style: enclosed Decapitation
Rank: A
Type: Attack
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: This Jutsu can only be done on ground or where there is earth,the user makes several earth hand seals and focuses his chakra on hands and slamming palm to the ground bringing about 4 large enclosed rock pillars with Multiple sharp edges which quickly when comes in contact with the target causes severe injuries.
Note:This jutsu must be taught be thunder bolt to use.
Note:Can Be used twice in battle
Note:The user must wait 3 turns to use again
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( Doton | Te o shien ) Earth Style - Helping hand's.
Rank: A
Type: Defence - Supplementary.
Range: Sort, Mid.
Chakra cost: 30
Damage Point's: N/A
Description: The user perform's a total of five handseal's in this order - Ox, Rat, dog, boar, dragon. Shortly afterward depending on what the user want's and how much chakra they put into the technique, one to two arm's (Left & Right) with hand's will come from the ground. Depending on where the user direct's them from coming out of the ground, they can grab the target, or help the user out in a tight situation in a veriaty of different way's.
*Can only be used 3 times per battle.
*Because of the amount of chakra control it takes for this Doton technique, no earth based jutsu can be used in the next move.
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(Doton: Kuraitoru no Jajjimento) – Earth Release: Scales of Judgement
Rank: A
Type: Supplementary/Offensive
Range: Short
Chakra Cost: N/A (+10 chakra cost to techniques if weight is altered)
Damage Points: N/A (up to +10 damage if Weight Added, -10 damage if Weight decreased)
Description: This technique is the daughter technique to both the Added/Light Weight techniques. The user will activate an ability which allows them to infuse earth chakra into their own earth-based techniques (KG/CE variants included e.g. Steel, Crystal, etc) for the following five turns. This ability essentially allows techniques used by the user to be created with a weight gain or reduction, depending on the user's wish. Techniques can be bolstered in weight to provide them with more force and by extension, their capability to inflict damage (only if feasible), all of this at the cost of their speed (decrease proportional to amount of weight added). Techniques can also be lightened to increase their movement speed proportional to the weight removed, but will inevitably suffer from a significant reduction in damage. However, an increase in damage will only affect techniques moving in downward direction (e.g. Dropping Lid), on all other techniques the weight gain will not affect the amount of damage they inflict. The user can freely switch between the addition or removal of weight for different techniques, so while technique A can be created with a weight increase, technique B can be created with a weight decrease and technique C can be created with its weight left unaltered. Logically, this technique will not work with all techniques but it will work with most (projectiles, some terrain manipulation techniques, etc). Anything utilized from the body or which emerges from the ground can have its weight altered. Techniques which emerge from the earth will surface much more quickly/slowly depending on how their weight was altered. Armours or hardening techniques used will either become bulkier or more maneuverable. Techniques such as Sticky Earth Drop can only have the weight of the mud increased but rather than increasing in weight the mud simply becomes "more solid" and harder in consistency (a partial petrification of sorts) and hence can still benefit from the damage boost if applicable. Infusion techniques which imbue objects/people with a particular property will also alter the weight of the targeted substance (When used in conjunction with the Added/Light Weight techniques, the weight of the object/person can be altered to a higher degree). This technique can only increase or decrease the weight of the affected substances up to scale factor of 10x (ten times above or below its weight). Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes another earth-based jutsu.
Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight
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(Doton: Kouzou Koutai) – Earth Release: Structural Shift
Rank: A
Type: Supplementary/Offensive
Range: Short - Long (Short Range to infuse objects ; Long Range control)
Chakra Cost: 30 (+10 chakra cost per object)
Damage Points: N/A (60 damage if used offensively)
Description: This is the brother technique to 'Water Release: Aquatic Touch'. The user will make direct contact with object(s) before focusing their doton chakra directly into their intended target. Through the use of this chakra, the user will apply a process similar to the one employed Earth Release: Hiding in Rock Technique. The target object will become capable of blending and traversing through rock, mud and other earthen materials (encompassed in doton release). The object can pass through any earth devoid of chakra, all of the user's own earth techniques and doton techniques of the opponents that are weaker than the user's own. If the user wishes instead for the whole object to become capable of merging through the earth, only select components (e.g. hilt or blade of a weapon) can be targeted. Since this technique only allows objects to pass through earthen materials, the converted object can still be held/interacted with. A unique thing about this technique is, while the doton-infused object is submerged/inside an earth source, the user can utilize hand gestures to control it and guide its path through the earth granting this jutsu a distinct offensive edge if used with bladed weapons. The object(s)' speed depends on the amount of chakra used - if fully concentrated on one object, then it would be at the same speed as the rank of the user, if split, then slower. While the infused objects are inside of the ground, the user can pinpoint their exact location and can choose to control specific tools (rather than all of them at once) by concentrating on solely them. If used on multiple objects, the total amount of chakra used for this technique will be equally divided up between the amount of infused objects. This technique cannot be used on people/summons, Custom weapons and sentient weapons (e.g. Samehada)
Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be taught by Negative Knight
Note: Object will only become capable of moving through Earth Release
Note: Can be used on more than one object (as many as the user can hold or touch at once during the infusion process)
Note: If path of object is interrupted by opponent, user loses control over it
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Doton - Bourei no Tsuchi | Earth Release - Tyranny of Terra
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A
Description: The user will perform a single handseal and slam their hands onto the ground before causing a wide portal to open up above the battlefield (Similar to Earth Release: Sticky Earth Drop). From the portal, a heavy downpour of adhesive rain will be let forth with the exception that the droplets are composed entirely of sticky mud rather than water. Once the droplets of mud make contact with anything, the mud will swiftly harden into sturdy, solid rock. However, since the droplets of mud are made from the user's chakra, they will be unaffected by its stickiness and droplets which come into contact with them will not harden into rock. As a result, this technique can be used to encase the opponent in a makeshift prison of rock or even to convert the surface of nearby water sources and swamps into earth, restricting their usage. Since the downpour spans over the course of two turns, conventional methods of offsetting the technique are negated (e.g. Chidori Nagashi) as at best they'll have a momentary effect. To effectively counter this technique, the opponent can use a continuous lightning-based technique (e.g. the Raikage's Armour) or acquire a suitable shelter/defense to seek cover under. Another way of countering this technique is the destruction of the portal itself with a strong enough technique (following Earth's elemental strengths and weaknesses).
Note: Lasts two turns
Note: Can only be used twice per battle
Note: Cool down of two turns in between usages
Note: Can only be Taught by Ndlovu
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(Doton: Otakebi no Kobito) – Earth Release: Roar of the Dwarves
Rank: A
Type: Supplementary/Offensive
Range: Short (Earthquakes can have up to a mid-range area of effect)
Chakra Cost: N/A (+10 chakra cost to earth-based techniques used)
Damage Points: N/A (10-80)
Description: This is the brother technique to Earth Release: Scales of Judgement. The user will focus doton chakra into future earth-based techniques (used by him) which emerge from the ground (KG/CE variants included e.g. Steel, Crystal, etc) to augment the vibrations generated by their surfacing. The added chakra will serve the purpose of enhancing these vibrational tremors into localized earthquakes (Similar to Earth Release: World Shaking). Logically, the magnitude of these earthquakes is highly dependent on the scale/rank of the technique being used. C-Rank earth-based techniques will produce minor quakes which are equivalent in magnitude to those produced in World Shaking, while the potency of earthquakes produced by large scale S-Ranks (such as Earth Release: Mountain Smash) will be so immense that they will imaginably throw anything and anyone in the vicinity off balance for the duration of the technique's emergence. These quakes will only be "localized" and will only affect anyone within and up to mid-range of the emerging technique. Furthermore, augmenting the vibrations produced by techniques is optional and does not have to be applied to every earth-based technique (which emerges from the earth) used. For the most part, these quakes are merely supplementary and only serve to throw the opponent off balance in order to hinder their attempt at countering the technique in question. However, anyone underground and within the area of effect of the earthquake will sustain a degree of damage. This damage will be proportional to the rank of the emerging technique e.g. a D-Rank will inflict 10 damage points while a S-Rank would inflict 80 damage points. If the rank of the emerging technique is greater than the rank of the technique sustaining their underground travel, the opponent will inevitably be crushed underground. The power of earthquakes produced by A-Rank and below techniques will only result in the shaking of the ground while quakes produced by S-Ranks and above will be potent enough to fracture and split apart the ground. However these fractures and splits will be mostly superficial and not be deep enough to trap the average shinobi. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes an earth-based jutsu. This jutsu lasts for three turns and this means its effects can be applied to all earth-based techniques used (which emerge from the earth) within this interval of time. If the user is within the radius of the technique, he will also be affected by the earthquake.
Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight
Note: This technique will only affect earth-based techniques which emerge from the earth and those solid-like in composition.
Note: Can only be used on S-Rank and below Earth techniques
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[Doton/Suiton: Harumagedon Ishuu] – Earth/Water Release: Armageddon Swarm
Rank: A
Type: Supplementary/Defensive/Offensive
Range: Short
Chakra Cost: 30
Damage Points: N/A (60 damage if used to attack the opponent)
Description: This technique is essentially the daughter technique of 'Earth/Water Release: Tyrannical Aggravation'. The user will release their doton chakra into the ground to cause a swarm of winged beetle-like creatures composed entirely of earth (and coated in adhesive mud) to surface beneath or around their position, each being the same size as an ordinary insect. The user will then focus their suiton chakra into each of the creatures to cause them to secrete a dense layer of adhesive water (Similar to Water Release: Starch Syrup Capture Field) from every point on their miniature bodies, causing the already present layer of adhesive mud to fuse with the sticky water to make for a very dense, viscous and adhesive mixture. As a result the insects become capable of traversing through even the densest and stickiest of mediums e.g. Swamp of the Underworld. This makes them extremely proficient in swimming through similar liquids, with their maneuverability being heightened the denser the medium they are traveling through. On land, these creatures are extremely sluggish, in water or when they are submerged with solid ground, they match the speed of an average aquatic creature, in adhesive mud and liquid metals, their speed is unsurpassed, partly because they aren't hampered by the sheer viscousity of such mediums. One final property granted by the adhesive water/mud-like layer is that the creatures become extremely resistant to burning and heat based elements (due to infusion of water), protecting the hard, rocky interior of the small creatures. Alternatively, these insects can be used whilst the user is submerged in a swamp or they can be spewed directly from the user's mouth as a ride-able wave, meaning the user doesn't have to be in contact with the ground to use this technique. In terms of offensive capabilities, each of the beetles have sharp serrated claws which they can use to assault the opponent with and can also extend small needle-like spiked protrusions of earth from any location on their bodies. In terms of defensive capabilities, the entire swarm of insects can collectively neutralize up to: S-Rank Fire, S-Rank Water, A-Rank Wind, B-Rank Lightning and B-Rank Earth. However, in neutralizing these jutsu, they will all be destroyed in the process. The special ability of these roaches is that they're capable of compacting their sticky bodies together to form various constructs such as a defensive dome around the user. The insects can even attach to the user's body to create a armour of sorts. Coupled with the ability of flight the beetles naturally possess, the user becomes capable of pseudo-flight. The real utility of this techniques lies in the fact that the swarm of beetles is capable of attacking from multiple angles. The beetles can passively merge and move through the earth, fly through the air, swim through water, swamp and even liquid metals.
Note: Creatures last for a maximum of three turns
Note: Can only be used 2x per battle
Note: Can only be taught by -Venom-
Note: Counts as 2 moves from the users 3 per turn limit.
Note: No insect can separate from the swarm to do its own thing
Note: Parent Jutsu
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10.(Doton: Telam no Chuun) – Earth Release: Infusion of Telam
Type: Supplementary/Offensive
Rank: A
Range: Short - Long (Can be infused short or long range)
Chakra Cost: 30 (10 for every more construct infused)
Damage Points: N/A (20+ if used offensively)
Description: The user will gather their earth chakra and manipulate it so it activates an ability; where certain structures of earth techniques when protruded from the ground, out of the user's body or from the sky, will have either- sticky adhesive mud or flammable like substance of mud, infused inside the body of the solid structure as a passive ability when being released (still costs a move). What this means is the structure of earth will have the same appearance physically but instead of being completely solid will have a substantial amount of mud inside its physical structure masking its appearance from the opponent's view (will not fool certain dojutsus and sensory). The structure will be able to remain stable since the mud will be compressed and its body structure will still be solid allowing it to remain its base of movement and operation. This technique has some different characteristics which allows it to be of use. The first basic ability is how the user is able to manipulate the sap of mud to be released out of the structure of earth oozing out of its body (the earth structure's body). What makes this significant is, for example, if one was pierced by a stone spike, the user can literally now force the spike to ooze mud out of its structure and into the body of the opponent injecting them with the mud or even around the body restricting their movement. However, when this concept is used, the structure of earth will no longer be of use for manipulation purposes since the mud will literally overtake its body as it oozes out. The second basic ability is, where the user will literally have the mud inside of the body of the earth structure ooze outward in similar fashion, however this mud is flammable mud. Large amount of mud can (however has limitations and dependability) flood the battlefield and restrict anything coming into contact (for the adhesive mud) or be used to set up an explosion (flammable mud) with the use of external resources such as fire attacks, explosive tags, etc. The flammable mud can not be set by itself. The amount of mud that can be infused in the structure of earth mainly corresponds with just how large the structure is. In some cases this can harm the opponent as well if the mud comes into contact with the user themselves. The user can also infuse mud into more then one construct but with more chakra cost required.
Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be taught by Noni
Note: Can only create flammable mud or sticky mud
Note: If the earth construct is struck by a lightning technique equating to the elemental properties and weaknesses, then the mud within will be rendered useless and out of the user's chakra control but if flammable mud within survives the attack without hardening, then it can still be set on fire
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Taught to: LOK, NK, Tsuki, Ushiro, Lili, Detective L
32.(Doton: Aisuru Hotei no Saku)- Earth Release: Creation of the Loving Buddha
Type: Offense/Supplementary/Defense
Rank: A-S
Range: Short - Long
Chakra Cost: N/A (+10 chakra cost to techniques if weight is altered)
Damage Points: N/A (up to +10-40 damage if Weight Added, -10-40 damage if Weight decreased)
Description: A technique derived from the weight techniques. The user will release chakra outwards in the form of a pulse which reaches mid-range in a radial direction at regular speed. The pulse is innately non-damaging. The pulse travels through and along the ground, and earthly material. Its use lies in the fact that any earth (KG/CE included) that comes within mid-range or created, that is touching the ground will be in contact with the chakra. The ground, and natural geographical features of the terrain is used as a medium, obviously the user must have contact on the ground or earthly source to properly use this technique. Though anything that is moving/created above ground won't be effected. This technique can be used on the users jutsus, or the opponents, just as long as the imbued chakra overpowers the technique. The user will be able to manipulate the weight of said objects through mental commands, either increasing, or decreasing the weight. The given effects and abilities achieved by either decreasing or increasing the weight will be exactly similar to the canon jutsu description and usage. These advantages, and drawbacks apply to both user and opponent. When changing the manipulation of one material to another material/technique for weight manipulation would require the user to use a move slot. This technique can work with most earth jutsus (such as humanoid beasts, some form of terrain manipulations). When using this on mud, the user can petrify/solidifying it to capture people and/or crush them in place. The pulse generated is S-Rank, but the user can freely manipulate the weight of the objects up to 100x, the strength, damage, and speed of the earthly material is adjusted to the amount of weight manipulate accordingly. This technique can not be used on actual living people/animals.
Note: Can only be used twice per battle
Note: Can only be Taught by Noni
Note: When activated the user will be unable to use earth above S-Rank for one turn
Note: When deactivated the user will be unable to use earth S-Rank and above for one turn
Note: The manipulation is kept active for three turns (A Rank usage 1-10x weight manipulation count as A-Rank)
Note: When using the S-Rank usage it can only be used once and the technique automatically deactivates, this is whenever weight manipulation is 11-100x
Note: Requires two turn cool down before use again
Note: Usable only on solid and logical objects/constructs
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Taught to:
(Doton: Meiun Hishou) – Earth Style: Doom Flight
Type: Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A (Opponent may be knocked out)
Description: User stomps the ground and two S-rank pillars of earth immediately sprout from the ground and intertwine to bind the opponent, then separating from the ground to further launch towards the sky while forcibly carrying the opponent along with them. And if they don’t escape the bind they are assured a freefall crash to the ground, where they will be knocked out.
Note: This move can only be used/taught by BluePhenix.
Note: User cannot perform any other earth technique in the same turn that this move is used.
Note: This move's effectiveness will vary with the user, i.e. for opponents with rank less than or equal to that of the user, this move is so sudden that, by the time they react to it, they will already be launched in the air. However, for an opponent of higher rank or one of equal rank but who makes use of a speed-enhancing technique such as gates, he will have the time to react before being completely launched into the air.
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( Doton: Gaia ) – Earth Release: Gaia
Rank: S
Type: Attack/Defense
Range: Short - Long (Made short range-long range reach)
Chakra cost: 40 (-30 per turn)
Damage Points: 80
Description: This jutsu represents a mastery over Earth and takes great skill to learn. The user will perform the Snake handseal and slam their hands on the ground causing a Massive Earthen being to rise. The Earthen construct is made in the form of a beautiful, nimble yet strong, female warrior with three faces all with different emotions. An expressionless face in the front, a face full of sadness on the left, another face full of anger and hate on the right. She has 6 arms and each arm contains a Large Earthen axe that she uses to attack the enemy in all ranges. Having multiple limbs makes the Earthen being more destructive and versatile in battle. Despite being created in large size as she is about two heads (relative to the Golemn head size) taller than the Great Earthen Golemn in height, she is able to strike and move fairly fast as she is smaller in mass being about 2/3 of its width. Only masters of Earth can perform this technique successfully. When the user is not controlling the creature with their chakra it merely becomes a statue as an earthen construct unable to move. To control it, the user must be in contact with it and spending chakra, therefore not being able to use other elements at the same time.
-Must have mastered Earth
-Must be taught by Omega5
-Can only be used twice and has a 3 turn cooldown period
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(Doton: Tsuba no Fumou Gama) – Earth Release: Saliva of the Acrid Toad
Rank: S
Type: Supplementary
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: This technique is the brother technique to 'Water Release: Sweat of the Bloated Pig'. The user will focus their doton chakra into a nearby construct of solid earth before converting either its rocky exterior or interior into a thick, dense swamp (similar in composition to Earth Release: Swamp of the Underworld). The newly formed fluid will exhibit one of the following properties: adhesiveness, slipperiness or volatility (flammable). Against certain techniques (E.g. Fist Rock Technique or Earth Armour), the user can convert the exterior either into a glue-like substance to bind the opponent to their own technique even when they wish to shed it or convert the interior into a bulky mass of swamp, so the technique becomes drastically heavier and acts as an effective anchor mechanism. Alternatively, the user can use this to cause the hilt of earthen weapons to secrete a very slippery substance which makes it impossible to hold onto the said weapon(s). Unlike Swamp of the Underworld, the released swamp can be quite flammable in composition, meaning it will readily ignite and burst into a maelstrom of flame if struck by fire or unfocused lightning (after its fully formed). To use this on one's own techniques (or substances devoid of chakra) requires no contact with the target substance, simply the use of the Dog Handseal. To use this on the opponent's techniques requires direct contact with the target substance (in similar manner to the Added/Light Weight Earth techniques). Similar to other doton techniques, the formation of the swamp can be offset by channeling an unfocused current of lightning into the affected earthen construction.
Note: Can only be used three times per battle
Note: Can only be Taught by Negative Knight
Note: Cannot be used on consecutive turns
Note: Can only be used on Earth Release Techniques
Note: Follows Elemental Strengths and Weaknesses
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(Doton: Tsukaimono no Tsuchi) – Earth Release: Gift of Gaia
Rank: C-S
Type: Offensive/Supplementary
Range: Short - Long
Chakra Cost: 15-40 (-10 chakra per turn)
Damage Points: 30-80
Description: The user will perform the Boar Handseal and focus their doton chakra into a nearby statue or life-like construct (e.g. golem, gargoyle, etc) and utilize this released chakra to grant it a degree of sentience (similar to Earth Release: Stone Golem). The chakra will flood the earthen substance and bring it under the control of the user for three turns before reverting to its previous inanimate state. Beings brought to life via this method will only be capable of basic functions within the confines of their physical capability e.g. humanoid figures can run/walk, winged figures are capable of flight, etc. To use this technique on earthen constructs without the need for direct contact, only requires for one condition to be fulfilled. Both the user and the target structure require contact with the ground. After being brought to "life", the creation has a mind of its own and can act independently.
E1 - This technique is used to bring small animals and dolls constructed from earth to life. In terms of size, this type can usually fit in the user's hand and its maximum size can be equivalent to that of an average human head. Their small size makes them ideal for stealth as they're capable of staying hidden. These constructions are C-Rank in power.
E2 - This technique is used to bring human-sized constructions to life (e.g. gargoyles and other doton statues to life). These constructions are B-Rank in power.
E3 - This technique is used to bring earthen constructions significantly larger than human beings to life. Their size can range from between three meters and the size of the A-Rank Stone Golem. These constructions are A-Rank in power.
E4 - This technique is used to bring the largest doton constructions to life. Their size exceeds that of the A-Rank Stone Golem and has no real bounds or limits. This technique can even be used to bring constructions on the scale of the statues at "The Valley of the End" to life. Unlike all of the other variants, E4 requires significantly more exertion to maintain and so while active the user can only use Doton and non elemental abilities. These constructions are S-Rank in power.
Note: Lasts for three turns
Note: Only one construct can be brought to "life" per use
Note: Can only be used twice per battle
Note: Can only be taught by Negative Knight
Note: Can only be used on Earth Release Techniques
Note: If direct contact with the construct is made, this technique can be performed without the need for handseals.
Note: Constructs only possess physical capability and can not use jutsus
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(Doton: Fuka-sa no Nōchirasutaitan) Earth Release: Nautilus the Titan of the Depths
Rank: S
Type: Supplementary / Offensive
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: The user will perform the boar hand seal and then proceed to slam their palm upon the ground in front of them. This will cause a creature made of rock and earth to rise out of the ground either below or in front of the jutsu user. This creature is known as Nautilus, the Titan of the Depths. Nautilus, the giant rock of a man, is a creature embodied by a large diving suit made of complete rock and earth, giving him his unique features. The giant earthen warrior will while rising from the ground, use one of its hands to grab hold of the earth besides it and from there it would seem that the earth itself got loosened, creating a large anchor made of rock in his hand, which has a long earthen chain attached to it. Due to this giant warrior of rock and earth, seemingly looking like a diver has a large diving helmet on, it is also very efficient at moving and fighting under water, while it has a small hatch in the side of its head where the user can enter and stay safe from the water, while monitoring the giant. When Nautilus stands at his full height, he is almost 10 meters tall, and with his large anchor attached to a chain, he can throw it and retract it. As such he can effectively reach opponents in long range, with his massive anchor. The anchor itself is so large and heavy, so if Nautilus hurls it in a straight line towards his target and if successful, it can successfully break every single bone in an opponent’s body with ease. If Nautilus uses his hands or body, without the anchor, he is still capable of reaching targets of up to mid-range from him. This giant of a warrior, possesses two abilities in all, the first is called Riptide, while the other is named Depth Charge. The first ability, named Riptide, is activated, when Nautilus slams his giant foot into the ground with such force, that he releases waves of chakra through the ground, which effectively causes 3 chains of explosions to occur in 3 perfect circles around him, going further away from him, for each chain explosion of earth. These chain explosions go into mid-range from where he stands, and he can choose where the chain explosions happen, as long as it is within mid-range. His most powerful ability, would be the Depth Charge, which is made through him slamming his giant Anchor into the ground with such enormous force that it will pulverize the ground beneath it, while sending an incredible powerful forward shockwave through the ground, which has a 4 meter width, making the earth seem to explode upwards in a straight line, all the way into long range.
Note:
- Nautilus Riptide ability is equal to that of a B-rank technique
- Nautilus Depth Charge ability is equal to that of an A-rank technique
- Nautilus is capable of performing Riptide twice per battle
- Nautilus is capable of performing Depth Charge once per battle
- Nautilus abilities counts towards the move count
- Nautilus stays on the field for three turns unless destroyed
- Nautilus can only be created once per battle
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(Doton: Warugi no Oujou) - Earth Release: Maleficence of Mora
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short - Mid
Chakra cost: 40 (-15 chakra per turn)
Damage points: N/A (30-80 damage if used to attack the opponent)
Description: This is the daughter technique to Earth Release: Miraak's Vengeance. The user will perform the Snake handseal and focus their doton chakra into the earth below to create a subterranean field of semi-sentient (similar in nature to the Earth Golem technique for example) tendrils constructed entirely of adhesive mud (similar in composition to Earth Release: Swamp of the Underworld). In terms of magnitude, each tendril is fifteen meters in length (can reach up to the edge of mid-range from the user's position) but they rarely ever expose themselves entirely and instead prefer to reside mostly within the ground. The area this tentacled creature encompasses is a mid-range radial reach around the user and its epicenter resides directly below his or her feet on creation. The tendrils themselves can freely and seamlessly emerge from and merge back into the earth. This grants them the ability to grab a hold of small objects, pull them into the ground and deposit them elsewhere on the battlefield. They can also be used defensively to destroy incoming techniques by either forming a defensive blockade or grabbing a hold of the said attack (if its solid) and smashing it against the floor. If the tendrils sustain any damage that's not enough to destroy them, they can retreat into the safe confines of the earth and remain there for one turn to regenerate. If the user cancels the technique prematurely or it reaches its time limit, the lutaceous tentacles will undergo a natural process of petrification and harden into rock. All of the tendrils collectively make up one, gargantuan creature which is sentient (like the Great Stone Golem) and as such it is capable of acting on the user's mental commands. The tendrils maintain themselves by passively leeching chakra from their creator every turn. This technique has various forms and the special ability of the tendrils hinges upon what form the user chooses to create. Depending on which one of the three forms is chosen, all of the tendrils will only have a single ability and it will be the same one for all of them (e.g. they can all alter weight). This means this technique effectively only has one special ability when used (either Earthly Tether, Enter the Void or Become Earth; never two or all three). Using these tendrils in order to attack and inflict harm on to the opponent count towards one of the user's three moves per turn and it's rank will vary depending on what percentage of the tendrils are devoted to this attack e.g. using all of the tendrils will make this an S-Rank, using half of the tendrils will make this an A-Rank, et cetera. The minimum proportion of tendrils that can be invested in any given attack is 1/8th of the total meaning such an attack would possess the power of an C-Rank. Simple tasks (which more often than not include one or a few tendrils at most) such as merely making contact with entities to use their special ability, lifting up/moving around objects/people and anything else which isn't directly offensive or defensive in nature will not count towards the user's jutsu per turn limit.
Earthly Tether
The special ability of the tendrils in this structure is their capability to freely increase or decrease the weight of anything the touch (up to a scale of factor of ten times their original weight as in the A-Ranked weight alteration techniques). Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle.
Enter the Void
The next form grants the tendrils the ability to apply the Hiding in Rock property to anything they touch and maintain contact with. As long as the tendrils maintain some form of contact with what they're touching, they can freely traverse through the earth with whatever it has a hold of. Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle.
Become Earth
The third and final form grants the tendrils the ability to harden anything they touch (similar to Earth Release: Earth Spear). As with the previous ability, as long as contact is maintained so will these hardening effects. Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle.
Note: Lasts four turns (unless cancelled)
Note: Can only be used once per battle
Note: Can only be Taught by Negative Knight
Note: No S-Rank or above Earth on the turn this technique is deactivated
Note: User is restricted to Earth and non-elemental abilities while this is active
(Katon:Hitoshirenu Hisaki):Fire release:Hidden Flames
Type:Supplementary
Rank:C
Range:Short
Chakra cost:20
Damage: (15 whenever it's steped on)
Description:The user spits out tiny bearly visible sparks to the ground. They will continue to burn as tiny flame sparks almost invisible. If anybody steps on a spark it would engulf the persons feet/legs/lower body in a sudden burst of flames.
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(Katon: Belenos no buresu)- Fire Release: Breath of Belenos
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A (+20 to Fire/Lightning techniques)
Description: This technique utilizes the ash variant(similar to that of the Fire Release: Ash Pile Burning technique) of the Fire element. With the performance of a single hand seal, the user is able to either expel a plume of superheated ash, or create it, and thereafter having it erupt from the ground in a desired location. On its own, this plume of ash can do little harm to the opponent. At best, it can cause minor burns that would do nothing more than to distract an opponent momentarily. However, this technique’s true value comes to light when it is used in conjunction with other techniques in a supplementary manner. Given the highly flammable and explosive nature of ash, this makes it ideal for it to be used in conjunction with Fire/Lightning based techniques. The flames/sparks would serve to ignite the ash, thereby creating additional flames to augment both Fire/Lightning techniques(+20 in damage). Fire techniques would increase in magnitude with the addition of more flames, whilst lightning techniques would mesh well with Fire due to both elements belonging to the Yang element. This technique can also be combined with other elements, such as Earth and Wind. Since these elements are not capable of igniting the ash, the ash would simply serve to cloak the techniques, whilst providing no boost in damage at all other than allowing the original techniques to cause minor burns. By cloaking the techniques in ash, this makes them extremely prone to ignition. Upon any contact with Fire/Lightning etc. techniques, the ash would immediately explode violently, causing damage to its surroundings. The scale of the explosion is proportional to the rank of the technique that triggered the ignition(eg. B-rank lightning would result in a B-rank explosion of fire). This makes it extremely dangerous for the opponent to counter these Earth/Wind techniques with Lightning/Fire as it may trigger an explosion that could prove to be hazardous to the opponent. This technique can also be used to cloak other elements, so long as it is logical. Water will not work as the liquid would simply douse the flames as they ignite. Due to this technique’s supplementary nature, it can be triggered extremely quickly; it can be performed almost in conjunction with the previous technique, with both techniques being performed in the same timeframe.
Notes:
-Can only be used 4x per battle
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(Katon: Reza-Ken) - Fire Release: Razor Blade
Type: Offensive
Rank: B
Range: Short - Long
Chakra cost: 20
Damage points: 40
Description: The user will raise one hand into the air with an open palm, while assembling a good amount of fire chakra in their open palm. Then while assembling the chakra, the wielder will manipulate the chakra into, turning into a blazing hot circular blade that spins in the air just above the wielders palm, making it look like a circle of pure fire, which can be thrown at the enemy with great speed and accuracy.
Note: The blade is capable of cutting through C-rank earth
Note: Must be taught by Gutsy Jiraiya
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(Katon:Ume no Kaki)- Fire release:Rope of fire
Type:Attack
Rank:B
Range:Short-Mid
Chakra:20
Damage:40
Description:The user will exhale a condensed fireball the size of about the humans stomack into the air above him.Then he will attach a rope of chakra from his fingers to the fireball and once he does that he will be able to swing the fireball around as a mace.The fireball upon impact with an solid object will explode in a sudden burst of flames,big enough to engulf someones whole body in fire.
~Note:Can be used twice per battle.
~Note:The user must wait 2 turns before using it again
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( Katon: Reiji no shakunetsu ) - Fire Release: Scorching Rage
Type: Defensive/Supplemental
Rank: B-Rank
Range: Short
Chakra: 20
Damage: 40
Description: After performing the Tiger hand seal the user will channel their Katon chakra thru both legs into the ground which will encircle the user in a half meter radius away from the users body in a golden fiery aura of chakra which peaks a half meter above the users head protecting the user and burning anything that touches it.
-Must be taught by -Vegeta
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(Katon: Ke-shō Doroppukikku) - Fire Release: Singeing Dropkick
Rank: B
Type: Attack
Range: Short- Mid
Chakra: 20
Damage: 40
Description: The user after performing the required hand seals Dragon→Horse→Rat→Hare→Tiger, sends fire chakra into their dominant foot and uses shape manipulation to create a flaming pillar that rises them up 5 meters into the air and detaches from the ground. After doing so, the user immediately performs a quick front flip, with the fire still attached to their foot and does an aerial drop kick. When the user’s leg is lowered from doing such kick, the long pillar of fire slams to the ground and incinerates their opponent upon impact.
Note: Must be taught by Yānks.
Note: Can only be used 3 times per battle
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Katon Baizou Kaji Handou | Fire Style : Double Fire Kick
Type: Attack
Rank: B
Range: Short - mid
Chakra:20
Damage:40
Description: The user begins begins to spin while jumping into air, channeling their katon chakra into their legs. Whilst in the air they do a roundhouse kick with their left leg releasing a a stream of fire, then in rapid succession they kick with their right leg releasing another stream of fire.
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(Katon: Ningenno Haino Bakuhatsu) - Fire Style: Exploding human ash technique
Rank: B
Type: Attack
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: The user gathers Fire chakra in his lungs and spits out a great amount of ash around the opponent which then are manipulated into the shape of that of a human body which will jump and gag up on the opponent as the user exhales a small fireball towards the human-shaped ash. As soon as the ash comes in contact with the fire it explodes along with burning the opponent.
Note: Can create upto 5 human-shaped ash.
Note: Can only be used 4 times per Battle.
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(Katon: Doubutsushi Ru-retto)-Fire Release: Fauna Roulette
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn)
Damage: 60
Description: The user will form two hand seals and focus their chakra into an existing source of fire or fire technique. By doing so they will manipulate the shape of of the fire technique, forming it into one of various sentient animals that can attack or defend for the user. The creature passively feeds off of the users chakra to keep both their shape and autonomy. The bigger the animal the denser it becomes, being able to interact with solid objects. The smaller they are however the quicker and more agile the beasts.
Notes:
~Can only be taught by xHoudinii
~Can only be used three times and each usage lasts for four turns
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Katon: Furēmingupengin no Būtsu Ω Fire Style: Boots of the Flaming Penguin
Type: Supplementary
Rank: A-rank
Range: Short
Chakra: 30 (-10 per turn of sustaining)
Damage: N/A (+10 to leg taijutsu, -10 due to first degree burns during fourth turn of use)
Description: The user forms the bird hand seal as they gather a good amount of katon chakra. After gathering the katon chakra, the user channels their katon chakra into both of their feet. By using shape and nature manipulation, boots of fire form around the user's feet and reach all the way up to their shins. Due to the immense heat of the boots, they grant the user a couple of advantages in combat. First and foremost, the boots increase the user's leg taijutsu attacks, simply due to the heat when the opponent gets kicked. Another cool perk of the boots is that if the user steps on a muddy surface, the mud would harden near instantly where they wouldn't sink, due to the boot's heat. Lastly, if the user kicks at the opponent, embers from the boots would branch off and go towards the opponent. If the opponent were to be hit with this technique, the embers would light their clothes on fire and eventually burn them to a crisp. This ability is used in close quarters, nothing longer. After having the boots sustained for three turns, it begins to burn away the cloth around the user's legs, causing first degree burns on the user's legs.
Ω Can be used twice per battle
Ω Can last up to four turns, then disperses
Ω No S-rank katon in the next two turns
Ω Can only be taught by Penguin.
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Katon: Hi No Ryouken (Fire Release: Hounds of Fire)
Type : Offensive/Defensive
Rank : A
Range : Short-Mid
Chakra : 30
Damage : 60
Description : Gaining inspiration from Earth Style: Mud wolves, this jutsu was created to form an invisible defense against an unsuspecting opponent. The user will form a single handseal and release his katon chakra in a radius of 5 metres around him/her. The chakra activates the moments the source of the foreign chakra (the opponent) comes close to it (2 meters). The moment the opponent is near, the chakra would emerge from the ground to shape itself in the form of two huge hounds made of fire (slightly larger than African Lions). These hounds will pounce on the opponent and bite off his flesh with their huge sharp teeth, cause huge burns and unmeasurable pain.
Note :
The hounds stay active for 2 turns after they emerge.
The chakra stays in the ground for 3 turns.
Can only be used thrice.
Can only be taught by Waaiz
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(Katon: Nan Hōchō) - Fire Release: Flame Cleaver
Type: Defensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Similar to the Wind Return technique, this technique is meant to counter a Fire jutsu launched against the user. While channeling their chakra into the ground, the user will weave the necessary hand seals [Ram → Snake]. After doing so, they will clap their hands together, which results in a 3 meter tall flame pillar quickly emerging from the ground, 2 meters in front of the user. When the opponent's fire technique comes into contact with the pillar, it will automatically spilt in two; thus splitting the opponent's fire technique in two & is directed away from the user.
◊ Must be taught by Yānks
◊ Can only be used 3x per battle
◊ Can only block Fire techniques up to A-Rank
◊ Can't be used to defend against multi-projectile techniques
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Fire Release: Dragon Fire
Type: Attack
Rank: A
Range: Short
Chakra Cost: 30
Damage Points:60(+10 when in contact with Wind)
Description: The user channels fire to his fist and it explodes and creates a cyclone around the user. The user then launches himself at the opponent and high speeds, giving them the appearance of a spinning tornado-like torpedo of fire with a dragon's head where the fist is located. Afterwards, the user is left with a few burns left on the hand that does the move
~Must have Rikerslade's permission~
~Must be of Sannin rank~
~This can only be used twice~
~Can be blocked by B-rank water~ or above
~Due to high movement speeds, the user needs a Dojutsu or chakra-sensing method to use accurately~
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2.(Katon: zenpaku surudoi kougake) Fire Style: Forearm Bladed gauntlet
Type: Offense
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user has to focus and channel katon chakra towards his forearm and then release the katon forward at the same time manipulate the fire sharply and firmly to form into bladed gauntlets on his forearms. The more chakra you channel towards the forearm the more sharper and longer the blades begin to grow. Its maximum size can go up to 200cm but when it reaches its max it immediately disperses due to the chakra strain on the forearm. It is great to use for close range battle.
- Can only use fire jutsus while active
- Only active for 3 turns
- Usable thrice per battle
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Taught to: Darui.., Kahllil, Demon Fang, Mugen Ryukyu, Akasha, Axle
(Katon: Kuzuryūjin) - Fire Style: Nine-headed Dragon Array
Type: Offensive
Rank: A-Rank
Range: Short-Long
Chakra: 30 Chakra
Damage: 60 Damage
Description: After stabbing the user's sword into the ground and by inserting his katon chakra into the ground, he/she will make 8 lines of flames around the sword each line is 1 meter long and between each 2 adjacent lines 45 degrees angle. 8 dragons will emerge out of the 8 lines (1 dragon per each line) but they'll stay attached to lines until they reach the end of it, whereas they will then materialize into fire dragons. The user has the ability control the 8 dragons and direct them towards their target/s. The user can make the 8 dragons combine into 1 bigger dragon.
note: each dragon is C-Ranked and the big dragon is A-Ranked
note: the user can make the big dragon three times per battle
note: only FeeLPaiN can teach this jutsu
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Fire Style: Blade Swing Fire Strike (Katon:Ken Yurasu Katon Dageki)
Type: Offensive
Rank: A rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user channels fire chakra into their blade making the outer hew glow a crimson red,by swinging the blade the fire chakra will be released into the form of firey slashes which strike out across the ground towards the opponent/opponents.
Restrictions:
Can only be used 3 times during battle
Need Katon up to A rank completed
Can only be taught by Delta
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(Katon: Netsu Supin) Fire Release: Heat Spin
Type: Offense, Defense
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user, while holding his sword, will channel Katon into his sword(s). He will then quickly get onto his back and in begin to spin rapidly in one swift motion. As he spins, he will stream the Katon off of his sword(s), creating a three-foot tall wall of fire to form around him, which will slice and burn any enemies within short-range. The spinning lasts for a total of 5-seconds but can be stopped short if the user chooses. Immediately after spinning, the user can use the momentum to launch himself back on his feet.
~Can only be taught by Rikerslade~
-Usable 4 times per conflict
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(Katon: Inferunosuraisu) Fire Release: Inferno Slice
Type: Offense
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will take a kunai in each hand and channel Katon into it. He will then spin the kunai in his hands while streaming the Katon, creating two large circles of Katon that resemble wheels. He will then throw the flaming wheels at his opponent, who will then be inflicted significant damage from burning and cutting.
-Usable 4 times per conflict
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(Katon:Tenka) -Fire Style: Ignition
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: After the user performs the needed handseals, the user will take out a lighter and channel his/her fire chakra into the lighter and then using the sparks of the lighter can manipulate the spark to convert to a giant flame like a powerful flamethrower.
Note:Each time the user spews a flame, a turn is used (1 flame = 1 turn. 3 flames = 3 turns). There is a pause between each flames allowing the opponent to react. If 3 flames are shot, each count as B-rank techniques, otherwise it's still A-rank.
Note:Can only be used 3 times in total.
Note: Can only be taught by ~CoOkie Monster~
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(Katon: Reijingu Doraibu)-Fire Release: Raging Drive
Type: Offensive
Rank: A
Range: Mid
Chakra: 30
Damage: 60
Description: The user begins by weaving the tiger hand-seals and releases rising fire along the ground and is shot upward in the form of three vertical columns of fire that rise around the targets. The user then manipulates the three columns and creates an orb of fire from each one that rises above the targets and then, turn into lances of fire, one from each orb, descending onto the targets.
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(Katon: Honoo Zugaikotsu Kabe) - Fire Style: Flame Skull wall
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will release fire chakra into the ground and ignite the ground, creating a wall of blue flames to separate the user from their target. Then, the user will manipulate the blue flames and shape it into a large skull, two times the size of the user. The skull will have an opened mouth and would be in the center of the flame wall. The skull can do either two things, release a flamethrower/torrent of flames towards the target or release projectile-like large balls of flames towards the target. Around the large skull of fire will be smaller skulls that do not do anything but simply make the technique look cooler and more intimidating.
Notes and Restrictions:
- The wall itself is ignited up to short-range from the user, however, the flamethrower/balls of flames released is released either short/mid range from where the wall was set up.
- Can only be used three (3) times per battle
- Needs two turns to use again
- Can only be taught by EdwardSama
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(Katon: Bāsākā shakunetsu) - Fire Release: Scorching Berserker
Rank: A
Type: Supplemental/Attack/Defense
Range: Short/Mid
Chakra Cost: 30 (15 per turn to maintain)
Damage Points: 60
Description: After Performing Fire Release: Scorching Rage the user will focus and maintain the fiery golden chakra surrounding him and can move about freely on the field of battle, but cannot leave the ground or the chakra will dissipate. The user can ram the enemy while surrounded in the chakra burning them and delivering blunt force damage as well as 4th degree burns. The user may also clap his hands together with the palms open and outward, concentrating and releasing the chakra in a stream of fire up to mid range, which will also end the jutsu.
~Notes~
-Lasts 3 turns unless released
-Must know my Scorching Rage and it must be used on the same turn
-Damage to taijutsu is increased +10 due the the flames surrounding the user
-User can only use katon elemental jutsu while this is active, but can perform physical taijutsu/kenjutsu attacks
-Must be taught by -Vegeta
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(Katon: etoku meido)Fire Release: Grasp of Hades
Type: Offensive/Supplementary
Rank: A
Range: Short/Mid
Chakra: 30
Damage: 60
Description: The user will stomp their foot and release fire that travels along the ground, splitting up to the sides of the opponent where the fire will then rise and take on the form of two hands. The hands will then grab onto the opponents legs, holding him in place while burning through their skin.
Note:Can only be taught by Shadou
Note: Can only be used 3 times
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(Katon: Dangan Oikakete) - Fire Release: Chasing Bullets
Rank: A
Type: Offensive
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user first performs a series of three hand seals Dog→Horse→Tiger and then gathers up a lot of fire chakra in their chest. Afterwards, via mouth or hand, they fire off a barrage of several [about 8-10], but small fireballs hot enough to scorch the ground at their opponent. However, instead of hitting them directly [which makes the target believed that they missed], the mass of fireballs gather all around the opponent and seemingly appear to floating. Finally, with the use of a single hand seal [like the one Deidera uses to create explosions], the user directs all the intense fireballs towards their opponent and explodes on contact & engulfs them in flames.
Note: Must be taught by Yānks.
Note: Can only use three times per battle
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(Katon: Afutābānā)- Fire Style: Afterburner
Type: Supplementary/Attack
Rank: A
Range: Short
Chakra Cost: 30
Damage: 60
Description: The user clasps his hands together and creates a circular mark in the palm of each hand that emit powerful jets of flame that can propel the user for a total of 5 seconds. The jutsu's timing and jet power are controlled by the user. They can get the user to a target at mid range in 2.5 seconds.
-Usable twice per battle
-Can only be taught by Katonpwnz
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(Katon: Haino Kumono Shi) - Fire Release: Ash Cloud Death
Type: Offensive
Rank: A
Range: Short-Long(Short range of the opponent)
Chakra Cost: 30
Damage Points: 60
Description: A variant of Asuma's Ash Pile Burning. Following the same procedure as that technique, the user weaves a single handseal and converts the smoke of his cigarette into superheated ash and spews it out in the form of a circular cloud which surrounds the opponent, being 4 meters in width and 2 meters in height. Even the slightest contact with the ash can burn the opponent severely, inflicting 3rd degree burns. The specialty of the ash is that once it comes in contact with any medium, it forms a violent explosion, upto mid-range at a 360 degree radius. The user can mentally trigger the explosion or just let the ash stay in the atmosphere. The medium would be air, ground and any solid.
Notes:
- Can be used thrice per battle.
- The user needs to know Ash Pile Burning to perform this.
- Needs a two turn cooldown between usages.
- No A rank or above Fire techniques the next turn.
- Can only be taught by Naruto.
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(Katon: Saryū no taitō) - Fire Style: Rise of the Sand Grains
Type: Offensive/Supplementary
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: 60 (+10 if explosion occurs from another fire or wind technique)
Description: The user performs two handseals as they infuse katon chakra on whichever part of the ground surrounding them they wish (similar to Swamp of the Underworld). This katon chakra will burn the targeted earth below surface by consuming the tiniest bit of air underneath, using it as fuel. Because katon chakra has burnt the ground, it turns into ash which is then manipulated with the help of katon chakra blended onto it to rise upwards in a burst, causing anything on the affected ground surface up to 5 meters to received damage as they're being sent flying upward by the rising ash. Which part of the ground should be affected is up to the user. It could be all the ground around an opponent's location, in a circlular formation around themselves (the user), or any other manner. Anyone who gets sent flying by the burst of ashes receives 2nd-degree burning damage. As for opponents who were beneath ground surface whilst this jutsu was performed, they will receive similar damage but will also be unable to breathe as the air beneath ground has been consumed by the user's technique. If someone uses a fire or wind technique that gets in contact with the ash during its process of rising up, the ash would explode in a similar fashion as Fire Release: Ash Pile Burning, affecting whoever was inside the targeted area and giving them 3rd-degree burns.
Note: Usable thrice per battle
Note: One turn cooldown between usage
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Katon: Kamino Hikari - Fire Release: The Light Of The Gods
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will gather a large amount of Fire chakra and will weave a single handseal(Ram), channeling his Fire chakra to the ground. As this is done, a blinding white pillar of fire emerges from the ground, blinding the opponent thus. Then, the user will weave the Dog → Hare handseals as the flame pillar, bursts into very tiny and bright fire embers(5) which have a certain solidity property to them and travel with great speed. They travel outwards and forwards in a 120 degree manner having the capability of exploding everything they touch which forms a large explosion(S-Ranked and upto mid range) if they explode all at once and can be used to particularly kill boss summons. The user with a mental command can control if he wants to detonate a single ember/some of them/or all of them at once. Each singular explosion is C-Ranked and can be used to blow up a limb or a specific body part and the C-Ranked explosion is short ranged.
Notes:
- Can be used twice per battle with a two turn cooldown
- No A-Rank or above Fire jutsus in the same turn.
- If the user causes all of the embers to explode at once, he will be caught if he's in short range of the explosion, meaning the user has to stay atleast at mid-range to not be caught by the collective explosion.
- The embers are very minute and bright, and appear as tiny "bullets" of light, albeit still visible by the naked eye.
- The user needs to focus on his chakra to fuel the explosion.
- Can only be taught by Naruto.
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Katon: Five Majestic Horsemen
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user makes the Horse handseal, while doing so, they gather an enormous amount of Katon chakra molding it in their stomach. They then channel all that chakra to their mouth focusing it there and take a deep breathe. They will then bump both fist together five times breathing out five fire orbs. Using shape manipulation, these five orbs will turn into men on horse that's made out of fire. The user can use the five horsemen to defend or attack and they move at the same speed as an average running horse. Whenever the horsemen comes into contact with something, they will turn into a flaming vortex that wraps around the object and burns like a flaming inferno.
Note- Can only be used 2 times per battle.
Note- Can't use any A-rank or higher Katon jutsus in the same turn
Note- Can only be taught and learnt fro ~Jellal.F~
Note- Need to have completed Katon training
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(Katon: Shakunetsu no akuma) - Fire Release: Scorching Demoniac
Type: Supplemental/Defensive/Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The brother jutsu to Scorching Rage and Scorching Berserker. Scorching Demoniac looks to capitalize on Scorching Berserker's ability to focus and sustain the fiery aura of katon chakra around oneself. By making the Dragon seal and farther manipulating the chakra while also molding more katon into the aura (After already using Scorching Berserker), it can be made to shine brightly outwards along the same lines as Fire Release: Fire Whisp, as the fiery golden chakra aura grows outwards and upwards 2 more meters surrounding the user to 2 1/2 meters around/above, and it's heat and strength increases from A to S rank in terms of raw damage to the touch. This can also slightly blind the enemy like looking momentarily into the sun, just nowhere near as intense, and will hinder their vision for one turn. The user has a couple options, as once the chakra is honed and focused to this point, it's very intensified and short lived, and will fade away at the end of the turn. The user can perform punching type motions, firing up to 4 bright 1 meter diameter fireballs at the opponent (also along similar lines of the Fire Whisp technique, strength divided depending on how many are fired off), or the user can make a mad run for the enemy attempting to ram them or use taijutsu/kenjutsu strikes against them. Finally, they can focus the aura around them to a single area, clapping their hands together palms facing outwards, streaming the golden fiery chakra from around themselves siphoning it off them like done in Scorching Berserker, however the strength of the stream would be S ranked and would be able to strike opponents long ranged (as opposed to mid ranged in Scorching Berserker) and would be 3 meters in diameters. No matter what is done (including nothing), the effects of Scorching Berserker will end at the end of the turn if this is used.
~Notes~
-Can only be used 2 times per battle
-Scorching Rage can not be used again for 4 turns
-No S rank Katon or above in the next turn
-Damage to taijutsu is increased +5 to the +10 from Scorching Berserker for a total of +15 from the intensity of the heat.
-User is bound by the same restrictions as Scorching Berserker in terms of maneuverability and can only use katon elemental jutsu/taijutsu/kenjutsu while active.
-Must be taught by -Vegeta
-Firing off the fireballs will use up the entirety of the cloak/aura
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(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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15.(Katon: Bhasmasur no Dekiai)- Fire Release: Fondness of Bhasmasur
Type: Offense/Supplementary
Rank: S
Range: Short-Long (Created short range, long range maneuverability)
Chakra Cost: 40
Damage Points: N/A (Explosion is 80, individual attacks or capture is 20)
Description: The user will gather their fire chakra, and spew out a dense, corrosive, amount of ash, the ash will then continue to take on the shape of a Humanoid being, with similar length and width as the user. The body is made entirely of dense ash, composed and compacted tightly together to maintain its shape. The humanoid has no facial characteristics nor actual distinguishes to set it apart. His body color is dark red. This being can move by the users control, or set to move as a projectile at a specific target the user has set for it, following the target wherever until he makes contact. This being takes up similar properties of ash, this includes being blazing hot, explosive (if set with a cloud form), and can skin a person alive if he slashes or attack them. Along with just basic attack that this being can perform at the target (punches, kicks, etc), there is a special ability, with the user performing the Tiger hand seal, can cause the being to completely turn into a cloud of ash, from their the user can choose two choices, either allow the cloud to remain and burn the opponent, potentially explode them, or perform one more hand seal (Tiger) and cause the ash to once again compact into a blazing rock of ash, that will trap the opponent, suffocate them, and burn them completely all over the body. The difference between allowing it remain as a cloud, or become a simple rock, is that the cloud is much more capable to explode, while the rock formation can simply be set ablaze burning the target slowly through its ignition, but not completely explode and finish the target off. This also includes the humanoid shaping of the ash, because he is tightly compact, an explosion will not be set powerfully, the humanoid being can at most, attack the opponent through body movements (almost Taijutsu like).
Note: Only lasts for three turns
Note: Can only be used three times
Note: Can only be taught by Noni
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Taught to: Loki, Riker Slade, NK, Kirabi
20.(Katon: Kakatsu no Verbti)- Fire Release: Jurisdiction of Verbti
Type: Offense/Supplementary/Defense
Rank: S
Range: Short-Long (Created short range, long range movement)
Chakra Cost: 40 (-15 chakra per turn to sustain)
Damage Points: N/A (80 for explosion, 20 when contact with the enemy is made)
Description: The user will gather a large amount of fire chakra, perform 3 hand seals, and release outward from their mouth a dense amount of ash. The user through shape manipulation will turn the ash into a demonic, and aggressive creature. Having a wavy exterior and body composition similar to a human, black in color, with a reddish hue in the outer layer of the creature. This beast of ash is around two meters in length. This beast has a special ability, through its impressive movement and lightweight of ash, it can travel along the ground with great ease and float in the air (movement that can be traced with the naked eye), but also interact with dense, earth-like material, burning anything it touches into ashes, the beast will use this ash it burns for its own deeds, allowing the ash to essentially "stick" on to the beast. This has the beast become larger in size (doubles in size with every interaction it comes with, and the structure must be larger then its body is currently when interacting with it) growing with every earth object it comes into interaction with, however, its overall ability and power remains relatively the same, it simply contains an advantage in brute force. Its second ability, is its adaptability with its own body structure, the beast can split himself in multiple "clones" of itself, each being weaker then the other, with up to eight being able to be made (Each would be C-Rank). These beasts will remain relatively the same, in how it attacks, being able to burn and create explosions relative to its size and rank. They can also come back together, reforging into themselves and its previous state as one body, or simply less bodies then before. Each time they split, the bodies will be decreased in half from its previous size. How the creature moves is specific to the users need, its movements are governed entirely by the user's mental commands. This beast can subdue the opponent by covering them completely with its body, burning them to pulp, it can perform basic body-art movements, where it can skin a person with every attack, or it can be set a blaze to create a large explosion (explosion size is equivalent to the size of its body).
Note: Can only be taught by Noni
Note: Beast lasts for four turns (unless cancelled)
Note: Can only be used twice per battle
Note: Requires two turn cool down before re-use
Note: Cannot use fire S-Rank or above the turn the beast is created
Note: Follows elemental strength and weakness
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Taught to: Vegeta, Naruto., Nanazai, Kirabi
22.(Katon: Gekido no Stihi)- Fire Release: Wrath of Stihi
Type: Offense/Supplementary/Defense
Rank: S
Range: Short-Long (Created short range, long range movement)
Chakra Cost: 40 (-15 for every turn kept active)
Damage Points: N/A (20 damage when contacting with the enemy 80 for explosion)
Description: The user will release out fire chakra, and create short range of themselves, a demonic creature composed of fluid, but extremely hot flames. This being is able to stand around the same height of the user, and has a dark red color on its body, with a black hue exterior, whips free flowing out of its body, red in color. The flames are quite condensed, similar to Fire Release: Dragon flame release song technique. How the creature moves is specific to the users need, its movements are governed entirely by the user's mental commands. The beast has a special ability to turn into different fiery compositions, such as flammable gas, and flammable ash. Turning into these forms are passively done, and each ability grants different entailment. Turning into a flammable gas grants the beast an intangible nature, allowing him to phase through solid, organic matter with ease. The same can be done for ash as well, the ash can literally phase through materiel as expressed. The after-results vary, when phasing with flammable gas, it leaves behind a residue for explosion (only for non-chakra infused material), when doing so for ash, the ash literally burns the solid material and dissipates. When phasing through natural material, it will continue to retain its strength and power as before, as well as size, however when phasing through techniques of solid or, organic matter, depending on it might not be able to phase through it at all due to rank differential, however if it can overpower, the abilities turn into effect (this might weaken the beast in some obvious scenarios). He can also move through the users own techniques, however, it would likely risk destroying it due to its powerful rank and burning heat (for ash), techniques that can withstand and combine will be weakened. Flammable gas can phase through chakra infused objects, but won't leave flammable residue. Alone, these alternative releases can be used for tactical purposes, and attacks. This ability gives the creature an extreme advantage in moving as well as stealth uses. This demonic creature mainly moves on ground, in its normal form. This beast can also perform basic bodily movements, such as taijutsu, burning and skinning the opponent alive. He is also able to release from his limbs and body, specific whips that can reach up to a mid range distance, either one at a time, or multiple at a time, it can even release whips in an omnidirectional manner, only problem that happens when releasing these whips is the beast must stay in place to focus, so it is unable to move when releasing the whips at all. the whips can both slash an opponent, and constrict movements, leaving up to third degree burns, these whips count as the same damage as its regular taijutsu, this ability is B-Rank in power, and counts towards the users jutsu slot.
Note: Can only be used twice
Note: Must be taught by Noni
Note: Stays on field for four turns
Note: Follows elemental strength and weakness
Note: Requires one turn cool down before re-use
Note: Can not use fire S-rank and above on the turn this is deactivated
Note: Can not use fire above S-rank the turn the jutsu is created
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Taught to: Houdini, Kirabi, Zanda
(Katon: Akuma Kaji) – Fire Style: Fiendfyre
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will throw his chest out as he inhales, performing a row of four handseals to knead Katon chakra into their lungs and mouth. When cast, the user spits out the fire which appears with a roaring, billowing noise. Quickly consuming anything in the vicinity of its caster (thus unreliable when team battles are being practiced) The flames are of abnormally large size and take the shape of fiery monsters and beasts such as snakes, dragons, eagles and chimaeras, constantly mutating into other beasts as they keep charging forward as well as powerful, formless flames that destroy all things before it. The fire even possesses a sentience of its own, a continuous (though far from latent) desire to burn anything it can so long as the user is channeling the jutsu. It will pursue any nearby lifeforms at the will of the caster. Inexperienced casters will be able to conjure the flames but will have virtually no control over the jutsu once it has been unleashed, thereby making the fire a deadly backfire (incomplete fire mastery). Taking 60 damage (second degree burns and pain in the burnt areas such as the face and neck.), and being unable to use S ranks for the next two turns.
- Can only be used twice per battle.
- Must wait a 3 turn cooldown prior second usage.
- The user cannot use any other Fire of S rank or higher next turn.
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Katon - Zangyaku no San | Fire Release - Cruelty of Corona
Type: Offensive
Rank: Forbidden
Range: Short-Mid (Wave of Ash has Mid-Range Reach)
Chakra: 50
Damage: 90 (40 damage to the user)
Description: The user will channel a vast amount of chakra, more so then just regular jutsus, and manipulate the nature of the chakra into fire chakra. He will release/manipulate the chakra of fire from both their hand's and feet scorching the land; The user's hands and feet will then release a torrent of extremely dense and hot fire and ash. The ash begins to swirl around the areas where they reside and the user jumps high into the air (Approximately 20 meters). Once they reach the maximum altitude needed, the user will then perform a back flip and descend towards the surface, as he is heading down he uses the fire and ash around his hands to act as a propeller to accelerate his descent. What begins to happen is, as the user descends the fire and ash grow even larger in size by consuming/reacting with the air and continue to swirl but this time the ash will swirl all around the user's own body. When the user hits the ground, the impact produces a very large and violent explosion releasing all the fire and ash at once in every direction of the terrain completely engulfing it, as it travels the fire and ash move along the ground in a dense haze. As the ash is moving along the ground, it will begin to also mix in with the charred dust and debris on the ground, causing it to grow in size, basically it will look as if a huge wave of ash is heading toward's the opponent throughout the terrain in a radial direction. The ash will halt its movement, after it travels across a mid-range radius. It will no longer have any more momentum but the after effects are dreadful. The area will be reduced to nothing more then a crater and the sheer heat of the ash will even evaporate basic water source like lakes or pounds (non-chakra infused).The damage the user receives pertains to general first degree burns he will receive all over his skin, painful but not deadly, yet hindering just the same.
Note: Can only be used once
Note: No fire techniques A-Rank or above in the user's next two turns
Note: No taijutsu above A-Rank for the next turn
Note: No other Forbidden Ranked techniques in the user's same and next turn
Note: Will not be able to use ash variant fire techniques for a turn
Note: Can only taught by Ndlovu
Fuuton: Tezawari za Oshi: Wind Release: Feel The Pressure
Type:Supplementary
Rank: C
Range:Short
Chakra: 15
Damage:N/A
Description: After channeling chakra throughout his/her body. The user will quickly release the chakra outward short range around all sides of their body, creating a sphere. By doing this, it creates a wall of thick pressurized air that can slow down the movements of incoming projectiles, jutsu, and even opponents that may be attacking the user at a untraceable speed. This jutsu does not block said techniques but it allows the user to easily side step or block against said projectile. In the case of movements made by the opponent within short range of the user, the user will have to use a little more chakra to produce a thicker air around them. This jutsu doesn't significantly slow down all movements made with the sphere, but it does allow the user to become aware of anything entering the sphere because it is basically made out of the users chakra.
-Usable 3 times per battle
-Must be taught by Sir Hoshigaki
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(Futon: Pazuzu no puru)- Wind Release: Pull of Pazuzu
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: N/A (+10 to chakra cost of each technique)
Damage: (+20 to wind techniques)
Description: This technique utilizes the suction effect that may be achieved through wind techniques. The user will activate an ability which allows him to infuse additional wind chakra into their own wind techniques. As a result, any subsequent Wind techniques performed by the user while this is active will gain a special property; the wind technique would produce a suction-like effect, which allows it to draw earthen particles(such as small rocks/rubble/soil sediments) from the terrain towards it. This causes the earthen particles to become embedded into the body of the wind technique. The earth particles serve to augment the destructive power of the wind techniques by granting it with an additional abrasive edge, thus allowing it to seemingly shred the opponent to bits. Of course, this technique is entirely dependant on the terrain; if there are no earthen particles on the battlefield, then this technique will be rendered useless. Additionally, this may also work on water sources; wind techniques would be able to use water droplets in place of earthen particles to achieve a similar effect. The suction effect produced by this technique is extremely strong - it makes all movement(eg. performing hand seals, running) extremely difficult and sluggish(though possible) when one is within short-range of the technique. Of course, this effect also applies to the user, who will be subjected to the same effects as long as the technique is within short-range of him. This technique is activated instantly; this is because this technique, when used independently, is unable of causing harm.
Notes:
-Can only be used 4x per battle
-Lasts for 3 turns
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(Futon: Kaze no Hiretsuna Jetto) - Wind Release: Sneaky Jet of Wind
Type: Supplementary/Offensive
Rank: B-Rank
Range: Short-Long (made short, can travel to long)
Chakra: 20
Damage: 40
Description: The user gathers wind chakra below their feet which is then manipulated into becoming a jet of wind that lifts the user slightly above the surface they're standing on, whether it's ground or a water source (20 centimeters above surface). The jet of wind is large enough for the user to stand on. This jet of wind is immediately upon creation controlled by the user to travel the trajectory they desire while they themselves are standing on it, allowing themselves to travel that same trajectory aswell. Its traveling speed is astounding yet the user and the jet of wind can clearly be seen and tracked with the naked eye. Traveling with such speed would allow the user to evade attacks within reasoning (for example: projectile-type or attacks from above) while also potentially approaching their opponent. Once the user evades the incoming attack or is done traveling the trajectory he/she desired, the user leaves the jet by jumping away from it. At this point the jet continues forward as it turns into a gale of slicing winds (because of losing its concentrated form once the user abandons it) that leaves severe cuts on anything on its path. Wind Release: Sneaky Jet can also be used while airborne, but instead of traveling horizontally, the user will be traveling diagonally downwards since they're simultaneously manipulating the jet to move to their desired direction while also descending because of gravity. A notable thing about this technique is that its formation is near instantaneous, which allows the user to evade close quarters combat attacks.
Note: Usable 3 times per battle
Note: Cannot be used in consecutive turns
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Wind Style: Penguin Breath | Fuuton: Pengin Buresu
Type: Offensive
Rank: B
Range: Short-Medium
Chakra: 20
Damage: 40
Description: The user gathers a fair amount of Fuuton chakra in their stomach. After gathering enough Fuuton chakra, the user forces the chakra into their mouth, then blows out the Fuuton. After the Fuuton is blown out, the Fuuton takes form of one B-rank penguin, two C-rank penguins, or four D-rank penguins. If the user chooses to, they can flash the bird hand seal and cause the penguins to disperse, causing their bodies of wind to become uncontrollable and expand outwards up to short range, effectively making a gust of wind. The wind would be able to knock human sized objects off their feet.
Note: Can only be taught by Penguin.
Note: Can use this move 3 times a battle.
Note: Must wait another turn before you use this again.
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(Futon: Kaiin Kohheru)-Wind Release: Dutch Oven
Type: Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The user will expel wind from their mouth which they will form into a very wide and thin 'sheet' of air. As it is released the user can shape this sheet into any form desired (cone, dome, sphere etc), the main advantage of this technique is that it is very good at containing and moving any type of air based gas, mist, poison, toxin etc. After containing or moving the gas the user can at any time perform one hand seal and cause the sheet to rupture, either at one point (pushing the gas in one direction) or completely(releasing the gas in that area). Its also worth noting that due to the strong wind currents that form the sheet, coming into contact with it directly would push the enemy back and knock them over, though with no lasting damage.
Note:
~Can only be used three times
~Can move or contain a max of A rank gas, poison etc
~Can only be taught by xHoudinii
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(Fuuton: Taifū no me) Wind Style: Eye of the Storm
Type: Offensive
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Taifū no me is a simple technique that revolves around the user manipulating a small area of the air of around them by focusing on a single point. The user uses their wind chakra to cause a swift build up of air currents that forms a mini 4 inch horizontal tornado. What makes this technique dangerous is the properties and destruction this horizontal projectile caries. The user creating this technique by focusing on an area within the air, the forming of the projectile is rather quick taking less than a few seconds to form before it shoots forwards at a swift pace that is quite similar to the pace of an extending chidori spear. Upon contact the horizontal mini tornado drills into the target, reaching a depth of 4 inches affecting a 2 inch diameter, delivering numerous rapid slashes within the diameter of penetration before the concentrated air currents releases their bond separating in various directions causing even more damage as the tornado explodes outwards as a cluster of sharp air currents that expands 6 and a half feet (2m) from the epicenter of the technique. The jutsu will drill into its target, ripping up the skin, underlying tissue, muscle, etc., before amplifying the damage done upon the jutsu by exploding. Multiple mini tornadoes can be created back to back, adding up to a total of 6 tornadoes all amounting to A rank, but their exploding diameter is reduced to 1.6 feet (0.5m) field. Like most wind techniques Eye of the Storm tornadoes are intangible and translucent with a slight greenish hue making them very hard to catch with normal eyes. This is considered an assassin type technique due to the fact that the signs of this jutsu is very easy to miss and it travels at a swift speed. When this technique travels it makes a whistling sound that can only be heard within 13 feet (4m) of their target, and the technique needs to be made at least 16.4 feet (5m) away from the target in order to allow the jutsu to build enough rotation speed in order for its effects to take place.
NOTES
►Can be used 4x per battle
►Jutsu has a 1 turn cooldown
►Can only be taught by ZandaT
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Fuuton: Jaakuna gēmu | Wind Release: Wicked Games
Type: Supplementary/Attack
Rank: A-rank
Range: Short-Long
Chakra: 30
Damage: n/a (60)
Description:
A known wind specialist, Shady, wanted to put to use the intangible side of wind, liking the sneaky opportunities it could bring. He decided to make use of it as a supplement to his other attacks altogether, making them a bit more dangerous than normal. This jutsu is initiated by manipulating wind chakra around a chosen projectile or jutsu in range that's in motion (a wind sphere, kunai, etc.) Whether it be the user's jutsu (not opponents) or an inanimate object. The wind chakra suddenly coats the jutsu/object creating a shell of wind in the shape of it, about an inch away from actually touching. The wind shell itself is unique, purely taking on intangible properties like the wind blade technique but giving off a noticeable green glitter affect. Once the shell of wind is around said projectile, it remains there in a useless intangible state, until the object is removed (getting knocked away from the coat, stopping said projectile). Once the inside of the shell becomes empty, the wind continues at the speed of the projectile but completely pressurized in order to recreate the projectile in a cutting wind form. For example, when coated onto a kunai that is thrown at an enemy, it would simply look like a glittery kunai. If the opponent attempts to intercept with a kunai of his own, it will simply phase through the intangible wind shell unaltered, knocking the other kunai away as planned. The shell of the kunai would continue at the opponent as if it was the kunai itself, but now pressurized into cutting wind instead of its intangible state. When first created and in its intangible state, the wind will phase through physical objects but affected by energy type techniques such as fire, lightning etc. In the case that the opponent is combating the intangible wind with energy based techniques, the wind is treated with A-rank strength according to strengths and weaknesses. So it would play on equal terms with S-rank lightning but only B-rank Fire or other A-rank wind. Once in its pressurized state, the wind can be combatted by physical and energy based techniques, according to elemental strengths of course.
☆ usable 4 times
☆ only taught by Shady
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(Fuuton:Senpuku Senbon)-Wind Release:Whirlwind Needles
Type:Attack
Rank:A
Range:Mid
Chakra:30
Damage:60
Description:The user will perform a single hand seal and exhale his wind chakra into his into his hand.The exhaled chakra will continue to flow around the users hand.Then the user will slash through the air horizontaly with the hand in wich he had exhaled his wind chakra to and launch dozens of sharp wind senbons from the pattern he had slashed the air.
~Note:No A rank or above wind technqiues in the same turn.
~Note:Can be used twice per battle.
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(Fuuton: Hageshii Soyokaze) - Wind Release: Tempestuous Whisk
Type: Supplementary/Offensive
Rank: A
Range: Short (Created) - Long (Reach)
Chakra: 30 (-5 per turn)
Damage: N/A
Description: The user will perform the required handseals (3) before focusing their fuuton chakra into the air at any location on the battlefield (within short range) to generate a large amount of wind, the winds will them gather into a centered body. Then, through the use of chakra control the wind will shape into a large dog-like beast composed solely of wind. Giving off a beastly form, when standing with four feet, his height was twice can be high as a normal-sized adult human. While his total body length ranges up to five meters. The beast commonly called Soyokaze has a body running through confimed wind to form its legs body and head, while being seemingly covered in round quilt partterns, which have a more aggressive wind properties to them. As its name and body structure imply, this beast excels in wind manipulation. It has the ability to with a single swipe of its claws, which can slash human flesh with ease, release a three blade pattern of its claw, roughly 1 meter in length each blade towards the target. This can be done successively if wanted, and each 3 bladed swipe has a strength of B rank. Soyokaze's other primary ability is to 'surf' through the air, using its wind abilities to do so, this is done by a certain method. The method of 'surfing' is turning its entire body into a gale of wind, which moves 25% (1/4th) faster than the user's base speed (the beast's base speed on ground is the same as the user's base). While in gale form, the beast can still manifest and solidify only selective parts of its body if wanted, with the gole of causing damage, such as rushing towards the target as a gale and then manifesting only a claw to slash at them. Lastly, the beast of wind can by will turn into a wave of slicing winds when wanted, carrying an A rank strength behind it, once used however, the beast ceases to exist completely. Because of this, this technique is commonly known as Final howl, needless to say, this can only be used 1 time each time Tempestuous Whisk is used. Freeform slashing or biting does not have rank strength, but it can slash and stab into human flesh, though not deep into the bone.
Note(s):
- Can only be used x3 per battle.
- Must wait a three turn cooldown before using again.
- Remains on the field three turns or otherwise ends when Final howl is used.
- Turning into gale form counts as 1 move, each time it's used.
- Releasing the claw blades count as 1 move each time used. And can only be used x4 per battle.
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(Futon : Gara no sagi) - Wind Release : Hilt Deception
Type: Offence
Rank: A
Range: Mid
Chakra Cost: 30
Damage Points: 60
Description:
The user channels wind chakra into his sword, the then throws his sword so that it sticks into the ground and the bottom of the hilt points into the direction of the target. The Wind is released out of it in the form of a small, sharp twisting stream that drills straight through the opponent.
-Can only be used three times
-Can only be taught by LonelyAssassin
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(Futon: Tenran) - Wind Release: Orchid Sky
Type: Supplementary
Rank: A - Rank
Range: Short
Chakra: 30
Damage: 60
Description: The practitioner of the jutsu begins to spin their sword clockwise while concentrating wind chakra into it before stopping the blade. Releasing one last burst of chakra into it while holding the sword upside down in their hand, a widening tornado-like blast that only allows the opponent to see the silhouette of the user, which is fired forward toward the target.If no sword is available for the user, they can use their hand but need to make the Snake → Rat → Sheep hand seals.
Note:
- Can only be used three times per battle
- Can only be taught by Ouacus
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Wind Release- Pressure Bullet Blast
Rank:B
Type:Short-Long
Chakra:20
Damage:40
Description: The user focuses his fuuton chakra and builds it all up. The User then channels all the energy into his fist. By putting both fist together, the user fuuton chakra forms a wind ball around their fist. The wind ball can be shot at someone and on impact, the ball explodes releasing a hurricane like feeling of wind.
Note- can only be taught by ~Jellal.F~
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Wind Release: 1000 Shooting Arrows
Rank:A
Typeffense
Rang:Long
Chakra Cost:30
Damage:60
Description: The user ehales a bow created by fuuton chakra. By using shape manipulation and fuuton chakra, the user makes a arrow and shoots it in the air. While in the air, the arrow multiplies to 1000 arrows and can hit multiple targets.
Note-To make this attack stronger, the user can combine it with fire.
Note- Can only be taught by ~Jellal.F~
Note- Can only be used 3 times in battle
Note- Need to have A rank or higher training in futon
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Fuuton:toppyoushimonai mure|Wind Release: Crazed Flock
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30 Chakra
Damage: 60 Damage
Description: The user makes the Rat → Rabbit → Dog hand seals and pours a vast amount of Fuuton chakra into his arm and swings his arm in front of him in a wide motion. As the arm moves the chakra is released into a large amount of small birds which head to the opponent and making very small whirlwinds with each bird to cut the opponent.
Note: Can also be done with the swing of a sword/staff.
Note: Can only be used four times per battle
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6.(Fuuton/Doton: Sekushon Yoku)- Wind/Earth release: Suction Tubes
Type: Supplementary
Rank: A
Range: Mid-Long
Chakra: 30
Damage: 60
Description: The user will manipulate the ground upfront of them to rise one single tube made of stone and earth. The tube is not more then the size of a regular persons mouth allowing the user to place their mouths on the tube. The user then by stomping their foot on the ground will release up to 10 other tubes all around the users position covering them in a radial manner with the opponent in the center. Each tube once again has an opening no larger then a regular persons mouth and are quite long in size, with the opening of the tubes facing towards the opponent on the side of the of the tubes. Each of the tubes are connected towards the tube that is with the user with a connection underground similar to a pipeline, this is where the air will travel through. The tubes however act only as a medium to supplement the user. The user will then focus wind chakra into their lungs and place their lips on their tube covering it and begins to breath into the one tub (Sucking in the air), but as the user is sucking in the air, a chain reaction occurs where every tube around the opponent will begin to suck in the air (By breathing in) around the opponents area, similar to that of a vacuum effect. This causes the opponent to be restricted completely of movement not allowing them to move whatsoever, and because all angles are sucking the air in, the opponent will feel as if their body is being stretched to the max causing tears in their muscles and tendons as their body is being stretched. With one final gust the user will breathe out and release bullets of wind out of the tubs surrounding the opponent blasting him/her on all directions finishing their body off. This jutsu requires a constant stream of chakra and is very similar to ( Futon: Shinkūdama ) - Wind Release: Vacuum Bullet.
Note: Can only be used three times
Note: Requires Wind to be up to A-Rank
Note: Requires Earth to be up to A-Rank
Note: Counts as two moves in the three jutsu move slot
[Doton/Fuuton: Funjin Kachuu] – Earth/Wind Release: Scouring Vortexes
Rank: S
Type: Supplementary/Offensive
Range: Short-Long
Chakra cost: 40
Damage points: N/A (80 damage if the opponent becomes trapped in the worm hole)
Description: The user will release their doton chakra into the ground to cause multiple sections of earth around the opponent to lower themselves in a circular-like shape, in a similar manner to Earth Release: Moving Earth Core. In the same motion, they will then focus their fuuton chakra into each and every one of the lowered sections of earth, before performing a single handseal to trigger a mild vacuum-like effect which will suck any objects/people moving directly over it to be sucked deep into the depths of the hole. Inside the hole, the wind chakra will be spiraling in a clockwise motion in the same manner as a tornado, carrying deposits of rock, dust, dirt and debris which greatly augments the cutting power of the already potent wind formation. Anyone or anything unfortunate enough to be caught inside one of the tornadoes will be skinned alive due to the sheer abrasiveness of the dust-infused wind, making this technique capable of even slicing through solid rock to reach its intended target. More commonly that not, the user will create the wormholes in a secure formation around the opponent to ensure any thrown projectiles or solid constructs they send towards the user will be promptly sucked into one of the wormholes, quickly being incinerated by the raging winds. This makes this technique exceedingly useful in countering techniques such as Earth Release: Stone Golem and Earth Release: Rock Scale Slab, as the moment they move over any one of the user's created wormholes, they will become incapable of escaping the pull of the wind formation. The shredding power of each hole is directly proportional to the amount lowered sections of earth created through this technique e.g. One hole = S-Rank, Two holes = A-Rank, Four holes = B-Rank, Eight holes = C-Rank. Similarly, the suction power of each hole is dependent on the number of holes created, with each hole only being capable of "sucking in" and destroying techniques equivalent to their rank. An S-Rank hole would be capable of pulling in an S-Rank technique and destroying it, while a C-Rank technique would only be capable of pulling in (and destroying) a C-Rank Technique. Any and all created wormholes will generate a vertical column of sucking wind which spans mid-range into the air, clearly notifying the opponent that moving over these wormholes will cause them to be forcefully pulled into them.
Note: Lasts two turns
Note: Can only be used twice per battle
Note: Can only be Taught by -Venom-
Note: Can create a maximum of eight wormholes
Note: The numbers of creatable holes must either be: One, Two, Four, Eight.
Note: Sections of earth can only be lowered a maximum of ten meters and logically be created up to ten meters in width
Note: Ground directly beneath the opponent cannot be lowered.
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(Futon: Mukyū Shunkō) - Wind Release: Tireless Flash War Cry
Type: Supplementary/Offensive
Rank: S-Rank
Range: Short-Long (made at short range)
Chakra: 40 (+5 per turn to sustain)
Damage: N/A (80 when/if used offensively)
Description: The user after performing 3 hanseals infuses the air surrounding them with wind chakra and manipulates it to encircle the user's body multiple times. This makes the pressurized chakra-infused air revolve around the user like a vortex, allowing them to maintain it for several turns once activated. The technique takes the form of wind currents and is concentrated around the user's arms, lifting them up, allowing the user to be airborne while also allowing them to move freely in mid air. The user has enough control to release the chakra-infused air surrounding them as a directed blast that can cause considerable damage to the surrounding area. This technique can also be used to block a devastating lightning attack and dissipate it, and block other elemental/physical attacks as well as push them back by using the energy of the technique as a barrier (following elemental strengths and weaknesses). The pressurized chakra-infused air can be focused onto specific areas of the user's body, making the protection exceedingly more concentrated. However when focusing them onto specific areas, the user cannot achieve flight.
Note: Lasts for 3 turns
Note: Can only be used twice
Note: Once used offensively, the jutsu ends
Note: The user is vulnerable to Fire based techniques
Note: No wind techniques above A rank while the jutsu is active
Note: Two turns cooldown in order to use again after this jutsu ends
Note: No wind techniques above A rank the following turn this jutsu ends
Note: No fire or lightning techniques that originate from the body while active.
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(Fuuton: Henka no Kaze)- Wind Release: Winds of Change
Type: Attack/Defense/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 (+15 each turn active)
Damage: 80
Description: The user forms 3 handseals to generates and control wind currents throughout the battlefield that can vary in strength from a breeze to wind capable of lifting large buildings. The user must keep the last hand seal held to maintain precise control of the currents and continue the jutsu.However a fire technique of A rank or above can cut the control of the wind currents
-Usable twice per battle
-No A-rank or higher wind jutsu for the next 2 turns
-Can only be taught by Shin-Akira
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(Fūton : Kaze Entiti) - Wind Release : Wind Entity
Rank : S
Type : Offense / Defense
Range : Short
Chakra Cost : 40
Damage Points : 80
Description :
After performing the necessary hand seals Snake --> Dog --> Rat, the user forms a tornado behind them self which grows three times as tall as the user, which then branches off into two spirals of wind, like arms for the first tornado reaching around the user like vacuums, which will suck up any projectiles, including an enemy if they get too close and will transport them through the arm they were taken up in, getting slashed by the violent wind all the way to the body of the entity delivering the full blow of the damage. The entity has a head of wind to make it look like a being.
- Last 3 turns
- The user cannot jump backwards as the technique will consume them too, damaging the user. The user can move to the sides as the entity moves to the sides and stays directly behind user if he ever turns.
- Technique can only be used 2 times
-Can only be taught by LonelyAssassin
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(Futon : Wana jeido) - Wind Release : Ensnared Jade
Type: Offensive
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description:
The user will tag their opponent with Wind Chakra by touching them and channeling it through the clothing of the target. Opponents shouldn't be able to notice it (unless they are a dojutsu user or have sensory capabilities) until the user makes the Rat hand seal when ever he wants to activate it and the wind chakra creates a gust around the target that will knock them about, taking them off guard. The user then makes another hand seal and the gust becomes tighter around the target and traps them between the ever flowing wind so that they cannot use their hands neither, it spins around their body, but does not damage.
-Can only be used twice
-Lasts for 3 turns
-Does not work on clothing/armor that already has chakra flowing through it
-can only be taught by LonelyAssassin
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(Fuuton: Umakashi Yamihitonami) - Wind Release: Stampede of the Underworld Horsemen
Type: Offensive
Rank: S
Range: Short/Long
Chakra: 40 (-5 per turn)
Damange: 80
Description: The user will perform two handseals (Boar > Tiger) as they gather wind chakra into their mouth and then expell one or more wind blasts twice the size of an adult human. Though very powerful in both speed and strength, the real motive of this technique comes into play when the user claps his palms against each other. After which the wind entitity morphs into a normal sized gallant horse of wind which enter a state of self-sustainment, seemingly galloping a couple of inches through the air itself the horse(s) ram into their target with incredible bone shattering force upon impact. Although made of wind, the horses have semi-transparent bodies with a green hue around their edges, being more visible the closer someone is to them; off a larger distance they would seem like green flickers without any actual shape however since they must be near the target to strike, once they enter mid range they are more than easy to spot. However they still move at incredible speed (the peak of the user's base speed). The strength and size varies to the number of horses, firing two blasts to shape two horses will mean each one has A rank, and so on. These can be released in a side by side manner to cover more range, or in a direct line behind each other - should they miss the target they can turn and seek them out aslong as within existance. Although their bodies are nearly solid, it's not possible to ride them.
*Can only be used thrice per battle, and not in consecutive turns.
*A horse can remain on the field two turns if it hasn't yet collided into an object/person of equal or larger mass.
*Can only morph up to four horses with each usage, however the more horses, the smaller and weaker they are.
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(Fuuton: Zettai Pērudopperugengā)- Wind Release: Absolute Pale Doppelganger
Rank: S
Type: Offensive/Supplementary
Range: Short-Mid
Chakra cost: 40
Damage: 80
Description: After forming the Snake -> Ram hand seals the user will cause an A ranked replica of himself made of wind to dart from his body in a linear fashion in a direction, once released he cannot change course of this jutsu. This replica reaches up to short ranged moving 25% faster than the user's base speed and delivering sheer blunt force trauma to the opponent by mowing them down as a very strong gust of wind that can result in broken bones, abrasions, and even concussions, similar to its parent jutsu (Fuuton: Aojiroi Dopperugengā)- Wind Release: Pale Doppelganger. However, this replica is connected to the user via a nearly invisible tether of Fuuton chakra which the user will send a portion of his Fuuton chakra through. This pulse of chakra is A ranked and can either cause the replica to explode prematurely with an S ranked omnidirectional explosion (A+A) reaching up to mid ranged of its origin or it can cause another A ranked replica to sprout from the initial replica which will simply fade away and attack a dodging opponent or sudden obstacle with a now S ranked blunt force effect, once the second replica sprouts from the first however the previous replica can no longer explode as it will cease to exist and neither can the second. This means, the user has the option to explode his replica or produce another he does not have access to both sides of this jutsu at once. This second replica still moves in a linear fashion which cannot be redirected and can extend the jutsu another 5 meters at base speed +25% also, making it mid ranged.
Approved here
Note:
- Can only be taught by Elyon
- Cannot mold any other element than Wind while Doppelganger(s) are connected via Fuuton tether
- Can only be done 2x
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(Futon: Ātisuto no kunō)- Wind Release: Artist’s Affliction
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long (Explosion of Wind spans Short-Range)
Chakra: 40 (-15 chakra per turn)
Damage: 80
Description: This technique revolves around the principle of using wind as a means of inflation, to create various kinds of animals. Through the rapid expulsion of wind chakra, the user is able to infuse any earthen object with his wind chakra. By infusing one’s wind chakra with these inanimate objects, the user is able to expand these substances greatly, inflating them to multiple times their original size. Essentially, the aforementioned objects would be flooded with compressed air internally, while its exterior would remain the same as its original material. Despite this, the technique does not become dual elemental. The objects, upon inflation, would take on the form of an animal of the user’s choosing. For example, the user could inflate a rock, forming a wind/earth boar which he could thereafter direct towards the opponent to deal damage. The kinds of animals that may be created through this technique are limitless, and is only bound by the user’s imagination. Aside from the plethora of animals the user may be able to create, the user is also capable of controlling the animal’s path through his own will. As such, this technique grants a certain sense of versatility to the user, in that the animals may be directed to do whatever the user chooses to. Upon impact, the animals would not only, due to their corporeality, deal physical damage, but also violently burst, releasing an explosive burst of wind which could further harm the opponent. The animals move at the same speed as the user, and are capable of gravitating through the air due to their composition, which contains a healthy dose of wind. It is worth noting that while the animals retain the general anatomical traits of its real-life counterparts, such as horns for rhinos, etc, the animals do not possess advanced traits such as venom.
Notes:
-Can only be used 3x per battle
-Animals last for 3 turns, before they disperse normally
-More than 1 animal may be created with a single usage, though naturally, the animals would be smaller in size(can move separately)
-No Wind above A-rank for the rest of, and the next turn.
-Can only be used on Earth
-No mythical creatures may be created through this technique.
-While the animals may differ in size compared to their real-life counterparts, they cannot exceed the maximum size of an elephant, and can be no smaller than the original substance used for inflation
-Can only be taught by Baldy
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(Fuuton: Andāwāru dodoragon no deburi | Wind Release: Underworld Dragon's Debris)
Type: Offensive | Defensive | Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: By doing a series of 3 hand seals (Dragon - Dog - Snake) the user is able to initiate a wind technique made from the ground. Using wind chakra in the surface of the ground (earth, dirt, deserts etc) the user controls the air particles to lift rapidly, ripping the ground on a small level in order to bring up dirt, dust and small broken up rock with the air. The chakra enhanced air carries the debris with it as the user uses shape manipulation to create a dragon that resembles the water dragon technique, rivaling it in size, though due to the wind properties the dragon can achieve flight but only at the user's base speed. It is also to be noted that the outside of the Dragon is harmless smooth wind, while the inside of it is made of the earthen debris and sharpened wind. This allows the user to ride on the dragon to fly or evade the opponent without the risk of being cut by his own technique. Once materialized into existence the dragon uses the chakra that it was created from to sustain itself independently of the users control in order to aid the user while the user holds his own. On the other hand the real power comes from its ability to combine the wind it's made of with the earthen material it brought up with it. From any part of its body, the dragon can release large streams (similar to the water bullet jutsu) of wind that carries sharply coated earthen debris; including large rock chunks, dust, dirt etc. These streams equal to an A-rank (60 dmg) attack and the range of the streams reach up to 15m away from the dragon. Alternatively the dragon can reverse the flow of wind in its body, creating a vortex on any point on the surface of its body that would suck up things that the part of the body is aimed at. The suction's reach extends out to mid range, allowing the dragon to suck in anything within 15m of his immediate area. This ability counts as a move by the user and the sucked in target or item would be cut up and destroyed by the sharp wind and large debris spinning inside the dragon, equaling an A-rank (60 dmg) attack from the inside.
☆ Usable twice per battle
☆ Can't be used in consecutive turns after ended
☆ Lasts three turns (unless cancelled)
☆ Each ability used by the dragon counts as a move
☆ No S-Rank or above Wind on the turn this is deactivated
☆ The dragon can only use his ability 3 times, this so it has sufficient chakra left to sustain its own form.
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Fuuton: Myōna hyōjō | Wind Release: The Zone
Type: Attack/Supplementary/Defense
Rank: S-Rank
Range: Self/Short
Chakra Cost: 40 (+10 to pressurize)
Damage Points: 80
Description: Myōna hyōjō is the sister technique of Jaakuna gēmu, utilizing the intangible and pressurized aspects of Fuuton. Unlike its sister technique though, Myōna hyōjō isn't used on a projectiles or techniques being used, but instead a technique used directly on the user himself or melee weapons he is holding. The user would create a thick "shell" of Fuuton Chakra around the shape of either his entire body or a melee weapon i.e. a sword, hammer, club etc. being about 5m thick and about an inch away from actually touching the user. The shell of Fuuton initially takes on the unique intangible state though it gives off a pale white glittering affect on whatever it is around, (see photo. Lel). Once the shell is created it stays active around the user for three turns before the Chakra runs dry and the shell vanishes all together. While the shell is active it isn't affected by solids such as earth techniques, water, steel, or other human bodies, though the shell reacts to energy based elements and such according to elemental strengths and weaknesses. This means the shell would be unphased by a kunai or earth technique coming in no matter the rank, but would combat against a fire, wind or lightning technique according to rank and weakness. The pressurized usage of the shell comes into play when the user wills it to, by spending an extra +10 chakra for the shell, thus pressurizing it to give it a physical aspect of aggressive cutting wind. This means the user can be performing a Taijutsu technique with the shell around his body in the intangible state, having no affect on how his Taijutsu attack is defended from when it comes to non energy defenses, but at any point the user can spend the needed chakra for the shell to pressurize and rip up anything it is in contact with. The shell becoming pressurized only lasts a brief moment before returning to non aggressive intangible wind again. This means for each attack to be pressurized the user has to spend additional chakra. Due to the wind staying present around the body, it becomes impossible for the user to use any other technique related to another element besides Fuuton. Even though the usage of elements is restricted to Fuuton, the user can still use Taijutsu, Genjutsu, Kenjutsu and Ninjutsu as long as it is raw chakra or Fuuton.
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☆ Usable twice per battle
☆ Only to be taught by Shady
☆ Lasts three turns once activated
☆ Costs a move to pressurize the Fuuton
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Fuuton: Akiro no kingu | Wind Release: King of The Fall
Type: Defense | Supplementary
Rank: S-Rank
Range: Mid/Long
Chakra Cost: 40
Damage Points: N/A
Description:
Akiro no Kingu is an activation technique derived from the Jaakuna gēmu technique. The jutsu is activated with a single hand seal directly after any technique that produces rain or storm clouds in order to produce a defensive mechanism created from wind. Due to the nature of the technique it is activated fast enough to be done in the same time frame as the jutsu used prior. Alternatively, it can also be used on naturally present clouds around the terrain. As the clouds are formed in the terrain, wind coats the shape of the clouds, though the wind around the clouds is unique in the fact it takes on a semi-intangible state. To a normal eye the coat of wind around the clouds would go completely unnoticed other than the slight white sparkle it gives off and the slight distortion in the air above the terrain, though the chakra could be seen with a doujutsu or sensed by sensors. Once the technique has been activated it will stay coated on the chosen set of clouds and will move along with them if they so happened to move, seeing as clouds usually don't stay motionless. The coat also acts as something that keeps the clouds together as a whole, preventing them from scattering and becoming dispersed. With the air around the clouds being Semi-intangible, the rain or other liquids that are produced from the clouds will be able to fall down unscathed, as if nothing was lingering around the clouds at all. The wind only comes into play and reacts to energy based techniques, such as lightning, fire, or other wind techniques (this includes energy based CE/KG). This allows the wind to act as a defensive mechanism to these energies according to the strengths and weaknesses of them. The coat of air around the clouds would effectively prevent any lightning from entering or exiting the clouds without being stopped due to the strength wind has against lightning. On the other hand, this can stop A-rank and below fire from going into the clouds or coming down from the clouds. When coming into contact with other wind, the coat stands equal to it and is able to defend from S-Rank and below wind techniques attempting to go into the clouds or come out. Other than reacting to other energies, the coat has no sort of offensive capabilities, being present only for the sole reason of being a line of defense for clouds so they won't be dispersed in a time of need.
☆ Taught by Shady
☆ Usable 3×
☆ Lasts 3 turns with 1 turn cool down between activations
☆ No wind techniques above A-rank the rest of the turn
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(Fuuton: Chouyaku no Shinpou) – Wind Release: Leap of Faith
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short - Long
Chakra cost: 40 (-10 chakra per turn)
Damage points: 80
Description: The user will channel their fuuton chakra into the surrounding air in order to create a number of traditional assassins composed entirely of tangible wind with a slight greenish hue. These assassins possess the natural capability of flight due to their weightlessness and are all fully equipped with twin hidden blades jutting out of their forearms. On creation, the assassins typically descend on their targets from above and stealthily dispatch them through the use of their bladed weapons by targeting vital locations on their victim's body. They don't necessarily have to land on top of their targets but can simply be created so they will land near/next to them. These assassins, regardless of the number, will always have to be created a minimum of five meters away from living beings (excluding the user and sentient creations such as the Stone Golems) and must always be created above their targets. The number of created assassins will always equal or exceed the number of designated targets (e.g. if a technique creates a fifty soldiers made of earth, at least fifty assassins of wind will be created). The maximum possible number of assassins that can be created through a single usage of this technique is a hundred and so if more than that number of targets exist, then this maximum of one hundred soldiers will be created. The power of this technique is equally divided between the number of assassins created.
Note: Lasts for four turns
Note: Can be used twice per battle
Note: No S-Rank or above Wind on the turn this is used
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34.(Fuuton: Ventus no Komando)- Wind Release: Command of Ventus
Type: Offense/Supplementary/Defense
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user will focus their wind chakra throughout their body before releasing it in the form an outwards pulse which reaches the edge of mid-range in a radial direction and due to its intangibility, cannot be blocked until imbued. The pulse is innately non-damaging and causes no harm to anything or anyone nearby. Its use lies in the fact that it imbues any substances (or anything imbued with the user's own chakra) caught in its reach with the user's wind chakra, this does not include the opponent's techniques. The object themselves will have a light-green hue aura covering the exterior of the objects body, these objects can also be included as metal, cloth (can not be used on actual clothing on the opponent's body), earth, water, etc, and will not have any lethality on all its own. Anything that stands by logic for imbuing with wind can essentially be covered. When covered, these objects obtain a certain ability, where the user by performing basic hand gesture can release a pulse of wind from the object, creating a repel effect to push objects away (which can be aimed depending on the direction of the pulse), or create a vacuum effect to draw objects in closer to the user. The objects can be repelled up to long range (mainly due to momentum), however, material can only be drawn in from mid-range (where the pulse is set), this also means if the user was to exit the mid-range area of the pulse they can no longer perform this jutsu. This technique has potential to repel, and vacuum material as small as rocks, and Kunais, to larger size material like boulders. Evidence of a technique like this has been seen in the Narutoverse, for we have seen material be covered and imbued by wind (Danzo's wind technique), and wind has a basic tendency to releases pulses as well as vacuums from different mediums within specific jutsus. The drawback of this technique is another basic concept of wind, for not only is it easy to notice a greenish-aura around these constructs/techniques, the pulse to repel, is rather easy to hear, and the vacuum effect has a certain "suction" noise to it, once again easy to notice for the average ninja hearing. The movement of the objects when being repelled or vacuumed in, is dependent on the size of the construct, obviously a larger rock section will be repelled much slower then a small kunai, either or, they can all be traced and reacted to by any ninja.
Note: Can only be used twice per battle
Note: Can only be Taught by Noni
Note: The jutsu is kept active for three turns
Note: Requires one turn cool down before use again, the entire technique
Note: Upon activating construct(s) with the usage of this jutsu, the user can not decide to suddenly take control of another contract unless with the usage of this jutsu a second time
Note: Follows elemental strength and weakness
Note: Can not be used on lightning or fire element (or energy-based elements)
Note: The repel pulse is projectile, the vacuum effect is a stream
Note: S-Rank version cannot be boosted in any way
Ranton: Arashi Baindo - Storm Release: Storm Bind
Rank: C
Type: Offensive/Supplementary
Range: Short - Mid
Chakra cost: 15
Damage points: 30
Description:
The user will prefrom one handseal and while their hands are being released from the handseal position, the Storm cloud begins to expand from their fingertips to form a circle. By concentrating the water and lightning chakra in their fingertips they're able to cause the cloud to from. The circle cloud is about 1 foot in diameter. You can see right through the circle since the cloud is the circle shape. From the circle cloud the concentrated bright beams comes from the cloud and begin to from a net pattern in the circle. The user then can force the new Storm net at the target and as the net is thrown it grows in size. If it was thrown at a target at short range it gets as big as 7ft so it's able to be bigger than a human and if it's thrown at a taregt at mid-range then it grows to 14ft to cover a wider area. The whole process of forming the net to throwing it is very fast due to the low level of jutsu it is and any Storm user can do this with ease. The beams that provide the actually bind does not cut a taregt but it burns them.
Restrictions
Only usable twice per battle
Only usable by a Storm Release bio
Only usable/trainable by Coyote
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(Ranton: Raitoninguringu) | Storm Release: Lightning ring
Type: Offensive
Rank: C
Range: Short
Chakra: 15
Damage: 30
Description: The user will focus his ranton chakra around him, forming a small ring of lightning. After performing the bird handseal, the ring will rapidly increase in size and stun any living thing it hit for 2 seconds.
Note: Can only be taught by –Severus Snape-
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(Ranton: Bodi no Kaosu)- Storm release: Body of Chaos
Type: Offense/Supplementary/Defense
Rank: B
Range: Short
Chakra: 20 (+10 for every turn active)
Damage: N/A (+10 to taijutsu and kenjutsu attacks)
Description: The user will channel their storm chakra towards every end of their body creating almost a light blue aura, emitting from head to toe. What this technique's main purpose is supplementing the user when it comes to close quarter combat. The aura itself is extremely potent and powerful storm lightning. There will even be flashes of electricity appearing around the body (mainly for cosmetic reasons), which in some cases can produce a sound. The aura being a bright blue light, also allows the user to have a sort of makeshift body flash light when it comes to being in the dark. This technique does not cope extremely well when it comes to actually corresponding with other jutsus, hence why it would not make for a well thought out shield against techniques or combining them. Though when it comes to the amount of damage actually dealt by the technique mainly depends on just how long the opponent was exposed to the aura, a simple touch can momentarily numb the area but a long lasting grip can potentially paralyze that whole limb that was exposed. The technique being pretty precise, would only cause damage to the designated limb which came into contact and only that limb. This technique can also be modified for the user's needs, for example instead of engulfing the whole body the user can simply cover single limbs or joints at a time making for a much more stealth infested tactic, damage however would remain the same either or. This can be expanded upon with the usage of kenjutsu attacks, where the user is able to engulf the metal constructs (whether from a kunai or a blade) with the blue aura of storm chakra increasing its cutting efficiency and shock output, the construct would have to stay in contact with the user, the moment the user does let go of the weapon then the storm chakra will disperse from the weapon. This technique saps chakra from the user for every turn left active but in turn maintains a well balanced attacking potency. This technique by no means increases speed or strength of the user, it simply adds on damage to certain body art attacks producing an electrical damage, or for simple defensive uses.
Note: Can only be taught by Noni
Note: Can only be used two times
Note: Requires Taijutsu up to B-Rank
Note: Requires Kenjutsu up to B-Rank
Note: Only stays active for a max of three turns
Note: Can not use storm jutsus above S-Rank after deactivated
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Taught to: -Danzo-
(Ranton: Pootaru no Porcella)- Storm Release: The Portal of the Porcella
Type: Supplementary
Rank: B
Range: Short-Mid (Can be made anywhere in the atmosphere)
Chakra: 20
Damage: N/A (+20 to techniques or weapons)
Description: The user will release their own storm chakra outward into the atmosphere around the battlefield, creating a storm cloud. The cloud that is created is around five meters in size (radius, max size as well), the cloud has a dark color with light blue electricity ragging along the body of the storm cloud. The electricity within the cloud is unfocused, hence its random appearance and movement along the storm cloud. The cloud appears like a portal, that can appear anywhere within mid range of the user. The only usage of this storm portal is quite simple in battle. Anything that passes through the storm cloud will come out the other end with an unfocused electrical current running along the body, making even the most simplest of metal weapons much more lethal, giving them a much more shock property in attacking usage. This can also be used on rocks (both chakra infused but must be lower in rank of the jutsu and non-chakra infused) since unfocused lightning can run along the body of certain rock jutsus. It can also be used with small amount of water, not much however (either of lower rank of the jutsu itself or all natural rain), it also depends on logical size, since at most the portal can grow up to 5 meter large in radius anything of water that might overtake it in size, will render the portal's ability usage even if the rank is less. The rain will have a numbing property due to the unfocused lightning which can shock and slow down anyone unlucky to have encountered the rain. This can be a double-edge sword however, mainly because of how the lightning within the storm cloud is unfocused even the opponent can have weapons or techniques pass through the portal and enhance their own techniques as well. Making this technique best used with proper awareness. This technique will not fill well with elements such as wind, fire, or lightning (since it will not effect lightning jutsus at all) or KG/CE of the same sorts.
Note: Can only be used three times in battle
Note: Can only be taught by Noni
Note: Can last for two turns before dispersed on its own
Note: Requires one turn cool down before re-use
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Taught to: -Danzo-
(Ranton: Katana no za Arashi) Storm Release: Sword of the Storm
Type: Offensive/Defensive
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: 40
Description: Darui focuses Ranton Chakra around his blade (in a similar fashion as Asuma did with his Futon Chakra on his Chakra Blades), which forms a small whirlwind around his blade. This whirlwind lets Darui cancel one B-rank Suiton/Raiton. This is because the whirlwind would blow the incoming attacks away. He can also use it to empower his kenjutsu attacks.
Note: Can only be taught by Wesobi
Note: Can only be used 2 times per battle
Note: Stays active for 2 turns if no move is deflected.
Note: the defensive power of this jutsu will only be able to cancel an attack if it is within short range of Darui.
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(Ranton: Raikou "Drops")-Storm Release:Lightning Drops
Type: Offensive
Rank: B
Range: Mid-Long
Chakra Cost: 10 (-15 for every turn active)
Damage Points: 20 (+10 every turn active)
Description: The user will gather raiton and suiton chakra, then release it into the clouds. Then they will manipulate the clouds, causing rain drops to fall. These rain drops are filled with small bolts of concentrated lightning. When hit, the lightning will give the opponent small bolts of electricity, that will stun them.
Note: A powerful fire enough (B-Rank or above) can neutralize the rain drops
Note: If there is no clouds, then this can not be performed
Note: If not stopped in 5 turns, the opponent will be paralyzed
Note: Can only be used 2 times a battle
Note: Must be taught by McAfeezy
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(Ranton: Sutatikku Tamas)-Storm Release: Static Bullets
Type: Attack
Rank: B
Range: Mid-Long
Chakra Cost: 20
Damage Points: 40
Description: The user will gather raiton chakra and suiton chakra into their mouth. Then they will combine them, creating water bullets filled with lightning inside their mouth. Then the user will shoot these bullets at the opponent, on contact the will explode, leaving the opponent wet, and continuously shocked, due to the lightning.
Note: Effects last for 2 turns
Note: Usable 3 times a battle
Note: Can not use any Storm Techniques up to B-Rank the following turn.
Note: Must be taught by McAfeezy
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(Ranton: Wangetsu Kata Ranton Kyodan) Storm Release: Crescent Shaped Storm Projectile
Rank: B
Range: Short-Long
Type: Attack/Defense
Chakra: 20
Damage: 40
Description: The user will sling their hand forward releasing a crescent shaped projectile of storm at the opponent or object.
Note: Usable 4x
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Ranton: Kuraudo Detonat| Storm Release: Cloud Detonation
Type; Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user forms two hand seals and focuses his chakra on a cloud that was created by a storm jutsu and then causes the cloud to suddenly detonate. It isn't any normal explosion however and instead the detonation makes the cloud give off unfocused electricity up to short range of the cloud, which is able to paralyze anything it comes in contact with and also leaves a pool of water where the cloud was. The pool of water isn't chakra infused but can be used as a water source and is of decent length but not too deep. This is because of the mixed water and lightning chakra behind storm release. It can only be used on one cloud only each time, and the technique must be performed again to work on another cloud.
Note: Must have Storm mastered.
Note: Can only be used three times with a one turn break in between usages.
Note: Can not use Storm above S-Rank for a turn after detonation.
Note: All storm ranks except Forbidden can be detonated.
Note: Cannot be used on the laser variant of storm.
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(Ranton - Kettō sutōmuringu) - Storm Release: Dual Storm Rings
Rank: A
Range: Short - Long
Type: Offensive
Chakra: 30
Damage: 60
Description: The user firsts performs a single hand seal and then proceeds to stream their storm chakra out of the palm of their hands, then with the use of shape manipulation, the user shapes the storm chakra into rings of light, looking much like the beams of light from the laser circus technique, except in the shape of 2 rings of storm, the max size of the rings would be about half a meter in diameter, and the user could then toss the rings to any desired location.
Note - Can only be used 3 times per battle
- Must have mastered storm release to use
- Only storm techniques of A Rank during the same turn, and the following
- Can only be taught by -Yashiro-
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(Ranton: Tarrloc no dangan) - Storm Release: Bullets of Tarrloc
Rank: A
Range: Short - Long
Type: Offensive
Chakra: 30
Damage: 60
Description: The user will first perform one handseal. As the handseal is completed a dome of lightning will form around the user. The lightning dome is transparent and thus doesn't block the vision of the user. After the dome forms the user will then gather water chakra in his lungs and repeatedly spew water bullets in front of them. As they spew the user will release the water chakra into the lightning. The water chakra mixes with the lightning and turns it into storm bullets, the maximum size of the water bullets are about six inches in length
-Usable thrice per battle.
-No Storm above A rank in the next turn.
-Can only be taught by -Yashiro-
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Ranton: Joushou Kihou Ψ Storm Release: Rising High
Rank: A
Type: Attack
Range: Mid - Long
Chakra cost: 30
Damage: 60
Description:
The user will proceed to slam their fists together and when they bump both hands begin to glow and halo a bright ring. Then simultaneously with the left hand the user will face it towards the ground in any fashion (i.e. directly towards the ground, at an angle) and fire a beam of light that lifts them off the ground to avoid an attack or push back into a different range and with the right hand three bright balls form. Simultaneously they unleashes 3 beams of light that can be wither shot directly in a straight line parallel to each other or they can branch out in an arc to cover more of an area. These beams of light have the same effect as those from "Laser Circus" causing an explosion of sorts to emit from the area of impact.
Ψ Restrictions Ψ
Usable twice per battle
Unable to use Storm technique in next move
Only usable by "Storm Release" user
Only usable/trainable by Coyote
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(Ranton: Arashi purizun) | Storm Release: Strom Prison
Type: Attack
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will shoot a single beam of lighting into the sky, that then will move in an arc shape down on the opponent. When the beam of lightning starts to drop down, it will split in 30 smaller lightning beams of 1 cm, that will surround the opponent in a dome like shape. Any contact with the "bars" of this cage will send the prisoner staggering back from a violent shock and results in a paralysed limb immediately upon contact. The cage has a diameter of 3 meters and a height of 2 meters, and can be made up to 10 meters away from the user.
Note: the beam has to stay in contact with the user for the prison to hold
Note: Can be used twice per battle
Note: Can only be taught by -Severus Snape-
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(Ranton: Arashi no tsume) | Storm Release: Storm Claws
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: This technique is somewhat similar to (Fūton: Jūha Reppū Shō) - Wind Style: Beast Tearing Gale Palm, the user will focus his ranton chakra in his hands while performing the hanseals Rat → Tiger → Dog → Ox → Rabbit → Tiger, creating one or two massive demonic-like claws that extend from the users hands, made of thunder clouds and covered in lightning, that grab the target(s) and paralyse it completely.
Note: Can only be taught by –Severus Snape-
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(Ranton: Funnu Kadou )-Storm Release: Raging Vortex
Type: Attack/Defense
Rank: A
Range: Short-Mid
Chakra Cost: 25
Damage Points: 50
Description: The user will perform a row of 3 handseals, then the user will gather raiton and suiton chakra, then release it into the air around themselves. Then the user will manipulate the chakra, causing the water to start spinning very rapidly, like a tornado. The user will also add the raiton chakra, while the vortex is spinning, causing the water to become electrically charged. The user then sends the vortex at the opponent, on contact the vortex will suck the opponent up into the middle of the vortex, then continuously strike them with lightning. Then eventually the vortex throws the opponent across the battle field.
Note: Usable 3 times a battle
Note: Must be standing still
Note: the Opponent will be paralyzed and soaked in water, making them heavier
Note: Must be taught by McAfeezy
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(Ranton: Raikou Mizu Kadou)-Storm Release:Lightning Water Vortex
Type: Attack/Defense
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user perform a row of 8 handseals, then charge Raiton chakra into one hand and Suiton chakra into the other. Then the user puts their hands together, then thrusts them forward, releasing a vortex of water, along with a streak of lightning, which combines with the vortex, becoming a lightning charged vortex of water.
Note: Can only be used 3 times a battle
Note: When the vortex leaves the user, it goes in a straight line, therefore allowing a skilled shinobi to easily dodge it.
Note: Will numb and paralyze target on contact
Note: Has to be taught by McAfeezy
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(Ranton: Arashi Butoukai)-Storm Release: Storm Ball
Type: Attack/Defensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will combine raiton and suiton chakra, causing a giant thunderous ball of water, filled with lightning to form. The user will then send the ball at the opponent, on contact the balls will subdue the opponent, then electrocute them, causing them to become paralyzed.
Note:The opponent will become paralyzed and numb, hindering them not capable of attacking.
Note: Usable 2 times a battle
Note: The ball is very large, about 20 meters across
Note: Must be taught by McAfeezy
Note: No Storm Techniques next turn
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(Ranton: Minichua Nokogiris) Storm Release: Miniature Saws
Rank: A
Range: Short-Long
Type: Attack
Chakra: 20
Damage: 40
Description: The user will slam both hands on the ground, sending their Storm chakra underneath the ground, to the opponent. The user will manipulate the chakra, changing it into miniature saw, that will travel under the ground, until they're right beneathe the opponent. They will then erupt from the ground under the opponent, cutting them severely.
Note: The ground around them will crack, creating fissures on the surface between the user and his opponent as the saws move toward him.
Note: Takes 3 seconds to travel under ground
Note: Usable 3x
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(Ranton: Kennon Ryuushutsu) - Storm Release: Solstice Stars
Rank: A
Type: Offensive
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will cup their hands together whilst pointing it towards the sky, channeling their storm chakra into their hands as they do this. From their hands, they will quickly release a massive spiky spherical projectile of storm which will travel a certain distance into the sky above before splitting into countless bolts of Storm which branch out in every direction, the bolts guiding themselves towards any opponents within a ten meter radius of the user's position.
Note: Can only be used four times per battle
Note: Can only be Taught by -Danzo-
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(Ranton: Earozoru no Arashi) - Storm Release: Aerosol Storm
Rank: A
Range: Short - Mid
Type: Offensive/Defensive
Chakra: 30
Damage: 60
Description: The user gathers Storm chakra within his lungs, he then expels the storm chakra through his mouth in the form of a cloud of mist, this cloud is made up of fine water particles mixed with lightning to complete the power of storm, the cloud of mist then travels forward towards its target and wets the targets skin, while also continuously stuns the target and paralyzes them, the cloud of storm could also be used as a defensive wall to block earth and fire techniques up to S Rank from reaching the user.
Note - Can only be taught by -Yashiro-
- Must have a Storm Bio and mastered Storm Release
- Can be used 3 times per battle
- No Storm techniques in the same turn
- This technique could defend against all Earth and Fire techniques up to S-Rank, it could defend against earth because of the earth being weak against the lightning composed within the storm and fire because of the water composed within the storm
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9. (Ranton: Ryujin Sankuchuari)- Storm release: Ryujin's Tear
Type: Defense
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The user will gather their storm chakra and by performing one hand seal (Dragon), by directing their storm chakra towards certain elemental constructs or attack that are mainly considered weak to storm the user will manipulate the water vapor, which are around the battlefield, to begin to morph and manipulate a cloud, the cloud appears as if fluffs and pieces of clouds appear around the technique. Quickly the user will then channel their lightning chakra to fuse with the water vapor to create a full blown storm cloud. Appearing black in color with light blue electricity running along the cloud with fierce speed. This jutsu is used mainly for a defensive ability, an example can be used for, as explained above, elements that are weak to the element storm (as well as basic ninjutsu that revolve around chakra alone). When used against earthen material the storm the water from the storm will cause the earth material to crumble and slightly slow down, the lightning portion will then take advantage of this and completely rip through the material of earth rendering it useless. Fire would easily be doused by the storm cloud due to retaining a large sum of water. This cloud has no attacking ability against the opponent themselves, and simply act to render the techniques useless before the cloud disperse out of harms way (In one turn). The storm cloud's maximum size is proportional to the size of the technique it is negating, (Such as Great Golem) the compressed chakra will still be able to negate the chakra rendering the techniques useless and out of harms way. The storm cloud is able to appear anywhere around the terrain; by allowing the storm cloud to feed off of the water vapor in the air to create the storm cloud (since storm release has water part of the elemental KG, we have seen this happen in the canon list), we have seen similar transactions happen where clouds appear out of the air (e.g. Storm Release: Thunder Cloud Inner Wave). This technique is best used against elements weak against storm (KG and CE included). However due to its rank, it can also be used against certain elements that could be naturally weak to storm but depending upon the rank of the actual technique, the storm clouds might still be able to have access and destroy the technique (e.g. S-Rank storm = A-Rank wind, so just enough to negate the technique).
Note: Can only be used three times
Note: Must have storm mastery
Note: Follows elemental strength and weakness
Note: Can only make one storm cloud at a time
Note: Can only be taught by Noni
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Taught to: Darui.., -Danzo-
7.(Ranton: Tyrael Kuo tengoku)- Storm Release: Tyrael's High Heaven
Type: Supplementary-Offense-Defense
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user will gather a vast amount of storm chakra and release it on the surface of the user's back. Lasers will erect out from the user's back, as they are being pushed outward the user will divide the lasers into three on each side of the users back, so overall six lasers will appear from out of the user's back, each equivalent to that of C-Rank power individually, full contact by all six tentacles would be equivalent to S-Rank. These laser were shaped like blue glowing tentacles, always gently swaying in the air, making the movement of the tentacles difficult to track for which tentacle can attack the opponent(s) due to the unpredictable movement the tentacles possess (does not fool a dojutsu user and certain sensory users). Each tentacle very from size, mostly the tentacles located closer to the opponents head are much more longer (2 meters) while the tentacles located around the lower back are smaller in size (500 cm). The tentacles being made completely energy based storm chakra and condensed heavily of storm chakra but remains extremely fluid and wavy, but does have a certain tangibility. This means the tentacles area easily able to be used to grab onto the opponent or different objects and shock them severely completely dismantling them. The damage produced from the tentacles very from how long the opponent touched the tentacles, a slight touch can cause numbness but complete impact upon the tentacles can harm the opponent and even paralyze their physical movements. What makes the tentacles most unique is how easily they can be controlled by the user through his own will, each tentacle is like an extension of the user, another limb so to say, where he/she is able to control the tentacles with ease and fluidity. This means the user can use them form a barricade around the user or swipe at the opponent to deliver impact damage. However when the user is taking control of the tentacles whether for defensive purposes or offensive purposes, one would need to remain focus, so as they are being used the user would be unable to perform techniques when actively used. Another basic drawback is, the tentacles can not be used to move along the ground or grab earth like objects, the storm chakra will act to destroy the earth making its mobility useless, so the user will always be standing up when using this technique or somehow keep balance but not with the tentacles themselves.
Note: Can only be used once
Note: Stays on the field for three turns
Note: User can only use earth and fire jutsus A-Rank and below when the jutsu is active
Note: After the jutsu deactivates, the user can not use storm jutsus above A-Rank for two turns
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Taught to: Darui..,-Danzo-
3.(Ranton: Kumono Ware)-Storm Release: Cloud Cracking
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description The user will send storm chakra towards any construct that is made of metal like substances (Kunais, shurikens,etc) this also includes normal swords, special swords like a CW for example will not be effected. This also effects Paper (Explosive Tags for example) like substances, though this does not effect paper ninjutsu. The user will channel storm chakra around the constructs, using the water vapor in the air they will wet the constructs then a electrical charge due to the storm chakra will appear on the constructs. What happens to the construct is since the water part will force the constructs to weaken, the paper is naturally weak to water. Also metal will weaken and rust the metal due to the chakra infused storm weakening it. The lighting portion will then tear through the constructs rendering them useless.
- Can only be used 3 times in a battle
- Can not use Storm release jutsus the same turn as this one
- Must have mastery over Storm Release
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Taught to: Yashiro, Nathan., Darui..,-Danzo-
4.(Ranton: sh no chuushutsu)- Storm Release: Limb extraction
Type: offensive-Supplementary-Defense
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: A very dangerous short range technique. The user by channeling storm chakra towards area of bone on the users body and releases the storm chakra in the direction the bone is aiming. So if the elbow of the left arm for example is facing upward towards the oppopents chest, the storm will be released in that direction towards the opponent chest. The storm chakra is concentrated but not sharp it can shock the area hit. So if an opponent is touched by the chakra an electrical shock is sent to the opponent which can severely harm them, this shock is also precise enough to tear through normal armor and normal metal. The storm chakra stays connected to the user and can reach up to 5 meters in length. Its color is bright blue. Note chakra is not molded in the bone but simply uses the bones as a medium to direct the storm chakra.
- Using this jutsu counts towards the turn slot so releasing the storm chakra more then once will count towards move slot
- Can only be used a total of 5 times in battle
- Must have mastery of storm release
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Taught to: Yashiro, Nathan., -Danzo-, Darui..
(Ranton: Arashi washi no hikō) - Storm Release: Flight of the Storm Eagle
Rank: S
Range: Short - Long
Type: Offensive
Chakra: 40
Damage: 80
Description: The user gathers and focuses a large amount of his storm chakra to his dominant hand and arm after performing 3 hand seals and creates an eagle of storm with large expanded wings, the Storm wings would sprout outwards from the users arm, making it seem as if the users arm has transformed into the storm wings, but instead its just the storm itself that takes shape around the users arm, the user could utilize the storm eagle at close range for a single close combat fatal attack or manipulate the storm eagle to shoot outwards to great distances to attack at long range, the speed of the flying eagle is on par with the speed of the lazer circus technique, though when the storm eagle is shot into long range it only goes straight toward the position it was aimed at, when the target/opponent comes into contact with the storm eagle, it would numb their entire body and/or electrocute him/her.
Note - Can only be used once per battle
- Cannot use any storm techniques in the same turn as well as the following
- The user won't be able to mold chakra above A Rank for the turn after this technique is used
- The size of the storm wings are approximately 2 meters in length, maximum.
- The storm wings cannot be used for flight.
- Can only be taught by -Yashiro-
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Ranton: Manako Sono Boufuu Ψ Storm Release: Eye of the Storm
Rank: S
Type: Attack
Range: Mid - Long
Chakra cost: 40
Damage: 80
Description:
The user will preform a row of 3 handseals then the user will send their water & lightning chakra into the sky. While in the sky Storm cloud will form in a certain point in the sky, from that point clouds will extend in a spiral manner at a very quick pace so if you'd look at the sky you would see a giant cloud that would resemble a sea shell in a sense. However as the storm clouds in the sky grows bigger and bigger it begins to rain down lightning beams that the user can either make rain down one bolt at a time or all at once, the beams at targeted by the user to hit the enemy or an area around the enemy. The cloud can grow up to 2 ranges meaning it can start at long and go into mid. The beams that rain from the sky are rather strong and can puncture into the ground about 10 feet. The beams are controlled by the user. They can either be concentrated onto one area or over a wide range to trap a enemy in a hail of lightning beams. The maximum about of lightning beams that can be rained down during the period the technique is active is a maximum of 7 and anything less than that to form up stronger beams. (The S-Rank power is divided amongst the 7 beams)
Ψ Restrictions Ψ
Usable once per battle and lasts 2 turns
Unable to use Storm technique in next move
Only usable by "Storm Release" user
Only usable/trainable by Coyote
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(Ranton: Kuro Kumo Doragon) - Storm Release: Black Clouds Dragon
Rank: S
Type: Offensive/Defensive
Range: Short-Long (Made short range of the user with a long-range reach)
Chakra cost: 40
Damage points: 80
Description: The user will channel their Ranton chakra into every chakra point on their body to form a whirling vortex of black clouds and electricity around themselves. The black clouds are similar in composition to those created by Storm Release: Thunder Cloud Inner Wave, and are electrically charged with storm chakra, giving them the appearance of black clouds with streaks of sky-blue energy coursing through it. As the black clouds swirl around the user's body, they quickly form into the shape of a dragon (similar in size to the Earth Dragon technique) before flying off and assaulting the enemy. Due to the way the technique encompasses raging black clouds as well as lightning, its ideal in countering techniques such as Wood Release: Advent of a World of Flowering Trees, since the lightning will destroy the trees in its path whilst the spiraling vortex of black clouds will disperse the pollen in the vicinity produced by the technique, preventing it from coming into contact with the user's body.
Note: Can only be used thrice per battle
Note: Can only be Taught by -Danzo-
Note: Cannot use other Storm techniques in the same turn nor above A-Rank in the next.
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(Ranton: Arashi no Jet | Storm Release: Jet of Storms)
Type: Attack
Rank: S
Range: Short - Long
Chakra cost: 40
Damage Points: 80
Description: The user will spew out an enormous amount of water from their mouth creating a jet of water, As it flows from their mouth the user will perform two handseal adding lightning chakra in conjunction thus creating a powerful jet of electrified water that is capable of pushing the enemy away with ease including summons and or paralyzing the opponent on contact.
Note: If hit the opponent will be come paralyzed for 1 turn.
Note: Must be taught by Drizzy, Must know/have storm release.
Note: Usable 2x per battle and must wait one turn before use of storm release/or this technique
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(Ranton: Chujiao de shuimu |Storm Release: Tentacles of a Jelly fish)
Type: Attack
Rank: S
Range: Mid/Long
Chakra: 40
Damage: 80
Description: The user will perform a set of handseals then stomp their foot on the ground, tentacle shaped ropes will burst up all around the opponent and try to wrap him/her up and shock them until they die.
Note: The ropes paralyze on conctact.
Note: Must be taught by Infamous, Must have storm release.
Note: Usable 2x per battle, must wait 4 turns after each use.
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(Ranton: Bo sai dong rao | Storm Release: Poseidons Rejection)
Type: Defense
Rank: S
Range: Short/Mid
Chakra: 40
Damage: N/A
Description: The user will spew out an enormous current of electrified water that sprouts outward making a wall to block/ cancel out incoming jutsu. The stream is very bright.
Note: Usable 2x per battle.
Note: Must be taught by Infamous, Must have storm release.
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(Ranton: Ling ren zhenjing de yu |Storm Release: Shocking Rain)
Type: Defense/ Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: After performing the needed handseals the user will use storm release to create electric rain. By casting the users chakra essence into the sky, It will then create clouds, that will rain down extremely bright droplets of rain, which can be dangerous to a foes nervous system.
Note: Gives storm release techniques a +10 damage increase.
Note: Usable once per battle
Note: Lasts 3 full turns, unless the clouds are blown away. Takes one turn for the clouds to form.
Note: Must be taught by Infamous, Must have storm release.
Note: The rain slows the opponent down, due to the raindrops electrocuting the nervous system enough to slow down processes but not enough to kill.
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(Ranton: Fengbao shouliudan | Storm Release: Storm Grenade)
Type: Attack
Range: Short
Rank: S
Damage: 80
Chakra: 40
Description: The user will perform three handseals then place his hands as if doing a rasengan, the user will then generate water and electricity in between his hands, once there is a ball shaped figure created he will then compress it, the ball will look very small in size but dangerous. On impact it will burst outward creating huge waves with lightning surging through out it.
Note: Usable 2x per battle, must wait 3 turns before using again.
Note: Must be taught by Infamous, Must know storm release.
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(Ranton: Arashi no 10 hōō) Storm Release: The 10 Phoenixes Of The Storm
Rank: S
Type: Attack
Range: Long
Chakra Cost: 40
Damage Points: 80
Description: After the user does the require hand signs this technique that creates 3 light blue phoenixes that are big as Sasuke's Hawk. The phoenixes are sent at the user's will to attack the opponent in whatever direction and angle the user chooses.
Note: Usable 2x a match
Note: No Ranton for the next turn
Note: Water and Lightning are restricted to B rank for the next turn.
Note: Must have Storm Release.
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(Ranton: Yofun Ranjin)Storm Release: Ragging Storm of the Gods
Rank: S
Type: Supplementary
Range: Short-Long
Chakra cost: 40 (-25 per turn)
Damage points: N/A (+10 Storm Release)
Description: The user will focus their chakra while making the handseals Serpent>Snake>Dog>Ram>Serpent. this changes the weather conditions into a ragging storm, clouds will form over battlefield with high winds and random lightning (wind and lightning are for show, they can't do anything). this provides the perfect environment to produce storm release.
Note:
-Can only be used once per battle.
-Last 3 turns.
-Can only be taught by Serpent
-Can't be used to set the atmosphere for Kirin
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(Ranton: Bakuha Joukai) Storm Release: Heavenly Blast
Rank: S
Type: Attack
Range: Mid-Long
Chakra cost: 40
Damage points: 80
Description: The user will place both hands out in front of them, creating a focused amount of Storm in a condensed sphere, they will then shoot the baseball sized sphere at the opponent. upon contact with the opponent or any surface, the ball will expand as a large blast that covers an area short range around the impact point leaving a small crater in it's wake. if the user is caught in the blast they will surfer the same damage as the opponent.
]Note:
-Can only use twice per battle.
-No S-ranked next turn.
-Can only be taught by Serpent.
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(Ranton: Eda Koushin) Storm Release: Limb Exasperation
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40 (-20 Per Turn)
Damage points: N/A (+60 it hits Opponent)
Description: The user will make 4 handseals creating a bright aura shaped like claws that will form around the users arms, these Storm Claws can reach out to a mid range area once per use and are used as an extension of the users own arms. they can be used for both attack or defense.
Notes:
-Last 2 turns
-Can only be used twice per battle.
-No Storm Release during this Jutsu.
-No S-ranks for one turns after this Jutsu.
-This Jutsu can only be taught by Serpent
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(Ranton: 10 Arashi no ryūsei-gun) Storm Release: 10 Storm Meteor Shower
Rank: S
Type: Attack
Range: Long
Chakra Cost: 40
Damage Points: 80
Description: The user will do 2 hand signs and channel his Ranton chakra and sends it to the sky and starts creating 10 light blue balls made up of lightning and water chakra. The balls are the size of normal boulders. The user will then send the balls down from the sky at the opponent controlling where the meteors will hit.
Note: Usable 2 times a match
Note: No Ranton jutsus the next turn
Note: Raiton and Suiton jutsus are restricted to B rank the next turn.
Note: Must have storm release
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(Ranton: Mugen Doragon Arashi)-Storm Release: Infinite Dragon Storm
Type:Attack
Rank:S
Range:Short-Long
Chakra Cost:40
Damage Points:80
Description: The user sends their raiton and suiton chakras into the sky above. Then the user manipulates the sky, causing clouds to form. A water dragon is formed and is infused with lightning. The user sends this water dragon down upon the opponent. I The dragon can split into several heads, allowing for more succession of attack. Upon contact, the dragon engulfs the opponent, drowning them, while continuously shocking them, before spitting them out.
Note: Usable 1 time a battle
Note: No Storm Techniques for the following turn
Note: Dragon is about as big a Kirin, but not nearly as fast
Note: Must be taught by McAfeezy
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(Ranton: Shinjouran) Storm Release: Body of Storm
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage points: N/A (+10 Ranton | +5 Taijutsu)
Description: The user will push all of his Ranton based Chakra out of his body forming a bright aura around the user. This aura takes shape of Ancient Battle Armor that is semi-transparent. This drastically increases the users ability to use Storm Element, allowing the user to use stronger Storm based techniques then normal. Because of the Ranton Armor the user is able to achieve greater speed in similar fashion to "Raiton Armor", however this only allows the user to move at half speed compared to "Raiton Armor". Thanks to the speed gained by this technique, Taijutsu becomes more efficient. Not only allowing for faster delivery of Taijutsu, but an increase in strength as well. Ranton Armor seems like an excellent technique, but it has it's drawbacks. The amount of output needed for the Ranton makes it impassable for the user to use other element bases, the user can only use Ranton based Ninjutsu and Taijutsu during this mode. Upon deactivation of this mode the user will feel totally drain. As a side effect, the user will feel dizzy and move at half their normal speed because of the lack of chakra and the strain on the users body.
Notes:
-Last 5 turns.
-Can only be used once per battle.
-Only Ranton and Taijutsu during this Mode.
-User moves at half speed for 2 turns after Jutsu.
-No S-ranks for two turns after this Jutsu.
-No Ranton Rest of Battle after this mode is deactivated.
-This Jutsu can only be taught by Serpent
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(Ranton: Tatsumaki) - Storm Tornado
Type:Attack
Rank: S rank
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user creates a tornado of lightning and water water combined to create storm release. This tornado is created from the user putting their hands out infront of them and sending out multiple tendrils of storm beams which spin around forming into a destruction storm tornado bellow. This is a powerful tornado that absorbs the opponents chakra as it hits them to grow in size.
Note: Can absorb up to B rank techniques
Note: Useable twice
Note: No Water and Lightning Release A rank or above following turn.
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(Ranton | Sono Shinsei Arashi ) Storm Release | The True Tempest
Type: Offensive
Rank: Forbidden
Range: Mid - Long
Chakra: 50
Damage: 90
Description:
One of the strongest Ranton techniques known to the clan. The user will preform a series of 4 handseals, once released the user will rise up slightly up the ground with their arms both rises up horizontally. The most noticeable feature that effects the users body is how both their eyes turn white as winter, though they can still see. During this time the sky turns dark with storm clouds and bright lights appear around the user. Suddenly the user is completely surrounded by storm clouds. The cloud turn a blindly gold and then hundreds and hundreds beams of lights emit from the user surrounding clouds. The beams are 360 degrees and are launched like missiles across the battlefield. The beams go high into the sky and drop down as well as other beams are horizontal above the ground. These beams rain down all over behind, in front, the right, to the left of a target as well as being able to destroy most of the ground.
Restrictions
- Only usable by a Ranton user
- Unable to use Storm and lightning techniques for 2 turns
- Unable to use water techniques for 1 turn
- The user can only use B-rank and below for 1 turn
- Only usable/trainable by Coyote
- Usable only once
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Canon Jutsus
(Ranton: Reizā Sākasu) - Storm Release: Laser Circus
Rank: A
Type: Attack
Range: Short – Long
Chakra cost: 30
Damage points: 60
Description: The user creates several bright beams of electricity that shoots at his enemy. A halo of bright energy spreads from the users hands as they use this technique.
(Ranton: Raiunkōha) - Storm Release: Thunder Cloud Inner Wave
Rank: A
Type: Offensive/ Defensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: After performing the required hand seals the user uses Storm Release to generate a thick ring of thunderclouds and electricity around him, creating an offensive and defensive ward. He can then uses these clouds to fire powerful blasts of lightning at his enemies, and as an electrified perimeter; effectively preventing his enemies from getting close. But a wind elemental technique can blow the clouds away.
Note: Cloud of rings lasts 2 turns
( Ranton Ougi: Rankiryuu ) Storm Release Ultimate Technique: Turbulance
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description:
After doing a sequence of 4 handseals (Rat→Dragon→Hare→Tiger) the user releases a burst of red chakra in the form of a gigantic collumn of energy that rises high into the atmosphere above him. As soon as he does so, huge cold thunderclouds gather and swirl around and above the user, covering the whole battle field. As the pitch black thunderclouds gather high above the user, the whole atmosphere becomes charged with static energy. After some time, having gathered enough thunderclouds and lightning energy, the whole energy is unleashed upon the ground descending in the form of a collum of energy (similar to the one initially triggered). As it touches the ground around the user, the collumn explands outwards, taking advantage of the moisture in the air to travel up to long range, hitting everything while clearing the skies in the process. The energy destroys anything in its wake, leaving nothing but an empty wasteland behind. Because of the massive range and chakra needed to perform this technique, the user can only make use of it a limited amount of times.
Note: Usable only twice per battle.
Note: Takes one full turn to charge completely.
Ninpo: Kage Sukuro-Ru Hengen l Ninja Art: Shadow Scroll Transformation
Type: Supplementary
Rank:A rank
Range: Short
Chakra:30 chakra
Damage: n/a
Description: This technique is based off of principles like the Henge and Kage bunshin jutsu. Using an advanced variation of such techniques the user can transform Paper Tags, Seals and Scrolls (which will be refered to as predecessors) into other ninja tools such as swords, shuriken, kunai and even senbon etc. These transformations act the same way as their originals however just manifested in this new form. As such these ninja tools can activate the affects of their predecessors as needed by the user. This serves as a way of getting such seals and scrolls closer to the opponent before activating, allow for stealth or make it easier to use them as some scrolls must be held by the user. This does not mean that these new weapons materialize any closer to the opponent, the weapons take form at the same spot as their predecessor and then from that spot can be thrown to approach the opponent. To further enhance stealth the scripture/seal writting that will be on these new tools in super subscript and made the same colour as the tool (black on black). This jutsu can be used upon simply touching the predecessor and occurs instantly however it does cost two moves at once. One move for the predecessor scroll and one for this jutsu. After this the predecessor can be activated from the ninja tool whenever needed without costing a move as it had been pre prepared from before but must still adhere to the timeframe. The benefit being the above mentioned mobility and other aspects provided to the predecessor and so on. After the predecessor has activated, for example if you transformed a fire dragon scroll technique into a sword, and the user swung his sword releasing the dragon, the sword still remains after the dragon has been released. And for all intents and purposes these new weapons are proper weapons, the sword acts just like a regular sword and will cut like one, a shuriken in this jutsu is the same as a real shuriken and will pierce flesh like one. They react with the environment, chakra and physical entities like normal weapons do as well.
Note: Can only be taught by Strawberry
Note: Can only be used four times a battle
Note: Requires 2 turns cool down
Note: Can only be used on scrolls, seals, paper tags etc.
Ninja Art:Nightmare Technique(Ninjutsu:Akumu No Jutsu)
Type:Supplementary
Rank:E
Range:Short
Chakra:5
Damage:N/A
Description:The user will perform the dog handseal then clap hands together as they do this 3 demon like figures will appear composed of chakra like an illusionary clone, with weapons that will charge the opponent poofing as soon as they get close to the opponent blocking their view with black and gray smoke blocking the opponents view allowing the user to attack.
Restrictions/Notes
~Lasts for one turn
~Can only be taught by Sonnelion
~Can only be used once per battle phase
~Sharingan and Byakugan users are capable of seeing the opponent.
~Require 1 turn breaks
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(Senbon Kusa)-Grass Senbon
Type:Atack
Rank: D
Range:Short-Mid
Chakra:10
Damage:20
Description:The user sends his chakra into the grass near him and hardens it.After that the user would be able to fire the hardened grass from the ground like senbons at the oponent.
~Note:Can be only used on terrains with short grass.
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(Bakuhatsu-tekina Shūsei no Jutsu) - Explosive Modification Technique
Rank: C
Type: Attack/Supplementary
Range: Short
Chakra cost: 15 (+2 per additional tag)
Damage points: 30 (+5 per additional tag)
Description: This technique allows the user to modify the explosion of an exploding tag(s) to suit his needs. The user imbues a tag with chakra focused in different areas of the tag. It serves to divert the force of the explosion away from the chakra, allowing the direction, size, and strength of the explosion to be changed. For example, the user could place a tag on a tree and cause an explosion which only makes a 3 inch wide hole in it by diverting all of the energy of the explosion toward the tree and limiting its range. If the user is in contact with a tag exploding away from him, he will be blown back by the recoil unless he braces himself or reduces it's strength.
-Max 3 tags per use
-Tags can be detonated whenever the user wishes
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Ninjutsu - Senpuku Chakra no Jutsu | Ninja Art - Hiding in Chakra Technique
Rank: C
Type: Supplementary
Range: Short - Long
Chakra Cost: 15 (-5 chakra per turn)
Damage Points: N/A
Description: The user will focus their chakra into the air within their immediate vicinity (up to long-range around themselves) to flood it with chakra. To correctly understand what this technique does, imagine an invisible version of Water Release: Hiding in Mist Technique. This is done so to create a "scrambler" like effect to doijutsu users, as when they attempt to see the user's chakra system or locate their exact position, the blanket of chakra will prevent them from doing so. This technique itself doesn't cloak the user's presence or blind Doijutsu users, however it acts as a useful supplement to other stealth techniques. As a result, it becomes near-impossible to see through transformation techniques (only through the use of most Doijutsu) whilst this is active. It can't fool the Byakugan but due to the mist being created with the user's chakra, any Sharingan and Rinnegan users will see the air coloured and made "opaque" by their opponent's chakra. This technique will also distort the use of ordinary chakra sensing, Rain Tiger at will and other methods of sensing since the user's chakra will span such a large area that it will become impossible to discern/pinpoint their exact location through the use of such measures alone. The user will continually exude this veil of chakra until this technique has been cancelled. Instead of a veil which spans out up to long-range in every direction, the user can decrease the size of the blanket to a chassis-like coating which solely envelops the user's body.
Note: Lasts for four turns
Note: Can only be used twice per battle
Note: Can only be Taught by Ndlovu
(Yousobetsushori Ninjutsu: Rongu Karakuri) - Elemental Ninja Arts: The Long Con
Type: Offensive
Rank: B-rank
Range: Short - Long (if thrown)
Chakra: 20
Damage: 40
Description: This technique is a rather creative technique. This technique is an alternative performance of the Shadow Clone Technique in which the user will create a bladed weapon out of one of the basic five elements, but with a twist. It gives of the impression of a normal elemental bladed weapon, but hidden within the chakra is a shadow clone of that decided element. Once the weapon is created within the users hand (at this time depending on the element chosen the user will receive some effects from it, example if they picked fire they would receive minor burns from holding the weapon) - from there the user will throw the elemental bladed weapon, at any time the user can perform one hand seal to release the elemental shadow clone from the elemental blade, if so the clone will grasp hold of the blade and fight. This technique is best used as an assassin technique; getting the sword behind the opponent and stabbing them from behind. The speed at which the user performs this technique has given the illusion that the user is using Space–Time Ninjutsu on more than one occasion. Additionally, by manipulating the position of the blade via wire strings he can more easily position his blade behind an opponent.
Notes:
- Only usable four (4) times per-match, and one clone per-usage.
- Bladed weapon can range from anything from a kunai to a longsword, tanto, etc.
- Follows the rule of only four (4) clones per-match.
- If not thrown, the weapon stays active for four (4) turns. If thrown the weapon and the clone within the blade stay on the field for three (3) turns.
- Any of the basic five (earth, fire, wind, water, or lightning) can be used to create the weapon, and cannot be a mixture of two elements unless the user has the required training (Yin-Yang Release).
- The user will receive minor damage holding the elemental blade, depending on the nature of the chakra (fire - minor burns, lightning - small shocking, wind - minor cuts, earth & water - no effect)
-The clone can only use the element(s) its composed of and non-elemental abilities.
- Can only be taught by Nathan.
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( Ninjutsu: Ryousei Kanshou ) Ninja Arts: Amphibian Intervention
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: Based on the principle of friction and microscopic texture. While some materials may seem smooth to the naked eye, in the nano-scale, they're comprised of multiple irregularities and rough textures. When two materials drag on eachother, the inherited friction increases exponentially, superior than it would happen case the materials were virtually smooth. Applying the teachings of the basic Tree/Water Walking techniques, the user is able to create a thin layer of chakra across any surface of his/her own body. The chakra is thus able to cover or enhance the microscopic irregularities, thus increasing or decreasing the friction to extremes.
( Kato Enten ) Smooth Tadpole- The thin layer will get rid of the irregularities in one's body surface, allowing a nearly zero-friction surface. Given the natural flexibility and curvature of the user's own body, and allying it with well-timed motions, the user is able to become impervious to any physical attack, allowing it to slip off the side. The selective aspect of the jutsu allows one to retain some un-covered areas, permitting usages such as whole-body "armor" with naked soles for walking, left covered-sole and right naked sole for fast gliding, covered arm for evasion and naked fist for attack, etc.
( Gama Ranbou ) Rough Toad - The thin layer will accentuate the irregularities in one's body surface, increasing the friction. It allows one to have a much better grip on objects, almost sticking to them in a microscopic scale. Likewise, it allows one to mimic the Lotus Effect, becoming a superhydrophobic surface. This, among other things, would turn the user impervious to pathogenic agents like bacteria, fungi or algae growth, reducing or eliminating the area of contact with the water particles in which these pathogens dwell and proliferate.
Effective against Earth and Water based elements, to a certain extend, as one can be affected through the sheer size of the tangible object. There is a protection against physical blades, but not intangible blades, such as those created with Wind or Energy based elements. While it does cover oneself with chakra, the low ammount of chakra deployed is minimal, and thus, outside the described effects, it is useless as a chakra armor, when in direct confrontation with chakra-based attacks. It does not protect against Genjutsu or Yamanaka techniques.
The user is able to passively change between the Smooth, Rough and Normal aspect as long as the technique is active, though, except in the turn of usage, swapping between the Rough and Smooth will count once towards the jutsu count. The user is able to selectively cover oneself with chakra, allowing the rest of the surface to be normal, and alter the degree of irregularity, but the whole affected surface must have the same degree, thus preventing part of the body to have the Rough variation and other part the Smooth.
Lasts 5 turns, max, per usage.
Requires 1 turn cool down.
Can only be used 5 times.
Allows the cover to spread through body/clothes and any surface in contact with the user up to 1 meter all around (thus allowing other people to suffer the same effects).
Doesn't negate usage rank and strength and thus can only be used against physical Jutsu A-Rank and bellow and is completely useless against energy based elements while neutral to wind based ones.
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(Ninpō: Orihime) - Ninja Art: Weaving Princess
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30 per turn
Damage: N/A (+60 if used with Lightning)
Description: Utilizing normal, durable ninja wire, the user channels chakra to it and utilizes it to bind his opponents. The user can elect to increase the friction the strings, making the wire hotter and able to case burns, making it a good technique to use for torture and information gathering. The strings can take on whatever form the user wishes making it quite a versatile technique to use with ninja wire. By channeling lightning-type chakra to the wires the user can increase their cutting power to cut through solid earth of A-Rank and lower. The user can also elect to not channel chakra to the wires and instead use a more suitable lightning technique to fit his situation. The strength of the binding is A-Rank. The technique itself does no damage until combined with lightning.
Note: Can only be taught by Deviation
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(Samu no Ougonjutsu) - Aggregation of Alchemy
Rank: A
Type: Supplementary/Defensive/Offensive
Range: Short
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A (60 damage if converted object is used to attack the opponent)
Description: This is the brother technique to the Assimilate All Creation Technique. Instead of causing his body to take on the properties of any given solid, the user will make contact with two different materials and cause one of the targeted materials to take on all of the properties of the other. Most commonly this is done to obtain two handheld weapons if the user only possess one e.g. the user picks up a stick with one hand and imbues it with the properties of the sword they hold in the other. One limitation on this technique is that it is still an A-Rank ninjutsu technique in power meaning the targeted material/object can only defend against B-Rank and below elemental techniques. Unlike its lesser counterpart, this technique can be sustained passively as long contact with the material in question is maintained. Maintaining this technique doesn't hinder the user in any way (doesn't restrict the user to certain elements since it is a ninjutsu technique) and he can freely utilize other techniques. However his ability to use handseals may be prohibited depending on how he's in contact with the two separate materials. If the user stops fueling the technique with chakra or contact with one of the objects is severed, even momentarily, the converted object will only retain the properties of other material for two turns. Due to this slight delay in reverting back to normal, this technique is sometimes used to counterfeit gold, jewelry and valuables.
Note: Can only be used thrice per battle
Note: Can only be taught by -Venom-
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(Chiripeppā no bakudan danmaku) – Chili Pepper Bomb Barrage
Type: Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: Here the user will take out 5 kunai where a single Chili Pepper Bomb is attached to each of them. The user will then follow up by throwing the kunai at different angles towards the opponent, and while they are traveling, the user will at the precise moment perform the shadow clone hand seal, resulting in the kunai and the Chili Pepper Bombs attached to multiply into 50 kunai which will come down upon the opponent like a barrage cutting them, while the Chili Pepper Bombs will explode on contact and make the opponents eyes drowsy while the cuts they had received from the kunai will begin to have a burning sensation due to the chili pepper entering the wound.
Note: Can only be performed thrice per battle
Note: Must be taught by Gutsy Jiraiya
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Ninja Arts: Touch of Circe (Ninjutsu: Souhou no Circe)
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This jutsu is simply an expansion of a basic ninja skill learned in the academy. The basic transformation jutsu allows the user to transform himself into virtually anything based around his imagination. The technique is designed to allow someone to use a larger amount of chakra, and shape control, in order to be able to transform inanimate objects around him, that he is touching in a similar way to the canon transformation technique. The user uses shape transformation, and extremely precise chakra control to not physically change it but to change its appearance in a way similar to the transformation jutsu. Like the transformation technique, the object's actual physical properties are not changed. For example if the user was to transform a brick into a feather, the newly transformed feather would weigh the same as a brick, and have the same mass; the reverse is also true. In addition, the transformation will revert after being hit by a elemental jutsu of B rank or below, following the elemental strengths and weaknesses.
#Can only be taught by Vex
#No ninjutsu above A rank same turn or next turn
#Can only be used three times per battle
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(Ninjutsu: Erementarukurōn Baku) - Ninja Art: Elemental Shadow Clone Explosion
Type: Supplementary/Offense
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (depends)
Description: A basic technique derived from shadow clone explosion jutsu. The user will simply perform their own clone of this techniques version, this time composed of elemental chakra. First, the chakra composed for the clone allows them to only perform their respective element up to and including S-Rank as well as non-elemental abilities. From there, through the use of a hand seal, the user can decide to have the tangible elemental clone explode accordingly to its rank. Water clones explode into adhesive water that binds the opponent, earth explodes into sticky, flammable mud, lightning "explodes" into a burst of unfocused lightning (same power as nagashi), fire explodes into ash and wind explodes into a dome of slicing winds. The clones are created short-range from the user, can travel up to long-range and their explosion reaches a short-range radius. The explosion itself has the power of an A-Ranked elemental technique.
Note: Can only be used three times
Note: Requires one turn cool down before re-use
Note: Follows same logical rules for regular clones
Note: Clone can only possess one of the basic five affinities
Note: Only one clone can be created per usage
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(Ninjutsu: Misshutsu)- Ninja Art: Closed Doors
Type: Defense/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: A very simple ninjutsu based technique. The user will release an omnidirectional pulse of chakra that moves at amazing speed, an opponent would be unable to physically or use a technique stop the pulse, and the pulse appears in a light blue pulse. The pulse will cover the entire terrain to long range, mixing in with any sort of non-chakra infused material. After the pulse is set, the user will not be able to see the chakra no longer (won't fool most forms of dojutsu and sensory). The pulse purpose is simple, to create a barricade, preventing material of any sorts from phasing in those objects and hiding away from the user. Techniques like Tag Hiding Technique, hiding in a rock, etc will be completely rendered useless, due to the chakra preventing people from phasing physically in. A great defense to prevent most stealth attacks. Despite its great defensive purpose, it does not extend to S/T phasing (Obito ability). A by-product of using this technique is that anything inside/merged into a medium will be forcefully surfaced from the ground if the user's chakra overpowers their own. The extraction happens as a result of using this technique and the user does not control what can be extracted, it surfaces whether the users wants it to or not.
Note: Lasts four turns
Note: Can only be used twice
Note: Can only be taught by Joker
Note: Can not use regular ninjutsu above B-Rank after technique ends
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(Kirigakure no Kekkai Kinjutsu: Pyrrhus no Shiyouri ) - Forbidden Barrier Technique of Hidden Mist: Victory of Pyrrhus
Rank: Forbidden
Type: Attack/Defence/Supplementary
Range: Short-Long
Chakra Cost: 70
Damage Points: 100
Description: The user will need to place four tags which will have a shape of a square on a determined area. Once the seals are in place, the user will do a row of hand seals and clap his hands together. Suddenly, a huge burst of chakra will come out of the seals and will form a cube covering the area of the seals forming a barrier. Once inside the barrier, the shinobis can't escape and no one from the outside can enter here (unless with time/space techniques). No jutsu can break the barrier while it's active. In some cases, during the history of Kirigakure, some ninjas used the jutsu on themselves and on the opponent to ensure he would be defeated, in an act of sacrifice to save the village. The effectiveness of this jutsu is showed after a period of time, where everything inside of it is consumed by the chakra and dies, leaving nothing behind.
*Barrier needs to caught the user also
*Barrier lasts 5 turns until it destroys everything on it's inside and disappears
*Usable once per battle
*User gets -20 and will also die after usage because he will be caught by his own jutsu in an act of sacrifice
(Genjutsu: Keeki no Uso)Illusionary Arts: The Cake is a Lie
Type:Supplementary
Rank -Rank
Range:Short - Mid
Chakra:10
Damage:N/A
Description:
A weak but funny and probably effective genjutsu, the user will channel a small portion of chakra into the brain of the target by making a hand seal. The user will then create 3 illusion clones that will appear behind the target. Two will hold the target in place, while the third one appears in front of the target. The third clone will be created with a spoon and plate with a large slice of chocolate parfait in it. The clone will then force feed the target with the cake, till the target is filled with the cake. The consumption of the cake will create a false sense of sudden weight gain and obesity. The target clones will then disperse, and the technique remains in effect for 4 turns, causing the target to feel as if there body is extremely over weight and under a lot of pressure. When the clones are created and lock the target, if the target is moving in reality they will suddenly stop moving in coherence to the clones locking there body movement, however this is only for a brief moment.This mean they can’t move in reality when the technique is first activated but is able to move a few moments afterwards., and the user can’t stop a moving target that is moving beyond their tracking speed (e.g a person who might be moving twice as fast as the user, if the user can’t track them, the technique can’t work)
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(Genjutsu: Kiba no Yokubou Nezumi) Illusionary Arts: Fangs of Lusting Rats
Type:Supplementary
Rank: C- Rank
Range: Short - Mid
Chakra: 15
Damage: N/A
Description: The user will perform 1 hand seal, putting the target into a genjutsu. The user will make illusionary rats appear from anywhere in the sight of the target. The rats will climb onto the target, and proceed to bite and attack the target. The bites will cause a target to experience Streptobacillosis, in oh words Rat Bite Fever. Their skin starts to become irritated, causing them to scratch the irritating spot. The target also experiences a false fever, getting the chills and red/purple bumps on their skin. The user can add smoke when creating the rats to be more realistic.
*Effects last 2 turn*
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Illusionary Arts: Satan's Scent(Genjutsu: Akuma's Kaori)
Type: Supplementary
Rank: C
Range:Short-Mid
Chakra:15
Damage:N/A
Description: The user will make a single handseal, and insert his chakra into the opponent's chakra. He will disrupt their chakra system, and put them into an illusion. The opponent does not actually see or hear anything out of the ordinary. The only thing is the extremely pungent smell of rotting flesh and a foul taste of rotten eggs in the mouth. The smell will be extremely pungent, and will leave the opponent unable to smell anything unless they break the genjutsu. The taste will also be quite foul, and the opponent would be unable to taste anything else until the genjutsu is broken. In reality, nothing changes. The only thing is that the opponent's smell is affected.
Restrictions
-Can only be taught by PB-
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(Genjutsu: Sono Kagai)-Illusionary Arts: The assault
Type: Supplementary
Rank: C-rank
Range: Mid
Chakra: 15
Damage: 30
Description: The user performs just two hand seals and sends his chakra onto the opponent placing him under a genjutsu where depending on the battlefield the opponent will see four ninjas appear out of nowhere and attempt to attack him with swords in hand. For example: If the battle is taking place on a forest, the four ninjas would jump from a tree and attempt to strike the opponent, if there's a water source close by the four ninjas would jump out of the water. The four ninjas strike at the same time, two of them attempt to strike the opponent straight away while the last two attempt to get behind the opponent and strike him from there. This causes the opponent some confusion and it also makes him concentrate on the ninjas leaving him open to any attacks.
Notes:
-Can only be thought by Kuroh
-Ninjas appear in the standard attire of the village the user belongs to
-Can only be used two times per battle
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(Genjutsu: Gyuunyuu no Kajousesshu) Illusionary Arts: Overdose of the Milk
Type:Supplementary
Rank: B -Rank
Range: Short
Chakra: 20
Damage: N/A
Description:
The user will make a set of 3 hand seals, to which the user then channels his chakra into the brain of the target causing a genjutsu to occur. The user will create a fake sense of a sudden spike in blood pressure, by emulating caffeine overdose. This done through a hormone in the body, to which the caffeine blocks the mental signal to the arteries. This genjutsu starts off as a normal on but as time goes by the effects of the genjutu becomes more severe. During the first two turns nothing really happens, creating a false sense of nothing after the handseals are made. After 3 turns has passed the real effects kick in as the first two was used to create a *build up* in blood pressure due to the amounts of caffeine used. The targets body starts shake and limbs become tighter, making it hard to move. There veins start to become visible. The restraint created from the overdose causes them within the genjutsu unable to make hand seals. In reality the target is unharmed, but body is frozen in place.
*Requires 3 turns for effects to activate*
*Can be used two times per battle*
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(Tsumibukai Genjutsuai Kui )†Sinful Illusionary Arts: Gluttony†
Type: Offensive
Rank: B-Rank
Range: Short - Mid
Chakra: 20
Damage: 40
Description:
Gluttony, the sin of over consumption of food , drink or wealthy items, with no remorse for the needy. The user will perform a set of 3 hand seals. The target's sense of taste, sight and smell are affected. They will find themselves strapped to a chair in a dark room were a man with a deformed face stands before them, unleashing a wicked and evil laugh, as he reaches for a spoon and begins to force feed the target, rotting wasted food. The food has a foul scent that when caught to the nose, causes it to burn on the nose from the high concentration of mold. The taste of the foods is sour and bitter. As the deformed man continues to feed the target, the user can manipulate the illusion to make the target even suffer more like having the man hold the rotten food even much longer to nose of the target. In reality the target remains untouched however due to the pain being caused from the force feeding of the target and burning the nose, causes mental stress on the target. This happens to the point that the target is filled up and suffers enough. Targets of lower in rank experience the burning effects longer then normal.
*Can be used only on targets lower then the user*
*Lasts 1 turn, but lasts 2 turns when used by Genjutsu specialists(Bio Affinity)*
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(Genjutsu: Hinan Ribingu Mokusei Sōru) Illusionary Arts: Condemned Living Wooden Soul
Type: Offensive
Rank: A-rank
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: The user signs a Rat-Boar-Ram handseal which will create an illusion within the opponent's mind that suddenly his skin turns very rough and rigid then wooden like texture starts violently sprouting through his skin, creating ridges. His skin is turning literary into a solid wooden like texture while increasing in size, immobilizing his body as his skin turned into wood, acting like an armor that he can't move in. As the wooden texture is taking over his body, the targets skin on his face scales up which will eventually cover the sight of the opponent. The target's hearing will also eventually be lost because of the growth of the wood patching his ear canals and covering his ears with wood. Since his skin turned literally into wood from his point of view, in reality, his body is immobilized after the illusion takes full effect. Encased in an illusionary wood armor made from his own skin, the target is rendered unable to move or perceive the outside world.
Notes:
- Can only be taught by House.
- Can only be used twice per-match.
- No genjutsu for the next two turns.
- Can only target one opponent.
- The effects of the genjutsu aren't immediate and progress through time, leaving a small window of opportunity for the opponent to counter.
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(Magen: Inku no Masutaa Irasuto) Demonic Illusion: Illustration of the Ink Master
Type: Offensive
Rank: A - Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description A rather simple yet powerful genjutsu but can provide for a wonderful opening if used correctly. The user will make three hand seals while channeling chakra into the brain of the enemy. Once down, the target will see the user change form and turn into actual paper from a book. The paper will fly directly towards the target instantly surrounding them in an array of paper. The pages will circle the target and once done will forcefully join onto the targets body. The target will then hear the voice of the user uttering words in the head of the enemy but the words start to get louder and louder, causing the target to experience mental stress from the attack. In reality the target is unharmed but is suffering from intense mental stress and if not broken in the next turn will suffer fatigue and mental exhaustion for 1 turn due to the large strain the illusion leaves on the target after which the illusion ends. The user can also make the genjutsu more unique by adding things such as when changing into paper they can make it seem to be on fire or adding smoke while creating fake heat or causing them to cough from it. This adds to some uniqueness based on usage of the technique and is only restricted to the imagination of the user .
*Can only be used twice per battle*
*No genjutsu above A-rank next turn*
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(Genjutsu: Ōkami Shōkōgun) Illusionary Arts: Werewolf Syndrome
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage points: N/a
Descriptions: The user of this technique will weave two handseals and clap his hands together, placing his opponent under a genjutsu. In this illusion, the opponent will begin to suffer from the effects of Hypertrichosis, commonly known as Werewolf Syndrome. This will make the opponent start to experience rapid hair growth on the entirety of their body. This can make the opponent struggle to breathe or move due to the binding of the mass of hair they believe they are covered in.
-Used thrice per battle
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(Genjutsu: Hason Shita Me) - Illusionary Arts: Brutal Mental Reversal
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/a
Description: This technique is a counter illusion applied by a Shinobi who understands and makes use of the necessity of pain to be released from an illusion. After using a logical deduction to figure out they are in an illusion, the caster of this technique will place an illusion on themselves. Affecting their own chakra flow, the caster would fool his brains nerve receptors through the illusion to amplify the sense of self-imposed pain. This illusion would serve the purpose of aiding the Shinobi to escape an illusion by making their brain believe they are under more pain then they really are. Falsifying what they really experience, the pain imposed for example by a kunai simply nicking the the users skin would now feel more like the kunai was just stabbed into them. While the user is under this illusion, it could backfire if an opponent lands a technique, as the user would feel a false pain far beyond what the opponents technique actually delivered. The illusion would immediately end after its use in conjunction with a source of pain to escape an illusion, the illusion itself dispersing from the faux pain it enabled.
-Usable 4 times
- User could not use S rank Genjutsu the subsequent turn to this one
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(Genjutsu: Warui Me) - Illusionary Arts: Corrupted Ocular Prowess
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/a
Description: This illusion is triggered when the user claps his hands together as the opponent watches. This illusion affects the opponents ability to make accurate ocular calculations. More specifically, the illusion has an affect on the opponents depth perception and the nerves synchronizing the eyes, making it impossible for the opponent to attack with accuracy with techniques that are projectiles or anything else requiring accuracy to strike. Specifically, through the effects of the illusion the opponents depth perception would continuously change, the minor adjustments making it impossible for the victim to judge distance. On top of the hindrance to their perception, the illusion would work to offset the synchronization between the victims left and right eyes. For example, while under the illusion the opponents left eye would not be focused on the exact spot as the right eye anymore, throwing off accuracy. The opponents eyes would fail to work together, each eye slightly misaligned from its opposite, a necessity to use the eyes to measure anything or work to their full potential. The techniques subtle effects would be what makes it so useful to its caster, the opponents would see the same stuff, but the slight disturbances would not give a true representation of the measurements and calculations a Shinobi would have to make.
-Usable Thrice
-No Genjutsu could be layered over this
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(Genjutsu: Indoafisshu)- Indoor Fish
Type: Offensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: This technique is a technique designed for torture. Activated through the snap of a finger, the user places the opponent in an illusion where several skeletal, carnivorous, aggressive fish materialize around the opponent. Upon its materialization, the fishes proceed to devour the opponent in any way the user intends them to; whether by robbing them by their limbs, or simply tearing out chunks of flesh, whatever the degree of gore, the fishes will never kill the opponent. However, the effects of the fishes mauling is felt by the opponent in reality. For example, if their legs were torn off, they'd imagine unbearable pain, and shock from losing their legs. In addition to the mental stress and pain, they would also, due to the reality of the illusion, believe that they can no longer use their legs. Hence, any damage sustained within the illusion is believed to be real until the illusion is released.
Note:
- Can only be used 3x per battle
- No A-rank and above Genjutsu for the next 2 turns
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(Genjutsu: Kurage's Shisen) - Illusionary Arts: Medusa's eyes
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user will perform a series of three handseals: Dog → Tiger → Ram and inject their chakra into the targets chakra system, disrupting their normal flow of chakra and placing the target under an illusion. The illusion will make the target see the user's hair turning into snakes with bright eyes and his/her eyes turning red, much like Medusa's. Then as the target looks in the users eyes, they will feel and see that their lower body is turning into stone, which slowly moves higher until it turns the target into stone completely. This will paralyze them for a short duration.
Notes and Restrictions:
- The paralyzing effect lasts for one turn.
- Can only be used three times per battle
- Requires eye contact to perform.
- Paralysis begins when all the limbs are "turned into stone"
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(Genjutsu: Hakui Onna) Illusionary Arts: Woman in White
Type: Offensive
Rank: A-rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description:
The user will perform the Rat Handseal. Once the genjutsu has been cast the target is placed in a dense forest like area surrounded by trees and plants, the sky above the area is enveloped in dark clouds giving the surrounding landscape a much darker and grimmer appearance and the atmosphere seems to be filled with grief and despair. As the illusion progresses and once the sky fully darkens, the target will immediately be surrounded by roots coming out of the ground and various tree branches wrapping around the victims arms, thus the victim is robbed of their mobility and is unable to move in reality if he/she doesn't deal with the illusion. A woman dressed in white suddenly appears out of nowhere, the woman will begin to walk towards the victim dragging her body in a slow manner. Once she is near the trapped victim the woman in white will put the palm of her hand on the victim’s chest, roots will then begin to extend out of her fingers and will then rip through the targets chest causing them immense amount of pain. Once the damage is done the tree branches and roots from beneath the victim will continue to envelop until their entire body is wrapped up, then the victim will be dragged into the ground, as the woman in white watches on. Due to the complexity and dangerous nature of the illusionary pain, it may cause the victim to fall unconscious if they don't release the illusion, besides delivering mental damage.
Notes:
- Can only be used twice per-match.
- Must wait two turns before using this technique or any genjutsu again.
- Can only be taught by Nathan.
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(Genjutsu: Ekitai no shintō) Illusionary Arts: Liquid Penetration
Type: Supplementary/Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: (60 mental stress)
Description: Liquid Penetration is a high skilled illusion that can only be triggered once the opponent is submerged in a liquid preferably, but not limited to, water. Triggered by waving 4 hand seals as the opponent is moving within the water, they will notice their own movements becoming increasingly laggish as the water pressure around them seemingly increases ultimately prohibiting their movement as well as making them surcumb to the sensation of an immensely growing pressure pressing against their body also holding them in place. The rising pressure can be compared to the feeling of being buried by numerous rocks that continually pile on the target, but in the genjutsu the growing pain will be felt nonstop on all sides of the body until it is replaced by a greater sensation of pain caused by the next step of the illusion. The surrounding liquid will then forcefully and swiftly penetrate every hole within the target's body ranging from pores, mouth, nose, etc., filling their inner body cavity with water damaging skin, muscles, and organs within the genjutsu, the target feeling every aspect of internal damage in detail as the illusion makes them simulate near death pain. As this happens the target's body responds to the penetration by swelling up as if they were an Akimichi clan member growing to a very large boulder like size as the illusion simultaneously takes the target's eyesight replacing it with a white realm in which their most cherishable past memories flashes before them, and before they know it they reach the apex of their body enlargement where they then seemingly explode. Their consciousness drifting into a vast nothingness lost for all eternity. In reality the target is unable to move while they are submerged in the water which can lead to expiration of oxygen and ultimately drowning as they fall victim to the illusion's effects. Users who fall victim to the genjutsu will be broken out after a large amount of water has entered their bodies, they too being subjected to dazed and sluggish movements.
NOTES
►Can be used 2x per battle
►No genjutsu above A rank in the next turn
►This jutsu has a 2 turn cooldown afterwards
►Can only be taught by ZandaT
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(Genjutsu: Rosuto Oite Sono Kumo)-Illusion Technique: Lost In The Clouds
Type:Attack
Rank:A
Range:Short-Long
Chakra Cost:25
Damage Points:N/A
Description:The user will do a row of 3 handseals, then points directly at the oppoent, casting the opponent in a genjutsu, where clouds suddenly surround the opponent. The opponent will wander the clouds for hours, to no avail. Can trap up to 3 opponents in the genjutsu. The opponent will be standing, staring directly in front of him without being able to perceive it's surrounding while under this genjutsu, allowing one to attack.
Note: Usable 2 per battle
Note: Opponent/Opponents will be sleep for one turn
Note: Can't use Genjutsu next turn
Note: only lasts 3 turns
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(Genjutsu: Chinou Dansu) Illusionary Arts: Brain Dance
Type:Supplementary
Rank:S
Range:Short-Mid
Chakra:40
Damage: N/A
Description:This genjutsu is in fact extremely simple. The user will first make a string of seven handseals, and simply point at the opponent inserting chakra into them. The user then puts the opponent in a genjutsu in which light flashes repeatedly, at insanely fast speeds in no particular pattern. The lights also Cause excessive and rapid neuronal activity and abnormal rhythmic discharges of cortical neurons in the brain. At the same time the gen also makes the opponent feel exhausted (has no effect on stamina or chakra reserves). This along with the lights would cause a seizure. The opponent would be rendered unable to move, and would have uncontrollable spasms and muscle movement. After around 3 minutes of this (and the illusion not being broken), the opponent would be rendered unconsious. During the seizure, the opponent in the genjutsu would still see the lights. They would not stop until the genjutsu is broken. This illusion places enormous strain on the mind causing damage if the illuion is left un-broken.
-Restrictions-
Can only be used once
Can only be taught by PB
No genjutsu in the next turn or same turn that this jutsu is used
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(Tsumibukai Genjutsu: Saisho Jūhō - Bakudan )Sinful Illusion Arts: First Curse - Bomb
Type: Offensive | Defensive
Rank: B-S Rank
Range: Short-Mid
Chakra: 20-40
Damage: N/A
Description: The user will make five hand seals causing a genjutsu to occur. The user induces a genjutsu where everything within the genjutsu can and will induce an explosion on touching it. If the target tries to hold an object, the object will explode on contact. This will happen with everything excluding things the opponent was already in contact with when the illusion was first initiated i.e if the target tries to physically touches the user; an explosion will occur that acts as a defense for the user. The explosions are simulated to be “real” and such induces false pain on the target, though this doesn’t harm them in reality, it however can cause mental stress if a strong enough explosion is used. The explosions power can vary on ranking and can have different effects while the genjutsu is active.
B-Ranked – Is strong enough to induce minor burns to the target if contact is made, but doesn’t cause any mental strain.
A-Rank – Is strong enough to deal 40 damage worth of mental stress, and causes more intense burns from the explosions. The shock it can induce is enough to disarm a person in reality if they hold a weapon or object.
S-rank – Induces 60 damage worth of mental pain and the explosions of the genjutsu are enough to even create false sense that the target lost a limb from the explosion. The sound of the explosion is also loud enough to induce false deafness in the target, making them unable to hear. The user also makes it impossible for the target to move the limb they seemingly lost in the genjutsu in reality. The user can also add the explosive properties to his own real techniques, to which they will explode if contact is made with the target or a targets technique but this doesn't increase the elemental techniques power as the explosions are not real.
*Can remain active for 4 turns*
*Can be used twice per battle*
*No A-rank or above genjutsu in the next turn*
*No other genjutsu this turn above B-Rank*
*Once a rank is picked, all the explosions will adhere to that power*
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(Tsumibukai Genjutsu: Burakku Bokkusu)†Sinful Illusionary Arts: The Black Box†
Type:Supplementary | Offensive
Rank: C-S
Range:Short - Mid
Chakra: 15-40
Damage: N/A
Description: The illustrious and legendary Genjutsu of the Royal Sinners, The Black Box. This is a powerful Genjutsu, acting like a Kai and can also be used as an attack. The kai version is activated when the user is sent into a Genjutsu to which is identified through the means of sensory , dojutsu and or other means. Lacking one of these, the user would need to self evaluate situation, allowing them to identify they are in a genjutsu . The user will channel his chakra into his own brain, placing chakra into the five senses. The senses that were not targeted by the targets Genjutsu will be layered with chakra at the minimum. The others that was targeted however, the chakra will overlay the targets chakra and actually flush the chakra out of the system of the brain, in the Genjutsu itself dark figures with red and yellow and dark devil eyes will come from the ground and begin to drag the target into the ground. After which the user will find himself in a dark room known as the “Black Box” which is actually the dark subconscious of the mind created by the illusion. In the room, there exists a red demon wearing a tuxedo and playing a piano and smiling to the user saying “You owe me one...boy” to which he starts laughing and the illusion ends when the chakra leaving the brain. When used as an attack, the user will use a set of 6 seal and channel his chakra into the brain of the user taking control of the five senses. The user will slam his hands on the ground, making it seem as if he used an earth technique. The earth rises around the target and places them in a new dimension known as the “Black Box”. In the new room the target will find themselves strapped to a black chair and piano music playing. The same red demon will be playing the piano and tells the target “Read for the symphony?” and laughs dark and loud as a dark figure with a shinigami mask on comes towards the target. In reality at this moment the target is unable to move. The masked man the places his hand by the heart of the target and proceeds to rip out the soul of the user , removing the mask and eating the soul, The masked man the laughs and begins eating other parts of the target till there is no more. During this time the target is immobilized in reality.
*Can be used 4 times to release from C rank, 2 for B rank and once for A-rank.
*When used on a target it is B-Ranked in strength and can be used only twice*
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Genjutsu: Himan Pengin no Omosa - Illusionary Arts: The Weight of the Obese Penguin
Type: Supplementary
Rank: S-rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Himan Pengin no Omosa is a special type of genjutsu, in the fact that it is dormant and requires a paramount change to the target's weight in order to activate. It is great for fighting opponent's who change their weight to alter their speed or taijutsu. After injecting chakra into the opponent's brain, the user would set upon them a fantastic genjutsu, dormant in nature. To activate this illusion, the opponent must change their weight drastically in any way, shape, or form. An example of this would be if the opponent chose to increase their own weight via the usage of (Doton: Kajūgan no Jutsu): Earth Style: Added Weight Rock Technique, they would actually feel as if they used the (Doton: Keijūgan no Jutsu) - Earth Release: Light Weight Rock Technique on themselves, with the effects being tripled. So in reality, they would still be moving at the speed of the Added Weight, but in their own mind, they would believe they are faster than what they are, ruining their chances of using taijutsu due to their lack of timing between what they see and their actual speed. That is not the only way this genjutsu works. If the genjutsu has already been casted and the target happens to have leg weights on themselves, and the target took said leg weights off in an attempt to blitz the user, it would feel as if the target actually had three sets of weights on themselves. Minor weight changes will not set this technique off. Either the opponent will need to have dropped their leg weights or their weight will have to have at least changed by a factor of two (meaning their weight will need to at least have doubled or halved) for this technique to take effect.
Note: Can only be used twice per conflict
Note: Genjutsu lies dormant for four turns
Note: Cannot use genjutsu above A-rank for two turns after this jutsu
Note: Can only be taught by Penguin.
(Hakke Eien no) - 8 Trigrams Eternal
Rank: C
Type: Supplementary
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: This technique will enable the user to release a series of large amounts of chakras from his chakra points on the tips of toes or exerting from his palms (incase he is standing on his hands) enabling the user to move at fast speeds when he kicks/pushes off the ground or kicks/pushes onto a direction within mid-air in order to evade an incoming jutsu, or to move into hand-to-hand combat.
Note:
-This jutsu won't deal any damage.
-Can be taught by Dr. House
(Puraido no fu~yūrī) - Pride's Fury
Rank: C
Type: Attack
Range: Short
Chakra Cost:
Damage Points: 25
Description: The user attacks with a flurry of punches to the enemy followed by a hard left punch to the chest, a right roundhouse kick to the face followed by an immediate left cross to the face sending the enemy flying. Before they are out of reach, the user will grab their arm pulling them back while turning their body in a counter clockwise motion delivering a powerful right spin kick, sending the enemy flying off through the air.
~Notes~
-Must be taught by -Vegeta
(Di squalo dageki) The Shark Blow
Rank: A
Type: Offensive
Range: short
Chakra: 30
Damage: N/A
Description: The user concentrates chakra into their blade, and when it comes in contact with another object, the chakra flows out of the sword like a current, and goes into the opponent thus stunning the opponent for 1 turn
Note: can only be used once per battle
Note: can only be taught by Axle
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(Gorira Sukuwatto) - Ape Squat
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: N/a
Description: This body technique would focus on the improvement of one of the most basic compound movements, the squat. The technique would initiate by the Shinobi dropping their butt low, as if they were about to squat, and then exploding into the motion of a squat. Instead of the ninjas upper body rising, their legs would inversely drive down with great force into the ground beneath them. This would dismantle the earth beneath them and create a crater with a radius of 3m, the force from the technique sending a shock throughout the ground beginning with them and ending at Short range, strong enough to cause a Shinobi to fall down. If the Shinobi using the technique was standing over a substance like water or mud, then the force from this technique would displace the substance up to 10m away in the direction of the force applied from 'Ape Squat'. This technique is not offensive in nature but logically could cause damage, for example if an opponent was burrowed in the ground beneath a practitioner who uses Ape Squat, they could be crushed by rocks.
-Can be used 3 times
-Only A rank and below taijutsu in the same turn
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(Katon Kenjutsu: Shakunetsu no u~ēbu) -Fire Release Sword technique: Scorching Wave
Type: Offensive/Defensive
Rank: A
Range: Short-Medium
Chakra: 30
Damage: 60
Description:After using Fire Release: Scorching Rage the user can channel the katon chakra surrounding them onto their sword focusing the chakra onto the blade. The user can then do a simple crescent-shaped slash at the opponent along the lines of Slicing Crimson Wave but instead launches the concentrated fiery golden chakra into a slicing wave of fire. Can also be used to defend from Kenjutsu style attacks of equal rank or lower with-in reason, but the chakra will only stay on the blade for 1 move no matter which way it is used.
~Notes~
-Must know my Fire Release: Scorching Rage
-Must be taught by -Vegeta
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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)
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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)
The element is based on: Water + Fire + Advanced Chakra Control
Facts that prove the element to be possible (in the manga context): In the real world, Bromine exists both in the Earth's Crust and in large bodies of water. Its most commonly found along with Iodine in algae and seaweeds. These subterranean plant-like structures must exist since Yagura (Jinchuuriki of the Three Tails) has displayed the ability to utilize Coral, something found solely in the deepest regions of seas and oceans. In reality, Coral and seaweeds co-exist in the same regions, so the existence of one highly suggests the occurrence of the other. Additionally, because one of Itachi's favorite foods is onigiri with seaweed, this proves that seaweed, which commonly contains Bromine, exists in the Naruto world, further implying the existence of bromine.
To add further veracity to this claim, the ash of seaweed was once a popular source of obtaining bromine.
How it works:
The high solubility of bromide ions has caused its accumulation in the oceans and commercially the element is easily extracted from saline bodies of water (any body of water that isn't devoid of salt content). Pure, liquid bromine can be extracted from the salts in water (specifically sodium bromide) by adding sulfuric acid to it. The acid serves the purpose of liberating the bromine ions from bromide salts (predominantly sodium bromide) which are naturally occurring in saline bodies of water. We know that Suiton creates salt water rather than pure water since it conducts an electrical current. Thus by using Water Release to create the base of the element and Katon Release to acidify it (in the same way it acts in Boil Release) to a similar pH as concentrated sulfuric acid enables the user to mimic the laboratory procedure for the production of liquid bromine.*
It is a thick, fuming, red-brown coloured liquid which smells like bleach since it belongs to the Halogen group. It is also quite soluble in water but not enough so to be weak to Water Release.
Its highly effective at corroding organic materials such as skin, plants and fungi as well as certain metallic elements. Against living beings, this corrosive quality usually materializes itself in the form of caustic wounds (chemical burns). Bromine (in relatively small quantities) reacts violently with the alkali metals (Sodium, Potassium, Francium), earth metals (Magnesium, Calcium, etc) and other certain metals (Aluminum, Iron, Boron, Steel and etc). This reactivity isn't restricted to metallic elements as Bromine has been seen to interact quite violently with non metals such as Phosphorous and Sulphur. When Bromine is evaporated into its gaseous state, inhalation of the produced vapour will cause dizziness, irritation to the eyes and restrict normal breathing (wheezing). Naturally, the user has no control of Bromine in its gaseous state.
Video Example of Bromine's Reactivity (Check 0:57 onwards)
Approved Techniques
1) (Shusoton: Fo-Ji no Kasai Shinsui) - Bromine Release: Forge of the Fiery Flood
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn to sustain creations)
Damage points: 60
Description: This technique allows the user to create waves, constructs and tools of liquid bromine directly from their body or from water sources using a simple handseal. The user can create a plethora of constructions and as such this technique's use is only limited by the user's imagination and the chakra put into the technique (scale can never exceed that of an A-Rank).
Note: Can only be used five times per battle
Note: All created constructs will amount to the collective power of an A-Rank
2) (Shusoton: Takedakeshii Izumi no Kazan) - Bromine Release: Ferocious Fountains of Volcanus
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra cost: 40 (-15 chakra per turn to sustain creations)
Damage points: 80
Description: This technique allows the user to create waves, constructs and tools of liquid bromine directly from their body or from water sources using 3 simple handseals. The user can create a plethora of constructions and as such this technique's use is only limited by the user's imagination and the chakra put into the technique (scale can never exceed that of an S-Rank).
Note: Can only be used three times per battle
Note: No S-Rank or above Bromine in the user's next turn
Note: All created constructs will amount to the collective power of an S-Rank
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3) (Shusoton: Kasai Akaaka Sakurifaisu) - Bromine Release: Ignis' Incandescent Immolation
Type: Defensive/Supplementary
Rank: D-S
Range: Short - Long
Chakra cost: 10-40
Damage points: N/A
Description: This technique is predominantly used to neutralize earth-based techniques susceptible to liquid bromine and its variable rank is dependent on what it seeks to negate. The user will focus their shusoton chakra into the air moisture around a given substance, material or technique in order to convert the water into bromine. The liquid bromine will immediately begin corroding and/or reacting with the targeted substance in order to neutralize it in its entirety. The bromine will also be neutralized in the process as the purpose of this technique isn't to attack the opponent directly. For example, if the opponent is clad in the Hardening technique, the produced bromine will only corrode the chassis of earth and nothing more. As a result, the rank of the bromine is dependent on the rank of the technique it seeks to neutralize e.g. attempting to negate an S-Rank Earth technique will make this technique A-Rank in power. Non-metallic and organic earth-based elements such as Earth, Wood and Coal will be devoured by the crimson liquid at an astonishing rate. Despite this primarily technique's defensive nature, its capability to inflict harm stems from its interaction with other reactive chemical elements. Metallic elements (and some non-metallic chemical elements such as Phosphorus and Sulphur) will be corroded and/or react violently with the surrounding bromine in an extremely exothermic manner. High amounts of heat, fire and sound energy will be produced in this case and depending on the reactivity of the targeted element, the interaction of the two may very well culminate in an explosion. This will only happen with the most reactive of elements such as the alkali metals (francium), the earth metals (magnesium), sulphur, chlorine and fluorine. The explosion generated is short-ranged around the area the technique the bromine is reacting with encompasses. If this technique is used to target substances devoid of chakra such as kunai, swords and other basic weaponry, this technique will be D-Rank in power. This technique cannot be used on living beings (does not include sentient creations such as the Stone Golems).
Note: Cannot be used on consecutive turns
Note: Can only be used three times per battle
Note: S-Rank version can be used a maximum of twice per battle
Note: No S-Rank Bromine in the user's next turn if S-Rank version is used
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4) (Shusoton: Houka Enkai Akunochimata) - Bromine Release: Infernal Oceans of the Underworld
Type: Supplementary/Offensive
Rank: A
Range: Short - Long
Chakra cost: 30 (+30 chakra if long-range version is used)
Damage points: N/A (60 Damage if user/opponent comes into contact with it)
Description: The user will focus their shusoton chakra into a source of water and convert it into liquid bromine by doing 2 handseals. Converting a body of water up to and within mid-range in terms of size into bromine expends the chakra of a single technique but converting water long-range away from the user will expend the chakra of two A-Rank techniques (60 chakra). This conversion will mean both the user and the opponent cannot use any water techniques from that source for this jutsu's duration. This technique can only be used on regular liquid water. Alternatively, due to Bromine's strength to Earth Release the user can even convert the moisture within mud-based techniques into bromine. The remaining residue of solid rock will be eaten away almost immediately by the produced chemical and all that will remain is a source of bromine. This jutsu cannot be used to convert the opponent's techniques. When on a water source, the user can simply seep their bromine downinto the water, it will begin to gradually spread outward in an omnidirectional manner, converting the source into bromine, this would be a streaming, so anyone can notice the travel of the bromine moving outward in such a directional manner, the water will even take a orange color as it spreads. This is an alternative method in creating this jutsu, to prevent the user from being harmed as the water is converting, they can channel chakra into their feet beforehand to be used as a protection mechanism, but this only lasts two turn before they must find a way to exit the water source and prevent harm to themselves.
Note: Can only be used thrice per battle
Note: Cool down time of two turns in between usages
Note: No other S-Rank and above Bromine in the user's same turn
5) (Shusoton: Watatsumi Yajuu Fukai Taku) - Bromine Release: Scylla's Abyssal Sanctuary
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short – Mid (Created within mid-range with long-range reach)
Chakra cost: 40 (-15 chakra per turn to sustain)
Damage points: N/A (20 damage if used to attack the opponent)
Description: The user will perform two handseals and focus their shusoton chakra into a moderate to large sized water source within mid-range of their position. A colossal portion of the body of water will be converted into a mass of liquid bromine which will swiftly assume the shape of a sentient creature which is little more than a mass of writhing tendrils. All of the tendrils collectively make up one, gargantuan creature which is partially sentient (like the Great Stone Golem) and as such it is capable of acting on the user's mental commands. The area this tentacled creature encompasses is a mid-range radial reach around the user and its epicenter resides directly below his or her feet on creation. The tendrils maintain themselves by passively leeching chakra from their creator every turn. Due to bromine's partial solubility in water, the creature's creation will result in the water source its inside/residing in to become strongly acidic. This dissolution of bromine in water will cause the body of water in question to become slightly discolored (becomes a murky orange but remains slightly translucent) and gain a distinct corrosive quality. Water techniques created from this source will now be corrosive in composition but their elemental strengths and weaknesses will remain completely unchanged. Supplementary and/or defensive techniques will become offensive and will inflict damage proportional to their rank (e.g. B-Ranks will inflict 40 damage) as they will become capable of eliciting severe chemical burns on sufficient contact. All of the effects described thus far can't be considered abilities of this creature but rather mere by-products of its creation. Scylla's only ability is her capability to "turn off" her corrosiveness, she can switch from being corrosive, to not corrosive at all, but only between these two forms. If she so wishes, she can interact with organic materials and living beings without destroying them by merely touching them. This is so she can aid her creator and allies in battle without harming them unintentionally. This is passive and unranked due to the nature of it. While this technique is active, the user will be restricted to Bromine, Fire, Water and any KG/CE which stem from them (e.g. Boil or Steam Release) as well as non-elemental abilities. Her physical attacks are equivalent to that of B-ranks, and are free-form in nature.
Note: Requires a Water Source
Note: Can only be used once per battle
Note: Lasts four turns (unless cancelled or destroyed)
Note: No A-Rank or above Bromine on the turn this is cancelled
Note: No Fire or Water above A-Rank on the turn this is cancelled
6) (Shusoton: Pirittokuru Tsunami no Mizunoo) - Bromine Release: Torrid Tsunamis of Poseidon
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user will perform two handseals and focus their shusoton chakra into the ground below to saturate the battlefield with with a large quantity of liquid bromine. The produced liquid will leech into the soil and propagate its various harmful effects on the environment. The released chemical will immediately make its herbicidal properties known, namely poisoning the ground and making it uninhabitable for plant-life and organic elements alike such as Mokuton. To signify this, any vegetation within the vicinity of this technique's reach will be discoloured a foul brown colour before withering away and dying soon afterwards. Due to this, this technique can be likened to a bromine-based version of Chidori Nagashi though it specializes in negating organic (plant-based) chakras within the ground and is not an actual full body surge. However, its utility isn't restricted to negating organic elements but actually extends to other earthen elements (metallics and non-metallics) susceptible to corrosion. Earth-based elements and substances susceptible to bromine's corrosiveness (any element weak to Bromine) will become virtually unusable in these conditions as on creation the "liquid fire" will immediately begin destroying them. The mere existence will weaken the structural integrity of earth across the battlefield (in addition to polluting it) meaning any and all earth-based or organic elements cannot be created and/or grown from the ground while this technique's effects last (excluding crystal-based elements). All of these effects are merely by-products of the bromine presence in the ground and do not constitute this technique's true purpose. The crimson fluid will emerge from the ground in geyser-like eruptions all across the battlefield on creation. These vertical columns of bromine can be spread out in a linear direction or omnidirectionally in waves to cover the full scope of the terrain (waves have a mid-range reach from where they were originally created). The resultant waves of bromine will corrode the ground itself as they traverse along it. Whilst seemingly powerful, a vigilant opponent may detect the presence of the dark red element by noticing the small vibrations in the ground upon its spread which causes the ground to slightly "inflate" in response to the added volume and it's pungent bleach-like odour. After the usage of the techniques purpose and gysers, the ground is left tainted with bromine. This bromine is unpure and mixed with earthen particles and debris, making it not suited as a source of other bromine techniques and otherwise being rendered harmless, not affecting the use of Earth Techniques or others that apply.
Note: Can only be used twice per battle
Note: Effects on the ground lasts for two turns
Note: No S-Rank or above Bromine on the user's next turn
Note: No Fire or Water above S-Rank on the user's next turn
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Is weak to:
Lightning Release (and all other CE variants) - Lightning is capable of ionizing Bromine, meaning the user can no longer manipulate it.
Fire Release (and all other CE Variants) - Bromine has a very low boiling point, so heat-based elements can easily vaporize it into its gaseous state. Essentially, any element that's hotter than 58 degrees Celsius will be strong to bromine. This includes: Steam, Sun Fire, Hell Fire, Scorch, White Fire, Violet Flame, Arid, Sulphur, Lava, Blazing Earth, Solar Wind, Tar, Wax, Temperature, Volcanic Water and Volcanic Ash.
All Crystal Elements - Crystals are neither reactive with Bromine nor are they susceptible to its corrosiveness.
Is strong against:
Earth Release (and some other variants) – Bromine is highly corrosive, thus allowing it to readily eat through several earthen materials. It will also corrode Kayuga Bones, Coal, Phosphorous, Marshmallows, Chocolate, Caramel, Bubblegum and Rubber.
Some Metal Elements – Certain metals are easily corroded, oxidized and/or react vigorously with relatively small amounts of bromine. These metals include: Aluminum, Boron, Iron, Iron Sand, Steel, Magnesium Dust, Calcium, Gallium, and Francium.
Wood Release and Plant-like elements – Bromine’s corrosive qualities means it can easily devour organic matter. This means it's strong to all plant-based CEs, including: Plant Release, Mushroom Release and Root Release.
Conditions to be able to use it
Mastery of Water | Mastery of Fire | Advanced Chakra Control
Co-creator: Negative Knight
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 of the Custom Elements Bureau, give you the following:
Noni, our loyal member, gave on the date December 28th 2014 a request for a Patent on his custom element (Bromine); 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;
Shusoton
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Copyright 2014, Noni, NarutoBase.net
Custom element Japanese Name: Sekieiton Custom element English name: Quartz Release The element is based on: [Earth + Wind + Lightning] + Chakra [+ Katon + Chakra]
Facts that prove the element to be possible (in the manga context): Crystal release in the anime creates quantities of an unknown material from scratch. Using the same principles and the right elements, quartz is a possible variant. How it works: The user will gather his Earth, wind and lightning chakra in order to obtain each of the components of silicon dioxide (i.e.: One atom of silicon and and two oxygens per molecule of quartz. You would be using lightning to upset and create the bonds needed). The user will gather quartz where it's number in the mohs scale is 7. Quartz is a power stone, and has been called as well as considered world wide as the "Universal Crystal". It is the most recognized type of crystal, and what many people envision when the thought of "crystal" comes to mind. In fact there are many different types of Quartz, in quite a variety of colors.
Quartz is piezoelectric. Piezoelectricity is when certain crystals like quartz become charged due to mechanical stress such as compression, twisting or distortion. The electricity only lasts as long as the pressure is there by all means. The piezoelectric effect is understood as the linear electro mechanical interaction between the mechanical and the electrical state in crystalline materials with no inversion symmetry. The piezoelectric effect is a reversible process in that materials exhibiting the direct piezoelectric effect (the internal generation of electrical charge resulting from an applied mechanical force).
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In terms, if pressure being applied on quartz like a strong water blast, quartz will react with creating electricity. Water conducts this electricity, releasing itself from its weakness and with a lightning/water combo, it'll become neutral. This is a capacity almost unique to quartz which allows it, when on pressure to release electricity. Via the use of chakra, this is exploited to the maximum making significant amounts, the user is able to create an electric field around quartz. The electricity effect and quartz does not act on separate bases. Similar to oil that can ignite on contact with fire, quartz will only release electricity upon compression, twisting or distortion. This is not a set volume of lightning, that quantity is released constantly from the point where pressure is being applied and stop when the pressure is not applied anymore. Quartz releases electricity when pressure is evenly applied and thus when only a part of quartz is under the influence of pressure, the only part will release electricity and not the entire thing.
Within quartz release one can discern the following release:
-Pure release: Transparent and can refract light.
Approved Techniques:
(Sekieiton: Purāna Nendai no Shinpi)- Quartz Release: Mystical Manifestation of the Puranas
Type: Supplementary/Offense/Defense
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: The basic creation technique for Quartz. After using two handseals, the user is able to create various tools, with the shaping of the tools being only limited by the users imagination. Things such as walls, spheres, spikes, pillars, swords, mountains, furniture, etc. These tools can be used for defensive purposes against attacks to intercept them, offensive use to make tools to attack/restrict the opponent. These constructs are create in three methods, either through their body (limbs, mouth, etc), the second from the actual earth, and the third method is being able to create these tools out of preexisting Quartz already, but requires an additional handseal when using this third method. The size, and power of the constructs depend mainly on the ranking used, A-Rank Quartz tools can never exceed that of an A-Rank structure seen in the manga/anime. This is the same for every ranking. The user can not create sentient beings from this technique. The power of this technique varies dependent on the amount of chakra fueled into it.
Note: S-Rank Variant can only be used three times
Note: No S-Rank or above Quartz on the user's next turn (if the S-Rank version is used)
(Sekieiton: Debi Ten no Kengen)- Quartz Release: Devi's Heavenly Manifestation
Type: Offense
Rank: A
Range: Mid - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their Quartz Chakra in the air, perform two hand seals, and open a portal in the sky, similar to Dropping Lid. From the portal, the user will drop a vast amount of crystal Quartz, as they begin go fall towards the ground, when they make contact with the ground, the sudden impact will force an electrical disturbance from the crystal material, anyone unlucky enough will to be within the vicinity will easily be crushed from the impact, as well as electrocuted. All of them the size of regular boulders. Alternatively, the user can summon one large construct composed of Quartz, the same size as the Dropping Lid technique, the end result will be relatively the same. This technique must be used at least mid-range away from the user.
Note: Can only be used thrice per battle
(Sekieiton: Naga no Hakai )- Quartz Release: Destructive Devouring of Nāga
Type: Offense
Rank: A
Range: Short - Long
Chakra Cost: 30 (-10 for every turn active)
Damage Points: 60
Description: Advance concept based off of Earth Release: Earth Flow Wave. The user is able to raise the earth short range around them into a large snake made of quartz called Nāga. The snake has a long range reach and is as wide as the earth flow wave. The snake moves in command of the users needs through mental commands. It has a crystalline composition that takes advantage of the pure release of Quartz. The snake has very similar physical capabilities as a regular snake does. It is quite bulky, with jagged crystal edges, making being tackled from the snake ever so dangerous. It can open its large jaws to devour the target as well, piercing whoever is unlucky enough with its sharp fangs. The user can ride on top for evasive purposes against specific technique or to gain a height advantage but the base/tail of the snake always remains connected to the ground. A unique way of attack for Nāga is it can branch out of its body thinner, sharper snakes, meant to attack the opponent in a multitude of angles and ways, those branches also have similar snake like fluidity. A unique property of the snake is that earth-based techniques which attempt to emerge beneath it will stress the piezoelectric crystals in the snake and so the beast will release unfocused electricity to stop the resistance- performance of earth techniques under the beast almost impossible (S-Ranks and below) since it will trigger the electricity and negate its continuation/performance. An alternative usage of the technique, which can be done with or without the beast on the field, is the user can manipulate the terrain, coiling quartz crystal around the opponents feet cleanly, trapping them. The Quartz wrap will vividly look like a snake coiled around their feet. Attempts to physically break out of the trap can release unfocused electricity.
Note: Lasts three turns
Note: Can only be used three times
Note: Can not be used in consecutive turns
(Sekieiton: Habana no Vuishasu Shōkan)- Quartz Release: Vahana's Vicious Summonings
Type: Supplementary/Offense/Defense
Rank: S
Range: Short - Long (Short range creation; Long range movement)
Chakra Cost: 40 (-10 for each turn)
Damage Points: 80
Description: The user will perform two hand seal and channel their chakra towards the ground, rising simplistic animals out of the ground. The type of beast created is only restricted to the users imagination (Snakes, Lions, Lizards, etc). The user can create up to four beasts at any one time, with their damage/rank split accordingly. These beast are transparent, able to refract light naturally due to its crystal body composition. The size of the beasts never exceed that of the rank created. The user will perform one last hand seal to grant these beasts a form of sentience, moving through mental commands by the user. Ultimately, they can move at a basic pace, able to be track with the naked eye. Beings created from this technique will only be capable of basic functions within the logic of their physical capability and function e.g. humanoid figures can run/walk, winged figures are capable of flight, etc. Alone, their body attacks do not release any electricity, but when they make contact with an armor, that might be tough enough to cause a disruption for the attack, the compression created between the two will allow the dormant electricity be released from where the beast attacks. The opponent earthly armor can easily be ripped apart for example. Alternatively, for defenses purposes, physical attacks on the beasts will be met by an electrical surge due to disturbances within their body, and attempt to disperse/destroy any harm upon the beasts. These electrical surges can not be controlled or used any further then when compression, force, or physical disturbance is done upon the beast. To have this technique remain active, and moving fluidly, the user must consume extra chakra for each turn.
Note: Lasts three turns
Note: Can only be used twice
Note: Requires two turn cool down before re-use
(Sekieiton: Shivua no Mauntensanku)- Quartz Release: Shiva's Mountainous Sanctuary
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 (+40 to go long range) (+20)
Damage Points: N/A (+20 if disrupted)
Description: The user will perform three hand seals, and slam their hands on the ground, releasing a barrage of Quartz chakra through out the terrain. The user will be able to create a large source of Quartz on the terrain, where before it appears, the user will be able to manipulate it. This is signaled by a large poof of smoke that appears, similar to regular summonings, before the smoke clears to show the newly found terrain. This technique allows the user to create various terrain based areas composed mainly of Quartz, such as large mountain structures, a complete flat plain composed of Quartz (layering the ground), even things as ancient as a Colosseum. The feature he basically needs for battle such as pillars, gorges, canyons, mountains, simple plains, etc. Initially the user can only change the terrain at most up to mid range, but through extra chakra exchange can exert the terrain manipulation up to long range. The user can also decide to change the appearance of the terrain, by performing two hand seals, and slamming his hands on the ground, the user can re-manipulate the terrain, by changing its design. The user when defeated, when the terrain is destroyed, or when the user wants to, can end the terrain alteration. This terrain allows the user to take advantage of the fight, create Quartz techniques out of the terrain, or aid with preexisting Quartz jutsus already present. Techniques coming out of the ground will likely meet with the Quartz layering, preventing it from being completed. However, this also creates the same drawback for the user as well. A special property of this terrain is Quartz natural ability to release electricity when distorted. Any time the terrain experience a certain amount of stress, or pressure, it will naturally release this unfocused electricity from the spot of distortion, numbing, and inflicting pain to anyone unlucky enough to be in that vicinity. This goes the same for techniques/materials on the surface of the Quartz. This technique is essentially attached to the user, when pieces of the terrain is destroyed, the user can inject their chakra into the damaged area, allowing the crystals to reform, and fix itself due to the chakra consumption (+20 needed), this happens passively.
Note: Lasts four turns
Note: Can only be used twice per battle
Note: No S-Rank or above Quartz jutsu on the turn this is deactivated
(Sekieiton: Sukanda no Enchō)- Quartz Release: Kartikeya Beastly Gift
Type: Offense/Defense
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A (+10 to taijutsu damage)
Description: An advance armor variation for the user. The user will generate a large amount of Quartz coated around their body. This armor is transparent, with a clear color, able to even see the users body through the armor. The armor is quite thick but isn't too bulky, more or less similar to the B-Rank earth armor. The joints of the user are not covered (such as the elbow, and knees), this allows for the user to remain with full mobility, and functionality, preventing the user bodily movement being harmed. However, with the weight of the armor still on the body of the user, their speed is decreased by half. The special property of this armor is that it allows the user to create various extensions out of its body, or shape the armor itself (and the extensions) to any type of animal (albeit a humanoid version so that it can feasibly fit around the user's body). The user can create the entire armor to appear as a Lion, with large quartz claws being the outcome, a lightly composed tail of quartz, with a crystal mane. Alligators, birds, snakes, etc. Anything that is of logical nature can be created from the armor, and grant the user certain perks due to the composition created. Wings give the user greater propel for jumping, claws a better grip for climbing, piercing, and capturing, etc. However, if no shape is created by the armor itself, it will appear as any regular armor. Back to the extensions, the user can create various extensions out of the armor in cohesion with the animal theme, such as claws, heads of beasts, etc. These extensions can come out from anywhere of the armor. The armor can also just cover small areas of the body instead of the entire body if the user so wishes, such as covered the hands, and leaving the rest of the body regular with the users flesh. Only the area covered with Quartz can be manipulated however. Taijutsu damage is strengthened by the armor. When the armor experience distortion, from either a strong defense, or offensive attack, the armor can release unfocused electricity out of the area inflicted that can damage, and numb anyone unlucky enough to meet with it. The lightning is generated on the surface of the exterior thus preventing the user from being harmed.
Note: Can only be used twice
Note: Must have a two turn cool down before re-use
Note: Can not use Quartz S-Rank and above the turn it is created
Note: Can not use Quartz S-Rank and above turn it is deactivated
Conditions to be able to use it: Mastery over earth, wind and lightning natures.
Is weak to:
-Suiton: strong impact on quartz, water conducts the electricity, making quartz weak. Quartz crack and weaken under dramatic temperature changes.
-Katon: will crack or melt quartz
Is strong against:
-Raiton: Quartz acts as a natural conductor insulating electricity
-Fuuton: Is able to withstand the power of most Fuuton attacks due to its structure.
-Doton: Stronger molecular structure form of earth, it is able to crush earth without losing its structure.
Co-creator: Seven Scaled Boy Students I passed this custom element on too: Noni
Note to checker:
-I took out the reverse piezoelectric effect
-Took out the taijutsu reference
-took out quake/sound and the lighting related tehcniques from the strong against
-I included the last part that part is only being pushed etc.
P a t e n t C e r t i f i c a t e
I, Caliburn of the Custom Elements Bureau, by the power invested in me by Versuvio, Rei and Zise, give you the following:
House, our loyal member, gave on the date January 4th 2014 a request for a Patent on his custom element (Quartz); 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;
Sekieiton
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Copyright 2014, House, NarutoBase.net
The element is based on: Earth + Fire + Advanced Chakra Control
Facts that prove the element to be possible (in the manga context):
The user is capable of either forming coal by pulling it out of the surrounding earth or from their body. Earth, already a significant element in the Narutoverse, coal is simply a highly combustible piece of earth. On missions, if there were no Fire element user, the usage of small lumps of coal as long as you have at least a pair, would enable the personnel to create a source of fire. A downfall to the usage of coal itself is that if another person were to get a hold of it before it was ignited, they could use it just as effectively as the user. Not able to manipulate/create it the way the original user could, but if they are able to successfully block the technique before it is ignited, pick it up as it were but a rock. Since coal is a fossil fuel the villages used it as a way to fuel fires for cook like when Asuma took his team to the BBQ there was coal use to cook the food.
How it works:
Coal is an ignitable/combustible substance formed from metamorphic rock (rock subjected to extreme pressure and heat that changes its form and properties) of the earth and dead plant matter inside of it. Focused lightning simply cuts and travels too fast through the coal to ignite it as fire would. The coal when created or pulled from the ground, shakes loose large amounts of Coal dust can be ignited by friction, static discharges, hot surfaces, and fire. Coal dust unlike normal coal is highly explosive rather than flammable. Lingering deposits of coal dust can lead to explosions. Dust explosions are caused by the rapid combustion of flammable debris residing on the floor or suspended in the air. However, unless the surrounding environment is a relatively small enclosed space, the resultant deposits will simply be dispersed into the open air and rendered harmless.
Coal can be ignited through various means, however it is not as readily ignited as oil or other volatile substances. Furthermore, once ignited it is also easily extinguished. By rubbing two pieces of coal together, the user can utilize this friction to generate a spark. Static discharges (unfocused lightning) and Fire can also be used ignite the coal. Coal itself is a flammable not a explosive material. When ignited, the coal will be smouldering hot and coated in a layer of blazing red fire.
Approved Techniques
1) (Mueton: Kosshi no Tscuhi) – Coal Release: Bones of the Earth
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short - Long
Chakra Cost: 30 (-10 chakra per turn to sustain creations)
Damage Points: 60
Description: This technique allows the user to create constructs, objects and tools of coal directly from their body or from earth sources using a simple handseal. The user can create a plethora of constructions and as such this technique's use is only limited by the user's imagination and the chakra put into the technique (scale can never exceed that of an A-Rank).
Note: Can only be used five times per battle
Note: Can only be Taught by Negative Knight
Note: All created constructs will amount to the collective power of an A-Rank
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2) (Mueton: Otakebi no Pangea) – Coal Release: Roar of Pangea
Type: Offensive/Defensive
Rank: S
Range: Short - Long (Explosions are Short-Range)
Chakra Cost: 40
Damage Points: 80
Description: The user will release their mueton chakra into the ground in order to send an omnidirectional wave of coal across the ground in every direction after doing 3 handseals. This mountainous wave of blackened earth will spread out from his position in a circular motion (360 degrees around him) which will crush anyone and anything in its wake, as well as devastate the terrain on an unimaginable level. The wave of coal will grow in height as it spreads out, leaving the resulting effect as a massive crater in the middle of the battlefield, the center point of the newly formed crater being the user's position. The thing that makes this technique unique from its elemental variants is that the release and outward movement of the rampaging wave will continually scatter and suspend massive amounts of coal dust in the air which will explode into a maelstrom of crimson flames due to the friction generated by the wave moving against the ground. This process of ignition and explosion of the produced coal dust will continually repeat itself as the wave travels outwards in a radial manner, meaning anyone nearby is prone to being caught within the explosion and consequently being set ablaze. The reason this technique poses no threat to the user is that the wave will need to gather enough momentum before generating the necessary frictional force to ignite the clouds of coal dust, meaning the wave will be a considerable distance from its creator before the first outburst is initiated (just beyond the boundary of short-range). All surfaces will be capable of producing a spark due to the friction created but certain terrains (e.g. wet areas, sandy terrains, etc) will result in the ruby-coloured flames being extinguished almost as quickly as they were produced. Since the wave ignites the coal dust the moment its produced, it is unable to harmlessly disperse into the environment and instead enhances the ruination this technique brings to the battlefield. The technique will consume all the coal in the field, self igniting it as it self ignites itself, leaving the field clear of coal but completely scorched.
Note: Can only be used twice per battle
Note: Can only be taught by Negative Knight
Note: No other A-Rank or above Coal in the user's same and next 2 turns
Note: No Fire or Earth techniques above S-Rank in the user's same and next turn
Note: Cannot be used if the user is standing on a large body of water, mid air or in any other scenario in which friction with "the ground" is not logically possible.
3) (Mueton: Keimei no Kyouryuu) – Coal Release: Dawn of the Dinosaurs
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40 (-15 chakra per turn to sustain creations)
Damage Points: 80
Description: This technique allows the user to create constructs, inanimate objects and tools of coal directly from their body or from earth sources using 3 simple handseals. The user can create a plethora of constructions and as such this technique's use is only limited by the user's imagination and the chakra put into the technique (scale can never exceed that of an S-Rank).
Note: Can only be used three times per battle
Note: Can only be Taught by Negative Knight
Note: No S-Rank or above Coal in the user's same and next turn
Note: All created constructs will amount to the collective power of an S-Rank
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Conditions to be able to use it: Mastery of Earth | Mastery of Fire | Great Chakra Control
Is weak to:
Fire and Lava Release (and all variants) - Coal only serves to augment the flames of these elements.
Lightning Release (and all variants) - The sheer penetrative capabilities are capable of cutting through coal.
All Metal Elements - Much harder than coal. Capable of breaking through and shattering it
Is strong against:
Earth Release - Coal is much harder than normal rock.
Water Release (and certain liquid-based elements) - Coal's earth-like properties allow it to overpower and dissipate the force of both of these elements. This elemental strength also includes Rain, Foam, Amber and Oil.
Co-creator: Blake Belladona
Students I passed this custom element on too: ? and ?
P a t e n t C e r t i f i c a t e
I, Caliburn of the Custom Elements Bureau, by the power invested in me by Versuvio, Rei, Nexus and Zise, give you the following:
Negative Knight, our loyal member, gave on the date May 30th 2014 a request for a Patent on his custom element (Coal); 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;
Mueton
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Copyright 2014, Negative Knight, NarutoBase.net
Summoning Animal: Piranha Scroll Owner: -Best- Other Users who have signed contract: Noni, and -Osmon- Summoning Boss if existing: Queen Belladonna Other Summoning Animals tied to contract: N/A Description and Background:
A piranha or piraña is a member of family Characidae in order Characiformes, an omnivorous freshwater fish that inhabits rivers and lakes.They are also called caribes. They are known for their sharp teeth and a voracious appetite for meat.Piranhas are normally about 14 to 26 cm long (5.5 to 10.25 inches), although some rare ones are up to 43 cm (17.0 inches) in length.All piranhas have a single row of sharp teeth in both jaws; the teeth are tightly packed and interlocking (via small cusps) and are used for rapid puncture and shearing. Individual teeth are typically broadly triangular, pointed and blade-like.
Piranha have a reputation as ferocious predators that hunt their prey in school.They are timid fish that schooled for protection from their own predators, such as cormorants, Sharks, and dolphins.
Summoning Tattoo:
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Techniques
Hidden Piranha Arts : School of Chaos | Pirania Hijutsu : Ranmyaku No Gakkou
Type: Offensive
Rank: A
Range: Mid Range
Chakra: 30
Damage: 60
Description:
The signer of the Piranha summons will make the Ram -> Tiger hand seal and place their hand on the water surface. On doing so, a school of 100 piranhas will be summoned under water. The user will then direct them to the opponent. On reaching near the opponent, the schools of piranhas will start to revolve around the opponent rapidly thereby creating a large whirlpool that will disturb the balance of the opponent and will make them sink. While revolving, the opponent is trapped in a auditory genjutsu in which he will be hearing a piercing sound, similar to a supersonic sound. The illusionary sound combined with the swirling of the whirlpool will cause the opponent to take damage and severe stress on his mind due to the illusionary sound produced by the genjutsu. If the opponent sinks in the water, they will be killed and eaten by the hungry school of piranhas. The technique can be used only when both the user and the opponent are on a water surface, and when the opponent is at mid range as the user will be likable to get trapped in the whirlpool when performed at short range and the genjutsu cannot be casted if the opponent is at long range.
Note: This is not a Sound genjutsu which uses sound as a medium for casting genjutsu. It is a normal genjutsu which traps the opponent in a illusionary Sound instead of the normal illusion.
Restrictions:
*Must have signed the Piranha summoning contract.
*Must have mastered Genjutsu.
*Can be used only once per battle and thrice per event.
*Can only be taught by -Best-
*Requires a water source
Summonings
Pirania Kuchiyose : Kouhi Belladonna | Piranha Summoning : Queen Belladonna ( The Deadly Nightshade)
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description:
The user will perform the Necessary hand seals and by their tattoo in the hand they will summon the Queen of Piranha's. The Queen Belladonna.Queen Belladonna is Said to be the Queen of all the Piranhas. She stands at half the Size of Toad boss Gamabunta. Queen belladonna can only be summoned in water, and also large water source like the water source created by the Exploding colliding waves technique or a lake or a sea etc. Queen Belladonna is blessed with Robust Skin, and Hard spikes surrounding her Body which makes her Highly resistable upto A rank Suiton Techniques. Belladonna is said to be the queen of Ocean and the Mother of all Piranhas, She can use up to S rank Water techniques. The most peculiar character of Belladonna is the Poisonous spikes that are present near her head. A small pore like opening is present at the tip of these poisonous spikes. This pore acts as the opening for the Poison to be shot from the summon. The poison is made into a senbon and then it is shot at the opponent.
The speed of the Poisonous Senbon that is shot at the opponent equal to the speed of the Chidori senbon technique. Now regarding the effects of the Senbon, It can be classified into two stages.
1.Initial pierce.
2.Paralyzing Venom.
1. During the Initial pierce i.e the time when the senbon pierces the skin of the opponent. The opponent will only feel a slight pain like a needle prick during this stage. The venom of summon will be transferred to the Blood of the opponent during this stage. During this stage the opponent will not feel any effect of the poison. This stage lasts for two turns. (Including the turn the user makes next)
2.During this phase the Venom starts the action. After being affect by the venom for two turns in the next turn the venom will cause Partial Paralysis to the opponent. As an effect of the venom, both the hands of the opponent will go Numb which make then unable to use hand based taijutsu techniques and also the opponent will not be able to make any hand seals. Ho ever, the other parts of the body of the opponent except the hands will be fully functional i.e the opponent will still be able to move their legs and their main body. This Partial paralysis stage lasts for two turns so the total venom effect last for three turns including the initial pierce. After the venom effects withers off the opponent will have severe muscle pain which make him unable to use A rank and above taijutsu techniques for two turns.
If the opponent gets hit again by the Poison senbons from belladonna again while the previous poison is still in effect in the opponents body then as soon as the opponent gets hit by the senbons, it will lead to total paralysis which make the opponent immobile for the rest of the turns until the Poison effect withers off. The senbons Doesn't do actual damage than serving as a medium to induce the poison but they can withstand up to B rank damage.
Note:
*Must have signed the Piranha Summoning contract.
*Stays in the Battlefield for 4 turns.
*Poison senbons can Only be used twice per battle from short range and counts as a turn
*Can only be summoned once per battle.
*Summoning The queen can only be taught by -Best-
Image of the Summoning:
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Snakes (Dropped)
(Hebi Kuchiyose No Jutsu: Keigo no Mizuiro)- Snake Summoning Jutsu: Keigo and Mizuiro
Type: Summoing
Rank: S
Range: Short
Chakra: 40
Damage: n/a
Description: Keigo and Mizuiro are twin snakes, they are both the color blue and they are about the size of an average snake (not in the Narutoverse in real life). Keigo and Mizuiro have an ability that is rarity in the snake world, they can communicate with each other telepathically. The distance they can communicate is a vast. Even if ones at sunagakure, it can communicate to the other that's in kumogakure. This ability has made them one of the more useful snakes to summon.
- Must have snake contract signed
-Can only be summoned once
- They have no fighting ability other then what they can do with their bodies
- Can only be taught by Better
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Tiglon (Dropped)
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Summoning animal: Tiglon (
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) Scroll owner: Noni Other users who have signed contract: none Summoning boss if existing: None yet Other animals tied to contract: None Description and background:
A tiglon ( /taln/) or tigon (not tigron) is a hybrid cross between a male tiger (Panthera tigris) and a lioness (Panthera leo). Thus, it has parents with the same genus but of different species. The tiglon is not currently as common as the converse hybrid, the liger; however, in the late 19th and early 20th centuries, tiglons were more common than ligers. Tiglons can exhibit characteristics of both parents: they can have both spots from the mother (lions carry genes for spots—lion cubs are spotted and some adults retain faint markings) and stripes from the father. Any mane that a male tiglon may have will appear shorter and less noticeable than a lion's mane and is closer in type to the ruff of a male tiger. It is a common misconception that tiglons are smaller than lions or tigers. They do not exceed the size of their parent species because they inherit growth-inhibitory genes from the lioness mother, but they do not exhibit any kind of dwarfism or miniaturization; they often weigh around 180 kilograms (400 lb). A century ago, tiglons were evidently more common than ligers. Gerald Iles, in At Home in the Zoo (1961), was able to obtain three tiglons for Manchester's Belle Vue Zoo, but wrote that he had never seen a liger. A number of tiglons are currently being bred in China.
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Summonings
(Tiglon Kuchiyose: Aizen)-Tiglon Summoning: Aizen
Type: Summon
Rank: S-rank
Range: Short
Chakra: 40
Damage: N/A
Description:
The user first draws blood from his hand and does the hand signs for the summoning technique. In return he/she is able to summon the Tiglon contracts boss summon Aizen. Aizen is an all white Tiglon that is the size of a full grown elephant though his body mass is pure muscle. He also has a short, scruffy mane. Aizen is able to speak english in order to comprehend what his summoner says and communicate with him to strategize, though he can communicate with the contracts owner telepathically. Aizen, being the king of Tiglon's is known to be cocky and he taunts his enemies. Abilities
Aizen being the king of Tiglons is known for his strength in battle and as the strongest and fastest of all Tiglons.
He has an affinity for lightning in which he can perform with no hand seals and up to S-rank with complete ease. Aizen can also release an electrically charged S-rank chakra roar that is wide spread. Along with that he can cover his claws with condensed lightning chakra that can rip through B-rank defenses (A-rank earth).
He's also able to move at the speeds equal to that of a Kage ranked taijutsu specialist thus making him very dangerous on the battlefield.
• Can only be taught by William24
• Can't be used against the contract owner
• Can only be summoned once and lasts only 4 turns, while all of his moves and techniques count towards the users own 3 technique per turn count
• Takes a direct S-rank technique to kill him/disperse him
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( Tiglon Kuchiyose Bách ) -Tiglon summon: Bách
Rank: S-rank
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The user uses his blood and uses the normal summoning technique or wipes blood on his Tiglon tattoo and summons the Tiglon's king's twin brother; Bách. Bach is a large, all black Tiglon, being nearly the size of a full grown elephant though his body mass is pure muscle. Unlike his brother, who has a short mane, Bách has a large black mane that flows with the wind. Like all other Tiglon's Bách can talk and communicate with his summoner and can speak to the contract owner via telepathy. Bách is known to be the calmest and most strategic Tiglon alive. Abilities:
Being the twin brother of Aizen, Bách is known to be one of the best Tiglon's in combat and is feared in battle. Bách was born with an affinity to the fire element in which he can perform jutsu up to A-rank rank in without the use of hand seals. Once a battle, Bách is capable of transforming his entire mane in to flames in which he has control of, the the flames aren't used to attack. With his firey mane active he is able to absorb up to A-rank fire techniques into his mane, which in return enlarges the flaming mane.
- Only taught by william24
- Can only be summoned once and lasts 4 turns
- Absorption ability counts towardz the alotted jutsu per turn
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(Tiglon Kuchiyose No Jutsu: Ichigo)- Tiglon Summoning Jutsu: Ichigo
Type: Summon
Rank: S-Rank
Range: Short-Long (Summoned short range of the user can move up to long range)
Chakra: 40
Damage: N/A (Depends on which attacks)
Description: The user uses his blood and uses the normal summoning technique or wipes blood on his Tiglon tattoo and summons Ichigo of the Tiglons. Ichigo has orange fur with white claws. His size is that of 12 feet head to tail and 4 meters tall, he has a very lean and fit physique. He is able stand on his hind legs and move around while standing on his hind legs. He is able to speak with his owner telepathically. Ichigo has rather large fangs and claws. His claws are the size of regular kunais with his fangs slightly smaller. He is able to utilize his wind chakra ability to channel wind through them to increase their cutting ability (Counts as a move, A-Rank). Ichigo is considered one of the more active and respectful of the Tiglons, he has a cool demeanor but can overreact at times. Ichigo has a great affinity with wind chakra. He is able to perform all wind jutsus up to S-Rank. He can also withstand the power of S-Rank lightning without dispersing. Ichigo being a master of wind is able to manipulate wind around himself to such a advance degree he is able to float around the air exactly up to 10 meters above ground, though he is able to move around as freely with pace. He can only move with S-Rank speed when afloat, while floating he can carry small items and weapons.
Note: Can only be summoned once
Note: Lasts on the field for four turns
Note: Any jutsu Ichigo executes is counted as a move
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Sharks
( Kuchiyose: Phorcys ) Summoning: Phorcys
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: Phorcys sharks are a genus of sharks closely related to Bull sharks, with Water affinity capable of reaching lengths of 4 meters long and stockier than most Sharks. Light gray and have a greenish tint to them, their bellies are white which allows them to blend into the ocean when viewed from the bottom and sneak up on their prey, creating a process generally called countershading. As with all sharks, Phorcys sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. They're excellent swimmers and can exert great strength though their jaws, with a bite force of up to 600 kilograms (1,300 lb), dealing S ranked damage. These sharks also have enhanced dermal denticle, giving them a sharp and strong teeth armor, capable of biting through B ranked jutsus like most sharks. They have the passive ability to swim through any type of water source, allowing them to leave the sea and "swim" through mist, making them deadly in the misty environment of Kirigakure. This is acheived through the use of employing water chakra to keep them afloat through mist and atop rain drops by causing the water to become denser under them as they swim, keeping them elevated. However, with the case of rain, there will never be enough rain to contain the density of these sharks so they inevitably fall back into the ocean by the end of that turn they are summoned, being able to be summoned up to 10 meters above the short range field of the user and able to be directed towards an opponent in order to allow the sharks to bull-dive direct into the opponent, biting them as it does so, with force of an A rank attack. These sharks, by nature, are able to use up to S rank water.
Phorcys sharks are also able to be summoned in their younger form, summoning Baby Phrocys sharks, each with the size of 1 meter. These Baby Phorcys sharks are remarkably similar to their adult counterparts, able to bite through C ranked jutsus and swim through mist at a faster rate, slightly faster than the average ninja runs. As they are smaller than than full grown Phorcys sharks, they are able to last twice as long in the air before inevitably falling back into a water source. A special trait that baby Phorcys Sharks are able to perform that their Adult counterparts are unable to, having become more solitary and hunting alone, is the ability to swarm a target. If in a water source, the user can call these baby sharks up and direct them 20 meters into the air where they are multiplied into 10 shark-clones, all around the opponent. They then swarm inwards attacking him with all different angles inflicting damage equal to an A ranked attack. These 10 baby Phorcys Shark-clones are only able to attack and defend collectively, no one individual shark can be utilized by itself and their power is divided among them, being that more sharks, equals smaller and weaker individual clones. The clones last only until the attack ends.
Note: Only Last 4 turns at the most.
Note: Can only be summoned once per battle; baby Phorcys sharks are able to be summoned twice. But if Baby Phorcys sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon Baby sharks more than once.
Note: They are able to use Water up to S Rank (up to C rank for baby Phorcys).
Note: Using Phorcys to physically attack enemies count as an S ranked ability and counts towards the user's moves, as well as using water jutsu and the swarming of baby sharks.
Note: Skin resistance to damage pertains to physical damage, not damage from energies such as Lightning or Fire.
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( Kuchiyose: Ceto ) ♆ Summoning: Ceto
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: Able to grow to lengths of 6 meters, Ceto sharks are a genus of sharks closely related to Hammerhead sharks, with Earth affinity. Light gray and have a greenish tint to them, their bellies are white which allows them to blend into the ocean when viewed from the bottom and sneak up on their prey, creating a process generally called countershading. As with all sharks, Ceto sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. The positioning of the eyes, mounted on the sides of the shark's distinctive hammer head give the shark good 360-degree vision in the vertical plane, meaning they can see above and below them at all times. They possess the characteristic elongated head, which is a chakra focal point, thus much more resistant and strong. Rather than biting, they usually slam their heads on their prey, beating them to submission. Capable of driving it's hammer like head into the opponent to deliver bone crushing blows, Ceto sharks are capable of breaking through B ranked defenses of solid based elements. With their chakra, they gain a passive ability of swimming through earth as well as through sea, though their speed in water is faster than when they travel through the earth. Moving at half their speed, Sharks are able to move through earth at the speed of the average ninja.
Should the user choose to attempt to summon a full Shark but fails, he is able to Summon a baby variant of Ceto sharks, spanning from 2-3 meters long and having the ability to bite through C ranked defenses and swimming at half the speed of the a full grown Ceto shark. Should a baby Ceto shark collide into a foe, he is able to cause bone bruising and cracking impacts, dispersing on contact. While only one full grown shark can be made from this summoning, up to 5 baby sharks are able to be summoned. These baby Ceto are also able to utilize an unique ability lost when they become fully grown as they move away from the school of sharks. As baby Ceto, they are able to swim under the user and and burst up from under the water (or earth) at max speeds, crashing into the opponent and causing bullet like impacts. As they collide into the user, they bite each limb with a fierce grip, causing damage as the last shark bits the skull of the opponent, before dispersing, causing A ranked damage. These baby Ceto are only able to attack and defend as a school of sharks.
Note: Lasts 4 turns at max
Note: Can only be summoned once per battle; baby Ceto sharks are able to be summoned twice. But if Baby Ceto sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon Baby sharks more than once.
Note: They are able to use Earth up to S Rank (up to C rank for baby Ceto sharks).
Note: Using Ceto sharks ability to physically attack enemies count as an S ranked ability and counts towards the user's moves, as well as using earth jutsu.
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( Kuchiyose: Aegeon ) ♆ Summoning: Aegeon
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: Aegeon sharks are closely related to Blue sharks, with Wind affinity. They have a long blade-like snout that is sharp and ideal for piercing and are able to grow to sizes of 6 meters. It is a chakra focal point, thus achieving great piercing power and sharpness. While able to reach great dimensions, Aegeon Sharks are usually smaller than average, yet liner and faster. An Aegeon Shark displays countershading, by having a yellowish to greenish-gray or brown color above and white to yellow below. The coloration makes it difficult for prey to spot the shark because it breaks up the shark's outline when seen from the side. From above, the darker shade blends with the sea and from below it exposes a minimal silhouette against the sunlight. As with all sharks, Aegeon Sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. They have the passive ability of swimming through air as well as through sea, and use that to rain down one their prey and impale them through the water. Using their wind chakra to keep them afloat as they travel, they cannot go 2 full turns without water contact in some form, having to at least have the gills submerged in water. Aegean Sharks are also able to use their wind affinity to create a whirlwind that pulls objects towards the shark's center with great force, cutting them, as the shark propels itself forward to pierce the foe with greater momentum, causing the opponent to bleed profusely as they are left with major internal juries, equating to an S ranked attack. Aegean Sharks also have enhanced dermal denticle, giving them a sharp and strong teeth armor, capable of biting through B ranked jutsus like most sharks.
The user is also able to summon Baby Aegean Sharks, each around the size of 2 meters. These baby sharks are capable of biting through C ranked attacks as well being able to use up to C ranked Wind jutsu. These sharks also have an unique ability that their adult counterparts do not have, having lost their way from the school, becoming more independent. These sharks are able to attack as a school of sharks, creating a sharp blade of wind as they form the shape of a Blue shark, enhancing the shape of the snout with Wind chakra so when they strike a foe, the wind chakra can slice inwards and deliver injuring wounds from the intense slashing and deep cuts that causes profuse bleeding. This is equal to an A ranked jutsu.
Note: Last 4 turns
Note: Can only be summoned once per battle; baby Aegean sharks are able to be summoned twice. But if baby Aegean sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon baby Aegean sharks more than once.
Note: They are able to use up to S rank wind (baby Aegean Sharks are able to use up to C rank).
Note: Usage of wind counts as a move per turn, as well the ability to break through Earth and the ability to turn into a massive wind shark/Whirling effect.
Note: Skin resistance to damage pertains to physical damage, not damage from energies such as Lightning or Fire
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Kuchiyose: Ōkui ▽ Summoning Technique: Gluttony
Type: Supplementary/Defensive
Rank: A
Range: N/A
Chakra: 30 (-100 per turn) (+100 per turn)
Damage: N/A
Description: Among several shark summons, Gluttony is very rare in the fact that he is one of the only sharks with no offensive capabilities; only supplementary and defensive. Gluttony is the size of an average shark, and can be summoned on land or inside a source of water. However, if summoned on land, he can only stay on the battlefield for three turns, compared to the regular five he could last inside a source of water. Being Ashitaka Emishi's personal shark summon, Gluttony has a respect for him like no other, however, it takes months of training to effectively use Gluttony by other shark practitioners, as he commands the utmost respect for his aid in combat. Gluttony has two main main abilities, two of those abilities being able to absorb chakra from people and transfer that chakra to the person who summoned him or his allies. If Gluttony is making direct contact with a person, or if they are within short range of him in a source of water, Gluttony can begin to steal their chakra, eating it like a glutton, never filling (costs a moveslot to initiate). Being a master of chakra control, Gluttony can use the chakra transfer jutsu perfectly. However, he must be in direct contact with the user or ally to give him the chakra, or within short range in a water souce (costs a move slot). Gluttony is very sarcastic, and at times, is considered a jackass within the shark community; though other sharks still respect him for his usefulness in combat.
▽ Can only be taught by Penguin
▽ No sharks can be on the field while Gluttony is summoned
▽ Lasts five turns, unless summoned on earth, then is reduced to three turns
▽ Can only be summoned two times per conflict
Same/Suiton: Same ya Pengin no Kyōtei ▽ Shark/Water Release: Pact of the Shark and Penguin
Type: Defensive/Supplementary
Rank: B
Range: N/A
Chakra: 20 (-10 per turn)
Damage: N/A
Description: Same/Suiton: Same ya Pengin no Kyōtei - Shark/Water Release: Pact of the Shark and Penguin is a very simple yet innovative jutsu that Ashitaka Emishi created shortly after Lancer, the Mizukage, taught Ashitaka the shark summoning contract. The user would first draw blood from themselves, then wipe the blood over their summoning tattoo as they release a surge of chakra that will activate a very unique summoning ability for future occurrences. This certain ability is to be able to summon a layer of countless, tiny sharks with wider heads that coat water release techniques produced by the user. When water jutsu produced by the user that are coated by these miniature sharks come in contact with opposing jutsu, the sharks would begin to do two simultaneous actions to decrease the opposing jutsu's strength (by one rank). The first action the sharks perform is to begin detaching themselves from the water jutsu they coat, taking the brunt of the opposing jutsu head on, using their durable bodies as a pseudo meat shield. While this is occurring, the wide headed sharks use their tremendous jaw strength and superb enamel to eat tiny parts of the jutsu away before they would become de-summoned. In turn, the rest of the incoming jutsu would de-summon the wide headed sharks, returning the sharks back to where they were summoned from. The reason this jutsu is instant is because there would be blood already smeared on the tattoo and chakra being passively released for summoning "basic" sharks. However, if someone Ashitaka Emishi taught this jutsu to that did not have a shark summoning tattoo, they would have to perform the basic summoning ritual instead and it would not have an instantaneous affect.
Note: Lasts four turns but can be deactivated at any time
Note: Must wait three turns before using again
Note: No shark ninjutsu techniques for two turns after this technique ends
Note: Must have signed the shark contract and have mastered water release
Note: Can't be used in conjunction with forbidden ranked water techniques
Note: This technique cannot be used in conjunction with other infusions
Note: Must have a shark summoning tattoo on the bio for instantaneous activation
Note: Can only be taught by Penguin
Same Kuchiyose: Same Ha no Guraindā ▽ Shark Summoning: Grinder of the Shark Tooth
Type: Offensive/Supplementary
Rank: A-rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: After signing the shark contract, Ashitaka began to create several techniques for his new ability. One of his most useful and diverse creations was Same Kuchiyose: Same Ha no Guraindā ▽ Shark Summoning: Grinder of the Shark Tooth. After performing the necessary hand seals, the user would reverse summon anyone they wanted to within range into a huge cavern with natural light bending from the outside. The walls and the roof of the cavern were made of a crystalline-water, allowing the light to be let in. The width of this hardened water cave, however, only extended forty meters in diameter and forty meters high much like a dome. The "floor" of the crystalline-water cavern was as huge as a lake's worth of water. This is due to the fact that some sharks can be summoned with their own water source, and this is where they reside and it would need to come from somewhere. The crystalline-water cave walls, roof, and the water below are littered with small and large shark teeth varying from size to size. This in no way adds a damage to techniques the user performs. From the highest point all the way down onto the edges of the walls, the shark teeth were pointing towards the center of the cavern except the teeth that would be summoned in the water. Plenty of "basic" shark live in the water below, and if one is not a signed contract summoner for sharks and they become submerged, the sharks speed towards whoever has become submerged and would begin to tear them to pieces with their powerful and sharp teeth (opponent must be bleeding, or be submerged for one turn).
Note: Can only be taught by Penguin
Note: Can only be used by shark contract holders
Note: Can only be used twice per match
Note: Lasts for four turns then everyone is de-summoned
Note: No shark ninjutsu A-rank and above for a turn after this technique
Ikarusu no Naizō ▽ Innards of Icarus
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A (60 if used with offensive intent)
Description: Mand'alor Indomitable created a very basic supplementary technique to be used in the ninja world, aiming to trap his targets instead of damaging them. Instead of reverse summoning the user and opponents into a cave or a belly, the user would expend thirty chakra and summon a layer of shark flesh over the surroundings up to mid range. From there, the shark flesh can be manipulated by the user to trap certain individuals. Alternatively, the user can form a hand seal to cause the shark flesh to protrude spikes, damaging anyone nearby.
▽ Can only be taught by Penguin
▽ Can only be used three times per conflict
▽ No shark ninjutsu above A-rank during this move
This art was developed fairly recently, during the time of the second hokage. There was a shinobi similar to rock lee who was untalented with chakra, he was able to perform ninjutsu alright, but his chakra control was horrible. He had almost no shape manipulation skills whatsoever, instead he was able to channel chakra into objects as is commonly done. One day, he saw children playing with a ball and got an idea. He worked for many years, developing the style and his chakra control in the process. Finally, he was able to perfect this style using it for years as a fighting style, so that He became feared throughout the nations. He died as an old hermit, and buried the secrets of his style in a tomb along with himself. Grave robbers eventually found it, and raided it not knowing who's it was. They took his scrolls, making no sense of them and so threw them away. By Chance, Vex was able to salvage them and mastered the style himself.
Description on the Abilities and Inner Workings of the Style:
The style is fairly simple, the user creates a ball through either shape transformation using his extremely condensed raw chakra. The ball is made of pure chakra, and the user basically uses it as a soccer ball, dribbling it, kicking it at the opponent, using a series of flips, etc. The user infuses his legs with chakra as he kicks the ball, adding a lot of power to it. There are also a lot of jumps, flips, and dives involved, so the user is usually very agile. This way is used for simpler applications of the style and more lower ranked techniques. The user uses tremendous leg strength to kick the ball at his opponent, and break bones, and if the ball bounces back so that the user can dribble it, or even kick it again. The user can't infuse it with elemental chakra because it is already made of pure chakra.
The second way of using this style, is by using actual soccer balls. The user uses them in a similar way above, but also infuses them with elemental chakra. The user can infuse it with fire to add burning damage, wind to add cutting damage to the ball, earth to add blunt force to the ball, Lightning to numb or paralyze the opponent, and finally water to saturate the target. Obviously, normal soccer balls wouldn't be able to last, so if the style is approved I will submit special soccer balls through the CJ thread.
Example Techniques:
(I'll add japanese translations to the jutsu if the style's approved, when I develop them further and submit them in the CJ thread).
Fire Tornado Kick Type: Offense Rank: B Range: Short-Mid Chakra: 20 Damage: 40 Description: The user begins dribbling the ball, and suddenly kicks it high into the air and jumps. As he jumps, he surrounds his leg with fire chakra, and at the same time spins creating a flame tornado. Using the momentum, the user kicks the ball as hard as he can, transferring the fire chakra to the ball so that it is on fire and flies forward at the opponent.
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Formation! Type: Supplementary Rank: B Range: Short Chakra: 20 Damage: N/A Description: The user uses his chakra and feet to form a ball the size of a soccer ball composed entirely of extremely condensed chakra, able to be used for Football arts CFS. Cannot however be infused with elemental chakra, but however can be formed with elemental chakra similar to an elmental rasnengan.
Additional effects and Restrictions:
→Can only be taught by Vex
→Can only be used by those who are at least S Class ranked.
→ Must carry soccer balls in your bio
→Users of this style because of the constant moving around, and kicking gain increased speed, and tremendous leg strength when compared to an average strong fist master.
____________________ P a t e n t C e r t i f i c a t e
Vēx , our loyal member, gave on the 17th of October, a request for a Patent on custom fighting style (Shuukyuu Geijutsu)-Football Arts. I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;
(Shuukyuu Geijutsu)-Football Arts
Powered by Madāra Uchiha
Copyright 2013, Vēx , NarutoBase.net
Football Arts: Gouenji's Legacy (Shuukyuu Geijutsu: Izou no Gouenji )
Type: Offense
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user begins dribbling the ball, and suddenly kicks it high into the air and jumps. As he jumps, he surrounds his leg with fire chakra, and at the same time spins creating a flame tornado. Using the momentum, the user kicks the ball as hard as he can, transferring the fire chakra to the ball so that it is on fire and flies forward at the opponent.
Football Arts: Curve Ball-(Shuukyu Geijutsu: Sori Butokai)
Type: Offense
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will either create a ball made up of pure chakra or use a pre-existing soccer ball (CW). They will kick the ball with the inside of their foot, while swinging their leg in a large arc with a heavy follow through. This will cause the ball to have a massive lateral spin. The ball will race towards the opponents location, but due to the heavy follow through the ball will actually pass the opponent during flight, not harming them whatsoever in this stage, but due to the massive spin and force delivered, the ball will make a sudden curve during flight, where it will change direction and had back towards the opponent, by making a circular curve, hitting them from behind. This jutsu makes for a powerful deceptive attack. The user is able to perform the kick in almost any position due to having excelled acrobatic abilities because of the fighting style, the user would just have to make sure they kick the ball correctly.
Note: Can only be used three times
Note: Requires a two turn break between usage.
Note: Must be a practitioner of Football Arts
Knuckle Ball-(Fushi Butoukai)
Type: Offense
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will either create a ball made up of pure chakra or use a pre-existing soccer ball (CW). The user will simply deliver a powerful kick aiming towards the middle of the ball but the leg will swing in a low arc, quickly recoiling his leg back after making contact with the ball, this also means there is little to no follow through after the kick. This causes the ball to race towards the opponent in a very awkward and confusing motion, with the ball seemingly moving from all directions in a short direction as it makes its way towards the opponent, this makes it very difficult for the opponent to predict where the ball is heading or where the user aimed, but as it goes close to the opponent it will make a sudden curve and head straight towards the opponent (about 2 meters within the opponents range) which will knock the opponent back and inflicting blunt force damage. The user is able to perform the kick in almost any position due to having excelled acrobatic abilities because of the fighting style, the user would just have to make sure they kick the ball correctly. If used with a CW soccer ball, this can be added with wind release to match its unpredictable movement and even slice through the opponent.
Note: Can only be used three times
Note: Must be a practitioner of Football Arts
Note: Must have wind release mastered to perform the skill with the CW
Football (Shuukyuu)
Type: Weapon
Rank: S
Range: Short
Chakra: N/A (10 to fill the ball)
Damage: N/A
Description: At first appearing to be a minature soccerball about the size of your thumb. This is simply for the purpose of easy transportation. The weapon itself is primarily wind based. The user can expand it in size by filling it with air by channeling wind chakra into the ball through physical contact with the user's skin. This doesen't take much time at all, and it can reach the size of a normal ball. When in normal size, the ball can do extreme blunt damage to the opponent if it hits him, and is able to bounce a very far distance. It is extremely difficult to pop the ball, normal weapons won't do the trick. It takes an elemental jutsu of at least A rank, or a regular ninjutsu of S rank to pop. The ball also has the ability to return to the user whenever he wills it to, and it moves at the speed of a thrown kunai. This ball is usually used in the application of Football Arts.
Restrictions
Can only be wielded by those trained in Football Arts
Can only be taught by Vex
- Went into more detail about the Nin-taijutsu effects.
- Made new techniques for the above.
Yume's permission to allow me to resubmit this:
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.
Yūgana ken | Graceful Fist Type: Nin-Taijutsu. Background: There once was a time, when there was little known about jutsu, or Kekkei Genkai. A simpler time, when most fought with their body's alone. Due to this many struggled to stay on top, creating different form's of Taijutsu. But one form stood above all, and was never defeated. This style was known as the Graceful Fist. Many relied on power, and simple physical strength. But one man realized that there was another way. A better, and more peaceful way to end a fued. Graceful Fist is purely based on patience, and striking with maximum effect. And this was the key to winning any fist fight. Nathan came along this style from an old man that he met from his journey.
Inner working's and Movement's of the Graceful Fist style.
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Description on the Abilities and Inner Workings of the Style: The Graceful Fist style consist's of three main rule's. The first rule is to stay Patient and Calm at all time's, it is always the key no matter what's headed your way, breaking this rule can be fatal. The second rule is to stay fluid, a stiff fighter is always inaccurate. And the third rule, is to strike with Maximum effect, and we will get to that in the explanation here.
Movement and Style:Graceful Fist is mainly performed with fluid movement of the body. The user will watch the opponent's every move, nothing get's past a Graceful Fist Master. You rarely block in this form of fighting, you will always counter. For example, if a simple quick punch is thrown, it can be blocked by simply moving the hostile fist out of the way with your wrist, this will also leave the opponent in an unstable position.
Striking with Maximum effect:Graceful Fist user's also has knowledge over every single muscle that is in the human body, thus comes the striking with maximum effect. The strike will always be for an important area, more likely a pressure point.
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Nin-Taijutsu related effect's:By utilising the Wind aspect of Graceful Fist, a user of the style is able to use it to enhance their striking power and overall effectiveness of the style itself. By using shape manipulation, the user is able to mould his wind chakra into sharp projections that extends from his fingers/fist. Then, by using their knowledge of the human body and the placement of the muscles, a Graceful Fist user can strike the opponent in a vital area or muscle, and severe it through the skin by precisely slicing it with the Wind chakra. This allows a Graceful Fist user to cut the muscles of the arm/leg etcetera causing the opponent to be greatly harmed and lessen their overall ability to use their arms/legs, giving the Graceful Fist user an advantage in battle.
The user of Graceful Fist is able to use Wind as a supplementary too. By coating their legs and arms in Wind chakra,and manipulating it with great precision, it allows the user to be more fluid when fighting. When coating the legs, it allows the Graceful Fist user to be light on his feet and move a bit faster and evade attacks from the opponent, thus countering with the Graceful Fist techniques giving the Graceful Fist user a upper hand.
With both these aspects, Graceful Fist users are able to easily evade and strike back with great precision.
Example Techniques:
Yūgana Ken: | Graceful Fist: Muscle Strike Type: Offensive Rank: B-rank Range: Short Chakra: 20 Damage: 40 Description:
The user will go into the Graceful Fist stance and by using their great knowledge about the muscles/pressure points in the human body. The user will aim for whatever muscle/pressure points and strike with a simple palm strike.
Notes:
- Must say which muscle they are planning to strike.
Yūgana Ken: | Graceful Fist: Type: Supplementary Rank: C-rank Range: Short Chakra: 15 Damage: N/A Description:
By coating the users limbs with wind chakra, the user will be able to move much more fluidly, when the legs are coated with wind chakra, it allows the user to be light on their feet, and able to use Graceful Fist techniques with more ease, and move around with that same ease.
- Can only be used for Graceful Fist techniques, nothing else.
Yūgana Ken: | Graceful Fist: Type: Offensive Rank: C-rank Range: Short Chakra: 15 Damage: N/A Description:
The user will gather a small amount of wind chakra around their hand and/or fingertips, and by using their great understanding of the muscles and pressure points, the user will place their hand on their target muscle or pressure point and the wind chakra will seep out of the users fingertips causing a cut around the skin, allowing Graceful Fist techniques to do more pain to the target.
- Can only be used for Graceful Fist techniques, nothing else.
Additional effects: - Graceful Fist user's have great stamina. Due to you having to move at all times fluidly regarding the style, stamina is built. - The user of Graceful fist will be able to take strong blow's, not only do you learn about pressure point's and muscular area's during the learning process, you must constantly resist these physical blow's. To be sure no Graceful fist user could really fight one another. - A Graceful Fist user does not require hand-seals to use the Nin-Taijutsu of this style. - In The Training process, you will strike hard object's with merely a finger or two, practising. Therefore the user's hand's and finger's will be rock hard.
Restrictions: - Those who wish to learn this style must go though one training session with the creator [Nathan] - A Graceful Fist user is not as strong as a normal strong fist user, so in a pure physical match, Graceful Fist is Outmatched. - Must be at least Kage [post count] to learn this style. - Must have both Taijutsu and Wind release completed. - Can only be taught by Nathan.
____________________ P a t e n t C e r t i f i c a t e
Nathan., our loyal member, gave on the 3rd of January, 2014 a request for a Patent on custom fighting style Yūgana ken | Graceful Fist. I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;
Yūgana ken | Graceful Fist
Powered by Madāra Uchiha
Copyright 2014, Nathan., NarutoBase.net
Yūgana Ken: Kamino Sonci | Graceful Fist: The God's Respect
Type: Defensive, Supplementary, Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: This is one of the basic counters of the fighting style. When an opponent is attempting a kick towards the user in any directions or area of the users body, the user due to their flexible motion is able to move around to position himself properly to ready is counter. The user will gather fuuton chakra towards one of their hands and sharpen the chakra around their hand to increase its cutting efficiency. The moment an opponent attempts to use a upper body attack, they will use the hand that gathered the fuuton chakra, to block the attack. Now only does the opponent block the attack but since the style revolves around always countering an opponents movement, the user will immediately severe a muscle of the opponents hand located around the wrist. An example is, if the opponent is attempting a hook punch, the user will simply raise their hands to block the hand that the opponent is using to punch the opponent, but as they block they will keep their palm open and slice the muscle as they block the punch. The block and cut is basically done at the same time when contact is made, thus allowing this jutsu to keep true with one of the rules of the fighting style. This counter only works with upper body attacks (Punches, palm thrusts, etc)
Note:
- Must be a practitioner of Yūgana Ken | Graceful Fist
- Can only be used four times per-match
Yūgana Ken: Kamino Ai | Graceful Fist: The God's Love
Type: Defence/Supplementary/Offensive
Rank: B-rank
Range: Short
Chakra: 20
Damage: 40
Description: This is one of the basic counters of the fighting style. When an opponent is attempting a kick towards the user in any directions or area of the users body, the user due to their flexible motion is able to move around to position himself properly to ready is counter. The moment an opponent attempts to kick the user, the user will gather fuuton chakra towards one of their hands and sharpen the chakra around their hand to increase its cutting efficiency. They will then use the hand that gathered the fuuton chakra, to block the attack. Not only does the opponent block the attack but since the style revolves around always countering an opponents movement, the user will immediately severe a wound of the opponents foot located around the ankle. For example if they are trying a round house kick to the users head, the user will block the kick while severing the wound located on the foot (around the ankle) by raising their hand to level with the wound, since that was the area attempting to make contact with the opponents head. The block and cut is basically done at the same time when contact is made, thus allowing this jutsu to keep true with one of the rules of the fighting style. This counter only works towards the lower body of the opponent, specifically their legs (Spinning kick, straight kick, etc). The severing of the wound will inflict an annoying, pinch type pain. Not only will this slow down the opponents movement but also it will begin to spill blood (though it will not necessarily kill them).
Notes:
- Must be a practitioner of Yūgana Ken | Graceful Fist
- Can only be used four times
Yūgana Ken: Mitsukai Yabureme | Graceful Fist: Angel's Tear
Type: Offensive
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60
Description: The user will gather a large amount of fuuton chakra towards both of their hands create a semi-transparent aura around their hand. The same process is done towards the users knees as well. The user will then dash towards the opponent and attempts to deliver a jumping knee thrust but the moment the opponent begins to react towards the knee thrust, because of the users clarity and reactive ability will then snap that same knee back basically faking the knee thrust and instead delivering a sharp finger slash in a horizontal manner while still in the air, towards the wound of the opponents neck, cutting that area completely which will generate serious pain towards the neck while at the same time the opponent will be unable to move their head around while blood spilling heavily from the area cut . The user will then land on the ground and once again deliver a finger slash but towards the solar plexus cutting it in half, finishing the opponent off.
Notes:
- Can only be used three times per-match.
- Must wait two turns before using this technique again.
- Must be a practitioner of Yūgana Ken | Graceful Fist
Yūgana Ken: Warai Doukeshi | Graceful Fist: The Laughing Court Jester
Type: Offense
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60
Description: A deceptive move for the fighting style. The user will gather fuuton chakra towards each of their hands. The user will use one of their hands, by opening their palm, and having their fingers face towards the eye of the opponent, the user will attempt to deliver a straight eye jab. The hand though, progresses at a normal pace, similar to regular ninjas. The main purpose is not to necessarily strike the eyes of the opponent but to force their attention towards the fingers. As the opponent focused towards the hand coming at their eyes, basically after the first hand jabs the opponent in their eye's at a normal pace track-able by normal ninjas, the user will right after hitting the opponent with the eye jab use their other hand to deliver a much quicker (matching the basic speed of the fighting style) and aggressive hit aiming towards the opponents chest, delivering a slash which is quite deep and a large amount of blood will begin to spill, inflicting serious pain. The opponent will be severely harmed if they take a full hit from this attack. It becomes extremely difficult for the opponent to notice the slash due to the distraction and pain from the finger jab which makes it a formidable technique, and difficult to deduce.
Notes:
- Can only be used twice in battle
- Must be a practitioner of Yūgana Ken | Graceful Fist
- Must wait one turn before use again
Yūgana Ken: Buuto wo Houki Shimasu | Graceful Fist: Relinquishing the Boot
Type: Offense-Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: A corresponding combo similar to the other combos displayed by the fighting style. The user will take a basic stance and channel fuuton chakra towards each of their hands increasing its cutting proficiency and accuracy. The user will squat low or try to position his body in a way where he is level with the opponents legs. The user will thrusts both their hands towards the muscle of the opponents thigh, this muscle is located right on the hip flexor of the opponent and severe the muscle. After severing these muscles, the opponent will begin to shake starting from their feet and feel slight pain. In quick succession the user will lower their hands and thrusts both hands at the same time once again towards another muscle located on the thigh, that is located right in front of the quadriceps. After this the opponent will be unable to stay on both feet, they will likely fall over due to the fact they will not be able to stand properly because of the severed muscles on their legs. The opponent of course would not be able to even move around with their legs whatsoever, the blood spilling will not kill the opponent neither though but it will inflict sharp, pinch like pain.
Notes:
- Must be a practitioner of Yūgana Ken | Graceful Fist
- Can only be used three times per-match
- Must wait one turn before using this technique again and no Graceful Fist jutsu the next turn
Yūgana Ken: Tenkei Songu | Graceful Fist: Heaven's Song
Type: Supplementary, Offensive
Rank: S-Rank
Range: Short
Chakra: 40
Damage: 80
Description: Heaven's song is considered the basic form of the Graceful Fist. The user will gather a large sum of fuuton chakra towards every point of their body and release it forward to create a semi-transparent white aura around the users body (finger tips, limbs, stomach area, etc.). When releasing this style the users take up the properties of fuuton chakra that corresponds with Graceful fist. The user will feel much lighter and fluid when using the style, especially in hand to hand combat where the user will be able to react with ease. This is because Graceful fist allows the user to watch the opponents every move with high level of clarity, this allows the user to counter an opponents attack in hand to hand combat. Due to being much lighter with the wind chakra around their body the user will be able to leap further and move around quicker. The user will also obtain a higher attack potency in battle. The user, whenever they deliver a attack towards the opponent it will cause serious sharp cutting pain because of the attributes the fighting style takes up. The sharp pain is precise and accurate furthermore since the user has high knowledge of the human body, knowing where every muscle and ligament are located they can use this cutting property to cut the muscles because of the sharpness this fighting style grants towards the user. This means the user can rip a muscle of the opponents biceps for example and completely render that arm useless or move with serious pain.
Notes:
- Can only be used three times per-match.
- Must be a practitioner of Yūgana Ken | Graceful Fist
- Can only be used in conjunction with Graceful Fist techniques.
Yūgana Ken: Kenwo Houki Shimasu | Graceful Fist: Relinquishing the Sword
Type: Offensive/Supplementary
Rank: S-Rank
Range: Short
Chakra: 40
Damage: 80
Description: A efficient and fast pace combo attack, the user will take a basic stance and channel fuuton chakra towards each of their hands increasing its cutting proficiency and accuracy. The user will first start off with aiming towards the wound of the opponents hand, severing it, and in quick succession the user will use their other hand to severe the wound of the other hand of the opponent. After severing that wound, the user will lift both their hands and slice the wound of the lower arm, this for each arm, done one after the other, similar to how the user severed the wounds of the opponents hand. Then with the same exact pattern but this time lifting their hands higher, they will severe the wounds of the upper arm located slightly under the shoulder, slicing the wounds one after the other. Due to the accuracy of each slice delivered, the user will be sure to slice only the wounds, basically leaving deep cuts (three on each arm) that will begin to spill blood slowly (though not something that will kill them). Due to having all the wounds of the opponents arms severed they will be completely rendered useless (the opponents arms). This means using hand seals or wielding weapons with the use of their hands would be impossible.
Notes:
- Must be a practitioner of Yūgana Ken | Graceful Fist
- Can only be used three times per-match
- Must wait one turn before using this technique again
Sōhei no Junban (Order of the Warrior Monks) Type: NinBōjutsu Background: In the time of monks and hermits, when chakra was being taught, but its limits were not fully understood, wars were beginning to grow at a faster rate. With more power, groups felt that they were able to retake pride they had lost, or gain treasures they sought. This was the chaos that the world felt.
The Sōhei, or Warrior Monks, knew the intentions of the Sage who taught strength to the people of his world, and knew that it was their job to protect the peace that was slowly being destroyed. The Sōhei who believed in the peace they knew the Sage stood for banded together under the name, The Order of the Warrior Monks.
This nomadic group of warriors traveled the world, looking for utilizes of the powerful energy called "chakra" who used this power for their own gain. As they found them, the monks attempted to subdue these people by force, with the sheer strength of their staffs. But even with their fluent fighting style of versatile strikes and defenses, the monks knew that they would not be able to defeat every chakra-user who fought for themselves. Yet they pressed on.
In one battle between the Order and a group of shinobi who wanted nothing more than to take every treasure they could find, the monks learned just how feeble their attempts were. Without killing a single member of the shinobi group, more than half of the Order was mercilessly slaughtered. But when his younger brother was slain in battle, the leader of the Sōhei no Junban took his staff and, in a fit of rage, proceeded to attack with both his and his brother's staffs in either hand. Being able to divert the attention of his opponents away from the true attack, as well as being able to defend from multiple different sides at once, gave the leader the edge he needed to kill but a single member of the shinobi group. And that small victory instilled in the Order the confidence to continue their attack.
The Order of the Sōhei was utterly defeated in battle. The twenty monks who were fighting for peace was reduced to a single free man, with everyone aside from their leader killed, and their leader captured. The one man, the youngest of the monks, just barely escaped with his life. The Order had managed to kill but three of the opposing men. But when compared to the sheer death that surrounded them when fighting with a single staff, the young monk could see the strength and advantage granted to one who used two weapons at the same time. And so the young man, having watched his leader fight with the new style, trained on his own, gathering a group of followers to reform the Order of Warrior Monks, after which the style was named, all of whom used two staffs in battle instead of one.
This style was then passed down through generations of Sōhei, advancing and becoming stronger with each passing generation. And this is where the Sōhei no Junban of today began.
Description on the Abilities and Inner Workings of the Style: Order of the Sōhei is a very flexable style which revolves around staffs acting as an extension of the users' body, mostly pertaining to the arms and hands. The user of Sōhei no Junban will utilize two staffs during battle placed in their left and right hand to serve as an extension to their limited reach. The user uses the two staffs in collaboration with each other in different ways, primarily for distracting and attacking. Because of the unique fighting style granted by using staffs, the user is capable of attacking in the same motion they defend in, and as such this style of fighting focuses on the users ability to perform quickly-executed combinations with both staffs under difficult conditions during battle. Most techniques are based on the concept that one staff is used for distraction or preoccupation, while the other staff is used for executing the main part of the technique that will deal damage, be the strong defense, or set the user up for a combination with a different technique from outside the style.
The style is famous for devastating combination attacks which utilize both staffs at the same time. The vast versatility in the style grants the user a great deal of possibilities in terms of techniques and derived fighting styles, as Order of the Sōhei revolves around defending and attacking either at the same time with different staffs, or in the same motion with the same staff while the second staff provides some other supplementary effect, dependent on the technique itself. Finally, monks of Sōhei no Junban have developed techniques for their fighting style which incorporate the usage of the basic five elements, empowering the impact their staffs have or changing what the best way to attack with each staff becomes.
Example Techniques:
(Raiton: Inka-Ten) Lightning Release: Flash Point Rank: B Type: Attack | Defense Range: Short-Long Chakra Cost: 20 Damage Points: 40 Description: The user begins by tossing one of their staffs lightly into the air. As the staff leaves their hand, the user concentrates raiton chakra through their other staff, held in their dominate hand, before throwing it at the opponent like a javelin. As the staff flies through the air, its speed and natural thrown distance increased by the raiton chakra, the staff releases all of the chakra channeled through it in a large cone shape, with the tip being the end of the staff, growing larger towards the user. This cone also gives off a bright light, similar to Lightning Illusion Flash Pillar. As the first staff flies through the air towards the target, the second staff falls to the ground, having the lightning of the first staff pass over it and coating it in a weak electric field. As the second staff falls, the user kicks it through the air, the raiton "coating" giving the staff the extra energy it needs to reach its target.
This technique differs from most jutsu which revolve around two parts, as instead of dividing the chakra evenly between the two parts, all of the chakra is focused through the first staff, allowing the lightning cone to act as a B-rank defense which also blinds the target of the user's actions while the technique is going on (specifically, kicking the second staff). This also means that the second staff only has a D-rank raiton "charge", as it passes through raiton chakra as it's used. The technique's strength comes from tricking the opponent into defending against the initial lightning javelin, and then having the second staff follow up quickly for a surprise attack.
Note and Restrictions:
Can only be taught by a master of Sōhei no Junban
Requires at least B-rank lightning training
The user doesn't use any chakra after initially filling the first staff with raiton to form the cone
(Roki no sagi) Loki's Deception Rank: C Type: Defense | Attack Range: Short Chakra Cost: N/A Damage Points: 30 Description: The user begins by spinning one staff in front of themselves at high speeds, the rotating action acting as a type of barrier to keep incoming attacks from landing. The user will then toss their spinning staff into the air, thrusting their other staff forwards to jab the opponent in the gut. Finally, as the user thrusts the second staff, they will reach up with their free hand and grab near the end of their first, now-airborne staff, swinging it down as a second attack to hit the opponent in the head.
Additional effects and Restrictions:
- Masters of the style are capable of utilizing a staff with as much strength and leverage one-handed as a person of equivalent raw strength two-handed
- Masters of the style gain the ability to add an elemental affinity to non-elemental techniques of this style, or even free-form movements, in order to add the equivalent of E-rank "elemental affects" to techniques (such as slight burning, paralysis, minor weight altering, cutting power, or slightly increased durability and ability to absorb impact, for fire, lightning, earth, wind, and water respectively).
- Masters of the style gain a stance known as "The Phantom Warrior", which is only the use of Sōhei no Junban through hovering staffs via Manipulate Advancing Blades (this "stance" is only available to specialists of the style and requires the use of the technique beforehand)
____________________ P a t e n t C e r t i f i c a t e
Nocturne, our loyal member, gave on the date November the 5th of 2013, a request for a Patent on Custom Fighting Style (Order of the Warrior Monks). I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;
Sōhei no Junban
Powered by Madāra Uchiha
Copyright 2013, Nocturne NarutoBase.net
(Sōhei no Junban: Roki no sagi) ✖ Order of the Warrior Monks: Loki's Deception ✖
Rank: C
Type: Defense | Attack
Range: Short
Chakra Cost: N/A
Damage Points: 30
Description: The user begins by spinning one staff in front of themselves at high speeds, the rotating action acting as a type of barrier to keep incoming attacks from landing. The user will then toss their spinning staff into the air, thrusting their other staff forwards to jab the opponent in the gut. Finally, as the user thrusts the second staff, they will reach up with their free hand and grab near the end of their first, now-airborne staff, swinging it down as a second attack to hit the opponent in the head.
Notes and Restrictions:
- The "barrier" created by the spinning action of the staff is able to intercept projectiles like kunai's and shurikens, and other weapons, like swords and daggers, provided that they do not exceed the size of the barrier itself and must follow elemental S/W. (Therefore, if it is a sword enhanced by lightning, depending on the rank of the lightning, it cannot be intercepted.) The barrier can also defend against C-rank and below Tai and Ken and D-rank and below solid elements (Like Earth and Water)
(Sōhei no Junban: Anemoi Ridairekuto) ✖ Order of the Warrior Monks: Anemoi's Redirection ✖
Type: Offense-Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user will start with a basic stance, holding each staff with both hands. One of the staffs will be held at the waist while the other will be held higher toward's shoulder height. Both ends facing toward's there target, the user will dash toward's their intended target and as they get within close range the user will start focusing wind chakra toward's the staff on the lower end at the waist while twirling it around in a clock wise formation, what happens is a small vortex that just covers the end of the staff which was pointed toward's the opponent will appear, the vortex with a lime green color no larger then three feetlong but very small in width, no larger then one foot high vortex, this way the staffs don't intertwine with one another , will produce a sudden but forceful suction which will momentarily attract the opponent inward closer toward's the user but also they will lose balance slightly. As the opponent is sucked in toward's the user, simultaneously with the staff being held at shoulder height, the user will thrust the end of the staff at the opponent aiming for the opponent's head causing mild damage and pain.
Note: Teacheable by Ace only
Note: Can only be used 5x
(Sōhei no Junban: Hephaestus Kougake) ✖ Order of the Warrior Monks: Hephaestus Gauntlets ✖
Type: Defense-Offense
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Staying true to the fighting style, this incorporate's the usage of defending with a straight forward attack right after. The user will cross their two staffs forming an "X" shape by swinging each towards one another and interlocking them, this can be used to catch the opponent's limbs or weaponry attacks. After catching any type of material as mentioned above, the user will channel a significant amount of fire chakra toward's the upper end of the staffs where the material will be caught, one fire gauntlet (hand) will appear on both ends of the staff, so two in total, each gauntlet/hand is around one feet long with a high burning effect and are quite thin. The moment they make contact with the material it will clutch onto the material and be damaged but mainly depending upon the material caught. Metal materials (Non-Chakra infused) will easily be burned and melt rendering them useless, while body limbs will suffer from severe burns by the gauntlets.
Note: Can only be used thrice
Note: Must have fire up to A-Rank
(Sentō yōyōsutairu)Combat Yo-Yo Style Type:Nin-Taijutsu Background:Along time ago when the days where dark,many children used the toy known as Yo-Yo's for entertainment.But when a girl by the name of Yui found that there can be more to them than just toys.Yui eventually learnt to mix her chakra into the Yo-Yos making variations called Combat Yo-yo later now being used as weaponary in the ninja world Description on the Abilities and Inner Workings of the Style:The inner working are pretty easy to comprehend as the user will be using special designed Yo-yos for combat.The user will be wielding them in his hands while infusing chakra into them cause them to take on the effects of the style.Fire can be added to them creating small fire balls and detacht the strings to send them hurdling to the target.Earth can be used to add weight to them to make them lightee and harder to attack oppoents.However the user can also use them in Taijutsu using similar in the manner of chains to latch on to targets to reel them in add perform Taijutsu(strong fist on them),but while channeling chakra into the Yo-Yos no other techniques that require chakra usage cannont be used. Sample
(Sentō yōyōsutairu: Ryokō· yū· daun!)Combat Yo-yo Style:Trip you Down! Type:Offensive Rank:B-Rank Range:Short-Mid Chakra:N/A Damage:40 Description:Manipulating the strings on the Yo-yo the user while throw the Yo-yo head to fly to the target causing it to pass them,the user will manipulate the yo-yo strings to retract and rope up the targets legs and pulling them causing them to trip and get serverly injured.
(Sentō yōyōsutairu: Kaen tatchi)Combat Yo-yo Style:Flaming Touch Type:Offensive Rank:B-Rank Range:Short Chakra:20 Damage:40 Description:The user while channel fire chakra into the Yo-yo creating a small ball of fire in there hands,the user while them throw the yo-yo to follow the target and manipulating the strings the user will wrap the head of the yo- yo to the target while still manipulating his chakra into the strings to keep the fire ablaze.
(Sentō yōyōsutairu: Sumakku chikyū)Combat Yo-yo Style:Earth Smack Type:Offensive Rank:B-Rank Range:Short Chakra:20 Damage:40 Description:Manipulating chakra into the yo-yo the user will fling the yo-yo while manipulating chakra into the string,the user will use there earth chakra to lighten the weight of the yo-yo to travel faster,then when in range the user will manipulate it again this time causing the yo-yo to turn heavy,along with creating small earth spikes around it.
Additional effects and Restrictions:
-Must be Sannin to learn
-Bios must possese a special Combat Yo-yo -Masters of this style can weild 2 Yo-yo's at once with better control than the students -The users of this style tend to carry a minimum of 10 Yo-yos with them to allow them to contiously use more techniques.
Bolded:Added that other techniques cant be used while using this style's techniques and specified that learners minium of Yo-yos needed
____________________ P a t e n t C e r t i f i c a t e
Asuna, our loyal member, gave on the a request for a Patent on custom fighting style (Sentō yōyōsutairu)Combat Yo-Yo Style. I, Riku.. of the Custom Fighting Style Bureau, by the power invested in me by Nexus, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;
(Sentō Yōyōsutairu: Nurie Hon no Jinsei)Combat Yo-Yo Style: Coloring Book of Life
Type:Supplementary
Rank:C-Rank
Range:Short - Mid
Chakra:15
Damage:N/A
Description:
The user will channel his chakra into his Yo-Yo, allowing him to change the color of the yo-yo to match the surrounding areas. Both the strings and Yo-Yo itself are changed to camouflage together, allowing the user to produce surprise attacks. When used, these yo-yos cause a ripple like effect when moving.
(Sentō yōyōsutairu: Sumakkuchikyū)- Combat Yo-Yo Style: Earth Smack
Type: Offensive
Rank: B-Rank
Range: Short
Chakra: 20
Damage: 40
Description: Manipulating chakra into the yo-yo, the user will fling the yo-yo while manipulating chakra into the string, then the user will use their earth chakra to lighten the weight of the yo-yo to travel faster. When in range, the user will manipulate it again, this time causing the yo-yo to turn heavy, along with creating small earth spikes around it.
-Cannot perform handseals while in use
-Usable 5 times
(Sentō Yōyōsutairu: Sekai no Tate)Combat Yo-yo Style: The World Shield
Typeefensive
Rank:C-S Rank
Range:Short
Chakra:20-40
Damage:N/A
Description:
One of the defensive jutsu of Combat Yo-Yo Style. The user will take a Yo-Yo and begin to spin it in a circular motion, doing the “round the world” trick. The user will manipulate his chakra into the Yo-yo and creating a thick layer of chakra,that can be used to defend against ninjutsu. The layer looks similar to that of a shield, and depending on how much chakra is used, will determine its strength. The S-Rank version can be used once per battle, the A- ranks Twice and B and C Ranks four times each.
Kaji Bokushingu | Fire Boxing Type: Advanced Nintaijutsu Background:During his travels a named Mugen once went to see an event composed of battles and fights. Being a shinobi he loved to battle and went to attend the show, he saw something that he had never seen before. it was called boxing. As he saw a legendary man named Axle, using more defensive than offensive attacks. People called it the turtle shell style due to the fact that nobody could get past his defense.The minute Mugen saw it he fell in love with and began practicing it day and night. Eventually he became a master at boxing. But wanting to increase his power and take boxing to a whole new level he tried to mix boxing with his elemental art and after many fails he finally got and thus FireBoxing was born.
Description on the Abilities and Inner Workings of the Style:
Fire boxing is one of the ultimate/advanced styles of nintaijutsu ever. It requires great chakra control and stamina. due to the fact that the user has to constantly move it uses up a lot of stamina and therefor you must train constantly to learn how to maintain and use the style. Fire boxing is composed of quick steps, light foot work, fast punches and quick dodges and spins.It is split up into two categories first there is regular boxing style
(Kentou Sensu) - Boxing Style
Rank: N/A
Type: Supplementary
Range: Short
Chakra: N/A
Damage: (Taijutsu rules)
Description: The user raises their fists up close to their face and begins jogging in place. By using this style, they must concentrate on their opponent at all times. And it has basically became a reflex to jab and dodge, making the user move a little faster than average (nothing compared to gates speed). The user also is ready to block at will, since his fists are already raised to do so. In this style the user only uses punches and constantly shifts their feet to move at lightning fast speed around the opponent when in elbow range.
Note: Can only be taught/used by Axle
Note: being in this style involves a strong cardio system, so it's very difficult to maintain without getting exhausted.
1- training session let's the user maintain for 2 turns
2:3 - training sessions lets the user maintain for 5 turns
5-training sessions lets the user maintain for 10 turns
Note: takes 3 turns to use this style again in the same match.
(previously approved and I got permission from axle to use this in my style)
(Kaji Bokushingu Sensu) - Fire Boxing Style
Rank: N/A
Type: Supplementary
Range: Short
Chakra: N/A
Damage: (Taijutsu rules)
Description: The user raises their fists up close to their face and begins slightly hopping from left to right in place. By using this style, they must concentrate on their opponent at all times. And it has basically became a reflex to jab and dodge, making the user moves a little faster than average (nothing compared to gates speed). The user also is ready to block at will, since his fists are already raised to do so. In this style the user only uses punches and constantly shifts their feet to move at lightning fast speed being able to dodge attacks with ease. After they get into stance, they begin to create reserves of fire chakra into their hands preparing themselves to use various fire type blasts.
Note: Can only be taught/used by Mugen Ryukyu
Note: being in this style involves a strong cardio system, so it's very difficult to maintain without getting exhausted.
1- training session let's the user maintain for 2 turns
2:3 - training sessions lets the user maintain for 5 turns
5- 10 training sessions lets the user maintain for 10 turns
Fire Boxing is much harder to maintain than regular boxing style. After a person learns fire boxing they must then become a World Champion to learn how to maintain the style for 10 turns. To become a World champion you have to go through even more training sessions, and be a master at boxing and fireboxing
Technique examples -
Kaji Bokushingu | Fire Boxing - Bringer Of Hell
Rank: B
Type: Offensive
Range: Short
Chakra: 20
Damage: 40
Description: The user begins by hopping in place then dashes at the opponent, once at top speed the user than leaps into the air towards the opponent and comes down on top of him releasing a huge burst of fire from his fist blasting the enemy backwards and resulting in serious burns.
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Kaji Bokushingu | Fire Boxing - 1, 2 punch
Rank: B
Type: Offensive
Range: Short - mid
Chakra: 20
Damage: 40
Description: The user quickly begins by hopping and then rapidly unleashes two jabs in rapid succession one after the other unleashing two burst of flames from his hands that hit the opponent. These flames are compact and has more of a solid impact resulting in bruises and burns.
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Kaji Bokushingu | Fire Boxing - Bob & Weave
Rank: N/A
Type: Defensive
Range: Short
Chakra: N/A
Damage: N/A
Description: Due to the fact the fire boxing style only reaches upto mid-range this leaves users at a disadvantage in a long range bout, so to compensate. Due to the stamina/speed training the user begins to hop in place and becomes light on his feet and utilizes quick spins, ducks and side-steps to dodge incoming jutsu.
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Additional effects and Restrictions:
*due to the intense and extensive amount of training the user has slightly increased agility and reflexes when compared to a normal strong fist master
*Can Only be taught by Mugen Ryukyu
*Must Be a Kage to use or learn this style
*Must have a mastery of Katon
- There took out everything that had to do with training/learning. Also to answer your question Axle(the creator of the original boxing style) gave me permission to use it in this CFS
____________________ P a t e n t C e r t i f i c a t e
Mugen Ryukyu, our loyal member, gave on the 23rd of June, 2012 a request for a Patent on custom fighting style Kaji Bokushingu | Fire Boxing. I, Scorps of the Custom Fighting Style Bureau, by the power invested in me by Nexus, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;
Kaji Bokushingu | Fire Boxing
Powered by Scorps
Copyright 2012, Mugen Ryukyu , NarutoBase.net
Kaji Bokushingu | Fire Boxing - Bringer Of Hell
Rank: B
Type: Offensive
Range: Short
Chakra: 20
Damage: 40
Description: The user begins by hopping in place then dashes at the opponent, once at top speed the user than leaps into the air towards the opponent and comes down on top of him releasing a small ball of fire half the size of the user from his fist blasting the enemy backwards and resulting in serious burns.
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Kaji Bokushingu | Fire Boxing - Shoryuken
Rank: S
Type: Offensive
Range: Short
Chakra: 40
Damage: 80
Description: The user begins by hopping on his feet then rushing the opponent with extreme speed. As he becomes within arms reach he spontaneously ducks his upper body while slightly crouching so his head is where his opponents stomach is. Then while rising gaining strength from legs he pools large amounts of fire chakra into his right fist and punches the opponent in the chin yelling "Shoryuken" releasing the fire chakra all at once, enough fire chakra is released to severely burn the opponent.
Note: Can Only Be Taught By Mugen Ryukyu
Note: Usable only once per battle
Kaji Bokushingu | Fire Boxing
Rank: S
Type: Supplementary/offensive/defensive
Range: Short
Chakra: 40 (-15 per turn to sustain)
Damage: 80
Description: The user raises their fists up close to their face and begins slightly hopping from left to right in place. By using this style, they must concentrate on their opponent at all times. And it has basically became a reflex to jab and dodge, making the user moves a little faster than average. The user also is ready to block at will, since his fists are already raised to do so. In this style the user constantly shifts their feet, never staying in one place so their reaction time to oncoming taijutsu attacks is increased. After they get into stance, they begin to create reserves of fire chakra into their hands preparing themselves to use various fire type blasts. So when they punch they release fireballs from their fist.
Note: Can only be taught by Mugen Ryukyu
Note: the user must use this first before using fireboxing techs
Note: If the user molds other elements than fire after using this he needs to re-use the technique as it deactivates
Note: Can only be used 3 times
Note: The fireballs released are B-rank and take up 1/3 moves per turn
Note: While in this style only tai & elementaltai jutsu can be used
updating, reason: in its current state it does nothing.
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Kung Fu | Chinese Martial Arts Type: Taijutsu Background: Kung Fu being the first styles of martial and also reformed as the deadly was made a long long time ago. It was from a man who had trained in the way of fighting from a very young age. His way of fighting was unorthodoxed, taking bits and pieces of many different styles and using them all in one fight. It was revered as a legend in the fighting world and on his death they asked him what his styles were called and with his last breath he slowly uttered the words "Kung Fu" and then past.
Description on the Abilities and Inner Workings of the Style: kung fu are a number of fighting styles that have developed over the centuries in China. These fighting styles are often classified according to common traits, identified as "families" , "sects" or "schools" of martial arts. Examples of such traits include physical exercises involving animal mimicry, or training methods inspired by Chinese philosophies, religions and legends. Styles which focus on qi manipulation are labeled as internal (内家拳, nèijiāquán), while others concentrate on improving muscle and cardiovascular fitness and are labeled external (外家拳, wàijiāquán). Geographical association, as in northern and southern , is another popular method of categorization.The genesis of Chinese martial arts has been attributed to the need for self-defense, hunting techniques and military training in ancient China. Hand-to-hand combat and weapons practice were important in training. There are many different styles of Kung Fu but three main ones that grant innate abilities such as :
Kung Fu Style: Chángquán - 长拳長拳 - The forms of the Long Fist style emphasize fully extended kicks and striking techniques, and by appearance would be considered a long-range fighting system. In some Long Fist styles the motto is that "the best defense is a strong offense," in which case the practitioner launches a preemptive attack so aggressive that the opponent doesn't have the opportunity to attack. Others emphasize defense over offense, noting that nearly all techniques in Long Fist forms are counters to attacks. Long Fist uses large, extended, circular movements to improve overall body mobility in the muscles, tendons, and joints. Advanced Long Fist techniques include qin na joint-locking techniques and shuai jiao throws and takedowns.
The Long Fist style is considered to contain a good balance of hand and foot techniques, but in particular it is renowned for its impressive acrobatic kicks.In demonstration events, Long Fist techniques are most popular and memorable for their whirling, running, leaping, and acrobatics. Contemporary changquan moves are difficult to perform, requiring great flexibility and athleticism comparable to that of gymnastics. Long Fist's arsenal of kicks covers everything from a basic front toe-kick to a jumping back-kick, from a low sweep to a tornado-kick. The learning of this style grants the user quick agile motions and of course being extremely flexible, almost comparable to that of gentle fist. The defensive capabilities of this style revolves around the looking at the opponent joints before they strike so you can tell what attack the opponent is preparing. Looking at the way the knee bends and turns you can tell what type of kick the opponent is preparing to launch and same with the elbows in the knee. This knowledge grants the users increased reaction time.
Previously approved example techniques for this style proving the effects of training:
(Chángquán: Kagehandō) - Long Fist Style: Shadowless Kick Technique
Rank: S
Type: Attack
Range: Mid - short
Chakra cost: 40
Damage points: 80
Description: The user from mid-range(or short) Quickly dashes in front of the opponent, to the opponent to his surprise and assumes the crane stance where he then jumps and kicks the opponent in the chin with the upper most top part of his foot. The opponents head will be forced upwards and thats when the user quickly dashes around the opponent, ending up behind him. Where he then delivers a strong kick to the opponents side, connecting his shin to opponents rib cage. The user then dashes around the opponent again, back to front and kicks them dead in the chest with a chakra infused foot. Quickly incapacitating the opponent or among certain situations brings upon death.
Note: This can only be attempted twice per battle.
Note: Can only be landed once.
Note: Since the user uses all of his speed, he is exhausted and can only preform two jutsus in the next turn.
(Chángquán Style: Heavenly Wind Kicks)
Rank: A
Type: Attack
Range: short -mid
Chakra cost: 30
Damage points: 60 (plus 10 every kick)
Description: The user begins by doing cartwheel into a high spinning corkscrew kick which he uses to jump over the opponent, ending up behind them. After the user successful lands behind them he begins backflipping into the opponent. The users puts his hands on the ground and flips backwards, successfully driving their feet into the opponents head. The user will do approximately 5-8 kicks and the last part ends with the user quickly flipping over the opponent again and placing one hand on the ground and kicks the opponent dead in their chin sending them backwards. With each kick the opponent gets pushed back, and with the last kick ends up in mid-range.
Note:The user can do however many kicks he likes with the maximum of 8.
* After the technique has been executed, the user is in pain from the strain it put on his legs and back. Slowing his movements down.
Kung Fu style: Eagle Claw - 鷹爪派 - The forms of Eagle Claw style mostly emphasizes defensive techniques, blocks, catching techniques and intercepting techniques, and by appearance this would be seen as an all defensive style to practitioners. The legendary "Jeet Kune Do" or "Way of The Intercepting Fist" actually took pieces and guidelines of this fighting style. This style was meant to work in tandem with Chángquan switching up the guidelines and using a training method known as joint watching. The training method fully gives way to the defensive capabilities of this style revolves around the looking at the opponent joints before they strike so you can tell what attack the opponent is preparing. Looking at the way the knee bends and turns you can tell what type of kick the opponent is preparing to launch and same with the elbows in the knee. This knowledge grants the users increased reaction time to incoming taijutsu.
Previously approved example Techniques for this style that proving the effects of training:
(Washitsume: biribirigotai) - Eagle Claw Style: Ripping limbs
Rank: A
Type: Defense/Offense.
Range: Short
Chakra cost: 30
Damage points: 60
Description: Once the target physically attempts to kick or punch you, you will use your upper body strength, and speed to grab the opponents limb. Once you've got ahold of the limb, you will harshly twist it untill the bone is completely broken or out of place.
Kung Fu style: Wing Chun - 永春 - The forms of Wing Chun style mostly emphasizes destructive and powerful techniques used to quickly and effective incapacitate the opponent or kill them. Although Wing Chun does not sacrifice speed for power, using chakra imbued fist to deliver powerful blows without sacrificing speed. One of the most basic principles is to not pull back the arm when punching because it'll give away your course attack. It is the opposite of the Changquan style and is an extremely close quarters, with landing a successful punch the user steps in closer to the opponent, stunning them with power and overwhelming with a succession of punches. One of the guidelines to this style is as followed " The opponents body is the nail, and your fist is the hammer" following this guideline the training for Wing Chun is one of the most difficult usually requiring weeks of healing before being able to continue. The training revolves around making your hands as strong as hammers, by punching hot sand and coals, or punching hard walls of earth until they break, and punching walls covered in sharp objects. By the end of the training the users hands become numb to any kind of pain, making his hands in destructible. Coupled with chakra imbued strikes makes the user able to punch through doton in certain situations.
Previously Approved Example techniques proving the effects of training:
Rank: S
Type: Attack
Range: Short
Chakra cost: 40
Damage points: 80
Description: In a close range battle, or during hand to hand combat, the user will pull both of his/her arm's back while squatting as if he were pulling back a samurai sword. While this is happening the user is focusing massive amounts of chakra within each arm. In a split second the user will thrust his/her arm's forward with great force with the bottom of the wrists together and the hands open (second knuckle's bent down). When you're hands make impact with the target the concentrated chakra is released at the same time, this causes a fierce impact that could even level Doton.
Note: Can only be used once per battle.
Note: Cannot use your hands for anything in the next two turns, including handseals.
(Wing Chun style: Deadly 3 hit combo)
Rank: S
Type: Offensive.
Range: Short.
Chakra cost: 40.
Damage points: 80.
Description: When the user has a perfect opening, he will punch the opponents face downward diagnally with jaw crushing power. The user will do this at an angle, to where the opponents face will go in the desired location, and that location is headed for the knee, once the opponents face gets low enough the user will bring up his knee with great force making impact with the the targets face sending it back upward. Quickly after the knee in the face the user completely spins around while infusing his leg with chakra, you will see the chakra surrounding the users leg, this is how much power is put in to the final blow. The user kicks the opponents torso in the desired location with sheer force. This will knock the life out of any opponent an send the flying, and may even go through a weak enough opponent.
*Can only be attempted twice in one battle.
*Can only be landed once.
*The user is exhausted after this move, can only use two jutsu in the next turn.
Additional effects and Restrictions:
*Only Mugen Ryukyu can teach this
*Must have a Mastery over Taijutsu
* Additional effects are listed within each of the styles
*In order to gain the additional effects one must go through the training listed.
Since it already approved and this is just an update with not much changed...
____________________ P a t e n t C e r t i f i c a t e
Mugen Ryukyu, our loyal member, gave on the 20th of December, 2013 a request for a Patent on custom fighting style Kung Fu | Chinese Martial Arts. I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;
Kung Fu | Chinese Martial Arts
Powered by Madāra Uchiha
Copyright 2012, Mugen Ryukyu, NarutoBase.net
(Washitsume: biribirigotai) - Eagle Claw Style: Ripping limbs
Rank: A
Type: Defense/Offense.
Range: Short
Chakra cost: 30
Damage points: 60
Description: Once the target physically attempts to kick or punch you, you will use your upper body strength, and speed to grab the opponents limb. Once you've got ahold of the limb, you will harshly twist it untill the bone is completely broken or out of place.
(Chángquán Style: Heavenly Wind Kicks)
Rank: A
Type: Attack
Range: short -mid
Chakra cost: 30
Damage points: 60 (plus 10 every kick)
Description: The user begins by doing cartwheel into a high spinning corkscrew kick which he uses to jump over the opponent, ending up behind them. After the user successful lands behind them he begins backflipping into the opponent. The users puts his hands on the ground and flips backwards, successfully driving their feet into the opponents head. The user will do approximately 5-8 kicks and the last part ends with the user quickly flipping over the opponent again and placing one hand on the ground and kicks the opponent dead in their chin sending them backwards. With each kick the opponent gets pushed back, and with the last kick ends up in mid-range.
Note:The user can do however many kicks he likes with the maximum of 8.
* After the technique has been executed, the user is in pain from the strain it put on his legs and back. Slowing his movements down.
(Chángquán: Kagehandō) - Long Fist Style: Shadowless Kick Technique
Rank: S
Type: Attack
Range: Mid - short
Chakra cost: 40
Damage points: 80
Description: The user from mid-range(or short) Quickly dashes in front of the opponent, to the opponent to his surprise and assumes the crane stance where he then jumps and kicks the opponent in the chin with the upper most top part of his foot. The opponents head will be forced upwards and thats when the user quickly dashes around the opponent, ending up behind him. Where he then delivers a strong kick to the opponents side, connecting his shin to opponents rib cage. The user then dashes around the opponent again, back to front and kicks them dead in the chest with a chakra infused foot. Quickly incapacitating the opponent or among certain situations brings upon death.
Note: This can only be attempted twice per battle.
Note: Can only be landed once.
Note: Since the user uses all of his speed, he is exhausted and can only preform two jutsus in the next turn.
(Wing Chun: Bakushindou) - Eternal Springtime Style: Explosive impact
Rank: S
Type: Attack
Range: Short
Chakra cost: 40
Damage points: 80
Description: In a close range battle, or during hand to hand combat, the user will pull both of his/her arm's back while squatting as if he were pulling back a samurai sword. While this is happening the user is focusing massive amounts of chakra within each arm. In a split second the user will thrust his/her arm's forward with great force with the bottom of the wrists together and the hands open (second knuckle's bent down). When you're hands make impact with the target the concentrated chakra is released at the same time, this causes a fierce impact that could even level Doton.
Note: Can only be used once per battle.
Note: Cannot use your hands for anything in the next two turns, including handseals.
(Wing Chun style: Deadly 3 hit combo)
Rank: S
Type: Offensive.
Range: Short.
Chakra cost: 40.
Damage points: 80.
Description: When the user has a perfect opening, he will punch the opponents face downward diagnally with jaw crushing power. The user will do this at an angle, to where the opponents face will go in the desired location, and that location is headed for the knee, once the opponents face gets low enough the user will bring up his knee with great force making impact with the the targets face sending it back upward. Quickly after the knee in the face the user completely spins around while infusing his leg with chakra, you will see the chakra surrounding the users leg, this is how much power is put in to the final blow. The user kicks the opponents torso in the desired location with sheer force. This will knock the life out of any opponent an send the flying, and may even go through a weak enough opponent.
*Can only be attempted twice in one battle.
*Can only be landed once.
*The user is exhausted after this move, can only use two jutsu in the next turn.
Way of the Sai
Way of the Sai (Sai no michi) Type
NinKenjutsu Background After Travelling the Ninja World Sokka learned to be able to use the Sai in a style kept between a group of Shinobi that resided in the Land of Lightning. This group didn't live inside Kumogakure, but inside a village - the shinobi of this village seemed to only know of this style and nothing else, a traditonal technique taught among them. Description on the Abilities and Inner workings of the Style
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The Sai is split into different parts and all of the parts of the Sai have a use in this style (Labels shown in diagram above). The tsuka being the handle of the blade allows the normal grip that is made with the Sai, it is usually held in a reverse grip and with one in each of the user’s hand - this is the ordinary and the first stage of Sai Practice along with the use of the Saki. The Saki is the pointed tip on the end of the Sai, because it is a rounded blade, this is the main method of attack, it is primarily used as a striking weapon for short jabs into the solar plexus but it also has many defensive techniques. Users of this style with have the knowledge to be able to strike an enemy in the abdomen and cause collateral damage - instead of most people going for the head or neck, users of this style will aim for the area of nerves behind the stomach. If this area is hit it just with one jab it can cause spasms, harsher breathing and extreme pain. The Element of Wind can be used in combination with this to cause sever damage, expelling it through the Sai like a needle and shredding the opponent’s body.
The next part of this style is the use of the monouchi - this is the rounded part of the blade which means the user can hold it without it hurting himself. After practising in this style the user can freely switch from a Tsuka grip to a Monouchi grip, this allows the user to counter attacks quickly with great effect, by hooking the yoku over a blade and yanking it out of the way, this allows the user to then slash or thrust their opponent freely with the other Sai. This Monouchi grip also allows the user to block Taijutsu based attacks but also cause damage to limbs, by plunging the Yoku into the opponent’s arm or leg and again yanking it out of the way so you can freely attack your target and cause some damage (especially if you hit a muscle). The Butt end of the Tsuka is called the Tsukagashira and become a weapon that deals blunt damage when in the monouchi grip - though for extra damage, Lightning can be used in combination to cause a Paralysing smash, leaving the opponent open for a switch of the grip and a slit throat.
The Spinning Technique of the Sai is mainly used to switch from Tsuka Grip to the Monouchi grip in very quick speeds allowing a quick defence and then a quick switch to counter. The users of the style will be able to use this spin at very quick speeds, spinning them using the tip of his finger in the gap between the yoku and monouchi to manipulate this spin. There is also the fact that if a Sai is thrown, users of the style will throw it in a spinning motion so that the tip of the blade is affecting a bigger radius - this is just a simple technique. Example Techniques
(Sai no Michi : Kitei no injekushon) Way of the Sai : Prescribed Injection Type: Offensive Rank: S Range: Short Chakra: 40 Damage: 80 Description:
The User deals multiple blows towards the opponent’s torso with one of the Sai’s as a distraction, these blows don’t have to be offensive and it could be defensive again the opponent’s close combat attacks. They would then channel Wind into their spare Sai and step immediately to the side, stabbing the Wind Sai into the side of the abdomen and injecting the Wind Chakra through it and shredding the opponent from the inside of their stomach hitting their solar plexus, causing extreme pain and muscle spasms. (Sai no Michi : Monouchi gurippu ) Way of the Sai : Monouchi Grip Type: Supplementary / Defensive Rank: A Range: Short Chakra: N/A Damage: 60 Description:
The User utilizes the Way of the Sai fighting style and switches from their ordinary grip to a grip where they hold the rounded part of the blade (also known as the Monouchi), they will quickly counter a Kenjutsu / Weapon attack by hooking the Yoku around the blade and yanking it away from them, this gives the user and opening to strike the target with the other blade. They can also block Taijutsu attacks by plunging the tip of the Yoku into the attacking limb and again, yank it away so it gives them an opening to strike with the other Sai.
Additional Effects and Restrictions
-Can only be taught by Shino500
-To be taught in this style you must have mastered elements lightning and wind
-Arm movements are slightly faster than the average Shinobi’s
____________________ P a t e n t C e r t i f i c a t e
-Shino-, our loyal member, gave on the date the 13th of July 2014 a request for a Patent on Custom Fighting Style (Way of the Sai). I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;
Sai no Michi
Powered by Caliburn
Copyright 2014, Madāra Uchiha, NarutoBase.net
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(Sai no Michi : Fōku fukushū ) Way of the Sai : Fork Vengeance
Type: Offensive / Defensive
Rank: B
Range: Short
Chakra: N/A (+20 Lightning)
Damage: 40
Description:
The User utilizes the Way of the Sai fighting style and switches from their ordinary grip to a grip where they hold the rounded part of the blade (also known as the Monouchi), and more adept users of this style can switch the grip instantly by spinning it on their finger in between the Yoku and Monouchi. The user can then counter a Kenjutsu/Weapon attack by hooking the 'Yoku' of the Sai around the blade and yanking it out of the way leaving them free to strike with the other Sai OR even disarming them by twisting it out of the opponent's grip and catching it for them self with a free hand (if they are only using one Sai) leaving their enemy completely defenseless.
This Grip can also be used to counter Taijutsu moves, the tips of the Yoku on the Sai are point and can easily pierce the human skin with enough force - and so by stabbing it into the attacking limb the user can move it out the way, putting their opponents in awkward unbalanced positions and leaving them open to being struck with the other Sai. This way of using the can be accompanied by lightning, it doesn't add any damaging properties and only comes into effect once the limb has been stabbed, it paralyzes whatever limb is stabbed and makes it useless for a number of turns (one).
~ Must Know Way of the Sai
~ Can only be taught by -Shino-
~ Can only be used 4 times
(Sai no Michi : Kuikkuhanmā) Way of the Sai : Quick Hammer
Typeefensive/Offensive
Rank:A
Range:Short
Chakra:30
Damage:N/A
Description:
Similar to Fork Vengeance this is a very quick counter attack switching to the Munouchi grip with BOTH Sai and using the Yoku to stab the attacking limb whilst at the same time striking with the other Sai and hitting the opponent with an electrified Tsukagashiri (butt end of the Sai) like a hammer to slam into the body of the opponent which sends a quick pulse of lightning through the enemies body paralyzing them for a turn leaving a big opening for attack.
- Must know Way of the Sai CFS
- can only be taught by -Shino-
- Can only be used twice Yari no Sōzōryoku - Spear of the Imagination Type: Genbukijutsu Background: Lancer one of the great warriors of the ninja world was an unorthodox fighter, compared to other ninjas. He didn't use much weapons like swords or kunais, instead he decided to work on spears. Through out the years of training he would soon improve his abilities with the spear extremely well. Lancer would become recognized universally simply by noticing his spear(s) and fighting style with them. He had a aggressive form with the spears, far beyond what most people have recognized.
However, his spears alone would soon be challenged. Lancer would get into a fight with a stranger who threatened to kill him. Lancer's had supreme confident over this opponent, but this opponent excelled greatly in close combat as well. Through out the battle, Lancer would be unable to even scrap his opponent. He would leave and run away from the battle, because of how futile it was. This was the first time Lancer decided to re-think and improve his style even more.
After experimenting with different ideas and material, Lancer figured out a way to make his style much more deceptive, tougher to figure out, and even more lethal then before.
Description on the Abilities and Inner Workings of the Style:
Concept of the fighting style is to allow the user with a spear, to have brute force delivering due to the heaviness and size a spear has, a longer weapon would naturally increase the time it takes to attack as well so it is feasible. But because of their size and weight, changing direction of the spear is a disadvantage, however, this style is meant to give a user openings to attack, but also timing to change direction of the spear as well by utilizing the genjutsu effects. This grants the spear unpredictable movement and attacks for the opponent to counter. There is two main genjutsu abilities within the style.
[The Thrust]- Revolves around optical illusion (Leaf Ninja Art: Willow inspired). The user will perform a genjutsu with a hand seal (triggers the actual genjutsu) before initiating the attack, the effect will be presented through user's spear and how the opponent sees it. Two main effects would be the spear change physically (size changes, spear curvature, etc), or add onto the staff, example of that would be one thrust of the spear, seem like 100 thrust coming at the opponent. When changing the spear physically environmental changes do not occur (such as shadows, light reflections, sounds of the spear moving through the air, etc) which can help deduce the genjutsu. When adding onto the spear, the additions would seen through as a illusionary projection of the spear, eye's can notice the hazy, unstable images, plus again it doesn't effect environmentally.
[The Parry]- This is triggered when the user makes a move to counter the opponent. Basically, what occurs, when the opponent starts his attack, the user through movement of his spear, will set a genjutsu on the target, depending on how the user moves their spear, will depend on the genjutsu set onto the opponent. The opponent will begin to experience optical illusions, based on the direction or, movement from the spears, creating visual interchangeable shapes and patterns, to distort the vision of the opponent. This correlates with the style since it is meant to alter the opponent's vision and how they perceive the spears, only difference is it isn't the spear itself, but the spears movement pattern. It is meant to slightly harm the opponent's vision, and easier to decipher their attack for counters.
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Alternately, the user can also use this style with two spears. They are more restricted with hand seals, and use of other jutsu. Nothing changes, but quicker changes to defense to attack.
Example Techniques:
(Yari no Sōzōryoku: Yokotawaru Sunēku)- Spear of the Imagination: The Lying Snake
Type: Offense
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user will take out their spear and slash at the opponent, however, during the slash, a genjutsu will be set on the opponent, where it will begin to curve outward, then inward, aiming to hit the opponent in the back, in reality the user is trying to slash the opponents chest. Moving similar to a slithery snake.
(Yari no Sōzōryoku: Uso o tsuku surasshu)- Spear of the Imagination: The deceitful Slash
Type: Offense
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: As an opponent is making an attack with their sword, specifically when aimed for the body, the user will swing their spear laterally as it attempts to meet with the opponents spear, when this happens, the opponent will be set in a genjutsu, mid-attack, where they will begin to see shapes of optical illusions, slash laterally towards the direction of the opponent where the spear was, over and over again, this is meant to confuse and distort the opponents vision, making their initial attack more sloppy and easy to decipher.
Additional effects and Restrictions:
- User must have mastered basic genjutsu, taijutsu, and kenjutsu
- When using the first genjutsu [The Thrust] the spears movement and direction becomes more difficult to decipher for the average ninja. This is meant to combat opponents with impressive reactive abilities and bring them down to equal terms.
- The second genjutsu [The Parry], when set on the opponent, makes their movement easier to decipher and counter-attack, due to its harm on optical illusions. Great to combat against fighters who are exceptionally faster.
- Can not mix these two genjutsu abilities in the same turn
P a t e n t C e r t i f i c a t e
Noni, our loyal member, gave on the 27th of July 2015, a request for a Patent on the Custom Fighting Style Yari no Sōzōryoku | Spear of the Imagination. I, Lord of Kaos of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;
Yari no Sōzōryoku | Spear of the Imagination
Powered by Lord of Kaos
Copyright 2015, Noni, NarutoBase.net
1.Kami Fōmu | The God's Form
Type: Weapon
Rank: S
Range: Short (Long)
Chakra: 80 (For activation ; +20 to sustain)
Damage: N/A
Description: An advance armor that covers the body and back of the head/neck of the user. The armor upon its activation travels across the users body and chakra dormant from the armor begins to manipulate interior aspects of the user to mimic artificial components of a Shark. An example is covering bones of the user and "changing" bones into an artificial substance similar to cartilage through the act of chakra manipulation and transformation to create an alternative similar to cartilage. The skin of the armor showcases certain unique advancements. Able to pick up electrical currents on the ground and areas of water transmitting them to the artificial electro-receptors located in the back of the users neck to help sense movement in watery based terrains and sources (mist for example). The skin also allows thermo-regulation. The skin detects extreme temperature changes and generates the opposite type of temperature to either cool the body down, or warm it up (often seen in the NW landmarks). The gills located on both sides of the users oblique area. They draw oxygenated water that will flow through the gills and enter the blood of the user. This armor is also able to create artificial fins by allowing the skin of the armor to branch outward when needed on the side and lower back of the user. These fins possess the innate ability to freely travel and maneuver around aquatic areas (bodies of water such as Lakes and Oceans). The speed of the swim is faster then most "regular" ninjas when having to swim without some sort of added benefit, giving the user an advantage in the water. Lastly, the users teeth become sharper through chakra enhancement, slightly increasing their size and making them as sharp as Kunai, at the same time, if any tooth is broken off, immediately it is re-grown from its same socket to mimic sharks, beneficial for various close range fighting. Everything specified here for the armor and user are considered passive abilities and counts for the chakra cost per turn, but are not offensive.
The ninjutsu-based abilities relate to two elemental natures, lightning and water element. This armor contains four basic applications that are used within the realm of battle. The user can pick one applications that is "ready-to-go" so to say upon the armors activation, as some are to be used when threat occurs at that exact moment, while the other three applications might be more direct in its usage and requiring more time to be spent.
Poseidon
The user will generate large amounts of electricity throughout the currents on the terrain in such a way that anything that disturbs the currents will generate a blast of electricity in an unfocused manner to accomplish one of two things. Sudden terrain disturbances that trigger the current will be destroyed at that moment, as electrical currents will ravage along its body, destroying its structure completely. Large summons, or force being placed on top of the ground will also be able to trigger the current, this does not include actual disturbances from inside the ground, such as earth creations or underground travel. But the amount of electricity is dependent upon the stress on the grounds currents. The current can be enough just to numb someone who is running fast, or it can be enough to completely paralyze a large beast. This is an A-Rank ability and can only be done three times. Only works with the present electrical currents and not be used on preexisting lightning jutsus.
Neptune
The user can at any time call upon sharks composed of condensed water, giving them the thick appearance and power of normal sharks. The summon can appear anywhere on the users body or close range (in a water source the user can extend this summon ability up to mid range, this does not include water vapors, but actual bodies of water) or by swinging their fins/arms or legs and release the shark through their body movement (though this method requires almost always to have the shark appear out of the specific body area moving) in a projectile-like manner. These sharks are A-Rank and this application can be used 5 times (body parts and/or whole body) and can even split into more sharks, dividing the ranking accordingly with splitting a shark.
Tefnut
On the back of the users neck, close to the elector-receptors is a summoning tattoo. Whenever the armor picks up signs of corruption upon the users brain, the summoning tattoo is activated. The figuring out of such problems comes from the electrical receptors on the head/neck of the user that when foreign chakra enters these receptors they release a shock to the body as an emergency alert. Due to the receptors and tattoo being closely aligned, this will allow for the tattoo to be "shocked", activating and summoning extremely small baby sharks. These baby sharks will engulf the users head and neck, and possessing the innate ability of absorbing chakra passively that they sense. The sharks will either bite into the users neck, and head area, and/or move towards the abundant and sudden chakra source that suddenly awakened them into the battlefield. They begin "eating" the presented chakra medium for themselves, which includes chakra genjutsu, Yamanaka, or some custom abilities, however, a downside is due to their passive nature, the user will risk losing some chakra as well (10 chakra points for D-B-Ranks, 20 Chakra points for A-S Rank jutsus that are inflicted upon the user). This ability can be used three times, and is A-Rank.
Suijin
The application here provides the ability for the user to release out of their pores a sticky solution of liquid that absorbs the innate abilities of specific elements. The sticky solution after gathering the elements ability will be able to release itself as a blob or a stream of sticky water to the opponent along with its absorbed element to harm the opponent (S-Rank ability and can only be used three times). This can also absorb dangerous and potentially harmful chemicals and gaseous and then re-releasing it back to the opponent. Alternatively, it can also aid in defending body attacks or weaponry from the opponent by providing a cushion from impact and literally getting stuck in the sticky solution. This will leave them at the mercy of the user, where they can propel the opponent away with a stream or blob, or potentially perform other basic attacks.
This armor would not be complete without having a strong correlation with its animal counter-part. The armor will constantly leak a certain amount of mist from its pores, the mist is very thin and allows easy vision and no real battle priority outside of the weapons realm. It allows the user the ability to summon sharks with an accessible water source by forming into a blob of water to be used for the shark to sustain itself on the battle. The user can also summon sharks from their other body parts. Active as long as the armor is active, or destroyed. This is C-Rank when done and the mist extends up to mid range. Not consider a main application but does count a move when done.
Notes: This armor may only be possessed by Noni and two successors of his choice. The user must have signed the contract of the sharks and possess primary affinity to at least lightning or water. Which in between requires a two turn cool down before re-use. After a first deactivation the user won't be able to perform water or lightning S-Rank and above, as well as no shark summons or ninjutsu. After the second deactivation, the user won't be able to perform water or lightning A-Rank and above, with again no shark related techniques.
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Taught to: N/A
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Sumitsukigasa - Dante's Horn of Sorrow
Type: Weapon
Rank: S
Range: Short
Chakra: 40 (-10 each turn)
Damage Points: 80
Description: It has yet been said within many dusty old books that a great man named Dante Alighieri has gone to save his loved one from the great evil toad of Myobokuzan, Gamafer. Dante had gone down into the pit of death, into Gamafer's lair. After 7 days of a bloody fight, Dante failed to save his flower, and he showed no mercy to Gamafer. After the bloodbath, Dante carved a blade from Gamafer's mighty horn and he took these pieces to be forged by Hephaestus, the nearby blacksmith. He had forged the mighty double-bladed sword, and named Sumitsukigasa. The double-bladed sword is made of mostly unbreakable bone, harder then steel. Because of the blade part is made of bone, and most of it's parts, the weapon weighs almost half of it's size, and can be handled in order to reach high speeds. The -10 chakra in each turn is because Sumitsukigasa sucks the user's chakra in order to maintain it's ability, which is being always in the state of having itself imbued with wind chakra, quite similar to (Fūton: Kaze Kyōka no Tsūru) - Wind Release: Wind Enhanced Tools, and it won't stop until the double-bladed sword is out of short range from the user. If the user wishes, he may channel more of his chakra into the sword, which is an additional -10 chakra in each usage, in order to extend the pre-existing wind chakra inbued within the sword, onto 5-6ft. As the wind chakra has been extended on the sword in order to reach 5-6ft, the blade becomes an S-ranked wind blade, but for only that turn. Since the sword has an affinity for Wind, and as the sword's inbued abilities will travel onto the user's hand giving him a uniqueness of enabling him to seal a mere handseal for any wind jutsus. When the user performs any wind jutsus, the inbued chakra will add it's own inbued wind chakra from the sword (10 chakra which been sucked off from the user, every turn) into the technique completely, (transfering that sucked -10 chakra into the technique) having the sword lose its inbued wind chakra for that turn.
Note:
-Because of the sword's abilities, only a Sannin may hold the sword.
-Because of it's wind affinities, only who mastered wind may use it.
-If user wishes, the wind chakra imbued within the sword can be extended so that it will reach onto 5-6ft.
-Only may Dr. House use this, and who he allows.
-If someone tries to hold it, the sword will start sucking most of his chakra out of him, leaving him with a feeling of drained.
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(Mai· Sōru jihi o motte iru!) Have Mercy Upon My Soul!
Rank: S
Type: Supplementary
Range: Himself
Chakra Cost: 30 (See Description)
Damage Points: +15 Ninjutsu
Description: Once the user is wielding Sumitsukigasa for the minimum of 2 turns, he may use the chakra of the sword for his own advantage. The sword sucks 10 chakra every turn, but it leaves excess chakra behind. When the user wishes after the 2 turns, he may harness this chakra and the chakra absorbed within that turn onto his own advantages, boosting his power. Once this system has been broken, the sword becomes unbalanced in the same turn when this chakra has been harnessed, the sword becomes useless in the same turn. Because of the unbalance of the sword, user will receive -10 health damage in the same turn. As it tries to suck it back the taken chakra at once what has once left the sword, in the next turn, user suffers -30 chakra loss. As the sword has sucked back an enormous amount of chakra in that turn (meaning 30 chakra), activating itself once again, a furious wind will surround it, leaving the area in a really windy environment for when it sucked back the 30 chakra. This means that no raiton attacks of S-rank can be made from the user in that turn when there is a windy environment. As the sword becomes out of control when it sucks back the chakra, having an S-ranked fuuton chakra surround it, only Kage or higher may be able to handle it.
Note:
~Can be used 1x
~The sword won't be useable in the same turn as this technique.
~Only Kage or higher may use this.
~Sumitsukigasa must be wielded.
~Can be taught by Dr. House
~Won't be able to sign handseals in the same and the next turn.
(Fuuton: Hensai) Wind Release: Repayment
Rank: S
Type: Defense
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: Once the user is wielding Sumitsukigasa for the minimum of 2 turns, he may use the sword's affinity of wind for his ultimate advantage. The sword sucks 10 chakra every turn, but it leaves excess chakra behind. After the 2 turns, putting chakra which the sword had left as an excess and plus the user's chakra, the user will stab his sword into the ground or into anything to remain still. As he did, all the fuuton chakra will escape from the top blade of the sword, a fuuton barrier will surround the user. If he chooses, the fuuton barrier may grew as much as to surround his teammates up to mid-range. The fuuton barrier is sharp and if the enemy touches it, it will injure him. The barrier will remain up till the sword is stabbed into the ground since the sword is what is supplying the barrier with fuuton chakra or till the next 2 turns.
Notes:
~Can be used 2x
~Lasts a maximum of 2 turns
~No A-rank or above fuuton can be used in the next turn.
~Dr. House may teach this.
The spear of words (sono yari serifu)
Type:Weapon
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description:The spear of words,Forged from the finest metal materials from a human with extraordinary powers making it indestructible.The spear itself comes in two parts which the longest spear being 1.8 meters long and 4 cm thick and the second spear being only one meter long and still 4cm thick.The two spears both share the same abilities and are able to join together to form one long spear.The spear works extremely well with raiton chakra carrying some inside of it making all earth chakra which comes one meter radius spear around up to A rank cancel out making the earth jutsu have no effect.The spear itself has destructible power making the user while using the staff have power similar to that of the jutsu chakra enhanced strength.The last ability is for the staff to come back to the user when thrown due to it containing the users chakra.
-Cancelling out the earth chakra counts as one of the three moves and can only be used three times a battle.
-Can only be used by Lysander and if anyone else tries to pick it up it weight changes to five tons making it impossible to use.
-The returning of the staff is only usable three times.
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Indra - God of Thunder
Type: Weapon
Rank: Forbidden
Range: Short-long
Chakra: 40 (maintaining levitation costs 10 Cp a turn)
Damage: N/A
Description: Legend has it that long ago there lived a Group of Monks that devoted themselves to the art of Lightning.They spent their days amassing as much knowledge as they could on it, through years of research on its abilities and the practice of its uses through ninjutsu. Years passed and their knowledge continued to grow, reaching their final days however the monks feared that all the knowledge they had amassed on the art would fall victim to time, and thus all came to an agreement.They Forged a weapon in which they stored all the knowledge and abilities they had amassed by sacrificing their chakra and their lives.The weapon would be named Indra after the god of Thunder and the group would forever be remembered as The Monks of Indra.In terms of Appearance Indra has 3 forms.Its basic form is a solid gold ring with a lightning bolt engraved on it. Its second form is a gold lightning bolt shaped sword with a smaller lightning bolt shaped opening near the black handle. And its third and final form is that of a solid gold staff or Shakujo.
Abilities -
Indra's Awareness - Through research and practice the first monk discovered that through the understanding of electrical charges and their pull of one another, that with enough skill one could harness the ability to sense them after completely mastering Lightning release. Able to sense the world around him through electrical charges. Able to sense techniques easily (Any technique) and by extension genjutsu via sensing the disruption in the electric waves affecting the brain (Like normal sensing simply allows the user to know he is under the effects of an illusion, does not affect the actual illusion in anyway), but otherwise limited to only short range when sensing something other then a technique such as an opponent. This is due to needing to be close to sense the weak or other wise unfocused electrical charges such as that of a human being's. After sacrificing himself, Indra gained the passive ability to grant its user an awareness of the electrical charges around him. This is passively done by the user either wearing Indra as a ring or wielding it in sword or staff form.(This ability is usable only by a user who has a lightning specialty, but to be able to sense things other then techniques up to short range the user MUST have a "Primary" Lightning Specialty)
Indra's Levitation - Through research and practice the third monk discovered the levitating properties of Lightning after stumbling upon and studying the effects of a well known jutsu by the name of Levitating Lightning blades. He realized by shrouding something in lightning consisting of the same properties as that of Levitating Lightning Blades, he could levitate the object and take control over it. Requiring no contact, it is applied by merely releasing an chakra discharge at the intended target which is then changed to extremely focused lightning that shrouds the target and levitates it. This is done by simply preforming a hand-seal while wearing Indra as a ring or waving Indra in its Sword or Staff form, to shroud something in an aura of lightning and control it through levitation. The lightning shroud is purely supplementary it's only purpose is to levitate the target, it does not get conducted by liquids or anything of the sort nor does it shock/harm the target whatsoever due to its extremely focused and condensed nature similar to that of the Raikage's Armor. (This counts as one of the users 3 moves per turn and the initial amount of chakra used is proportionate to the size/rank of the intended target. As well as costing 10 chakra points per turn to maintain. In terms of what can be levitated it is limited only to tangible objects and techniques up to A-rank things of a solid or tangible state like that of earth and liquids, energy based techniques cannot be be effected unless the technique states having a solid property, nor can it be used on living creatures. However due to their relationship wind techniques of any sort, even extremely focused tangible ones can not be levitated.)
Note: Changing Indra's form takes up 1 of the 3 moves
Note: Due to Indras hate for wind any wind technique preformed by the user requires + 10 chakra
Note: The wielder must have a Primary Lightning Specialty to sense things other then techniques and is limited to only Short range
Note: Indra is Indestructible
Note: Can only be taught by Yusei
(Fūinjutsu: Shirizokeru) Sealing Arts: Repulse
Rank: B
Type: Defense
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: This is a special two way seal, that can be created by writing the formula on your body and then injecting either Fire or Earth chakra into it where it then lays dormant on the body, turning invisible, until activated. Once the user has been engaged within close range with an enemy that attempts to inject chakra within the users body through taijutsu the seal will activate on the users body, appearing around the initial area of contact, absorbing the injected chakra into it while injecting the opponent's body part with either Fire or Earth chakra. The user still takes the full hit of the taijutsu attack, but with one hand seal from the user, the opponent will either feel an extreme burning feeling in their joints as they attempt to move them or an extreme stiffness depending on the chakra placed in the seal. This prevents the opponent from performing any hand seals in their next turn. This seal can only absorb up to B ranked chakra at once, and only one type of chakra seal can be place on the body. The seal can activate up to three separate times throughout the battle, through 3 separate B ranked chakra injecting taijutsu moves, where the sealing formula then breaks and fades. The user will not be able to create the seal again until the battle is over.
NOTES
► Seal activates 3x before disappearing.
► User can create another seal outside of battle
► The rank of techniques will still play a role and the opponents wont be harmed if thier body is cloaked with a strong enough coat of chakra.
►Can only be taught by Zanda
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(Fūinjutsu: Mizu no omo-sa) Sealing Arts: Water Weight
Type: Supplementary
Rank: A
Range: Short/Mid.
Chakra Cost: 30(-25 to opponent per turn)
Damage Points: N/A
Description: Mizu no omo-sa is a fūin seal consisting of kanji that takes on the formation of a small square that uses water as a medium to trap their targets. It can be triggered after placing the seal on the opponent, in conjunction with a water technique released by the user, or by placing it on top of a water source of a certain size. When placed on a target and triggered, a small water source will burst forth from the seal as it simultaneously engulfs the opponent in water that forms into the shape of a square with the opponent in its midst. In this case where it is a single target the seal releases an adequate amount of water, based on the size of the target, trapping them in a square of water that has a 2m space gap between the target and each side as they are trapped within it. The process of engulfing the opponent within the water is swift, and upon forming the water greatly increases in density, preventing the target's movement as the seal drains away their chakra. This seal can also be used in conjunction with a water jutsu created by the user, triggered with an additional 2 hand seals, forcing the water technique to capture the target after its initial effect takes place. Depending on if the water technique used takes on a definite shape or not, the seal will then cause the water to form into a square or keep its definite shape if it has. The relative size of the water square in this scenario all depends on the amount of water used with the corresponding jutsu. A larger version of the seal then appears on the surface of one of the sides of the water jutsu as its effects are triggered. With this application multiple targets can be affected by this fūinjutsu as long as they are within the waters midst once it forms into a square. The seal can also be created and placed on top of a liquid source already present on the battlefield, deprived of chakra, or utilizing the user's chakra as long as they can touch it. For example, a user made or already existing liquid source with the target in its midst, the user can then place this seal creating the square kanji on its surface activating its effects as long as the entire source is within short range. The seal gradually weakens with time hence why once activated it only lasts for 3 turns before disappearing and changing the water under effect back to its regular state, and when using this technique in conjunction with a water technique that takes on a definite shape for a certain amount of turns the seal will still last 3 turns leaving the water technique on the field by itself if it lasts longer. In the case of the water released from the seal, upon disappearing the water breaks formation and runs onto the battlefield.
NOTES
►Can be used 2x per battle
►2 turn cooldown after seal deactivation
►No fuuin in the next turn upon deactivation, and no other fuuinjutsu techniques while this one it active.
►Can only be taught by ZandaT
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(Fūinjutsu: Gogyou Shuriken) Sealing Arts: Elemental Shuriken
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Long.
Chakra Cost: 30
Damage Points: 60
Description: The base of this move relies on a fuma shuriken that has the inscribed Kanji's for "Store" and "Form Release" that sit next to each other on 2 of the four blades mirroring its placement on the opposite side.(A total of 4 kanji, 1 of each on both sides of the fuma shuriken.) The user then performs 2 hand seals and channels a specific elemental chakra into the "Store" kanji on the blade before throwing it at the opponent. The user will then perform 1 hand seal activating the kanji for "Form Release" which allows the large amount of elemental chakra to be release and manipulated from the shuriken creating different element attacks depending on which chakra the user channeled into the shuriken. All techniques have a power equal to A rank and immediately ends once the Fuma shuriken spins into long range.
Abilities
Fire
Once the fire chakra is released from the blades they will engulf each blade creating a 3m long, 2m wide flexible fire column that spins at a speed that would allow two hand seals to be done in between the interval of the next column. The four fire columns curve as they spin making the jutsu resemble a big flaming spiral. The column do not spin in unison with the Fuma Shuriken, but it does move with the shuriken as its center, so once the shuriken reaches into long range the jutsu immediately stops. The columns may touch long range before the shuriken but the technique does not end until the shuriken reaches long range.
Water
Once the water chakra is released it transforms into an upwards and downwards water torrent from the fuma shuriken creating a 6m tall, 2m wide, vertical moving torrent of water. The bottom torrent releases multiple small waves that spread to the sides of the geyser, reaching up to mid.range, as it moves, while the top water torrent spews out small waves that crash into the ground beneath the torrent.
Earth
Once the earth chakra is released from the fuma shuriken the chakra manifests into 4 sharp high density spikes that extend 2m from each blade of the fuma shuriken. The spikes are so sharp they resemble high density earth swords and can cut through a human, or a shape manipulated Earth technique same rank or lower, with ease. The spikes, being an extension of the fuma shuriken, rotates at the same speed as the shuriken resulting in a fast spinning earth spike attack.
Lightning
Once the lightning chakra is released from the fuma shuriken 8 sporadic lightning bolts will extend from the fuma shuriken, 4 from the top and 4 from the bottom, as it spins. The bolts spread out from the fuma shuriken and can reach up to 3m covering a circular diameter from where it was released, ripping through the air and ground as the shuriken spins.
Wind
Once released the wind chakra will begin to spin in unison with the fuma shuriken, expanding the range of the fuma shuriken's reach. This would result in a thin spinning wind shuriken whose reach can go up to 3m from its center, slashing through everything in its way.
NOTES:
►No Fūinjutsu next turn
►User can only have 2 special fuma shuriken per battle
►Must wait 2 turns after use to use again
►Once shuriken is used it is useless
►Can only be taught by Zanda
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(Fuuinjutsu: Baria-hō) Sealing Arts: Barrier Law
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/a
Description: Barrier Law is a unique fuuinjutsu technique that is similar to the Dead Demon Consuming Seal due to the technique's involvement of a spiritual being named Pànduàn, meaning judgment, which is a tall spirit with a green hue as well as pure black eyes that matches the long black robe it wears that drags along the floor. Made by an Uzumaki clan member before their village's destruction, the jutsu was based off of a game used to train aspiring Uzumaki shinobi as they tested their limits in battle while obeying a set of rules depending on the circumstances called. The game had three different ways to play, each field holding their own set of rules, and those field's became the three different laws of Baria-hō. The Law of Energy, Body, and Mind. This jutsu serves as a pact between Pànduàn, his summoner, and those within the technique's range, a pact to follow the rules established upon summoning Pànduàn who acts as a non biased referee between opposing sides using its powers to set the field as well as enforce the rules of the game. This jutsu can be activated by performing the first 4 core hand signs followed by the last which changes based on the game chosen to play, and with the waving of the fifth hand sign the user will summon Pànduàn within short range above their location. Upon being summoned Pànduàn rises at swift speeds towards long range as it erects an A ranked barrier over the battlefield with special chakra suppression and visual blocking properties that allows the summoner and their opponent to remain hidden from outside disturbances as they battle under the conditions of the game. Advance chakra sensors and dojutsu users would be able to see/sense the barrier at most, but its content within will remain hidden as the game commences, and users with normal sensory would see nothing but the terrain as if the battling shinobi were not there but the barrier can still be touched if stumbled upon seemingly acting like an invisible construct to them. This is Pànduàn's domain, and within it he monitors the game as it commences using his powers to bestow punishment on those who break the rules, rules established in the mind of both players upon the barrier's formation. The spiritual being has an A ranked durability allowing it to only be killed by an equal power that matches its intangible energy based body composition, but each unsuccessful attempt, or accidental strike, results in the loss of 25 chakra points, and due to the spiritual beings powers it is quite difficult. Being a neutral factor in the game all of Pànduàn's abilities are defensive and only able to protect him alone. Pànduàn is able to create and sustain an A ranked barrier around himself when threatened, fueled by concentrated chakra that can block jutsu of the same rank, but he is left vulnerable afterwards as he has to wait a turn in order to use it again. The law of Baria-hō established must be followed or else punishment will be bestowed.
Law of Body | Dog
While the Law of Body is in play the players are only allowed to use non chakra based techniques on the battlefield for the duration of this jutsu. Basic hand to hand combat, techniques utilizing weapons and basic skill, etc. are primarily used while active, as long as it doesn't require the user to mold or release chakra in any form. This field in Baria-hō is primarily used to show a shinobi's resolve and raw talents as they battle without chakra, yet using chakra isn't taken away from the players, but in doing so they will receive punishment. While this game is in play the punishment for using chakra related techniques is a 50% increase on chakra consumption which can be detrimental to any shinobi in the long run.
Law of Mind | Snake
The Law of Mind is quite special due to the fact that when it is activated it strips both players of any active or passive sensing they may have as the game promotes the usage of the basic 5 senses in battle. One must be true to themselves, opponent, and their surroundings while this game is in play making illusionary/sensing skills tabooed while active. While the Law of Mind is in play the players should battle straight up, with a clear perception, with no tricks or schemes whatsoever. Un top of sensing being jammed while active, players who use illusionary techniques will have their own illusion rebounded upon them the moment it would have taken effect within their opponent. This is the punishment of breaking the Law of Mind.
Law of Energy | Ram
Similar to the Law of Mind in terms of jamming a certain skill while in play, while this game is active the players will have the choice of using only two elements on top of their other basic skills while in battle. Law of Mind primarily focuses on elemental expertise as it limits the players from using all five of the basic five or any other special/KG element while in battle. Once activated both players will mentally choose their two elements of choice, mentally due to Pànduàn knowing all thoughts while in his domain, before partaking in battle with their opponent. The elements that can be chosen are subjected to the basic five alone, and while this law is active no other element other than the two chosen can be used. The punishment for trying to use an element not chosen results in the user still expending chakra points, the jutsu even starting to form on the battlefield, before it gives out without even reaching a third of its potential making it a waste of time and chakra.
NOTES
► Can only be used 1x per battle
►Jutsu lasts for 4 turns upon activation
►Custom jutsu are subjected to the rules of the Barrier Law technique
►The opponent goes first in all games since according to the rules they would have to react to this technique being used
►Techniques, like S/T jutsu and similar transportational jutsu, can be used to leave Pànduàn's domain ultimately ending the technique since it is a 2 man game
►No further fuuinjutsu can be used while active
►No jutsu can be used above S rank for two turns after activating this jutsu
►No Fuuinjutsu can be used above A rank one turn after this jutsu has ran its course
►Both the opponent and the user itself are subject to the rules of the game.
►Can only be taught by ZandaT
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[Fuuinjutsu: Sukuripucha Shussekenteki Kishi] - Sealing Technique: Scripture of the Templars
Type: Defensive/Supplementary
Rank: C
Range: Short
Chakra: N/A (+15 chakra to all of the user's seals)
Damage: N/A
Description: This is a passive ability that is applied to all of the user's seals that are always active or lie dormant on the user's body prior to a battle (essentially seals stated in one's biography). The sealing script of the Fuuinjutsu seals will be infused with one of the basic five elemental chakras to reinforce, strengthen and enhance them so to make their destruction or corruption more difficult. The seals will now respect elemental strengths and weaknesses of the chosen element and will possess the strength of the chosen element up to their own rank. They will also be infused with 15 more chakra than normal and this chakra cost will be expended whenever the seals triggered or are activated. This technique doesn't make Fuuinjutsu techniques stronger or enhance them in any way, it simply makes the seals on the user's body/clothes/person harder to tamper with or destroy. If the seal's rank is boosted on activation, the strength of the sealing script will now reflect it's new rank.
Alternatively, this technique can be passively applied to seals created in battle rather than those already placed on the user's biography. By infusing one of the five basic elemental chakras into the seal, the user can enhance and fortify the sealing script in the same way as the seals applied to the user's bio. It will now follow elemental strengths and weaknesses of the chosen element and will possess the power of it up to it's own rank. The seal will also be infused with 15 more chakra than normal, which is the cost of applying this jutsu to this technique. This technique doesn't make Fuuinjutsu techniques stronger or enhance them in any way, it simply makes the created seal(s) harder to tamper with or destroy.
In regards to being tampered with it or cancelled, both variants follow the elemental strengths and weaknesses of the chosen element and will require non-elemental techniques (Ninjutsu, Fuuinjutsu, etc) one rank higher than the seal in question for it to be successfully corrupted (e.g. S-Rank Fuuinjutsu required to tamper with an A-Rank elemental seal).
Notes:
Can only be taught by Venom
Must be stated in the user's biography
Must be posted at the beginning of a battle
Must be referenced every time the alternative use is used
[Fuuinjutsu: Shi Kishu no Keiji] - Sealing Technique: Four Horsemen of the Apocalypse
Type: Supplementary
Rank: B
Range: Short
Chakra: N/A (+20 chakra to the applied seals)
Damage: N/A
Description: This seal is essentially one that can be applied to other seals placed on the user’s body, clothes/armour, weapons or person prior to a battle (must be stated in a biography). Seals which otherwise lie dormant but must be manually activated can instead be given a specific trigger from one of the choices below. The seal retains it’s capability to be activated manually but will now be capable of being triggered automatically if the necessary requirement is fulfilled. Only one of the below “trigger seals” can be applied per technique, meaning a technique cannot be given multiple triggers lest they clash or conflict.
Horseman of War: If a seal has this script applied to it, it will activate whenever something moving at a certain speed (3x the user's current speed or higher) comes within five meters of the seal. It will passively activate the seal this is applied to once this condition is met. The seal can sense this as there is constantly an invisible and intangible barrier of pure chakra that encompasses the area short-range around the user (that doesn't interact with techniques whatsoever). When anything "breaches" this barrier, not only will the user be notified where it entered from but the seal this has been applied to will activate if the aforementioned trigger requirement is met.
Horseman of Famine: If a seal has this script applied to it, it will activate whenever a foreign chakra or energy technique is injected into the user’s body. The seal is capable of sensing disturbances in the user’s chakra or rather the entry of foreign entities into their chakra system. When this happens, this seal will activate the technique this was applied to. Unlike Pestilence, this seeks to work solely on Genjutsu and similar abilities that attempt to affect the user’s body through the injection of chakra. This trigger seal can only be placed on seals that are on the user's body.
Horseman of Pestilence: If a seal has this script applied to it, it will activate whenever foreign chakra or energy technique enters the immediate vicinity of the seal (within one-meter). The seal can sense this as there is constantly an “invisible mist” of chakra surrounding the area around the seal. The mist doesn’t interact with techniques whatsoever as its just pure, unmolded chakra. When any foreign chakra or energy makes contact with this blanket of chakra, the seal this was applied to will activate passively. This technique will not be triggered by Genjutsu techniques as they do not travel through the mist on induction but rather manifest the chakra inside of the user's body.
Horseman of Death: The simplest in it's trigger but arguably the most powerful, this sealing script will allow the seal this is applied to activate automatically upon the user's death. The mechanism by which this is triggered is identical to that of the canon technique Reverse Four Symbols Sealing Technique. This trigger seal can only be placed on seals that are on the user's body.
Notes:
Each seal can only be applied to one technique (meaning 4 in total, one per Horsemen)
Must be applied to different techniques and each must be stated in the user's biography
[Fuuinjutsu/Lightning: Kensaku] - Sealing/Lightning Arts: Regain
Type: Defense/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/a
Description: The user will have a seal placed on their body labeled "regain" in kanji form (索). Essentially, whenever foreign lightning jutsus are being used, from the seal, a large scale barrier will immediately erect short range around the user at a fast pace. But, it does not provide any damage whatsoever, this is why its passive and instant in activation, although it can be perform in the same timeframe as another jutsu it still count as a move per turn from the user. It's basis of usage is the barrier will immediately act as a lightning rod for the opponent's own lightning jutsu and immediately draw the jutsu inward, attaching itself to the barrier, and after this is done, the full dome shape barrier becomes drawn back into the users seal. This will not give the user any chakra, but rather it will allow the user to use the now unfocused electricity to enhance the users next jutsu attack (lightning composition equivalent to that of nagashi, same with rank and damage as well). Lightning jutsus become enhanced automatically by 10+, with elemental jutsus that coincide with unfocused electricity (fire, earth, water, etc) will have raging electricity running across its body and will increase by 1 rank due to a veil of electricity covering it. This jutsu being increase doesnt have to be soley from the basic 5. It can be used with KG/CE alike aslong as it is within logic and stems from the user's body or at least short range of them for the electricity to aid the jutsu. What also allows this technique to be used in a defensive manner is, lightning is known for its insane speed, due to the speed of the barrier, it will immediately act to "catch" fast moving lightning jutsus (this includes combinations of the sorts) and be used for the user. Armors or lightning jutsus that enhance the opponent's speed will literally be ripped from their body and be used for the users purpose as stated. Can only work to 'capture' A rank damage and below (60 damage points), anything above will continue on as normal.
Notes:
Can only be taught by venom
Only be used three times
Requires a 1 turn cool down between uses
(Fuuinjutsu: Kokan Ni Seizon) - Sealing Arts: Exchange For Survival (1/6)
Type: Defense
Rank: C-S
Range: N/A (depends on the point of interaction)
Chakra Cost: 15-40 (+10 more when used on the user themselves)
Damage Points: N/A (Equivalent to the jutsu)
Description: This seal is laced on two places of the user, their palms, and their shoulders. The seal is basic in its usage, due to the overabundance threat of chakra absorption, the seal when placed on a variety of the users techniques, or on themselves, will activate in a violent explosion. The activation of the explosion occurs when the user or technique in question begins to have its chakra absorbed. Essentially, the chakra being absorbed will be the "key" for the seal, which will create the violent reaction. The explosion is of size and strength equivalent to the medium that is absorbing the chakra, thus the damage is proponent to the medium jutsu. The multi-rank of the jutsu allows for the seal to destroy other higher ranked jutsus despite whatever rank of the users jutsu it might be attached to, this allows for C-Ranks with the seal be able to negate the absorption of S-Ranks (the seal will automatically draw the needed chakra from the user to acceptably defend against the absorption technique). The seal is written in Kanji form (生) and means survival. Methods of placing this seal on techniques include performing earth based jutsus through the palm of the users hands or always slamming their hands on the ground to release the seal (this includes for all matter-like subjects such as steel, water, etc) for energy, they would have to be created directly from the users palm for the seal to contact it. Lastly, the explosion will be directed outward away from the user to assure no damage placed on him/herself or the technique, but rather just the medium. Though the activation/creation of this seal spends no time, when clashing against other jutsus, the laced jutsu will naturally slow down as it makes its way to the target.
Note: Can only be taught by Joker. S-Rank version can only be used twice, with two turn cool down before re-use and no fuuinjutsu above A-Rank that same turn. A-Rank and below can be used up to three times.
(Fuuinjutsu: Enjo) - Sealing Arts: Aid (1/6)
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: N/A (20 to activate, 10 every turn ; depends on jutsu)
Damage Points: N/A (depends on jutsu)
Description: This seal can either manually be placed on the user, or whenever the user is placed in a position where they are restricted in their elemental usage, it will "bleed" out and reveal itself. The seal is written in Kanji form (援) and is titled "Aid". The seal will act as a systematic tunnel within the depths of the users main chakra source, funneling out chakra to be used on behalf of the user, through the seal as its medium. This allows for the seal to act on its own accord, but also on behalf of the users will, as it is obviously controlled by him. The seal can than be used to release attacks, defenses, or supplementary techniques in other elemental forms, which in specialized cases, would not be allowed with the seal. E.g. Hardening technique armor is generally known in restricting the user to only using earth techniques. The seal plays a role in revealing itself on the surface of the armor, while still having a consistent connection to the users chakra reservoir (hence the +10 chakra points expense). With this seal, in connection with the users direct chakra, and not interacting with the interference of the earth armor, the user can perform jutsus of other elements, with the seal becoming its main medium. The main difference is, jutsus that originate from the body, will be released via the seal (projectiles and streaming) but jutsus that appear out of thin air, the ground, or sky, will be released normally. Moreover, the seal will act as a separate entity, but the chakra will still be of the users, so elemental combinations can still be complete, insofar as it is not a dangerous combination within close proximity of the user, that might logically jeopardize their life (e.g. performing a ash based technique, while wearing a lightning armor; risk being an explosion due to their reactive nature). But as long as it is performed and done within logical grounds, the user will relatively not have to worry about such predicaments.
Note: Can only be taught by Joker. Technique can be performed 2 times, and lasts as long as the restriction is placed on the user, via the other supposed technique. The user may be able to perform forbidden ranked techniques, but this will automatically destroy the seal upon using it. Cannot be used in consecutive turns, every two usages. This technique does not enable the user to perform two separate techniques at once.
[Raiton/Fuuinjutsu: Eien] - Lightning/Sealing Art: Eternity
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user will perform this jutsu by placing a tag on their body and performing lightning jutsus, or creating a barrier for lightning jutsus to contact through as they travel, effectively granting the ability to that lightning jutsu since the seal sets itself upon the body of the lightning. The seal is written in Kanji form (永) meaning "Eternity". The moment a lightning jutsu is created or dislodged and detached from the users control or body (projectile for example) the seal will allow the lightning to remain "active". In reality, the seal allows for the energy of the lightning to remain active and present, while also maintaining its shape and ability instead of just crashing down into a continuous current of electricity or disappearing. An example of this in action is sending a spear at a rock, on contact, instead of piercing the rock and then dispersing, the spear will pierce but remain active on the battlefield. This can range from extremely large lightning jutsus, or smaller ones. In usage, it allows the user to have a easy source of lightning or re-use the original lightning jutsu from a different spot, but also lightning will remain active in how its used for terrain manipulation. The seal around the body of the lightning allows for the user to interact with the object without being shocked. The seal/barrier in short is just a sustaining life, a life support for lightning and its aftereffects of the jutsu to remain present, consider the lightning to almost be a statue to be brought back to life or usefulness when needed by the user.
Notes:
Can only be used four times
Can only be taught by Venom
Must be a lightning specialist