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✘ The Eye of the Storm ✘
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<p>[QUOTE="Noni, post: 11513737, member: 174639"]</p><p><strong>Re: Noni's Cloud Storage</strong></p><p></p><p style="text-align: center"><span style="font-size: 12px"><strong><img src="http://i.imgur.com/cdSmEwB.png" data-url="http://i.imgur.com/cdSmEwB.png" class="bbImage " style="" alt="" title="" /></strong></span></p> <p style="text-align: center"><span style="font-size: 12px"><strong><span style="color: #0000FF">Water Release</span></strong></span></p><p>[HR][/HR]</p><p></p><p><span style="color: #0000FF"> Fuuton: Pengin o Gyakuten - Wind Style: Reversing Penguin</span></p><p> Type: Supplementary/Defensive</p><p> Rank: B</p><p> Range: Short-Mid</p><p> Chakra: 20 (-10 per technique)</p><p> Damage: N/A (-20 to wind techniques)</p><p> 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.</p><p></p><p> Note: Can only be taught by Penguin</p><p> Note: Wind lasts four turns</p><p> Note: Can only be used three times per conflict </p><p></p><p><span style="color: #0000FF"> (Suition: Yami ni Orimasu) - Water Release: Descend to Darkness </span></p><p>Type: Offense/Supplementary/Defense</p><p>Rank: S</p><p>Range: Short - Long</p><p>Chakra Cost: 40 (+10 each turn)</p><p>Damage Points: 80</p><p>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.</p><p></p><p>Note: Can only be taught by Joker. Can only be used twice. Lasts three turns. No water S-Rank and above same turn created. </p><p></p><p><span style="color: #0000FF">Suiton: (Nairukawa no buraddi tanjō) — Water Release: The Nile's Bloody Birth</span></p><p>Type: Supplementary/Defensive</p><p>Rank: S</p><p>Range: Short - Long</p><p>Chakra Cost: 40 (-10 for every turn active)</p><p>Damage Points: N/A</p><p>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.</p><p></p><p>Note: Can only be taught by Yusei</p><p>Note: Can only be used twice</p><p>Note: Can not be used in consecutive turns</p><p>Note: Creating the chakra cloak costs an additional move</p><p>Note: Lasts a max of five turns, and can be stopped by the user whenever</p><p>Note: Regardless of the thickness of the Mist it can not be used as a water source for techniques requiring one</p><p></p><p><span style="color: #0000FF">Suiton: (Nairukawa no fuhai seigyo ) — Water Release: The Nile's Corruptive Control</span></p><p>Type: Supplementary/Defensive</p><p>Rank: S</p><p>Range: Short - Long (Depending on the Technique used upon)</p><p>Chakra Cost: 40 (-10 for every turn active)</p><p>Damage Points:</p><p>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.</p><p></p><p>Note: Can only be taught by Yusei</p><p>Note: Can only be used twice</p><p>Note: Can not be used in consecutive turns</p><p>Note: Lasts a max of four turns, and can be stopped by the user whenever</p><p>Note: Can not use another S-rank water technique in the same turn.</p><p>Note: Tainting techniques takes one of the three jutsu slots</p><p></p><p><span style="color: #0000FF">Water Release: Heavens Scattering Shot(Suiton:Shotto Wo Sanran Ten) </span></p><p>Type: Attack</p><p>Rank: C</p><p>Range: Short-Mid</p><p>Chakra: 15</p><p>Damage: 30</p><p>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.</p><p>Notes/Restrictions</p><p>-Can only be used 4 times a battle</p><p>-Can only be taught by Sonnelion</p><p>-Require 2 turn breaks between use</p><p>-Each blast of water deals 5 damage</p><p><a href="http://narutobase.net/forums/showthread.php?t=427998&p=14314177#post14314177">Learned here</a></p><p></p><p><span style="color: #0000FF">Water Style: Hidden Dragon Claw-[Suiton: Kakusare Ta Doragon No Tsume]</span></p><p>Type: Attack</p><p>Rank: C-Rank</p><p>Range: Short-Long</p><p>Chakra: 15</p><p>Damage: 30</p><p>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.</p><p><a href="http://narutobase.net/forums/showthread.php?t=441644&p=13415930#post13415930">Learned here</a></p><p></p><p><span style="color: #0000FF">(Suiton:Uzu) - Water Release:Whirlpool</span></p><p>Type: Offensive</p><p>Rank: C</p><p>Range: Short</p><p>Chakra: 15</p><p>Damage: 30</p><p>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.</p><p>Note:</p><p>-can only be taught by Kage Phoenix</p><p>-requires water source </p><p><a href="http://narutobase.net/forums/showthread.php?t=397350&p=12268106#post12268106">Learned here</a></p><p></p><p><span style="color: #0000FF">Water Release: Dancing Shruiken-(Suiton:Jigoku Shuriken Wo Dansu)</span></p><p>Type: Attack</p><p>Rank: C</p><p>Range: Short-Mid</p><p>Chakra: 15</p><p>Damage: 30</p><p>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.</p><p>Notes/Restrictions</p><p>-Require one turn breaks</p><p>-Doesn't require a water</p><p><a href="http://narutobase.net/forums/showthread.php?t=427998">Learned here</a></p><p></p><p><span style="color: #0000FF">(Suiton: Nijū inpakuto) - Water Release: Dual Impact</span></p><p>Rank: C</p><p>Type: Attack</p><p>Range: Short</p><p>Chakra: 15</p><p>Damage: 30</p><p>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.</p><p>Note: Must be taught by Yānks.</p><p>Note: Can only be used 2 times per battle</p><p>Note: Requires a water source</p><p><a href="http://narutobase.net/forums/showthread.php?t=472267&p=14294791#post14294791">Learned here</a></p><p></p><p><span style="color: #0000FF">Suiton: Kaatsu sa Reta Pengin - Water Style: Pressurized Penguin</span></p><p>Type: Supplementary</p><p>Rank: B</p><p>Range: Short-Long</p><p>Chakra: 20</p><p>Damage: N/A (+20)</p><p>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.</p><p></p><p>Note: Can only be used three times per battle</p><p>Note: Can only be taught by Penguin</p><p>Note: This technique can only be applied to A-rank water and below</p><p></p><p><strong><u>27.</u></strong> <span style="color: #0000FF">(Suiton: Gōjasuna gurando shūryō)- Water Release: Gorgeous Grand Exit</span></p><p>Type: Offense/Supplementary/Defense</p><p>Rank: B</p><p>Range: Short - Long</p><p>Chakra Cost: 20</p><p>Damage Points: N/A</p><p>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.</p><p></p><p>Note: Can only be taught by Noni</p><p>Note: Can only be used four times</p><p>Note: Does not work on Forbidden rank water or KG/CE variants of water</p><p><a href="http://narutobase.net/forums/showthread.php?t=157594&page=276&p=19300917&viewfull=1#post19300917">Approved here</a></p><p><strong>Taught to:</strong> Penguin, Korra, Tsuki, Joker</p><p></p><p><span style="color: #0000FF"> (Suiton: Inryoukuken) - Water Release: Gravitational Pull</span></p><p> Type: Offensive</p><p> Rank: B</p><p> Range: Mid</p><p> Chakra Cost: 25</p><p> Damage: N/A</p><p> 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.</p><p><a href="http://narutobase.net/forums/showthread.php?t=650539&p=19059499#post19059499">Learned here</a></p><p></p><p><span style="color: #0000FF">(Suiton: Āmākingu) - Water Release: Armor King</span></p><p>Type: Defense/Supplementary</p><p>Rank: B</p><p>Range: Short-mid</p><p>Chakra: 20</p><p>Damage: 40</p><p>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.</p><p>Note - Only lasts for three turns and then after use, must wait three turns to put into effect again</p><p>Note - Can only be taught by Moxxi</p><p><a href="http://narutobase.net/forums/showthread.php?t=620017&p=18403074#post18403074">Learned here</a></p><p></p><p><span style="color: #0000FF"> (Suiton: Yokoshimana Doroppu) - Water Style: Devious Drop</span></p><p> Type: Offensive, Supplementary</p><p> Rank: B</p><p> Range: Short – Mid</p><p> Chakra: 20</p><p> Damage: N/A</p><p> 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.</p><p> Note: Can only be used twice per battle.</p><p> Note: Can only be taught by Drackos</p><p><a href="http://narutobase.net/forums/showthread.php?t=595248&p=17455828#post17455828">Learned here</a></p><p></p><p><span style="color: #0000FF">(Suiton: Mizu seiun) - Water Release : Water Nebula</span></p><p>Type: Supplementary</p><p>Rank: B - Rank</p><p>Range: Short - Long</p><p>Chakra: 30</p><p>Damage: 60</p><p>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.</p><p></p><p>Notes:</p><p>- Water source is required</p><p>- Can only hit a single opponent</p><p>- Can only be use 3 times in a battle</p><p>- Can only be taught by Ouacus</p><p><a href="http://narutobase.net/forums/showthread.php?t=589530">Learned here</a></p><p></p><p><span style="color: #0000FF">(Suiton: Bakuhatsu Mizu Torappu no jutsu) - Water release: Exploding Water Trap</span></p><p>Type: Supplementary/Defensive</p><p>Rank: B</p><p>Range: Short</p><p>Chakra: 20</p><p>Damage: N/A</p><p>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.</p><p>Note & Restrictions:</p><p>- Can only be used three times per battle</p><p>- Can only be taught by EdwardSama (me)</p><p>- When you are in the water, only water techniques are allowed.</p><p>- Can only use water techniques up to B-rank when you are in the water.</p><p>- Needs one full turn until you can use it again.</p><p>- Because you need to be close to your opponent to perform this technique, it is impossible to only trap your opponent.</p><p>- Requires a water source</p><p><a href="http://narutobase.net/forums/showthread.php?t=426375&p=13062551&viewfull=1#post13062551">Learned here</a></p><p></p><p><span style="color: #0000FF">Suiton: Water Needle Shotgun</span></p><p>Type: Offensive/Attack</p><p>Rank:B-Rank</p><p>Range:Short-Mid</p><p>Chakra:20</p><p>Damage:40</p><p>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.</p><p></p><p>-Can Only Be taught by Yin..</p><p>-Usable 3 times a match</p><p><a href="http://narutobase.net/forums/showthread.php?t=453530">Learned here</a></p><p></p><p><span style="color: #0000FF"> Suiton: Satori o Aita Pengin no Chisei ✦ Water Style: The Intelligence of the Enlightened Penguin</span></p><p> Type: Supplementary</p><p> Rank: A-rank</p><p> Range: Short-Mid</p><p> Chakra: 30 (-10 per turn)</p><p> Damage: N/A</p><p> 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.</p><p></p><p> Note: Can only be taught by Penguin</p><p> Note: Can only use this jutsu three times per match</p><p> Note: No S-rank suiton after for one turn after this jutsu is used</p><p> Note: Manipulation of the penguin is A-rank</p><p> Note: Can only use the penguin as a water source three times</p><p></p><p></p><p><span style="color: #0000FF">Suiton: Seputon Riben-Sei) - Water Release: Septon's Convenience</span></p><p>Type: Supplementary</p><p>Rank: A</p><p>Range: Short</p><p>Chakra: N/A (+10 chakra to Water Release techniques)</p><p>Damage:N/A</p><p>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.</p><p></p><p>Note: Lasts three turns</p><p>Note: Can only be extracted from substances with a large water content, but also within reason</p><p>Note: Cannot extract water from earth, mud and swamp sources.</p><p>Note: Can only be used thrice per battle</p><p>Note: Can only be Taught by Rayder</p><p>Note: Cannot be used on living beings</p><p><a href="http://narutobase.net/forums/showthread.php?t=541492&page=2&p=18650464#post18650464">Learned here</a></p><p></p><p><span style="color: #0000FF">Suiton: seiryoku suijun|Water Release: Forced Plummet</span></p><p>Rank: A</p><p>Type: Offensive </p><p>Range: Short-Long</p><p>Chakra Cost: 30</p><p>Damage Points: 60</p><p>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.</p><p>Note: Can only be used 4 times per battle</p><p>Note: Can only be Taught by -Danzo-</p><p><a href="http://narutobase.net/forums/showthread.php?t=476756">Learned here</a></p><p></p><p><span style="color: #0000FF">(Suiton: Mizu Chōeki Tekunikku) - Water style: Water imprisonment Technique</span></p><p>Type: Offensive/Supplementary</p><p>Rank: A</p><p>Range: Short</p><p>Chakra: 30</p><p>Damage: 60 (+15 with lightning added)</p><p>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.</p><p>Notes & Restrictions:</p><p>- Can only be used three times per battle</p><p>- Needs to wait two full turns before using again.</p><p>- Can only be taught by EdwardSama</p><p>- The victim, if they escape before being covered in the water, will not face any side-effects from the technique.</p><p>- 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.</p><p>- The victim, if they are trapped for one full turn, will take the full effects of this technique (harder breathing, sluggish movements, sore body)</p><p>- The user can add a lightning technique after the water completely covers the target, which will add 15 in damage points.</p><p>- Requires a water source</p><p><a href="http://narutobase.net/forums/showthread.php?t=426375&p=13062551&viewfull=1#post13062551">Learned here</a> </p><p></p><p><span style="color: #0000FF">(Suiton: Sutikkī denpun same ) -Water Style: Sticky starch Shark</span></p><p>Type: Attack</p><p>Rank: A-rank</p><p>Range: Short/Long</p><p>Chakra Cost: 30</p><p>Damage Points: 60</p><p>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.</p><p>- Only taught by william24</p><p>- Can only be used 3x per battle</p><p><a href="http://narutobase.net/forums/showthread.php?t=453519&p=13694177#post13694177">Learn here</a></p><p></p><p><span style="color: #0000FF">[Suiton: Rippou Fuzen] - Water Style: Cube of Mischief</span></p><p>Type: Offensive/Attack</p><p>Rank: A</p><p>Range: Short - Long</p><p>Chakra: 20</p><p>Damage: 40</p><p>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].</p><p>- May only be used x3 per battle.</p><p>- Must be taught by Loki</p><p><a href="http://narutobase.net/forums/showthread.php?t=522089&p=15663621#post15663621">Learned here</a></p><p></p><p><span style="color: #0000FF">(Suiton: Suijou Souhou) – Water Release: Aquatic Touch</span></p><p>Rank: A</p><p>Type: Supplementary/Defensive</p><p>Range: Short</p><p>Chakra Cost: 30</p><p>Damage Points: N/A</p><p>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)</p><p></p><p>Note: Lasts two turns</p><p>Note: Can only be used thrice per battle</p><p>Note: Can only be Taught by Negative Knight</p><p>Note: Follows elemental strengths and weaknesses</p><p><a href="http://narutobase.net/forums/showthread.php?t=496129&p=14881843#post14881843">Learned here</a></p><p></p><p><span style="color: #0000FF">( Suiton: Dāku• u~ōtāzu ) | Water Release: The Dark Waters</span></p><p>Type: Supplementary</p><p>Rank: A rank</p><p>Range: Short – Mid range</p><p>Chakra: 30</p><p>Damage: N/A</p><p>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.</p><p></p><p>-Can only be taught by -L-</p><p>-Can only be used twice a fight</p><p>-Requires mastery of Water to be used</p><p><a href="http://narutobase.net/forums/showthread.php?t=580603&p=17061119#post17061119">Learned here</a></p><p></p><p><span style="color: #0000FF">(Suiton: Shouri no Caelus) - Water Release: Conquest of Caelus</span></p><p>Rank: A</p><p>Type: Supplementary/Defensive/Offensive</p><p>Range: Short - Long</p><p>Chakra cost: 30 (-10 chakra per turn)</p><p>Damage points: N/A (60 damage if used offensively)</p><p>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.</p><p></p><p>Note: Lasts for three turns</p><p>Note: Can only be used twice per battle</p><p>Note: Can only be used by Kirigakure Shinobi</p><p>Note: No Water Release above A-Rank in the user's next turn.</p><p></p><p><span style="color: #0000FF">(Suiton: Kiseichuu Gesuidou) – Water Release: Symbiotic Cesspool</span></p><p>Rank: A</p><p>Type: Supplementary</p><p>Range: Short - Long</p><p>Chakra Cost: 30 (-10 chakra per turn)</p><p>Damage Points: N/A</p><p>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.</p><p></p><p>Note: Lasts for two turns</p><p>Note: Can only be used twice per battle</p><p>Note: Can only be used by Kirigakure Shinobi</p><p></p><p><span style="color: #0000FF">(Kirigakure Hijutsu: Mizu Ryuushi Sanran) - Hidden Mist's Secret Technique: Water Particle Dispersion</span></p><p>Rank: A</p><p>Type: Defence/Supplementary</p><p>Range: Short-Medium</p><p>Chakra Cost: 30</p><p>Damage Points: -</p><p>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.</p><p>~ -10 damage to user per use</p><p>~ No water techniques of S rank and above next turn</p><p></p><p><span style="color: #0000FF">(Suiton: Hyouketsu Kiri) - Water Style: Freezing Mist</span></p><p>Rank: A</p><p>Type: Defence/Supplementary</p><p>Chakra cost: 30</p><p>Damage: N/A</p><p>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.</p><p>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.</p><p></p><p><span style="color: #0000FF">(Suiton: Ribaiasan no nigiri) - Water Style: Leviathan's Grip</span></p><p>Type: Attack/Supplementary</p><p>Rank: A</p><p>Range: Mid - Long</p><p>Chakra: 30 (-10 per turn afterwards)</p><p>Damage: (-15 dmg per turn)</p><p>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.</p><p>NOTES</p><p>►Can be used three per battle</p><p>►Has a 4 turn cooldown between each use</p><p>►Can only be taught by ZandaT</p><p><a href="http://narutobase.net/forums/showthread.php?t=650397">Learned here</a></p><p></p><p><span style="color: #0000FF">(Suiton: Kyuuketsuki Gesuidou) - Water Release: Vampiric Drain</span></p><p>Rank: A</p><p>Type: Supplementary/Defensive</p><p>Range: Short - Long</p><p>Chakra cost: 30 (-10 chakra per turn)</p><p>Damage points: N/A</p><p>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.</p><p></p><p>Note: Can only be used three times per battle</p><p>Note: Can only be used by Kirigakure Shinobi</p><p>Note: Chakra draining effects will only work on techniques, not on living creatures.</p><p></p><p><span style="color: #0000FF">(Aoiro Honoo) Blue Arura</span></p><p>Rank: A-rank</p><p>Type: Supplementary</p><p>Chakra Cost: 30</p><p>Damage Points : N/A</p><p>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</p><p>Note: can only be taught by Axle</p><p>Note: only lasts 3 turns</p><p>Note: the sword itself becomes very weak against earth, that it can't pierce it</p><p><a href="http://narutobase.net/forums/showthread.php?t=650539&p=19473353#post19473353">Learned here</a></p><p></p><p><strong><u>23.</u></strong><span style="color: #0000FF">(Suiton: Keto wa noroi o shōhi)-Water Release: Ceto's Consuming Curse</span></p><p>Type: Supplementary</p><p>Rank: A</p><p>Range: N/A</p><p>Chakra Cost: N/A (+10 for every technique this ability is applied to)</p><p>Damage Points: N/A (-20 to opponent's technique)</p><p>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.</p><p></p><p>Note: Can only be taught by Noni</p><p>Note: Can only be used twice per battle</p><p>Note: Remains active for four turns</p><p>Note: Requires two turn cool down before re-use</p><p>Note: Does not work on Forbidden Ranks</p><p>Note: Doesn't work with KG/CE variants</p><p><a href="http://narutobase.net/forums/showthread.php?t=157594&page=260&p=18765399&viewfull=1#post18765399">Approved here</a></p><p><strong>Taught to:</strong> Penguin, Joker</p><p></p><p><strong><u>26.</u></strong> <span style="color: #0000FF">(Suiton: Davi Akuma Kuiiruyōni)- Water Release: Davy's Devilish Devouring</span></p><p>Type: Supplementary/Defense</p><p>Rank: A</p><p>Range: Short - Long</p><p>Chakra Cost: 30</p><p>Damage Points: N/A</p><p>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.</p><p></p><p>Note: Can only absorb and transfer elements that work logically (KG and CE alike)</p><p>Note: Can not be used on KG/CE water based elements</p><p>Note: Can only be used three times per battle</p><p>Note: Cannot be used on Forbidden Rank Techniques </p><p><a href="http://narutobase.net/forums/showthread.php?t=157594&page=272&p=19203580&viewfull=1#post19203580">Approved here</a></p><p><strong>Taught to:</strong> Penguin, Joker</p><p></p><p><strong><u>28.</u></strong> <span style="color: #0000FF">(Suiton: Rukina don'yokuna rōdō)- Water Release: Lucina's Lustful Labor</span></p><p>Type: Supplementary</p><p>Rank: A</p><p>Range: Short - Long</p><p>Chakra Cost: 30</p><p>Damage Points: N/A (Depends on technique)</p><p>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.</p><p></p><p>Note: Can only be taught by Noni</p><p>Note: Can only be used three times</p><p>Note: Can not be used on above S-Rank techniques</p><p>Note: Does not work on KG/CE variants</p><p>Note: Can not be combined with both Ceto, and Davy at the same time, but can so with only one of them</p><p><a href="http://narutobase.net/forums/showthread.php?t=157594&page=278&p=19415372&viewfull=1#post19415372">Approved here</a></p><p><strong>Taught to:</strong> Houdini, Joker, Riker</p><p></p><p><span style="color: #0000FF">(Suiton: Sōzōnushi ni taisuru)- Water Release: Against the Creator</span></p><p>Type: Supplementary/Offense</p><p>Rank: A</p><p>Range: Short - Long</p><p>Chakra Cost: 30</p><p>Damage Points: 20 (+20 each turn active)</p><p>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.</p><p></p><p>Note: Can only absorb and transfer elements that work logically (KG and CE alike)</p><p>Note: Can only be taught by Joker</p><p>Note: Can only be used three times per battle</p><p>Note: Lasts three turns</p><p>Note: One turn cool down before re-use</p><p><a href="http://narutobase.net/forums/showthread.php?t=642048&page=2&p=19863281#post19863281">Learned here</a></p><p></p><p><span style="color: #0000FF">(Suiton: Mizu no Megami no Gifuto) - Water Release: Water Goddesses Gifts</span></p><p>Rank: A</p><p>Type: Attack/Supplementary</p><p>Range: Short-Mid (made short range of the user)</p><p>Chakra cost: 30</p><p>Damage Points: 60</p><p>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.</p><p>Note: Usable 4 times</p><p>Note: Must be taught by Korra</p><p>Note: Requires a water source</p><p>looks like:</p><p>[SPOILER]<img src="http://37.media.tumblr.com/cbe3e7b9163e2a1fa6ac42cc6930bcf4/tumblr_n70xq3oI1b1ts59evo6_250.gif" data-url="http://37.media.tumblr.com/cbe3e7b9163e2a1fa6ac42cc6930bcf4/tumblr_n70xq3oI1b1ts59evo6_250.gif" class="bbImage " style="" alt="" title="" />[/SPOILER]</p><p><a href="http://narutobase.net/forums/showthread.php?t=672834">Learned here</a></p><p></p><p><span style="color: #0000FF">(Suiton: Dekisui Ejiki ) - Water Style: Drowning Prey</span></p><p>Rank: A</p><p>Type: Attack</p><p>Range: Short/Mid</p><p>Chakra Cost: 30</p><p>Damage Points: 60</p><p>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.</p><p><a href="http://narutobase.net/forums/showthread.php?t=672809">Learned here</a></p><p></p><p><span style="color: #0000FF">(Suiton: Tengai Dekisui ) - Water Style: Dome of Drowning</span></p><p>Rank: S</p><p>Type: Attack</p><p>Range: Short/Mid</p><p>Chakra Cost: 40</p><p>Damage Points: 80</p><p>Description: The opponent is trapped inside a ice cube looking thing. The inside of it is filled with water, which makes your opponent drown.</p><p><a href="http://narutobase.net/forums/showthread.php?t=672809">Learned here</a></p><p></p><p><strong><u>5.</u></strong> <span style="color: #0000FF">(Suiton: Gimon Gori Ate)- Water release: The Wondering Goliath </span></p><p>Type: Offense-Defense</p><p>Rank: S</p><p>Range: Short-Long (Made short range, can move up to long range)</p><p>Chakra: 40</p><p>Damage: 80</p><p>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. </p><p></p><p>Note: Must have water mastered</p><p>Note: Can only be used twice in battle</p><p>Note: Requires a two turn cool down before re-use</p><p>Note: Can not use water jutsu above S-Rank next turn</p><p>Note: Follows elemental strength and weakness thread</p><p>Note: Every time a spider multiplies it would cost chakra as mentioned</p><p>Note: Every time a spider multiples it would cost one move as well</p><p><a href="http://narutobase.net/forums/showthread.php?t=157594&page=159&p=15417681&viewfull=1#post15417681">Approved here</a></p><p><strong>Taught to:</strong> Negative Knight, Blake, Vex, LOK, Shady Doctor, Lili-Chwan</p><p></p><p><span style="color: #0000FF">(Suiton: Shou sono senjo) Water Release: Call of the nymph</span></p><p>Type: Attack/Defense/Supplementary</p><p>Rank: S</p><p>Range: Short - Mid</p><p>Chakra: 30 (-15 to keep active)</p><p>Damage: N/A</p><p>Description:</p><p>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.</p><p>-Usable once per battle.</p><p>-No water A rank and up for the next two turns.</p><p>-No lightning can be used while wearing the armor.</p><p>-Last three turns.</p><p>-Turning into armor counts as a move.</p><p>-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.</p><p>-Can only be taught by Bloo.</p><p><a href="http://narutobase.net/forums/showthread.php?t=432920&p=13221174#post13221174">Learned here</a></p><p></p><p><span style="color: #0000FF">(Suiton: Dai iwa Shiroppu no Jutsu) - Water Release: Great Syrup Golem Technique</span></p><p>Rank: S</p><p>Type: Offensive, Supplementary</p><p>Range: Short </p><p>Chakra cost: 40</p><p>Damage points: 80 (+30 if charged with lightning)</p><p>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. </p><p>Note:</p><p>-Can be used twice</p><p>-If the golem destroyed, it can continue towards as a water wave.</p><p>-After absorbing a jutsu the golem will become 150% bigger, regardless of the rank.</p><p>-The golem can only absorb 3 techniques, after which it will crumble. </p><p>-Suiton needs to be mastered in order to do this.</p><p>-Can be taught by Dr. House</p><p><a href="http://narutobase.net/forums/showthread.php?t=487079">Learned here</a></p><p></p><p><span style="color: #0000FF">(Suiton: Hāfudōmu ) Water Release: Half Dome</span></p><p>Type: Defensive</p><p>Rank: S</p><p>Range Short </p><p>Chakra Cost: 40</p><p>Damage Points: 80</p><p>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.</p><p>Notes:</p><p>-Only people who mastered Suiton, are able to perform this.</p><p>-For being able to emit a rather large amounts of Suiton, the user needs to be Kage or above.</p><p>-Can be used 2 times per battle, thus the difficulty of the justu.</p><p>-Can be taught by Dr. House</p><p><a href="http://narutobase.net/forums/showthread.php?t=487079">Learned here</a></p><p></p><p><span style="color: #0000FF">(Suiton: Secchakuzai Joushou Tama) - Water Release: Adhesive Rising Spheres</span></p><p>Type: Supplememtary/Offensive</p><p>Rank: S-Rank</p><p>Range: Short-Long</p><p>Chakra: 40</p><p>Damage: 80</p><p>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.</p><p></p><p>Note: Usable twice per battle</p><p>Note: One turn cooldown between usage</p><p>Note: Localized short range radius variant requires no water source</p><p>Note: Localized mid range radius variant requires a normal water source</p><p>Note: Localized long range radius variant requires a large water source (lake, river, ocean, etc)</p><p>Note: No water techniques in the same turn, no water techniques above S-Rank for 3 turns</p><p>Note: Once the user stops focusing on this technique, it will end </p><p><a href="http://narutobase.net/forums/showthread.php?t=513537&p=15386416#post15386416">Learned here</a></p><p></p><p><span style="color: #0000FF">(Futon/Suiton: Houfuku) - Wind/Water Style: Retribution</span></p><p>Type: Offensive/Defensive</p><p>Rank: S rank</p><p>Range: Short - Long Range</p><p>Chakra: 40</p><p>Damage: 80</p><p>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.</p><p></p><p>Notes:</p><p>-Can only be use thrice</p><p>-Counts as 2/3 of the user's move per turn.</p><p>-Cannot use A rank and above wind or water the next turn</p><p>-No other Wind/Water Combination jutsu the same turn this has successfully been used</p><p>-No other elemental combination the same turn this has been used</p><p>-Must have Water and Wind mastered to use</p><p>-Can only be taught by -Venom-</p><p>Learned here</p><p></p><p><span style="color: #0000FF">( Suiton: Chame no Peropero) Water Style: The Tongue of the Licking Urchin</span></p><p>Rank: S</p><p>Type: Supplementary</p><p>Range: Short-Long</p><p>Chakra Cost: 40</p><p>Damage Points: N/A</p><p>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 ).</p><p>*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</p><p>*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.</p><p>*Can only be used thrice per battle*</p><p>*Lasts a maximum of 5 turns*</p><p>*Can't use Water above S rank in the same and next 2 turns of usage*</p><p>*Requires 2 turns cool down between usages, counting after the end of the previous usage*</p><p>*Follows elemental strength and weaknesses*</p><p><a href="http://narutobase.net/forums/showthread.php?t=577898">Learned here</a></p><p></p><p><span style="color: #0000FF">(Suiton: Fuchi no Watatsumi Hebi) - Water Release: Abyss of the Leviathan</span></p><p>Rank: S</p><p>Type: Supplementary/Offensive</p><p>Range: Short - Long</p><p>Chakra cost: 40 (-10 chakra per turn)</p><p>Damage points: N/A (80 damage if used to attack the opponent)</p><p>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.</p><p></p><p>Note: Lasts for three turns</p><p>Note: Can only be used twice per battle</p><p>Note: Can only be used by Kirigakure Shinobi</p><p>Note: No Water Release above A-Rank in the user's next turn.</p><p>[SPOILER]<img src="http://static1.wikia.nocookie.net/__cb20131114202925/powerlisting/images/2/27/Leviathan_by_beloved_creature-d39y19b.jpg" data-url="http://static1.wikia.nocookie.net/__cb20131114202925/powerlisting/images/2/27/Leviathan_by_beloved_creature-d39y19b.jpg" class="bbImage " style="" alt="" title="" />[/SPOILER]</p><p></p><p><span style="color: #0000FF">( Kirigakure Hijutsu: Mujogihen ) - Kirgakure's Secret Technique - Artificial Mist Deception</span></p><p>Rank: S</p><p>Type: Supplementary</p><p>Range: Short-Long</p><p>Chakra Cost: 40 ( +10 per turn )</p><p>Damage Points: N/A</p><p>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.</p><p>* Can be used only once per battle</p><p>* Leeches user's chakra 10 per turn</p><p>* User cannot use Forbidden Rank techniques while it is active of any element.</p><p>* 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.</p><p></p><p><span style="color: #0000FF">(Suiton: Mune no sono) - Water Release: Will of the Deep</span></p><p>Type: Offensive/Supplementary</p><p>Rank: S</p><p>Range: Short</p><p>Chakra: 40 (+15 per turn)</p><p>Damage: 80</p><p>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.</p><p></p><p>Note:</p><p>~The orb can release a maximum of 4 separate blasts</p><p>~The orb is created short range but the blasts can reach up to long range</p><p>~Lasts 3 turns before dispersing</p><p>~Can only be used 2 times</p><p>~Cannot use water techniques above A rank while this is active</p><p>~Can only be taught by xHoudinii</p><p><a href="http://narutobase.net/forums/showthread.php?t=662042&p=19170962#post19170962">Learned here</a></p><p></p><p><span style="color: #0000FF">Suiton: Senchinerupengin - Water Style: Sentinel Penguins</span></p><p>Type: Offensive/Supplementary/Defensive</p><p>Rank: S-rank</p><p>Range: Short</p><p>Chakra: 40 (-10 per turn to sustain)</p><p>Damage: N/A</p><p>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. </p><p></p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>Note: No S-rank or higher suiton for two turns after this jutsu is over</p><p>Note: Can only use suiton and non-elemental abilities whilst sustaining the penguins</p><p>Note: Can only be used by people who specialize in suiton</p><p>Note: Starmie and Staryu last a maximum four turns on the battlefield</p><p>Note: Only useable twice</p><p>Note: Can only be taught by Penguin.</p><p><a href="http://narutobase.net/forums/showthread.php?t=460150&p=19210171#post19210171">Learned here</a></p><p></p><p><strong><u>29.</u></strong> <span style="color: #0000FF">(Suiton: Bindus no Burisu)- Water Release: Bliss of Bindus</span></p><p>Type: Offense/Supplementary/Defense</p><p>Rank: S</p><p>Range: Short-Long</p><p>Chakra Cost: 40 (-15 for every turn kept active)</p><p>Damage Points: N/A (20 for body movement attacks)</p><p>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).</p><p></p><p>Note: Can only be Taught by Noni</p><p>Note: Can only be used twice per battle stays on field for four turns</p><p>Note: Can not use water above S-rank the turn the jutsu is created</p><p>Note: Can not used water S-Rank and above the turn the jutsu is dispelled </p><p>[SPOILER]<img src="http://orig06.deviantart.net/c61b/f/2012/159/a/1/anti_vonom_by_siakim-d52sy34.jpg" data-url="http://orig06.deviantart.net/c61b/f/2012/159/a/1/anti_vonom_by_siakim-d52sy34.jpg" class="bbImage " style="" alt="" title="" />[/SPOILER]</p><p><a href="http://narutobase.net/forums/showthread.php?t=157594&page=278&p=19415372&viewfull=1#post19415372">Approved here</a></p><p><strong>Taught to:</strong> Zanda, Ian, Joker</p><p></p><p><span style="color: #0000FF">(Suiton: Haha no Be no hogo)- Water Release: Mother's Beloved Protection </span></p><p>Type: Defense</p><p>Rank: S</p><p>Range: Short</p><p>Chakra Cost: 40</p><p>Damage Points: N/A</p><p>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).</p><p></p><p>Note: Can only be used three times</p><p>Note: Can not be used in consecutive turns</p><p>Note: Can only be taught by Joker</p><p>Note: Can only absorb and transfer elements that work logically (KG and CE alike)</p><p>Note: Elemental strength and weakness stays the same</p><p><a href="http://narutobase.net/forums/showthread.php?t=642048&p=18844896#post18844896">Learned here</a></p><p></p><p><span style="color: #0000FF">Suiton: Pengin no Sakuryaku - Water Style: Ploy of the Penguin</span></p><p>Type: Defensive/Supplementary</p><p>Rank: S-rank</p><p>Range: Short-Long</p><p>Chakra: 40 (-10 per turn)</p><p>Damage: N/A</p><p>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.</p><p></p><p>Note: Only lasts five turns</p><p>Note: Can only be used twice per battle</p><p>Note: No water techniques over A-rank on the turn this technique ends</p><p>Note: Water must be a primary specialty to use this jutsu</p><p>Note: Can only be taught by Penguin </p><p><a href="http://narutobase.net/forums/showthread.php?t=460150&page=2&p=20301763#post20301763">Learned here</a></p><p></p><p><strong><u>33.</u></strong> <span style="color: #0000CD">(Same/Suiton: Paelamon Han'ei Patoronēji)- Shark/Water Release: Paelamon Prospering Patronage</span></p><p>Type: Supplementary</p><p>Rank: S</p><p>Range: Short - Long</p><p>Chakra Cost: N/A (+0-100 for the user)</p><p>Damage Points: N/A (The babies themselves collectively can inflict 80 damage)</p><p>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.</p><p></p><p>Note: Can only be used twice per battle</p><p>Note: Lasts a maximum of two turns</p><p>Note: One turn cool down before re-use</p><p>Note: Must have shark summoning signed</p><p>Note: No shark ninjutsu next turn </p><p><a href="http://narutobase.net/forums/showthread.php?t=157594&page=308&p=20371883&viewfull=1#post20371883">Approved here</a></p><p><strong>Taught to: </strong></p><p></p><p><span style="color: #0000FF">(Suiton Bunshi): Water Molecules</span></p><p>Rank: Forbidden</p><p>Type: Supplementary</p><p>Range: Short-Mid</p><p>Chakra Cost: 80</p><p>Damage : (15 damage per turn )</p><p>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</p><p>Note: can only be taught by Axle</p><p>Note: lasts 5 turns</p><p>Note: can only be used once per battle</p><p>Note: after this technique is done the user can't user any A-rank and above water jutsus for 3 turns</p><p>Note: can be used as a water source </p><p><a href="http://narutobase.net/forums/showthread.php?t=650539&p=19059499#post19059499">Learned here</a></p><p></p><p><span style="color: #0000FF"> (Suiton: Kougake Kyojin Enkai) - Water Style: Gauntlets Of The Giant Ocean</span></p><p> Type: Attack</p><p> Rank: Forbidden</p><p> Range: Mid-Long</p><p> Chakra: 50</p><p> Damage: 90 (-30 to user)</p><p> 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.</p><p></p><p> Note: Can only be used once</p><p> Note: This jutsu takes up two jutsu slots</p><p> Note: No other Water-jutsu in the same turn</p><p> Note: No Water-jutsu above S rank in the next two turns</p><p><a href="http://narutobase.net/forums/showthread.php?t=672878">Learned here</a></p><p>[/QUOTE]</p>
[QUOTE="Noni, post: 11513737, member: 174639"] [b]Re: Noni's Cloud Storage[/b] [CENTER][SIZE=3][B][IMG]http://i.imgur.com/cdSmEwB.png[/IMG] [COLOR="#0000FF"]Water Release[/COLOR][/B][/SIZE][/CENTER] [HR][/HR] [COLOR="#0000FF"] Fuuton: Pengin o Gyakuten - Wind Style: Reversing Penguin[/COLOR] 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 [COLOR="#0000FF"] (Suition: Yami ni Orimasu) - Water Release: Descend to Darkness [/COLOR] 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. [COLOR="#0000FF"]Suiton: (Nairukawa no buraddi tanjō) — Water Release: The Nile's Bloody Birth[/COLOR] 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 [COLOR="#0000FF"]Suiton: (Nairukawa no fuhai seigyo ) — Water Release: The Nile's Corruptive Control[/COLOR] 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 [COLOR="#0000FF"]Water Release: Heavens Scattering Shot(Suiton:Shotto Wo Sanran Ten) [/COLOR] 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 [URL="http://narutobase.net/forums/showthread.php?t=427998&p=14314177#post14314177"]Learned here[/URL] [COLOR="#0000FF"]Water Style: Hidden Dragon Claw-[Suiton: Kakusare Ta Doragon No Tsume][/COLOR] 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. [URL="http://narutobase.net/forums/showthread.php?t=441644&p=13415930#post13415930"]Learned here[/URL] [COLOR="#0000FF"](Suiton:Uzu) - Water Release:Whirlpool[/COLOR] 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 [URL="http://narutobase.net/forums/showthread.php?t=397350&p=12268106#post12268106"]Learned here[/URL] [COLOR="#0000FF"]Water Release: Dancing Shruiken-(Suiton:Jigoku Shuriken Wo Dansu)[/COLOR] 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 [URL="http://narutobase.net/forums/showthread.php?t=427998"]Learned here[/URL] [COLOR="#0000FF"](Suiton: Nijū inpakuto) - Water Release: Dual Impact[/COLOR] 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 [URL="http://narutobase.net/forums/showthread.php?t=472267&p=14294791#post14294791"]Learned here[/URL] [COLOR="#0000FF"]Suiton: Kaatsu sa Reta Pengin - Water Style: Pressurized Penguin[/COLOR] 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 [B][U]27.[/U][/B] [COLOR="#0000FF"](Suiton: Gōjasuna gurando shūryō)- Water Release: Gorgeous Grand Exit[/COLOR] 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 [URL="http://narutobase.net/forums/showthread.php?t=157594&page=276&p=19300917&viewfull=1#post19300917"]Approved here[/URL] [B]Taught to:[/B] Penguin, Korra, Tsuki, Joker [COLOR="#0000FF"] (Suiton: Inryoukuken) - Water Release: Gravitational Pull[/COLOR] 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. [URL="http://narutobase.net/forums/showthread.php?t=650539&p=19059499#post19059499"]Learned here[/URL] [COLOR="#0000FF"](Suiton: Āmākingu) - Water Release: Armor King[/COLOR] 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 [URL="http://narutobase.net/forums/showthread.php?t=620017&p=18403074#post18403074"]Learned here[/URL] [COLOR="#0000FF"] (Suiton: Yokoshimana Doroppu) - Water Style: Devious Drop[/COLOR] 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 [URL="http://narutobase.net/forums/showthread.php?t=595248&p=17455828#post17455828"]Learned here[/URL] [COLOR="#0000FF"](Suiton: Mizu seiun) - Water Release : Water Nebula[/COLOR] 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 [URL="http://narutobase.net/forums/showthread.php?t=589530"]Learned here[/URL] [COLOR="#0000FF"](Suiton: Bakuhatsu Mizu Torappu no jutsu) - Water release: Exploding Water Trap[/COLOR] 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 [URL="http://narutobase.net/forums/showthread.php?t=426375&p=13062551&viewfull=1#post13062551"]Learned here[/URL] [COLOR="#0000FF"]Suiton: Water Needle Shotgun[/COLOR] 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 [URL="http://narutobase.net/forums/showthread.php?t=453530"]Learned here[/URL] [COLOR="#0000FF"] Suiton: Satori o Aita Pengin no Chisei ✦ Water Style: The Intelligence of the Enlightened Penguin[/COLOR] 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 [COLOR="#0000FF"]Suiton: Seputon Riben-Sei) - Water Release: Septon's Convenience[/COLOR] 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 [URL="http://narutobase.net/forums/showthread.php?t=541492&page=2&p=18650464#post18650464"]Learned here[/URL] [COLOR="#0000FF"]Suiton: seiryoku suijun|Water Release: Forced Plummet[/COLOR] 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- [URL="http://narutobase.net/forums/showthread.php?t=476756"]Learned here[/URL] [COLOR="#0000FF"](Suiton: Mizu Chōeki Tekunikku) - Water style: Water imprisonment Technique[/COLOR] 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 [URL="http://narutobase.net/forums/showthread.php?t=426375&p=13062551&viewfull=1#post13062551"]Learned here[/URL] [COLOR="#0000FF"](Suiton: Sutikkī denpun same ) -Water Style: Sticky starch Shark[/COLOR] 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 [URL="http://narutobase.net/forums/showthread.php?t=453519&p=13694177#post13694177"]Learn here[/URL] [COLOR="#0000FF"][Suiton: Rippou Fuzen] - Water Style: Cube of Mischief[/COLOR] 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 [URL="http://narutobase.net/forums/showthread.php?t=522089&p=15663621#post15663621"]Learned here[/URL] [COLOR="#0000FF"](Suiton: Suijou Souhou) – Water Release: Aquatic Touch[/COLOR] 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 [URL="http://narutobase.net/forums/showthread.php?t=496129&p=14881843#post14881843"]Learned here[/URL] [COLOR="#0000FF"]( Suiton: Dāku• u~ōtāzu ) | Water Release: The Dark Waters[/COLOR] 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 [URL="http://narutobase.net/forums/showthread.php?t=580603&p=17061119#post17061119"]Learned here[/URL] [COLOR="#0000FF"](Suiton: Shouri no Caelus) - Water Release: Conquest of Caelus[/COLOR] 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. [COLOR="#0000FF"](Suiton: Kiseichuu Gesuidou) – Water Release: Symbiotic Cesspool[/COLOR] 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 [COLOR="#0000FF"](Kirigakure Hijutsu: Mizu Ryuushi Sanran) - Hidden Mist's Secret Technique: Water Particle Dispersion[/COLOR] 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 [COLOR="#0000FF"](Suiton: Hyouketsu Kiri) - Water Style: Freezing Mist[/COLOR] 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. [COLOR="#0000FF"](Suiton: Ribaiasan no nigiri) - Water Style: Leviathan's Grip[/COLOR] 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 [URL="http://narutobase.net/forums/showthread.php?t=650397"]Learned here[/URL] [COLOR="#0000FF"](Suiton: Kyuuketsuki Gesuidou) - Water Release: Vampiric Drain[/COLOR] 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. [COLOR="#0000FF"](Aoiro Honoo) Blue Arura[/COLOR] 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 [URL="http://narutobase.net/forums/showthread.php?t=650539&p=19473353#post19473353"]Learned here[/URL] [B][U]23.[/U][/B][COLOR="#0000FF"](Suiton: Keto wa noroi o shōhi)-Water Release: Ceto's Consuming Curse[/COLOR] 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 [URL="http://narutobase.net/forums/showthread.php?t=157594&page=260&p=18765399&viewfull=1#post18765399"]Approved here[/URL] [B]Taught to:[/B] Penguin, Joker [B][U]26.[/U][/B] [COLOR="#0000FF"](Suiton: Davi Akuma Kuiiruyōni)- Water Release: Davy's Devilish Devouring[/COLOR] 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 [URL="http://narutobase.net/forums/showthread.php?t=157594&page=272&p=19203580&viewfull=1#post19203580"]Approved here[/URL] [B]Taught to:[/B] Penguin, Joker [B][U]28.[/U][/B] [COLOR="#0000FF"](Suiton: Rukina don'yokuna rōdō)- Water Release: Lucina's Lustful Labor[/COLOR] 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 [URL="http://narutobase.net/forums/showthread.php?t=157594&page=278&p=19415372&viewfull=1#post19415372"]Approved here[/URL] [B]Taught to:[/B] Houdini, Joker, Riker [COLOR="#0000FF"](Suiton: Sōzōnushi ni taisuru)- Water Release: Against the Creator[/COLOR] 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 [URL="http://narutobase.net/forums/showthread.php?t=642048&page=2&p=19863281#post19863281"]Learned here[/URL] [COLOR="#0000FF"](Suiton: Mizu no Megami no Gifuto) - Water Release: Water Goddesses Gifts[/COLOR] 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: [SPOILER][IMG]http://37.media.tumblr.com/cbe3e7b9163e2a1fa6ac42cc6930bcf4/tumblr_n70xq3oI1b1ts59evo6_250.gif[/IMG][/SPOILER] [URL="http://narutobase.net/forums/showthread.php?t=672834"]Learned here[/URL] [COLOR="#0000FF"](Suiton: Dekisui Ejiki ) - Water Style: Drowning Prey[/COLOR] 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. [URL="http://narutobase.net/forums/showthread.php?t=672809"]Learned here[/URL] [COLOR="#0000FF"](Suiton: Tengai Dekisui ) - Water Style: Dome of Drowning[/COLOR] 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. [URL="http://narutobase.net/forums/showthread.php?t=672809"]Learned here[/URL] [B][U]5.[/U][/B] [COLOR="#0000FF"](Suiton: Gimon Gori Ate)- Water release: The Wondering Goliath [/COLOR] 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 [URL="http://narutobase.net/forums/showthread.php?t=157594&page=159&p=15417681&viewfull=1#post15417681"]Approved here[/URL] [B]Taught to:[/B] Negative Knight, Blake, Vex, LOK, Shady Doctor, Lili-Chwan [COLOR="#0000FF"](Suiton: Shou sono senjo) Water Release: Call of the nymph[/COLOR] 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. [URL="http://narutobase.net/forums/showthread.php?t=432920&p=13221174#post13221174"]Learned here[/URL] [COLOR="#0000FF"](Suiton: Dai iwa Shiroppu no Jutsu) - Water Release: Great Syrup Golem Technique[/COLOR] 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 [URL="http://narutobase.net/forums/showthread.php?t=487079"]Learned here[/URL] [COLOR="#0000FF"](Suiton: Hāfudōmu ) Water Release: Half Dome[/COLOR] 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 [URL="http://narutobase.net/forums/showthread.php?t=487079"]Learned here[/URL] [COLOR="#0000FF"](Suiton: Secchakuzai Joushou Tama) - Water Release: Adhesive Rising Spheres[/COLOR] 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 [URL="http://narutobase.net/forums/showthread.php?t=513537&p=15386416#post15386416"]Learned here[/URL] [COLOR="#0000FF"](Futon/Suiton: Houfuku) - Wind/Water Style: Retribution[/COLOR] 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- [URL="http://narutobase.net/forums/showthread.php?t=513831& p=15563670#post15563670"]Learned here[/URL] [COLOR="#0000FF"]( Suiton: Chame no Peropero) Water Style: The Tongue of the Licking Urchin[/COLOR] 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* [URL="http://narutobase.net/forums/showthread.php?t=577898"]Learned here[/URL] [COLOR="#0000FF"](Suiton: Fuchi no Watatsumi Hebi) - Water Release: Abyss of the Leviathan[/COLOR] 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. [SPOILER][IMG]http://static1.wikia.nocookie.net/__cb20131114202925/powerlisting/images/2/27/Leviathan_by_beloved_creature-d39y19b.jpg[/IMG][/SPOILER] [COLOR="#0000FF"]( Kirigakure Hijutsu: Mujogihen ) - Kirgakure's Secret Technique - Artificial Mist Deception[/COLOR] 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. [COLOR="#0000FF"](Suiton: Mune no sono) - Water Release: Will of the Deep[/COLOR] 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 [URL="http://narutobase.net/forums/showthread.php?t=662042&p=19170962#post19170962"]Learned here[/URL] [COLOR="#0000FF"]Suiton: Senchinerupengin - Water Style: Sentinel Penguins[/COLOR] 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. [URL="http://narutobase.net/forums/showthread.php?t=460150&p=19210171#post19210171"]Learned here[/URL] [B][U]29.[/U][/B] [COLOR="#0000FF"](Suiton: Bindus no Burisu)- Water Release: Bliss of Bindus[/COLOR] 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 [SPOILER][IMG]http://orig06.deviantart.net/c61b/f/2012/159/a/1/anti_vonom_by_siakim-d52sy34.jpg[/IMG][/SPOILER] [URL="http://narutobase.net/forums/showthread.php?t=157594&page=278&p=19415372&viewfull=1#post19415372"]Approved here[/URL] [B]Taught to:[/B] Zanda, Ian, Joker [COLOR="#0000FF"](Suiton: Haha no Be no hogo)- Water Release: Mother's Beloved Protection [/COLOR] 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 [URL="http://narutobase.net/forums/showthread.php?t=642048&p=18844896#post18844896"]Learned here[/URL] [COLOR="#0000FF"]Suiton: Pengin no Sakuryaku - Water Style: Ploy of the Penguin[/COLOR] 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 [URL="http://narutobase.net/forums/showthread.php?t=460150&page=2&p=20301763#post20301763"]Learned here[/URL] [B][U]33.[/U][/B] [COLOR="#0000CD"](Same/Suiton: Paelamon Han'ei Patoronēji)- Shark/Water Release: Paelamon Prospering Patronage[/COLOR] 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 [URL="http://narutobase.net/forums/showthread.php?t=157594&page=308&p=20371883&viewfull=1#post20371883"]Approved here[/URL] [B]Taught to: [/B] [COLOR="#0000FF"](Suiton Bunshi): Water Molecules[/COLOR] 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 [URL="http://narutobase.net/forums/showthread.php?t=650539&p=19059499#post19059499"]Learned here[/URL] [COLOR="#0000FF"] (Suiton: Kougake Kyojin Enkai) - Water Style: Gauntlets Of The Giant Ocean[/COLOR] 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 [URL="http://narutobase.net/forums/showthread.php?t=672878"]Learned here[/URL] [/QUOTE]
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