Ah Yeah, Words and Shiz

-Yard-

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Custom Jutsus:
1. (Doton: oshi sacchi) Earth Release: Pressure Sensing (Taught: Vision, Naruta)
2. (Doton: tsuchi heika) Earth Release: Earth Arms (Taught: Vision, Vegeta, Naruta)
3. (Doton: tsuchi heika) Earth Release: Earth swords (Taught: Vision, Vegeta, Naruta)
4.(Doton: Tsuchi Kurassha) Earth Release: Earth crusher (Taught: Vision, Vegeta, Naruta)
5. (Doton: Kabe-O Honsho No Jutsu) Wall Of Text No Jutsu (Taught: Vision, Vegeta, Naruta, Toku, Blake Belladonna. - Full)
6. (Fuuton : Rippou of Katto Uindo ) Wind Release: Cuboid of cutting wind (Taught: Vision, Vegeta, Naruta)
7. (Fūton: haipa tatsumaki) – Wind Release: Hyper Tornado (Taught: Vision, Vegeta, Naruta)
8. (Suiton: Mizu Sattou) Water release: Water Rush (Taught: Vision, Vegeta, Naruta)
9. (Raiton: ranpu suicchi) Lightning release: Light Switch (Taught: Vision, Vegeta, Naruta)
10. (Raiton: raikou myaku) Lightning Release: Lightning pulse (Taught: Vision, Vegeta, Naruta, Blake Belladonna, Ushiro. - Full)
11. (Katon: Hagetaka kaen) Fire Release: Condor Blaze (Taught: Vision, Vegeta, Naruta, Blake Belladonna )
12. (Hayaton: Hayai Ishiki Jutsu)- Swift Release: Swift Senses Technique (Taught: Naruta)
13. (Hayaton No Jutsu)- Swift Release: Swift Technique (Taught: ReXii, Naruta)
14. (Butai Ryou Giryou) Elemental Enhancing Skil (Taught: Vision, Vegeta, Naruta, Nathan, Gin-San. - Full)
15.

Custom Weapon:
1. (Setsuju Nunchaku) Intercepting Nunchucks
- (1) (Fuuton: Nunchaku Kuuhaku) Wind Release: Nunchaku Vacuum
- (2) (Fuuton: Nunchaku Doragon Senpuu) Wind Release: Nunchaku Dragon Whirlwind
- (3) (Fuuton: Nunchaku kajou taihou) Wind release: Nunchaku Spiral Cannon
- (4) (Fuuton: Doragon no hōkō) Wind release: Dragon's Roar

Custom Fighting Style: (Jeet Kune Do) The Way of the Intercepting Fist
1. (Ame Odori) Rain Dance
2. (Shintai Hitoshii Mizu) Movement Of Water
3. (Jeet Kune Do: Ichi Inchi Panchi Gikou) Jeet Kune Do: One Inch Punch Technique
4. (Raiton: Koudo Setsuju Hirate) Lightning Release: Advanced Intercepting Palm
5. (Doton: Sono Monogatari Karejiko) Earth Release: The Legend Himself
6. (Jie Quan Dao: Doragon no Haaku | Jeet Kune Do: Dragon's Grasp
7. (Jie Quan Dao: Hebi Piripiri) Jeet Kune Do: Serpent's Sting
8. (Jie Quan Dao: Hi denpō sutorētorīdo) Jeet Kune Do: The Non Telegraphed Straight Lead
9. (Jie Quan Dao: Sutorēto burasuto) Jeet Kune Do: Straight Blast
10. (Jie Quan Dao: Long Zheng Hu Dou) Jeet Kune Do: Dragons Clash With Tigers

Jeet Kune Do Training - Vincent, Shinta, Howard, Vision, Naruta & Vegeta
The ones listed have been taught Jeet Kune Do and the Jeet Kune Do techniques.
Anyone who I did not mention has been revoked from it's use due to inactivity a while back or I have forgotten them. Either way, if they aren't listed, they do not have it. Unless of course they received it from before the rules. As a note: I taught Howard and Nagato Jeet Kune Do before the rules, therefore they do not count against my 6 for the style, however they have learned the techniques and will count as two people who have learned the techniques. Thus counting against the number of who I can teach the techniques to.

Techniques that have been taught to the five I have listed:
- (Ame Odori) Rain Dance
- (Shintai Hitoshii Mizu) Movement Of Water
- (Jeet Kune Do: Ichi Inchi Panchi Gikou) Jeet Kune Do: One Inch Punch Technique
- (Doton: Sono Monogatari Karejiko) Earth Release: The Legend Himself
- (Raiton: Koudo Setsuju Hirate) Lightning Release: Advanced Intercepting Palm





Other info:

People I´ve traded with:
Howard
Izanami Kaito
Leader of the Samurai
Kagutsuchi
Kirabi
Lucifer
Muten Akira
Darth Muten
Nagato..
Oraan Nguyen
Sauron
Joker
Scorps
★Zoro..

★~Zeref~
Kirabi
-Cobalt-
-Haku Yuki-
-Kamishiro-
-Naruto-
Axle
Darijan
Darius..
Don Nizzy
Dr. House
Enderman
Gin-San
gitanshu
Hanon
Satin's daughter
Hashirama..
Heavens Blade
Howard
Igneel
Inch
Jet waraku
~MAKAROV~
★Kira..
Lucifer
McKnockout
McRazor
Mephiles
Pain..
Roger23
Rokusho..
Shade Dracova
ShArInGaN On The Moon
Sharingdork
Sindy
Taiketsu Yagami
★Thunderbolt
Toshiro
Ushiro
Xanthe
Yagura Yondaime
Zero Kelvin
~Mig J.J. Quiksilver~
~xtsukune~
-Liquid Cefka-
★-Scaze-
-The Exile-
-|Vash|-
9tail Naruto
AlbelTheWicked
Alternative
Anonimuss
NB's Young Lion
★Baldy..
battleandthebad
CeeJay.
Darktooth32
Dragonfly X
Drizzy..
Gingka Uzumaki
Gondar
IntrovertedKittenNinja
KanjiClan
★Sir Crocodile
sucresama
t pain
TheSleepyAkatsuki
tunechisan
★Uchiha Paulsama
Selendrile
LolaxXx
Mephiles
Mikuru san
minato491
Nara..
Shadow Guy
★Ouacus
Reborn
Rodukaime Namikaze
Roger23
Rokusho..
Sasori of the six paths
WastedMonkey
Zaxelzero
Zerabitu (R.I.P U_U)
Zombie
Toshiro
Ushiro
Iwabi
Darui
Toku
Xylon
Gobi
Damon
Ninevision
Scarface
Mathias
pineapple
I was given Nagato..'s CJ's, the proof is in one of his previous cj threads which is now hidden. However, I do have use of his cj's from before the new rule. If this is a problem, let me know and I'll delete this post.




It was also his profile message before xD


After much searching, I couldn't place where I had the permission, but, permission found.
I believe I have his techniques up until Nov 24 2011.
 
Last edited:

-Yard-

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Earth

C- rank

(Doton: oshi sacchi) Earth Release: Pressure Sensing
Rank: C
Type: Supplementary/Defense
Range: Short-long
Chakra cost: 20
Damage Points: N/A
Description: The user sends small amounts of chakra through ground around him so he can sense the pressure in certain locations of the battle field. By doing this the user can sense where his opponent is standing and where his opponent is if he/she is underground.
-User must make contact with the ground while using this jutsu.
-Must be taught by Sinderella23
(Doton: Hokori Koeda no Jutsu) - Earth Release: Dust Spray Technique
Rank: C
Type: Supplementary
Range: Short - Mid
Chakra cost: 20
Damage points: (-15 due to minor damage from technique)
Description: By moulding their earth natured chakra into their mouth the user has shown to release a heavy dust - like spray at the Target. This technique will temporarily blind the target and afflict small wounds to the targets skin.
(Doton: Irigomi) – Earth Style: Coming in together
Rank: C
Type: Offensive, Supplementary
Range: Short – Mid
Chakra cost: 15
Damage points: 30
Description: The user performs Ram – Horse – Rat and then stomping their foot on the ground can cause an open piece of earth like a hole or fissure to close shut trapping anyone inbetween.
(Doton: Daichi Bokudan) - Earth Style: Earth Bomb
Rank: C
Type: Supplementary
Range: Short/Mid
Chakra Cost: 15
Damage Points: 30
Description: When this bomb hits anything, it will create a giant wall that will fall into the opponent.

B-Rank

(Doton: tsuchi heika) Earth Release: Earth Arms
Rank: B
Type: Supplementary/Attack
Range: Short-long
Chakra cost: 40
Damage Points: N/A
Description: After making 3 hand signs the user sends his earth chakra into the ground around his opponent and raises arms from the ground that can grab his opponent and hold him/her in place.
-The user must make contact with the ground in order to use this jutsu meaning he/she cannot use this while being in the air.
-Must be taught by ~Yard~
-Must have a proper understanding of earth jutsu meaning you must be able to use B rank earth to learn this jutsu.
Note: If used in short-mid range you can add more chakra to the arms of earth and use them to crush the limbs of your opponent.
(Doton: tsuchi heika) Earth Release: Earth swords
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra cost: 30 (when making the sword)
Attack points: 40
Description: The user cups their hand as if they were holding a handel and molds a strong sword using their earth chakra.
since the earth used is made from the users chakra it can cut through C rank earth.
-The user cannot use any jutsu that require hand seals while holding the sword.
-Sword takes 3 seconds to make.
-Must be taught by ~Yard~
(Doton: Mokuzou Yaiba ) - Earth Style: Wooden Blade
Type: Attack
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: The user creates a wooden blade. When the blade contacts something, it slices through just like any other blade. This blade evaporates when touched by fire.
(Doton: Yurasu Bakura) Earth Element: Rock Explosion
Type: Offensive
Rank: B
Range: Short – long
Damage points: 25
Chakra cost: 40
Description: The user takes rock from the ground and increases the density, making the rock much harder than normal rock. They then launch it at the opponent and keep a string attached to the rock.
When the rock comes in close range of the opponent, the opponent releases chakra through the string by making the ram hand seal, making the rock explode and causing severe damage to the opponent. The injection of chakra goes fast.
Note: Can only be taught by Wesobi
Note: Can only be used twice per battle
Note: The string is clearly visible to doujutus users, due to the injection of chakra before the explosion. Non-doujutsu users can see the string, but not very clear.
Note: No Doton attacks in the same turn.
(Doton: Iwa no Ryūiki) - Earth Release: Earth River Basin
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: The user will make a set of three hand seals and then create a section of earth to split open and form a river bed in which can be made to flow anywhere. This technique is primarily used to defend against opponents water techniques and re-direct
their flow to the users desired location.
(Doton: Fūjikomeru Ori no Jutsu) - Earth Release: Containment Cell Technique
Rank: B
Type: Supplementary
Range: Short - Mid
Chakra cost: 25
Damage points: N/A
Description: User infuses the ground beneath the target with his chakra. The farther away that target is, the more charge time is needed. After charging, the ground forms into a ball around the target, trapping them.
(Doton: Domayuhōden) - Earth Release: Earth Cocoon Discharge
Rank: B
Type: Defence
Range: Short
Chakra cost: 25
Damage Points: N/A
Description: This technique allows the user to release earth-based chakra much like Tsuchikage's 'Aggravated Rock Technique' but on a smaller scale. Instead of releasing rock or stone from the whole body, this technique releases it from a particular point and aid the user in a range of varieties. When the user releases the chakra from their body, any earth like substances within clone ranges will turn to a solid rock instantly. So if the user used this jutsu in a puddle of mud, the mud would harden to earth as soon as it is touched by the chakra exherted.
(Doton: Doro Dekisui) - Earth Release: Mud Drowning
Rank: B
Type: Attack
Range: Short-Long
Chakra Points: 25
Damage Points: 40
Description: With just one hand seal, and with the enemy standing on mud, the user manipulates the mud to form two hands that grab the enemy's feet, dragging him under, drowning him in the mud very quickly.
Note: Can only be taught by Scorps
Note2: The enemy needs to be standing on mud.
(Tsuchi Kabe-Tama) Earth Wall-Bullets
Type: Attack/Defense
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage points: 40
Description:a large wall raises from the ground in front of the user, the wall then shoots hundreds of little bullets at there opponent.
Notes:
-This Jutsu can only be taught by ~Frederick~
(Doton: Funjin Arashi)~Earth Style: Dust Storm
Rank: B
Type: Supplementary
Range: Entire arena
Chakra: 10 per turn
Attack: 5 per turn
Effect: Creates a dust storm that effects the entire arena, blocking off sound, and light, and damages opponents eyes.
Description: User uplifts large amounts of earth that is broken up into extremely small bits of rock that is combined into a dust cloud that acts like a storm. It has the same effect as hidden mist except better. The noise caused by the dust scraping against the ground drowns out all other sound, and it blocks off all light so no one can see or hear. Also the moving dust will get into peoples eyes and cause blindness even if they move out of the storm. The user can also manipulate the storm a bit so that it does not harm allies or the user
(Doton: Sandotorappu) Earth Release: Sand Trap
Rank: B
Type: Supplementary
Range: Short-, Mid-, and Long-Ranged
Chakra Cost: 25
Damage Points:N/A
Description: The user changes the constancy of the earth below the target to have the constancy of wet clay, allowing the target to sink while it hardens. They will sink until their hands and the body below the waist is submerged, when it will harden. If used successfully, the opponent will be unable to use hand seals.
~The target must be standing on an earth source.
*the user does not manipulate sand in any way.
(Doton: Idō Tsuchi no Jutsu) - Earth Release: Shifting Earth Technique
Rank: B
Type: Supplementart
Range: Short - Mid
Chakra cost: 20
Damage points: N/A
Description: When performing this jutsu the shinobi places his/her hands on the ground and causes it to move rapidly away as if it were a conveyor belt. As the shinobi increases in skill and rank the size, speed, and range of this jutsu all increase. This makes it a perfect defensive technique and a good means to gain distance from a target by forcibly moving them away.
(Doton: Ishi Sekkou) Earth Release: Stone Scout:
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20 (+10 Per-Turn)
Damage points: N/A
Description: The user picks up a small rock and molds it into a bird, the bird then fly's high in the sky and scout's the battle field. the user's and Stone Scouts vision's are linked.
Note:
-This Jutsu can only be taught by ~Frederick~
(Doton: Shoutaku Kaibutsus) Earth release: Swamp Monsters
Type: Attack/Supplementary
Rank: B
Range: Short range (from the swamp)
Chakra Cost: 25
Damage Points: N/A
Description: After performing Swamp of the underworld the user will make two handseals "Tiger-Boar" and will create four ghouls from the mud of the swamp that rise up from the swamp around the opponent. These Ghouls can perform C rank earth techniques but they must remain on or in the swamp, using the properties of the swamp as a source of their mud. They can move out of the swamp but must stay within short range.
Note:
- Can be used 3X per match.
- Approved

A-Rank

(Doton: Tsuchi Kurassha) Earth Release: Earth crusher
Type: Offensive
Rank: A
Range: Short-mid
Chakra Cost: 30
Damage Points: 60
Description: Like "Earth Release: Mud Fall" and "Earth Release: Dropping Lid" the user will make 3 handseals "Rat" "Tiger" "Boar" as they send earth chakra to above the opponent or target and will make a rift above them. What comes out is not mud nor a lid but a huge stone that falls from the rift and crashes down onto the opponent (see picture for the size of said stone). The stone is created several meters above the opponent, leaving enough time to react.
- Can only be used twice per match.
- Must have mastered at least A rank earth.
You must be registered for see images
(Doton/Fuuton: Nīdorutaretto)- Earth/Wind Release: Needle Turret
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: The user slams his hands on the ground and raises a 10x10 block of earth from the ground with many small holes in it that shoots countless needles of earth in any direction that are cloaked in wind to greatly increase their speed and piercing ability. As long as the user's hands stay on the ground, the turret can continue to fire. The user can use the same turret again later but it will count as another move.
-Can be created 3 times per battle
-No A-rank or higher wind and earth the turn after use
(Doton: Tsuchi Uirusu no Jutsu) - Earth Release: Earth Virus Technique
Rank: A
Type: Offensive, Supplementary
Range: short - Mid
Chakra cost: 30
Damage points: 60
Description: After performing the Bird Hand Seal, the user will manipulate their chakra and fire a rock at the target from their palm or an extention of their body. If the rock hits the targets body it will then stick to them and over a period of several seconds it will begin spread across the targets body to eventually encase them in stone. However this technique can easily be counterd by administering a electrical current to negate the advance of the earth stone.
Note: Usable 3 times per battle
(Doton: Dai Iwa no Damu) - Earth Release: Great Earth Dam
Rank: A
Type: Supplementary, Defence
Range: Short - Long
Chakra cost: 30
Damage points: N/A
Description: The user will make a set of 4 hand seals and then will create a large segment of earth to rise up with a large bowl like formation in the center inwhich can be used to trap an opponent or up to a very large water source.
(Doton: Doro Meisai no Jutsu) - Earth Release: Mud Camoflauge Technique
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30 (+5 per turn active)
Damage points: N/A
Description: The user will make the snake hand seal and then they will begin excreeting earth chakra out their skin covering their body. This earth has special properties in which can mask chakra and heat signals being given from the users body, effectively masking their presences to sensory based ninja.
Note: Activation lasts 3 turns and must wait another 1 turn before activation again.
(Doton-Tsuchi hou Sentou) Earth release- Earth Gun Punch
Type: Attack
Rank: A-rank
Range: Short-Long
Chakra cost: 30
Attack points: 60
Description: the user focuses earth chakra on his fist making rock boxing gloves which he can use to strengthen taijutsu. The gloves can be shot at the opponent, at the users discretion, to inflict damage at long range.
*note: cant make any hand seals while the gloves are on.
*note: can only be use 3x per battle.
*note: can only be used by Toku.
(Doton- Jisatsu Tori) Earth release: Suicidal birds
Type: Attack
Rank: A-rank
Range: Short-Long
Chakra cost: 30
Attack points: 60
Description: the user summons three stone birds that explode out of the ground and take flight. Once the birds gain altitude they come crashing down on the opponent leaving crater size holes where the opponent stood.
*note: can only be used 3x per battle.
*note: can only be used by Toku.
(Doton- Iwa Same Gyakujou) Earth release: Rock Sharks Frenzy
Type: Attack
Rank: A-Rank
Range: Short-Long
Chakra cost: 30
Attack points: 60
Description: the user creates 3 earth chakra based sharks in the ground under his feet made out of rock and sends them after the opponent. The sharks encircle the opponent before attacking from underground.
*Note: can only be taught by Toku.
*Note: Usable 3 times per battle.
(Doton- Chiri Akuma) Earth release- Dirt Devil
Type: Attack
Rank: A-rank
Range: Short-Long
Chakra points: 30
Attack points: 60
Description: the user will create a large dirt devil full of gravel using his earth chakra and send it towards his opponent. The earth spins so fast that it causes the wind to cut the opponent while the gravel will bash him pretty bad.
*Note: can only be used by Toku.
*Note: can only be used 3x per turn.
(Doton- Iwa Supea Hitoame) Earth release- Rock Spear Shower
Type: Attack
Rank: A-rank
Range: Short-Long
Chakra cost: 30
Attack points: 60
Description: the user will perform three hand seals and the earth in front of him will explode w/ rock spears being released towards his opponent. The spears are about a meter long that shoot out at an angle and come in towards the opponent diagonally from the sky.
*Note: can only be used by Toku.
*Note: can only be used 3x per battle.
(Doton: Dai Iwa no Damu) - Earth Release: Great Earth Dam
Rank: A
Type: Supplementary, Defence
Range: Short - Long
Chakra cost: 30
Damage points: N/A
Description: The user will make a set of 4 hand seals and then will create a large segment of earth to rise up with a large bowl like formation in the center inwhich can be used to trap an opponent or up to a very large water source.
earth style: crushing earth (doton: assai tsuchi)
rank: A
type: attack
range: short-mid
chakra: 30
damage: 60
description: the user makes one quick hand sign and focus his earth chakra throughout the ground the earth crushes an opponent in the ground or change the earth under the opponent so if he chooses to go underground it will crush him as soon as he goes under
~3 times per battle
(Doton: Douyou)-Earth Style: Shaking
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: Using this technique, the user sends earth chakra into the ground to cause the ground to shake. The enemy will lose balance and fall if their on the ground. The spot of the ground to affect can be controlled. This can be used as a distraction either.
*Note: Faust can only teach this.
(Doton: Kyokan Mukade)-Earth style: Giant Centipede
Type: Attack
Rank: A
Range: Short/Long
Chakra Cost: 30
Damage Points: 60
Description: After preforming the required hand seals the user will pick a spot anywhere on the ground and focus chakra on it. A huge centipede made from rock will emerge from that spot and lunge at a target with its jaws open. If the target is not quick enough, the centipede will capture in its jaws and a slam it back into the ground. Once the centipede hits the ground it will crumble.
*Note: Can only be used 3 times per battle.
*Note: Faust can only teach this.
Doton: Rando Funnu ) - Earth Style: Raging Land
Type: Supplementary-Attack
Rank: A
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user focuses chakra into the ground, causing pieces of land to rise up. Beside the rose up lands are sharp spikes that will also be created
with chakra.
Doton/Fuuton: Shouchikubai Ashibishi (Earth/Wind Combo: Elevated Stepping Stones)
Type: Defense/Supplementary
Range: Short-Mid
Rank: A
Chakra Cost: 50
Damage Points: N/A
Description: 5 Large patches of earth infused with wind chakra raises out of the ground elevating the user. Can be used to catch the user while plummeting from the sky. Jutsu last for only 1 minute, before slowly sinking back into the ground.
Restricted to 3x per battle.
Note: Can only be taught by Loki
Earth Release: Growing Shuriken (Doton: Seichō Shite Iru Shuriken)
Rank: A
Type: Offensive
Range: Short- and Mid-Ranged
Chakra Cost: 30
Damage Points: 60
Description: The user creates two large rings out of earth, similar to the rings in the middle of a shuriken. The user then throws the rings through the air, and they gather earth along the way, forming two extremely large shuriken. They target the opponents arms, similar to the attack Sasuke launched by Sasuke on Deidara with two real large shuriken.
~Requires an earth source to be between the target and the user, as well as below the user.
(Doton: Suraidingu Kabe) - Earth Style: Sliding Walls
Rank: A
Type: Defence
Range: Short-Long
Chakra cost: 30
Damage Points: N/A
Descripton: This jutsu requires the dragon hand seal. It is only 2 moving walls that protect you from different jutsu
(Doton&Fuuton:Kuutaichimisairu Doroppukikku)-Earth&Wind Release: Air-to-surface Missile Drop-Kick
Rank:A
Type:Attack
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user, While in the air focuses a large amount of wind chakra below their feet to push off the air behind them rocketing them downwards towards the enemy the user then directs their feet in front of them pointed at the enemy and focuses earth chakra into their feet and legs to harden them increasing the damage on contact.
-Can't use for 3 turns afterwards and no A or above Taijutsu next turn. -Only taught by Professor Sarutob
(Doton: Sokonashi Pitto no Iwagakure) – Earth Release: Bottomless Pit of Iwagakure
Rank: A
Type: Offensive
Range: Short-Long
Chakra cost: 40
Damage points: 65
Description: The user performs two handseals (Ram → Rabbit) and stamps on the ground, creating big spikes that emerge with high speed from the ground before and on both sides of the opponent, while at the same time a huge pit, 3 to 5 meters wide, 10 to 30 meters deep and steep enough to make sure the opponent can't climb out, is created directly (approximately 2 steps) behind the opponent without them knowing it. Because most of the opponents probably focus on escaping from the spikes they will not see the pit behind them and are more likely to fall into it by avoiding the spikes.
- Note: The user must have mastered Doton.
- Note: The jutsu can only be used trice per battle.
- Note: The jutsu can only be performed while the users feet touch earth.
- Note: Can only be taught by Leaf.
- Taught
(Doton: Doro Rappu) - Earth Style: Mud Wrap
Type: Supplementary
Rank: A
Range: Short ( of mud )
Chakra Cost: 30
Damage Points: N/A
Description: The person takes hold of Chakra infused mud already in play due to the chakra already found in the mud it can be slightly manipulated to surround the opponent. It basically blasts out and around the opponent covering their body in mud. This makes moving harder as well as restricts breathing. This is due to the chakra infused mud that covers the opponent It has the same effect as Swamp of the Underground as it makes movement harder. The mud can possibly asphyxiate the opponent if it successfully covers the opponent completely. The mud can be controlled slightly and forced to surround the opponent's head making it's way into their nose, mouth and eyes. The user must have used a Mud based Earth jutsu prior to this jutsu.
Notes:
-Must have already used a mud based jutsu such as Swamp, Mud Fall, or mud bullets
-Must be able to manipulate up to A rank Earth to use this
-Must be the person's own Chakra infused Mud
- Taught
(Doton: Tsuchi kakujuu) - Earth style: Earth expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a earth jutsu the user will perform 2 handseals as they release there chakra into the earth jutsu. In doing so, the user will increase the power and size of the earth jutsu boosting any earth jutsu by 25 damage points. By the increase in chakra the earth jutsu will grow in size and become more dense addding to its power.

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

S-Rank

(Doton: Kabe-O Honsho No Jutsu) Wall Of Text No Jutsu
Type: Attack/Defense
Rank: S
Range: Long
Chakra Cost: 40
Damage Points: 80
Description: The user will make 5 hand-signs and slam their hands to the ground. A giant hollow wall will rise from the ground with two giant doors, it is as tall as Gamahiro and 3x thicker than Gamabunta's Sword. The user makes another handseal causing the doors to open and letters will burst out from inside the wall into 4 chains made of text made from the earth of the wall that will attempt to wrap around the opponents limbs. If successful the user then makes one more handseal, causing the chains to tighten, crushing the opponents limbs as the chains retract, pulling the opponent into the wall where the doors then slam shut, trapping the opponent inside. The wall will then go back into the ground and close in on it'self, crushing the opponent.

Notes:
- Can only be used once per battle
- Must have mastered Earth
- Must be of at least Sannin Rank
- No A Rank Earth for the next turn
- Due to the walls Size, it takes 15 seconds for it to completely rise and 3 seconds for the doors to open.
- The chains take 2 seconds to get to the opponent per 5 meters. So, 2 seconds for short range, 4 seconds for mid range and 6 seconds for long range.
- Approved
(Doton- Jari Tatsu) Earth release: Gravel Dragon
Type: Attack
Rank: S-rank
Range: Short-Long
Chakra cost: 40
Attack points: 80
Description: the user creates a large dragon out of gravel and sends it towards the opponent. The gravel is constantly moving around as the dragon shoots straight through towards the opponent. The dragon then swallows the opponent and begins to thrash him inside of him while grinding him w/ the gravel.
*Note: can only be used by Toku.
*Note: can only be used 3x per battle.
*Note: No s-rank earth and above can be used next turn.
(Doton: Tochi Kyojin) - Earth Release: Earth Behemoth
Type: Attack
Rank: S
Range Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user will gather their doton chakra and the release it into the ground. Earth will then rise up from the ground in a form of a Behemoth up to its mid section. The Behemoth can spit out several spear like projectiles that can be use to attack the oppenent. The giant can also use its hands to attack the opponent.

Note: Can be used only once per battle.
Note: Last on the field until destroyed.
Note: Spear like projectiles are A-rank Doton Jutsu.
Note: It cannot move around the field.
Note: Moves made by the behemoth counts as 1 of the 3 moves per turn (shooting spikes counts as a move).
Note: No Doton jutsu while still on the field.
Note: Can only be use/taught by WastedMonkey.
(Doton: Ōkina bouru) - Great bowl
Type: Defence
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description:Using the earth beneath him and in the surrounding area, and creates a dome(Size is dependent on the amount of land around you.) around the area.

Note:This technique requires a long string of hand seals. Making it nearly impossible to use while being attacked.
(Doton: Kuroi Kurohyou) - Earth release: Black Panthers
Rank: S
Type: Attack
Range:Short-long
Chakra Cost: 40
Damage Points: 80
Description: The user quickly concentrates his doton chakra in his hands and quickly touches the ground to release 2 panthers made out of Earth to run at the opponent at full force and take down the opponent savagely without trouble upon impact. The user can take his hands of the ground and the jutsu will still be active however to control the panthers the user must bring his hands back to the ground. If the users hands are not touching the ground, the panthers will simply attack the opponent whenever they see him/her.
Note: can only be used by RockLeeGreenBeast and those he shares this jutsu with.
Note: Can only be used 2 times.
Note: Panthers must be destroyed with an approperate jutsu.
Note: Panthers disperse after 3 turns if they are not destroyed.
Note: No S-rank Earth jutsus next turn.
Note: User can order the Panthers and tell them what to do as long as his hands are still touching the ground.
Doton: Pirania Kyobou|Earth Release: Pirahna Frenzy|
Rank:S
Type:Attack
Range:Short-Mid
Chakra:40
Damage:80
Range:Short-Mid
Description:The user concentrates his doton chakra and does a single handseal creating a infinite number of pirahna's made of earth and theses pirahna's are of the same size of the actual pirahna's and can only travel under earth and can jump a height of 1m above the ground.The swarm upon the enemies and devours them and can not be destroyed while in ground any damage to the pirahna is regenerated as long as there in ground

Note:
can only be used twice per battle
cannot use any suiton jutsu of A-rank and above for 2 turns
cannot use any doton jutsu of S-rank and above for 1 turn
pirahna lasts for a full turn
pirahna's doesn't harm the user
can only be taught by igneel
(Ko Kabe-Tama) Great Wall-Bullets:
Type: Attack/Defense
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage points: 80
Description: A large 25ft wall raises from the ground in front of the user, this wall is extremely dense and is able to block A-Rank attacks. The wall then brakes apart and shoots hundreds of little bullets at the opponent.
Notes:
-Can only be used twice per battle.
-This Jutsu can only be taught by ~Frederick~
(Doton: Tsuchi Musha) -Earth Style: Earth Marauders
Type: Attack/Defense/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description:
This technique is some ways mimics the stone golums/earth clones. The user will preform two hand seals and spits out mud from mouth to ground then it solidifies. By doing this the user will have three options on what will be formed from the mud. The three choices are Broad sword wielding Warrior/ Archer with Bow/ Viking with giant shield. Warrior attacks are basic Kenjutsu; Archer attacks are typical shots. These Marauders stand about 13 feet tall. With the exception of the Viking the Archer/Warrior are basic attacking types. The warrior is capable of attacking at short range and the archer is capable of attacking at mid - long distance doing the based damage. The Marauders are able to move as fast as a clone and they are quick with their attacks. These Marauders are unable to use jutsus of any kind.

Notes:
- Only one Marauder is able to be used at a time.
- They last on field until destroyed.
- Unable to use Doton technique in same move they are created.
- Unable to reform after begin destroyed.
- Usable once per battle.
- Only usable by Dexter..
- Only trainable by Dexter..
(Doton: Koudo Ame)-Earth Style: Earth Rain
Type: Attack
Rank: S
Range: Medium/Long
Chakra Cost: 40
Damage Points: 80
Description: After the necessary hand seals, the user will infuse a large amount of earth with chakra then uplift it, raising it into the sky. Then form the material into a large amount of earth spikes. These will be sent crashing down upon the target covering a large area, cutting and piercing the target with large sharpened rocks. These projectiles are infused with chakra adding to their strength and lethality, making them hard as steel.
*Note: Can only be used two times in battle.
*Note: The user can't perform Earth Style next turn after using this jutsu.
*Note: Takes ten seconds to prepare the attack.
*Note: Faust can only teach this.
(Doton: Daichi Kunai) - Earth Style: Earth Kunai
Rank: S
Type: Attack
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user shapes their chakra to make a kunai from the earth. When this kunai is hit on the opponent, the nearest organ turns into stone.
earth style: death trap (doton: zetsumei kansei)
rank: S
type: attack
range: short-mid
chakra: 40
damage: 80
description: the user will slam his hands on the ground and the earth around the opponent will come up and trap then in a dome of earth (with about 6 inches of room) the dome is special if the opponent attacks the walls of the dome they will instantly shatter and earth spikes will shoot out of the wall spewing the opponent all over however the entire after the dome is formed the user focuses his fire chakra into the dome so if the opponent doesn't attack the walls after 1 turn the walls will melt to lava and burn the opponent
~no earth jutsu for 3 turns after
~no fire jutsu 3 turns after
~once per battle
~the dome forms quickly so if the opponent is in middle of a jutsu and does not realize the dome is forming it is very hard to dodge
Earth Release: Earth Marbles (Doton:koudo ohajiki)
Type:Attack
Rank:S Rank
Range: Short- Mid
Chakra Cost:40
Damage Points: 80
Description: The user performs six handseals, he then stomps his foot onto the ground, channeling his doton chakra throughout the Earth, the chakra is then focused at any point below the opponent, almost instantly, with a single hand gesture made by the user, a great number of holes are formed in the ground, hundreds of small marbles of earth emerge from the holes at rapid speeds, constantly hitting he opponent from below, the heavy force of the rock marbles can cause severe damage to the body.
-Can only be used two times per battle
-Can only be taught by ~Drizzy~
Earth Release:Rise of the Mighty Pillars [Kigen za Tsuyoi Chuuseki]
Type: Attack
Rank: S rank
Range:Short- Long
Chakra Cost: 30
Damage Costs: N/A
Description: The user performs six handseals, he then stomps the Earth, releasing a very large amount of his doton chakra, as it circulates throughout the Earth, while maintaining the chakra and using chakra and nature manipulation, The user then clasps his hands together, as this is done, at the users Will, up to nine giant pillars can be risen from the earth, large in size and mass, These pillars can lock around the tails of any tailed beast, if this is successful, the pillars can keep the tails locked onto the ground for one full turn of the opponent. At he end of this turn, the pillars will crumble. The amount of pillars can be increased or reduced. If this technique is used on a human, the pillar will tightly restrict the opponent from all movement [with exception of the head].
Note
-If used on a tail beast, The pillars only restrict the tails by pinning them down onto the ground, any other part such as the arms and legs can still remain with motion, the pillars only restrict the Creature from running, dodging, jumping etc. While this is in place, the beast still has power to perform jutsu.
-Can only be used once per battle
-Can only be taught by ~Drizzy~
-No Earth Jutsu for the following turn
-No S rank and above jutsu for the next two turns
-Only Sannin Ranked or Higher can use this technique
(Doton: Koumaru No Ishi) Earth Release: Balls Of Stones
Type: Offensive
Rank: S
Range: All
Chakra Cost: 40 (+20 more for each 2 additional balls)
Damage: 80
Describtion: The user makes 4 hand signs and than he focuses his chakra into his hands and he launches 1 ball of stones from each hand at his opponent whose speed can be increased by Wind Techniques of B-rank and lower. This technique can be used with Hurricane Fist which destroys balls and makes small stones which will fly at high speed at opponent with same strength.
Note: Can only be used 3 times in battle.
Note: User can´t use any Water Technique in next 4 turns.
Note: Can only be taught by Migualon J.J.
(Doton/Suiton Konbo: Kyuutai no Suishi) Earth/Water Combo: Orb of Drowning
Rank: S
Range: Long
Type: Attack
Chakra: 40 (+ 15 per turn)
Damage: 80
Description: The user will do a row of 5 handseals, then finish with slamming their hands onto the ground. A huge orb of earth will arise from the surrounding earth around the opponent, encasing them in a giant orb, leaving a 3 meter, in diameter, hole in the ground, that enters into the bottom of the orb. The user then stomps onto the ground, causing a geyser of water to sprout up into the hole, filling the orb with water. The water will race around inside of the orb, knocking the opponent around, trying to knock them out. The water will then fill up the orb, drowning the opponent.
Note: Usable 1x
Note: No Earth/Water jutsu for the next turn
Note: The water will fill up the orb in 5 seconds max
Note: If not out in 2 turns, the opponent will drown
Doton: Daichi Dasshu (Earth Release: Ground Dasher)
Rank: S
Type: Attack
Range: Short-Long
Chakra: 40
Damage: 80
Description: A fissure opens up under the enemy. Causing them to fall in the user then does a handseal that will sends wave after wave of spikes that puncture enemies.
(Usable 3 Times)
(No Earth Next Turn)
(Doton : Hisan Kobushi)- Earth Style : Flying Fist
Type:Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: After performing a single handseal and coating the one of the user's fist with earth chakra, he is able to put his hand forth and launch a fist made of earth. For every second that fist travels in the air towards the enemy, it get's bigger and bigger. The further the enemy, the more it packs a punch.
Usable two times per battle
Can only be used/taught by ~Yondaime~
After a few minutes if the user doesn't launch it, the user's hands would grow weary and tired due to the sheer weight of earth on his fists.
(Doton - Koroseumu) Earth Release: Colosseum.
Type: Supplementary.
Rank:S
Range:Short-Long
Chakra Cost:40
Damage Points:N/A
Description: The user performs 4 Handseals then he slams his dominant hand onto the ground and, sends enourmous amounts of Chakra through the Earth and creates a Giant Colosseum rises up through the Ground, covering the whole battlefield.
-Note: Can only be used once per match.
-Note: The Colosseum is infused with the users Chakra untill it gets destroyed.
-Note: Can only be taught by Gobi Gobletsson.
-Note: Due the high amounts of Chakra the user is so exhausted that he is only able to perform B-Ranked or lower Jutsus for the next 3 turns.
(Doton:Sakashima Ishi Shawa)Earth Style: Reverse Stone Shower
Rank: S
Type: Offensive
Range: Mid
Chakra Cost: 40
Damage: 80 (+15 if hit by the falling rocks)
Description: The user will make 2 hand seals and slam their hands to the ground channelling their Doton chakra into the ground and spreading it evenly all around the underneath of their opponent, the user will then make a further handseal and hundreds of sharp edged, torpedo shaped, pointed, chunks of rock will fly up from the ground underneath the opponent hitting the opponent with enough force to make deep lacerations and cuts in the opponents skin. The chunks of rocks that are saturated in the users doton chakra will then fall back to the ground due to earth's gravitational pull the speed at which the rocks fall can be increased slightly by the user making them fall faster. The rocks will hit the opponent as they fall and cause further damage.

Note: Can only be used twice per battle
Note: No other earth jutsu in the same turn
Note: No S ranks in the same turn
(Doton: Enchou kangoku) – Earth Style: Dome Prison
Rank: S
Type: Supplementary/Defense
Range: Short-Mid
Chakra cost: 40
Damage Points: 80
Description: This jutsu is used to trap an opponent in a dense dome of rock that rises up and imprisons the them, which can be further manipulated so that spikes will protrude from the inside of the dome piercing the target. The spikes cannot penetrate targets of greater density.
*Note: Can only be used 3 times per battle.
*Note: No S rank earth techniques the following turn.
*Can only be taught by McKnockout

Forbidden Rank

(Doton-Tsuchi Kikai Hou Sentou) Earth release- Earth Machine Gun Punch
Type: Attack
Rank: Forbidden
Range: Short-Long
Chakra cost: 50
Attack points: 120 (-15 to user )
Description: the user focuses earth chakra on his fist after performing “Earth release- Earth Gun Punch” and launches a barrage of punches releasing multiple rock gloves to be sent in the direction of the opponent causing tremendous damage to the opponent and the area around him.
*note: cant make any hand seals while the gloves are on.
*note: can only be use 1x per battle.
*note: can’t use any earth release s-rank and above for the next 2 turns.
*note: can only be used by Toku.
(Doton: Balrog) - Earth style: Balrog
Rank: Forbidden
Type: attack/defence
Range: short - mid
Chakra Cost: 30
Damage points: N/A
Description: The user will perform 3 handseals placing his hand on the ground, quickly releasing his chakra into the ground. Out of this, a giant black beast made of earth shall arise(see image below). This earth demon is known as a Balrog, its body is made of earth and down his back are spikes of fire. He can also weild a flaming sword or a fire whip. For these 2 fire weapons to be created the user needs to perform one handseal. This earth deamon has 3 abilities.
1. The Balrog can use up S rank fire (not including S ranks)
2. The Balrog can control a fire whip or a flaming sword.
3. The Balrogs body is as hard as S rank earth
These beast is able to walk and move, but not able to fly even though it has wings. Once the body of the Balrog is destoryed the fire will extinguish shortly after.

Note: Useable 1 times per battle
Note: Can't use genjutsu in the same turn as this jutsu
Note: Must be taught by the pervy sage
Note: Stays on the feild for 4 turns, or until destroyed
Note: The user takes 30 damage from the amount of chakra they have to use for this jutsu

Wind

B-rank

(Fuuton: Raiton Enerugī no Bunsan sa seru) Wind Style: Lightning Energy Disperse
Type: Supplementary
Range: Short
Rank: B
Chakra Cost: 25
Damage Points: N/A
Description: The user will make the ram handseals and instantly discharge wind chakra from their body to make a wall wind chakra in front of them this will be an almost instant process, as lightning jutsu of B rank or below hits the wall of wind chakra the wind chakra will absorb the lightning this will happen because of winds elemental advantage over lightning energy from the jutsu and cancel it out, the wall will then disperse.
(Fuuton: Henteko Kunai ) - Wind Style: Strange Kunai
Type: Attack
Rank: B
Range: Mid/Long
Chakra Cost: 20
Damage Points: 40
Description: The user focuses their wind chakra onto the kunais. After they are thrown, they explode and turn into large tornados. If missed, tornado follows the opponent for a few seconds and disappears.
(Fuuton: Ekusupuro-Jon Uindo): Wind Release: Wind Explosion
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: During movement of the user. The user will release a burst of exploding wind towards the bottom of their feet to move at the speed of sound. It will appear to the opponent as the user had teleported, however this is not the case. Any dojutsu users as well as sound and sensory ninja's would be able to follow the movements however they would lose the movements towards the end as the user would be moving too fast.

Note: User has to be moving to use this jutsu.
Note: Can be used two times per battle.
Note: Can't use to move in the air or fly around
Note: Can use it to change direction, but will count towards the users 3 moves per turn
Note: Can only use this to move within the line of sight. (Meaning can't go around walls without changing directions)
Note: If ran into something the user will take -50 damage as a result of the great speed
Note: Can only be taught by NineVision
- Taught
Wind Release: Typhoon Tyrant (Futon: Taifū Tairanto)
Rank: B-Rank
Type: Supplementary
Range: Whole Field
Chakra Cost: 25
Damage Points: -
Description: The user molds wind chakra in their hands, and releases it outward in a ball, which hits the sky and explodes, forming a large typhoon. All weapons that are long-ranged are sucked in, including kunai knives, explosive tags, etc. due to no hand control keeping them in place. The opponent and user are otherwise unaffected, besides the change in weather.

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

A-Rank

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

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

-The controling of the shuriken counts as one of the users turns
-Can only be taught by ~Yard~
(Futon: Kandakoro Kamui no Jutsu) - Wind Release: Possessor of the Sky Technique
Rank: A
Type: Supplementary, Defence
Range: Short - Mid
Chakra cost: 30
Damage point: N/A
Description: The user makes the ram hand seal and then releases their wind chakra into the air around them. By Forcing wind currents in the air to clash with each other they then cause a static type effect that forces the wind to become still thus negating wind techniques within the vicinity.
Note: Can only work on A rank and below wind techniques and can only be used every two turns and only 3 times per battle
(Suraisu Kaze) - Slicing wind
Type: Attack/supplentry
Rank: A
Range: Short-Mid
Chakra Cost: 25
Damage Points: 45
Description: The user will stand like the picture shown below. Then the user will be begin to swing his front arm around in a slicing motion, but as they do, the users body will change to a blast of wind (in the same way suigetsu can replace his body with water) sending them selves at great speed as a slicing wind at the opponent. Though this leaves the user vulnerable to fire attacks if the opponent can see the user. This can also be used in avoiding attacks. The user can reform at any point. But if they dont, they become a slicing blade of wind and reform to their normal selves with their hand up in the air like they just slice the opponent across the chest, which they will have done in there wind form.

Note: Only doujutsu can see the wind.
Note: The user takes double damage in wind state from fire attacks
Note: Can he heard by sound users, can only be heard by non sound ninja when the battle field is near silent
Note: Only be used twice
Note: Cant use fire jutsu in same turn due to the concentration of wind chakra.
(Futon: Taisan) Wind Style : Disperse
Type : Defense/Supplementary
Rank : A
Range : N/A
Chakra cost : 30
Damage points N/A
Description : The user is able to disperse his body into the wind, making the user one with the wind. The user can decide where he wants to reform back to his original state. Can be used to avoid incoming attacks.

Note : Takes time to reform back into user's original state.
Note : Dojutsus such as sharingan and byakugan can see the user of this jutsus chakra flow as he disperses into the air.
Note : Can only be used Once per battle
Note : Only used/taught by ~Yondaime~
(Futon: Ryu Shushou no Shinkou) - Wind Release: Rising Dragon Palms
Rank: A
Type: Offensive
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user focuses some wind chakra into their palms creating orbs which are then molded as the user thrusts their palms into the air infront of them and molding them into the shape of two dragon claws that criss-cross each other in a single point and exploding on
impact causing a strong shock wave that sends any targets within range flying backwards.
Note: Must be tought by Zenryoku
(Fuuton: Kaze tengai ) - Wind Style: Wind Dome
Type: Supplementary/Attack
Rank: A
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user creates a dome filled with wind with their chakra.
When your opponent is inside, the wind will blow them around, causing them to hit things. Each time they hit something, you get more chakra. This jutsu is like a chakra monster.
(Fuuton: uyoku enzeru) - Wind Style: Take Flight
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage: 60
Description: the user gathers a lot of wind chakra into his back creating 2 large wings and 2 small wings made out of wind , the 2 large wind wings can be used to fly or to guard the user against incoming attacks, and the 2 small wings are made to increase the speed of the user while he's flying in the air, when the user activates this technique , he's pushed into the air upwards from the thrust of the wind that comes out of his back.

~ 4 times per battle.
~ as long as this technique is active the user cannot use any fire based techniques
~ Can Only be taught by ~Crow~
(Fuuton: kochou bure-do) Wind Style: Butterfly Blades
Type: Attack
Rank: A
Range:Short/Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will cup his/ her hands infront of their chest focusing wind chakra to the palms of their hands, they will then throw their hands up into the air releasing 5-10 wind manipulated butterflies. The user can then manipulate the wind butterflies around the battle field to wherever they want within range, the user can then snap their fingers at any time of their choosing and instantly manipulate the wind from its butterfly state to blades which then hurl towards the target(s) at extreme speeds from where ever the butterflies where last situated.

Note: when the butterflies are changed to blades they are almost impossible to see by an ordinary ninja due to they're small blades of wind.

Note: this jutsu takes a few seconds when sommoning the wind chakra and manipulating the butterfly shapes to the desired location

Note: Can only be used three times per battle
(Fuuton: Kaze Kei Kadou) Wind Release: Wind Whip Vortex
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will begin to compress a large amount of chakra into their hand, forming it into a whip made out of the wind. The user will then swing the whip towards the opponent, releasing multiple vortexes of wind towards him.
Note:
-After the vortexes are released the whip will dissipate
-can only be used 3 times per match
Fuuton:torune-do rasen (Wind Release: Tornado Spiral)
Type:Supplementary
Rank:A
Range:Short- Long
Chakra Cost:25
Damage Points:N/A
Description: The user, focuses their wind chakra, creating rapid rotations around the lower section of the body, this rotation forms a spiralling tornado shaped gust of wind which is used to quickly transport the user [it races across the ground/air]The wind only rotates around the body, it does not partially transform the lower section. This technique can also be released if preferred by forming a hand gesture, the tornado will continue towards the opponent. If not, the user can also perform the hand gesture to stop the jutsu, the decision must be posted in the move.
Note:
~can only be taught by ~Drizzy~
~can only be created around the user
~usable only three times per battle
(Fuuton: kaze kakujuu) - Wind style: Wind expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: + 25
Description: After releasing a wind jutsu the user will perform 2 handseals as they release there chakra into the wind jutsu. In doing so, the user will increase the power and size of the wind jutsu boosting any wind jutsu by 25 damage points. By the increase in chakra the wind gains more power as it increases the power of the wind blast aswell as the size by expanding the wind currents.

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

S-Rank

(Fuuton: Kito Kaze)-Wind Style: Returning Wind
Type: Defense
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The user blasts out a big sphere of wind from his/her mouth sending back every up to A-rank fire jutsu. It can be combined with some fires moves creating a combo.
*Note: Fire has the same damage + 30 wind damage. (If the combo is made)
*Note: The user can't use wind style next turn.
*Note: Can only be used 2 times per battle.
*Note: Faust can only teach this.
Fuuton: Mizu debaida (Wind Release:Water Divider)
Type: Defence
Rank:S
Range:Short- Long
Chakra cost:40
Damage Points:N/A
Description:The user performs one handseal, after that, he releases a wave of wind which parts any technique consisting of water eg.waves.
★Can only be used three times per battle
★can only part S Rank and lower water techniques.
(Fuuton: Henka no Kaze)- Wind Release: Winds of Change
Type: Attack/Defense/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 (+15 each turn active)
Damage: 80
Description: The user forms 3 handseals to generates and control wind currents throughout the battlefield that can vary in strength from a breeze to wind capable of lifting large buildings. The user must keep the last hand seal held to maintain precise control of the currents and continue the jutsu.However a fire technique of A rank or above can cut the control of the wind currents
-Usable twice per battle
-No A-rank or higher wind jutsu for the next 2 turns
-Can only be taught by Shin-Akira
Fuuton: Kaze disuku (Wind Release: Disks of Wind)
Type: Attack
Rank: S Rank
Range: Short- Long
Chakra Cost: 40
Damage Points: 80
Description: The user channels wind chakra to the palm of his dominant hand, manipulating the chakra to create high rotation speeds. This creates a small rotating disk that can be thrown at the opponent. The disk travels at a fairly fast speed.
★can only be taught by ddkcwill
★Needs to have Wind Mastered
(Fuuton: Kaze Kyodan)-Wind Style: Wind Missles
Type: Attack
Rank: S
Range: Medium/Long
Chakra Cost: 40
Damage Points: 80
Description: This jutsu sends highly long ranged, fast-paced wind missiles at the target. The user will send out five bursts of wind highly concentrated to a point. These are extremely sharp, fast paced, piercing blasts capable of piecing various defences, including thick stone or wood [ up to A rank ] and even if they are dodged or blocked the shock wave they create will throw a weak [ Chuunin and below ] opponent off balance. They are extremely hard to avoid because of their speed, although the speed is about one tenth of the First Gate.
*Note: Usable twice per battle.
*Note: Up to five missiles may be created per use. The missiles travel only in a straight line.
*Note: Due to the large amount of chakra required for this technique, it cannot be used if any clones of the user are present. Furthermore, the user can also definitely not use clone techniques or Genjutsu for the next two turns.
*Note: If the wind is blocked, there might be cases that the opponent is thrown off balance cause of the great wind blast, if they are Chuunin and below.
*Note: Faust can only teach this
[Fuuton: Za Hyoujin Kaze] ♦ Wind Style: The Sharp Wind ♦
Rank: S
Type: Attack
Range: Short/Long
Chakra: 40
Damage: 80
Description: The user will gather wind into their hand and condense it with chakra. creating long and thin projectiles in their hand. Then the user can aim these projectiles, launching them at a target. The projectiles do not deal a very much damage, though they are made for precision instead. for if aimed at a very vital, or severe pressure point, the user can cause their target to be unable to battle. Though this is quite hard to do and requires a great amount of focus and accuracy. They are really sharp and fast and could pierce through steel.
~Usable only one times per battle.
~Their as fast as Rock Lee without weights
~Five projectiles are made from the users fingers.
~No wind techniques the next turn.
~Faust can only teach this.
Fuuton:kaze hando|wind style: hand of wind|
Type: Offence/defence
Rank:S
Range:short
Chakra:40
Damage:80
Description: The user concentrates fuuton chakra into his hands creating a vortex of wind around his hands.This vortex of wind is as sharp as a blade.Now the user can attack the his opponent only head on and he can use his hands to defend even against lighning justsu's of rank S and below and it can also be used to deflect kunai's and shurikens
NOTE:
can only be taught by igneel
no hand seals required
cannot use any wind jutsu of A rank and above for 2 turns
Can only be used three times

Water​

B-Rank

(Suiton: Mizu Sattou) Water release: Water Rush
Type: Attack/Supplementary
Rank: B
Range: Short-Mid
Chakra Cost: 25
Damage Points: N/A
Description: The user releases a small amount of water from the moisture in the air and can then control the water that is created. The user can create and control the water created up to mid range in distance. The amount of water created is enough to fill a small bath tub and only lasts for one turn. However this source of water isnt great enough to create S rank level water techniques.
Notes:
- Can only be used 3x per battle.
- Must skip one turn before using again
- The water can only be controlled up to one turn
- Can only use water jutsu while controlling the water or until you release the water from your control.
(Suiton: Katon Enerugī no Bunsan sa seru) Water Style: Fire Energy Disperse
Type: Supplementary
Range: Short
Rank: B
Chakra Cost: 25
Damage Points: N/A
Description: The user will make the ram handseals and instantly discharge water chakra from their body to make a wall of water chakra in front of them this will be an almost instant process, as fire jutsu of B rank or below hits the wall of water chakra the water chakra will absorb the fire this will happen because of waters elemental advantage over fire energy from the jutsu and cancel it out, the wall will then disperse.
(Mizu Shiroppu Bunshin no Jutsu) - Water Syrup Clone Jutsu
Type:Attack
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: N/A
Description: The user creates Water Clones out of the viscous fluid created in the (Suiton: Mizuame Nababara) - Water Style: Syrup Capture Field technique. The clone is used as a normal Water Clone, but upon being killed, the clone turns into the viscous fluid and flies in all directions in short range. The clone can also be voluntarily dispersed into the fluid. If the fluid gets on the opponent ,i.e. the opponent's hands, the the next thing they touched with them would become stuck to them. If he/she were to try to make hand-signs, his/her hands would become stuck to one another. If the fluid gets into a person's mouth or nostrils, they will be choked and or suffocated.

Note: Clones can use Ninjutsu, Genjutsu, Doton, Katon, Fuuton, and Raiton up to C and Suiton up to B.

Note: Up to three clones can be made with this technique.

(Can only be used/taught by Demosthenes.)
(Suiton: Gekiryuu Chikara no Jutsu) - Water Release: Raging River Force Technique
Rank: B
Type: Offensive
Range: Short - Long
Chakra cost: 20
Damage points: 40
Description: The user performs the following hand seals Horse -Snake - Hare to activate a similar to the Water Torrent technique, save for a few key differences. Firstly, the power of this technique is enough to tear down most stone walls and defenses, not to mention defenses made of weaker materials. Secondly, this technique produces enough water to flood a small area. This technique can floor an area of 200 square feet. This technique is also used from the users mouth.
Note: This technique can break through B rank and below Earth based jutsu.
(Suiton: Sansui sōchi)- Sprinkler System
Rank: B
Type: Supplementary
Range: Short/Med
Chakra cost: 25
Damage Points: N/A
Description: The user, by channeling suiton chakra to their feet, will inject their chakra into the ground, as far as mid-range. Then, performing a single hand seal, the user will force their chakra from the ground, using nature transformation to change the chakra into water. This ejects a large amount of water from three places mid-range from the ground, similar to the function of a sprinkler. The water from the ground will then remain on the battlefield, allowing the user to use the water for any techniques up to A-rank.
*Note: Can only be taught/used by HereticPassage
*Note: Can only be used on a battlefield that has no water present
*Note: Water lasts for 5 turns; usable twice per battle
(Suiton: Ikarikuruu Yaseikawa no Jutsu) - Water Release: Raging Wild River Technique
Rank: B
Type: Offensive, Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: 40
Description: The user will manipulate their chakra and then they will force the water found in the dragon veins that have been brought to the survace via the (Doton: Konzetsu Ryūjōmyaku) - Earth Release: Uprooting Dragon Veins Technique to burst forth. This can be used in a variety of ways such as merely bursting out to create a defensive wall of water to counter incoming fire techniques or if used with trapping the opponent in a arena like structure they can send the water crashing into the opponent sending debree flying along with it in an attempt to drown the target.
(Suiton: Mizu Kabe ) - Water Style: Water Wall
Type: Defence
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: A wall of water rises in front of you. When an object contacts the water, it turns into ice.

A-Rank

Suiton: Dekisui Ejiki ) - Water Style: Drowning Prey
Rank: A
Type: Attack
Range: Short/Mid
Chakra Cost: 30
Damage Points: 60
Description: The user does the Tiger hand seal to create a creature underwater. This creature pulls his/her opponent down through the water, making them drown.
Suiton| Shinsui - [Water Release| Flood]
Rank: A
Type: Attack/Defence
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user focuses water chakra underground and has it burst forth in waves away from his epicenter, blocking techniques with ease and continuing on in a attempt to harm the opponent.
(Only 3 Waves may form at any given time.)
Note: Can only be used 3 times.
(Suiton: Heisha Sattou) Water Style: Chariot Rush
Rank: A
Type: Attack
Range: Short - Long
Chakra cost: 30
Damage Points: 60
Description: The user preforms the *Snake* seal then releases a large amount of water from their mouth. The water forms into several chariots that rush towards the target. The chariots are able to hit all at once or one at a time this causing the target to move around the constant battering of chariot. If a chariot hits the target, the target is hit with such force that they are pushed back and have several injuries.

Notes:
- No water source required
- Usable once per battle
- Unable to use another "Water Style" in same turn
- Only trainable/usable by Dexter..
(Suiton: Sui Mizu) - Water Style: Acid Water
Rank: A
Type: Attack
Range: Short/Mid
Chakra Cost: 30
Damage Points: 60
Description: The user spits out a portion of water that is acid. When the acid contacts skin, the skin just sizzles and disappears. Just leaving the opponent's raw flesh.
Water Release-Octopus Tendrils(Mizu rirīsu - tako no shokushu)
Type Defensive/Offensive
Rank:A
RangeShort
Chakra Cost:30
Damage Points:60
Description:The user will create a orb of water around the to protect themselves.The can split the dome into many tendrils that can whip, slash and pierce nearby enemies.
* While inside the dome you are very open to b rank raiton techs*
*Can Only Be Taught By ROTM*
(Suiton: Mizu Oni Kuike)-Water Style: Water Demon's Appetite
Type: Attack
Rank: A
Range: Short/Long
Chakra Cost: 30
Damage Points: 60
Description: A jutsu which utilizing the water around the opponent for it to work. Below the opponent, a head made of water emerges and tries to swallow up the opponent, having sharp dagger like teeth. If the initial chomp misses the opponent, a tongue will emerge to wrap around the opponent to try and pull them back under for a second attempt.
*Note: Must be performed when both user and opponent are on water.
*Note: Twenty eight handseals are needed to perform this, meaning any ninja will take three seconds to finish the handseals.
*Note: Once the tongue drags the opponent underwater, it grabs him and keeps him there until he escapes or drowns [ no biting if the tongue catches him ]
*Note: Usable only three times in battle.
*Note: Faust can only teach this.
Water style: Oil clone Jutsu ( Suiton: sekiyu Bunshin )
Type: Supplementary
Rank: A
Range: short –mid
Chakra Cost:30
Damage Points:60
Description: The User creates a clone out of oil that when it disperses it splatters near by objects with flammable oil. You can only summon three of them at a time. The clone can only use techniques using oil and cannot move past mid-range from the user's position.
Water release: Tears of Sorrows = Suiton: No namida wa, kanashimi
Type: Defensive/Supplementary
Rank: A
Range: Self/Short
Chakra cost: 25
Damage points: 40
Description: the user focuses water chakra in his/her hands, then the user places the hands in front of his/her face, like if he/she was crying. The user will emit a lot of water, from their mouth and water chakra that just appears to be tears from their eyes. The water will begin to take form, and will quickly grow, into a three meter tall, faceless, human looking, clump of water, with very big arms. The water will place it’s arms in front of the user, thereby shielding the user from harm. This is all done in one fluid motion.
Notes:
• Can only be taught by ZeroGarra.
• Can only be used three times per battle.
• This jutsu lasts for 1 turn.
( Suiton: Mizushusha ) - Water release: Water Rejection
Rank: A
Type: Supplementary - Defensive
Range: Short - Self
Chakra cost: 30
Damage points: N/A
Description: The user that knows Water release can use their ability to use technique called Water rejection. The first step to use this is to coat themselves in Water water chakra, making it look as if they were forming an orb of chakra from the Doujutsu user's point of view. Then, as any Water technique comes in contact with the Water chakra orb, it will reject the Water from the technique(s), leaving user dry and unharmed. However it makes the user more weaker to lightning techniques and wont protect them from Forbidden ranked water techniques.
Note:
Can be used only twice per battle.
(Suiton: Kurōsumasshu) - Water Release: Claw Smash
Rank: A
Type: Offense
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: A water jutsu that is concentrated in the user's hand. Water starts to form around the users hand and forms the a lobster's claw shape. The user can crush the opponent with the claw or can hit the opponent like it was Chidori.
Note: Can only be taught by Johninto Takashi
- Taught
(Suiton: Mizu fenikkusu) - Water Style: Water Phoenix
Rank: A
Type: Attack/Defence/Supplementary
Range: Short-Mid
Chakra cost: 30
Damage Points: 60
Description: A technique that utilizes water to create a phoenix shaped made up of water. The user can then send the phoenix at the enemy or use it to defend against attacks. The phoenix is as big as the hawk Sasuke summoned during the fight with Danzo.
Note: Can only block ninja tools and up to B rank fire.
Note: Can only be taught by ~Johninto Uchiha~
Note: Can only be used 3 times a battle.
- Taught
(Suiton: Mizu kakujuu) - Water style: Water expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a water jutsu the user will perform 2 handseals as they release there chakra into the water jutsu. In doing so, the user will increase the power and size of the water jutsu boosting any water jutsu by 25 damage points. By the increase in chakra the water gains more power as the wave of water increases in size and the power and speed of the water is increased.

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

S-Rank

(Suiton: Tengai Dekisui ) - Water Style: Dome of Drowning
Rank: S
Type: Attack
Range: Short/Mid
Chakra Cost: 40
Damage Points: 80
Description: The opponent is trapped inside a ice cube looking thing. The inside of it is filled with water, which makes your opponent drown.
(Suiton: Fuka-sa no Himitsu) - Water Release: Secrets of the Depths
Rank: S
Type: Offensive, Supplmentary, Defensive
Range: Long
Chakra Cost: 40
Damage Cost: 80
Description: The user will put his hands together in a medium-sized hemi-sphere and stretch them backwards on either of his sides. As he stretch his arms backwards he will releases a giant amount of water chakra and materialize a heavy volume of water behind the user. He will then punch foward and the heavy volume of water rushes up in a tidel wave and pass by the user and continues with tremedous speed and strength at the target, crushing it.
~ Can only be used thrice
~ No A rank or above water techniques the following turn.
Water Style: Grand Water Wave (Suiton: Yuuen Mizunami)
Type:Attack/Supplementery
Rank: S
Range:Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user focuses there water chakra into a huge wave that can carry the user in the air and make the user fly. The user can make waves come out of the huge wave and go attack the opponent. The water wave would need to be destroyed by some sort of earth jutsu or be cut off from the connection of water destroying the wave and making the user fall.
Note: Can only be created one per battle
Note: Must be taught by Izure
Note: After usage the user can't use s-rank water jutsus next turn or the turn used
(Suiton: Kiri Kawarimi) - Mist replacement
Rank: S rank
Type: Supplementary
Range: Short
Chakra cost: 20
Damage Points: N/A
Description: The user can freely transform his body into mist like that of the hidden mist jutsu. This form allows him to avoid taking direct damage from many physical attacks but can not attack while in this form. The user can reform into there normal body at any time, but in this form the are vulnerable to lightning and fire attacks.

Note: Lasts for up to 2 turns
Note: Must know hidden mist jutsu
Note: Cant attack in the form
Note: useable Once.

Fire

C- Rank

(Katon: Chīsana Bakuhatsu) - Fire Release: Microburst
Rank: C
Type: Offensive
Range: Short - Mid
Chakra cost: 20
Damage points: 30
Description: This technique allows a user to create a forward aimed and oxygen enhanced explosion. As this technique has been designed without the use of hand seals and to be performed at extremely close range, it has potential lethality if it strikes a solid hit on an opponent. It's explosive nature has been gauged to be roughly the same as an explosive tag with the explosion projected forward instead of the normal omnidirectional behavior.
(Katon: Kaji Kawari ) - Fire Substitute
Type: Supplementary
Rank: C
Chakra Cost: 10
Damage Points: N/A
Description: This jutsu uses the Ox handseal. When your opponent attacks you, you disappear in a cloud of fire. When you poof away, your opponent gets burnt while they are in that cloud of fire that you created.

B-Rank

(Katon: Fuuton Enerugī no Bunsan sa seru) Fire Style: Wind Energy Disperse
Type: Supplementary
Range: Short
Rank: B
Chakra Cost: 25
Damage Points: N/A
Description: The user will make the ram handseals and instantly discharge fire chakra from their body to make a wall of fire chakra in front of them this will be an almost instant process, as wind jutsu of B rank or below hits the wall of fire chakra the fire chakra will absorb the wind this will happen because of fires elemental advantage over wind energy from the jutsu and cancel it out, the wall will then disperse.
(Katon: Katana Kaji) - Fire Style: Blade of Fire
Rank: B
Type: Attack
Range: Short/Mid
Chakra Cost: 20
Damage Points: 40
Description: The user creates a sword of fire. When the user stabs something, the whole body/whatever ignites in flames.
Note: No sword intended
(Katon:Yuudoku Kaen Hari ) - Fire Style: Toxic Flame Needle
Type: Attack
Rank: B
Range: Mid-Long
Chakra Cost: 20
Damage Points: 40
Description: The user lights their hari with their chakra.
When the needles tips of the needles contact skin, they burn the opponents skin and inject poison into their body.
(Katon: Reiji no shakunetsu) - Fire Release: Scorching Rage
Type: Defensive/Supplemental
Rank: B-Rank
Range: Short
Chakra: 20
Damage: 40
Description: After performing the Tiger hand seal the user will channel their Katon chakra thru both legs into the ground which will encircle the user in a half meter radius away from the users body in a golden fiery aura of chakra which peaks a half meter above the users head protecting the user and burning anything that touches it.
-Must be taught by -Vegeta
- Taught

A-Rank

(Katon- Hanguri Shiroari) Fire release- Hungry Termites
Type: Supplementary
Rank: A-Rank
Range: Short-Long
Chakra cost: 30
Attack points: 60
Description: the user releases a flame from his hand that then takes the form of a swarm of termites. The swarm starts devouring the woods around the user and any wood jutsu used against him upto A rank
*note: can only be used 3x per battle.
*note: can only be used by Toku.
(Katon- Honoo no supaiku) Fire release- Flame Spikes
Type: Attack
Rank: A-rank
Range: Short-Long
Chakra cost: 30
Damage points: 60
Description: the user will focus his fire chakra under the opponent raising it out of the ground as spikes of fire that will burn the opponent as they emerge.
*Note: can only be used 3x per battle.
*Note: can only be used by Toku.
(Enkou Hebi)- Flame Serpent
Type: Attack
Rank: A
Range: Short- Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will focus there Fire chakra, then release it creating a large serpent head made completely of fire that will ingulf the opponent causing suver burns.

Note: Can only be used 3 time in battle
Note: Only Orange-Hokage can teach this jutsu
(Katon: Mizumizushii Tenji no Honō no Jutsu) - Fire Release: Vibrant Show of Flame Technique
Rank: A
Type: Offensive
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user will expunge a powerful blast of fire from their mouth that first takes form of a flamethrower reaching out three meters infront and then is capable, capable of converging on a large area of 20 meters in length. This Technique works well in conjunction to Water Release: Spirited Mist Technique to create a scolding wave of water that scorches the area.
Note: Can only be used 3 times per match
(Katon:kasai hitoya) Fire Release: Fire Prison
Rank:A
Type:Supplementary
Range: Short
Chakra:30
Damage:N/A( +10 if they touch the fire)
Description: This jutsu is used to trap a victim inside a virtually inescapable dome of fire.The user will gather his fire chakra in his hands, slamming them into the ground forming a ring around the opponent. The user will then make it rise forming a dome around the opponent. Not only will this trap the victim but it will burn the oxygen inside so if the opponent doesn't escape in three turns, he will run out of breath and die.
-Jutsu can only last for three turns
-Can only be used or taught by Taiketsu Namikaze
-Can be escaped by jutsu like "Hide like a mole" or with a powerful water jutsu
(Katon: Honoo Ensoku)- Fire Release: Flame Mines
Rank: A
Type: Attack
Range: Short
Chakra: 30
Damage: 60
Description: The user makes a handseal and creates six pockets of fire chakra beneath the earth around him. When any person other than the user steps on the earth above the location of the chakra pockets, a large collumn of flame shoots up from the ground beneath them. The six chakra pockets are arranged in a hexagon around the user's location when the jutsu is used. The chakra mines cannot be triggered by any outside force other than by an opponent stepping on top of them - ie., they can't be triggered by another jutsu hitting them on top, although the user can choose to detonate all of them at will (though not individually), and they can be detonated by jutsus vibrating the ground near them.
Note: May be used only once per match
Note: User cannot use any Fire Jutsus of S-rank and above while all 6 mines are present; A ranks to S rank when 5 are present; C rank to B rank when 3 or 4 mines are present; and if only one or two mines are present they can use any jutsu.
[Ryuuki Fenikkusu no Jutsu] ♦ Rising Phoenix Technique ♦
Range: Short/long
Rank: A
Type: Attack/Supplementary
Chakra Cost: 30
Damage: 60
Description: The user does the necessary hand seals; draws chakra from their mouth into their chest and then immediately exhales it. They then blow a stream of fire which erupts into a large soaring phoenix of flames. The mythical bird will then swoop up and into the foe at high speed. Not only can it cause very hot burns but can give a powerful hit upon contact as well. To better manage the flames the ninja will bring their hand to their mouth to control it. After it is done, because of the impact, the phoenix explodes into a bunch of blazing ashes all over ground, but the user can explode it whenever it's needed.
~Usable twice per battle.
~Faust can only teach this.
(katon: kouen kei) fire release: flame whip
Rank: A
Type: Attack
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60 (additional 15 to make it whip)
Description: the user preforms 3 handsigns then shoots a long flame out of his mouth that looks similar to a flamthrower however by doing one more handseal you can make the flame can whip making it extremly difficult to dodge this jutsu
-if handsign is done before hand can hit someone trying to dodge with hurrican fist or doton pillar
-can only be taught by foamy
(Katon: Hisan chourui)-Fire Style: Flying Birds
Type: Attack
Rank: A
Range: Mid Range/Long Range.
Chakra Cost: 25
Damage Points: 50
Description: You, concentrate your chakra into your hands and then release a wave of fire. Once, you're done you make flying birds (10) out of the wave of fire and direct them to at your opponent. When, it hits your opponent they start exploding. And, turning you're opponent to dust.
But, on the other side this jutsu can be canceled by a stronger water jutsu.
.Note: The User Can Only Use This Jutsu Twice A Battle.
(Katon: Bareru) - Fire Style: Barrel
Rank: A
Type: Defence
Range: Short/Mid
Chakra Cost: 30
Damage Points: N/A
Description: A wall of fire surrounds the user all around, protecting them from any attacks. Each attack (Except for Water) is most likely to be burnt.
Note: It is shaped like a cylinder. It does not have any open spaces except inside.
Fire Style: Burning Land Jutsu ( Katon: Moeteimasu Sen-Yuu )
Rank: A
Type: Offensive
Range: Short-mid
Chakra: 30
Damage: 60
Description: After the necessary handseals are performed, the user summons a small blanket of fire that smashes down onto the ground. Upon making contact with the ground, the blanket of fire expands, rushing across the ground and thus covering the ground within range in fire.

Note: Only twice per battle
(Kasai Ha Suto-Mu)Fire Leaf Storm
Rank:A
Chakra:30
Damage:60
Range:Short-Mid
Type:Attack
Description: The user builds up their katon chakra in their mouth and blows out a storm of embers that are sent spiraling towards the opponent at high speeds.Each ember is shaped like a leaf and thus that is where the justu gets its name.The leaf shaped flames are incredibly sharps they have serrated like edges and can easily cut through trees and rocks leaving cinders where it was sliced,the embers cover a large area both vertically and horizontally and thus can be difficult to avoid.
~Can only be used 3x
~Can only be used by -Scaze- and those who he allows
~No forbidden rank water justus that turn
(Katon: Kaji Mitsukai ) - Fire Stlye: Fire Angels
Type: Attack/Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 40 (40 for 20 Clones)
Damage Points: 80
Description: The user preforms the Rat,Tiger,Dragon and Dog handseals.
These angels are like clones, but instead, they are made out of fire.
When you get attacked the Angels/Clones will defend you or attack the opponent back.
Katon: Kajitori Kokyuu (Fire Style: Firebird's Breath)
Type: Attack
Rank: A
Range: Short-Long
Chakra: 30
Damage: 50
Descrption: User creates a steady stream of fire that can cover a wide area and be used as a cover as the user moves to a diffrent location. A wind Jutsu would only enhance the range and power of this jutsu.
(User is depleted of fire chakra next turn)
(Katon: Kaisu No Kusa)-Fire Release: Fire Grass
Type: Attack, Supplementary
Rank: A Rank
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user makes three hand seals and then manipulates the ground within a mid-range of them to have small, hot flames come out of the ground around them. The fire is hot enough to severely burn and damage the feet/other body parts of those who touch it. By regulating where they stream their katon chakra, the user is able to exclude certain areas from being set ablaze. Ex. The area beneath their feet.
Note: The fire will burn for two turns.
Note: Once created, the user isn't able to manipulate the fire so that it quits burning a certain area.
Note: Can only be used once every four turns.
Note: It takes a certain time before the flame reach a high enough temperature to severely burn the oppononent, leaving a small gap to react accordingly.
(Katon: Sune-Ku Gogyou Tatsumaki)-Fire Style: Fire Snake Tornado
Type: Attack/Defense.
Rank:A
Range: Mid Range.
Chakra Cost: 30
Damage Points: 40
Description: The user gathers fire chakra around him/her and then creates a giant tornado around him/her. And, after that it form it self in the form of a giant snake/hebi and forms a shield around the user it self a shield of fire. And, your oppont can not touch you.
.Note: The User Can Only Use This Jutsu only once a Battle.
(Katon: kasai kakujuu) - Fire style: Fire expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a fire jutsu the user will perform 2 handseals as they release there chakra into the fire jutsu. In doing so, the user will increase the power and size of the fire jutsu boosting any fire jutsu by 25 damage points. By the increase in chakra the fire gains more power as it absorbs more oxygen increasing its power.

Note: Can only use used on fire the user or the users summon has created
Note: Can only be used once one each fire jutsu creates
Note: can only be used 3 times
- Learnt
(Katon: Bāsākā shakunetsu) - Fire Release: Scorching Berserker
Rank: A
Type: Supplemental/Attack/Defense
Range: Short/Mid
Chakra Cost: 30 (15 per turn to maintain)
Damage Points: 60 for stream attack
Description: After Performing Fire Release: Scorching Rage the user will focus and maintain the fiery golden chakra surrounding him and can move about freely on the field of battle, but cannot leave the ground or the chakra will dissipate. The user can ram the enemy while surrounded in the chakra burning them and delivering blunt force damage as well as 4th degree burns (B rank damage, same as Scorching Rage). The user may also clap his hands together with the palms open and outward, concentrating and releasing the chakra in a stream of fire up to mid range, which will also end the jutsu.
~Notes~
-Lasts 3 turns unless released
-Must know my Scorching Rage and it must be used on the same turn
-Damage to taijutsu is increased +10 due the the flames surrounding the user
-User can only use katon elemental jutsu while this is active, but can perform physical taijutsu/kenjutsu attacks
-Must be taught by -Vegeta
- Taught

S-Rank

(Katon: Yuudoku Kaen ) - Fire Style: Toxic Flame
Type: Attack
Rank: S
Range: Short-Mid
Chakra Cost: 40 (+10 if used twice in a row)
Damage Points: 80
Description: After preforming Bird,Ram,Dog and Tiger hand seals, the user focuses their chakra into their left hand. When the fire contacts the opponent, it should burn through their organs and spine, causing a large hole in their body.
Name: Katon: Kaji Bakudan (Fire Style: Fire Bomb)
Rank: S
Type: Attack
Range: Short- Mid
Chakra: 50
Damage: 80 (-30 to user)
Description: User makes a condensed ball of fire in there palm, and onced released the bomb creates a massive burst of fire that leaves a crater and also affects the user.
(Very Effective against Earth Type Jutsu and Wind Would only Enhance this jutsu's power unless it becomes contained.)
(only useable 2 times)
(no fire for 2 turns afterwards)
(Katon: Pirittokuru no Tankyuu)|Fire Release: Hot Pursuit
Rank: S
Type:Attack/Defense
Range: short/long
Chakra cost: 40
Damage points: 80
Description:The user gather huge amount of katon chakra ,As he feel it he put it into his hand,As the chakra channel into his hand he make dragon and tiger hand seal then he slam his hand into the ground ,as he touch the ground with his hand he release the chakra into the ground creating alot of falme pillars that go towards the enemy into a line shape till it hit him
-can only be used 2 times per battle
-can't use any Katon jutsu on the same turn and Katon above A-Rank on the next
-must master katon and aact
-can't use it on the next turn
(Katon: Kouen Heki) Fire Release: Flame Burst
Type:Attack/Defend
Rank:S
Range:Short
Chakra:40
Damage Points:80 (-15 from heat exhaustion)
Description: The user will chanel fire chakra into his/her sword, causing fire to surround it. After the first step is done, the user will thrust the sword into the ground causing a fire burst to rise up and around the user and comrades, protecting the people from incoming attacks from any direction except above. The fire is hot enough to burn a person who touches it alive.
Notes:
-Technique is active as long as the sword is in the ground. Once pulled out the technique cancels in seconds
(Katon: Tsuin Kaen Doragon) - Fire Release: Twin Blazing Dragons
Type: Attack
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: After performing the following handseals (Ram → Horse → Bird → Tiger) the user takes a deep breath while gathering a large amount of fire chakra inside his lungs to shoot a huge fire stream similar to the one Oil flame bullet but in the shape of two dragons spinning around each other forming a drill of fire as the spinning dragons gain more speed when spinning around each other and the further they travel the faster they spin around each other, whenever the dragon's of fire are used after performing a wind technique that's possible to make a fire and wind combo, the dragons absorb the power of the wind as a fuel and grows rapidly in size as well as power.
~Can only be used 2 times per battle.
~No fire techniques higher than A-rank for the 2 turns.
~Can only be used by ~Crow~
Kasia kaen hensei (Fire style Blazing Formation)
Rank:S
Type:Attack
Range: Mid-Long
Chakra cost:40
Damage points:80
Description:I do 1 hand sign. as i do. 4 blazing poles appear around the oppenet in a square formation. as it does i then do 5hand signs. igniting each of the polls. making a fire wall to each poll making it like a fire wall where the user cant get out.. after that is complete. i then do 1 more hand sign. sending all the fire from each poll into the middle causing an explosion 10ft in height (The square is 10ft wide also)
-Note:Cant use no fire jutsu for 2turns afterwards
-Note:Can only use B-rank or lower fire jutsus for the whole battle after use
-Note:Can only be used Once
-Note:Can break through the fire walls with A-Rank Water or S-Rank Wind
-Note:If jutsu is to close to me i take half the damage
(Katon- Furea Jiyuu) Fire release: Flare Pillars
Type: Attack
Rank: S-rank
Range: Short-Long
Chakra cost: 40
Attack points: 80
Description: the user will raise four pillars made of fire around himself (exactly NW, NE, SW, SE) at a short distance from himself. The pillars will begin spinning emitting heat and raising the temperature of the battle field to melt any ice on it(only applies to ice in the area not ice jutsus being used to attack by the opponent).
*Note: can only be used by Toku.
*Note: can only be used 3x per battle.
(Katon: Ai No Sono Kaen)Fire Style: Eye of the flame
Rank: S
Type: Offensive
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: The user will make 4 handseals and gather all their Katon chakra into the palms of their hands in a compressed ball , they will then clap their hands together above their head and send a blast of fire all around them in one huge dome shape wave. The jutsu emits extreme heat from the fact that its katon and also because the katon chakra is compressed before it is released and is hence capable of burning down large trees, scorching boulders and even evaporating very small ponds and streams that get caught in the blast

Note: Can only be used twice per battle.
Note: This jutsu counts as 2 of the 3 per turn
Note: No katon of A rank or higher on the next turn.
Note: must wait one turn before using this jutsu again.
Note: If used twice, no katon on the next turn after used twice.
(Katon: Faia sogekihei) - Fire Style: Fire Sniper
Rank: S-Rank
Type: Attack
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user gathers in Katon chakra and at the same time inhales. Then as the user exhales, they will mix the air with their katon chakra. At this time the user will bring up both hands up to the mouth, with both hands the user will create a "barrel". As the user exhales a powerful amounts of fire, the users hands will act like a gun barrel and will make the fire into a concentrated stream of fire. Because the fire is condensed into a stream, it becomes very power and accurate.
-Can only be used twice per battle
-Can not use fire justu A rank or higher for current turn and the next turn as well
-Must have fire mastered to use this jutsu
-Must be Taught by Piccolosan
(Katon: Honō Funka) – Fire Release: Flame Eruption
Type: Offensive
Rank: S
Range: Short – Long
Chakra Cost: 40
Damage Points: 80
Description: This is a collaboration technique between a shadow clone or a summoning which has the fire affinity, the user gathers a huge amount of chakra which he spreads through the air, this Fire technique is not used like other Fire techniques, for example to be released out of the user's mouth or around him, this Fire technique is a burst of flames that erupt out of an enclosed place of earth, it uses the earth to erupt as a medium, for example this technique can be used in conjunction with the "Earth Release: Opening Earth Rising Excavation" technique, to form an erupting Volcano, by erupting flames out of the circular "void" of the volcano that mixes with the earth to form Lava that erupts out of the Volcano's tip and drips down it's length, not only that, but it also can be used in enclosed places like in conjunction with the "Earth Release: Earth Corridor" technique, in which it causes the walls of the tavern to erupt flames burning anyone who's inside of it, it can be used in conjunction with any techniques similar to the ones mentioned previously in which they "surround" or trap the opponent, however it's downside is that it can't be used in an area that doesn't surround the opponent, meaning it can't just come out of the ground beneath the opponent for example, unless they have "walls" around them, when the fire erupts it's similar to the "Fire Release: Firing Biscuit" Technique, for this technique to be used, there should be a technique made that forms an enclosed place around the opponent which is a medium for this technique, so the shadow clone or the summoning that has a fire affinity can use this technique simultaneously as the enclosed earth forms.
Note: Can only be used Twice per battle.
Note: No S-rank or above Fire techniques in the next 2 turns.
(Katon: 9000 Ijō no shi no toshi!) - Fire Release: Over 9000 years of Death!
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Performed like 1000 Years of Death, however, by adding the seals Dragon -> Snake -> Ram, the user channels large amounts of katon chakra to their hands, then makes the seal of the Tiger releasing it thru the hands before force-ably punching it into the enemy's behind.
~Notes~
-Because of damage to the hands, no hand seals may be used for 1 turn
-No other Katon jutsu may be used the turn this is used, and no Katon jutsu above A rank the next turn
-Can only be used 1 time per battle
-Must be taught by -Vegeta
- Taught
(Katon: Saiha Ba-suto) Fire Release: Blazing Blade Burst
Type: Attack
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user begins by gathering up an enormous amount of katon chakra into each of their fists or feet. Along the same lines as it's parent technique (Katon: Saiha) Fire Release: Blazing Blade, the user manipulates the katon into dense blades, long and thin with a severe cutting potential almost like boomerangs. However instead of holding the katon chakra and continually feeding it the user releases the katon chakra with swift punching or kicking motions from these punching or kicking motions multiple fair sized blade like projectiles are formed and sent out. These can range in size from as small as a kunai to as long as a full length Claymore. They are able punch through dense earth (A rank and below), and when coming in contact with an opponent they can cause very deep searing wounds that cauterize themselves cutting off blood vessels and stopping blood flow. They can pierce deep enough to cause severe internal damage and can cut off whole limbs if the opponent is struck correctly. These projectiles cannot be controlled once released, but can be very useful in short - long range. Only five consecutive blades can be shot off, and after the blades make contact and cut through something they rebound hitting it again before exploding into a dense explosion of fire that can catch even solid earth on fire, the fire burns until it's put out by an opposing force.
Notes:
-Can only be used twice per battle
-Can only create five (5) blades ranging in size from small to large per use
-Can't use A rank and above katon the same turn this is used, and only A rank and below katon the next turn (along with other chakra natures and such)
-The user cannot use handseals the same turn this jutsu is used due to the pain of the severe heat
- Taught

Forbidden Rank

(Katon: Hagetaka kaen) Fire Release: Condor Blaze
Type: Supplementary/Attack
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: 90
Description: The user will form a row of 10 handseals, he will then disperse into 10 highly compressed katon flames that are shaped like condors. The condors will then soar through the air at great speeds at the opponent. 1 condor will be the user and will travel to the desired location that the user wants and the user will appear from that condor while the other 9 condors soar through the air and attack the opponent. The condors hit the opponent all at the same time. On impact the condors will explode in a huge fiery explosion that covers the area . Once the condors explode all surroundings within mid range will be covered with 6ft tall flames.
-If the user has signed the condor contract then this jutsu will only require 5 handseals.
-No Katon for the next 2 turns.
-Can only use this jutsu once per battle.
-Can only use 2 jutsu on the next turn.
-No Katon jutsu before this jutsu.
-The turn that this jutsu is used, the user can only use one more jutsu so this jutsu counts as 2 moves.
-If the user is caught in the explosion then he/she will die.
-Can only be taught by ~Yard~
[Nenshou Haigara Ryuuki Fenikkussu no Jutsu] ♦ Burning Ashes Rising Phoenix Technique ♦
Range: Short/long
Rank: Forbidden
Type: Attack
Chakra Cost: 50 [+30, when the user takes the second deep breath]
Damage: 90 [+20, when the user takes the second deep breath]
Description: This technique can only be used after using ♦ Rising Phoenix Technique ♦ in which it utilizes the blazing ashes left over from the jutsu. The ninja does the necessary hand seals; draws chakra from their mouth into their chest and then immediately exhales it. They then blast a streaming jet of fire into the centre of all the ashes, which then spreads out into all the blazing flames and they all ignite and burst up in a giant circular wall of fire, spinning violently the blazing glare consolidates into a rapid moving giant sphere. Once the sphere is made, it then burst out and two phoenix like wings of fire blast outwards to the sides. Finally, with another deep breath through the nostrils, the fire out put will be increase and the blazing fire will rise back up into an even larger and stronger phoenix then before and the technique is basically repeated but with greater power. To better manage the flames the ninja will bring their hand to their mouth to control it. After it is done, because of the impact, the phoenix explodes into a bunch of blazing ashes all over ground that can burn the surroundings.
~Usable once per battle.
~Only one other technique that turn, can be used before this technique. After this technique none can be used until next turn.
~No fire element for the next turn.
~No Taijutsu for next turn
~Faust can only teach this.
(Kaen Tatsumaki) - Blazing Tornado
Type: Attack/Defense
Rank: Forbidden
Range: Short-Long
Chakra Cost: 80
Damage Points: 100
Description: The user combines there wind and fire chakra together to create this ultimate attack. First the user will build up there chakra in the air quickly creating a high powered tornado, then by adding there fire chakra to it the tornado will be set ablaze creating a fire/wind combo thats very dangerrous. This attack can be created infront of or around the opponent, but if the user is withing short range of this attack they will take the same amount of damage.

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

(Katon: Tsuinassai Ryūsē) – Fire Release: Twin Crushing Meteors
Type: Offensive/Supplementary
Rank: Forbidden
Range: Mid
Chakra Cost: 50
Damage Points: 90
Description: After performing a set of 4 handseals, the user gathers a huge amount of fire chakra and releases it into the air, causing a portal similar to the "Sticky Earth Drop" technique to open to either of two opposite sides of the intended target, each portal is released 15 meters away from the opponent basically a Mid range to both of his sides, summoning two identical meteor sized fireballs which are extremely compressed towards the opponent, approaching him from the two opposite sides, when the Fireballs each are 10 meters away from the opponent they resonate with each other, causing a "link" of fire to spread out connecting the two fireballs resulting in a ring of fire that's made around the opponent, entrapping him in the area he's in, however the opponent can escape vertically upwards since the ring of fire doesn't cover above him it only covers around him, the heat released from these two fireballs are enough to cause sweat to drip down the opponent's body when it's summoned out of the portals, letting him know the danger he's in, each Meteor sized fireball is considered an A-rank Fire technique, since it's an S-rank divided in two, when hit by either fireballs, anything caught in between the two fireballs will be crushed and burned severely.
Note: Can only be used once.
Note: No S-rank Fire Release or above techniques in the next turn.
Note: -15 Damage to the user due to the sudden chakra exhaustion


(Katon: Kaen Karasu) - Fire Release: The Blazing Crow
Type: Attack
Rank: Forbidden
Range: Short - Long
Chakra Cost: 50
Damage Points: 100 [-40 to the user]
Description: This is an advanced fire technique that's taught to the user by Blaze the legendary crow of fire and the most experienced crow in the fire release, this technique is given to the user after proving skilled enough in the arts of fire release and showing a sufficient amount of respect towards the crows, After the user forms a set of handseals (Ram → Monkey → Horse → Bird → Tiger) The user gathers a large amount of fire chakra into his lungs as well as inhale a large amount of air and mixes both air and fire chakra to create fire which is shot out of his mouth in the shape of a huge fire stream the same size as the "Oil flame bullet technique", immediately the user using his shape manipulation to turn the fire stream as it's shot out of his mouth into the shape of a soaring crow of fire At the size of the Blaze ball Technique scorching the ground as it heads for the target and making a noise equivalent to 100 crows screaming as it's heading for the opponent, this technique becomes exceptionally powerful if used after a wind technique that's possible to merge with this technique making it a fire/wind combination, the crow of flames absorb the power of the wind as fuel and becomes larger than it already is, but after this technique is used the user's body becomes extremely exhausted due to chakra overuse.
Note: Can only be used once per battle.
Note: The user is unable to use fire techniques at all for the next 2 turns.
Note: This technique counts as 2 moves of the 3 moves allowed per turn.
Note: This technique puts a huge strain on the user's body in the following turns due to the chakra overuse the simplest movements puts a huge strain on the user's body and the speed of the user drastically decreases for the next 3 turns.
Note: Can only be taught by ~Crow~

Lightning

C-Rank

(Raiton: Raikou Jishaku no Jutsu) - Lightning Release: Lightning Magnet Technique
Rank: C
Type: Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: This jutsu creates electrical clouds around the area that attract metal, any metal projectiles thrown will be altered because of the clouds. This can be dangerous for both parties.
Note: Lasts for 3 turns, after the 3 turns are over, not new metal is attracted to the point.

B-Rank

(Raiton: ranpu suicchi) Lightning release: Light Switch
Type: Supplement
Rank: B
Range: Short-long
Chakra Cost: 25
Damage Points: n/a
Description: The user will form a two handseals and use their raiton chakra to adjust the brightness of Raiton based techs. It can make raiton techniques of B rank and up bright enough to blind the opponent and the user of course (if the user doesn't close their eyes while making the handseals). Due to speed of the light being adjusted which is a flash that stays light up for 3 seconds or until the lightning attack hits or is over and instantly fades back to normal the opponent can't just simply close their eyes as they don't know it's going to happen. Once the target is blinded they will stay that way for one turn.
- This does not increase the power of raiton techs, only adjusts the brightness.
- Can only be used twice per match.
- Must use a lightning technique of B rank or higher before using this jutsu. B rank due to the size and amount of electricity that's in B rank techs that C rank techs lack.
- Must skip a turn before using again
(Raiton: Yasei no Ikazuchi Jutsu) - Lightning Release: Wild Lightning Technique
Rank: B
Type: Offensive
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: The user will first concentrate their chakra and then holding their arm in out at the floor and and bracing their dominant arm with the other hand they release invisible lightning chakra that can only be seen through doujutsu. As this invisible lightning chakra hits the floor it then turns into a Vibrant array of lightning bolts that travel outwards across and through the ground. This can be used in conjunction with a water elemental technique to enhance the rank range of the attack to Long range.
Note: If used with a water technique of B rank or above this techniques power is then enhanced to A rank.
(Raiton: Denki Kando Jutsu) Lightning Release: Electrical Sensitivity Technique
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user will emit a constant electric field from their entire body, too small to be seen without or have any physical effect on the surroundings. This electric field is designed to bounce off of objects and people rebounding back to the user, in this way the user has learned to “feel” the world around them for a limited distance and has developed a sixth sense about them. This field is especially sensitive to metals and other objects that conduct or emit electricity (water, animals, humans) allowing them to operate blind if necessary. This can be used to sense ambushes and when combined with the Chakra Sensing Technique makes for an unsurpassable ability to “feel” the enemies presence
Notes:
- Can only be taught by Shinta,
- Remains active for five turns,
- Can be used two times per battle.
- User is vulnerable to water release, slightly shocking him on contact while this is active
- Taught
(Raiton: Undo Jutsu) Lightning Release: Movement Technique
Type: Supplementary
Rank: B
Range: Short (effects only the user)
Chakra: 20 (+5 per turn sustained)
Damage: N/A (5/turn to the user)
Description: By converting the users lightning chakra into electricity and infusing their bodies with small amounts of it, they are able to overcome paralysis or crippling injuries by forcibly moving themselves through commanding their own nerves and muscles with impulses caused by chakra. Dislocated limbs and numbing poisons mean nothing to someone who has mastered this allowing them to fight until their bodies are over damaged.
Notes:
- Can only be taught by Shinta,
- Can not be used if the users chakra network is blocked,
- No wind jutsu while this jutsu is active,
- Can be maintained for three turn successively,
- Can be used two times per match with one turn gap in between each use.
- Taught
(Ration: Shintou Foosu) Lightning Release: Concussion Force
Type: Offensive, Supplementary
Rank: B-rank
Range: Short
Chakra: 20
Damage: 40
Description:
The user will conducting Lightning Chakra in his hand and then palming the opponent in the solar plexus which is the weakest point in the body, and blasting his chakra through them in a sort of concussive blast while forcing the opponents chakra out of their body. It can also partially paralyze other parts of the body when struck.
Notes:
- Can only be taught by Nathan.
- Learnt

A-Rank

(Raiton- Raiko Koshinawa) Lightning release- Lightning Leash
Type: Attack
Rank: A-rank
Range: Short
Chakra cost: 30
Attack points: 60
Description: the user releases an arc of lightning out of his hand that wraps itself around the opponents neck. The user can then torture the opponent w/ the lightning leash shocking and chocking him.
*Note: can only be used by Toku.
*Note: can only be used 3x per battle.
(Raiton: No seiteki) Lightning Release: Static
Rank: A
Type: Defensive
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: The user can create using a large amount of Raiton chakra, making a large amount of static energy when it is released into the ground. It will mean the ground will have a negative charge and so any kunai/metal objects which are thrown fall or stick straight to the ground.
- Can be used twice in battle
- Only will work on metal objects
- Taught by meimei only
(Raiton: Genwaku Hirameki ) - Lightning Style: Blinding Flash
Type: Attack/Defence
Rank: A
Range: Mid/Long
Chakra cost: 30
Damage Points: 60
Description: This jutsu is for quick defence. The user focuses their chakra into their hands and rubs them together to make a flash. That flash then blinds the opponent for a few seconds or minutes (More chakra means longer time). After they revive their eye sight,their vision is very blurry.
Raiton| Manako no Same- [Lightning Release| Shark's Eye]
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra: 30
Damage: 60
Description: While not truly related to sharks or an eye, this ninjutsu is a method of perception that mimics a shark's ability to sense electric fields. Because air is a much poorer medium to conduct electricity, the effectiveness is greatly less than a shark's natural sensory abilities. The practitioner is able to pinpoint organisms that produce bio-electricity (essentially any animal) within a twenty foot radius. The technique does not yield any descriptive information about the organism, simply its location. Strong electric fields, such as other electric ninjutsu ( even those used by the user ), are capable of rendering this technique temporarily useless. Additionally, the user must channel chakra to maintain this sensory enhancement. Unless their chakra control is precise, it is best used deliberately as opposed to a constant passive activation. By focusing lightning chakra in a controlled state into the cornea the user is able to see these small electrical fields being produced by a organism.
(Last 3 turns)
(Usable 2 times)
(Raiton|Bouhatei Tekishutsu)- Lightning Release|Mole Extraction
Type:Attack
Rank:A
Range:Short-Mid
Chakra Cost:30
Damage Points:60
Description: the user focuses a large amount of lightning chakra into their palms. they then slam their hands on the ground sending a shock wave of lightning through the ground. This charges the ground with an electrical charge. Anything that is underground will be paralyzed for one turn.
(Can only be used twice per battle)
(Can only be taught by Daemon)
(Raiton: kiri kakujuu) - lightning style: lightning expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a lightning jutsu the user will perform 2 handseals as they release there chakra into the lightning jutsu. In doing so, the user will increase the power and size of the lightning jutsu boosting any lightning jutsu by 25 damage points. By the increase in chakra the lightning gains more power as the power of the electrical current is increased.

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

S-Rank

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

Notes:

-No Raiton for the next turn if charged for Forbidden Rank.
-No A rank Raiton for the next turn if charged for only S rank.
-If charged for forbidden rank the user takes 20 damage due to the strain on the users body.
-No ninjutsu on the next turn just elemental jutsu.
-The electricity has enough amps and current to kill.
-Charging of 1 move = S rank rank.
-Charging of 2 moves = Forbidden Rank.
(Raiton: Sen Tomoshibi ) - Lightning Release: Beam of Light
Type: Attack
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user focuses chakra into his/her lungs or mouth.
Then they release their chakra from their mouth to create a large beam of lightning. When the chakra is released, everything in its way will be destroyed, but not humans.
(Raiton: hekireki taihou) - Lightning Release: Lightning Cannon
Rank: S
Type: Attack
Range: Long
Chakra Cost: 40
Damage: 80
Description: The user points both of his palms together and gathers his lightning chakra in his palms while leaving a distance between them then the user uses shape manipulation to form the lightning into a very condensed sphere of lightning energy that's more condensed than the Rasengan and has the same shape, then the user release the lightning chakra all at once in the direction of the desired place releasing a large beam of lightning that thrust at fast speed in the direction of the opponent.
- 3 times per battle
- No Lightning techniques higher than A-rank for 2 turns
- Can only be taught by ~Crow~
(Raiton: Keshi Makuga Hara) - Raiton Release: Blades of Honor
Rank: S
Type: Offense/supplementary
Range: Long
Chakra Cost: 40
Damage Points: 80
Description: The user will channel Raiton chakra into the earth, channeling it underneath the ground, and with one handseal, spears or lighting will errupt from the ground, under the opponent, stabbing him from underneath.
Note:
-Can be used up to 1 times in a battle.
-doujutsu's can see through ground and can respond to it.
-Only those who has mastered Raiton can use this.
-You can't use any other lightning jutsus in the same turn, hence it will take up all your Raiton chakra.
-In the next turn, you can't use any higher then a B-ranked lightning justu
-Can be taugh only by Dr. House
Raiton/Doton: Enkei Nokogiri)- Lightning/Earth Style: Circular Saw
Type: Attack
Rank: S
Range: Short - Long
Chakra cost: 60
Damage Points: 20x3
Desription: User Creates a Lightning Disk, making it slightly larger, and instead of throwing it aerially at an enemy hauls it to the ground. The Lightning Disk acts as a Circular Saw, that splits into 3 different smaller Lightning Disk that follow one after the other with a 1 foot gap in between each.
Note: Can only be taught by Loki.
Note: Can only be used 1 time per battle.
(Raiton: Denki bakuhatsu) Lightning Release: Electric Explosion
Rank: S
Type: Offense
Range: Short-Mid
Chakra Cost:40
Damage Points: 80
Description: The user starts by sending large amounts of raiton chakra above the palm of their dominant hand and then concentrating it into one tiny ball. Then the user throws the ball at high speeds at the opponent and as it reaches the opponent the user detonates the ball, causing an explosion that effects anything within short to mid range. Direct contact is fatal while being in the blast range causes paralyzation.
~This Jutsu can only be used twice per battle
~This Jutsu can only be used every 2 turns
~Can only be taught by Naruto41698
~The user can't use any Lightning Jutsu until they can use this jutsu again
Lightning Release: Internal Lightning Shock (Naibuteki raikou dageki)
Rank: S
Type: Attack
Range: Short
Chakra Cost: 40
Damage Points: 80
Descriptions: The user charges a large amount of raiton chakra into their fingers they then stab their fingers into an opponent at close range releasing the raiton chakra violently shocking the opponent's internal organs causing organ failure
~Can only be used once per battle~
~Can only be used by me and who I teach~
(Raiton: Tenken no Kyuushou) – Lightning Release: Divine Punishment of the Ancient Laws
Rank: S
Type: Attack
Range: Short – Long
Chakra costs: 40
Damage points: 80
Description: the user will focus their lightning chakra and create surrounding them 6 rectangular blades of lightning which are then shot at the enemy target/s rotating in mid air and then with swift movements of the users hands they are then commanded to slice at will.
Note: Can only be used twice per battle
Raiton/Fuuton: Mabushii Unari (Lightning/Wind Release: Radiant Howl)
Rank: S
Type: Attack/Defense
Range: Short-Long
Chakra: 40
Damage: 80
Description: The User concentrates a large amount of wind and lightning Chakra in his mouth that when releases sends out massive shockwaves of lightning and wind around that can obliterate whatever is in it path. The rippling wind and lightning creates a deafening howl that is able to drown out all sound and causes the and opponent to be deaf for the turn afterwards.
(No Lightning Or Wind Next Turn)
(Usable 2 times)
(Raiton: Kuroi Raion Pride)-Lightning Release: Black Lion Pride
Type:Attack/Defense
Rank:S
Range:Short-Long
Chakra Cost:40
Damage Points:80
Description: The user will gather their black lightning chakra and release it around them. The user then creates lightning bolts, that bolt forward. These lightning bolts turn into different lions, creating a pride of lions, that rush forward, attacking the opponent.
Note: Usable 2x a match
Note: No black lightning up to A-Rank the next turn
Note: Must know black lightning, must be taught by McAfeezy
Raiton| Yurezuchi (Lightning Release| Quaking Thunder)
Rank: S
Type: Attack
Range:Short-Long
Chakra: 40
Damage: 80
Description: The user clasp their hands and formulates Raiton chakra on thier palms then the user will then proceed to slam their hand into the ground, cracking the upper surface and unleashing a torrent of lightning pillars through the ground that extend up into the air and towards the target. If target is standing on ground, they may loose their balance besides being possibly electrocuted.
(Usable 2 Times)
(Raiton: Zeus' Kuroi Yari)- Lightning Release: Zeus' Black Spear
Type:Attack
Rank:S
Range:Short-Long
Chakra Cost:40
Damage Points:80
Description: The user gathers black lightning into their hand. They then manipulate it, causing it to become a spear of pure black lightning. The user then throws this spear at the target, on contact it will impale the target, while continuously shocking them. If it doesn't hit a target, it will expand, where it lands, shocking everything nearby.
Note: No black lightning or lightning techniques up to S-Rank the following turn
Note:Usable 2x a match
Note: Must know black lightning, must be taught by McAfeezy

Forbidden Rank

(Raiton: Kurio Janguru)- Lightning Release: Black Jungle
Type:Supplementary
Rank:Forbidden
Range:Long
Chakra Cost:All
Damage Points:100
Description:The user will gather black lightning into their hand. They will then compress it, molding it into a ball. The user will then let the ball rise up above the battle field. Then the user will make the tiger handseal, causing the ball to explode, raining several different jungle animals, made of pure black lightning, down upon the battlefield. These animals are giant and seemingly unavoidable. These animals aren't made to move, but to crush and electrocute multiple targets over a large scale. After completed, the user will faint and no longer be able to continue, unless treated.
Note: Usable 1 time a battle
Note: User can't continue after use.
Note: Must know black lightning, must be taught by McAfeezy
 
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Ninjutsu

C-Rank

(Ninpo: Hissori Buki no Jutsu) - Ninja Art: Silent Weapon Technique
Rank: C
Type: Supplementary
Range: Short - Long
Chakra cost: 15
Damage points: N/A
Description: Using the Ram - Boar hand seals the user will project their voice similar to the empty cascada shell technique to a different location and can cause a enemy/s to to believe that a thrown ninja tool/s is comming from another location allowing to cover the ninja tool/s true tragectory.
(Kumokasumi Saezuru) - Disappearing Chirps
Type: Supplementary
Rank: C
Range: Short
Chakra Cost: 10
Damage Points: N/A
Description: The user does the Tiger hand seal. When your opponent attacks you, you disappear into 10 birds flying and chirping away.
You reappear 30 meters away from where you disappeared.

B-Rank

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

Note: This jutsu can be used in conjunction with explosive tags to cause damage.
Note: can only be taught by Toku
[Kuuki shissou] ♦ Air dash ♦
Rank: B
Range: All
Type: Supplementary
Chakra Cost: 25
Damage: N/A
Description: Air dash is a special move that allows a ninja to jump once, and while they are still going upward, push off of air to jump again in a different direction. It does not allow them to go upward again, only allowing them to dash forward in mid-air, backwards, down, left, or right. How this works is that while a ninja is jumping, they will force chakra out of their feel, forming a purple seal underneath them that look like a circle with 6 points like a star beneath them. From there they will have a split second to dash in any direction with the exception of up. This can be used once per jump from the ground and the dash is fast enough to dodge some attacks.
~Usable only twice.
~Faust can only teach this.
(Houmen Za Kinpaku)Release The Tension
Rank:B
Range:Short
Chakra:25
Type:Supplementary
Description:At the start of a battle the user calms his mind to make the chakra in his system flow faster through his body to release the tension from the users body.This allows the user to become faster and stronger due to the faster flow of chakra in his body.The user gains better reflexes and can also react faster to attacks.
Note:Can only be taught by SilverMoon1996
Note:Must be activated at the start of the battle.
Note::Lasts for 8 turns when activated.
(Butai Ryou Giryou) Elemental Enhancing Skill
Type: Supplement
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: N/A
Description: Elemental chakra can be infused into kunai's to increase their abilities. For instance, infusing a kunai with wind chakra would increase the kunai's cutting power to not only stop an incoming kunai attack, but would slice through the kunai easily along with increasing the speed of said kunai. Infusing a kunai with doton chakra would increase the kunai's force tho this is done by the user using doton to increase the strength of his arm when throwing the kunai. Katon chakra would increase sharpness of the blade by heating it up and allowing it to cut through objects easier. Now you can do the same with pushing a certain type of chakra to your feet to increase speed or sending it to a limb to increase it's ability. What this technique is basically the user will send out chakra throughout his body infusing the chakra in his muscles/limbs to increase their abilities depending on the elemental chakra they used. Tho, they can only use one type of chakra for this.

Earth enhancing skill: If the user sends out Doton chakra throughout their body infusing it with their body, they will gain increased strength by 2X, being able to lift boulders and crack concrete with their fists. User can only use Earth techniques while using this.

Wind enhancing skill: If the user sends out Fuuton chakra throughout their body infusing it with their body, they will gain increased speed by 2X of what they had before. User can only use Wind techniques while using this.


Water enhancing skill: If the user sends out water chakra throughout their body infusing it with their body, they will gain increased stamina. Scientifically, muscles rely on water to work for longer periods of time and this reduces the build up of certain acids that makes your muscles feel as if they're on fire when working out too long. This gives a good performance boost making it harder for the user to tire out. User can only use Water techniques while using this.


Notes:
- Can only use one element enhancing skill once per battle and the enhancing effects only last for 3 turns.
- Can only use one element enhancing skill at a time.
- Each enhancing skill counts as one of the users 3 jutsu per turn.

A-Rank

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

Note: This jutsu must be performed with a drawn sword.
Note: This jutsu can only be taught by Toku.
Note: This jutsu can only be performed 3 times.
Ninja arts: Spirt Arts = Ninpou: Supiritto Gijutsu
Rank: A
Type: Supplementary
Range: short-long
Chakra cost: 30
Damage points: 60
Description: The user will concentrate his elemental chakra and will create a spirit of the certain element. This spirit represents some kind of animal with the size from average person to the size of Gamabunta. It is naturaly made from the ceratin element (e.g made of fire, water wind etc.). It has the ability to use techniques from the certain element without any hand seals much more faster than usuall, and it applys the normal elemental weaknesses. However if made of fire the spirit will be extremly vulnerable from water attacks and even 2 ranks lower techniques of the elemental weakness of the spirit, would be able to destroy it. Also the spirit can only perform techniqes that does not require hand seals. *
*Last for 3 turns
*Can only be taught by PowerOfDarkness
*No taijutsu and genjutsu while the spirit is on the field
*Ryuji is the co-creator of this and all spirit arts.
(Doton&Fuuton:Kuutaichimisairu Doroppukikku)-Earth&Wind Release: Air-to-surface Missile Drop-Kick
Rank:A
Type:Attack
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user, While in the air focuses a large amount of wind chakra below their feet to push off the air behind them rocketing them downwards towards the enemy the user then directs their feet in front of them pointed at the enemy and focuses earth chakra into their feet and legs to harden them increasing the damage on contact.
-Can't use for 3 turns afterwards and no A or above Taijutsu next turn. -Only taught by Professor Sarutob
(Katateochi Meisai Gakure no Jutsu) - Partial Camouflage Concealment Technique
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user will focus their chakra into parts to their body like the camouflage concealment technique, but instead ill only turn the named body parts invisible to the naked eye. The user can also use this by placing their hand on object and releasing their chakra into it making it invisible to the naked eye. This can be very useful when used on throwing weapons or your arms in a close combat fight.


Note: Object must remain in the users grasp to remain invisible. Using wires to connect to the object won't work.
Note: Doujutsu can see through this technique.
Note: Can only make invisible something up to the size of the user.
Note: Useable 4 times.
(Ninpou: Dangan Renda) - Ninjutsu: Bullet Barrage
Type: Attack
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user begins by gathering a decent amount of chakra into their palm clutching their hand tightly into a firm fist. Then while performing a punching motion the user releases the vast amount of chakra compressing it through shape manipulation into multiple small dense clusters of chakra that shoot outwards towards the opponent or opponents. These small dense clusters are released all at once and create a widespread burst of chakra bullets that can attack multiple opponents head on. Due to the compression and manipulation of the chakra bullets as they are released the chakra is on par with jutsu that go through form manipulation. These chakra bullets have enough force to break multiple bones such as ribs and do some internal damage such as bruise internal organs and throw the opponent/opponents back a bit but is in no way fatal. Only ten bullets of chakra can be made from this jutsu and they reach out to Mid Range at max. Each bullet is about 5 inches in diameter.
Notes:
-One set of ten bullets can be released from one hand, or two sets of five from both hands
-No other basic ninjutsu the turn this is used
-Can be used thrice
- Taught

S-Rank

Ninja Arts: Chakra Condor (Ninjutsu: Seishou hagetaka)
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user charges a massive amount of his own chakra into his body and releases it out of his back. He pays a great amount of attention on shape manipulation forming the chakra into a Condor of chakra that swoops down slaming into the opponent with enough force to crush bones. It works much in the same way the Chakra Cannon jutsu works in that it is made of pure chakra. The Condor is roughly shaped and almost looks like just a mass of chakra that is released out of the user's back and formed into the silhouette of a bird. It puts strain on the user's body enough to restrict basic Ninjutsu for the next turn.
*Can't use Basic Ninjutsu for the next turn*
*Can't use any Basic Ninjutsu the same turn*
*Can only be used twice in a battle*
*Has to wait 4 turns before being used again*
*Cannot use any other S rank techs that turn*
*Can only be used by me and who I allow*
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Ninja art: Chakra Cannon (Seishou kyanon)
Rank: S
Type: Offensive/Defensive
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Descriptions: The user charges a massive amount of chakra into their index finger and aims at the opponent he then release the blast sending a blast of pure chakra at the opponent
~Can not use Ninjutsu techniques the next turn~
~Can only be used by me and who I teach~
Ninja Arts: Spirit arts - Great Fire spirit. = Ninpou: Supiritto Gijutsu - Kyousei Ho Supiritto
Rank: S
Type: Offense
Range: short - long
Chakra cost: 40
Damage points: 80
Description: The user first performs a row of 2 handseals and then he will create a huge fire spirit with the size of Gamabunta. This is one of the 5 great spirits and he is able to use fire jutsus up to S rank that doesnt require hand seals, however he can only use 3 jutsus by the time he is on the battle ground. This spirit is extremly volnerable to watter attacks and he would immediatly die once being hit by B rank water or above. Every jutsu the spirit does counts as a single move.*

*Can only be taught by PowerOfDarkness
*Ryuji is the co-creator of this jutsu
*While any of the great spirits is on the field, the user can only have up to 2 clones in use.
*No taijutsu and genjutsu attacks while the spirit is on the field
(Chakra Gigei|Assai Yajuu|Mikon Buta Onjun Za Raion!)- Chakra Arts|Crushing Beast|Wild Boar Tames the Lion!
Type: Attack
Rank:S
Range:Short-Mid
Chakra Cost: 40
Damage Points:85
Description: the user focuses a massive amount of chakra into their palms. the user then strikes the opponent multiple times in the chest area delivering heavy impact blows taking the breath out of the opponent. He/She then hits then opponent in the chest and twists their palm releasing all the chakra that is stored up in their palms sending them flying forward. The user follows up with a strong round house kick to the opponent's gut sending them spiraling into the air.
(Can only be used once per battle)
(No Taijustu next 2 turns)
(Can only be taught by Daemon)
Juinjutsu| Kenran Hayoku - [Cursed Seal Technique| Brilliant Cataclysm]
Rank: S
Type: Attack
Range: Short-Mid
Chakra: 40
Damage: 80
Description: While in Cursed Mark level 2, the user condense chakra into a spear in his hand, throwing it in the air. When it comes back down a turn later it hits the ground, then chakra fills a large circular area, bursting forth through the ground as raw chakra, damaging opponent and/or the user depending on who is in range of the technique. This though needs a great deal of chakra thereby taking the user out of his Curse Mark mode, and unable to preform anything above B-Rank for two turns afterwards.
(Usable Once)

(Ninpo: yajuu Ishiki ) Ninja Art: Senses of The Beast
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: User sends chakra to his 5 senses to increase them substantially increasing his hearing,touch,smell,sight and taste,allowing them to detect incoming attacks more quickly (sight,hearing,touch) and track his opponent's movements even in dense surroundings like a jungle or mist.(sight,hearing,smell)
-Once per battle
-Only taught by Professor Sarutobi
-Lasts for 3 turns or until canceled.
(Soshi kishimu Kuchiyos) - Elemental summoning gourd
Rank: S
Type: Attack/defence
Range: Short – Mid
Chakra cost: 40 (-10 per turn)
Damage points: 80
Description: The user will peform 2 handseals slamming their hands down performing a summoning. The two handseals will depend on the element they choose. The user will summon a gourd that they have prepared before the battle. Each gourd was prepared with a barrier in it and will contain one of the 5 elements that will be infused with the users chakra. The element will act as an extension of the user. The user is able to control the element on their back with their chakra, much like Gaara can with his sand just not as fast. The way the elements are released in the gourd, is that the gourd is filled with fuuin seals which contain the desired element, like a scroll can contain fire. The use will release that seal releasing the element with each gourd.The elements are:

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

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

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

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

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

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

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

Summonings

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

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

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




Note: Can be only summon twice per battle
Note: Can only be summoned to the battlefield for 3 turns.
Note: Capable of using up to B rank lightning/water jutsu
Note: Summons can only be taught by Nagato
(Kuchiyose no Jutsu: Inuyasha) - Heiro Falcon Summoning Technique: Inuyasha
Rank: S
Type: Suplementary
Range: Short-Long
Chakra Cost: 40
Damage points: N/A

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

Note: Can Only Be Summoned Once Per Battle
Note: Layer of Wind Protects up to A Ranked lightning two times only.
Note: Telepathy counts as one of his abilities and all of his moves count towards one of the users 3 per turn.
Note: Amor senbon is B ranked.
Note: No other summonings of the user can be on the battlefield.
Note: Summonings Can Only Be Taught By Nagato..
Summoning jutsu: Taka | Kuchiyose no Jutsu: Taka
Type: Summoning
Rank: S
Range: Short/Long
Chakra cost:40
Damage: 80
Description: After performing the necessary handseals the user will take his blood and summon Taka. Taka is a large Hiero Falcon, he is the size of Peins bird. He has large wings and is very Ariel dynamic. Taka is white with blue dots on him, the dots are very small in which he takes pride in his appearance. He can use water element up to S-Rank. As it travels through the air it's wings release strong gusts of wind that are capable to cause opponents to lose stability or become disorientated with being pushed around. When aerial is able to fly at high speeds as all heiro falcons do with the agility to move at the speeds of Rock lee without weights when on the ground he moves much slower. He has a very sharp beak and claws that he uses to attack with taijutsu. He is quite stubborn and only listens to those who hold the Hiero falcon contract. He is also able to carry 3 people on his back.

Note: Must sign the Hiero Falcon contract
Note: Gusts of wind are B ranked and mid-ranged.
Note: Water techniques and/ or gusts of wind count as moves per turn.
Note: No other Hiero falcon be present while he is summoned.
Note: Can only be taught by Nagato..
Note: Can only be summoned once
Note: Can only stay in play for 4 turns.
(Kuchiyose - kashakutaku ) - Summoning: Torture table
Type: Attack
Rank: S rank
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/a
Description: The user will perfrom 3 hand seals and slam their hands to the ground performing a special summoning. Suddenly a table like that from a mental institution will shoot up from the earth swiping the targets feet from under them. As this happens the straps on the table will shoot up around the target binding them to the table. The person bound is anable to use their arms or raise their head at all due to the straps that bind them in place. As they are bound, 2 earth clones dressed like mental doctors with scalpels in hand. The table is made of metal and the bands are made from rubber so that lighting wont work.

Note: Useable once
Note: Target must be distracted
Note: User cant use elemental jutsu while concerntrating on this jutsu.

Forbidden Rank

(Heishi mune houmen) - Dying Will Release
Rank: Forbidden
Type: Supplementary
Range: Short
Chakra Cost: 50
Damage Points: N/A
Description: The user releases 90% of their remaining chakra into a force known as the user's "Dying Will", the user's 5 senses are pushed to the Max, also it greatly increases the users reaction time dramatically improved ten fold, but this jutsu takes alot of pressure on the user's body
Note: can only be used once per battle
Note: only lasts 3 turns
Note: after using this jutsu is cancelled, the user can only used B and below ranked jutsu
Juinjutsu| Bakushin - [Cursed Seal Technique| Blast Heart]
Rank: Forbidden
Type: Attack
Range: Short-Long
Chakra: 50
Damage: 90 (-30 to user)
Description: In Cursed Mark level two, the user focuses a mass of Chakra into his chest and by manipulating the flesh in his chest, that chakra burst forth about 10 tendrils attacking everything within range, with a great rapidness that only 3tomoe Sharingan can hope to avoid, but in return the technique causes a large strain on the user's heart, briefly stunning him for about 5seconds, and reverting him back to his initial state, drained of chakra unable to do any technique above B-Rank for two turns.
(Usable Once)
(Ninpou: Yami no Honoo no Ryu) Ninja Art: Dragon Of The Darkness Flame
Type: Attack/Defense
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 100

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

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


Genjutsu
Genjutsu

D-Rank

Genjutsu: Henshin | Illusionary Arts: Shapeshift
Type: Supplementary
Rank: D
Range: Short-Mid
Chakra: 10 [-5 per turn]
Damage: N/A
Description: An Omnidirectional genjutsu that gets triggered through constant chakra output with a waving of the hand, from the user's body. Once an opponent or opponents get close enough to the user. The opponent will be put under a simple genjutsu where they will see who ever the user wishes. All the traits and characteristics will be present and the voice will be emulated to perfection.
Note: Constant chakra usage to perform the genjutsu, can not use any other jutsu when this genjutsu is active.
- Taught

C-Rank

(Genjutsu:Igameru Mokushi) Illusionary Technique: distorted sight
Type: Supplementary
Rank: C
Range: Mid-Long
Chakra Cost: 20
Damage Points:N/A
Description: everything the victim sees becomes distorted, much like how an image gets distorted in rippled water.


NOTES
-can only use 4 times per battle
-must be taught by Dopeboyfresh95
-lasts for 1 turn
[Kagami Genkaku No Jutsu] - Illusion Mirror Technique
Type: Supplementary
Rank: C
Range: Short - Long
Chakra Cost: 15
Damage Points: N/A
Description: This is a simple ninjutsu technique based on the principle of the clone technique that are used to project an illusionary image of the user and also based on projecting the sound to different areas using chakra, but instead of cloning the user's own image as illusions and the voice of the user, the user projects the voice and the image of a technique that's used by him or his opponent, meaning that if the user shots a fire technique for example the user can project the image and sound of the fire technique somewhere else, cloning the technique's shape and sound causing after images to form of the technique that's replicated anywhere on the battlefield heading for the opponent's direction or stationary depending on the cloned technique, this distracts the opponent due to him not knowing which technique is real and which isn't, this can be used to replicate nearly all techniques that the user uses or the opponent's according to the situation at hand, providing that it's a projected technique that can be shot [lightning/wind/fire/water] or just stationary techniques [Earth, Ninjutsu], due to the images being only illusions it won't cause harm to the opponent, only confuses him.
~Can only be used 5 times per battle.
~Can only be taught by ~Crow~

B-Rank

Illusion Technique: Frenemies (Genjutsu: Tomoteki)
Type: Attack
Rank: B
Range: Short-, Mid-, and Long-Ranged
Chakra Cost: 25
Damage Points: 40
Description: This Genjutsu is created after the user throws a smoke bomb. After the smoke clears, the user is replaced with the opponents best freind, who attacks the opponent. The opponent does not want to attack them in shock, and is attacked. After this, the illusion ends.
(Genjutsu: Kujaku Umou) Peacock Feathers
Type: Supplementry
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The user creates the illusion that the opponent is seeing peacock feathers floating around them. While in the genjutsu, the colorful 'eyes' on the feathers are looking at the opponent. In reality, the feathers are actually kunais with paper bombs attached to them and explode on inpact as soon as the kunais reach the opponent.
Note:
- Can only be taught by Sinderella23

A-Rank

Genjutsu| Sunadokei - [Illusion Technique| Hourglass]
Rank: A
Type: Supplementary
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user does a three handseals and spreads his chakra through the air. Anybody in the area will then be affected by a genjutsu that causes them to see things either sped up or slowed down to a extreme. This drastically hampers the user ability to react and target the user or jutsu techniques aimed at them, as techniques will seemed to be launched at them in blinding speed or slowed to a halt so while the user sends techniques at the opponent they are launched slowly, when in actuality the user may have finished his technique and gone onto the next one thus harming the opponent.
(Last 2 turns)
Genjutsu: Kuchiyose | Illusionary Technique: Summoning Technique
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user will perform a series of five hand seals and then slam their hand on the ground. Instantly putting the opponent under a genjutsu where they will see an illusion of a summon to appear before the user. The summon will actually be any summoning animal within their summoning contract. It could be any of the contracts they have signed [two within the rp]. Once the illusion is set, the opponent will see that animal just like a summon. As the hand seals and the slaming of the ground is mimicing the act of actually summoning their animal. The summon however will be able to perform any of the actual summoning animals abilities though it will have no effect on the opponent. However, they can create an illusion that they use their actual abilities. The summoning animal is intangible and will not take any physical harm. The only way to get rid of them are to break the genjutsu.

Note: May be able to use three times per battle
Note: Last the turns of their summon animal within the contract [No more than 5]
Note: The abilities of the animals will not have an effect on the opponent.
Note: The summoning animal will be intangible and can not be harmed in anyway
Note: Must have a signed summoning contract to able to use this technique
Note: Must be taught my Vision
- Taught
(Genjutsu:Ryu_sha)Illusionary Technique: Quciksand
Type: Supplementary
Rank:A
Range: Mid Range
Chakra Cost: 25
Damage Points: N/A
Description: the user casts an illusion where the victim imagines they are trapped in quicksand. they start out buried up to their knees, but struggling makes them sink faster, and faster.

Notes
-can only be used twice per battle
-lasts one turn
-can only be taught by Dopeboyfresh95
(Onchou Kyou Buru-su) - Rhythm and Blues
Rank: A
Type:Supplementary
Range: Short-Mid
Chakra Cost:30
Damage Points:N/A
Description: This Genjutsu will affect the sense of hearing of the opponent. The user first make 6 hand seals and then will hum in a low rhythmical beat and tap their feet to the beat which will bind the opponent who will hear it. The victim will feel their body moving to the beat and wont be able to move on their own free will. The victim will then be moving towards the source of the sound. This Genjutsu will only restrict the movement of the opponent. The oppenent will still see and feel what is happening around him.

Note: Since its a sound base, a strong sound can cancel the humming and tapping of the user
Note: This jutsu only affect the legs of the opponent, leaving him fully capable of performing hand seals.
Note: Cant be seen by Dojutsu.
Note: Genjutsu last 2 turns.
Note: No other Genjutsu until the end of the battle.
Note: Can only be use/taught by WastedMonkey
Genjutsu-Never Ending Pit Of Death
Type:Supplementary
Rank:A
Range:Short
Chakra Cost:30
Damage Points:60
Description:The user cast a genjutsu on the opponent to make it seem as if a huge hole formed under him and he is falling to his death. While the opponent is in the midst of the jutsu, the user may finish him quickly or slowly torture him until he dies.
Tip: It is best used when your opponent is making handseals
* Can only be used once a match*
*Can Only Be Taught By ROTM*
(Mugen: Kagami Gazō no Jutsu) - Demonic Illusion: Mirror Image Technique
Rank: A
Type: Supplementary
Range: Short - Mid
Chakra cost: 30
Damage points: N/A
Description: Once the genjutsu has been initiated the illusion traps the victim in a white empty room like space, once there a mirror will appear in front of the victim and then the victim looks at the reflection of his own image in the mirror, then suddenly the victim is then trapped inside the mirror. The user will then appear in this white room and with a snap of his finger the mirror will shatter pieces along with the victim. The victim will feel the sensation of their entire body being broken into hundreds of pieces, the purpose of this jutsu is to weaken a targets defense as well as to render their vision slightly so that they are unable to battle properly.
Note: Can only use every three turns and no genjutsu useage the following turn.
Note: Can only be used 3 times per match.
(Genjutsu: okashi sen) Illusionary Technique: Candy Beam
Type:Attack
Rank:A
Range:Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: User points at the opponent which places a genjutsu on them which makes it seem as if a pink beam of energy is fired from the user's finger at lightning fast speed which transforms the opponent into a candy version of themselves, paralyzing them since food can't move.
-Only taught by Professor Sarutobi
-3 times per battle.
(Genjutsu: Kurushii Songu) Illusion Technique: Painful Song
Type: Supplementry
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 20 (+5 if the opponent has a sharingan)
Description: The user casts a genjutsu on his/her opponent, making him feel like he has headphones glued to his head. A Justin Bieber song plays through the the headphones, causing the the opponent to scream in pain and feel like his ears are bleeding. In realilty, the user throws 2 kunais with explosive tags attached to the ends of the kunai. The kunais go past both the opponents right and left ear, exploding when it reaches close to the ears.
Note:
-Can only last one turn
-You have to say ,out load, a name of a Justin Bieber song after the opponent gets trapped.
-Can only be taught by Sinderella23 and those of her choosing
(Genjutsu: Kuroi Shin'en) - Illusion technique: Black Abyss
Rank: A
Type: Supplementary
Range: Short - Mid
Chakra cost: 30
Damage points: N/A
Description: The user will cause the target to fall into an illusion where black shadows envelop the target from their feet and encase in complete darkness but then they fall into a endless pit. This technique is primarily used for the user to distract the opponent from the reality of the situation setting them up for a surprise attack on the target.
~ Only twice per battle
Genjutsu: Shinigami Bun'ya (Illusion Technique: Shinigami Realm)
Rank: A
Type: Supplementary/Attack
Range: Short-Long
Chakra Cost:30
Damage Points: N/A
Description: Traps opponent in an illusionary world where everything is dead. When the opponent is trapped in the illusion the user can create clones of himself to help him attack the opponent. He and all the clones will look like Shinigami because of the illusion, and all weapons will also look different and will be less easy to defend from. The user (and clones) will move to short range from the opponent and stab him with swords or other ninja tools, thereafter all jutsus can be used again. The opponent can only use jutsus up to B-rank while trapped.
- Note: The genjutsu will last for 3 turns.
- Note: Creating clones counts as one of the three moves a turn.
- Note: A jutsu will count as one of the three moves a turn.
- Note: Can only be taught by Crimson.
- Note: Can only be used 3 times
- Note: cannot use A rank or above Genjutsu the following turn.
- Taught
(Genjutsu: Sasayaki) - Illusion Technique: Whispers
Rank: A

Type: Defence/Offence 

Range: Short-Mid
Chakra Cost: 30 

Damage Points: N/A

Description: The user focuses his chakra while making 3 hand seals and looking into the opponent's eyes, and disrupts their chakra flow to trap them into the genjutsu. After the opponent is trapped in this Genjutsu, he will start to hear whispers around him, distracting him as he tries to find out who is talking and where it’s coming from. With every turn this Genjutsu is still active, the whispers will be louder until it's as loud as screaming in the opponents ear, disturbing the opponent.
- Note: The Genjutsu lasts until it’s broken, 3 turns or the fight ended, whichever comes first.
- Note: Can only be used twice per battle.
- Note: Can only be taught by Leaf.
- Taught
Genjutsu: Chien Taimu | Illusionary Technique: Time Delay
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user will cast a genjutsu towards the opponent by disrupting their chakra flow in their brain. The user will simply point towards the opponent and make a single hand seal Tiger → Boar to put them under this genjutsu. While the opponent is under this genjutsu, any action performed will be delayed by two seconds. Rather it's a jutsu, any form of taijutsu, or even running. The person under this genjutsu, they will think that they are performing the action right away but may not notice what is actually happening.Whatever is performed it will be delayed by two seconds.


Note: Able to use twice in battle
Note: Must have Mastered genjutsu
Note: Lasts two turns unless broken
Note: Can only taught by -Vision-
- Learnt

S-Rank

Genjutsu: Sharingan Sorazorashii | Illusionary Technique: False Sharingan
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: The user will perform a single hand seal Tiger and will disrupt the opponents chakra within their brain. By doing so casting an illusion that the user shows mangekyou sharingan in their eyes. The real effects set into the opponent, the chakra that is disrupting the flow of the opponent will send a subliminal message to the opponent that they are moving at half the speed of their base speed. Thus, moving slower than they normally would. Which effects all movements of the opponent, to include his reaction speed. The mangekyou sharingan is for distraction purposes only and doesn’t carry any abilities of the real mangejyou sharingan. This genjutsu does not effect any jutsu’s that the opponents use’s. The speed of the jutsu’s that they might use is still the same and will not appear any different when used normal. Only effects the physical speed of the opponent to include his reaction speed.

Note: Able to use twice per battle
Note: Last 3 turns
Note: No S rank genjutsu before and after the use of this genjutsu
Note: The user will not have the abilities of any sharingan techniques or it's abilities to precieve motion.
Note: Any jutsu used by the opponent other than Taijutsu and Kenjutsu techniques that doesn't involves any kind of elemental ninjutsu will not have effect on it's speed of travel. Only the time it takes to perform each jutsu would be effected as it would need physical requirements of movement.
- Taught
[Genjutsu: Kagami Shittsui] ♦ Illusion Technique: Mirror Fall ♦
Rank: S
Type: Supplementary
Range: Short/Medium
Chakra: 40
Damage: N/A
Description: After the user forms the required hand seals, the user will suddenly disappear in a cloud of smoke. The smoke quickly disperses and in the user's place is now a mirror. In the reflection it shows the target, completely mimicked like a real mirror, however only after a second the reflection stops mimicking the target and instead has an evil grin. The reflection reaches out of the mirror and pushes the target backwards. The target will see just an endless pit of black going on and on forever, except for a tiny white light at the very bottom. This light is just to add to the realism of the genjutsu. The target will feel as if they are keep falling and falling, the light still there, though there back should be towards the light. If they look up they should see the reflection getting farther and farther away, waving with the same evil grin. In actuality the target will have only fallen backwards onto the ground, laying there.
The length of this jutsu is indefinite until canceled or another way ended.
Also this can be used on up to three people at once.
The user cannot use chakra based attacks while it's active.
~Usable once per battle.
~Faust can only teach this.
(Genjutsu: Douzen Ada ) Illusionary Technique: Natural Enemy
Type: Defence
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: n/a
Description: User does 5 hand seals and places his opponent's summoning in a genjutsu that makes them see the user summon their natural predator four times the size of them (the opponent's summon), paralyzing them with fear and causing them to reverse summon away to safety.
-Doesn't work on boss summons
-Twice per battle.
-Can't use A-rank and above Genjutsu for the next two turns after this jutsu
-Only taught by Professor Sarutobi.

Forbidden Rank

(Genjutsu - Svengali) - Sevengali illusion
Type: Attack
Rank: Forbidden
Range: Short
Chakra Cost: 40
Damage Points: N/a
Description: The user will perform 3 needed hand seals to summon a special type of mechanical doll to the feild. This is a special mechanical doll made entirely of chakra metal. When its summoned it is infused with the users chakra from that moment. Svengali is a special mechanical doll made of chakra metal that responds to the sound of the users voice comands, but not just any comands. From the moment this doll is summoned it begins to mess with the opponents head. After being on the feild for one turn the doll will put a kind of transe upon the opponent. This transe make the opponent become like the doll turn by turn. See below for details.
After being on the feild for 2 turns, the opponents arm will go solid like the dolls metal limbs, making them unable to move it.
After being on the feild for 3 turns, the opponents other arm will go stiff like the dolls other arm.
After being on the feild for 4 turns, The users legs will go stiff, unable to move them or feel any sensation in them.
After svengali has been on the feild for 5 turns, the opponents whole body will be stiff like svengali's and they will not be able to move or feel anything.
When svengali has control of all the opponents limbs they are unable to battle.
Due to this abilitily they are unable to move any part of their hands and can't feel any pain in their limbs. It is almost as though someone elses limbs are attached to their body that they cant feel or move. Not only does Svengali take over the opponents actions through hypnosis, he also becomes on with the target, so if svengali is poked, the opponent possesed by him will feel it too. The same effect applies in a painful way. If svengali has taken effect on of of the opponents arm, and the same arm on svengali is stabbed, the opponent will cry out in pain as though their own arm was stabbed, though they would still be unable to move it.
Note: No S rank or above while controlling Svengali
Note: No nin/gen jutsu can be used at the same time as svengali
Note: No Genjutsu for the rest of the match after use.
Note: While the user is controlling svengali, he is only able to peform 2 jutsu per turn due to concerntrating on svengalis use.

Taijutsu


N/A-Rank

Atsui-Appu: Warm-up
Rank: N/A
Type: Supplementary
Range: Short
Chakra: N/A
Damage: (Taijutsu +10)(Ninjutsu +5)
Description: The user jogs in place while punching the air, causing their blood to pump faster making them a little faster and stronger. Because of this early warm-up, the user is also more focused causing their reflexes to sharpen. With this blood pumping sensation, chakra also flows easier and faster, letting the user use jutsus faster.
Note: Can only be taught by Axle
Note: lasts 5 turns
Note: can only be used once per battle
Note: must be done at beginning of battle
- Got it from

C-Rank

(Saido byōtō chakura suiryoku) - Side-wards chakra thrust
Type: Supplemental/Defensive
Rank: C
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: The user jumps into the air by up to one meter and then sends out a small gust of chakra from his foot lowest to the ground, sending him a little higher as the user spins their body to the left or right and throws their body weight in the direction they want to go. Using their momentum from the spinning and chakra, they manage to thrust their body in the direction they wish, up to mid range.

~Notes~
-Must be taught by -Vegeta
- Can be used 3 times.
-reference-

(Puraido no fu~yūrī) - Pride's Fury
Rank: C
Type: Attack
Range: Short
Chakra Cost:
Damage Points: 25
Description: The user attacks with a flurry of punches to the enemy followed by a hard left punch to the chest, a right roundhouse kick to the face followed by an immediate left cross to the face sending the enemy flying. Before they are out of reach, the user will grab their arm pulling them back while turning their body in a counter clockwise motion delivering a powerful right spin kick, sending the enemy flying off through the air.
~Notes~
-Must be taught by -Vegeta
- Taught

A-Rank

Freestyle art Power legs = Furīāto Pawā ashi
Type: Supplementary
Rank: A
Range: Self
Chakra Cost: 30
Damage Points: N/A
Description: The first stage of the leg empowering freestyle tech, the user focuses big amounts of chakra into his legs, this technique allows the user to temporarily increase the strength in his legs, by pumping the muscles and tissue full of concentrated chakra. This technique gives the user 10+ damage to all Taijutsu, which involves using his legs, and a boost of speed, equal to Lee without weights. This technique does have some drawbacks, when it ends, the user will have used a big amount of power in his legs, making them weaker.
Notes:
• Can only be used twice per match.
• Lasts for three turns.
• After it ends, the user has -5 damage to all his Taijutsu, for the rest of the battle.
• No A-ranked or higher techniques in the next turn.
• Can only use two moves in the next turn
• Can only be taught by ZeroGarra.
Phantom Star | Fantomusutā
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: In order for this technique to work, the user must have the targets attention for the simple fact that this technique works in which a manner that the opponent is typically anticipating an attack. The user will channel chakra throughout their body then rush towards the opponent with blazing speeds. The target will falsely believe that the target has made a swift hook towards them and react to either attack or defend, but it is merely a visual projection the user that has ran perfectly in place masking the actual user behind it. The actual user will then forcefully slam both of his hands with open palms directly into the targets upperbody and sending them flying uncontrollably.

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

S-Rank

Hebereke Tentei Kobushi: Drunken God Fist
Rank: S
Type: Supplementary
Range: Short
Chakra: 40
Damage: (+10 to Drunken techs) (-20 to falling)
Description: After entering the Drunken Fist state, the user continues to drink and then enhances the effects by applying chakra. By doing so the user begins to move faster, and become even more unpredictable and fluid. The user becomes so fluid and unpredictable in his motion that even the MS can't determine the users movements and allows the user to dodge techniques on a whim in a unorthadox but effective way without the use of a ninjutsu. But despite this the user becomes so drunk that it becomes harder for him to control his chakra therefore the user only becomes unable to use Nin or Genjutsu in this mode.
(Last 3 turns)
(usable once)
Juinjutsu| Kenran Hayoku - [Cursed Seal Technique| Brilliant Cataclysm]
Rank: S
Type: Attack
Range: Short-Mid
Chakra: 40
Damage: 80
Description: While in Cursed Mark level 2, the user condense chakra into a spear in his hand, throwing it in the air. When it comes back down a turn later it hits the ground, then chakra fills a large circular area, bursting forth through the ground as raw chakra, damaging opponent and/or the user depending on who is in range of the technique. This though needs a great deal of chakra thereby taking the user out of his Curse Mark mode, and unable to preform anything above B-Rank for two turns afterwards.
(Usable Once)

Satsui no Hado| Surge of Murderous Intent
Rank: S
Type: Supplementary
Range: Short
Chakra: 40
Damage: (+50 to taijutsu based attacks)
Description: To tap into Satsui no Hado, a fighter must be so consumed with the desire to win that they are willing to kill. As a result, only people who push themselves to be the best at all costs can take advantage of it. However, the untrained mind can be driven to a temporary insanity if they have not prepared for it. For those who do succeed in controlling it, they develop an almost cold, cynical detachment from themselves. Using this the user also develops a new fighting style called; Ansatsuken or the "assassination fist" this allows any of the user taijutsu based attacks to have more destructive power as the user now has amplified his intent to kill ten-fold. During the time this is in use the a kanji with the symbol of destruction which appears on the user's back. Also during this mode, the user focuses on three major principles:
Hadō (Surge)
It is the founding principle behind Ansatsuken. Through Hadō, a martial artist utilizes his/her will (or intent) to draw in chakra and project it out at an opponent as a concussive force upto Short Range.
Shōryū (Rising Dragon)
This is a set of techniques where a martial artist uses chakra to propel himself/herself upward at the airborne opponent. During the ascent, he/she is invincible to most attacks. However, his/her descent renders him/her vulnerable.
Tatsumakisenpū (Tornado Kick)
The martial artist's body is supported and spun above the ground on a column of spiralling chakra for a limited time of one turn. With this the user is able to "float in the air" for a certain amount of time.
With these priniciples the user is able to deliver powerful blows to the opponent at the cost losing himself in the process.
(Usable Once Per Battle)
(Users Chakra Manipulation is ceased for 2 turns afterwards)
( Once in the grip of this bloodlust, no Nin or Gen jutsu can be used. }
(Last 3 Turns)

Forbidden Rank

Juinjutsu| Bakushin - [Cursed Seal Technique| Blast Heart]
Rank: Forbidden
Type: Attack
Range: Short-Long
Chakra: 50
Damage: 90 (-30 to user)
Description: In Cursed Mark level two, the user focuses a mass of Chakra into his chest and by manipulating the flesh in his chest, that chakra burst forth about 10 tendrils attacking everything within range, with a great rapidness that only 3tomoe Sharingan can hope to avoid, but in return the technique causes a large strain on the user's heart, briefly stunning him for about 5seconds, and reverting him back to his initial state, drained of chakra unable to do any technique above B-Rank for two turns.
(Usable Once)
Kongou Koku Retsu Zan| Country Destroying Adamantine Slash
Rank: Forbidden
Type: Attack
Range: Short-Mid
Chakra: 50
Damage: 90
Description: The user first applies chakra to most of his body until it radiates off of his skin, then by rearing back the user then preforms a powerful chop to the earth itself with a subsequent wave blast surrounding him on both sides. Although the wave increases the range of it somewhat, the true damage property is a point-blank range. If the opponent is near when this move takes place it means near instant death as the chakra pressure seems to crush there bodies once released.
(Usable once)
(User can't manipulate his chakras for three turns afterwards
(Taijutsu: Stomp Em In Za Nattsu) - Stomp Em' In The Nuts
Rank: Forbidden
Type: Attack
Range: Short
Chakra cost: 50 + 10 for each additional stomp
Damage points: 50 + 10 for each additional stomp
Description: The user quickly crouches down and swiftly sweeps his left leg into his opponents legs to kick the enemy's legs out from under him, while charging chakra into his right leg. Then while the opponent is on the ground, the user repeatedly stomps on the enemy's scrotum, causing severe abdominal pain that forces the opponent into the fetal possition.

Note: Maximum of 5 stomps
Note: Can only be used once
(Tekken No Suitaru): Style Of Iron Fist
Type: Supplementary
Rank: Forbidden
Range: Short
Chakra Cost: 100 (-10 each turn it is active)
Damage Points: N/A (-20 to the user when activating and -10 each turn it is active)
Description: The user focuses incredibly high amount of chakra into his legs and arms so that his strength increases on the level that of Godaime Hokage Tsunade Senju. While in this state the user can´t use any Ninjutsu or Genjutsu. The user can use Tekken Techniques tho (will be submitted later if this style is approved). When the user leaves the state of Tekken, the user can´t move, he can only stand on 1 place and he cannot use any jutsus of S-rank and Forbidden rank. When the user is in the state of using Tekken Style, the user´s muscles are under huge pressure and cause him great pain. It doesn´t change users speed.

*Can only be used once per battle*
*Lasts only for 3 turns*
*User cannot use ANY Ninjutsu or Genjutsu techniques when he´s using Tekken Style*
*After 3 turns, the user can´t move from the place he´s standing because of muscle exhaustion*
*No S or Forbidden Rank jutsus by the user for 2 turns after the Tekken Style has ended*
*Can only be taught by ~Mig J.J. Quiksilver~*
- Taught
(Tekken: Kyūkyoku No Hō: Unmei No Ippō) - Iron Fist: Ultimate Technique: Hand Of Fate
Rank: Forbidden
Type: Attack
Range: Short-Long
Chakra: 60
Damage: 100
Description: The user while wielding Caliburn or having activated Style Of Tekken can use this technique by focusing high amount of his chakra into one of his hands so that it starts shining with orange light. When he does so, he can than punch into an enemy and if he hits him in Close-Range than the user makes hole in opponent's body. This technique can be also used for Mid and Long Range and that is when user has chakra in his hand, he thrusts his hand forward and releases all chakra at once to hit his opponent with beam of pure chakra which can make hole in opponent's body.

Used for Mid or Long range (1:54 - 1:59)


*Can only be used once per battle*
*Can only be used while using Style Of Tekken or while wielding Caliburn*
*When the user uses this technique, he can't use hand with which he used it for 3 turns (meaning no hand seals for example) (this is because of that huge amount of chakra and muscles in the hand being exhausted)*
*This technique has no elemental advantage or disadvantage*
*Can only be taught by ~Mig J.J. Quiksilver~*
- Taught





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Jeet Kune Do
(Jeet Kune Do) The Way of the Intercepting Fist
Type: Taijutsu
Background:

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

Description on the Abilities and Inner Workings of the Style:

Economy of motion is the principle by which Jeet Kun Do practitioners achieve:

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

Directness: Doing what comes naturally in a disciplined way.

Simplicity: Thinking in an uncomplicated manner; without ornamentation.

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

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

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

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


Additional effects and Restrictions:
- Can only be taught to Sannin and above who have learned basic taijutsu.
- To master the user must learn the style of fighting, all of it's techniques and spar with the creator in a Taijutsu only match.
- A master of this will gain a calm mind which is needed for most martial arts.
- User of this style gains 3x the ability to read through enemy taijutsu and movement, capable of reacting with enourmous speed when compared to an average Strong Fist user. This, however, doesn't refer to running speed which suffers no differance and in essence the movement speed of the users body is only slightly above that of a normal Strong Fist user. However, coupled with the increased reaction time it makes the user capable of defending against most moves of Strong Fist with ease.
- The reaction speed boost and heighten capability to track movement are less than that of a 1T sharingan and can't be added to the normal tracking/reaction speed of a Sharingan. Further more, it doesn't add to the normal tracking/reactions speeds of Swift Release or of EIG and is, in basis about the same as the first while much less than the second.
- Can only be taught by -Yard-
- Approved

B-Rank

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

Notes:
- The user can move freely on the water drops.
- Must know my "Jeet Kun Do" in order to perform this as it allows you to move a limb in the blink of an eye.
(Jeet Kune Do: Ichi Inchi Panchi Gikou) Jeet Kune Do: One Inch Punch Technique
Type: Attack
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: N/A
Description: The one inch punch is a skill which uses explosive power to generate tremendous amounts of impact force at extremely close distances. When performing this one inch punch the practitioner stands with his fist very close to the target, A quick movement of the wrist produces the force needed, the wrist is held with the knuckles facing out on a horizontal axis, the wrist is then moved up and a strike is produced with the bottom two knuckles.

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


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

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


A-Rank

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

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

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

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

-

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

Notes:
- Must know Jeet Kun Do
- Must know basic Taijutsu
- Must be of Sannin Rank
- Lasts 4 turns
- No A rank or above Taijutsu for 2 turns after.
- Users movement is still trackable through normal eyesight.
- Can only be used once per battle.
(Doton: Sono Monogatari Karejiko) Earth Release: The Legend Himself
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Type: Defensive/Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage: N/A +10 To Taijutsu
Description: The user will make 3 handseals and will make a body of earth rise from the ground similar to the Earth Clone technique. However, the earth appears to not look like the user, but another man. This figure carries the resemblance of Bruce Lee, he can perform Jeet Kune Do Style Taijutsu along with Basic Taijutsu. What makes this so special is that him being made of earth release, he can use Jeet Kune Do in a more stronger advanced style, using the earth release chakra for making strong yet quick strikes that can easily break bones due to the force of impact and his rock like structure. He can reform instantly when struck so long as he is standing on an earth source unless the earth chakra is negated which would cancel the technique.
Note: Can create 1
Note: Can only be used once per battle.
Note: Counts as a Shadow clone technique.
Note: He stays on the field for 4 turns.
Note: He must stay within mid range of the User.
Note: Despite being made of earth/earth chakra, he cannot perform earth release.
Note: Must be a Jeet Kune Do Master to use this
Note: Can Reform 2 times unless his earth chakra is negated or he is destroyed with a lightning attack of one rank lower or higher.
- Approved

S-Rank

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

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

-


Forbidden Rank

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

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

-



Custom Weapon

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(Setsuju Nunchaku) Intercepting Nunchucks
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: N/A
Damage: N/A
Description: Due to the users advanced mastery over Jeet Kune Do, the user can already wield it with fast speeds, due to the built up momentum that Nunchucks have when being wielded/swung around. The user can attack much faster, with Jeet Kune Do already giving the ability to move his arms at a very fast pace, he could move the Nunchucks with incredible speed. Once he mastered them, he could swing them at speeds that could defend him from speeds that of rock lee without weights. Each strike from them had much more force of impact than a normal punch, being able to break bones with a strike from it as regular nunchucks already can.


Abilities:
- Can move the Nunchucks with great speed that can keep up with Lee without weights.
- The Nunchucks are unbreakable.

Notes:
- The Nunchucks movement is still trackable through normal eyesight.
- Can only be wielded by Yard.
- Approved


C-rank

(Fuuton: Nunchaku's Omomi) Wind release: Nunchaku's Emphases
Type: Supplementary
Rank: C
Range: Short-Mid
Chakra: 15
Damage: (+15 to the fire technique)
Description: The user after launching a projectile like fire technique of B rank or above can quickly spin their nunchaku in the direction of said jutsu, releasing a current of wind giving the fire extra power. Due to not requiring handseals and the Nunchaku being as fast as they are, this can be preferred over most other wind release techniques to quickly empower a fire technique.

- Can only be used by -Yard-
- Can only be used once per turn.
- Can only be used when wielding the intercepting nunchucks
- Can be used 5x per battle.

- Approved


B-Rank

Setsuju Nunchaku: Tajū-do | Intercepting Nunchaku: Multiplicity
Type: Supplementary
Rank: B
Range: Short
Chakra: 25
Damage: N/A
Description: The user throws their Nunchaku into the air or bites it, holding it between their teeth, then does the tiger handseal and creates a copy of Setsuju Nunchaku, the Intercepting Nunchaku. The Nunchaku can be moved at the same speed as the real Nunchaku. This allows the user to strike and defend faster as they now have two Nunchaku and the Nunchaku's speed relies entirely on Taijutsu and the way Nunchaku work in the real world. The Nunchaku aren't as durable as the real Nunchaku though and due to that they can only defend from C rank projectile like attacks and B rank taijutsu.

- Can create one copy per use.
- Can be used twice per battle.
- No more than one copy can be on the field at any given time.

- Approved

(Fuuton: Nunchaku Kuuhaku) Wind Release: Nunchaku Vacuum
Type: Supplementary/Defense
Rank: B
Range: Short
Chakra Cost: 20
Damage: 40
Description: The user whilst spinning the intercepting Nunchaku will channel their fuuton chakra through them. Once done they will begin to spin them around counter clock-wise as they release the fuuton chakra from them creating a strong constant gust of wind that's able to push away projectiles and projectile like techniques of equal or lower rank, sending them away up to 10 meters from the force of the wind. In short range, the vacuum is strong enough to push the opponent back by 5 meters or if the user reverses the spinning rotation, it can pull them to the opponent if they're within 5 meters. However, the speed the opponent is pushed away or sucked in by the wind vacuum is the speed of which the average non enhanced shinobi can sprint. Tho with some effort, the opponent can still maintain their balance during the push/pull on most terrains within reason.

- Can only be used by -Yard-
- Can be used two times but must wait one turn before using again.
- Can only be used when wielding the intercepting nunchucks.
- Must spin the Nunchaku first and then use.
- The time it takes for the Nunchaku to spin is equal to a single handseal.
- Approved

A-Rank

(Fuuton: Nunchaku kajou taihou) Wind release: Nunchaku Spiral Cannon
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user spins their Nunchaku at high speeds while releasing wind chakra through them. While spinning, they will release a strong current of wind that travels from the Nunchaku to around the opponent, making a tunnel/cannon of spinning wind that extends outwards from the nunchaku to around the opponent. The wind when it gets into short range of the opponent will sweep them off their feet as it surrounds them, knocking them off the ground and then thrusts a burst of air out of the hole of the spiraling wind, dealing blunt force damage upon impact, acting exactly like an air cannon and sending them spiraling away by 10 meters. The blunt force damage caused is not enough to break or fracture bones but is enough to knock the air from their lungs upon impact and leaving them dazed The user can use their free hand to throw paper bombs and ninja tools into the currents as well.

- Can only be used by -Yard-
- Can be used two times but must wait one turn before using again.
- Can only be used when wielding the intercepting nunchucks.
- Approved

Forbidden Rank

(Fuuton: Nunchaku Doragon Senpuu) Wind Release: Nunchaku Dragon Whirlwind
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90 (-15 to the user) (-death to user if the user is within short range of the eruption)
Description: The user will send their wind chakra through their Nunchaku as they spin it at fast speeds in front of them. As they spin their Nunchaku, they will release the wind chakra from the Nunchaku creating a powerful twister of cutting wind in the shape of a dragon from them that darts at the opponent. The user spins their nunchaku as fast as they can which from the very fast rotations, the dragon's wind becomes even more fierce at the cost of wearing themselves out greatly. Once the user releases it from their Nunchaku at their target they have no control over it. Once released, the dragon darts at the opponent as it expands to the size of Gamakichi from the pain arc. When it get's within short range of the target, it crashes into it the ground, erupting in a straight upwards spiraling twister of cutting wind throughout short range of it's target, leaving their bones shattered, limbs twisted and body severely slashed all over. The user's arm and shoulder however is left in severe pain and drained of energy for the next turn and unable to use taijutsu for two turns.

Notes:
- Can only be used by -Yard-
- Must use the Intercepting Nunchaku.
- Can be used once per battle
- No A rank and above wind for two turns
- No Taijutsu for two turns
- No Nunchaku techniques for two turns
- Cannot use arm for the next turn meaning no handseals.
- User dies as well if within Short range of the dragon erupting.
- Approved

(Fuuton: Doragon no hōkō) Wind release: Dragon's Roar
Type: Attack
Rank: Forbidden rank
Range: Short-long
Chakra: 50
Damage: 90 (-15 to the user)
Description: This technique requires a nunchaku from "Multiplicity" to have been made before performing. The user channels wind chakra throughout their nunchaku(s) as they swing their nunchaku around their body/limbs as they usually would when building up momentum for a strike whilst releasing wind chakra from the nunchakus as they build up powerful wind currents/air pressure from building up momentum with the added power from the wind chakra and the already great speed of the Nunchakus themselves as they are noted to have. The result is the user building up highly pressurized currents of wind as they swing their nunchaku around. which The user will then quickly thrust their arms forward, gripping both nunchaku sticks in each hand. The built up wind currents are thus pushed forward from the user creating a wide ranged highly pressurized wind blast from the Nunchaku towards the target resembling Wind Release: Pressure Damage, however, in the form of a dragon. However, the user's arms suffer great strain from having to maintain momentum with the wind currents.


- Can only be used by -Yard-
- Must use the Intercepting Nunchaku and Multiplicity to perform.
- Can be used once per battle
- From having to build up currents with two Nunchaku it counts as two techniques
- No A rank and above wind for two turns
- No Taijutsu for two turns, requiring two turns to recover.
- No Nunchaku techniques for two turns
- Approved

Allowed

By Crow

Rebellion
Rank: S
Type: Weapon
Range: Short - Long
Chakra Cost: 40 (+ 30 for blocking each fire attack)
Damage: (20 base attack for normal use) (+15 damage to every fire based jutsu)
Description: the Rebellion sword is made out of a special metal that is able to use the user's fire chakra , it has a large white blade with a silver skull shaped handle ,it's worn on the user's back like Kakashi's sword when he was young , when the user channels his fire chakra into the blade, a fire Aura surrounds the white blade making the sword more lighter and enhancing the user with faster reactions and turning the blades color into bloody red, as long as the user is wielding the blade he can perform any fire technique with the use of only a single handseal, also by adding the +30 fire chakra of the user to the blade , the blade can block fire techniques up to A-rank negating the fire and absorbing it but still receives a certain amount of damage from the attack.

~ Cannot be used without mastering the fire element.
~ User takes -10 damage when absorbing a fire technique.
~ Can only block fire techniques 3 times per battle.
~ Can only be weilded by ~Crow~
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By Joker

~ Mizu Tatsumaki Fantaji Ittou | Water Tornado Fantasy Sword.
Rank: S
Type: Attack/Defence/Supplementaty
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: A sharp Water sword that is very long and very smooth. Water Tornado Fantasy sword was used by a man 100 years ago. He was created by Dragon Fighter, He fought with the sword more then 10 Dragons and killed them. But the man died when he fought the biggest dragon while the war. So he lefted the sword all alone. But when the Boy of 18 Years old found the sword all by himself, he trained the swords so he became one with the sword

Effects:
Gives +5 damage to every Water jutsu's the user performs.
By making a downwards slash with the sword, the user can release a Ball of Water.
By making a upwards slash with the sword, the user can release a Slice of water.

Tied to Condors

(Hagetaka Kaen Katana) Hagetaka Blaze Sword:
Type: Weapon
Rank: S
Range: Short
Chakra Cost: 40 (-10 Every Turn) (-10 Extend Reach )
Damage Points: N/A
Description: The user Draws a small scroll as if it was a sword, the scroll then poofs into Kean Katana, a super sharp Katon sword capable of cutting through Earth and Chakra infused Earth up to B-Rank as if it was butter. Kean Katana is extremely hot and will ignite clothing or other flammable cloth of fire. due to this heat the user will need to focus Katon Chakra in his hand to wield it. This makes it impossible to use Suiton Jutsu. It's natural Katon nature makes Katon Jutsu's stronger then normal and easier to use. the user may add more Katon Chakra to the sword to extend the reach of the blade.
Note:
-Katon Jutsu only need one Handseal when holding the sword
-Can cut through B-rank Earth tech, though it also depends on the size of the earth jutsu
-The user can't use Suiton Jutsu while welding this Blade.
-Can only Extend reach by 4 meters, and it only last one turn.
-Can only extend 4 times per battle
-Must wait a turn before extending again.

Allowed by Taiketsu (Not sure, he changed his name.)

("Tetsusaiga" Raikou Buzzard Shikon) "Tetsusaiga" Lightning Buzzard Fang
Type:Weapon
Rank:S
Range:Short (Mid-Long for special ability)
Chakra Points: N/A (+30 for Wind Scar)
Damage Points: N/A (+60 for Wind Scar)
Description: Tetsusaiga is a special great sword carved with a special alloy making it as hard as cold steel and special feathers from the lightning buzzard, allowing it to channel lightning chakra for more cutting power. The fur at the end is a conductor, so the user is unaffected by Wind Scar. Due to its sheer size, it can over come smaller weapons such as Katanas, staffs, nunchucks etc. unless it has special properties. The weapon also has a special ability called "Wind Scar" where the user releases a blast/wave of yellow lightning that levels almost anything in its path. The weapon itself can absorb lightning of B-rank and lower to add to the power of Wind Scar.
Notes:
-Wind Scar is equal to A-rank Lightning
-Wind scar can be used 4 times
-Counts as one of the three used justu per turn
-Can only absorb lightning of B-rank and lower
-Can only absorb one lightning tech every 3 turns
(Tetsusaiga: Raikou gachin Ken) "Tetsusaiga" Lightning Clash Sword
Type:Attack|defend
Rank:S
Range:Short
Chakra:40
Damage Points:80
Description: When the user releases the yellow lightning of tetsusaiga, he will use advance chakra control to cause the lightning to surround the great sword completly. The sword will become three times the size it was before and take on a golden hue. It has the properties of lightning, making it sharper and because the yellow lightning was compressed, its much more powerful. One swing of this sword can over come almost all defenses and literaly cause a "scar" in the earth.
Note: Counts as one of the times Wind Scar can be used



Summoning Contract

Owned Contract
Summoning Animal:
Scroll Owner: -Yard-
Other Users who have signed contract: Zues, Sauron and Howard
Summoning Boss if existing:
(Kuchiyose: Megami Adara) Summoning: Goddess Adara
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40 (+30 if fused with and +10 each turn summoned)
Damage points: N/A
Description: The user will have a Cougar tattoo on the back of their right hand this will be used to summon Adara the Goddess all of Cougars. Adara has the unique ability to fuse with the person who summoned her giving the user Cougar like traits. When fused with Adara the users speed will increase from average to that equivalent of Rock Lee without weights and will have the ability to jump to around 20 meters high very quickly both types of movement will be almost silently due to the stealth Cougars posses. The user can still use jutsu while in this form but the jutsu have no enhancements of any form from fusing.
Note: This Summoning can only be summoned once per battle.
Note: This Summoning can only be in play for 5 turns if not fused with.
Note: Can only be fused with for 3 turns before the summoning must return.
Note: This Summoning can only be summoned by someone with the Cougar Contract.
Note: When fused speed increases to that equal of Rock Lee without weights on.
Note: Due to not having hands Adara can’t use any jutsu involving handseals.
Tattoo
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Other Summoning Animals tied to contract:

(Kuchiyose: Kyo Kaiser) Summoning: Lord Kaiser
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (+5 each turn summoned)
Damage points: N/A
Description: Kaiser is Goddess Adara's main protector and Solis and Luna’s guardian due to his superiority and advanced skills when it comes to taijutsu. He wears metal claws over his actual claws on his front legs, the claws are made from a special metal that can be infused with chakra increasing the damage dealt by this weapon by +10 he also wears very light shoulder armour that protects him from taijutsu B rank and below. Kaiser is capable of using taijutsu up to the same rank as the user but Cougar style, where punches and kicks are swapped for slashes with front and hind claws, he can also jump to around 15 meters high by focusing chakra into his hind legs and using his cat like abilities.
Note: This Summoning can only be summoned for 3-turns.
Note: This Summoning can only be summoned by someone with the Cougar Contract.
Note: this Summoning can be summoned once per battle.
(Kuchiyose:Tsuin Tozu Ando Fiela)Summoning: Panther Twins Solis and Luna
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 (+10 each turn summoned)
Damage points: N/A
Description: Two twin Panther (black) Cougars named Solis and Luna will be summoned to the field, they are the son and daughter of Goddess Adara. Solis has a fire style nature in chakra and therefor specialises in fire, he can use fire jutsu to the same rank as the user and is immune to it up B rank, his sister Luna specialises in earth she can use earth up to the same rank as the user, she is immune to earth jutsu up to B rank. Both twins are able to jump to a height of around 10 meters by focusing chakra into their hind legs and using their cat like abilities. The twins are completely identical and can only be told apart by people with advanced eye sight (i.e doujutsu)
Note: This Summoning can only be in play for 3-turns.
Note: This Summoning can only be summoned by someone with the Cougar Contract.
Note: This Summoning can only be summoned once per battle.
Note: The pair are weak the element their chakra nature has a disadvantage to
Note: The opponent unless a doujutsu user can not tell the difference between the twins.

Signed Contract

Summoning Animal: Condors
Scroll Owner: ~Yard~
Other Users who have signed contract: Not Sure, it's Serpent's.
Summoning Boss if existing: Joutei Sendo
Other Summoning Animals tied to contract: Houka, Uindo, Suchi-Ru, Sou, Oizu, Elder Kyokan.
A-Rank
(Kchuysei: Hagetaka Houka) Summoning: Hagetaka Fire:
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 40 (-5 every turn)
Damage Points: N/A
Description: The user does the nessecary hand seals for the summoning. This summoning calls upon "Hagetaka Houka" (Meaning Condor of fire). Hagetaka Houka is one of the Giant "Hagetaka Twins" he is able to hold one Person on his back. Hagetaka Houka can also shoot B-Rank Katon.
Note:
-Can only be in play for 3-turns.
-Can only be Summoned by someone with the Condor Contract.
-Can only be Summoned once per battle.
(Kchuysei: Hagetaka Uindo) Summoning: Hagetaka Wind:
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 40 (-5 every turn)
Damage Points: N/A
Description: The user does the nessecary hand seals for the summoning. This summoning calls upon "Hagetaka Uindo" (Meaning Condor of Wind). Hagetaka Uindo is one of the Giant "Hagetaka Twins" he is able to hold one Person on his back. Hagetaka Uindo can also shoot B-Rank Fuuton
Note:
-Can only be in play for 3-turns.
-Can only be Summoned by someone with the Condor Contract.
-Can only be Summoned once per battle.
(Kchuysei: Hagetaka Suchi-Ru) Summoning: Hagetaka Steel:
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 40 (-5 every turn)
Damage Points: N/A (+40 Senbon)
Description: The user does the nessecary handseals for the summoning. This summoning calls upon "Hagetaka Suchi-Ru" (Meaning Condor of Steel). Hagetaka Suchi-Ru is One in 3 Condor Giants know as the "Hagetaka San" (Meaning Condor Trio) She is big enough to hold 2 People on Her back. Hagetaka Suchi-Ru fether's are made of a dense still like substance this protects her from most Teijutsu, She can also Shoot her fethers like Senbon at fast speeds, the rain of senbon equal that of an B-Rank technique.
Note:
-Can only be in play for 3-turns.
-Can only be Summoned by someone with the Condor Contract.
-Can only be Summoned once per battle.
-Senbon counts as a move.
(Kchuysei: Hagetaka Sou) Summoning: Hagetaka Stream:
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 40 (-5 every turn)
Damage Points: N/A (+40 Jet-Stream)
Description: The user does the nessecary handseals for the summoning. This summoning calls upon "Hagetaka Sou" (Meaning Condor of Streams). Hagetaka Sou is one of 3 of Condor Giants know as the "Hagetaka San" (Meaning Condor Trio) He is big enough to hold 2 People on His back. Hagetaka Sou has The ability to shoot a high powered Jet-Stream of water that equals A-Rank technique.
Note:
-Can only be in play for 3-turns.
-Can only be Summoned by someone with the Condor Contract.
-Can only be Summoned once per battle.
-Jet-Stream counts as a move.
S-Rank
(Kchuysei: Hagetaka Oizu) Summoning: Hagetaka Noise:
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 50 (-5 every turn)
Damage Points: N/A (+60 Sonic Boom)
Description: The user does the nessecary hand seals for the summoning. This summoning calls upon "Hagetaka Oizu" (Meaning Condor of Steel). Hagetaka Oizu is the leader of 3 Condor Giants know as the "Hagetaka San" (Meaning Condor Trio) She is big enough to hold 2 People on Her back. Hagetaka Oizu Is able to Screech loud enough to create an sonic boom quality, the sonic boom can be used as a shield to block B-Rank technique. or be focussed as a sonic beam that equals A-Rank technique.
Note:
-Can only be in play for 3-turns.
-Can only be Summoned by someone with the Condor Contract.
-Can only be Summoned once per battle.
-Sonic Boom counts as a move.
(Kchuysei: Senpai Kyokan) Summoning: Elder Kyokan:
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 140
Damage Points: N/A
Description: The user bite's both thumbs and claps his hands together. This summons Senpai Kyokan, Grand Elder of the Condors. Kyokan is a Giant Condor, He is larger then Gamabunta, he stands at 60 meters (180ft.) high giving him a wingspan of 200 meters (600ft.), because of his size it takes a lot to Summon him, after the summoning the user will feel drained and can't use strong Jutsu the next turn. Kyoken is able to blow High winds with his wings that equal to S-Rank. and Drop large amounts of water from his mouth. providing a water source.
Note:
-Can only be in play for 4 turns.
-Can only be Summoned by someone with the Condor Contract.
-Can only be Summoned once per battle.
-No A-Rank Jutsus or higher next turn.
-Wind/Water Counts as a move
(Kchuysei: Hagetaka Uindo) Summoning: Hagetaka Tsuchi
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 (-5 every turn)
Damage Points: N/A
Description: The user forms 2 hand seals and claps his hands together for the summoning. This summoning calls upon "Hagetaka Tsuchi" (Meaning Condor of Earth). Hagetaka Tsuchi is a condor who shows a great mastery of earth techniques. He can use any earth technique the user knows and is big enough to hold 2 people on his back. Hagetake Tsuchi can travel through the ground with great ease even better than "hidding like a mole technique" and of course, this counts as a move.
Note:
-Can only be in play for 4-turns.
-Moving through the ground counts as one of the users moves.
-Can only be Summoned by someone with the Condor Contract.
-Can only be Summoned once per battle.
Summoning Boss:
(Kchuysei: Joutei Sendo) Summoning: Lord Sendo:
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 100 (20 per-turn when Fused)
Damage Points: N/A
Description: The user pulls out a small scroll places his hand on it. This summons Joutei Sendo the Lord of the Condors. Joutei Sendo has the unique ability to fuse on it's Summoners back, when fused it appears that the user has wings. This lets the user fly at fast speeds and make it easier to use Raiton Jutsu Joutei Sendo can also use up to S-rank Raiton techniques.
Note:
-This Summoning can only be in play for 4-turns.
-This Summoning can only be Summoned by someone with the Condor Contract.
-This Summoning can only be Summoned once per battle.
-The Summoning can only use a total of 4 Raiton techniques.
-When fused Raiton Jutsu need one less hand seal.
-Every jutsu used by the summon counts in the user's 3 jutsu per turn.
-Can only be fused for 3 turns


Allowed by frederick for anyone who has signed the condor contract to use.
(Doton/Katon: K-bakudan) Earth/Fire Release: K-Bomb:
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40 (+10 Per-Condor)
Damage Points: 80
Description: This is a Doton/Katon Combo passed down by the Condor Elders. The User will slam his hands together creating an opining in front of him, Simular to Earth release Mud fall. Flying Rocks shaped like Condor's will fly out at the Opponent, these rocks are charged with Katon Chakra and will have a massive explosion on impact.
Note:
-This Jutsu can only be taught by ~Frederick~
-This Jutsu can only be used by someone with the Condor Contract.
-Maximum of six Stone Condors
-This Jutsu can only be used twice per battle.
Snakes allowed by Scarface before new rules. [Proof ]
B-Rank
(Hebi Shindo) - Snake Tremor
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra Cost:25
Damage Points:40
Description: The giant snake slams its tale on the ground making a large Earth release tremor that can knock the opponent off balance, the isn't effected if he/she is on top of the snake.

Note: Must be able to summon snakes
Note: Must summon Manda or Kyodaija
S-Rank
(Kuchiyose: Hiraishin Mokuton Hebi) ~ Flying Wood Snake
Type: Attack/Defence
Rank: S-Rank
Range: Short/Mid/Long
Chakra Cost: 40
Damage Points: N/A
Description: Orochimaru fused the cells of hashirama senju, as well as the dna of Pein's giant bird summon, into the genes of Manda. The snake is half the size of Manda with wood platelets for scales. It has the ability to use Wood jutsus. And it has wings allowing it to fly. Given its size, it is able to fly with the added weight of 3 people, of Orochimaru's build.

~Wood jutsus require the use of said jutsu, and count toward the maximum 3 jutsus per turn as per Rei's R&R
~Can only be summoned once per battle
~The snake flies at the speed of Pein's giant bird
~The snake can only stay on the field for 5 turns
~Can only be summoned by someone who knows wood, or Snakes
(Hebiātsu: Sunēku no Ishii) - Snake Arts: A Snake's Dying Wish
Type: Offensive
Rank: C-S
Range: Short -Long (for activation) (short - mid for explosion)
Chakra: 15 - 40
Damage: 30 - 80
Description: This jutsu involves sacrificing a snake summoning to try and end an opponent once and for all. The user place an explosive tag onto their snake summon and do the snake sign having the tags multiply until all of the snakes scales are now explosive tags. The user will than do the ram sign and and send a pulse of chakra into the snake causing it to explode and having all the tags go off also resulting in a huge explosion. The impact and strength of this jutsu depends on the length of the snake summoning making it stronger if the snake is longer. 1m-10m = C-rank explosion, 11m - 20m = B-rank explosion, 21m - 30m explosion, 31m - 49m A rank explosion, +50m S rank rank explosion If the user uses this with summons as big as Manda than the user must find a way to protect himself from the explosion.
Note: Must be able to summon snakes
Note: Must be taught by Blake Belladonna
Note: Usable 3 times a match with a 2 turn cool down of snake ninjutsu
(Senei Ta Jashu) - Hidden Shadow Million Snake March
Rank:S
Type:Supplementary
Range:Short-Long
Chakra Cost:50
Damage Points:N/A
Description: Million snake march is a Ninjutsu technique that manifests a incredibly large torrent of snakes, which extend from the sleeve. Orochimaru can extend these snakes to attack a target. Once extended the snake can bite into the target to hold and bind them. Lightning chakra can be infused into the snakes to inflict extra damages. The snakes are also strong enough to grab onto things like trees or the ground and pull the user to safety. They can extend to long range in a matter of a second or two

Note:Must be able to summon snakes
Note: Lightning chakra causes paralyses and electrocution, depending on how much the opponent is bitten.
Note: Can only be used twice
Note: The snakes shoot out as fast as a kunai is thrown
Note: The have no special health and/or resistance, they are just snakes
Note: The torrent is huge, which is why it takes forbidden rank amount of chakra, it is basically multiple hidden snake hand times 10. About 200 snakes out of each arm.
(Kuchiyose: Hebi Chakra Sen'yaku) ~ Summoning: Snake Chakra Infusion
Type: Attack/Defense
Rank: S-Rank
Range: Short/Mid/Long
Chakra Cost: 40
Damage Points: N/A
Description: The user will summon a giant snake, the size of manda, and infuse into him upon summoning, a specific element of chakra (fire, water, lighting, ice, etc) of the users choosing. The snake will then be able to use all of that element's jutsus, and carry that element's weakness, example, a snake infused with fire chakra, will have a weakness to water.

~This jutsu can only be used twice
~Can be used with ANY base 5 element that the user knows
~The snake can only use a total of 5 jutsu
~To kill the snake, you must deliver either 3 C-rank techniques, 2 B-rank technique or 1 A-rank technique
~The snake's jutsus count as one of the users 3 jutsus

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~(Hachu Jintai Modo) – Reptilian Mode~
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Damage points: N/A
Description: The user absorbs the energy of a snake to attain a form of a half-human, half-snake. The skin becomes that of scales, which gives the user more defense from taijutsu attacks of up to B rank. The tongue and eyes change to that of a snake, editing the users senses while in this mode. The users strength is doubled, and his speed becomes extremely fast. To do this, the user will first use “Hidden shadow multiple snake hands” the snakes will then immediately wrap around him and almost instantly sink into the skin and grant the user this form.

Note: Must posses the Snake contract, as the user must absorb the snakes from hidden shadow multiple snake hands to do this jutsu.

Note: Must wait one turn for activation of mode

Note: Lasts for 5 of the users turns

Note: Because of the heightened senses, and the speed and strength increase. The users heart will have to work overtime. After this mode is deactivated the user will die.

Note: In this mode, snake jutsus can be used freely, without the need of jutsu posting. Meaning snake jutsus do not count as a move.

Note: Sense changes:

Eyesight: With the snake like eyes, the user can track movements equal to 3rd tomoe sharingan ability. The user also gains the ability to see chakra flow through anything that has no chakra flowing through it. Such as the hidden mist technique.

Smell and Taste: The alterations of the tongue and nose give the user the ability to track the opponent through anything based on their smell alone.

Vibration sensitivity: Do to the alterations to the users flesh, the user gains the ability to sense anything within the earth through vibrations. The user can also pinpoint exactly where the opponent is through their movements on the ground.

Infrared sensitivity: The user can see heat signature in human, and animals.
 
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Swift

C-Rank

(Hayaton:Hayai Undoushinkei)Swift Release: Swift Reflexes
Rank: C
Type: Offensive, Defensive, Supplementary
Range: Short
Chakra cost: 20
Damage points: N/A
Description: The user releases a quick burst of swift release chakra to a single limb to heighten their reflexes substantially for a few seconds.
-Only taught by Professor Sarutobi.
-Can only be used by a swift user bio.
(Hayaton: Senjigusuri Hayai) - Swift Release: Swift infusion
Type: Supplementary/ Offensive
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage Points: 30
Description: The user infuses a kunai with his Swift Chakra, letting it move much faster, as well as increasing its piercing power due to the sheer speed added.
Note: Can only be taught by Rexii
Note: Speed of the kunai is barely trackable by normal eyesight
- Taught

B-Rank

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

A-Rank

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

Notes:
- Lasts 3 turns
- This jutsu doesn't increase the users speed, only senses.
- this jutsu can be used to speed read/ track movements at inhuman levels.
- Can only be used once per battle.
- Must have a swift bio.
- No wind or lightning jutsus can be used in the same turn as activation.
Hayaton:Shinsuu Kobushi Panchi) Swift Release: 10 Fist Punch
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage Points: 60
Description: The user releases swift release chakra into their arms to increase the speed of their arms substantially for a few seconds, allowing them to throw 10 punches but in a burst of speed so that it appears to only look like one punch was thrown.
-Only taught by Professor Sarutobi.
-Can only be used by a swift user bio
-Only useable once per turn
(Hayaton: Shinsuu Fi-to Hitokeri) Swift Release: 10 Feet Kick
Rank: A
Type: Offensive
Range: Short
Chakra cost:30
Damage Points: 60
Description: The user releases Swift release chakra into their legs to increase the speed of their kicks substantially for a few seconds, allowing the user to throw 10 kicks but in a burst of speed so that it appears to only look like one kick was thrown.
-Only taught by Professor Sarutobi.
-Can only be used by a swift user bio
-Only useable once per turn
(Swift Release: Pegasus Ryūsei Ken) Swift Release: Pegasus Meteor Fist
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30(+10 Per set of ten punches)
Damage Points: 60
Description: The user gathers Swift Chakra into his arms and to a lesser extent his legs, he slowly moves his arms around in a circular motion in front of him this process takes a mere three seconds. During this time the user regulates his breathing and focuses on the manipulation and gathering of his Swift Chakra. Once he has gathered enough Swift Chakra he is able to punch much faster dealing 10 speed induced punches easily in the time it would take to perform a single muscle bond punch. He can group these punches together in small groups of ten but can't do more than 30 punches at any given time. He may also run at the opponent getting a running start before he begins the barrage of punches. The Swift punches are much stronger than a usual punch as the user's arms are moving at an astonishing speed barely traceable by the human eye it takes well trained eyes to see and predict the punches. The punches can fracture bones and bruise internal organs. Due to the constant manipulation and gathering of Swift Chakra the user can only use Wind and Lightning this turn. I only made this jutsu Short-Mid because the user can get a running start they are still just punches and cannot reach out to Mid Range.
Notes:
-Can only perform 3 groups of 10 punches
-No other Swift Jutsu custom or canon can be used the same turn
-No Fuuton or Raiton jutsu can be used in this turn after this jutsu is perform
-Only Taijutsu, Fuuton and Raiton can be used the turn this jutsu is used(Before the use of this jutsu)
-Must have mastered both Fuuton and Raiton
-Can only be used twice per battle and never in the same turn
-Due to the advanced chakra control needed the user must be at least Kage rank
- Taught




Storm

B-Rank

(Ranton: Raikou "Drops")-Storm Release:Lightning Drops
Type: Offensive
Rank: B
Range: Mid-Long
Chakra Cost:10 (-15 for every turn active)
Damage Points:20 (+10 every turn active)
Description:The user will gather raiton and suiton chakra, then release it into the clouds. Then they will manipulate the clouds, causing rain drops to fall. These rain drops are filled with small bolts of concentrated lightning. When hit, the lightning will give the opponent small bolts of electricity, that will stun them.
Note:A powerful fire enough (B-Rank or above) can neutralize the rain drops
Note: If there is no clouds, then this can not be performed
Note: If not stopped in 5 turns, the opponent will be paralyzed
Note: Can only be used 2 times a battle
Note: Must be taught by McAfeezy
(Ranton: Sutatikku Tamas)-Storm Release: Static Bullets
Type:Attack
Rank:B
Range:Mid-Long
Chakra Cost:20
Damage Points:40
Description:The user will gather raiton chakra and suiton chakra into their mouth. Then they will combine them, creating water bullets filled with lightning inside their mouth. Then the user will shoot these bullets at the opponent, on contact the will explode, leaving the opponent wet, and continuously shocked, due to the lightning.
Note: Effects last for 2 turns
Note: Usable 3 times a battle
Note: Can not use any Storm Techniques up to B-Rank the following turn.
Note: Must be taught by McAfeezy

A-Rank

(Ranton: Funnu Kadou )-Storm Release: Raging Vortex
Type:Attack/Defense
Rank:A
Range:Short-Mid
Chakra Cost:25
Damage Points:50
Description: The user will perform a row of 3 handseals, then the user will gather raiton and suiton chakra, then release it into the air around themselves. Then the user will manipulate the chakra, causing the water to start spinning very rapidly, like a tornado. The user will also add the raiton chakra, while the vortex is spinning, causing the water to become electrically charged. The user then sends the vortex at the opponent, on contact the vortex will suck the opponent up into the middle of the vortex, then continuously strike them with lightning. Then eventually the vortex throws the opponent across the battle field.
Note: Usable 3 times a battle
Note: Must be standing still
Note: the Opponent will be paralyzed and soaked in water, making them heavier
Note: Must be taught by McAfeezy
(Ranton: Raikou Mizu Kadou)- Storm Release:Lightning Water Vortex
Type:Attack/Defense
Rank:A
Range:Short-Long
Chakra Cost:30
Damage Points:60
Description: The user perform a row of 8 handseals, then charge Raiton chakra into one hand and Suiton chakra into the other. Then the user puts their hands together, then thrusts them forward, releasing a vortex of water, along with a streak of lightning, which combines with the vortex, becoming a lightning charged vortex of water.
Note: Can only be used 3 times a battle
Note: When the vortex leaves the user, it goes in a straight line, therefore allowing a skilled shinobi to easily dodge it.
Note: Will numb and paralyze target on contact
Note: Has to be taught by McAfeezy
(Ranton: Arashi Butoukai)-Storm Release: Storm Ball
Type:Attack/Defensive
Rank:A
Range:Short-Mid
Chakra Cost:30
Damage Points:60
Description:The user will combine raiton and suiton chakra, causing a giant thunderous ball of water, filled with lightning to form. The user will then send the ball at the opponent, on contact the balls will subdue the opponent, then electrocute them, causing them to become paralyzed.
Note:The opponent will become paralyzed and numb, hindering them not capable of attacking.
Note: Usable 2 times a battle
Note: The ball is very large, about 20 meters across
Note: Must be taught by McAfeezy
Note: No Storm Techniques next turn

S-Rank

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




Ice

A-Rank

hyouton tsunami of yuki ( ice style gaint wave of snow)
Type:Attack
Rank:A
Range:Short-mid
Chakra Cost:30
Damage Points:60
Description:the user will place his hands on the already snow covered ground and make a the snow form a gaint wave that will crash into the enemy and bury them in snow possabley killing them.
note: must already be in an area that is snow covered
note: can only be used once perbattle
note: must be of the yuki clan
note: only the 6th hokage may use/teach
Hyouton: yuki bo-ru) ice relase snow ball
Type:attack
Rank: A
RangeShort-Long
Chakra Cost:30
Damage Points:60
Description: the user will place his hands on the already snow covered ground and focas his chakra ino the snow the snow will start to roll forward froming a gaint ball of snow in moments the ball is big enough to crush the enemy under it ( but not enough to kill the enemy)
note: must be of the yuki clan
note: must be in a snow covered terrin
note: no a rank or higher ice jutsu next turn.
note: can only be used 3 times per match.
hyouton: buriza-do ( ice style: blizzard)
Type:supplemary
Rank:A
Range:Short-long
Chakra Cost:30
Damage Points: n/a
Description: the user will form 5 hand seals and focas his water and wind chakra into the already snowing area the snow will begin to fly sideways at very fast speeds untill it becomes a blizzard the sound of the blizzard will block all sound and the vision will be brought to zero basicly leaveing the user and the enemy with nothing but smell as vision is blocked sound is nothing but rageing wind and feel they will become numb after 2 turns in the strom ( still able to move though )
note: niether the user nor the enemy can see hear or fell where they are in the strom
note: dojutsu can see threw the jutsu easy
note: can only be used once.
note: lasts 4 turns
note: after 2 turns both the user and the enemey will become numb ( but will not affect anything other then feeling )
note: can only be used bgy haku yuki

S-Rank

hyouton shimo hitonomi gekido ) Ice Release: Frost Bite Rage
Type:Supplementary
Rank:S
Range:Self
Chakra Points:50
Damage Points:N/A (+15 damage points to Ice techs and +10 damage points to taijutsu)
Description: The user will release a large amount of water and wind chakra around him gathering all the moisture in the air of a 10 meter radios and cover himself in it. This will look like the user skin tone is becoming lighter til it becomes pure Bluish-white, which in turn raises his/her defense due to be covered in ice(Basically able to block shurikens and kunais without special properties). In this form all Ice techs released from the user are 10 damage points stronger and when he touch something, it causes a minor case of frost bite, making taijutsu more effective. the user is also able to make ice jutsu with one hand seal.the user can not nbe harmed by fire of c rank or below as the ice around him would keep him cold and not inurjied.
Notes:
-Can only be used once
-Last 3 turns
-No more ice abilities for the rest of the battle.
-can only use ice jutsu and taijutsu while in this mode.
-must be of the yuki clan
(Hyouton: mizu freezeing no jutsu) ice relase water freezeing jutsu
Type: Supplementary
Rank: S
Range: short to long.
Chakra Cost: 40
Damage Points: -
Description: The user does a row of ten hand seals and then focas's his wind chakra into an already made water soruce cooling it untill it becomes ice.
note: only works on water the user used ( in other words i can't use this jutsu to freeze and enmey's water jutsuonly my own )
note: no more A rank ice jutsu for the next two moves.
note: can only be used 3 times
Toukan no Wa | Frost Ring
Type: Weapon
Rank: S-Rank
Range: Short
Chakra: N/A
Damage: N/A
Description:
The ring of the frost giant king of the north. Its made of a special metal that can channel Water, Wind and Ice chakra. Wielding the ring gives the user greater power for his Water, Wind and Ice jutsu and gives him the unique ability to materialize a weapon made of either one of these elements in the hand the ring is. For example, the user can materialize a hammer, a sword, a whip, a glove, a bow, etc. User must choose which weapon is materialized, and only one weapon may be used per turn.
Abilities:
+5 damage to Wind and Water
+10 damage to Ice
The elemental weapons that can be created are equal to S-Rank elemental jutsu
Restrictions:
Creating the weapons counts as a turn
Weapons maintain themselves until destroyed or released
While wielding an elemental weapon, user can't make hand seals
Weapons can't be thrown but only wielded
Can't channel fire chakra while using elemental weapons
only -Haku Yuki- can use

Forbidden Rank

Hyouton: Koori Bakudan (Ice Relase: Ice Bomb)
Type: Attack
Rank: forbidden
Range:Short-Mid
Chakra Cost: 50
Damage Points: 90 (-20 to the user from the blast)
Description:
The user makes 5 hand seals while building up a large amount of ice chakra. He then condenses it into a white sphere between his palms made of compressed pure ice chakra the size of a small egg. He then releases his control on the sphere, releasing that huge amount of chakra in a form of an ice shockwave that freezes all non-organic matter up to mid range, leaving only a frozen small crater with the user in the middle.

note: can't use any more ice jutsu for 2 turns and water or wind above A-Rank for 2 turns.
note: user can't perform taijutsu during the next turn
note: usable once per match
note: user collapses after use and can't stand for 15 seconds ( does not mean user can't move at all )
note: can only be taught by -Haku Yuki-




Iron Sand/Magnetic Release

C-Rank

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

Note: Only lasts 3 turns
Note: User will be vulnerable to lightning because its a conductor & fire will melt it away.
Note: Can only be taught by Nagato..
(Satetsu Hoippu) Iron Sand: Iron Sand Whip
Rank: C
Type: Attack
Range: Short-Mid
Chakra cost: 15
Damage Points: 30
Description: The user will gather his magnetic chakra into his hands and form a malleable whip of iron sand that can be expanded up to mid range.

Note:
-Can only be taught by Nagato

B-Rank

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

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

A-Rank

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

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

S-Rank

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

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

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

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




Rain Release

A-Rank

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

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




Dark Release

A-Rank

(Taibu Meiton No Jutsu) - Greater Dark Release Technique
Rank: A
Type: Attack/Defence/Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: This is a stronger version of the dark release technique, the user can shoot dark release energy blasts , shields or any kind of shape through the usage of the dark release but on a larger scale than the standard dark release technique.
Note: Can only be used 3 times per match
Note: Can only be taught by ~Crow~

S-Rank

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

Note: Can Only be used 3 times per battle.
Note: No S Ranked Dark Release for 2 turns.
Note: Can Only Be Taught By Nagato..
(Meiton: Dākufangu) - Dark Release: Dark Fang
Type: Attack/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: The user will rotate his body while surging unfocused dark energy around himself. The user can choose to launch himself towards the enemy as a violent vortex of swirling dark energy that has enough force to break bones on contact. This technique can be used to avoid certain techniques. This technique looks like Kibas single fang over fang technique except you are covered in unfocused dark chakra.

Note: Can Only be used 3x Per Battle
Note: If missed hitting the ground user will be left disorientated.
Note: Can Only Be Taught By Nagato..
(Meiton: zetsumei kousen) - Dark Release: Death Beam
Rank: S
Type: Attack
Range: Long
Chakra Cost: 40
Damage Points: 80 [+20 if absorbed a B-rank technique using inhaling maw beforehand]
Description: The user gathers a large amount of dark chakra into both of his palms then he brings his hands in front of him while his palms are facing crossed angles as the user releases the dark chakra Into a small condensed black orb that looks the same as the tailed beast bomb through the usage of shape manipulation, then the user releases a large black beam that covers a wide area and thrusts at fast speeds in the desired location due to the high concentration of the black orb, the user can enhance the beam's power by using the energy absorbed through the usage of the inhaling maw technique beforehand which is a separate technique and must be done in the same turn that this technique is used in.
- Can only be used 2 times per battle
- No dark release techniques higher than A-rank for 2 turns after this turn.
- Can only be taught by ~Crow~

Forbidden Rank

(Meiton: Teikoku Sasshi) - Dark Release: Imperial Judgment
Type: Attack
Rank: Forbidden
Range: Short - Long
Chakra Cost: 50
Damage Points: 90 [-40] to the user due to the immense exhaustion]
Description: This is a stronger version of the dark release "Judgment" technique, by utilizing the energy absorbed from an S-ranked technique through the usage of the "grand inhaling maw" technique, the user extends both of his hands in front of him converting the chakra that was absorbed into black flames that cover a vast area similar to the judgment technique but much stronger and on a larger scale due to using more energy for the usage of the technique through the usage of a stronger version of the inhaling maw which is the grand inhaling maw, the black flames covers an area as the wind technique pressure damage does slicing deep through the earth as it heads towards it's destination utilizing the lightning properities that the dark chakra have making this technique as fast as most lightning techniques used.
Note: Can only be used once per battle
Note: Must have used the Grand Inhaling Maw technique beforehand
Note: No dark release techniques For 3 turns after this is used
Note: The user cannot use any genjutsu techniques for 4 turns.
Note: The user is put into an immense state of exhaustion where the slightest movements puts a huge strain on his body for the next turn and can't use more than 2 jutsus the next turn due to the immense chakra exhaustion.
Note: Can only be taught by ~Crow~




~Allowed From Amegakure~

Permission to use this and everything else that may be needed: and

Mirāju ame : Rain Mirage
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: -
Description: The user manipulates their chakra in the rain, allowing it to infiltrate their opponents body on contact, disturbing their chakra flow and implanting a false series of events, this is essentially an extremely advanced version of the false surrounding technique, allowing the user to control what the opponents senses experience.
Note: Usable once per battle
Note: Lasts 2 turns
Note: Cannot be used to remove the opponents senses, only manipulate them to experience an alternate series of events

(Genjutsu: Nagato no Kioku) - Illusion Technique: Nagato's Remembrance
Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user performs four hand signs and to trap the opponent in a genjutsu where the opponent sees the hand of the Gedo statue comes out the ground and grab hold of them, immobilising them in reality. The opponent then sees the rest of Gedo Statue rise out of the ground in front of them and where it releases the aura-dragon which moves to attack the opponent. When the Aura-Dragon appears to touch the opponent it causes immense mental stress. This can be cast on two opponents at the same time by altering the illusion to make it appear as though two arms rise from the ground to capture both targets and by making the illusionary aura-dragon attack both of them.
Notes:
- Usable only three times per battle
- Usable only by Ninja from Amegakure
- Usable once every two turns.

Ame Kussetsu no Jutsu (Rain Refraction Technique)
Type: Supplementary
Rank: B
Range: Long range.
Chakra: 20 (+10 per turn)
Damage: N/A
Description: The user will send there chakra into the falling rain via use of the Tiger→Ram→Snake hand seals, redirecting the light in such a way that the opponent's will see the user standing in a different location, by altering the way light is reflected and refracted through the rain drops. As such, the opponent will see the opponent standing elsewhere from their actual location, causing them to aim at the wrong location. This could possible cause the opponent to think they are in a genjutsu or are facing Haze clones as the their jutsu will simply phase through it. The user of this jutsu would also be able to manipulate the direction jutsu may be coming from, by altering the way the light is reflecting through the rain. As such, a jutsu could be sent from the opponent's left but they will see it being sent from a point directly in front of them.
Notes:
- this ninjutsu only effects what the opponents sees, their other senses are left alone,
- lasts four turns or until the user cancels the jutsu,
- can be used three times per match.
 
Last edited:

-Yard-

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Custom Element: Oobleck

Custom element Japanese name: Ekitai
Custom element English name: Oobleck

The element is based on: Water + Earth + Chakra manipulation/chakra control

Facts that prove the element to be possible (in the manga context): This element is based on the mixture of Water and Earth, this combination has been shown to create wood in the Manga/Anime but in a different proportion it could easily create a Mud-Like mixture that would react differently to stress depending on the amount of force and stress placed on it. Instead of being fluid like water while under stress it would be hard like Earth due to the change in viscosity. This can be accomplished by coating the fluid in chakra or an outside force such as Wind or Water from an opponent's jutsu which would place the liquid under enough stress to maintain a solid. While there is no stress on the substance it would act as a fluid like water and have no hard properties to it easily flowing across the battlefield. This can be used to do many things such as create projectiles, as well as large scale jutsu that can leave the opponent coated in a fluid that would highly restrict movement. This would be dependent on how and if the opponent struggles. Oobleck is a lot like quicksand in that when you fight it or you struggle it simply works against you making movement even harder.

How it works: Oobleck is a non-newtonian fluid. It acts like a fluid when poured or when flowing but when an outside stress or excess force is applied it acts as a solid. Oobleck is created when 1 part water chakra is added to a 1.5 part of earth chakra. Oobleck is a Dialant which basically acts like a solid under stress and a liquid when no stress or outside force is added.

Dilatant: A shear thickening fluid, also called a dilatant, is a Non-Newtonian fluid where the shear viscosity increases with applied shear stress. This behavior is only one type of deviation from Newton’s Law, and it is controlled by such factors as particle size, shape, and distribution. Shear thickening behavior occurs when a colloidal suspension transitions from a stable state to a state of flocculation. Oobleck is an example of a dilatant it acts differently under stress than that of a normal Newtonian fluid.​



Usage Examples:

(Ekitai: Baindo) Oobleck Release: Bind
Type: Supplementary
Rank: B rank
Range: Short-Long
Chakra cost: 25
Damage points: 30
Description: The user molds a mixture of water chakra and earth chakra forming a mass of Oobleck in the persons gut. He then performs 1 hand seal (Boar) and moves the mixture from his gut to his mouth. He can then expel the Oobleck from his mouth forming it into projectiles, nets, or small tools/weapons. As he expels the mixture he coats it in chakra giving it shape and making it retain a form until impact with a target where the Oobleck loses it's solid properties covering the opponent in a thick gooey liquid that can impede movement making the opponent slowed due to the excess weight of the Oobleck as well as it's sticky properties.
(Ekitai: Kabe) Oobleck Release: Wall
Type: Defense
Rank: A rank
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user mixes Earth and Water chakra inside of their gut and performs two hand seals (Hare-Snake). The user than expels a gooey wall much like Water Encampment Wall it forms in front of the user he maintains the Snake hand seal using a coating of chakra which holds the wall up. It will block most projectile type jutsu as well as Ninja tools. The Oobleck can then be released and used as a source for other jutsu that require a small-medium source.
-Can only be used 3 times per battle

Conditions to be able to use it: Master both Doton and Suiton.
Is weak to: Lightning, Fire, Heating elements such as Temperature release that will boil off the water as well as cooling elements that could freeze the water
Is strong against: Wind, Water, Sound, any element that forces an outside pressure/stress/force onto the substance.
Co-creator: -Yard-
Students I passed this custom element on too:
P a t e n t C e r t i f i c a t e
I, Caliburn of the Custom Elements Bureau, by the power invested in me by Versuvio, Rei, Nexus and Zise, give you the following:

Howard, our loyal member, gave on the date July 26th 2012 a request for a Patent on his custom element (Oobleck); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned patent on this element by the following;​

Ekitai
Powered by Caliburn
Copyright 2012, Howard, NarutoBase.net​

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Oobleck Techniques:

B-Rank

(Ekitai: Baindo) Oobleck Release: Bind
Type: Supplementary/Offensive
Rank: B
Range: Short - Long
Chakra cost: 20
Damage points: 40 (+10 for constriction)
Description: The user performs the Ram hand seal and molds a mixture of water chakra and earth chakra forming a mass of Oobleck, or manipulates an already existing source of Oobleck he forms the source of Oobleck into projectiles, nets, waves, tools or weapons. As he manipulates the Oobleck he coats it in chakra giving it shape and making it retain a form until impact with a target where the Oobleck loses it's solid properties covering the opponent in a thick gooey liquid that can impede movement making the opponent slowed due to the excess weight of the Oobleck as well as it's sticky properties. The user can also manipulate the Oobleck to constrict the opponent with enough force to break bones to do this he must perform the Seal of Confrontation which gives the opponent a moment to defend from the Oobleck if they have not done so yet..
Notes:
-If the user manipulates a preexisting source he still needs to do the Ram hand seal
-The user can only form four constructs with a use of the jutsu
- Approved
(Ekitai: Subeta) Oobleck Release: Sparda
Type: Supplementary
Rank: B
Range: Short/Mid
Chakra cost: 20
Damage points: 40
Description: The user releases oobleck as he punches, kicks or uses basic taijutsu motions which allows for blasts of oobleck to be incorporated into free-form taijutsu and Taijutsu use that does not incorporate chakra usage. The user can also create arm motions such as waving of the arms in an arc like motion or kicking of the legs in swift motions to release crescent arc-like blasts of oobleck allowing the user to attack the opponent from a moderate distance such as Mid Range. The blasts and arcs hold enough force behind them to knock the opponent back as well as possibly bruise the internal organs but isn't fatal or life threatening. The blasts of oobleck have a blunt force impact akin to an Earth Release technique able to break bones and bruise organs. This justsu is more of a way to create openings in the opponent's stance or exploit openings or weak points in the opponent's stance. Once the oobleck hits the opponent it clings to their body and is hard to remove. The oobleck follows the strengths and weaknesses found in the element itself.
Notes:
-Can be used five times per battle
-The user can only create four blasts, arcs or waves with each use, with the total power divided between them.
- Aproved
(Ekitai: Ekitai Bunshin) Oobleck Release: Oobleck Clone
Type: Supplementary
Rank: B rank
Range: Short-Mid
Chakra cost: 20
Damage points: N/A
Description: The user pulls on a source of oobleck or creates a new source from this he forms clones that can use oobleck jutsu up to S rank. They cannot use any other jutsu besides Taijutsu that doesn't require chakra manipulation. The clones are able to absorb most physical attacks such as Taijutsu and projectiles like kunai and shuriken due to being made of oobleck. When the clones are dispersed they release oobleck onto the opponent which can weigh him down this would also make fast movements harder as the oobleck restricts movement slightly.

-Note: The clones are able to absorb the physical damage from B rank and below taijutsu, wind and water being unaffected by it due to their body structure (within reason)
-Note: Can only form four clones at max
- Approved
(Ekitai: Suteru) Oobleck Release: Forsaken
Type: Offensive/Supplementary
Rank: B
Range: Short - Long (short of oobleck)
Chakra cost: 20 (-10 per turn to sustain)
Damage points: 40
Description: The user can control oobleck already in play forcing it to move towards the opponent at a rapid pace through the air or across the ground. If it makes contact with the opponent it will cling to them forcing upon them a heavy weight restricting movement and holding them in place. This is enough force to restrict them holding their limbs in place but can be countered with a proper jutsu. This technique is initiated by performing the boar hand seal and during this time any and all oobleck in a 5 meter radius of the targeted area will move to and cling to it. The user can then clasp a hand creating an intense pressure solidifying the oobleck allowing for the ability to break and fracture bones while also still holding the opponent tightly.
Notes
-Constriction can last up to two turns
-While sustaining, the user cannot mold chakra for other techniques
- Approved

A-Rank

(Ekitai: Yoroi) Oobleck Release: Armor
Type: Supplementary
Rank: A rank
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user pulls on a source of oobleck or creates a new source and from that he creates a vest and leggings made of oobleck. The oobleck is coated with a layer of chakra which lets the oobleck keep and retain a form around the user which appears to be a hoodie and pants. The oobleck is able to defend against projectiles, punches and kicks as well as attacks that oobleck is strong against up to S rank, if it is an attack that oobleck is weak against the oobleck can be destroyed by a B rank of the element it is weak to. The armor will, however, be weakened to a certain degree by any technique that it is hit by. If the oobleck is hit by an element it is strong to, it will simply just harden briefy, this can leave the user vulnerable because their body will be stiff unable to move until to molding relaxes.

-Note: Active for 4 turns unless destroyed.
-Note: When the armor goes stiff, it requires chakra to aid it molding back soft. Counting as a move
-Note: Can be created twice but must wait 2 turns in between
- Approved
(Ekitai: Teiku o-ba) Oobleck Release: Take Over
Type: Supplementary
Rank: A rank
Range: Short-Mid
Chakra cost: 30 (+10 per 5 meters)
Damage points: N/A
Description: The user when in direct contact with water or earth will use their suiton or doton chakra to mold the water or earth, slowly turning the water or earth into oobleck. Once created the user can control the consistency of the oobleck hardening it slightly. If an opponent begins to sink into the oobleck it'll be hard to get out because as the opponent struggles to get out the oobleck takes on a solid property holding the opponent down. This source of oobleck can be used for other jutsu as well. However it can only support jutsu A rank and below
-Note: can only convert inanimate Earth or Water sources or B-Rank and below water techniques through contact.
-Note: the max size of the area converted is related to the users chakra input but can not transform the whole field or a large water source, following principles of reason and logic.
- Approved
(Ekitai: Ekitai Karada) Oobleck Release: Oobleck Body
Type: Defensive/Offensive
Rank: A
Range: Short - Mid
Chakra cost: 30 (-10 per turn)
Damage points: 60
Description: The user releases doton and suiton chakra throughout his body much like other elements. The user is then able to turn portions of his body into oobleck. This can be used defensively to absorb punches, kicks, sword strikes and projectiles, as well as water, wind and any other element oobleck is strong against or neutral to. It can be used offensively as when the user punches or kicks with a limb turned to oobleck it takes on a solid state at the point of contact and can effect the opponent to the same extent as a normal punch or kick. The user can also grab the opponent and surround his head in oobleck suffocating him or gripping a limb. When a limb is made of oobleck it can stretch out to Mid range hitting an opponent from afar. If the user performs the Seal of Confrontation with his free hand while grabbing an opponent's limb the oobleck can be controlled to crush the limb with enough force to break bones.

Note: The user can turn his entire body to oobleck but must perform the Ram hand seal to do so. If he instead only turns a small portion of his body to oobleck he doesn't need the hand seal.
Note: While the user's body is made of oobleck he can only use earth, water and oobleck jutsu.
Note: If hit by a jutsu that oobleck is weak against the user reverts back to his normal form and takes damage for the attack.
Note: the usage of the technique is required for each transformation and keeping the transformation requires the user to expend chakra per turn. The limits of the transformation are 3 full turns with one turn cold down.
- Approved
(Kuchiyose/Ekitai: Botsuraku) Summoning/Oobleck Release: Downfall
Type: Offensive
Rank: A
Range: Mid/Long
Chakra cost: 30 (-15 per turn to sustain)
Damage points: N/A (60 for first and second ability)
Description: The user opens a rift (5-10 meters in length) in the sky high above the opponent roughly Long range in height that like (Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop and summons fourth a massive amount of an element in this case Oobleck at a somewhat slower pace. Instead of all pouring out at once it rains down in the form of a dense torrential downpour of chakra infused oobleck drops. The oobleck rains down upon the field taking on the form of larger than usual drops of condensed oobleck roughly 3 inches cubed each. They pour down upon the area covering everything in a thick coating of oobleck that can be controlled and manipulated for jutsu A rank and below. This also comes with a few separate abilities besides the oobleck rain.

Using this ability the user can take hold of the oobleck manipulating their shape turning them into a rain of needles, shurikens, arrows, kunai and similar objects with which they can direct towards the opponent. Although not all of the oobleck drops will change their shape but only the ones which the user manipulates. This counts as an additional move and can only cause moderate damage such as slashes, gouges and cuts akin to sword or kunai strikes.
By performing the boar handseal the user can force the drops to take on a solid property being like stones that rain down from the sky causing blunt force damage before covering whatever they hit in dense oobleck.
The oobleck that doesn't hit the opponent when it strikes the ground will inch towards them somewhat slowly over the course of the three turns making its way toward them. Once it gets into short range it stops, this allows the oobleck source to pile up around the opponent for later use. To initiate this process the user must perform the ram hand seal.

Notes:
Its use is momentary
Can only be used 3 times per battle.
The user only controls the portal's opening not the flow of oobleck, he can however manipulate the oobleck that comes out however if he performs two additional hand seals he can summon fourth the entire source which is comparable in size to (Suiton: Bakusui Shōha) - Water Release: Exploding Water Colliding Wave
- Approved

S-Rank

(Ekitai: Tenrai Souzoubutsu) Oobleck Release: Divine Creation
Type: Offensive/Defensive
Rank: S
Range: Short/Long
Chakra cost: 40 (-40 per turn to sustain)
Damage points: 80 (40 for the constriction)
Description: The user performs two hand seals (Boar -> Serpent) while releasing a massive mixture of doton and suiton chakra into the atmosphere condensing a source of oobleck to form into large objects that can be used to attack or defend. The oobleck created is enough to create objects that are as large as (Doton: Dai iwa Kyojin no Jutsu) - Earth Release: Great Stone Golem Technique. If used to make more then one object their size diminishes over each use so if two objects are made they can each be half the size of (Doton: Dai iwa Kyojin no Jutsu) - Earth Release: Great Stone Golem Technique. If three are made they can be one third the size of (Doton: Dai iwa Kyojin no Jutsu) - Earth Release: Great Stone Golem Technique with the rank of the objects being proportional to the number of objects made (2 objects = A-Rank each, 3 Objects = one A-Rank, 2 B-Rank).
This can be used to create offensive weapons such as hammers, axes and various other constructs as well as more life-like constructs like golems and animals that can be moved throughout the field with relative ease. These objects all retain a shape and a form until they make contact with an opposing force in which time after causing damage to it they splatter into a mass of oobleck that covers whatever it hit in a thick mud-like mixture that binds them in place. At this point by performing the Seal of Confrontation the user can cause the oobleck to tightly adhere to whatever it hit constricting it with enough force to break bones and tree branches. It can be used defensively to create walls and platforms as well as hands that can catch or hold off certain jutsu. The constructs follow the strengths and weaknesses found in the element itself.
Notes:
-The constructs move about as fast as a Shinobi can run full sprint.
-Only three constructs can be made per use and no more than three can be sustained at any given time as the user needs to keep focus and exert his will upon them to sustain the technique and allow it to function.
-Can only be used thrice per battle.
-Once released the oobleck can be used as a source for other oobleck techniques.
-Can only use Oobleck, Water and Earth jutsu while this jutsu is active
-The constructs can only be formed in a Short range but can be manipulated up to Long Range.
-They cost as much chakra per turn to sustain as they do to create them.

- Approved




Custom Element: Red Sand

Custom element Japanese name: Mizu Niiro Suna (Nirro Suna for Short)
Custom element English name: Hydrophobic Red Sand
The element is based on: Earth + Fire + Wind + Chakra Control
Facts that prove the element to be possible (in the manga context): It has already been shown that earth and earthen chakra can be used in many versatile ways. It can be used as a solid, as a dust like materiel and in a mud like mixture. It can also be ground down and used as a sand like materiel in both the Anime and Manga, what Hydrophobic Red Sand is is simply Earth that has been ground into a fine sand like dust quality, then heated to an immense temperature not high enough to create glass but hot enough to severely heat the sand it is finally infused with Wind Chakra to make it Hydrophobic causing it to repel most liquids.

How it works: Hydrophobic Red Sand is a Hydrophobe meaning it doesn't mix with water instead it repels it causing the grains of sand to adhere to one another and form cylinders (to minimize surface area) when exposed to water. As soon as the sand is taken out of water, it is completely dry and flows freely. It can therefor be manipulated and sent through water basically unaffected by it. Even while underwater the sand is completely dry. When in water the sand comes together in a way that is beyond what normally happens to sand in water. It becomes more like earth release in a way able to still be manipulated even when completely submerged in water. Red Sand can become dense enough to compete with even the hardest rocks.



Hyrdophobe: In chemistry, hydrophobicity is the physical property of a molecule (known as a hydrophobe) that is repelled from a mass of water. Hydrophobic molecules tend to be non-polar and, thus, prefer other neutral molecules and non-polar solvents. Hydrophobic molecules in water often cluster together, forming micelles. Water on hydrophobic surfaces will exhibit a high contact angle. Examples of hydrophobic molecules include the alkanes, oils, fats, and greasy substances in general. Hydrophobic materials are used for oil removal from water, the management of oil spills, and chemical separation processes to remove non-polar substances from polar compounds. The hydrophobic interaction is mostly an entropic effect originating from the disruption of highly dynamic hydrogen bonds between molecules of liquid water by the non-polar solute. By aggregating together, non-polar molecules reduce the surface area exposed to water and minimize their disruptive effect.​

Usage Examples:

(Nirro Suna: Yougu) Red Sand Release: Tools
Type: Attack
Rank: A rank
Range: Mid - Long
Chakra cost: 30
Damage points: 60
Description: The user can form strong tools out of Red Sand, these include; kunai, swords, pillars, shields etc. The tools will be able to repel water and the sand is heated slightly giving them a burning property.
(Nirro Suna: Sunaarashi) Red Sand Release: Sabels
Type: Attack
Rank: A rank
Range: Mid - Long
Chakra cost: 30
Damage points: 60
Description: The user forms a small cyclone of Red Sand in his dominate hand and then releases it out towards the opponent. The user performs a single hand seal (Tiger) and the sand storm grows much larger taking on the properties of a large sand storm throwing sand around and whipping the opponent around thrashing him about. The sand storm is enough to throw the opponent back and can cause severe damage to anyone caught inside of it or hit by it the sand is also heated to an immense temperature enough to create third degree burns to the opponent or anyone hit by it. The sand storm repels any water jutsu that is thrown against it. If an opponent tries to counter using a water jutsu the Red Sand will over power it.
-If the user is caught in the sand storm he is effected to.
-Will repel up to S rank water within reason

Conditions to be able to use it: Mastery over Earth, Fire, Wind and Basic Ninjutsu

Is weak to:

Lightning and Lightning based CE: This element is mainly earthen based so it's a given that it's weak to Lightning.
Fire: Intense heat has the ability to overpower the hydrophoic properties due to it being caused by fuuton chakra.
Oil (This includes any oily substance I.E Second Mizukage and other CE): A Hydrophope absorbs oil meaning after absorbing an oil like technique the sand will be almost impossible to manipulate any other element that is oil based or oily in nature will have this effect.
Heating Elements (Scorch like elements, Temperature release, etc [used to refer to other heating elements]): If they have enough heat they can take out the fuuton chakra taking away the Hydrophobic properties.


Is strong against:

Water/Non-Oily Liquids: This custom element is mainly doton based so it has a basic strength due to that. It also has the ability to easily repel water giving it a much more developed strength then simply overpowering the water, it has the ability to repel it.
Wind: The red sand is dense enough to over power gusts of wind not being pushed around.
Steam: The sand can repel the moisture.


Co-creator: Howard
Students I passed this custom element on too: -Yard- & ?

P a t e n t C e r t i f i c a t e
I, Caliburn of the Custom Elements Bureau, by the power invested in me by Versuvio, Rei, Nexus and Zise, give you the following:

Kōrra, our loyal member, gave on the date May 27th 2013 a request for a Patent on his custom element (Hydrophobic Red Sand); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned patent on this element by the following;​

Mizu Niiro Suna
Powered by Caliburn
Copyright 2013, Kōrra, NarutoBase.net​

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Approved


Red sand Techniques:

C-Rank

(Nirro Suna: Shūkai) Red Sand Release: Gathering
Type: Supplemantary
Rank: C rank
Range: Short - Mid (10 meter radius), Mid Range in depth
Chakra cost: 15
Damage points: N/A
Description: The user will do the snake sign channel either already existing Red Sand or their chakra into the ground to change the ground into a fine sand like dust quality, then use their chakra to make sand/dust in the ground turn into Hydrophobic Sand, in a short to mid range with a 10 meter radius, while also being Mid Range in depth, so the user will have more to use in a battle. This is like when Gaara uses his sand to create more sand from the ground for his use.
Note: Usable 5 times a battle

B-Rank

(Nirro Suna: Reddosupaidā no Kankō Meisho) Red Sand Release: Red Spiders Attraction
Type: Attack/Supplementary
Rank: B
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: The user will do the Tiger sign and create 10 life size spiders (size of tarantulas) by either using their chakra to create them from the ground or using an already made source of Red Sand. The spiders will then rush towards the opponent and latch on to them keeping him in place by biting down onto to them. Once attached the user will do the clap his hands together causing the the spiders to grow in size to being the size of Pakkun. The spiders can cause 3rd degree burns by being touched or attacked by them once they are enlarged.
Note: Usable 5 times a match
(Niiro Suna: Sabaku no Hōtō) Red Sand Release: Desert Sparda
Type: Supplementary/Offensive/Defensive
Rank: B
Range: Short/Mid
Chakra cost: 20
Damage points: 40
Description: The user releases Red Sand as he punches, kicks or uses basic taijutsu motions which allows for blasts of Red Sand to be incorporated into free-form taijutsu and Taijutsu use that does not incorporate chakra usage. The user can also perform arm motions such as waving of the arms in an arc like motion or kicking of the legs in swift motions to release crescent arc-like blasts, waves or torrents of Red Sand allowing the user to attack the opponent from a moderate distance such as Mid Range. The blasts and arcs hold enough force behind them to knock the opponent back as well as possibly bruise the internal organs but it's real damages comes in due to the heat and properties of the Red Sand. This justsu is more of a way to create openings in the opponent's stance or exploit openings or weak points in the opponent's stance. The Red Sand follows the strengths and weaknesses found in the element itself.
Notes:
-Cannot use any other Red Sand jutsu the turn this is used
-The user can only create four blasts, arcs or waves with each use, with the total power divided between them.

A-Rank

(Nirro Suna: Yougu) Red Sand Release: Tools
Type: Attack
Rank: A
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user can form strong tools out of Red Sand either by creating a source with this jutsu or manipulating an already existing source, these include; kunai, swords, pillars, shields etc. The tools will be able to repel water and the sand is heated slightly giving them a burning property. The heat from the tools are enough to cause third degree burns to human skin on contact and cause deep searing wounds. The user himself doesn't directly touch the tools therefor he is unaffected by the heat of them. The tools can only be created Short Range from the user if the technique is used to create its own source of red sand.
Note: Usable 4 times a match

(Nirro Suna: Sunaarashi) Red Sand Release: Sabels
Type: Attack
Rank: A rank
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user forms a small cyclone of Red Sand in his dominate hand and then releases it out towards the opponent. The user performs a single hand seal (Tiger) and the sand storm grows much larger taking on the properties of a large sand storm throwing sand around and whipping the opponent around thrashing him about. The sand storm is enough to throw the opponent back and can cause severe damage to anyone caught inside of it or hit by it the sand is also heated to an immense temperature enough to create third degree burns to the opponent or anyone hit by it. The sand storm repels any water jutsu that is thrown against it. If an opponent tries to counter using a water jutsu the Red Sand will over power it.
-If the user is caught in the sand storm he is effected to.
-Will repel up to S rank water within reason
- Usable 4 times a match

S-Rank

(Nirro Suna: Akai Suna no Hogo-Sha) Red Sand Release: Guardian of the Red Sand
Type: Attack
Rank: S
Range: Short-Long (Made short range of the user)
Chakra cost: 40 (-30 per turn)
Damage points: 80 (on contact)
Description: The user will do the the ram hand sign and focus their chakra into the ground. The user will the have a T-Rex like creature (same size of great stone golem) made out of red sand rise from the ground. The creature will be completely made out of red sand and is able to protect the user from incoming attack while also being able to attack. The creature is able to release blast of red sand (which are A rank in power, Mid range and counts as a move of the user) or even grab and crush the opponent while also being able to cause third degree burns to the opponent. If their is a red sand source available the creature can use it to reform its self from damage it could have taken while being used but it counts as a turn of the user. After the creature is done it will just disperse into red sand leaving red sand all over the battle field up to long range allowing the user a more range of access to red sand.
Note: Usable twice a battle and needs a 2 turn cool down while no other Red Sand jutsus can be used during the cool down.
Note: Creature last for 3 turns
Note: The user cannot use any techniques other than Red Sand techniques while sustaining the creature.
Note: The blast and reform ability counts as a move. Both can only be used 2 times each
Looks like:
(Nirro Suna: Mekakushi of the Nirro Zetsumei) Red Sand Release: The Masque of the Red Death
Type: Attack
Rank: S
Range: Mid/Long
Chakra cost: 40 (-10 per turn)
Damage points: 80 (20 per turn)
Description: The user does the snake hand sign then waves one of his hands in an upward motion converting the ground below the opponent into Red Sand as he waves his hand upward the Red Sand bursts upward creating a dense dust storm. The dust surrounds the opponent up to mid range in all directions and adheres to the skin causing 2nd to 3rd degree burns. The dust cloud takes on similar properties to the Hidden Mist Jutsu, the opponent won't be able to see very far (roughly short range) and due to the chakra sharingan will be rendered useless unable to piece through the chakra infused dust cloud.
Notes:
-Can only be used twice
-Can last up to 2 turns
-No other Red Sand jutsu this turn
-If the user gets caught in the storm he will be effected but can control it with motions of the arms to lessen the damage
(Niiro Suna: Sheruburetto) Red Sand Release: Shell Bullet
Type: Offense
Rank: S
Range: Short/Long
Chakra cost: 40 (20 if explosion is triggered)
Damage points: 80
Description: The user will create a highly compressed ball of red sand in their hand the size of a Sage Art: Oodama Rasengan, the sand floats above the palm to not harm the user. They will then launch it at the opponent. When the ball get's into short range of the opponent, the user performs a single handseal causing the ball to suddenly explode in a forward explosion unleashing 100 small bullets of red sand in the opponent's direction that drill into and through the opponent hitting various areas of the body.
Each small bullet has enough force behind it to cause great damage. By spending 20 more chakra points and doing the confrontation seal, the user can will the bullets to explode at pinpoint range instead of allowing them to hit the target. Once they hit something, they can no longer explode. The technique however will produce S-Rank damage by either exploding before making contact or by directly hitting the target.
Notes:
Each bullet is roughly 2 inches cubed
Can be used 3x per battle
Must skip two turns before using again
No other red sand in the same turn

All learnt
 
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-Yard-

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This post will contain things I'm too lazy to add to my thread until I finally add them. It'll also have patch notes for this thread saying what I've updated and reminding me what I need to fix.


Patch 2.0
- Re organized entire thread. Thank you Naruta. You´re welcome <3 <_< Why are you typing hearts in my cj list? Because your CJs are lovely <3<3<3 xD
- Updated permissions, stating who has what jutsu of mine.
- Added newly approved jutsu that I was too lazy to add.
- Fixed a few bugs that made it so some jutsu tags wouldn't open.
- Added approved CJs and learnt CJs up to date (23/08/14)
- Fixed some broken links (18/08/14)
- Added some cool images =D (18/08/14)


Patch 2.0.1 Coming soon.





Bugs:
- Should probably clean up the first post a little more. (Done - 18/08/14)
- Some jutsu aren't in jutsu tags. (Fixed - 18/08/14)




---------------------------

(Guile's Sakuryaku) - Guile's Gambit
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user begins by enhancing their feet with chakra as they bend down to a low position, spring boarding quickly upwards doing a forward motioned back flip, the chakra on their feet forming a blade of chakra that creates a vertical circle around the user following the arc of the flip, causing slicing and blunt force damage to anyone caught in the attack. This attack is best used on an air bound opponent.

~Notes~
-Must be taught by -Vegeta
-Can only be used 3x per battle
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(Sutoradoru bunkatsu panchi) - Straddle Split punch
Type: Defensive/Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: A very fast, defensive maneuver meant for counter-striking against high attacks (chest and above). The user while being attacked high will spread both legs outwards doing a straddle split, quickly lowering their position while striking with a punch to the lower regain of the body (lower abdomen and below).

~Notes~
-Must be taught by -Vegeta
-Attack happens as fast as the user is capable of moving at the time of use
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(Katon/Futon - Sukueasākuru) - Fire/Wind Release - The Squared Circle
Rank: S
Type: Supplementary
Range: Mid
Chakra Cost: 40 (10 per turn to maintain)
Damage Points: 80
Description: The squared circle, where men become men. This jutsu is made to keep opponents from simply running away when confronted in cqc. The user begins by performing the Dragon seal, gathering Katon chakra thru their body and releasing it 360 degree's around themselves (Does no damage till it forms) forming 3 ropes of dense fire roughly 2 inches in diameter and spaced 1ft > 3ft > 5ft off the ground in the shape of a square roughly 7 1/2 meters away from the user in the epicenter (15 meters squared). The ropes while burning anyone that touches them also are dense and elastic enough to spring someone back off of them if thrown into them hard enough. As the ropes form, the user then molds his wind chakra, releasing to the ground at the 4 corners, creating 4 posts a 1/4 meter wide to form from the ground to just above the last rope, The user dulls the chakra on the top of the pillars, making it solid enough to stand on without being cut by the user or anyone else, but the sides of the pillars from the ground up will cause slicing damage equal to B rank if touched. If an opponent attempts to run and jump out of the ring, the wind chakra in the corners can released outwards from their respective positions, setting the 3 ropes of fire ablaze sending flames shooting upwards 5 meters into the air, burning for the remainder of that turn causing a combined 90 damage, but costing an additional 20 chakra as well as a move, then ending the jutsu completely at the end of that turn.

~Notes~
-Uses 2 moves of the 3 moves allowed per turn to activate
-Can only be used once per battle, however can be maintained as long as chakra is put into it every turn by the user
-If the jutsu is ended by sending the wind pillars into the ropes, no other Katon jutsu's or any Forbidden ranked jutsu can be used that turn
-Must be taught by -Vegeta
 
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