AJ's Scroll of Secrets

Ańbu Juniør

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"The eternal balance. Just as good cannot exist without evil and vice verse in the world, we also follow the cycles of order and chaos, always both exist, but they devour each other in a never ending pendulum of time."​

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This is where I will be keeping my list of Custom Jutsu, Custom Elements, Custom Weapons, Custom Fighting Styles, or anything custom related. No one else but myself is allowed to post here.


Approved Custom Jutsu:
1- (Doton: Ken No Sankuchuari) Earth Release: Sanctuary Of Swords
2 - (Katon: Moya No Besubiusu) Fire Release: Smog of Vesuvius
3- (Nezumi Kuchiyose no Jutsu: Sukauto) Rat Summoning Technique: Scout
4- (Nezumi Shuhō: Ō no kaisan) Rat Technique: King's Dissolution
5- (Nezumi Shuhō: Sesshi Gantoretto) Rat Technique: Incisor Gauntlets
6- (Fuuton: Fujin) Wind Release: Wind Blades
7 - (Katon: Sanshō̄o no Kate) | Fire Release: The Phoenix Feathered Muffler
8-(Kōton: Babiron No Sōjō Geitsu) Steel Release: Layered Gates Of Babylon
9- (Nezumi Shuhō: Hāmerun No Fuefuki) Rat Technique: The Pied Piper
10- Fenriru No Gimuzuke | Fenrir's Lesser Oblige
11- Morigan no Sasayaki | Morrigan's Whisperings
12- Fenriru no Busō | Fenrir's Armament
13- Ōkami Kan'nomai | Dance of the Wolf God
14- Vánagandr wa - Odin ni Hoshoku Shimasu | Vánagandr - Preying of Odin
15- (Kenjutsu: Senbu) Sword Art: Whirling Dervish
16- Kitsune No Shukufuku | Kitsune's Blessing
17- (Fuuton/Kenjutsu: Ijū No Surasshu) - Wind Release/Sword Technique: Transmigration Slash
18- (Koton: Yuui no Kakuchou) – Steel Release: Ascendancy of the Highborn
19- (Koton: Shukensha no Oukan) – Steel Release: Sovereignty of the Crown
20- (Koton: Shippou Kokuou Shin'en No-su) - Steel Release: The Silver King, Abyssal of the North [ ]
21- (Kōton: Kakuchou Fantomu) - Steel Release: Noble Phantasm
22- (Nezumi Shuhō: Kakusa Re Teirusu) Rat Technique: Concealed Tails [ ]
23- (Koton: Shippou Koushaku) – Steel Release: The Silver Prince
24- Ōkami kamigami Kaiten Kiba | Wolf God's Rotating Fang
25- Fenriru Hareyakana Hyūhyū Iu | Fenrir's Radiant Howl
26- (Koton: Guntai no Shiroi Kouhi) – Steel Release: Cavalry of the White Queen
27- Ōkami No Dappi | Molting of the Wolf God
28- Ōkami No Kaminoikari | Wrath of the Wolf God
29- Fenriru Migoto Hōkō | Fenrir’s Lustrous Roar
30- Ōkami No Keitaku | Blessing of the Wolf God
31- (Fuuinjutsu: Disupurēsa Kabei) Sealing Arts: Displacer Wall [X]
32- (Zhouhua No Soburin) Zhouhua’s Sovereign
[X]
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Custom Element: Seshiumuton | Liquid Caesium Release
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Custom Summoning Contract:
1- (Nezumi Kuchiyose no Jutsu: Shu , Suraisu-fū) Rat Summoning Technique: Shu, The slicing wind[ ]
2- (Nezumi Kuchiyose No Jutsu: Splinter, Arekuruu Umi) Rat Summoning Technique: Splinter, The Raging Sea [ ]
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Artifacts
1- (Chū Su No Heiwa) Chungsu’s Peace [X]
2-
3-

 
Last edited:

Ańbu Juniør

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Joined
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Summoning Contracts


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Summoning Animal: Rats
Scroll Owner: Ańbu Juniør
Other Users who have signed the contract: -Haku Yuki- | Shady Doctor | Mute
Summoning Boss if existing:N/A
Other Summoning Animals tied to contract: Shu, The slicing wind | Splinter, The Raging Sea​

Custom Summonings:

1.(Nezumi Kuchiyose no Jutsu: Shu, Suraisu-Fū) Rat Summoning Technique: Shu, The slicing Wind
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Shu is the weapons specialist of the Underland, standing at 10 feet tall with pitch black fur and crimson eyes. Unlike most Giant Ninja Rats from the Underland he appears clad in lightweight body armor with two swords that can connect at their hilts to create a spear. Shu is Ańbu Juniør's personal summon and is oriented towards Kenjutsu even though he has an affinity for wind, capable of releasing B-ranked slicing blades of wind from the swing of his Katanas or claws. He is also able to use up to and including S-Rank non-elemental and wind related Kenjutsu techniques, and his movement speed is slightly faster than that of a Kage ranked shinobi. One of Shu's abilities allows him to release his wind chakra to coat his body and causes his form to sway and flicker, which makes it difficult for opponents to properly judge his actual distance from them, but does not affect his speed. The Coat of wind also serves to protect him from A rank and below lightning techniques.
Note: Can only be summoned once and stays on the field for four turns.
Note: All of Shu's abilities count as a move.
Note: The coat of wind can only be used once per battle and lasts until it is destroyed or deactivated.
2. (Nezumi Kuchiyose No Jutsu: Splinter, Arekuruu Umi) Rat Summoning Technique: Splinter, The Raging Sea
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user will draw blood and wipe it either across his summoning tattoo or slam his hand to the ground in order summon Splinter, Grand Master of the ninja rats. Referred to as 'Master Splinter', this ninja rat wears no armor whatsoever. Standing at eight feet tall with sleek grey fur and a neatly braided white beard, he appears clad in a burgundy martial artist's robe. Both his fists and feet are wrapped in bandages to minimize damage to them when he fights. Splinter is highly respected by all dwellers of the Underland, and as the one responsible for hand to hand combat and weapons training, he is also rumored to be stronger than the current ruler of the Underland. His main fighting style revolves around hand to hand combat, with him being able to use all taijutsu skills the user knows up to and including S-rank. His speed can be compared to that of a sage ranked taijutsu master, and his strength is also comparable to that of the Monkey King Enma, who he had fought during his pilgrimage across the world. He can withstand a taijutsu hit of B-rank with little injury but if a direct hit from techniques higher than B-rank, he will disperse. Even though his specialty is taijutsu, Master Splinter is a proud and noble ninja rat of the Underland, and as such he is well trained in the area of ninjutsu. He is able to use ninjutsu techniques up to B-rank, and all ninjutsu techniques tied to the Rat Contract. Tied to the belt around his waist are multiple scrolls, which when unfurled summon different weapons in hand that he uses to augment his ninjutsu techniques. Splinter has a unique ability that allows him to channel chakra into his tail to greatly empower it, strengthening the muscles therein for various purposes. His tail becomes as hard as steel, with the channeled chakra allowing him to swing it around faster than normal and extended up to twice it's regular size. This turns it into a weapon that he can use to crush, pierce, and tear through his enemies, as well as solid structures of B-rank and below. Splinter can also use the tail to deflect weapons such as kunai, shuriken, and swords.
Note: Can only be summoned once and stays on the field for four turns.
Note: All of his abilities count as a move, with the exception of calling forth weapons from the scrolls.
Note: The ability to manipulate his tail lasts for four turns.
Note: Can only be used by signers of the Rat contract.
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Custom Summoning Techniques:

1. (Nezumi Shuhō: Sesshi Gantoretto) Rat Technique: Incisor Gauntlets
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user summons two giant rat incisors over each arm that are as wide as the user's body when placed together, and span from two inches in front of the users fist, over his forearm and up to his elbow. Since the enamel of a rat's incisors is harder than Iron and platinum, the gauntlets allows to user to smash through solid techniques of the same rank, by punching at the incoming technique and utilizing the natural hardness rat teeth. However, since the hardness of steel varies, the gauntlets will crumble if used to block or attack a steel technique of the same rank that approaches with tremendous force. When used to attack an opponent the gauntlets would cause serious piercing damage due to their sharp edges. They can also be used in a defensive measure to block or stop incoming attacks by simply holding the gauntlets together in front of the user. While the gauntlets are active the user is unable to use other techniques tied to the rat contract, but they can also be dissolved whenever the user chooses, and they also don’t hinder the user from performing hand seals.
~Must sign the rat contact to use.
~Can only be used twice per battle.
~Lasts for three turns before dissolving.

2. (Nezumi Shuhō: Ō no kaisan) Rat Technique: King's Dissolution
Type:Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user will perform a single handseal and channel chakra throughout their body, upon which they will begin to dissolve into a multitude of small rats that scatter in all directions. Similar to how Jiraiya travels in small toads, the user would be stealthily concealed within one of the rodents, who move with great agility to cover large distances. While inside the rat, the user will be aware of his surroundings outside, and after reaching a safe distance he can have the rat release him from it's mouth. While within the rat, the user is unable to use any techniques, and must fully emerge from it in order to do so.
~Can only be use twice per battle
~Must sign rat contract to use
~Can only stay within the rat for two turns
~Rats used in this technique cannot be detonated

3. (Nezumi Kuchiyose no Jutsu: Sukauto) Rat Summoning Technique: Scout
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15
Damage: N/A
Description: The user summons ten normal sized rats to use for either reconnaissance or communication purposes. One of the rats will stay on the user's shoulder while the rest scatter throughout the battlefield. They are able to communicate by emitting high frequency squeaks inaudible to normal shinobi (infrasound), that can reach an expansive range and are picked up by the rat on the user's shoulder who passes along the information. Since the rats are capable of human speech they can be given to other shinobi to act as a sort of intercom. This enable the user to pass along messages between himself and potential allies in the same area.
~Must Sign Rat contract to use
~Can only be used once per battle.
~Cannot use any rat based jutsu from these rats

4. (Nezumi Shuhō: Hāmerun No Fuefuki) Rat Technique: The Pied Piper
Type: Supplementary/Defense
Rank: S
Range: Short
Chakra: 40
Damage: N/A (-30 to user)
Description: The user summons a rat that specializes in chakra control, which will position itself atop the his shoulder. Once positioned the rat will cover it’s tail with chakra and insert it into the back of the user’s neck in order to connect to his chakra network. The pain from the tail being inserted is enough to break the user out of A-ranked or lower genjutsu, and once there the rat will begin to periodically insert its chakra into the user. Since the user’s chakra flow is being repeatedly altered by the periodic introduction of foreign chakra, he will be unaffected by S-ranked and below genjutsu techniques. After five turns of transferring all it's chakra, the rat will remove its tail from the user's body, shrivel up, and die.
*Note: Last for four turns.
*Note: Can only be used once per battle.
*Note: Can be used to combat up to S-ranked Genjutsu.
*Note: While this jutsu is active, no other rats can be summoned
*Note: Must Sign Rat contract to use.

5. (Nezumi Shuhō: Kakusa Re Teirusu) Rat Technique: Concealed Tails
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description: Through the use of this technique the user will unleash a torrent of rat tails that extend from his sleeves. These rats tails can be used to attack a target by impaling him, or by binding different parts of the body. This technique can also be used to latch into sources of earth, enabling the user to perform such feats as hanging upside down, or pulling themselves out of the way of incoming techniques. If used to impale earthen techniques created by an opponent, the tails can only pierce techniques of the same rank.
Note: Can only be used by signers of the Rat contract.
Note: Usable 4 times

Made by Uzumakijake
(Nezumi Shuhō: Nezumi Tonzura) Rat Technique: Rat Escape
Rank: C
Chakra: 20
Damage: N/A
Range: N/A
Description: Using your Summoned Beast you can Dig a hole into the ground to escape an oncoming attack, and it costs 30 chakra every turn to stay under there. (Max 2 turns)

(Nezumi Shuhō: Nezumi Kurōn) Rat Technique: Rat Clones
Rank: C
Type: Supplementary
Chakra: 15
Damage: NA
Description: After summoning your Ninja rat he can then perform a clone jutsu, and the clone can do any jutsu the original can.
*Note: Only Summoned Beast Can use

Water style: Swarming rats
Rank: B
Chakra: 25
Damage: 40
Description: Using water you can make 20 rats and swarm the enemy as an attack

(Nezumi Shuhō: Nezumi Anaboko) Rat Technique: Rat hole
Rank: B
Chakra: 25
Damage: 40
Range: Short/ long
Description: Using your summoned rat you can dig a hole into the ground while riding on the back of it, but due to the shaking the user can't make jutsu. Using the rat's hearing you can pinpoint the enemy and attack.
*Note: Only Summoned Beast Can Perform
*Note: can't work on water

(Katon Sutairu: Nezumi Kataki) Fire Style: Rats Revenge
Rank: B
Type: Attack/Defense
Chakra: 25
Damage: 40
Description: When hit with a wind attack you can use Fire chakra to create rats which travel down the wind and attack the enemy.
Note: Eats the wind making it harmless (Wind makes fire stronger as said by yamato so as they travel down instead of getting smaller they remain the same size)
Note: Can’t be used against any S-rank Jutsu

(Nezumi Shuhō: Nezumi Bakuhatsu) Rat Technique: Rat Explosives
Type: attack
Rank: B
Chakra: 30
Damage: 60
Description: By focusing you chakra you can blow up any rat based jutsu you control, summons, statues, anything shaped like a rat and is under your control.

(Nezumi Shuhō: Nezumi Niku) Rat Technique: Rat Flesh
Rank: B
Chakra: 60
damage: N/A
Description: The user can summon a wall of rat flesh as defense or what ever else the user may find use for it. Much like the toad flesh wall It can stop things of the same rank or lower.
Note: Must have a contract with the rats.
Note: can build up to 2 walls at a time
Note: can only be used 3 times in a battle.

(Nezumi Shuhō: Nezumi Niku Supaiku) Rat Technique: Rat Flesh Spikes
Rank: B
Chakra: 50
Damage 50
Description: Rat spikes made of rat flesh, attack the enemy. It can be used off any rat or rat flesh you can see. sort of like earth spikes but with rat flesh instead a basic attack made by the ancients to save their country. Spikes extend maximum one meter from source of flesh.
Note: Only works on rat flesh jutsu's or rats themselves
Note: Must have contract with the rats
Note: Must have one turn gap at least between each use

(Nezumi Shuhō: Nezumi Nami) Rat Technique: Rat Wave
Rank: A
Chakra: 50
Damage: NA
Description: A huge wave of rats used to flood the field of rats and cover the enemy. This helps detect where the enemy is incase of a blinding jutsu or anything that may hamper my vision.
Note: Can be used only twice per battle
Note: Each time used, rats stay on battlefield for two turns before they automatically disappear.

(Nezumi Shuhō:Nezumi) Rat Technique: Rat Hunger
Type: Defence/supplementary.
Rank: A
Chakra:30
Damage: N/A
Description: Rats eat their way through walls and many different things so the bigger your rat the more he can eat. Your summon can eat all the way up to S-rank wood jutsu making it harmless, or getting through a tough shield.
Note: Only usable 3 times in battle
Note: Only rat summon Can use.

(Nezumi Kuchiyose no Jutsu: Kyojin Ninja Nezumi) Rat Summoning Technique: Giant Ninja Rat
Rank: A
Chakra: 60
Type: Defense or attack
Damage: Depends
Description: A summoning Jutsu where the user summons a giant ninja rat quipped with a katana

(Nezumi Shuhō: Nezumi Kizu) Rat Technique: Rat Slash
Rank: A
Chakra: 30
Damage: 60
Range: Short
Description: After you summon the Giant Rat He Can then Use the Elements of its user to Combine with his blade to Slash his opponent with both katana.
*Note: Only The Summoned Beast Can use this.
*Note: You can use 2 elements 1 per blade. like lightning in one blade and water in the other or any other elemental variation you want

(Nezumi Shuhō: Nezumi Keimusho) Rat Technique: Rat Prison
Rank: S
Chakra: 50
DAmage: NA
Description: Both users are encaged by walls from nezumi, (Where rats are summoned from) and when formed are as big as Giant ninja rat (main rat summon as big as gamma). this prison is unbreakable and unable to escape, this is to ensure the prisoners don't escape, in nezumi the rats are ninja as well making it so both the user and opponent are trapped for 2 turns inside this prison. Any jutsu used stays in the cell you are in. Say if i use 1000 fevers the only person it affects is me. The hand signs are boar, bird, dog, and rat.
Note: Lasts 2 turns
Note: If used cannot use rat jutsu (restrictions do not effect summons)
Note: Effects both players, user and target.
Note: Must have a contract with the rats

(Katon: Nezumi Kataki) Fire Style: Rats Revenge Version 2
Rank: S
Type: Attack/Defense
Chakra: 40
Damage: 80
Description: When hit with a wind attack you can use Fire chakra to create rats which travel down the wind and attack the enemy.
Note: Eats the wind making it harmless (Wind makes fire stronger as said by yamato so as they travel down instead of getting smaller they remain the same size)

(Nezumi Shuhō: Nezumi Niku Hyōmen) Rat Technique: Rat flesh surface
Rank: S
Chakra: 70
Damage: N/A
Description: By fusing you chakra into the ground you can summon a layer of rat flesh over the surface of the ground basically turning the ground you walk on rat flesh. (Not literally turning the surface into rat flesh) Much like the toad stomach where you summon toad flesh all around you, you have control of the flesh and can move it at your will to bind or trap opponents. The rat flesh is quite durable, but can be broken through by S ranked techniques. It cannot be repaired in broken areas.
Note: must have a contract with the rats
Note: Only usable 1 time a per battle
Note: Lasts 3 turns

(Nezumi Kuchiyose no Jutsu: Sen Nezumi Kuchiyose) Rat Summoning Technique :Thousand Rat Summoning
Rank: S
Type:Supplementary
Range:Short-Mid
Chakra Cost:15
Co-creator:Skye Kaguya
Damage Points:N/A
Description: A powerful jutsu, Ninpo Kuchiyose allows a ninja to summon animals, objects and the dead to fight on their behalf. The ninja normally signs a blood contract with the animal species, which allows him to summon different size and skill levels of creature.
Note:Must Have a signed contract with the animal you wont to summon. where many rats swarm out and can be used to do whatever you tell them, they are small and fragile but come in a mass quantity and watch out because they have a big appetite.

(Nezumi Shuhō: Nezumi ) Rat Chakra
Rank: Forbidden
Chakra: 80
Damage: NA
Description: By meditating with the rats they can transfer chakra from their body to yours. Both the user and the rat must be meditating back to back and should remain still. This jutsu does not last long, but while encompassed in the aura of the rat you achieve heightened sense of smell and hearing as well as a strength and power/speed boost equal to 2nd Gate. It does not last for long or give you much but it makes the rats better use collaboration jutsu with the user.
Note: Only usable 1 time a battle
Note: Only Rat summoners can use.
Note: After use you are slower, weaker, and all senses are extremely weakened.
Note: After Use you cannot use Forbidden ranked jutsu.
Note: Lasts 3 turns





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Summoning Animal: Columbidae
Scroll Owner: Ishiro
Other Users who have signed the contract: KeotsuEclipse, Demosthenes, Gin-San, Reborn
Summoning Boss if existing: Aero and Kurahato
Other Summoning Animals tied to contract: Waka,Morpheus and Selene,Excalibur, and Agrias.​

Columbidae (Pigeons and Doves [biologically, pigeons and doves are the same - "dove" is a term used by humans to - generally - describe the smaller birds in the species]) are as diverse in their abilities as humans are - some Columbidae specialize in technique and element usage while others are simply speed oriented; as each Columbidae is different, each's individual niche will be described when submitted - however, each Columbidae has the ability to transform into a human form, symbolizing Columbidae's concentration around humans.

About Human form: I know we never reached a consensus about this, but I thought of something that should work out just fine: each of them can use the Transformation jutsu. It's easy enough to fit in, and is believable. I'd add it to each one that it counted as a jutsu to transform.

Custom Summonings:

1. (Ekusukaribā) Excalibur
Type: Summoning
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: Excalibur is a relatively small Columbidae, when compared to the other members of the contract, only having a wingspan of two and half feet. His white feathers are tufty, closely resembling white hair, which starkly contrasts his large, pitch-black eyes. His beak is somewhat longer than that of a normal Columbidae, curving upward rather than downward, furthering the oddness of his appearance. Excalibur is the personal summon of Near, having been with him for the majority of his life with him, establishing a connection between them that makes him stay with Near indefinitely when summoned. In his avian form, his abilities are purely supplementary, as his focus has always been having a superb level of chakra control, never bothering to train himself to utilize it in a combative means. He will perch atop Near's head, spreading his wings, blending into his white hair in such a way that it appears as if though there are wings protruding from the sides of his head, sort of fusing himself there as he begins to focus chakra into Near as Near does the same to him, causing their two chakra networks to essentially act as one. Excalibur utilizes his level of chakra control to regulate the flow of chakra within both of their bodies, bringing about an augmented, harmonious flow. His expert utilization of chakra and ability to maintain this augmented flow would allow supplementary techniques based on chakra-flow augmentation up to B-rank to be maintained as long as Excalibur is fused with Near. In his human form, his appearance strays even farther from the normal appearance of a human than that of his avian form from that of a normal Columbidae. He is very small in this form, only three feet tall, having completely white skin, a white, ornate suit, a white top hat, and a white cane that he often gestures with. Like his avian form, the main contrast from his nearly monochrome theme are his large eyes with dark pupils. He is very narcissistic, often speaking of his exploits and his legend, looking upon most others as being inferior beings, whom he often calls fools as he waves his cane at them. Aside from having a magnificent singing voice, his abilities in this form consist of using his cane as a weapon with strength equivalent to a B-ranked taijutsu attack.
Note: When summoned by others, he remains on the field for four turns.
Note:The transformation from Avian to Human form and vice versa requires 10 chakra and counts as one of the three moves that can be used per turn.

Human form appearance:
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2. (Hato-ka Kuchiyose: Aero) Columbidae Summon: Aero
Rank: S
Range: N/A
Type: Summon
Chakra Cost: 40
Damage: N/A
Description: Aero is one of the two “boss summons” for the Columbidae contract. She has brilliant silver plumage, with blue accents around her eyes. Her tail feathers have three golden bands, and her chest is adorned with a navy “U” that ends on either side of her wings – a single navy stripe goes down her back as well. She is just less than 20 feet from head to tail, making her very small, as far as boss summons are concerned – however, this reduction in size seems to benefit her, as it concentrates her power and makes her much faster than most bosses. Aero has a dual Fuuton/Suiton element, able to fire an A-rank beam from her mouth that is treated as an elemental combination of the two. She also has the ability to create a large dual element vortex as well, equivalent to S-rank, though only one time per time she is summoned. In Human form, she appears a beautiful woman who has long silver hair and wears a royal blue ball gown. She can use Fuuton and Suiton jutsu up to A-rank, and they too acquire a dual-element. Unlike her brother who specializes in sheer strength, Aero takes half damage from all attacks.
*Aero has 120 Health.
*When summoned, she stays on the field for 5 turns.
*Can be summoned twice in one battle, but not within three turns of her dismissal.
*Using the Vortex (Avian form) or jutsu (Human form) counts against the 3 jutsu per turn limit.
*Transforming to/from Human/Avian form requires 10 chakra and counts against one of that turns moves.
3. (Hato-ka Kuchiyose: Kurahato) Columbidae Summon: Kurahato
Rank: S
Range: N/A
Type: Summon
Chakra Cost: 40
Damage: N/A
Description: Kurahato is one of the two “boss summons” for the Columbidae contract. He has stark black plumage, crimson breast feathers and a red flare around his eyes. His tail has two vertical silver bands, and he has crimson feathers on his back as well. He is just over 20 feet from head to tail, making him larger than his sister, but still small as far as boss summons are concerned. This reduction in size seems to benefit Kurahato, though, as it effectively concentrates his power. Kurahato has a dual Katon/Raiton element, able to fire a flamethrower-like blast from his mouth, equivalent to A-rank. He also has the ability to summon a dual element cyclone as well – a tornado of fire that is struck multiple times by lightning bolts. The vortex is equivalent to S-rank, but can only be used once, per time he is summoned. In his human form, he appears as an attractive young adult male, with jet black hair and blazing crimson eyes – dressed in a black single-breasted suit. He can use Katon and Raiton jutsu up to A-rank, and they too acquire a dual-element. Unlike his sister, who specializes in durability, Kurahato deals double damage with all attacks.
*Kurahato has 60 health.
*Blast and Cyclone do double damage for their corresponding rank. Jutsu also do double damage, but require 1.5x chakra to perform.
*When summoned, he stays on the fields for 5 turns.
*Can be summoned twice per battle, but not within three turns of his previous dismissal.
*Using the Vortex (Avian form) or jutsu (Human form) counts against the 3 jutsu per turn limit.
*Transforming to/from Human/Avian form requires 10 chakra and counts against one of that turns moves.
4. (Hato-ka Kuchiyose: Ushiwaka) Columbidae Summon: Ushiwaka
Rank: S
Range: N/A
Type: Summon
Chakra Cost: 40
Damage: 0
Description: Ushiwaka, or Waka for short, is Keotu’s personal summon. An average sized Dove with golden plumage, Waka is a Columbidae that is more oriented towards Kenjutsu, and has a minor wind element, capable of creating wind gusts equal in strength to Fuuton: Reppoushou. Waka is summoned with a flute in his talons, which is actually the mystical sword Pillowtalk. Pillowtalk sprouts a green blade of chakra from one end of the flute once chakra is directed through it. Pillowtalk has the standard slicing capability of a regular Katana, but when someone is hit by the blade of Pillowtalk, in addition to causing a wound, it also makes the opponent sleepy, an effect that worsens with each consecutive hit – no person has every stayed awake through more than five hits by Pillowtalk, regardless of what they’re doing. When Waka transforms into a human, he is shown with long golden hair, and in a pink kimono along with a purple Sashinuki-hakama, along with a hat that has the motif of a hawk with a long cloak that hides his hair, and tends to pepper his speech with French phrases. He is extremely talented in Kenjutsu, able to use any of the summoner’s “non-elemental” or wind element Kenjutsu moves at an equal cost, and has the ability to use his wind powers to allow himself to stay in the air, giving him the ability to “fly” (in actuality, he creates an updraft that allows him to hover, and can change the able to glide around). While in his dove form, he is extremely quick and agile, making him a difficult target.
*Waka has a strong bond with Keotsu, and thus he stays on the field indefinitely when he summon him. When anyone else summons him, he remains on the field for 4 turns, though he can leave Pillowtalk behind for the user to use, until they dismiss the blade.
*Waka’s Wind Gust in Dove form is equivalent to C-Rank, but only require 10 Chakra, due to its not damaging nature.
*Pillowtalk can only be wielded by Columbidae contract signers.
*Transforming to/from Dove/Human form takes 10 chakra and counts against one of that turns moves.
5. (Hato-ka Kuchiyose: Morpheus to Selene) Columbidae Summon: Morpheus and Selene
Rank: S
Range: N/A
Type: Summon
Chakra Cost: 80
Damage: N/A
Description: Morpheus and Selene are both Bleeding-Heart pigeons of average size, with Selene having a primarily light pink plumage, with blue accent around her head, giving her the appearance of wearing a masquerade mask, and on the tips of her wings as accents – the “wound” on her chest is golden, as is a large arc that extends from the tip of one wing, across her back, and to the edge of the other; Morpheus is covered in stark black feathers that have a very sleek, shiny finish, despite his rather ruffled appearance – his “wound” is snow white, as is the crown on his head. Among the signers of the Columbidae contract, it is widely believed that these two are the next in line for leadership over the contract. These two both specialize in Genjutsu, giving them rather interesting powers. While in Avian form, it’s obvious that Selene is the powerhouse. While she flies around, she rapidly molts, scattering her feathers – which give off a soft glow – all over the battlefield; this causes the opponent(s) to become very relaxed, as they start to fall into a deep, soothing sleep – this is effectively Selene’s own version of the Temple of Nirvana Genjutsu. Due to the constant and continuous nature of the Genjutsu, it makes it not only difficult to avoid, but difficult to resist. Morpheus mainly runs support in this form – he uses a form of the False Surroundings Genjutsu to make it so that neither Selene nor himself can be easily pinpointed, but constantly randomizing their location, or so it appears to the opponent. Once Selene’s Genjutsu takes effect, though, both automatically assume their human forms – and in this form, Morpheus is the one to be reckoned with. Selene starts to sing, ensuring that the opponent stays in a deep, peaceful sleep, which only helps to augment Morpheus’s powers as this allows him to ensnare anyone who hears Selene’s singing in their sleep into his own Genjutsu. He taps into the opponent’s subconscious, and draws forth their deepest fears, allowing their mind to create their own nightmares. He then amplifies them and gives them form while adding a few of his own touches, making them very real to the enemy, as if they are experiencing the most horrific of nightmares – due to the peaceful sleep they came from, the nightmares are more exhausting on the enemy’s mind than they would be normally. After a short while, with the opponent mentally exhausted from the barrage of nightmares, he makes it appear as if a large black portal opens beneath the opponent’s feet, sucking them into a large, bleak nothingness. Nothing is present there, and the opponent’s psyche welcomes this, falling into an extremely deep, comatose like trance. After this, Morpheus and Selene take their leave, and are dismissed.
*Can only be summoned once.
*Counts as two moves in the turn that they are summoned.
*They can remain on the field for up to five turns.
*When the opponent falls under the effect of Selene’s ToN, they automatically transform into their human forms – this takes 20 chakra each, instead of the usual 10, totaling 40.
*The user cannot use any Genjutsu while these two are on the field, as it would effectively negate their effects.
*The user cannot perform another Summoning until five turns after these two have been dismissed.
*No physical damage is done to the opponent, but the psychological damage is severe.
*Neither Morpheus nor Selene can move in Human form, due to having to concentrate to activate their Genjutsu, meaning they are unable to defend themselves.
*Both Morpheus and Selene have 50 Health.
6. (Hato-ka Kuchiyose:Aguriasu Ōkusu) Columbidae Summon: Agrias Oaks
Rank: S
Range: N/A
Type: Summon
Chakra Cost: 40
Damage: N/A
Description: Agrias is the guardian of the Columbidae Contarct. In her dove form, she appears as a regular size dove with yellow plumage. Her only ability in this form is that she can be summoned through use of a piece of special reed grass that grows only in Eden, the realm where the Columbidae reside – using this grass allows her to be summoned at a regular chakra cost, but bypasses summoning ninjutsu, by using chakra to activate the glyphs found inscribed upon the wheat when a tune is blown on it; in essence, Agrias is summoning herself to the Summoner, but using their chakra for the job. As a Human, Agrias is a stunning young woman of 20 years old with long, golden hair that comes down to her hips and amber eyes; she keeps her hair tied back in one large braid, though. She wears a navy trench cloak and a pair of leather breaches, boots, and gauntlets, as well as wearing a steel breastplate, and her personal sword, Save the Queen; she also speaks with a slightly Old-English dialect. In human form, she is capable of using any Kenjutsu and Taijutsu that the summoner can use. As a human, she also gains access to a personal Kenjutsu technique known as “Divine Ruination”, an S-rank technique that fires a helix-shaped shockwave at the enemy (described below).
*Save the Queen can only wielded by Agrias and Columbidae Contract signers; the sword itself is indestructible, but has no special powers.
*Though Agrias has her own Health and Chakra pools, her moves still count towards the summoner’s 3 moves per turn.
*Divine Ruination is a double helix (DNA) shaped, blue shockwave that causes a cross-shaped explosion to occur on impact. When used by Agrias, it is treated as a justu with S-rank power and chakra cost. It reaches up to Mid-range before disappearing and can only be used 3 times.
*Transforming to/from Avian/Human form costs 30 chakra to Agrias and counts as a move and she is always summoned in Avian form.
*Can only be summoned once and lasts for 4 turns.
*Agrias in Human form:
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Original Contract Approval [ ]
 
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Ańbu Juniør

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Kenjutsu

(Kenjutsu: Chikyū Seishin No Mukui) Sword Art: Earth Spirit's Reckoning
Type: Attack/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user gathers an immense amount of chakra that is kneaded inside the body and channelled into a sword held vertically behind the user's back with both hands. The chakra will pool to the edge of the blade that faces towards the user and be released all at once as the sword is swung in a vertical downward motion. The released chakra will appear as a quick flash of green that acts as a kind of thruster to increases the speed and force of the swing tremendously, so much so that it is able to shatter the ground around the user up to mid range, and destroy earthen structures of the same rank or below. The shattering of the ground gives rise to a dust cloud that obscures the vision of both the user and the opponent. The Main focus of this techniques, which is to destroy the ground, also serves to unearth objects lying beneath the surface, such as people or summonings which are traveling through the earth. Due to the force of the impact and damage caused to the sword, this technique can only be used three times. Upon being used the third time, the sword's blade will shatter.
~Can only be used three times per battle.
~Cannot be used consecutively.
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Taught: Zaphkiel | Deviation | Teno | Kamishiro | Gajeel Redfox | Nathan

(Kenjutsu: Sōdo Yajirushi) Sword Art: Sword Arrow
Type: Attack
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user will channel raw chakra into their sword and perform a simple thrust to trick an enemy into thinking that the thrust was the extent of the attack. However, as the user fully extends his arm he will use shape manipulation to release the stored chakra in the form of a green arrow that measures about three feet in length, that travels at a considerable speed. The arrow would be incredibly sharp, so much so that it's able to split apart techniques of the same rank and below. Once the chakra is released the user can will it to split into four parts in order to attack multiple opponents, or a single opponent from different sides.

-Can only be used twice per battle
Taught: Deviation | Vegeta | Nanazai | Zaphkiel | Keotsu | Kooljay

(Kenjutsu: Senbu) Sword Art: Whirling Dervish
Type: Offensive/Defensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This technique is a powerful utilization of the user's sword and their quick movement speed, by channeling chakra into their blade(s) and spinning rapidly in a circular motion, the user is capable of covering a 360 degree area around himself due to their spinning motion and the constant slashing of their sword(s). If used in close range against an opponent, it would be difficult for those without a form of enhanced perception to follow the wild swings of the blade, and would likely end with them being cut down before they understood the direction an attack was coming from. When used in a defensive capacity this technique is capable of slicing through tangible techniques up to it’s own rank, leaving the user completely unharmed. However it won’t block energy based techniques such as lightning and fire. The speed of the whirling blades is such that it can cause violent aftershocks of wind pressure as the user moves, effectively creating something akin to a razor wire shell of air pressure around their body. Recognizable by what appear to be afterimages of the sword slashes.
Note: Can only be used twice per battle.
Note: Needs two turns between uses.
Note: User can't use Kenjutsu techniques above A rank in the next turn.
Taught: ReXii | Tin Can Man | Zaphkiel | Teno | Keotsu | LonelyAssassin

Taught by Kooljay [ ]
(Katon Kenjutsu: Hotarubureijingu) - Fire Release Sword Technique: Blazing Fireflies
Type: Offensive/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The Blazing Fireflies technique is an offensive parry move of sort that was made to overcome not being able to attack while defending. In order for the jutsu to work the user must first parry or block an incoming attack from a blade of some sort with their own sword. For maximum effect, the parry should occur at the point of the the opponents blade farthest away from the handle. And now the user will then imbue his sword with katon chakra and drive it along the opponents blade toward the opponent. This along with the friction of the two blade rubbing against each other will create a seemingly uncountable number of sparks. However these sparks are now imbued with the user's chakra and the user can manipulate the sparks to all fly toward the target in the form of tiny hot needles that will pierce the targets skin causing second degree burns and a distraction from the incoming sword.
Note: Can only be used four times per battle.
Note: Can only be used by those taught by Kooljay

Taught By Nathan [ ]
(Kenjutsu to Taijutsu: Baito Doragon) - Sword & Body Arts: Bite of the Dragon
Type: Offensive, Defensive
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60 (-10 per finger used)
Description: Bite of the Dragon is both a defensive and offensive type technique that falls under both sword, and body arts. To pull off this move the user must have a good amount of strength, chakra, and precision as this technique is rather a quite complex move. Observing the target the user will match the exact breathing pattern of the foe and channel chakra to one of their dominant hand's fingers. Then as the foe strikes the user is able to catch and absorb the impact of the strike with the mid section of their finger (the users hand is largely reinforced with chakra to be able to catch the damage, with minimal amount of damage). The user will then bring down the top half of their finger onto the target's weapon, causing the absorbed strike to semi-instantly be redirected as slashing damage back at the foe, the way that the user can redirect said blow is created by applying friction to the sides of the finger and the blade/hand. This technique can be used with all fingers on one hand at the same time thus drastically boosting the power that is redirected at the foe. It can also use this technique to block powerful taijutsu strikes.
Notes:
- Can only be used four times per-match.
- Cool down period of one turn before usage again.
- Can only redirect sword/hand damage up to A-rank (60 DMG)
- Raw chakra kenjutsu, taijutsu and samurai attacks work, as long as they are either from a bladed weapon, or from a fist of that of an A-rank and below.
- Can only be taught by Nathan.

Taught by Teno [ ]
(Kenjutsu: Hayai Nokogiri) Sword Arts: Graceful Saw
Type: Offensive/Defensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will first channel their chakra into their sword(s), increasing the cutting potency of the blade(s), causing it to glow blue. The user will then leap towards the opponent extending the blade(s) while spinning yourself, causing your body to take a saw type shape. This technique is said to even cut through solid earth of equal rank and below and cut through the flesh with ease. This technique travels up to 10 meters while being very fast when traveling

Note: Can use twice
Note: Can't use back to back
Note: Needs 2 swords to use
Note: No kenjutsu for two turns afterwards

Taught by Ian
(Hoshizora no Namida)Starry Tear
Type: Offensive
Rank: B-Rank
Range:Short
Chakra:20
Damage:40
Description:
Starry Tear is a quick eight combo kenjutsu attack. It begins with 3 short thrusts at the targets chest, provoking the target to raise its guard up. Although the first 3 thrusts do not deal much damage, the number of hits and their speed is overwhelming. Afterwards, the 3 thrusts are followed by 2 slashes at the target’s now undefended legs. The user then performs 2 strong jabs high and low, followed by a final strong stab at the target’s chest.
-Can be used 4 times per battle
-Normally requires a rapier but can also be used a katana

Zekkendō: Mazāzu Rozario | Way of the Absolute Sword: «Mother's Rosario»
Type: Offensive
Rank: A -ranked
Range: Short
Chakra: 30
Damage: 60
Description: A sword technique which is based on the concepts of the Hyuga Clan’s main style of fighting, Gentle Fist. This while it was developed by said members of the clan, it can be used by anyone but not towards the extent of which a Hyuga can. The user will channel chakra into their blades, where they manipulate the chakra mostly towards the tip of the blade. The user will then make five consecutive stabs towards the target’s tenketu’s using ones Byakugan , forcing them to be closed and sealed. The user will then unleash another five strikes perpendicular striking five more chakra points and sealing them away. The impact will create an X shaped pattern on the chest of impact in which the user dealt. Once down, the user will deal one last strike towards the chest directly in the center of the X and cause a burst of chakra to push the enemy back a few feet away. This sword technique emulates the Gentle Fist by using the chakra in the sword to insert and forcefully close the tenketsu’s. In the case of non Hyuga users(Samurai and Kenjutsu Specialists), they will simply stab into the chest of the target normally without sealing away the chakra points of the enemy.

*Blocked chakra points will be sealed after attack for one turn, restricting the opponent of techniques A-rank and above*
*Can be used twice per battle*
*Can be used by non Hyuga bios, however don’t gain the chakra sealing due to lacking knowledge of Gentle Fist and the Byakugan.*

Taught By Deviation
(Kyōgiri) - Cross Slash
Rank: B
Type: Attack
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: The user unsheathes his sword from his scabbard, channels a strong yet precise amount of crimson-like chakra throughout his blade, and performs a series of slashes in the form of a cross. He first begins upwards vertically, downwards vertically, to the left horizontally, to the right horizontally, and then proceeds to re-sheath his sword back to his scabbard in a quick, clean motion cancelling the chakra and ending the technique.
Note: Can only be taught by Deviation

(Suwarō Bonnaban) - Swallow Leap Forward
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user performs a frontal flip and while in midair above the opponent, skewers him with his sword. Using the momentum from his leap and sword skewering, the user continues his flip, in turn flipping the target, causing him to be thrown onto his back. As the user completes his flip, he lands on the target's chest forcibly, causing a near fatal kick.
Note: Can only be used 3x per battle
Note: Can only be taught by Deviation

(Futsunushi no giman) - Sword God's Deception
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user channels a strong, yet precise amount of chakra to their blade while gripping the handle and while still in the scabbard. The user then quickly unsheathes his sword which is imbued with a red-like glow. He then points forward with it and dashes towards his opponent's stomach area. The user intentionally misses his mark and instead, as his sword passes behind his opponent, he slashes back and releases the chakra from the sword, causing a powerful slash to the back. While the sword is still embedded into the enemies back, the user lifts the opponent up and off the floor, then slams them back on the floor again, face down. This is all done in a quick, clean motion and with his sword. The user then steps on the opponent's back and swings his sword rapidly and returns his sword back to his scabbard, ending the technique.
Note: Can only be used 3 times per battle
Note: Can only be taught by Deviation

(Kaminokaze no danmaku) - Divine Wind Barrage
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user channels a strong, yet precise amount of chakra to the blades of two swords while gripping the handles and while still in their respective scabbards. The user then quickly unsheathes the swords which are imbued with a red-like glow. The user then bends his dominant right leg slightly and towards the back, allowing the left leg to move forward slightly. The user then points the swords in an eastward position, his right arm holding the sword parallel to his stomach and the left hand holding the sword above and parallel to his head. The user then motions his right hand back, using it as a momentum builder so that once it comes back to its eastward position it propels the user into a spinning motion, slashing the opponent about four times. While spinning, the user places the weight of the body onto the left leg, spinning on it as he continues slashing and tilting slightly as well at a sort of sideways angle. After the fourth slash, instead of another slash, the user kicks the opponent in the face in a sideways motion similar to one of the sword slashes just performed, dropping the opponent into the floor and ending the technique.
Note: Can only be used 3 times per battle
Note: Can only be taught by Deviation

Taught By Zaphkiel: [ ]
(Kenjutsu Kuchiyose: Okotta Kami)- Sword Summoning Art: An Angry God | Deus Iratus
Type: Offensive
Rank: A
Range: Mid - Long
Chakra cost: 30
Damage: 60
Description: By combining the sword arts with Ninjutsu the user is able to create a hybrid technique entailing both parent teachings. The technique is initiated by the user stabbing his sword into the ground, which is actually the summoning rites. Exactly 10 meters above the opponent would have summoned a much larger copy (15 meters in length and heavy enough to crush Doton techniques of the same rank and below) of the same lodged sword to come crashing down on a targeted area. The impact is very loud and devastating leaving quite a blemish on the spot in which it had landed. It would appear like some angry being had trusted the blade from the Heavens, hence the name. After the sword makes impact it disappears in a puff of smoke. It's the tip of the sword that's created ten meters above the opponent, with the rest of the sword above that point.

Note(s):
- 3× usage limit

(Kenjutsu/Fuuton: Katto no Arashi) -Sword Style/Wind Release: Storm of Cuts
Rank: B
Type: Defensive/Offensive
Range: Short
Chakra Cost: 20
Damage: 40
Description: The user positions himself , then after forming a one handed hand sign he forms a slight whirlwind around him using his Fuuton chakra he throws his sword counter clockwise, allowing it to ride the currents it spins rapidly while revolving around the user 6-8 times. During these revolutions the sword is granted immense Fuuton aided cutting power, capable of slicing Doton techniques B ranked and below clean in two, after which the user will simply snatch it from the air. The sword itself moves so fast it is capable of repelling thrown weapons and up to medium sized objects. It can't be tracked by normal eye and the user may appear to 'repel' objects within 5 feet of the his position. During the jutsu the user has no access to the sword but can freely move around allowing the vortex to follow keeping the user in the eye at all times. The user is free to mold chakra can also perform this while airborne as he falls.

Gif:
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Note:
-Can only be taught by Zaphkiel
-Can only be done 4x per match

Taught By Daemon [ ]
(Nousatsu Kenjutsu|Vorutekkusu)- Enchanted Sword Technique|Vortex
Type:Attack
Rank:A
Range:Short-Mid
Chakra Cost:30
Damage Points:60
Description: The user focuses chakra into the tip of their blade(s). The user the begins to spin in a counterclockwise direction and they hold their sword(s) outward. The user then releases the chakra sending a burst from the tip of the sword capable of slicing clean through a boulder.
(Can only be used three times per battle)
(Can only be taught by Daemon)

(Nousatsu Kenjutsu|Bāsaku)- Enchanted Sword Technique|Berserk
Type:Supplementary
Rank:S
Range:Short-Mid
Chakra Cost:40
Damage Points:80
Description: the user focuses a very massive chakra into their blade(s) then release a 9 hit combo on the opponent that comprises of a series of slices focusing on the torso and rib cage. This move can be done without adding chakra to the blades but the chakra gives it more effective damage
(Can only be used three times per battle)
(Can only be taught by Daemon)

(Nousatsu Kenjutsu|Rasuto Arukanamu)- Enchanted Sword Technique|Last Arcanum
Type:Attack
Rank:B
Range:Short-Mid
Chakra Cost:20
Damage Points:40
Description: The focuses a massive amount of chakra into their blades then they deliver A series off three slashes to the opponents body. The strikes cannot cause any instant death injuries but it can leave deep cuts in the opponents skin. (series of Strikes: 1 Horizontally across the waste,1 Diagonally across the chest,and 1 Vertically down the chest.)
(Can only be used three times per battle)
(Can only be taught by Daemon)

Taught By Better [ ]
(Kumo-Ryū Nenshou Raishuu)- Cloud Style Burning Attack
Type: Offensive
Rank: A rank
Range: Short
Chakra: 30
Damage: 60
Description: The user focus chakra onto their feet and dashes towards the opponent with their sword in hand. Once they reach their target, the user takes their sword and slash their target multiple ways up to the user 7 times. These much stronger slices will chop up the target up to 7 pieces. Following up the user takes his other hand and focuses a ton of destructive raiton chakra into his hand and releases it at the pieces destroying the remains of their target (Like Lightning Release: Depth Charge).
Note:Number of slices depend on the user, maximum is 7.
Note: This technique can only be used 4 times.
Note: Can only taught by Better
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Taugh By Xylon [ ]
Sword art: Twilight Slash (Kenjutsu: Koukon Kirashuu)
Rank; A
Range: Short-Very Long
Type: Attack
Chakra Cost: 30
Damage points: 60
Description: The user transfers chakra into his sword and uses shape manipulation to extend its reach, the blade starts to emit glowing energy. It extends till 15 meter’s up to the users will, its sharpness also increases, and regardless of the size of the sword it remains easy to handle. The technique ends right after used.

*Can only be used 4 times per battle

Moonlight Tempest (Gekkou Arashi)
Rank: A
Range: Short-Long
Type: Attack
Chakra Cost: 30
Damage: 60
Description: A sword art in which the user collects energy or transfers energy into the sword and slashes which gives an highly amplified swing that creates a shock wave which moves forward.
Note; The shock wave can cut almost anything in its way but moves straight forwards, which makes it difficult to hit the target, best used in short range.

Speed Rave (Issanniushi)
Rank; A
Type: Supplementary
Range: Short-Long
Chakra cost: 30
Damage points: N/a
Description: A sword fighting style that puts a large emphasis on overwhelming enemies with wide-ranged, speed-based combos. The user releases large amount of ki from his body and utilizes it all to mainly increase his speed, the magnitude of the ki slightly levitates the user above ground. The mode is wide-ranged and speed is particularly raised upto these basis, the user will require a wide area to move at, attacking from different directions.
Note: Last 3 turn after activated
Note: Only usable 2 times per battle

Wing Blade (Kirihane)
Rank: A
Type: Supplementary
Range: Short-mid
Chakra: 30/per turn
Damage: N/a
Description: Used with Fusion Swords, the technique causes the blades to levitate behind the users body mimicking wings, Wings of Blades to exact. Usage of this technique greatly increases the efficiency of the user as he does not have to carry all blades, they move along with him, they can be used in different combinations and they can be left at any part of the move and they will automatically return to their positions. The technique also serves the purpose of giving the user wings and the ability to freely levitate in the air with complete superiority in aerial movement. The blades each are positioned specifically as wings. When infused with lightning chakra they emit electromagnetic waves, by putting them in different frequency’s they create a force enough to levitate user in the air. The height is determined by how much chakra is used and the movement can be controlled by Gyroscopical methods, like spinning the swords at their positions. This flight method is better than most others because it doesn’t requires, any drag or pull, no need for gliding, it can stay in a stationary position whilst maintaining flight and it isn’t affected by the angle or air density/pressure.
Note: Can only be used with Fusion Swords or with any other suitable alternate.
-Lasts 5 turns. Usable twice.

Blaze Luminous (Bureizuruminasu)
Rank: S
Type: Defense/Offensive
Range: Short-Mid
Chakra cost: 40(+15 for electric storm)
Damage Points: 60
Description: The technique is a principle guided defensive and counter-offensive method. Using the users multiple swords, he levitates them forwards and makes them spin. By applying chakra the user creates a energy shield to defend against incoming threats. Aside from the durability of the shield itself the rotation redirects the attacks towards the sides. By adding lightning chakra, user could create an electric storm infront that extends till mid-range. The storm is capable of completely repelling metallic objects and paralyzing human targets.
Note: Can defend against up to S rank techniques thrice per battle.
-The swords are heated by the rotations and thus cannot be held the following turn. Requires a minimum of 3 swords.

Samurai Techniques

Bushidō: Mugetsu | Way of the Samurai : Moonless Sky
Rank: D
Type: Attack/Supplementary
Range: Short
Chakra Cost: 10
Damage: N/A
Description: This is one of the most basic techniques taught to Samurai of the land of iron but also one of the most useful. The user moulds their chakra within their hand(s) (Up to two blades per use), and fashions a chakra blade (looks like a normal katana) that looks real (dojutsu will see the chakra but won't know its effects) but infact it is intangible and would do no damage when used in an attack. These blades are used mostly for feint attacks but when added with the Samurai Sabre Skill they can become quite deadly. Because of the amount of chakra used they can be made quite fast (about a second) and thus can be used in the spur of the moment.
Bushidō : Senka | Way of the Samurai : Flash Blossom
Rank: A
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 80
Description: This is an attack that uses the art of Iai (instant sword-draw-and-resheath) to decimate ones opponent. The user will unsheathe their blade and walk or run past their opponent and will slash his front and back at such a speed that an opponent may not be able to tell whether he was attacked from the front or the back and even an outside observer may find it impossible to tell what the movements are. This attack is mainly to end a match without lethal force.
-Once per Battle
-Can only be used by a Samurai
-Must be Aonisaibushi or higher to use.
(Mamori Gatana) - The Warriors Soul
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: N/A
Description: It is said that the katana is the samurai's soul and an extension of their body. Throughout their lifetime of its use and synchronization with the warrior they bless it with their chakra and it becomes spiritually stored within their sword. A samurai may call upon this power in desperate measures returning to the wielders body as an external energy. This power is capable of pushing out any intruding chakra into their body and render it useless. such as a genjutsu technique. Technique is capable of breaking S rank and below genjutsu(but not Tsukuyomi)

Note: Can only be used 1 time by a samurai biography.
Bushido Hijutsu : Hamoni | Way of the Samurai Secret Technique: Harmony
Rank: Forbidden
Type: Supplementary
Range: Short
Chakra cost: 50
Damage points: N/A
Description: On his travels the First Shogun of the Land of Iron Samurai's faced many shinobi in combat and accumulated a wealth of knowledge over his long life. He met the fire temple monks who he eventually became friends with, they taught him the basics of elemental chakra and through heavy meditation and reaching a state of spiritual zen he learnt to unlock his elemental chakra for a moment which he eventually came to master. Not knowing handseals he still could not use ninjutsu but he could channel the elemental chakra like he normally would with normal chakra [Samurai Sabre Skill]. This allowed him to use elemental taijutsu/kenjutsu (e.g. NB taijutsu).
-Once per battle
-Once finished the user can only use techniques A rank and under.
-Can only be taught by the Current Shogun and Second in Command (as long as they have the Shogun's permission) to people he deems worthy.
-Can only be used by a Samurai
-The amount of turns the user can unblock their chakra and reach a state of spiritual zen depends on their rank:

Chukanbushi - 3 turns
Seieibushi - 4 turns
Kodenbushi - 5 turns
Current Shogun and Second in Command - Activated for the rest of the match
(Iai no Kaimetsu Tekina) - Quick Draw Cripling Method
Rank: A
Type: Offensive, Supplementary
Range: Short
Chakra cost: 30
Damage points: 60
Description: By using the art of Iaido the user will quickly draw their katana at a incredible speed striking upwards towards the targets torso causing them to become open and then the user will follow in with a horizontal slash across the chest and arms to deal a devastating blow and rendering the targets arms useless by slashing the tendants within the arms and then will flick the blood from the katana and re-sheave the katana.
Note: Can only be used by a samurai biography.
(Mayoko giri) - Side cut | X Slash
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage Points: 60
Description: Using the art of Mayoko giri, the will first take a quick step forward, once the user get's close enough to the target, he/she will slash with massive speed and power horizontaly twice at the target's torso, in an X formation.
(Mugen-dai) - Infinate sword style, endless river of blood
Rank: S
Type: Offensive
Range: Short
Chakra cost: 40
Damage points: 80
Description: The user will first channel a massive amount of chakra in their dominate arm, and hold their sword in the dominate hand, pointing the blade at the ground. Next he/she will point the sword's blade to face in the same direction as the user, and pull it back behind them. Then the user will rush toward the opponent and once the target is close enough the user will slash them upward diagonally. If the target is caught by the first slash, the user will begin to release their chakra from their dominate arm, and start slashing. The end result will be a total of 70 slashes, and depending on the target they will by this time be dead or in critical condition. If survived the target will bleed to death, hence the name river of blood.
*Can only be used once per battle.
*No chakra related techniques may be used in the next turn, including jutsu.
(Samurai Kenjutsu: Magunamu Sochi) Samurai Sword Arts: Magnum Step
Type: Attack
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage: 80
Description: After activating the Harmony technique the samurai focuses lightning chakra into his sword and into his feet. He then uses the lightning chakra to burst himself forward at tremendous speeds while thrusting his sword forward. The movements of this attack are incredibly fast making them hard to track without the aid of doujutsu.
~Can only be used while using Harmony.
~Can only be used twice per battle.
~Reduces the duration of Harmony by one turn.
(Samurai Kenjutsu: Hayaibachi) Samurai Sword Arts: Swift Retribution
Type: Attack/Defense
Rank: A
Range: Short
Chakra Cost: 30
Damage: 60
Description: The Samurai will hold the hilt of their sheathed sword in one hand and the opposite end of their sheath in the other. When an opponent moves to attack with kenjutsu or taijutsu the user will block the incoming attack by holding their sheathed sword perpendicular to the incoming attack. With the attack blocked they will unsheathe their sword while pushing the blocked item out of the way with the sheath, creating an opening. In the same motion they will slash the opponent with their sword.
~Can defend against A rank and below attacks physical attacks.
~Can only be used three time per battle and only by Samurai.

±± Command Arts ±±

Taught By Keotsu:
(Kamie Gigei) Command Art: Mirage Blade
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage: 20 each
Description: Unlike other Kenjutsu shockwaves which are generally large, Kougenjin is a relatively small shockwave that’s size is the same as the blade length of the sword used to launch it. Sacrificing power for speed and quantity, Mirage Blade travels at an incredible pace, relative to the user’s rank; Mirage Blade, when used by a Sannin, would be about twice as fast as a shockwave fired from the Samurai Sabre Technique, though its destructive force is obviously much less. A large amount of chakra is focused inside the user’s blade in the form of a constant flow – though normally the chakra could envelope the sword, here the chakra creates a shell on the inside of the blade, allowing the chakra to rebound infinitely and resonate with itself. When the user slashes their sword, it releases a portion of this chakra in the form of a white, rippling shockwave; thus the name Mirage Blade. Mirage Blade also carries the properties of the blade used to fire it, as well as its size; this means that if the blade used to fire Mirage Blade is sharp enough, Mirage Blade will pass through solid objects by slicing them in half and continuing on, much like a Wind element jutsu would.
*Mirage Blade is not Fuuton element, the comparison to a Fuuton jutsu takes into account an extremely sharp blade.
*Three shockwaves can be fired per use.
*This jutsu may be only be used 3 times per match.
*Useable and taught by Keotsu only.

(Kamei Gigei: Raijinshō) Command Art: Raijin Rising
Rank: A
Type: Supplementary
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The Kenjutsu technique allows Swordsmen to more easily fight against Shinboi attacks of all sorts; the user will activate this technique by quickly focusing chakra into their weapon and spinning it in a complete circle in front of them. After this simple ritual is completed, a “magnetic” burst of chakra is released all around the user that causes all foreign chakra to be condensed as it approaches the user. Ultimately, the “magnetized” chakra will be drawn into the user’s weapon, effectively concentrating even large scale jutsu into simple, yet still equally powerful, streams or orbs, depending on the incoming techniques composition. This technique can easily be described as turning the user's weapon into a "Chakra Lightning-rod", thus the name.
*The strength of drawn in techniques does not diminish at all, and if the user doesn’t counter the techniques, the chakra will flow into the user’s body via the weapon and do full damage or preform its intended purpose
*Once activated, this remains active for four turns, but it’s effect is only valid while the user is holding a weapon.
*Only useable 4 times per battle.
*This jutsu only effects "non-solid" techniques like Wind, Fire, Lightning, Water, or objects like mud. Techniques with a sturdy molecular composition won't be affected by this technique, such as Earth or Ice, but does nothing to change their effects if they are not dealt with.

(Kamei Gigei: Ensuizan) Command Art: Circling Water Slash
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (-5 per turn)
Damage: N/A
Description: A refinement on the Kenjtusu technique (Kamei Gigei: Raijinshō) Command Art: Raijin Rising, which turned the user's blade into a virtual lightning rod for chakra, which allowed them to more easily handle techniques that the swordsman would come against. This technique is activated by focusing more chakra into the user's blade, and then spinning it in a figure eight while the parent technique is active. This technique empowers the abilities of Raijinshō, now allowing it to affect any technique with chakra in it, regardless of its composition (with the exceptions of things like modes, which is obviously illogical), by augmenting the "magnetized" chakra released by said technique. This means Ensuizan allows Raijinsho to affect solid techniques where it didn't before, such as Doton and Ice, as well as having enough force in the "magnetic pull" that it can pull foreign chakra within the user's bodies into the sword itself (such as Genjutsu), though Ensuizan does nothing to negate the abilities of such techniques. A by-product of this technique is that if Raijinshō turns the user's blade into a lightning rod, this turns the user's blade into a divining rod; the sword will gently sway, if allowed, towards the largest source of foreign chakra present on the field; akin to a compass with magnetic north, or a divining rod with water.
Note: This technique makes (Kamei Gigei: Raijinshō) Command Art: Raijin Rising last indefinitely, so long as a -5 chakra cost is payed every turn for technique upkeep.
Note: This technique allows for (Kamei Gigei: Raijinshō) Command Art: Raijin Rising to affect any technique that heads towards the user, and will change the trajectory to the user's blade; however, like the original technique, this does nothing to stop the effects of the techniques that are drawn towards the blade, unless they are dealt with.
Note: User must retain a sword in hand for the technique to remain in effect.
Note: Useable twice per battle.

(Kamei Gigei: Rekkyōdan) Command Art: Violent Mirror Severing
Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: A technique based upon the premises of two of Keotsu's other Command Arts - his signature shockwave Kougenjin, and a Prayer technique known as Zekkyōdan, Rekkyōdan aims to push the principles of these attacks to their absolute limits. The user will gather chakra around their blade, coating in it a glass like layer; swinging the blade breaks the high tension layer of chakra and projects it forward, like the fragments of a broken mirror. The user can control the spread over the shattered attack, allowing it to cover either wide area to affect multiple opponents, or focus it into a tight cone to strike an individual adversary. No matter the scope of the area covered by the attack, though, the technique always launches 80 individual shockwaves. Like all Command Art shockwaves, Rekkyōdan can cut through any material the blade used to launch it can cut, meaning a sufficiently sharp blade could cut through nearly any material, and like Kougenjin it moves a twice the normal rate of traditional shockwaves.

*Note: Can be used up to three times per turn, with a cool-down of turns equal to the number of times it was used.
*Note: Launches 80 shockwaves with a single use.

(Kamei Gigei: Suiretsusen) Command Art: Water Fury Flash
Rank: S
Type: Supplementary/Attack
Range: Long(for rain) - Short- Medium (for attack)
Chakra Cost: 40
Damage Cost: 80
Description: Holding their blade sideways, the user will run Suiton chakra through their blade, activating the technique. A great downpour will come over the terrain, providing water for this technique, as well as dropping all Fire Justu down one rank, and reducing their damage by 10. A ring of water will form around the user with a radius equal to that of the complete wingspan of the user (meaning it would be roughly 10-11 feet [roughly 3.2 meters] in diameter). This ring has a single tentacle for each of the eight points of the Compass Rose: North, South, West, East, Northeast, Northwest, Southeast, and Southwest. The tentacles will strike at anything within range as the user commands them, but they do not attack on their own; they are approximately 5 feet [1.5 meters] long, and the user must know the general vicinity of the opponent(s) to strike them if they are behind him/her.
*As long as the rain continues to fall, or if there is an ample water source nearby, this technique remains in effect. The maximum, however, is four turns.
*Only once per battle.

(Kamei Gigei: Raikōsen) Command Art: Lightning Ray Flash
Rank: S
Type: Offensive/Supplementary
Range: Short – Mid
Chakra Cost: 40
Damage: 80
Description: The user will run Raiton chakra through their blade while holding it skyward, to activate this technique. This technique fills the air with energy – so much so, that Doton jutsu fall one rank (due to the charges in the air disrupting the formation as the energy disperses into the earth), and that a lightning bolt continuously streaks from the user’s sword, enveloping it in electricity, to the sky. Though meant as a Support technique, using the lightning to augment physical and water element attacks or by creative means, this technique is not without its own offensive measure. Once per turn, the user can swing their blade, and send a bolt of lightning flying in the direction of their swing – the energy is discharged from the constantly streaking bolt that originates from the blade, though this can only be done twice, and not on consecutive turns, due for the need for the electricity to replenish.
*The lightning can only be fired once per turn, every other turn.
*This jutsu last for four turns before the electricity dissipates, and all modifiers are returned to normal.
*Only once per battle.
*Raiton cannot be used for two turns after this jutsu ends, due to the air being unable to hold a charge after being supersaturated with energy.

(Kamei Gigei: Shippūga) Command Art: Hurricane Fang
Type: Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage: 80
Description: The user will run Fuuton chakra through their blade while slashing it downwards to activate this technique. Completing a philosophical trio with Suiretsuen (which is "radial") and Raikosen (which is "linear"), Shippūga creates two "fields" of wind, that spiral around the user; though the wind currents themselves are invisible to the eye, the wind currents are wild where they meet the ground, creating a visible cue at the user's feet that looks like they are standing in a hurricane. The powerful vortex of wind whips up currents that empower Fuuton techniques so that they can neutralize Raiton techniques a rank higher than normal, and once per turn the user can swing their blade and release a massive arcing current of slicing or vacuum wind that reaches up to a mid-range distance, and is capable of forcing back even large summons - the vacuum current is capable of pulling even a large summon forward a mid-range distance; however, doing so diminishes the wind vortex, allowing it to only be used twice, and not on consecutive turns, since the wind must replenish before it can be launched. When one current is used, its "pair" is sent out behind the user, similar to the arms of a hurricane.

*This technique lasts for four turns once activated.
*The wind current can be deployed once per turn, every other turn.
*The modifier to Fuuton techniques is removed once the technique ends.
*Usable once per battle.

(Kamei Gigei: Saisho no Inori: Hikaru Aki Hasira) Command Art: First Prayer: Shining Autumn Pillar
Rank: A
Type: Offense/Supplementary/Defense
Range: Self
Chakra: 30
Damage: N/A
Description: The first of the “Prayer” series of the Command Arts, Hikaru Aki Hashira, often called “Aki-gamae (autumn stance)” by its users, is a Kenjutsu stance instead of an actual attack. It is a variation of the Waki-gamae in that the user holds their blade at waist level, parallel to the ground, whether in its scabbard or not, a position best suited for quick-draw strikes. The user focuses their chakra throughout their entire body in a steady stream while in this stance, increasing their speed and strength by 25%. This increase in ability comes about from the chakra augmenting the muscles naturally, instead of forcefully, essentially putting the body in a natural “peak” condition. This chakra also coats the user’s blade and allows the counter-offensive nature of Aki come through. Whether sheathed or not, the user can swing their blade and dispel an incoming attack by disrupting it, allowing the user to protect themselves and then counter-attack. The method of blocking attacks is based upon the concept of an immovable pillar.
*The First Prayer can only shield the user from attacks of an equal or lower rank.
*Blocking an attack counts against one of the three allotted moves in a turn.

(Kamei Gigei: Fukutsu no Inori: Gokumonken) Command Art: Prayer of Fortitude: Prison Gate Sword
Rank:B
Type: Supplementary/Defense
Range: Self
Chakra: 20
Damage: N/A
Description: A refinement of the First Prayer: Hikaru Aki Hasira, this technique expands the ability of the First Prayer. Where as Shinning Autumn Pillar is locked only to the user’s weapon, and forces them to stand in a specific stance, this technique turns it into a full on “Mode”, covering the entirety of the user’s body and thoroughly saturating it with the same effect; This allows the user to fight unhindered by having to remain in one stance, while also allowing the effects of the First Prayer to extend to their entire body. Besides this saturation, Gokumonken provides one extra effect: techniques that would be destroyed by the First Prayer’s effect can instead be reflected back at the opponent, taking the place of the First Prayer’s defensive ability, but still counting as an additional move per turn.
*Cannot be used unless the First Prayer is active.
*Remains active until the First Prayer wears off.
*Can only be used twice in a battle.
*Reflecting attacks back counts as a move per turn, and is bound by the limitations of the First Prayer's abilities of defense.

(Kamei Gigei: Dai ni no Inori: Zekkyōdan) Command Art: Second Prayer: Broken Mirror Severing
Rank: S
Type: Offensive/Defensive
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The second in the “Prayer” series of Command Arts, Zekkyōdan differs in its working depending on if the user’s blade is being resheathed or drawn, though in both cases the move is a strange type of Battōjutsu, meaning that it involves multiple cuts. In the event that the sword is being sheathed, there is a quick flash as the blade’s guard meets the top of the scabbard, during which a chakra burst creates a countless number of cuts in a 360 degree short-range dome around the user, shredding any incoming attack to dust; this being the defensive variant of the move. When unsheathing the blade, however, the affect is “launched”; that is, when the blade is unsheathed, a cyclone of chakra is shot forward, with the chakra inside the cone-like structure acting as tiny knives, shredding that which they come into contact with; this is the offensive variant of the move.
*Cannot be used unless the first “Prayer” has been activated.
*Can only be used once per turn.
*Due to needing to reset their stance, this move cannot be used back-to-back, even between turns, meaning another technique must be used in between uses.
*The same version of this move cannot be used consecutively – meaning, if the defensive variant is used first, the offensive variant must be used the next time the technique is used.

(Kamei Gigei: Dai san no Inori: Sōgenmu) Command Art: Third Prayer: Twin Phantasms
Rank: B
Type: Supplementary
Range: Short-Long
Chakra Cost: 20
Damage: N/A
Description: The Third in the “Prayer” series of Command Arts, Sōgenmu is a type of Psuedo-bunshin developed specifically for Kenjutsu. The user will coat their body in a layer of chakra, creating a rainbow colored doppelganger. This doppelganger mimics every attack the user makes, down to even the launching of shockwaves and the amount of force behind an attack. At first, the doppelganger fluctuates only slightly around the user, making it appear as if the user is surrounded by some sort of haze. As time progresses, and the phantasm becomes more unstable, the user can “slide” and “rotate” the doppelganger away from them; though it will still mimic the user’s moves exactly, it will remain a set distance from the user. This changing in orientation allows the user to use the doppelganger to maximum effect.
*Cannot be used unless the first “Prayer” has been activated.
*The doppelganger remains for five turns.
*Can only be used once per turn.
*Can only be used three times.
*Every jutsu that the clone uses counts as an additional move per-turn with the exception of the Command Art Mirage Blade (Kamei Gigei: Kougenjin).
*The distance the clone can move is as follows: T1: Short; T2: Between Mid-Short; T3: Mid; T4: Between Mid-Long; T5: Long.

(Kamei Gigei: Saigo no Inori: Tenshōha) Command Art: Final Prayer: Heaven’s Illumination Conquest
Rank: Forbidden
Type: Offensive
Range: Short-Long
Chakra: 50
Damage: 150 (-50 to user)
Description: The final “Prayer” of the Command Arts, Tenshōha is also the only offensive Prayer to not directly attack with the user’s sword, though it still falls into the Kenjutsu category due to needing the user’s sword to activate. Breaking the semi-crouching stance attained by the first Prayer, the user will stand and focus their chakra into their blade. By sheathing their blade, the user activates the technique. Their chakra will be unleashed in a powerful burst, calling forth a massive pillar of energy from the Heavens that descends upon the battlefield. Falling with incredible strength, the pillar has enough force to level the terrain completely and leave nothing but dust in its wake, though the after-effects of the jutsu seem to encourage the growth of life in the area. The user, at the epicenter of the blast, takes 50 damage; the only reason they do not pass out is because the chakra coursing through their body from the first Prayer forms a protective dome around them, lessening the blow of the blast.
*Can only be used if the first “Prayer” was used sometime earlier in the battle.
*When used, the effects of the first “Prayer” end.
*Can only be used once.
*The user can only use two techniques in the turn this is used, this jutsu included in that tally.
*No other Prayer can be used in the same turn.
*No Prayers can be used in the next turn.
*This is a Non-elemental blast.

±± Infinite One Sword Style ±±

Taught By Keotsu: [ ]
(Mugen Ittōryū) Infinite One-Sword Style
Rank: S
Type: Supplementary
Range: Short-Long
Chakra: N/A (40)
Damage: N/A
Description: The user will throw into the air a large container of katana that are wrapped in some sort of cloth or wire in order to bind them for easy travel – while in the air, a seemingly endless number of katana will slide from their casing and scatter all across the battlefield to supply the user with swords to fight with no matter where they are; conversely, the swords can be summoned from scrolls in the same manner as Tenten’s weapons. This technique was created with the belief that a swordsman didn’t need a perfect sword, but rather, the ability to wield any sword with great skill. Each sword has a mechanism built into their hilt that allows only those who know how to use this technique to wield the swords. If someone with no knowledge of how to use this technique attempts to wield one of these blades, needles will extended from the hilt, much like how Samehada does. Due to this, the Infinite One-Sword Style not only assists the swordsman and his allies in battle, but also puts an extreme amount of psychological pressure on the opponent, due to the sheer number of blades.
*Can only be used once per battle.
*If the swords are carried into battle with a case, the chakra cost for this technique is zero however the user is limited to only 10 swords. If the scroll summoning variant is used, the chakra cost applies as normal.
*Only users of this technique may wield the swords.

(Mugen Ittōryū: Bekutā) Infinite One-Sword Style: Vector
Rank: A
Type: Attack/Supplementary
Range: Short-Long
Chakra: 30
Damage: 60
Description: One of the largest dangers of using the Infinite One-Sword style is the opening created when the user scatter’s their katana. To keep the enemy from using the katana, there is a special needle mechanism built inside the hilt. Using this knowledge, this logic was applied to the very case that the katana rested in, and a powerful mechanism was installed. By focusing their chakra into the case, the user triggers a powerful compressed air mechanism that launches the katana out the case at extremely high speeds, allowing the user to use the scattering of the katana itself as an attack. However, it is different from the actual IO set-up in that where as the initial set up scatters katana everywhere, allowing the user a blade no matter where they go, this variant only launches the katana in front of them. This move is possible, due to the fact that while focusing chakra into the casing, a small amount of chakra is focused onto the tip of each blade, so that when they are fired from the casing the chakra forces the blade to flip around, and fire tip first. Using this move exhausts an entire case of IO katana.
Show
*Useable no more than twice a battle, and it can only be used twice if the user is carrying two cases of IO katana.
*Only teachable by Musashibou, Akiza, and KeotsuEclipse.

(Mugen Ittōryū: Tōga) Infinite One-Sword Style: Sword Fang
Rank: S
Type: Offensive
Range: Short
Chakra: 45
Damage: 90 total (30 for each sword)
Description: The user throws 3 swords in front of the opponent with the blades piercing the ground and the edge of the blades facing the target. The user then quickly rushes in front of the opponent and uses a surprising maneuver by striking all three swords at their base so that they fling upwards and slash the opponent vertically, like a rising fang. While the opponent is stunned and injured by the three upwards slashes, the user will strike each sword individually at the opponent, firing them off for multiple strikes. This can either pin down the opponent with the blade, or the blades can be aimed at vital areas. This attack is best suited for when the user and his opponent are in close range of each other.

*Only Musasibou, Akiza, and KeotsuEclipse can teach this.
*Can only be used three times per battle.
*This technique can only be done once the Infinite One-Sword Style has been set up.

(Kendou: Mugen Ichi-Katana kata - Yosezan) - Kendo: Infinite One-Sword Style - Addition
Type: Attack
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 90
Description: This technique utilizes the numerous swords involved in the use of the Infinite One-Sword Style and both the user's skill and speed as a ninja. The user attacks the opponent a total of eleven times in rapid succession, each at different angles and positions. With each strike the sword is left behind attached to the opponent. He then lands the final blow, making a total of twelve devastating blows. This technique pins and hurts the opponent. The reason why the swords can be powerful and stay on the opponent is because the blunt of the blade is used. The attack itself relies upon the high speeds of the individual attacks and the momentary stun inflicted by the previous blows, allowing the user to grab one of the surrounding swords and continue with the technique. This attack when used and if added with multiplication will put a great strain on the user making him or her dizzy and very exhausted. This is a finishing combo and is to knock out the opponent.

Note: Only musasibou can teach this.
Note: Can only use twice per battle.
Note: The user cannot use this technique again for 3 turns.
Note: The user can only perform two attacks this turn, this is included to that tally.
Note: User can only use 2 moves next turn.
Note: User can not use genjutsu or taijutsu for 1 turn.
Note: This can be blocked to minimize damage. (-10)

(Kendou: Mugen Ichi-Katana kata - Jouzan) - Kendo: Infinite One-Sword Style - Multiplication
Type: Attack
Rank: Forbidden
Range: Short-Mid
Chakra: 50
Damage: 100 (50 to the user)
Description: This is a stronger version of the "Addition" technique of the Infinite One-Sword Style. The user attacks the opponent with another 12 strikes with a weaker damage slash to keep them stunned. While the opponent is still impaled by the previous twelve strikes, the user attacks once again, striking these remaining swords so as to repeat the succession of movements preformed previously. This results in doubling the attack damage that was already done, as it cuts his opponent with the twelve swords all over again. This totals up to twenty-four strikes being received by the enemy within an incredibly short period, leaving little to no chance for a counter attack. This attack causes damage to both the user and the opponent since this uses chakra and body speed/power to repeat the action it puts a immense strain on the users body. The user will be sluggish and be unable to do anything next turn.

Note: Only musasibou can teach this.
Note: Can only use once per battle.
Note: This technique can only be done if Kendo: Infinite One-Sword Style is set up.
Note: The damage from this can not be blocked.

(Mugen Ittōryū: Wake) Infinite One-Sword Style: Division
Rank: S
Type: Offensive
Range: Short
Chakra Cost: 40
Damage: 80
Description: The user will grab two katana and then rush at the opponent at high speeds. Using their chakra, as the user slashes at the opponent, they will cast a Genjutsu which makes it appear as if the user’s sword split into two blades as it approaches, confusing the opponent, and leaving them open for the real attack, which is the other blade. Using the other sword, the user very quickly strikes them across the chest with a horizontal strike, and then proceeds to stab them in the chest with their sword in a finishing blow. Done with Genjutsu, this technique allows the user to trick the opponent at critical times in order to gain the upper hand. This technique requires both high level Genjutsu and Kenjutsu skills to perform, and can be performed from either the left-hand or right-hand side.

*Only Musashibou, Akiza, and KeotsuEclipse can teach this.
*Does not require the Infinite One-Sword Style set-up to have been used.
*Requires two swords to use.
*Can be used three times per battle.
*The user cannot use Genjutsu in the next turn.

(Mugen Ittōryū: Ranritsu no Narabi) Infinite One-Sword Style: Disorderly Line
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage: N/A
Description: A powerful Infinite One-Sword Style technique, this technique involves the user focusing chakra into their blade and striking the surrounding blades, transferring some chakra to the surrounding blades, causing them to be launched up into the air, allowing the user to manipulate the blades as they wish. This allows the user to control the blades as needed, though they form a spinning dome around the user when idle, creating a powerful offense and defense. This move is similar to the move Soushuuha, but is in itself quite different and can be used by Samurai.

*Must have the Infinite One-Sword Style already set up.
*Only useable/teachable by Musashibou, Akiza, and KeotsuEclipse.
*Only usable twice per battle.
*Up to fifteen swords can be put into the air.
*May not be used again for three turns after first activation.
*The swords in this technique can be used in other Infinite One-Sword Style techniques, which may result in the move being slightly different due to variants.

(Mugen Ittōryū: Kyōfū Kōgu) Infinite One-Sword Style: Gale Slash
Rank: Forbidden
Type: Offensive
Range: Short-Long
Chakra Cost: 50
Damage: 90 (-50 to user)
Description: The user will use only one katana from this technique, and thus it does not require the Infinite One-Sword Style set-up to have been used. The user will tightly grip their sword and focus chakra into the soles of their feet, gathering up a tremendous force for a burst of speed, using their Fuuton chakra. Taking the necessary stance, the user will release the wind chakra as they bolt forward, gaining a tremendous bolt of speed, as well as creating a sort of “over shield” of wind around them that can protect them from B-rank and above attacks. As they are moving, the user will swing their sword forward as the Fuuton chakra coats their body, creating a large movement of slicing wind due to the sheer speed that the air is being displaced by the user’s body and sword. While moving towards the opponent, this trail of wind created is the second part of the attack – the user will slice the opponent and the gale following will blow the opponent away from short to mid range. The strike from the sword does the majority of the damage, with the gale doing relatively little, being mainly for protection. The gale is a sort of countermeasure for anomalies, due to the abrupt nature of this attack. Due to the heavy force of the attack, from the tremendous output from the user’s muscles and the tailwind boosting their speed, the user suffers a sort of backlash and their body is damaged from the use of this technique. After using this technique, the user’s Fuuton jutsu will be weakened in power by an equivalent of one rank, for three turns.

*Only Musashibou, Akiza, and KeotsuEclipse can teach this.
*Can only be used once per battle.
*All the effects from the Fuuton chakra vanish after this technique is completed - the boost of speed is not kept, and neither can this attack be used to launch yourself vertically into the air, as it requires the user to form the stance on the ground to launch themselves forward.
*No Infinite One-Sword Style techniques can be used in the next turn.
*This technique cannot be used to out-right avoid an attack.
*After using this technique, the user’s muscles will be so heavily damaged that they will not be able to move any faster than a regular walk.
 
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Ańbu Juniør

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Inuzuka Clan Techniques

Vánagandr Wa - Odin Ni Hoshoku Shimasu | Vánagandr - Preying of Odin
Type: Supplementary/Offensive/Defensive
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The Hunted and the Hunter, this technique seeks to encapsulate both concepts and, as two sides of the same coin manifests itself in the form of two distinct abilities.
Hunted - Marked
In response to drawing blood from an opponent an Inuzuka bonded with a high breed will be influenced by the strong frenzy and excitement elicited from their mental link with their Ninken. This rising frenzy will allow both the Inuzuka and Ninken to produce an exaggerated lock on effect to the enemies scent and blood - to such an extent that an opponent, once locked on to, will be incapable of hiding from the user through any means other than space/time. Even then, a space time user will, to a locked on Inuzuka, leave behind a discernible residue that will seep out from around their warping point like a scar, and through inspection of the scar an Inuzuka will be able to acquire information such as whether an opponent has returned to the current world, how long they've been gone for, and through use of a sixth sense such as the one that allows dogs to anticipate bad weather or even disasters, the user can even anticipate when they will return and immediately re-locate them once they do. Furthermore, upon entering within short range of one of their Hunters, a Hunted target will be subjected to extreme and constant mental intimidation, not unlike killing intent, that will forcefully lower their speed back down to their base speed, and also reduce the power of all of their Ninjutsu by -15, and their primary affinity by a full -20. However this can be treated in the same was as Killing intent, in that the shock of physical pain can remove the adverse mental stimuli - however it is superior to killing intent in that as long as the activation conditions are maintained Intimidation will renew itself next turn without cost - meaning that continuous releases may be necessary.
Hunter - Void Assault
Being Apex Predators the High Breed take much delight in stalking and hunting their prey. This ability, void assault, is an extension of a predator's natural ability to hunt, and takes a core ability of many great land predators - stalking, and amplifies it greatly. Through use of chakra a High Breed is capable of entering into an unparalleled stealth, one that masks not only it's visage, but also it's chakra system from an opponent. A stealthed high breed cannot be detected through any means, whether it be through the five senses or through a special clan specific 6th or 7th sense, as their use of chakra serves to deflect all forms of detection - not unlike how chakra is used to deflect light to render the target invisible during 'Hiding in Camouflage' technique; and thus elevates a High Breed into a state of absolute stealth (this is true to all Chakra Sensing, Emotion Sensing, Doujutsu, Enhanced Hearing, etc - basically, all forms of sensing; however it cannot prevent physical means of detection such as weight, contact, etc sensing or methods which don't fall under the "senses" category). They leave behind no scent, no trail, they cannot be heard or smelt, nor can the vibrations of their movements be felt. However, the absolute stealth will completely shatter as a High Breed enters within a meter and a half of an opponent. As with all forms of Stalking, Void Assault is utilized to close distance and, once within pouncing distance the prey will become aware of their predator as it closes in - in this case, a High Breed will be rejected from its state of stealth, to such an extent that even the most foolish and unsuspecting will be alerted to the sudden presence of a being behind them. The exception however is if a High Breed remains dead still - at which point Void Assault can be maintained even within a meter of an opponent, however the moment a High Breed makes a move or attempts to mold chakra the stealth will be broken.
Note:
- Marked is the passive portion of this technique, it activates automatically upon drawing an opponents blood or coming into contact with their blood sample (30 meters range for encountering blood). The intimidation aspect however requires a move to activate, and once activated will remain persistent indefinitely (However an Inuzuka or one of his Ninkens is required to be within short range of its targets for the effects to persist, otherwise they will wear off after a turn until the conditions are once again met)
- The initial passive activation of marked saps 20 chakra from all hunting participants.
- Void Assault can be cast by multiple Ninken simultaneously, counting as only one technique if that is the case. It can only be broken by entering into a meter and a half distance of an opponent, otherwise it will remain active until the Ninken chooses to cancel the technique or uses a technique of his own (keeping the stealth ability active requires focus and conscious input, preventing its sustained effect when actively engaging in performing techniques, including Taijutsu).
- Void assault drains -20 chakra per turn from each Ninken. (High Breeds have their own independent chakra supply)
- Void assault can be initiated 4 times through use of this technique.
- Summons marked as Hunted will immediately disperse back to their homeland out of fear.
Taught To: Scaze | LGeezy | Ian
Fenriru Hareyakana Hyūhyū Iu | Fenrir's Radiant Howl
Type Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: This technique allows a Ninken to gather a massive amount of chakra within their mouth that is then condensed, and through a roar, howl, or bark the Ninken will release the condensed chakra in the shape of a green beam that reaches up to mid range, and is powerful enough to to pierce through its targets. Instead of releasing the stored chakra in the form of a beam, a Ninken can choose to release it as a radial blast that hits anything short range in front of them. Though the blast is unable to pierce targets, it delivers a massive amount of blunt force damage, allowing it to crush solid structures or force anything short range of the Ninken into mid-range. Due to the amount compressed chakra that is used to shape the beam, it's equivalent in strength to elemental techniques of it's own rank, while the radial blast can only affect B rank and below techniques.
Notes:
- Can only be used 3x per Ninken.
- Cannot be used consecutively.
- No Inuzuka techniques above S rank can be used during the same turn
Taught To: Robot Boy | Scaze | Lysander | LGeezy | Ian
Morigan No Sasayaki | Morrigan's Whisperings
Type: Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description:This technique is activated through usage of a chakra infused shout, roar, whistle, howl or any similar such sounds. The produced noise will resonate at an uncopyable pitch that an Inuzuka and Ninken, through years of training and bonding will instantly recognize as it will strike a chord within the deepest levels of their psyche, triggering memories that the user and targets have shared together and will provoke feelings such as loyalty, and will also serve to spark an immense rage towards the opponents who would seek to subvert or end their bond. As a result the Inuzuka and Ninken will be freed of any and absolutely all adverse mental stimuli such as control through pheromones, unique sounds or smells that seek to undermine their enhanced senses, and even Genjutsu as a reflexive full body surge will automatically be utilized by each participant upon hearing this sound, draining up to 50 chakra, and flushing through their system to act as a cleanser that will reject all foreign energies from their body (Excluding the chakra of their Inuzuka/Ninken partners/chakra that they willingly accept i.e Senjutsu) (This is a completely trained response similar to that developed by dog training or martial arts training in which the Inuzuka and Ninken will respond to this cue with a chakra surge reflectively). Additionally, Ninken who hear this will be sent into a heated fervor that will immunize them to adverse mental and sensory stimuli for the next two turns (Not Genjutsu) (This works as this techniques induces Ninken who hear it into a state of single-mindedness wherein they will become desensitized or outright incapable of registering adverse mental Stimuli, and is essentially a form of self hypnosis that is induced upon hearing this sound), while also gaining an increase of one rank to all S rank and below Inuzuka techniques that they utilize within this time period as a result to their now excited temperament.
Notes:
- Each Inuzuka/Ninken can use this technique twice.
- Reflexive chakra wave is a trained response to the usage of this technique, and can release S rank and below Genjutsu.
- Once used, cannot be used again for two turns.
- In the case of High Breeds or High Breed Bonded Inuzuka, this technique can be utilized through their mental link instead/also, and when doing so its effectiveness is arguably increased as a result since the user can also transmit impressions, specific memories and similar such things alongside the mental shout - which in effect acts the same way as a physically audible one, except that it is transmitted alongside the mental bond of a Ninken and thus is undetectable by adversary, to achieve a more profound effect. (Boosts the fervor effect to three turns instead of two)
Taught To: Scaze | Bobo | Ian
Ōkami Kan'nomai | Dance of the Wolf God
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Self
Chakra: (N/A) 30 if used with chakra
Damage: (20) 60 if used with chakra
Description: Employing the use of Gatsuuga concepts, this technique allows for a Inuzuka or Ninken to rapidly spin horizontally or vertically. Unlike the Gatsuuga and Gatenga variants however, this technique is designed for the user to spin across the ground. Inuzuka users tend to spin across a vertical axis, doing so at such speeds that they appear to be an upright vortex that is capable of rapidly traversing across ground. Ninken tend to spin across a horizontal axis, essentially rolling across the grounds at high speeds like a buzz saw wheel, with both being capable of tearing through enemies and lesser structures. This movement can be done without the use of chakra, in which case the user will be limited to traversing across ground at speeds only slightly greater than their top running speed, or facilitated through chakra, in which case the user will be capable of traversing across ground at speeds significantly greater than that of their running speeds as the use of centrifugal force assists in the users directional movement. Ninken will be capable of going up to twice as fast as rolling across the ground puts the generated force to better use (Increased traction, large surface area, etc), while Inuzuka that use a vertical spin will be limited to 1.5x their speed. Additionally the user can transition directly into a Gatsuuga or Gatenga variant through use of this technique, granting the chained Gatsuuga/Gatenga an additional rank.
Note:
- Chakra empowered usages can only be used 4x.
- If used with chakra, -10 chakra per turn if sustained.
Excessive usage of this technique may induce vertigo, as such if used for three turns in a row the an Inuzuka user will experience vertigo that will prevent efficient usage of A rank and above Taijutsu (Reduces their power to B rank)
- When used with Chakra, the created force will be so great that the user will be capable of tearing through or dispersing B rank and below attacks (The movement generated violent air pressure much like other Gatsuuga variants), while A rank and below will neutralize their momentum. A layer of chakra is also created around the user to prevent any adverse effects while doing so.
Taught To: Scaze | LGeezy | Ian
Kitsune No Shukufuku | Kitsune's Blessing
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Self
Chakra: 30
Damage: 60
Description: Allows a Ninken to channel chakra to their tail and greatly empower it, chakra usage servers to heighten the physicality of their tails to above the norm, which strengthens muscles for various effects; such as allowing for the faster movement of the tail and also implanting iron like strength unto a Ninken's tail - with a strike from a hardened tail being akin to a strike from a steel bar, and also making it prehensile. Chakra released outside the tail serves to create a barrier of chakra which, a Ninken, employing their familiarity of spinning motions from Gatsuuga variants to shape manipulation, will employ violent gyrations to the barrier of created chakra. This will essentially turn a Ninken's tail into a weapon that can be utilized to pierce, tear and rip through enemy structures, while the inwards surge of chakra serves to assist in the manipulation of the now destructive appendage, allowing a Ninken to whip their tail around at rapid speeds, harden it to clash with solids, and also, employing the Inuzuka clan's signature body transformative techniques, lengthen it so that it can extend to up to twice their body size, and then retract again.
Notes:
- Can be used twice per Ninken.
- No Inuzuka techniques above S rank for the rest of the turn.
- Lasts for four turns.
- The offensive force of this technique can be bolstered by use of a Gatsuuga, as the generated centrifugal force is directly translated into destructive power, as it is used to increase the speed and strength at which the tail lashes out, adding +20 damage and making the tails attacks a blur to the naked eye of Sage rank and below Shinobi.
- Naturally this can be used during combination transformations such as Two Headed Wolf Beast.
Taught To: Scaze | LGeezy | Ian
Ōkami No Dappi | Molting of the Wolf God
Type: Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: A branch technique of Fenrir's Armament that was created on the same concept of fur manipulation, but for offensive and supplementary purposes rather than defensive ones. During his constant battles, Kotetsu realized that while his ninken could repel incoming attacks, they were susceptible to techniques that would latch onto their body, and they would also be at risk when unable to move. Similar to the parent technique, a Ninken would cause all of their fur to stand on end by channeling chakra throughout their body and into their skin and, through the use of chakra, harden it to the point where it could be comparable to steel wire. In the case of a fused Ninken, they will be able to replicate their own fur onto the body of their Inuzuka partner by utilizing the effect of Fenrir's Lesser Oblige, which allows an Inuzuka to host characteristics of their Ninken onto their own body. The Ninken will then release the hardened, needle-like fur in either a particular direction or in an omnidirectional manner at incredible speeds. The power of the spikes of fur would be able to pierce through solid defenses of the same rank and below and can be released quick enough to take most opponents by surprise. After the fur has been released the Ninken will then saturate their skin with chakra and regrow their fur entirely after two turns. High Breed Ninken however, as a result of their enhanced constitution will be capable of immediately growing their fur back by spending -20 chakra. Additionally, the newly grown fur will have a thickness to it due to the aforementioned saturation of chakra that increases its defensive capabilities, granting one rank to all S-rank and below Inuzuka techniques that utilize a Ninken's fur for two turns.
Notes:
- This technique can only be used two times per Ninken and 4 times per battle, and a Ninken must wait for two turns before using it again.
- No S-rank or above Inuzuka techniques can be used by the Ninken that uses this technique in the same turn.
- Fenrir's Armament cannot be activated in the same turn this technique is used, and if it is active while this technique is used, then the armor will fall away along with the released fur.
- Instead of firing the entirety of their fur, a ninken can instead choose to shoot fur from different parts of his body.
- Can only be taught by Ańbu Juniør.
Taught To: Scaze | LGeezy | Ian
(Zhouhua No Soburin) Zhouhua’s Sovereign
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+20 to applied techniques)
Damage: N/A
Description: Zhouhua’s Sovereign is a passive technique designed to enhance Gatsuuga or Gatenga techniques employed by an Inuzuka or their Ninken. Through an infusion of elemental chakra into a Gatenga or Gatsuuga natured technique, the user is able to imbue their rotation with an elemental nature, meaning that even the most basic Gatsuga or Gatenga techniques turn into a vortex of elemental prowess. During a rotation, the user can infuse Katon natured chakra therein – which will cause flames to rotate around the user in order to enhance the power of their rotation. Naturally, the rotation will adopt the properties of the chosen element, such as with Fuuton, the rotation will adopt the elements sharpness and piercing power rather than being blunt and relying on kinetic force. As such, the technique to also gain the strength and weaknesses of the infused element, while also gaining an increase of one rank to all A-rank and below Inuzuka techniques, and +20 damage for S ranks and above techniques.
Notes:
- This technique can only be used four times and with a one turn cooldown between uses.
- Can only be performed at the same time as a Gatsuuga or Gatenga variant, and as a result, can be performed in the same timeframe as it has no independent usages, though it still takes a jutsu slot.
Taught To: Ian

Ōkami No Keitaku | Blessing of the Wolf God
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 to applied techniques)
Damage: N/A
Description: Blessing of the Wolf God is a technique designed to assist the use of Gatsuuga or Gatenga techniques employed by an Inuzuka or their Ninken. Through an infusion of raw chakra into a Gatenga or Gatsuuga natured technique the user is able to create a lubricating layer of chakra that serves to reduce the friction that is created when an Inuzuka or a Ninken rapidly spin their body while moving through the air, increasing the intensity of the spins and amplifying the strength of said rotation by +20. This technique can be used alongside Gatsuuga and Gatenga techniques as they are initiated, meaning that it can be used within the same timeframe of the technique to which it is applied.
Notes:
- This technique can be two times per Ninken or Inuzuka, and cannot be used consecutively.
- In the following turn, the Ninken or Inuzuka who used this technique will be unable to perform techniques above A rank due to the stain the intensified rotating added to their bodies.
- Can only be performed at the same time as a Gatsuuga or Gatenga variant, and as a result, can be performed in virtually the same timeframe as it has no independent usages.
- Can only be taught by Ańbu Juniør.
Taught to: Scaze | Ian
Fenriru Migoto Hōkō | Fenrir’s Lustrous Roar
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: A more advanced version of Radiant Howl, this technique builds upon a Ninken’s ability to channel and release chakra from their mouth in order to launch ranged attacks. Foregoing the ability to release a radial blast of chakra like the lesser version does, Lustrous Roar focuses solely on piercing power. The Ninken will gather a large amount of chakra within their mouth that is compressed and released in the form of a compact, spiraling beam the speeds towards their target through a roar or bark. This technique also allows a Ninken to control the direction of the attack by moving their heads. The sheer density of the beam makes it equivalent in power to techniques of the same strength, and with the spiraling motion, coupled with the speed of the released beam, allows it to pierce through its targets. Consequently, after using this technique the Ninken will be unable to use techniques that include releasing chakra from their mouth.
Notes:
- This technique can only be used twice per Ninken and requires a two turn cooldown after each use.
- No S-rank or above Inuzuka techniques can be used by the Ninken who uses this technique in the same or following turn.
- Can only be taught by Ańbu Juniør.
Taught to: Scaze | Ian
Fenriru No Busō | Fenrir's Armament
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Self
Chakra: 40
Damage: 80
Description: A problem that many Inuzuka faced was how vulnerable their Ninken were in battle - Ninken were easily struck down by elemental attacks which essentially made them a liability. As such this technique was developed as a defense mechanism for Ninken so that they would be more resilient in fights. By channeling chakra to their skin and fur a Ninken is capable of causing all of their hairs to stand on end and, through use of chakra, force the erect hairs to vibrate at ferocious speeds. Visually a Ninken's fur will seem to spike up, and then once the vibration begins their figure will seem hazed, ethereal even, as their spiked fur rapidly fluctuates, giving rise to the image of a hellhound or demonic entity. Enemy techniques that come in contact with a Ninken under the influence of this technique will be shredded to pieces and forced to pass to the Ninken's side, leaving them unharmed. Even energy based techniques such as fire and lightning are neutralized by this defense, with the Ninken's engorged and strengthened flesh serving to protect against any heat or electrical based affliction while chakra will empower the Ninken's fur to become flame retardant. A Ninken is capable of fine tuning this technique as they wish, so that their Inuzuka partners can still freely come into contact with the user.
Notes:
- Functions as a standard armor, and is capable of defending a normal Ninken from A rank and below elemental attacks, anything greater however will destroy and overwhelm the defense. Normal Ninken will have their fur damaged by elemental attacks blocked through use of this technique, resulting in the armor weakening. High Breed Ninken however, as a result of their enhanced constitution will be capable of quickly growing their hair back and through the sacrificing of 20 chakra be capable of completely restoring the strength of the armor when it is damaged, requiring for the armour to be destroyed in one hit to neutralize this technique.
- Lasts for up to four turns, unless destroyed.
- Can only be used twice per Ninken, and a Ninken must wait two turns before utilizing this technique again.
- A Ninken can angle their hairs so that they will protect vulnerable spots such as the underside of their paws and the insides of their ears, although the prior is toughened through chakra as well.
- Gatsuuga/Gatenga techniques utilized by one clad in Fenrir's Armament will gain an additional rank, this works on A rank and below Gatsuuga variations, S rank and above will merely gain a flat +20 damage boost.
- Drains 10 chakra per turn.
- Naturally the armour will persist during transformations if the user has fur.
Taught To: Scaze | LGeezy | Ian
Ōkami kamigami Kaiten Kiba | Wolf God's Rotating Fang
Type Supplementary/Defensive/Offensive
Rank: S
Range: Short - Mid
Chakra: N/A (40 if used with chakra)
Damage: 40 (80 if used with chakra)
Description: Employing the use of Gatsuuga concepts, this technique allows for an Inuzuka or Ninken to rapidly rotate their body either vertically or horizontally in place to gather air around them. The rotational force is so powerful that it gathers wind around the user as he spins, and will create a suction effect that pulls the opponent or a technique towards them. The wind gathered by the rapid rotation is devoid of chakra similar to the Konoha Ryujin technique, and as such it can withstand B rank and below elemental techniques. When this technique is used with chakra the user will leak chakra from their entire body as they rapidly rotate in place, which will form a large wolf made of dense chakra that pulls the opponent or a technique towards it, that will then appear to devoured. The chakra wolf is equivalent in size to the Water Beast technique, and is so dense that it's equivalent in strength to S rank elemental techniques.
Notes:
- Chakra empowered usage can only be used 3x
- Excessive usage of this technique may induce vertigo, as such if used for two turns in a row the Inuzuka user will be unable to effectively use S rank and above Ninjutsu (Reduces their power to A rank).
- The suction effect can be used to divert incoming techniques of the same strength from their intended target, and reaches up to mid range.
- This technique can be used by an Inuzuka, their Ninken partner, or together as a collaboration technique, but when used in that fashion it will be considered as a single use of the technique.
Taught To: Robot Boy | Scaze | LGeezy | Ian
Fenriru No Gimuzuke | Fenrir's Lesser Oblige
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short
Chakra Cost: 40 ( -15 per turn )
Damage Points: N/A
Description: This technique was designed to rectify the weaknesses of managing multiple bodies within Battle. Many Inuzuka found that their Ninkens became easy targets for area of effect Ninjutsu techniques, and often experienced problems with defending from widespread attacks without compromising their Ninkens health or position. As such this technique was developed as a fix for these flaws. This technique allows an Inuzuka to enter into a lasting fusion with their Ninken(s). While fused the Ninken will inhabit the users body and the user will gain the ability to use techniques that require 'Four Legged Beast' transformation as a perquisite and will also gain the senses of their Ninken. The Ninken(s) will be aware of the world through the users senses however their mind and chakra systems will remain separate. The Inuzuka however will still be capable of tapping into their Ninken's chakra supply, and will be capable of using it to bolster their own supply for future techniques. Lastly, fused Ninken can demerge from their host body at any point in time, and can also choose to re-emerge without cost. Merging and de-merging however is not instant, instead it simply functions as a Ninken or Inuzuka walking outside of the hosts body - and as such is far inferior to the merging abilities of Souma No Kou. One added benefit is that a host can have appendages such as tails or wolf ears that can prove useful in combat, but are largely cosmetic, the main host can also be switched at will - housing the user and other Ninken(s) within a Ninken's body instead.
Note:
- Must be posted at either the start of the battle or in the users bio, and is active at all times. (In the case of the users bio, the user will be incapable of using more than two techniques on their first post in a battle or event, and will suffer the respective chakra cost too)
- In the case of deactivation (On the users account or as a result of an enemy technique) this technique can be reactivated again at the cost of the move. Each reactivation will require more chakra than the last, doubling each time.
- This technique serves as the ultimate baseline form for Inuzuka's. After using another transformation the user is capable of reverting back to this form without completely cancelling the previous transformation, instead they retain the physiological benefits of the other transformation (Such as increased sensing and other abilities) and are also capable of re-entering the previously activated transformation without cost as it is still considered active. (Does not distort or ignore turn restrictions)
- For the purpose of this technique, normal Ninkens will each have a supply of 200 chakra that the user is capable of accessing.
Taught to: Scaze | Lysander | Ian
Ōkami No Kaminoikari | Wrath of the Wolf God
Type: Offensive/Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90
Description: Existing as the pinnacle of Gatsuuga or Gatenga variants, Wrath of the Wolf God requires the expenditure of vast amounts of chakra so as to reach staggering gyration speeds. Initiated by channeling chakra throughout the body so as to cushion internal organs and heighten muscle, bone, and connective to place the body in an above peak state, Wrath of the Wolf God will have the user then begin to spin just as they would when utilizing a Gatsuuga or Gatenga technique. The difference, however, lies in the immense amount of chakra that will flow through, and seep out of the user's body. At times the chakra will spin in the same direction as the user, at other times it will spin in the opposite, adjacent or random angles that will generate increased traction for even greater rotations per minute. Regardless of the manner in which the chakra spins, one thing will be certain, that the user's physical spin will far surpass that of any Gatsuuga or Gatenga technique ever demonstrated. So fast in fact, that the air will visibly ripple in the wake of the user as they move, as the user will easily achieve the tops speeds of Dance of the Wolf God, and a howl - said to be that of Fenrir himself will emanate from the user's position. The flaw of this technique, however, is that it is not immediately invoked at its full power. On the turn of its creation Wrath of the Wolf God will only possess the power of an S-ranked attack (it is considered neutral to elemental techniques), however, as the user's rotation speed continuously increases it will, by each passing turn, receive a cumulative +10 damage boost that will allow it to reach its full powered forbidden ranked damage by the turn after it is used. Once Wrath of the Wolf God is started, it can only be stopped by the user or a technique of equal or greater power, against anything else the Gatsuuga/Gatenga will merely momentarily lose momentum, and then immediately recover by the beginning of the next turn, it may be vital, then, for an opponent to stop it in its initial stage, before it can ramp up in power.
Notes:
- This technique can only be used once per Ninken or Inuzuka. If an Inuzuka uses it, then the Ninken cannot use it, and vice-versa.
- The backlash when this technique ending is severe, once stopped the restrictions will take a turn to kick in. On the next turn, the user will, on account of achieving such immense rotation speeds, experience severe dizziness to such an extent that they will not be able to walk properly, halving their speed, and their vision will also be severely impaired as everything will appear blurry. On account of motion sickness, the user will experience severe nausea that will prevent then from using any technique that involves spewing a substance from the mouth for a turn, and their extremities will be racked with pain for two turns.
- If canceled before Wrath of the Wolf God can reach its forbidden ranked power, then the user will only experience the pain backlash, and for only one turn.
- If the complete version is achieved the user will, upon receiving the backlash, be barred from Inuzuka or taijutsu techniques above B-rank for two turns.
Taught To: Scaze | Ian
Taught By Scaze: [ ]
Supekutoru-Kan | Spectral Sense
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: N/A
Description: A High Breed Ninken will be capable of channelling their chakra to their nose, activating a technique that will draw upon their ability to 'smell chakra' and heighten it greatly. Much like synesthesia, while the chakra will be detected by the users sense of smell, it will instead be interpreted visually, with smelt chakra being interpreted as visible colours that will seep and ooze out of techniques and people. Of course as it is detected by smell, sensory of chakra then, will not be limited to the users visual range, but will instead exist independently as an experience-able phenomenon that will be interpreted visually - for instance the user will be able to close their eyes yet will still see colours, smells from behind the user will be interpreted in a way akin to peripheral vision, yet more rear reaching and so on. The stronger or fresher the chakra source - whether it be a person or technique, the more vivid and bright the colour will be. Staler sources of released chakra will take on more bland and faded tones, while those interpreted as dangerous or fatal will take or strong and alarming red, yellow and purple tones. Similarly more active chakra, such as that produced by a ninja performing a technique or an active attack will produce stronger, more block colours, while dormant sources, such as a ninja at rest or passive or dormant techniques will produce more patchy and whispy tones. Elemental affinities will also have their own distinct colours, as will other disciplines of chakra transformation, even pure physical and spiritual energies will have their own hue. Due to the experiential mental connection between the two partners, an Inuzuka will also be able to tune into this sense as he sees fit, with both being able to enhance or dampen this ability as is necessary.
Note:
- Colour perception will appear like a filter that overlays onto the normal view of the world.
- Can only be used 3x
- Once activated it lasts until deactivated, draining 10 chakra per turn from the user.
- Can only be taught by Scaze
Keruberosu Mohō | The Cerebus Imitation
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: Allows for two or more Ninken to fuse together to gain the size and strength increase signature to Inuzuka transformation techniques. Unlike most other transformations, the size increase is not static but is instead adaptable, allowing the fused Ninkens to freely shift between normal sizes up to giant summon sizes. Furthermore the fused entity is capable of producing additional limbs and appendages (No more than the sum of the unfused participants, i.e 2 Ninkens would have 8 legs total), and is also capable of increasing it's musculature for additional strength. Fused Ninken will gain a +20 damage boost to Inuzuka techniques, while also being capable of withstanding B rank and below physical attacks due to their enhanced musculature and fur, and holding the ability to shatter through B rank and below defences by increasing their size, or even just their density and weight. High Breeds who use this technique will have their healing factor increased greatly while in this state due to the shifting nature of this technique and the tremendous amounts of physical energy crammed into a single body, as a result they will be capable of regenerating from bruises, stab wounds and burns within the period of a turn, while more severe injuries such as shattered bones will require two turns to regenerate from. Along with this, they will gain the ability to perform minor changes to their bone and cartilaginous structure, such as alterations to accommodate for bipedal movement, elongate claws and fangs, and even the ability to alter the plates within their skulls to produce sprouting horns - however the changes will always be purely functional in nature, and unlike Kaguya's they will not hold the capacity to produce or manipulate bone to any exceptional degree.
Note:
- Last for four turns, five in the case of a High Breed.
- Merging requires to Ninken to be within a meter of each other, or direct physical contact.
- Can be used again to refresh the duration of this technique, or similar such combination transformations. Naturally this counts towards move and usage count.
- Can work alongside Double-Beast Head Transformation and other such Inuzuka techniques.
- In the case of only a single Ninken, the user can assist with this technique, producing a clone so as to reach similar effects. However the fusion will be less stable, and as such only last for half the time. (Rounded up (2 or 3 turns respectively))
- This technique will slowly begin to take its toll on a Ninken, should a Ninken enter into another transformation directly after this technique, or refresh it's duration, they will, after 5 turn enter a fatigued state that will leave them incapable of performing Inuzuka techniques above B rank or entering into an more transformative unions for three turns.
- Can only be taught by Scaze
Haiburīdo | The High Breed
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: After decades of research and selective breeding the High Breed were born, the High Breed, bred to be genetically superior to all other Ninkens immediately displayed talents that completely overshadowed that of lesser breeds from a young age. High Breed's are born with a more robust constitution, resulting in them being larger, stronger and faster than other breeds. They also look far more wolf-like as a result of their wolf-rich bloodline. High Breeds display savage intellect, and are capable of exercising great cunning and problem solving abilities; and as a result of their advanced intellect they have gained the ability of articulation. Other talents include a healing factor, senses twice as strong as a normal Ninken's, and a greater synergy with their Inuzuka counterparts; resulting in fusion and transformation techniques used with a High Breed being a third larger, with time-limited fusion techniques having their duration increased by two turns. However High Breed's have been known to reject their Inuzuka counterparts, entering into a faux relationship for a time, and then turning on their paired Inuzuka the moment they have grown large enough to kill their ill-suited partners. As a result the High Breed were kept secret and many voted for their extermination, but in the end they were merely banished into the woods of Konohagakure, kept alive in case the clan should have need for them in the future. However, should a High Breed fully accept an Inuzuka a most curious phenomenon will occur in which both the High Breed and Inuzuka will become mentally linked, capable of sharing thoughts, feelings and experiences with each other, with such a deeply intimate bond being the absolute apex of a Inuzuka and Ninken bond. A High Breeds ability to 'smell' chakra is also unprecedented, far outstripping that of Ninken such as Akamaru as they are capable of accurately gauging the strength of opponents and techniques among other things. (To be explored further in techniques). Lastly, as a result of the selective breeding and genetic manipulation used to create High Breeds, many High Breeds have experienced genetic mutations, some more simple, such as heterochromia, others more noticeable such as having multiple tails, a paw that's far larger than others, exceptionally long claws and so on. The High Breed also hold a greater affinity to chakra than normal Ninken, ensuring that they excel at walking on water, tree climbing and chakra based Inuzuka techniques, with their actual chakra being dense and bountiful, holding a chakra supply equal to half of their Inuzuka partner and also possessing an affinity towards at least one element. (A high breed cannot use Ninjutsu or elemental Taijutsu (Aside from Inuzuka techniques of course) by default, instead their supposed affinities are there to be explored in future techniques).
Note:
- Must either be posted in the users bio (Along with an explanation of how they met a High Breed and a description of their High Breed) or posted at the start of a battle. (In which case their High Breed by default will simply look like a wolf that, for it's age, is up to twice larger than any known Ninken.)
- Kuromaru - the only Ninken who has displayed articulation abilities to date, is a High Breed descendant, and is the result of an experiment to water down the thick blood of High Breeds to create a less talented, yet as a result more tame, and still somewhat remarkable Ninken.
- High Breeds receive a +20 damage boost to their Inuzuka techniques, and are a rank faster than their Inuzuka counterpart.
- High Breeds are capable of healing faster than normal Ninkens, on it's own this means little in battle, aside from the fact that they are capable of recovering from minor scratches over the course of three turns, and that they rarely suffer from fatigue, capable of running for days on end without tiring.
Fenriru No Gimuzuke | Fenrir's Oblige
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40 (+200) (-40 per turn)
Damage Points: N/A
Description: A merging transformation technique that is simple in concept, yet immensely useful in application. The user through either direct, or secondary contact with their Ninken will merge into a single entity, or if at range through the formation of a single handseal. This merger essentially combines many of the previous transformative techniques demonstrated by Inuzuka's into one, more harmonious, far more efficient technique. When within this form the user is capable of seamlessly switching between the forms of a human and a ninken, with such an ability giving way to rather useful 'mid points' that stem from utilizing a mixture of human and ninken aesthetics and physiology; for instance a tail and canine ears, or a completely hairy body, from a form mimicking that of the 4 legged technique to forms that grant the user a more burly werewolf like body. There even exists more extreme forms where power is amped to the max, ultimately granting a larger more giant summoned sized forms similar to the '(Jinjū Konbi Henge: Sōtōrō ) - Human Beast Combination Transformation: Double-Headed Wolf' technique and (Jinjū Kongō Henge: Santōrō) Human Beast Mixture Transformation: Three-Headed Wolf. Of course the ability to morph and shift between the basic and chakra enhanced physiology of man and beast allows for devastating versatility. Alongside the visible outer changes, other changes occur such as those within the users chakra, or senses. The users senses are always bolstered to an utmost extreme thanks to the aid of their Ninken, having a sense of smell that capable of smelling objects up to 2 landmarks away, and equally notable sight which of course includes night vision. While the users chakra system, having been intersected and interwoven into their Ninkens, yet still remaining individual in its own right experiences a constant flush of their Ninkens chakra every few moments, the perpetual flux making the user resistant to B rank and below Genjutsu, while the initial merge frees the user from all genjutsu's due to the sudden introduction of foreign chakra (except MS/Doujutsu Level/Yin Level Genjutsu). The users reflexes also increase, leading to them being heavily relied on in place of reactions, not to say that the user is subconsciously reacting in an almost magical manner, but instead is based on a more a mind without a mind concept, with the tasks and skills that have been drilled into the user through both practice and prior battling experiencing surfacing for utmost efficiency and finesse. Due to the addition of the Ninken's physical, mental and chakra based influence, the users Inuzuka techniques gain a +10 damage bonus. There however remains to be a downside to the technique; as any damage the user receives is doubled, as not only is the physical recoil increased due to two entities being present within one body, and thus the damage affecting both, but, the mental and psychological damage denoting to injury is also increased two folds, due to two minds being affected by the same pain at the same point. Due to this the gained resistance to genjutsu is invaluable, as the resistance not only works to dispel genjutsu of B rank and below after the most minor amounts of exposure, but it also lessens the impact on the users senses, therefore preventing higher ranked genjutsu from dominating via exploitation of the users increased mental sensitivity.
Note:
- Can only be used thrice with a three turn cooldown in between usages. After ending, the user cannot use any S rank or higher Inuzuka transformations the same turn. After the second usage the users speed will be reduced by a rank for two turns and no S rank or higher Inuzuka jutsu for two turns, and after the third their speed will be halved for three turns and no S rank and higher Inuzuka techs for 3 turns.
- Lasts up to 3 turns each usage
- While the transformation grants a base buff similar to that of the four legged technique, although slightly more potent (with his sensing never exceeding x3), certain forms have their specific strengths, for instance larger forms will be more powerful and bulky (the melee, physical attacks of giant forms will, just like in Santoro, gain a passive +20, even in freeform), more four legged forms will be faster and more instinctual (x1.5), while two legged forms with adaptations will specialize in balance and agility. (up to twice the user's base speed)
- Can only be used by an Inuzuka, requires at least one Ninken, and synergises with other Inuzuka transformations. I.e the effects of a transformation that makes the users fur more shaggy for defensive purposes can still persist once this is used
- Can only be taught by Scaze
Fenriru No Hikō | Fenrir's Claws
Rank: S
Type: Offensive
Range: Short - Mid
Chakra Cost: 40 (-10 per turn)
Damage Points: 80
Description: A heavily ninjutsu orientated Inuzuka technique in which the user releases an abundance of silverish chakra that coats their fingers, forming talon like claws of highly condensed chakra. The claws being exceptionally sharp, can be utilised to slash and dice the opponent, holding enough physical prowess to easily slice through a Katana, or even a war hammer for that matter. The true prowess of these chakra claws however is that, through a thrust or slash, they can be released forwards as projectiles, following a pattern similar to that of their release method. For example a straight thrust would result in five straight lined streaks being released, or five arching crescent streaks if released through a swing. With the user capable of releasing four sets of such attacks, dividing the power among them, or alternatively releasing it all in one go for a more powerful singular attack. The released chakra waves can be made to naturally expand so as to prove more of an offensive threat, capable of growing to sizes just slightly greater than twice the size of the user's normal body over a short period of time. However when these claws strike something solid, instead of puncturing, slicing, and blasting through them as they would intangible elements, they instead forcefully erupt, separating into dozens of tiny whirling claw shaped chakra structures that rampage forth outwards at any direction forwards of a 210 degree angle of the chakra streaks original direction, thus preventing them from backlashing onto the user. This of course only applies to solid techniques, should the technique clash with a water, fire, or wind technique it would not erupt, with the claws capable of overpowering A ranked elemental techniques to play equal against S ranked elemental techniques. Thankfully, the sharpness of the claws are minimised when they're not being used offensively, allowing the user to still utilise their hands to perform handseals, wield weapons and so on.
Note:
- Can only be used 3x
- No Inuzuka techniques above S rank for the rest of the turn.
- Can only be sustained for a maximum of three turns.
- Can alternatively be performed by a Ninken to coat their paws.
- Eruption can instead be suppressed, or forced to occur at will regardless of scenario but cannot affect living/sentient beings in this manner.
- Can only be taught by Scaze
Keruberosukuranchi | The Cerberus Crunch
Rank: S
Type: Defensive/Offensive/Supplementary
Range: Self
Chakra Cost: 40 (-10 per turn to sustain)
Damage Points: N/A (80)
Description: A technique invented by the Inuzuka, whereby channelling chakra to one's neck and jaw they're capable of ushering in a dense coating of chakra that protects the interior of their mouth and gullet, coating every region of the mouth - especially the teeth. The chakra serves to forcefully reject and pressurize any foreign material that it comes in contact with, whether it be matter or chakra, and in turn essentially grants the user the ability to chew on, well, anything. Well, almost anything. Things that possess the power to override the chakra coating - for instance higher ranked elemental techniques, would be capable of powering through the coating so as to deal damage, while the indestructible would be capable of resisting deformation. Nonetheless, the otherwise omnipotent protection that this technique grants, can, for the feral Inuzuka more or less directly translate into power, allowing them to crunch through a range of materials, especially when in their more gigantic Inuzuka transformations. And, as long as they do not exhaust this technique they need not fear self-harm when doing so, being quite capable of chewing upon and swallowing blades should they so wish, with the chakra protection sometimes focusing at particularly stressed spots - making it near impossible for piercing techniques to undermine the chakra based defence.
Note:
- Can only be used 2x and lasts a max of 3 turns each time.
- No Inuzuka techniques above S rank for the rest of the turn
- Could also be used by a Ninken
- Can only be taught by Scaze
Taught by Lysander [ ]
Shorotoru no Kage | Shadow of Xolotl
Type: Offensive/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: This technique is to be performed when the user's partner is performing a Gatsuuga or Gatenga variant. The technique involves the alignment of the users breath and movements to that of their partners, when their partner begins to roll, they too will roll, matching the roll inch for inch, breath for breath, movement for movement. By doing this the user becomes the perfect shadow, shadowing the movements of their partner while also concealing themselves within their shadow much like the ‘Shadow Shuriken Technique’ and its variants. This essentially creates a second phantom strike behind the original Gatsuuga/Gatenga, that holds all the power of, and behaves in the exact same manner as the original on account of being a perfect replica - which is produced by this technique, with no relation to the original Gatsuuga/Gatenga outside of mimicking. As a shadow, it will never hinder the main body, nor will the main body hinder it, for they exist in perfect sync and harmony. However, at any point in time the Shadow can claim its individuality, diverging from the main body to deliver an attack from a separate angle.
Notes:
Once used by a Ninken/Inuzuka, they must wait a turn before using it again.
Can only be used twice per Ninken/Inuzuka
No Inuzuka techniques above S rank for the rest of the turn.
Fenriru no Tayori | Tidings of Fenrir
Type: Offensive/Supplementary/Defensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: This allows the user to, when performing a Gatsuuga or Gatenga variant, add a specific rhythm to their violent gyrations that will facilitate the generation of wild air pressure and rapid winds, not at all unlike those of ‘Leaf Dragon God’. The formed vortex(created with the aid of chakra) will span out to a distance thrice that of the users length/height in all directions, and will be created with either a push or pull property. Depending on how the user spins, the air pressure generated by their Gatsuuga will either drag opponents caught within its vicinity to the center of the vortex, or repel them away, both iterations will deal slicing and blunt damage equal to that of the Gatsuuga or Gatenga that spawned it. The created vortex is equal in power to elemental ninjutsu, and the user is capable of separating from the vortex and releasing it in a set direction as a unidirectional shockwave should they so wish.
Notes:
Can only be used 4x
Once used the user cannot use Inuzuka techniques above S rank for the rest of the turn
Can only be performed at the same time as a Gatsuuga or Gatenga variant, and as a result can be performed in virtually the same timeframe as it has no independent usages.
Can be used by either Inuzuka or Ninken.
Taught By Zero Kelvin [ ]
Advanced Inuzuka Senses | Kōdona Inuzuka Kanchi
Rank: S
Type: Supplementary
Range: The whole field
Chakra cost: 30 (+5 every round)
Damage points: N/A
Description: This technique is an advanced form of the heightened Inuzuka senses, and it can only be performed by members of the Inuzuka clan whom have achieved full mastery of the clan techniques. This technique requires physical contact with the users ninken, and it’s based around the principle that Inuzuka clan members are able to mix and share their chakra with their ninken, and the other way around. The user focuses greatly on the bond he and his ninken shares and absorbs almost all its chakra, leaving it completely drained and unable to battle any further. The great presence of canine chakra in the users body, will greatly increase the users sense of smell and hearing to a level that is far more advanced than even the most experienced and talented Inuzuka clan members. This means that the user is, for example, able to hear the opponent’s heartbeat. Because of the massive animal presence in the users chakra network, the user inherits a small part of his ninkens “6th sense” (the sense that allows dogs to foresee storm, for example) which allows him to block out unnecessary sounds like explosions. The user is able to adjust his hearing and smell by controlling the chakra flow to his ears and nose.
-Can only be used by a member of the Inuzuka clan.
-Can only be used once.
-Lasts for 4 turns.
-The users ninken cannot move or battle for the rest of the battle after this technique has been used. Because of this, the user cannot use his ninken (or any ninken) for the rest of the battle.
-No Inuzuka techniques can be used while this technique is active.
-Can only be taught by Zero Kelvin.
Taught By Robot Boy [ ]
(Jinjū Henge: Bīsutohito-ka) – Human Beast Transformation: Beast humanized
Type: Supplementary
Rank: S
Range: Short
Chakra: 40 (-5 per turn)
Damage: N/A
Description: The user will make the ram hand-seal to fuse with their Ninken into a single entity, and compress all of their chakra into a smaller, condensed transformation, taking on a more suitable form for close quarters. Their back and shoulders is hairier and hardened compared to the other transformations and they retain their human arms which are covered in tough fur and are slightly bulky. The user and Ninken retain its wolf legs and tail, and their forearms become large. While in this transformation, the user’s endurance is enhanced, being able to endure against physical attacks, up to and including B-rank. Their speed and reflexes is also enhanced, allowing them to run across the battlefield slightly faster than a Taijutsu user as well jump longer distances than them. Lastly, the user is limited to using Taijutsu and Inuzuka techniques while in this form.
-Can only be used once per battle
-Lasts for three turns or until deactivated
-Must be a member of the Inuzuka clan and requires a dog companion
(Jinjū Konbi Henge: Gādourufu) – Human Beast Combination Transformation: Guard Wolf
Type: Defense/Supplementary/Attack
Rank :S
Range: Short
Chakra: 40 (-20 per turn)
Damage: N/A
Description: The user fuses with their ninken into a bicephalous wolf except slightly smaller than the normal two-headed wolf and their fur grows out and covers their entire body leaving only the head and legs visible. While in this form, the user’s fur can defend him/her or allies from one attack up to and including A-rank, acting as a shield. The wolf’s body is large enough to cover up to two people. The user can take advantage of the furry body by tossing up weapons into the air and then by transforming, expand and have the dense fur disperse the weapons in different directions to attack targets that have them surrounded. The Inuzuka member and his/her ninken can attack by bouncing/moving around to crush their targets like a massive furry beach ball and counts as a B-rank. Lastly, while in this form the user is vulnerable to attacks from the ground. Like the three-headed wolf transformation, this transformation offers the user resistance to genjutsu, canceling techniques of B-rank and below.
-Lasts for three turns or until the user decides to deactivate the technique Or until hit by sufficient damage
-Can be used once per battle
-User is limited to using Inuzuka techniques while in this form
(Koiringu Kiba) – Coiling Fang
Type: Defensive
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description:The user and his ninken will focus large amounts of chakra and spin at furious speeds while encircling and wrapping around an ally (while maintaining a 2 meter distance away from them in this case) in opposite directions to defend them from an attack coming from all directions. When defending themselves, the users will spin furiously before combining, moving in a single direction, facing upward, and in place. The ‘barrier’ is strong enough to endure against one S-ranked attack. Though the technique protects the user/ally, it puts a large amount of strain on the users body and mind, making this a onetime thing. If they were to use it again, they would certainly die before completing it. When performing the technique on an ally, the Inuzuka and their ninken will run around in a circle really fast. When performing it on themselves, they will spin on the spot and their drills will appear to swirl and mix.
-Must be a member of the Inuzuka clan
-Can only be used once per battle
-Lasts for one turn
-No taijutsu above B-rank for two turns
-The user needs at least one ninken to perform this
(Joushou Doriru Dageki) – Rising Drill Shock
Type: Offensive/Defensive
Rank: S
Range: Short - Mid (Made short-range with a mid-range reach)
Chakra: 40
Damage: 80
Description: This is a technique developed by Caius of the Inuzuka clan. While gathering large amounts of chakra, the user will jump into the air and spin furiously and shape the chakra around him into a spear similarly to the second method of lightning release: ascending earth. He then dives down and drills straight into the ground, releasing the chakra under the targets, and shot upward or at an angle in the form of two large vertical columns made from the user's chakra, that spin at ferocious speeds as they rise, granting the columns piercing and shredding capabilities. Alternatively the columns can be used to shield the user and an ally.
-Can be used twice per battle
-No S-rank or above techniques next turn
-Can be performed by an Inuzuka or his ninken
-Physical contact with the ground must be made
Taught By Bobo [ ]
(Ōkami otoko no ikari) Wrath of the Werewolf
Type: Supplementary
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: The user will take their connection with their Ninken to the next level with this jutsu in a form of partial transformation pushing forwards with the animalistic like attributes. When an Inuzuka member witnesses their Ninken being seriously injured or killed, they can focus a massive amount of chakra throughout their body, while also mixing it with the chakra transferred to them by their Ninken through physical contact, causing their looks to be changed to that similar of a werewolf becoming the embodiment of their bond, half man half beast. Improving their reaction time greatly, and enhancing their senses, allowing them to easily sense Elemental jutsus, such as hearing the crackle of lightning easily, and feeling the wind and heat and the vibration of Earth.
It also enhances their speed by 1.5, and increases their Taijutsu damage by +1 rank up to S rank, S rank and above gain +10 damage. This applies to other physical jutsu such as ninken jutsu like fang over fang.
~Notes:
- Cannot be stacked with the 4-Legged technique.
- The Ninken will be unable to participate in the fight any longer, unless somehow healed.
- This effect lasts 4 turns.
- Can only be used once per battle.
- Must be a member of the Inuzuka Clan.
- Can only taught by Bobokittyduck.
 
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Ańbu Juniør

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Steel Release

(Kōton: Babiron No Sōjō Geitsu) Steel Release: Layered Gates Of Babylon
Type: Defense
Rank: Forbidden
Range: Short
Chakra: 50
Damage: N/A
Description: The user gathers an immense amount of steel chakra and channels it into the earth through his legs, which in turn causes the ground in the user’s immediate vicinity (5 meters all around) to be converted into black steel. After the ground has been converted the user will clap his hands together in order to have multiple (4) layers of thick steel rise from the ground and surround him completely in a dome like manner, which takes the form of a Aurochs. The dome will have a split down the middle and can be opened on the user's command, and it is strong enough to withstand the destructive force of S-ranked techniques and remain undamaged. Employed as the ultimate defense, Babiron No Sōjō Geitsu can be used to defend against any F-Ranked attack following elemental weaknesses and strengths. After protecting the user from an incoming attack the corroded layers of steel will peel away from the split in the middle of the dome and fall away from the user.
*Note: Lasts for one turn
*Note: Can only be used Once per battle.
*Note: No steel technique can be used in the same turn.
*Note: Only B-rank and below steel techniques can be used for the next two turns.
Taught: Beifong | Robot Boy | Gajeel Redfox | Negative Knight | BlackCrow | Drackos
(Koton: Guntai no Shiroi Kouhi) – Steel Release: Cavalry of the White Queen
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: The user will infuse additional chakra into an existing sentient steel technique, either when it’s already on the field or upon it’s creation, to grant it a superior form of ‘sentience’. What this essentially does is bring their level of autonomy to resemble the Knights created in Steel Release: Knights of the Round Table. The sentient steel technique will become capable of using Steel Release techniques up to and including it’s rank sans handseals. This includes techniques which can only be used in Glory of Galahad as the creation is already composed of steel. If applied to a steel technique on creation, this jutsu can be used in the same time frame as it's predecessor technique. For example, applying this to a B-Rank knight will enable it to use B-Rank and below Steel techniques.
Note: Can only be used thrice per battle
Note: Can only have this active on one technique at a time
Taught To: Beifong | Blackcrow | Negative Knight | Drackos
(Koton: Yuui no Kakuchou) – Steel Release: Ascendancy of the Highborn
Type: Supplementary/Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (60 damage if used to attack the opponent)
Description: The user will perform three handseals and focus their koton chakra into any steel infused with their chakra outside of their body. The structure in question will dissipate into millions of steel grains (similar to Corruption of the Kingdom) and will initially scatter outwards in every direction at the speed of an arrow fired from a compound bow. All of the grains quickly move towards and converge on a new position before congregating to instantly form the structure exactly the way it was (reformation takes no time at all). Reforming the structure from the steel dust will still be audible despite it's speed and will sound like pouring sand (like a flipped hourglass).
Note: Can only be used thrice per battle
Note: No Steel above S-Rank in the user's same turn
Taught: Beifong | Blackcrow | Negative Knight | Drackos
Kōton: Shukensha no Oukan) – Steel Release: Sovereignty of the Crown
Type: Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: Similar to the canon jutsu "Steel Release Technique", the user will use hand gestures rather than handseals to control any pre-existing steel on the field. This is almost identical in use to Mordred's ability in "Steel Release: Knights of the Round Table". This extends to advanced variants such as molten steel and steel dust. Any steel structures this is used upon can be reshaped or reformed as the user wishes and will be capable of levitating while this technique is maintained. The user can only use this on steel they created (can't be used on the opponent's techniques).
Note: Can only be used four times per battle
Note: lasts for the turn used.
Note: No other S-Rank or above teel in the user's same turn
Taught: Beifong | Blackcrow | Negative Knight | Drackos
(Kōton: Kakuchou Fantomu) - Steel Release: Noble Phantasm
Type: Offensive
Rank: A
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user will perform two handseals and focus his koton chakra into the ground or a source of steel to unleash countless bladed weapons all across the battlefield or from a localized area. They erupt and travel at the speed of the shards in the canon technique Steel Release: Bullet Swarm. The weapons can be of any variety as long as they're bladed (e.g. swords, daggers, spears, et cetera), can levitate and are capable of moving through the air as long as this is active. The user can govern the movement of all the weapons through hand gestures but must focus on this technique to maintain it (Similar to Earth Release: Great Stone Golem). Essentially, attempting to perform a new technique while using this will cause the user to lose control of said weapons. This can't be used from directly under the opponent.
Note: Can only be used 4 times per battle
Note: No Steel above S-Rank on the turn this is deactivated/destroyed
Taught To: Beifong | Blackcrow | Negative Knight | Drackos
(Koton: Shippou Koushaku) – Steel Release: The Silver Prince
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 per regeneration)
Damage: N/A
Description: The user will perform two handseals and focus their koton chakra into the ground to create an armored knight known as the Silver Prince, who is roughly the size of an ordinary person. The knight’s body is composed of the silver-coloured steel and possess a similar but superior level of sentience to that of the Stone Golems. Since it’s composed entirely of steel, the knight can use any steel technique that’s normally only usable during Glory of Galahad. The first ability of the Silver Prince is it's capability to passively link the duration of any steel jutsu which transform, alter or modify it's body such as Gallantry of Gawain. For example, if Gawain was used to transform it's arms into swords, the transformation would last until the Silver Prince is deactivated or destroyed.
His second and main ability is his capability to use A-Rank and below Steel techniques. However his steel jutsu possess a special trait. Their constitution is made up of thousands upon thousands of extra fine wires. This difference to ordinary steel jutsu will be imperceptible to the naked eye, at least until the technique is struck by an attack insufficient in destroying it. Any damage dealt to the technique will be rapidly undone as the wires rearrange and sew back together as necessary to undo the damage sustained by the technique. This restoration to full power can happen continuously and each time it happens additional chakra (-10 per regeneration) will be sapped from the user. The purpose of this chakra is to replenish any wires that were destroyed in the clash and restore the technique to full power. This regeneration is utterly powerless against techniques of equal or greater power. For example, an S-Rank Fire technique would destroy an S-Rank steel technique with this trait and it will not regenerate. Regeneration counts as a move, however the user is simply free to perform other techniques while it occurs.
Note: Lasts four turns and can only be used once per battle.
Note: No S rank Steel and above in the same turn the Silver Prince is made.
Note: All of the techniques performed by the Silver Prince count towards the user's jutsu per turn limit.
Taught: Beifong | Blackcrow | Negative Knight | Drackos
(Koton: Shippou Kokuou Shin'en No-su) - Steel Release: The Silver King, Abyssal of the North
Type: Defensive/Supplementary
Rank: Forbidden
Range: Short
Chakra: 50
Damage: N/A
Description: This technique can only be used during Glory of Galahad. The user focuses his koton chakra throughout his body to unwind his steel form into thousands of ductile wires. These wires are coiled into highly compacted springs and compressed to the extent they don’t differ from the user’s original body in form or appearance. He will also reshape his body to bring forth certain changes, some cosmetic and some mechanical. The shape of the user’s upper body will remain largely unchanged barring minor cosmetic changes. His shoulders will become broader and his chest will become reminiscent of medieval armor. His visage will change to resemble a mask more than a face. Several pairs of horns will grow from his head and the shape of his hair can only be described as being akin to flame. Every edge of the user's body will also become "sharp" like a sword (e.g. the edge of their arms or in-between their fingers). The newfound elasticity in both the joints and tendons will allow him to store and return four times as much elastic energy per step compared to the average shinobi. As such, the user’s sprinting speed will be quadrupled and they will gain the ability to cover distances of thirty to fourty meters in a single leap or bound. While this is active, the speed of “Steel Release: Boldness of Bors” will increase proportional to the user's new speed (multiplied by four) as it will become applicable to all of the user’s joints and tendons in addition to the balls of their heels. They will also become capable of using it in the same way as a standard chakraless Taijutsu technique as the preparation component of Bors is voided by having the body already transformed into steel and composed of wires. Regarding the user’s upper body, he will become capable of extending and retracting his arms at the speed of an arrow fired from a compound bow. The enhanced speed of the user’s strikes allows him to launch hooks, jabs, straights and other hand-based motions at an even greater frequency than normal. The springs never undergo complete rarefaction, so the reach of the user’s strikes is not lengthened in any way. The increased elasticity of the user’s entire body will also grant them the ability to mitigate damage sustained from Taijutsu strikes. In this state, the user’s steel form develops a certain propensity to both absorb shock and impact, effectively halving the damage they sustain from any Taijutsu. This technique will always last a minimum of four turns and so if Galahad has one, two or three turns remaining, it's duration will be extended accordingly. For example if Galahad has two turns left, it's duration will be extended by two turns. If Galahad has one turn left, it's duration will be extended by three turns.
Note: Lasts until Glory of Galahad ends or four turns
Note: Can only be used once per battle and when galahad ends, the user will collapse, exhausted unable to battle, in some cases, they will even die (users choice)
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Taught: Negative Knight

Taught By Nathan
(Katon: Pisuton no Jutsu) Steel Release: Piston Technique
Type: Offensive
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60
Description:
forming the hand seals Tiger → Hare → Rat → Dog → Horse, the user coats their arm in metal and creates a piston-like attachment around it. When used as a taijutsu measure, the user can punch the opponent with the end of the piston and use their chakra to force their fist into the piston and hit the target with a second, harder impact. Also, if the user hits the ground with the piston, the second blow and can cause a mini-quake that can result in tremendous damage to the surrounding area. However, the piston is usually very heavy, so caution and precise timing must be used when utilizing the piston.
Notes:
- While the piston is active, the user is unable to perform any handseals.
- Can only be used twice per-match.
- Must wait three turns before you use it again.
- Can only be worn for two turns due to how heavy the piston is.
- Can only be taught by Nathan.
(Kōton: Doragon Kourin) Steel Release: Dragon Advent
Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Mid
Chakra: 50
Damage: 90 (-40 to the user)
Description:
The user first performs the hand seals Tiger → Dog → Boar → Rat → Monkey → Dog → Dragon → Serpent → Rat, the user exudes a large aura of steel chakra, resembling a dragon. They then manipulate as much metallic objects as they can sense and gathers them around them. They then shape the metal around them until everything except their face and some distance around them is covered by metal. The user then utilizes their chakra to form the mass of steel into the shape of a bipedal dragon. This technique coats the user in a suit of metal, similar to armor, and reinforced by chakra. Taijutsu blows are far stronger than normal and the armor is durable to many attacks. If some of the metal is destroyed, the aura left in its place will refuse the metal. The dragon can also create and launch a storm of projectiles at the opponent. However, this jutsu is extremely risky to use. For one, it changes the user's posture into a dragon-like stance. Secondly, the chakra needed for this technique is incredible, especially the restoration process. Third, the armor is incredibly heavy, weighing almost 300 pounds. The chakra aura negates the weight, but only for so long, giving the technique's effectiveness a strict time limit otherwise the user may get crushed. Finally, the metal coating the user makes them very vulnerable to Fire Release techniques.
Notes:
- The storm of projectiles counts as 1 of the 3 moves.
- The chakra aura negates the weight for two turns.
- Can only rebuild itself once, per use.
- Can only be used once per battle.
- No steel related jutsu's for four turns after the use of this.
- The user will be completely drained, can only use B-rank and below techniques.
- Taijutsu up to S-rank are made renderless.
- A-rank fire jutsu will be able to give major damage to the user of this.
- Can only be taught by Nathan.
Taught by Beifong [ ]
(Koton: Jiyuu no Lamorak) - Steel Release: Liberty of Lamorak
Type: Supplementary/Offensive
Rank: B
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: The user will focus their koton chakra throughout their being before releasing it from one or numerous locations on their body in order to extend thin wires of steel outwards at the speed of a shot arrow. These wires are sharp-tipped and will dig into any solid surface (those devoid of chakra or follows basic elemental S/W). Once this happens, the user can seamlessly pull themselves towards that location or conversely pull the struck object/technique/being towards them if they possess the necessary physical strength to do so. This movement is usually accompanied by mid-air acrobatics. These wires can be extend to a maximum of fifteen meters away from the user's body. Alternatively, the user can instead focus their chakra into any structure of steel outside their body (the user's own technique or steel devoid of chakra) that is within mid-range of their position and extend these wire(s) from that structure/technique. For travel purposes, this technique can be used while on the ground or airborne though the latter is far more effective. When used while standing on the earth, the user will be pulled slightly off the ground as they're pulled in the direction they intend to travel in.
Note: Can only be used five times per battle
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(Katon: Kuroada Maguma Igyou) - Fire Release: Morgoth's Magmatic Monstrosity
Type: Supplementary
Rank: A-Rank
Range: N/A
Chakra cost: N/A (+10 chakra cost to affected techniques)
Damage points: N/A
Description: The user will activate an ability which allows them to infuse fire chakra into their own advanced earth-based techniques which include fire in their composition (KG variants included) for the following four turns. This ability essentially allows techniques used by the user to become partially liquefied as the imbued katon chakra serves the purpose of melting the surface/exterior of the technique leaving it coated in a layer of molten material. This jutsu neither amplifies nor reduces the damage of an affected technique but it does add a new dimension of damage to it i.e. instead of solely impact damage, techniques become capable of inflicting burn damage. Attacks which seek to stab, pierce or impale an opponent will quickly cauterize the wound due to the molten material surrounding the spiked object. When this ability is applied to flammable or explosive substances, the imbued katon chakra will instead ignite them in order to coat them in a layer of flames or result in a momentary explosive maelstrom of fire due to their detonation. Of course, this cannot be applied to things which aren't solid in composition nor those which are already molten such as Lava. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes another advanced elemental jutsu which includes Earth and Fire in its make up. Applying this ability to techniques is both passive and optional (this doesn't have to be applied to every compatible jutsu while this is active).
Note: Lasts four turns
Note: Can only be used twice per battle
Note: Can only be Taught by Beifong
(Kōton: Urami no Mordred) – Steel Release: Malevolence of Mordred
Type: Offensive
Rank: A
Range: Mid-Long (Explosion is Short)
Chakra Cost: 30
Damage Points: 60
Description: The will focus their Kōton chakra into any structures of steel of up to A rank outside their body to unleash a violent outburst of hardened steel bullets from every point on those objects/tools/constructs as projectiles in all directions. Any structure this technique is used upon will effectively "detonate" into an explosion of metallic bullets that move as fast as arrows and they will travel outwards radially to cover the full scope of short-range around the initial position of "detonated" structure. In terms of shape and size, they do not differ from ordinary bullets but logically the number of bullets released will depend on the scale of the structure this is used upon.
Note: Can only be used four times per battle and every 2 turns
(Koton: Kyouyuu no Gawain) – Steel Release: Gallantry of Gawain
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: This technique is often seen as a close counterpart to Steel Release: Impervious Armour. The user will use their koton chakra to turn part(s) of their body into black steel, making those part of their body invulnerable to most weapons and taijutsu attacks. He will then shape those parts of his body in a variety of basic bladed-weapons in order to give this technique its offensive edge. This technique can do something as simple as make the edge of the user's arms and/or legs into swords (look at image for a visual reference) or it can even reshape whole limbs into any sort of bladed weapon e.g. swords, spears, lances, tridents, etc. Due to it's metal properties it leaves the user vulnerable to lightning based techniques.
Note: Lasts three turns
Note: Can only be used three times per battle
Note: Can only render non-elemental Taijutsu Techniques S rank and below useless
(Koton: Tokui no Tristan) – Steel Release: Triumph of Tristan
Type: Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (60 damage if used to attack the opponent)
Description: This technique essentially allows anything that's inanimate and solid in composition touched by the user to be converted into black steel. As a result the user can make use of anything he classifies as a weapon, from sticks to the weapons of others (excluding Custom Weapons). If used on multiple tools/objects collectively they all amount to the power of an A-Rank. Alternatively, the user can apply this ability to the next steel release technique they use. The steel technique will become capable of transforming anything inanimate (so doesn't apply to living beings) that comes into direct or indirect contact with it into steel. The ability can be infused into the technique on creation and hence be used in the same time-frame as the jutsu it's applied to.
Note: Lasts three turns
Note: Can only be used four times per battle
(Kōton: Kenshiki no Pendragon) - Steel Release: Pride of the Pendragons
Type: Supplementary
Rank: A
Range: N/A
Chakra cost: N/A (+10 chakra to affected techniques)
Damage points: N/A
Description: After using Conquest of Camelot, the user will passively activate an innate ability of theirs to convert all future earth techniques created from the affected portions of the ground into steel release ones. Techniques created via this mechanism will not differ or be affected in any way except in what they're composed/made up of (the earth dragon will be made of steel rather than rock). Affected techniques become Steel Release jutsus and so their elemental strengths and weaknesses also change. Activating this ability is instant and does not consume any time whatsoever. The reason this jutsu's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes other Earth Release techniques. Applying this ability to techniques which require maintenance as the Stone Golems or the Earth Dragon will not result in their premature termination. This ability only affects the user's own earth techniques and it only works with earth techniques solid rock in composition.
Note: Can only be used twice per battle
Note: Lasts until Conquest of Camelot ends
Note: Doesn't work with KG/CE variants of Earth Release
(Kōton: Chuugi no Lancelot) – Steel Release: Loyalty of Lancelot
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A (60 damage if used to attack the opponent)
Description: This technique can only be used while Glory of Galahad is active. It involves reshaping the user's body (fully or partially) while in this steel-like state. The user can shape any parts of his body into a variety of bladed-weapons in order to give this technique its offensive edge. This technique can do something as simple as make the edge of the user's arms and/or legs into swords or it can even reshape whole limbs into any sort of bladed weapon e.g. swords, spears, lances, tridents, etc. The user can even go far as reshaping the entirety of their body into anything within their imagination as long as they don't exceed double their original size/dimensions. They can shape themselves into anything from a suit of armour to a humanoid dragon-like creature. The user can also modify their body to create any type of limb or additional body parts such as arms, legs, spiked protrusions, wings, tails, scales, etc. When Glory of Galahad is deactivated, the user's body will first revert to it's normal shape/form before the steel conversion is undone.
Note: Can only be used four times per battle
(Kōton: Sakae no Galahad) – Steel Release: Glory of Galahad
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40 (-15 chakra per turn)
Damage Points: N/A (+20 damage to physical Taijutsu attacks)
Description: This technique is often seen as a close counterpart to Steel Release: Impervious Armour. The user will channel and release their koton chakra from every chakra point on their body to turn their entire body (not just their skin) into black steel, making themselves invulnerable to virtually all types of basic weapons and physical taijutsu attacks (up to and including S-Ranks). While in this state the user is immune (remains completely undamaged like the Third Raikage) to A-Rank and below techniques of neutral elements/abilities (S-Rank and below of elements weak to Steel, B-Rank and below for elements strong to steel). This technique transforms everything on the user’s body or person into steel including their clothes, weapons and seals. Seals remain usable, the sealing script simply becomes as hard as the user’s body in this state. Even when the user merges with techniques via abilities like Kindess of Kay or Arrogance of Agravain, the seals will not be disturbed or compromised. They will also “rise” to the skin/surface of the user’s new/merged body to retain their usability. Due to transforming into steel, for the duration of this technique the user loses all of the disadvantages associated with a biological body (e.g. paralysis, poisons and feeling pain). They will still be capable of moving, performing handseals, placing seals on their transformed body and molding chakra/using techniques as well as anything they were capable of before the transformation. However while this technique is active, the user can only use Steel, Fire, Earth, any KG/CE combination of the aforementioned elements and non-elemental abilities.
Note: Lasts for four turns
Note: Can only be used twice per battle
Note: No S-Rank or above Steel techniques on the turn this is deactivated
Note: No Fire or Earth techniques above S-Rank on the turn this is deactivated
(Kōton: Shouri no Camelot) - Steel Release: Conquest of Camelot
Type: Supplementary/Defensive
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage points: N/A
Description: The user will focus their Kōton chakra into a source of earth and convert it into black steel. This conversion will gradually spread across the earth source in question and at most it can cover a mid-range radial reach. This conversion will mean both the user and the opponent cannot use any earth-based techniques from that source for this jutsu's duration except Steel Release ones. This technique can convert any type of earth encompassed in Doton e.g. solid rock and mud. The latter works by simultaneously petrifying the mud into solid rock and then seamlessly converting it into steel. This technique cannot be used to convert the opponent's techniques directly but it can be used to counter jutsus which emerge from the earth by changing the ground into steel before they begin surfacing or as they surface. The latter method works by cutting off the technique's source of earth and overpowering the opponent's doton chakra and thus it will be unable to form completely.
Note: Conversion lasts for four turns
Note: Can only be used twice per battle
Note: Cool down time of two turns in between usages
Note: No other S-Rank and above Steel in the user's same turn
(Koton: Banjin no Kousei) - Steel Release: Resurgence of Savagery
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra cost: 40 (-10 chakra per turn)
Damage points: N/A
Description: The user focuses his koton chakra throughout every chakra point in his body and uses it to create a mass of black steel which appears to grow over his body. The metalllic armour envelops him entirely (with the exception of his eyes and mouth) and takes the form of a medieval armour with a glossy metallic sheen. Unlike its earthen counterpart (Hardening technique) the armour is not as bulky since not as much material is required to make an equally formidable defense (steel is much harder than earth) but its mass still takes its toll on the user. Consequently the user's overall movement speed is reduced by half. What makes this technique unique and not just another elemental armour is the fact that the armour is a partially sentient being that is worn as a defense. Through mental commands alone, the user can freely control the chassis of steel throughout its duration granting him an unparalleled ability in combat. Aside from its sentience, the armour possess two abilities. The first ability is a variation of its earthen counterpart's capability to create tools from itself. The user can create and/or extend spiked or blunt weapons from anywhere (or everywhere) on the armour's body, which are capable of bludgeoning or skewering through the body of anyone they come into contact with. Any weapons made via this method can be a maximum of five meters in length and one meter in width. Each weapon is also fully equipped with a hilt, in which can be used to hold onto the weapon, much like one would do with a sword. Any weapon made via this method is physically attached to the armour but can be detached and thrown as a projectile or retracted into the armour's body at any time to restore its original form. The second ability essentially allows anything inanimate that's solid in composition touched by the armour to be converted into black steel. As a result the user can make use of anything as if it were an actual weapon, from sticks to the weapons of others (excluding Custom Weapons). This transforming anything the armour touches into steel will not apply to living beings, anything on the user’s person nor will it apply to the ground or any surface they may be standing on. The bond between the user and the armour is stronger than that of most sentient creation techniques because the two are always in physical contact. Thus the armour passively leeches a portion of chakra from the user's body every turn in order to sustain itself. However in a way it is also more dependent on the user than most sentient creations as it acts like a symbiotic parasite. It cannot leech chakra from the user without physical contact and so when the user sheds the armour it will drop lifelessly to the ground. Since the armour is a sentient creation it cannot be manifested in only specific parts of the body and initially must always be made to encase the user in his entirety (excluding eyes and mouth). This armour does not limit the user’s ability in battle any way. It doesn’t limit or hinder their ability to perform handseals. It’s flexible at the joints (back of the knees, elbows, etc), allowing seamless movement while in the armour. To supplement their ability to release steel techniques from the body, the user can instead create them from the armour (without weakening it) sans handseals. The user’s chakra can diffuse into and pass through the armour, so they can slam their hands on the ground to still perform earth techniques, make contact with objects/entities to channel chakra into them (e.g. applying the Added/Light Weight techniques), techniques which form over the user’s body can instead form over the armour (e.g. Hardening), et cetera.

Note: Can only be used twice per battle
Note: Lasts for four turns (unless cancelled)
Note: No S-Rank or above Steel techniques on the turn the armour is deactivated
Note: No Fire or Earth techniques above S-Rank on the turn the armour is deactivated
Note: The user can instead have this armour last indefinitely (or until it’s destroyed) but it will count as their custom weapon for that fight/event. This of course means it can only be used once rather than twice per battle.

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Taught By Zeref [ ]
(Kōton: Shintai no yaiba) - Steel Release: Movement of shards
Type: Supplementary
Rank: B-Rank
Range: Short-long
Chakra: 20
Damage: 40
Description: While their body is turned to steel, the user will break down into thousands of razor blades of steel and swoop across the field in a fluid motion at the speed of a shot arrow. Anything they pass through will be shredded by the blades (within rank reason) and they can reform at any time. While in this form they are vulnerable to lightning. The user acts like a fluid in these shards being able to bend their shape and form and have great maneuverability to be able to avoid attacks while travelling much like how Gaara can when he turns to sand
Note: must be turned to steel
Note: can only be used six times per battle
Note: Last 2 turns max, to change direction to avoid a jutsu counts as move per turn.
(Kōton: Tetsuryūkon) – Steel release: Iron Dragon's Club
Rank: B
Type:Supplementary
Range:Short-mid
Chakra Cost: 20 per club
Damage Points: 40
Description: Gajeel transforms his arm or leg into a large steel club, increasing punching and kicking power. He can also create multiple smaller clubs from the end of the original, hitting many enemies at once. The clubs can be elongated at Gajeel's will, making for powerful ranged weapons. He is also capable of increasing their size dramatically and to detach them from his body. The 40 damage comes from the impact of the club as it's shot out. The clubs can only be created from his limbs and will always be connected to him, as they can't be shot as ranged weapons. Each use of the technique pertains to both his arms.
(Kōton: Tetsuryūken) – Steel release: Iron Dragon's Sword
Rank: A
Type: Attack
Range:Short-mid
Chakra Cost:N/A
Damage Points:N/A
Description: Similar to Iron Dragon's Club (if approved), but possessing cutting instead of blunt power and thus being possibly deadlier, the user transforms his arm or leg into a large, jagged steel blade (as seen below). The spikes along the blade's edge make its slashes more painful and dangerous and the weapon's length can be increased to reach enemies away from him. The sword can also function like a chainsaw, effectively increasing its damage, as it rotates as seen in the image below. When the sword is rotating, i can cut through almost anything solid.
Note: Useable 3 times
(Kōton: Tetsuryū no Hōkō)- Iron Dragon's Roar
Rank: S
Type: Attack
Range: short - long
Chakra Cost: 40
Damage Points: 80
Description: After gathering chakra into his mouth, the user shapes it into a powerful tornado which he subsequently emits and sends towards his foes. Such tornado possesses immense force, being capable of generating powerful blast like a hurriane and inflicting heavy blunt damage, but also releases sharp shards of steel in the process, to shred the opponents' body. This blast is very large and consists of 1000 small blades of steel.(see below for how it looks). The tornado controls the 1000 small sharp blades of steel the slice whatever they hit like it was being cut by 1000 super sharp razor blades.
Note: Useable twice
Note: No lightning jutsu in the same turn.
Note: No S ranks in the same turn
(Koton: Ken-Arashi) - Steel release: Blade Storm
Type:Attack/Defense
Rank: Forbidden
Range:Short-Long (made short)
Chakra:50
Damage:90 (-20 damage to the user)
Description: This is one of the strongest steel jutsu know so far. The user will release a huge burst of steel chakra from their body outwards in a large surge, and as the chakra leaves their body it takes the form of thousands of razor blades. This blades are extremely sharp and spin horizontally for extra cutting power. They are released in all directions, if the user is in the air they will be released downwards as well going in all directions to long range. As the blades are released outwards and are rotating they swirl around the user rotating around him as they expand outwards in the form of a tornado of razor blades made of steel with the user at the epicenter. This technique has the added power of them spinning around the user as they push outwards able to level small towns and forests destroying all in it's path (within rank reason.)
Note: Usable once
Note: No jutsu above A rank next turn
Note: Only Fire, earth, steel elemental jutsu in this turn and the next
Note: The strain of this jutsu halves the users movement speed for this turn and the nex
Taught at the Steel Summit [ ]
(Koton: Kusemono no Kishi) – Steel Release: Knave to Knight
Type: Defensive/Supplementary
Rank: D
Range: Short
Chakra: 10 (-5 chakra per turn)
Damage: N/A
Description: The user will focus their koton chakra into the ground to create a basic knight of black steel. It’s size can vary between the same height and width of the user to double it. The knight can be created with any two weapons in hand (e.g. a shield and a sword). Due to it’s low rank, the knight possess no inherent capabilities barring dealing physical attacks with the weapons it wields. As such, it’s mainly used for training purposes and can last indefinitely through a small chakra cost per turn.
(Koton: Toshigoro no Hyousetsu) – Steel Release: The Golden Age of Piracy
Type: Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will perform two handseals and focus their koton chakra into the ground or any source of steel to release a multitude of steel cannonballs from within it (up to 5). These cannonballs can be as small as bullets or as large as boulders and will shoot out from the ground at the same speed as the shards in the canon technique Steel Release: Bullet Swarm. The vibrations they generate on forming will be proportional to their size e.g. boulders will be very easy to feel/hear while bullets will be imperceptible. Upon colliding with anything, including each other, these cannonballs will erupt into an explosion of steel bullets that span short-range around the epicenter of their detonation. These steel balls can be fired from any point on the ground and they can be angled in any way (e.g. straight upwards to attack airborne opponents or fired at very slight angles which make their movement almost horizontal).
Note: Can only be used thrice per battle
(Koton: Ma-Chi Kuroi Kouhi) – Steel Release: March of the Black Queen
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40 (-5 chakra per turn to maintain)
Damage Points: 80
Description: The user will perform four handseals and focus his koton chakra into the ground to create an underground mass of sentient tendrils composed of black steel. All of these tendrils are a part of a single central structure and so the power of this technique is not divided between the individual tendrils, it's regarded as one whole. These black tendrils can emerge from the ground at any time after creation and will seamlessly merge in and out of the earth. They can lash out at opponents to impale or entangle them or even aid the user in supplementary ways such as lifting them up by acting as a platform. These tendrils are made up of thousands upon thousands of individual wires and can constantly regenerate from damage insufficient in destroying them (similar to Growth of Gaheris). This difference to ordinary steel jutsu will be imperceptible to the naked eye, at least until the technique is struck by an attack insufficient in destroying it. Any damage dealt to the technique will be rapidly undone as the wires rearrange and sew back together as necessary to undo the damage sustained by the technique. The chakra this jutsu leeches from the user every turn facilitates this restoration by replenishing any wires that were damaged or destroyed. This regeneration is utterly powerless against techniques of equal or greater power. For example, an A-Rank Lightning technique would destroy these tendrils and they will not regenerate. Regeneration counts as a move but it doesn't need to be initiated, it just happens as soon as the tendrils sustain any damage they can regenerate from. Due to their composition, the wires which compose the tendrils can freely unwind and reshape to adopt any form or structure. This ability does cost a move. The user must also focus on this technique to maintain it's sentience as it will go lifeless the moment the user uses another technique (similar to Earth Release: Great Stone Golem). What this essentially means is, the user cannot use any new techniques while this is active or the tendrils will lose their sentience and this technique will be deactivated. The user can only make up 3 tendrils at a time, with maxing a maximum of 10. If countered with power to destroy one it has the power to destroy all tendrils.
Note: Regeneration counts as one of the user's moves per turn.
Note: Can only be used twice per battle and two turns between each usage.
Note: No steel above A-Rank on this turn this is deactivated/destroyed.
(Kōton: Gikyou no Gareth) – Steel Release: Generosity of Gareth
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (same as original damage if used on a offensive technique)
Description: The user will focus their chakra into an existing source of steel in order to break it down into the elements it’s comprised of. The steel transforms into equal parts earth and fire, with some of the earth being made molten by the heat of the flames. If the broken down technique was an S-Rank steel jutsu, the result will be an A-Rank Earth jutsu covered in A-Rank flames. The flames continue to burn for three turns after this technique’s use if not doused or countered by then. However if the earth itself isn’t destroyed, the user can passively reiginite the flames at the cost of a move and 30 chakra. They will once again be A-Rank in potency and will last for two turns. Ultimately, the key to countering this technique is to destroy the earth underneath the flames through the use of an A-Rank or above lightning technique since it would phase through the flames and have no interaction with it. Alternatively the user can also use this technique so the fire is contained within the earth jutsu rather than coating it so that when it's destroyed, the flames will be released.If the earth is destroyed the flames will disipate as their is nothing to bind them in place.
Note: Can be Use 4 times
Note Must wait two turns between uses
Note: Can only be used on steel the user has created
Note: Only fire, earth and steel can be used in the turns when this is used.
Koton: Shutten no Arthur) – Steel Release: Authority of Arthur
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40 (-10 chakra every turn)
Damage Points: N/A
Description: The user releases his koton chakra from every chakra point on his body to unleash countless wires of steel (similar to Lances of Lamorak but on a much greater scale). These metallic cords wrap around his body to encase him head to toe in a chassis of black steel (excluding his eyes, nose and mouth). The shape of the armour is entirely up to the wishes of the user. Due to the flexibility of the wires, they don’t restrict his movement in the slightest and their weight isn’t significant enough to reduce his speed either. The wires can be extend up to mid-range and can be used to attack as well as defend against techniques and will regenerate within a turn if struck with an attack that isn’t strong enough to destroy it in its entirety. The metallic strings can also be used for several supplementary purposes such as using them to walk rather than using one's own feet (think Doctor Octopus) or reshaping them into additional tools, constructs and limbs. The wires also have the added benefit of acting as a “Lightning Rod” for the user. If the opponent tries to conduct lightning along the armour, the wires act as a lightning rod (similar to Sword Technique: Lightning Rod) and ground the lightning by harmlessly conducting them into the ground, preventing the user from being paralyzed or damaged. However while this technique is active, the user can only use Steel, Fire, Earth, any KG/CE combination of the aforementioned elements and non-elemental abilities. The extension of the wires costs 10 chakra and costs a move. Reforming the armour costs 20 chakra and counts a move (but it doesn’t need to be initiated, it simply occurs and the user is free to perform other techniques while it occurs, though can only reform once). Creating additional limbs/constructs/tools costs 30 chakra and counts as a move and can only be done once per turn
Note: Lasts for four turns
Note: Can only be used once per battle
Note: No S-Rank or above Steel techniques on the turn this is deactivated
Note: No Fire or Earth techniques above S-Rank on the turn this is deactivated
(Kōton: Fuhensei no Uther) - Steel Release: Ubiquity of Uther
Type: Supplementary
Rank: A
Range: Short
Chakra cost: N/A (+10 chakra to affected techniques)
Damage points: This is the brother technique to Pride of the Pendragons and can only be used during Glory of Galahad. The user will passively activate an innate ability of theirs for two distinct purposes. Firstly, all future earth techniques created from their steel body will be converted into steel releases ones. Techniques created via this mechanism will not differ or be affected in any way except in what they're composed/made up of (the earth armour will be made of steel rather than rock). Affected techniques become Steel Release jutsus and so their elemental strengths and weaknesses also change. Applying this ability to techniques which require maintenance such as the Stone Golem will not result in their premature termination.
The second part of this technique affects earth infusions or abilities. While this is active, the user will be capable of applying them to Steel Release techniques but must follow all other restrictions on the technique with two amendments. Essentially restrictions pertaining to "Earth" will be substituted with "Steel". Any infusions or abilities activated during this technique will instead last until Galahad ends rather than their original duration. For example, if an ability usually lasts four turns but Galahad has two turns left, it will only last for two turns.
Note: Can only be used twice per battle
Note: Lasts until Glory of Galahad ends
Note: Doesn't work with KG/CE variants of Earth Release
(Koton: Goutan no Bors) – Steel Release: Boldness of Bors
Type: Supplementary/Defensive/Offensive
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A (40 damage if used to attack the opponent)
Description: The user will focus their koton chakra throughout their legs to transform their feet into steel before coiling the balls of their heels into highly compact wires which form springs. To the naked eye the springs don’t differ from the user’s original heels in form or appearance barring the obvious conversion into steel. The springs can compress to the extent the user can propel themselves in any direction at the speed of an arrow fired from a compound bow. The initial transformation and the compression of the springs happens quickly enough for this jutsu to be capable of dodging techniques. This technique’s use constitutes both the transformation and the initial movements made with it, meaning dodging techniques with the use of this jutsu is perfectly feasible. However only the initial use of this jutsu can be used to evade techniques. While this is active, the user is capable of running and tracking up to the aforementioned speed but can only use Earth, Fire, Steel, any KG/CE combinations of those elements and any non-elemental abilities. Whenever the user wishes or when this technique expires, the reshaping of the user’s limbs will be reversed before the transformation into steel is undone.
Note: Lasts for a maximum of one turn
Note: Can only be used six times per battle
Note: This technique can be used during Galahad or with steel armor variations like impervious armor
(Koton: Yuudai no Geraint) – Steel Release: Grandeur of Geraint
Type: Supplementary/Defensive
Rank: S
Range: Short - Long (Each eruption is Short, successive eruptions reach up to Long)
Chakra Cost: 40
Damage Points: N/A
Description: The user will focus their koton chakra throughout their body before exploding into countless steel shards that initially scatter outwards in every direction at the speed of an arrow fired from a compound bow. All of the shards quickly move towards and converge on a new position before coming together to instantly form the user’s body exactly the way it was (reformation takes no time at all). Similar to the canon transformation technique, the initial “explosion” will release a burst of chakra in the form of a black haze rather than a white puff of smoke. The user can move up to a maximum of five meters (short-range) with this technique before their body has to come together again but this process can be repeated multiple times in quick succession through a single use of this technique. The effectiveness of this technique is magnified trine when used with “Steel Release: Corruption of the Kingdom” as the shards would instead be millions of grains. The initial but momentary scattering of every individual grain means the user can no longer be seen when traveling with this technique, nor can it be heard due to the negligible size of the steel dust unless the opponent has a doujutsu or enhanced hearing (Inner Sonar Skill). However, the user reforming their body will still be audible despite its speed and will sound like pouring sand (like a flipped hourglass). It also won't disrupt abilities that fuse the user with techniques like Kindness of Kay or Arrogance of Agravain as they essentially become a part of or synonymous to the user's body during Galahad. The shard form can be used to attack or enter an opponent or summon etc.
Note: Lasts for a maximum of one turn per use
Note: Can only be used three times per battle two turns between each use
Note: Only steel earth and fire jutsu in the same turn and following (doesn't include nin gen tai ect)
Note: No jutsu above A rank in the turn after this is used.
Note: Cannot use any new techniques in shard form
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[Katon: Gekido no Kama] - Fire Release: Rage of the Furnace
Type: Defensive/Supplementary
Rank: B
Range: N/A
Chakra: N/A (+20 chakra to the technique this is applied to)
Damage: N/A
Description: The user activates an ability that will serve to strengthen their next steel release technique used. This technique is essentially based on the idea of “tempering”, using high levels of heat to strengthen a metal beyond it’s normal limits. The infused katon chakra will serve to raise the temperature of any steel technique this is applied to for two distinct purposes. The first and foremost use is to increase it’s toughness to extent supplementary and/or defensive techniques will become capable of defending against 1 rank higher than normal (S-Rank and above techniques can defend against 20 more damage points). Aesthetically, this technique darkens the user’s steel to a pitch black colour with localized areas of red light (signifying the heat of the metal). Steam will also rise off of the body of any techniques this ability is applied to, providing yet another tell that the technique has been enhanced beyond it’s natural limits. This technique happens in the same-timeframe as the steel jutsu it's applied to. When created from the user's body, this superheated steel will not harm the user (similar to how Fire Release is released from the body). The user will not be burned if he's in contact with the tempered steel after creation as long as it originated from his body (and not the ground). This means this technique can be applied to weapons, tools and armours formed (and kept) on the user's person without being harmed.
Notes
Can only be used four times per battle
Usable on one technique per use
Can only be used on Defensive and/or Supplementary Techniques
Can only be used on two S ranks and one forbidden rank per battle
(Koton: Iiya Giri no Touzoku) – Steel Release: No Honor Among Thieves
Type: Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will perform three handseals and focus their koton chakra into the ground or a source of steel to create one, two or three sentient assassins composed of the blackest steel. They can passively create and extend spiked or blunt weapons from anywhere (or everywhere) on their bodies, which are capable of bludgeoning or skewering through the body of anyone they come into contact with. Any weapons made via this method can be a maximum of five meters in length and one meter in width. Each weapon is also fully equipped with a hilt. Any weapon made via this method is physically attached to it's body but can be detached and thrown as a projectile. These weapons are equal to the assassin's in rank/damage while attached (since they're considered an extension of it's body) but when detached they're considered unranked/freeform weapons. The second ability is their capability to explode into countless sand-sized grains of steel that initially scatter outwards in every direction at the speed of an arrow fired from a compound bow. Similar to the canon transformation technique, the initial “explosion” will release a burst of chakra in the form of a black haze rather than a white puff of smoke. All of the grains quickly move towards and converge on a new position before coming together to instantly form the assassin's body exactly the way it was (reformation takes no time at all). However, the reforming will still be audible despite it's speed and will sound like pouring sand (like a flipped hourglass). The weapon creation ability doesn't count as a move but the movement ability does. Whether one, two or all three of the assassins use the movement ability, it will still only count as one of the user's three moves per turn.
Note: Lasts two turns
Note: Can only be used twice per battle and two turns between each usage
Note: Weapons reach short-range unless they’re thrown as projectiles
(Koton: Roiyaru no Bukiko) – Steel Release: The Royal Armoury
Type: Offensive
Rank: A
Range: Short - Long (Mid-Long if the user doesn't want to sustain damage)
Chakra Cost: 30
Damage Points: 60
Description: The user will slam their hands on the ground and focus on the sky to open up a portal above the battlefield (similar to Sticky Earth Drop). From the portal, thousands of steel weapons of all types (e.g. kunai, shuriken, swords, etc) will rain down from within it at the speed of a fired arrow. The weapons are infused with the user’s koton chakra and when they strike the ground, they will “explode” into countless bullets that will move outwards omnidirectionally from the point of impact in the same manner as Steel Release: Malevolence of Mordred. The portal can be created to span a limited area or the entire battlefield but in the case of the latter, the user will need to defend themselves suitably throughout this technique’s duration.
Note: Lasts for one turn
Note: Can only be used thrice per battle
(Koton: Senjin Shippou Kouhi) – Steel Release: Vanguard of the Silver Queen
Type: Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their koton chakra into either of their arms to create a crossbow along the length of it. The bow will be pre-loaded with several meter-long steel rods (up to 8) with sharpened tips that can be fired at targets of the same amount or less. The crossbow bolts can be released on this jutsu’s initial creation or at a later point and they will travel at the speed of an arrow fired from a compound bow. The bolts can be used like “Steel Release: Corruption of the Kingdom”,the celerity will be magnified trine as the moment they’re fired, the bolts will disperse into millions of steel grains that initially scatter outwards in every direction. The grains will then converge on one another once they get within striking distance of the opponent(s) and either congregate to form the original number of created bolts or combine to form one larger, more lethal bolt. Reforming the bolts’ original form will still be audible despite its speed (reformation is instant and takes no time at all) and will sound like pouring sand (like a flipped hourglass). Reforming the bolts will happen without ceasing their forward movement and upon being reformed, they will strike into their target(s) and skewer through them. The user can restock the crossbow with up to the maximum of 8 bolts at the cost of 30 chakra and can only do this once every turn. To reform in time to strike they need to start reforming 2m away from their intended target.
Note: Crossbow lasts three turns.
Note: Can only be used twice per battle. Two turns between uses.
Taught By Sinthorus [
X]
[koton: Rūnfōji] - Steel Release: Rune Forge
Type: Offensive/Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: 40
Description: This is a simple technique which can be applied when forming a steel release technique or once it has already been made. It will happen within the same time frame of the creation of the technique is used to begin with. This applies a skill seen throughout history that many blacksmiths have used, in that to make a blade stronger, they will fold the steel to reforge, keeping the blade extremely sharp while increasing its density, such as in sushi knives. This applied in RP terms is that the steel in a technique releases more steel within itself but folds and compresses into itself. This means that the steel is harder without losing it's shape/shapness/form, and in doing so makes the technique +1 rank stronger up to S rank, whereas S rank and above will gain +10 damage. For example, if the user used the S rank steel release technique to create a sword, they would infuse more chakra into it using this technique, applying more steel and controlling it with fire chakra to create the folded steel effect, making the sword stronger, giving the sword +10 damage.
Note: Only useable 4 times, can only be used on a technique once and can only be used once per turn.
Taught by Illyasviel [
X]
(Koton: Shādo) - Steel Release: Shards
Type: Supplementary/Offense
Rank: C
Range: Mid
Chakra: 15
Damage: 30
Description: The user will gather chakra into his dominant foot and proceed to stomp the ground with it, releasing the previously gathered chakra into it. He will then use it to create a large amount of triangular black steel shards from the ground. The shards begin erupting first just in front of the user's foot and then span outwards in the desired direction. As they come from underneath they move the soil as they are created and also are created like a wave moving in the same direction they can be spotted. They can either be erected so the unwary can step on them, piercing their feet. They are quite difficult to spot especially in the dark as they are black and don't reflect much light. Or they can just be created to lie latent on the ground like somebody left them there. In which case, the user can use some wind or water technique of adequate scale and form to carry the shards at the opponent, adding to the damage of his techniques. Depending on the strength of the carrying technique, the shards can shred skin and muscle from the opponent's body as they cut him. However, nothing prevents the opponent from utilizing the steel shards in the same way against the user.
~Note: Can be used three times.
~Note: The shards can be created to span up to mid-range from the user, however as a technique picks them up, they don't affect that techniques range in any way.
(Koton: Sureddo Tori) - Steel Release: Threaded Bird
Type: Offensive
Rank: B
Range: Long (created in short)
Chakra: 20 (-5 per turn to sustain)
Damage: 40
Description: After performing the Bird hand seal the user will create dozens of black steel threads(each being about 75sm's thick) from his fingers which will quickly arrange themselves into a large bird(half a normal persons size)which would stand beside the user. The bird can fly around the battlefield and attack opponents with it's sharp beak and claws.With an additional, Snake hand seal the user can make the threads the bird is made of untangle and then wrap around the opponent's body, binding him.
~Note: If the birds aren't destroyed they can remain on the field for three whole turns(until the third opponents move is finished)
~Note: There can be up to three birds on the field at a time, each counts as a move in the users turn.
~Note: Can be used five times per battle.
(Koton: Fuwatto tama hagane)- Steel Release: Floating Balls of Steel
Type: Defensive/Offensive
Rank: A
Range: Short-Mid
Chakra: 30 (-10 per turn to sustain)
Damage: 60
Description: The user will perform the bird hand seal and creates up to 14 handball ball-sized balls of black steel from the ground which can float around the user anywhere in short range. The user has full control over the balls and can direct them anywhere within short range, thus this can be used to intercept attacks. The user can also, after creating the balls, perform the Ram hand seal and release all the balls at once, towards the opponent. If they are not destroyed or released, the balls can remain around the user for 2 whole turns.
~Note: Can be used three times per battle.
~Note: No above B rank steel release techniques in the same turn this is used.
~Note: Requires a one turn cool-down between uses.
Taught By Matt [
X]
Koton: Torikku No Ikurudo Okkote | Steel Release: Tricks of the Madhatter
Type: Supplementary
Rank: A - Rank
Range: Short
Chakra: 30
Damage: N/A
Description:
The user will begin the technique in accordance to any self created steel construct which he carries. Once the said contact is made, the user will add a natural steel release property which the user has, which is the steel release control of the user. Upon the said contact, the amounts of steel will be put to the point of them almost leviating, which is similar and can be imagined as objects in outter space. Light pushes or touches would be able to move objects far easier than they have been previously moved. The effect of every single steel construction will appear as if they are not being pulled by the earth gravity with the same force allowing created weapons to move faster and be more resilient in control. The user however will have complete control over objects being manipulated by this jutsu, with them once they are levitating or mid-air are then able to simple use a mind command and have the object launch at something such as an enemy. The user of this is capable of using this technique on any steel created structure that contains their own chakra in it. Alternatively, the user can apply this to a steel technique upon creation in the same timeframe as it's predecessor technique.

Notes:
Can only be used on techniques the user has made.
Can only be used three times per battle.
The length of this technique last's the same amount of time as what it is applied too.
(Koton: Utsuwa no Gureiru) - Steel Release: Vessel of the Grail
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This technique seeks to eliminate the most crucial flaw in donning a suit of armour as a defense. While armours are proficient in guarding the user against small-scale physical attacks, they become all but useless against heat or lightning-based elements as well as large scale physical attacks. Heat and unfocused electricity can still conduct into a metal armour meaning the user is still susceptible to being burned/paralyzed. Similarly, they are almost powerless in defending the user’s body from the impact force of large-scale techniques. Thus this technique deals with transforming the user's body into steel while an armour is being worn. After donning a suit of armour, the user will apply their koton chakra to both their body and the metal chassis they’re clad in. The user will then transform their body into steel to take on the durability of the armour they’re wearing. This ability can be used in the same time-frame as an armour’s creation by focusing the excess chakra into it during it’s construction. Their steel body will have the exact same functionality as Steel Release: Glory of Galahad while the sole exception of their durability reflecting the armour they’re wearing and not the aforementioned technique. They will also become capable of using techniques only usable during Galahad (since their body is made of steel) with their duration becoming linked to the armour instead. Once the armour the user is wearing expires or is destroyed, the body will revert to it’s original state. While this is active, the user can only use Steel, Fire, Earth, CE based on those elements and non-elemental abilities.

Note: Can only be used twice per battle
Note: Cooldown time of three turns in between uses
 
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Ańbu Juniør

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Katon


(Katon: Sanshō̄o No Kate) | Fire Release: The Phoenix Feathered Muffler
Type: Defensive/Supplementary
Rank: B
Range: Self
Chakra: 20 (-5 per turn)
Damage: N/A
Description: The Phoenix Feathered Muffler is a simple technique that involves the release of fire chakra that will cloak the user. Although this technique fully cloaks the user - as many defensive techniques do, it does not offer the typical defensive properties that a normal armor would, in fact, outside of the fiery golden glow that will emanate from the users visage, and the techniques special interaction with fire techniques, virtually nothing will change as the shroud is almost completely incorporeal. However, when the user is in contact with a flame that is either devoid of chakra, comprised of the users chakra, or comprised of the chakra of one that the user has a blood contract with, such as summons, the shrouds true abilities will be displayed. The user will be capable of interacting with any flame or fire technique that they produce without suffering from harm or adverse effects - such as respiratory problems - not only that but, should they so wish, they will be capable of interacting with fire as if it were a solid, liquid or gas - such as standing on top of a flame despite its incorporeal qualities or floating within a fire. This ability signifies the user as the 'Unburnt', gracing the user with an ability previously believed to be the sole realm of the Dragon and Phoenix. (Does not grant the user immunity to enemy fire techniques).

Notes:
This technique can be used a maximum of twice, will last until cancelled and has a two turn cooldown between usages. Furthermore a rather intriguing and strange effect of this technique is that, no matter how hard the user may try, they will be incapable of using water techniques while this technique is active. Stranger yet, is that the only solid portion of this technique is a feather comprised of golden ash, seemingly immune to anything but water, that will attach itself to the user's chest.
Taught To: Scaze | Vegeta | Koto | Kryptiic | Erzo | Ian

(Katon: Moya No Besubiusu) Fire Release: Smog of Vesuvius
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 ( -5 per turn )
Damage: N/A
Description: By spending twenty chakra the user will be capable of activating an ability that will allow them to alter future fire techniques that they create. Fire techniques altered by Smog of Vesuvius will produce an immense amount of thick, black smoke as they burn that will waft out in large, vision obscuring and light blocking plumes. The released smoke is purely fire based, being made up of fine particles of ash rendered inert by the users chakra, which will both haze the air and settle over structures in thick, powdery black layers. The ash, while fairly hot, possesses no offensive capabilities of its own, and as a result largely exists for diversionary measures. For opponents the smoke will produce a distinct, acrid smell that can interfere with their olfactory senses - just as the smoke can inhibit their vision in a similar manner to Kirigakure’s mist (but potentially worse on account of the smokes dark color), however for the user (and their allies, such as summons and animal companions) the smoke will be purely scentless.

Notes:
- The heat of the expended ash won't affect the user in any way.
- The user has to expend an additional 5 chakra when choosing to apply this effect to a fire technique.
- Smog of Vesuvius lasts for 5 turns or until deactivated, can only be used three times, and works with Fire and Fire KG/CE variants that could logically produce it (i.e lava) though the user cannot manipulate this smoke at all.
- Those with a fire specialty can change the color of the smoke, but only along the grey-scale (so from white to black) or to shades of red/orange.
Taught: Scaze | Vegeta | Negative knight | Erzo | Kryptiic | Ian

Taught By Anbu Itachi
Katon � Kouen Dakou Kahan [Fire Release � Flaming Crawling Seal]
Rank: Forbidden
Range: Short (Requires physical contact)
Type: Attack-Supplementary
Chakra Cost: 50
Damage Points: None (Loss of use of a limb)
Description: Gathering chakra within their hands, the user imbues it with the fire element and rush towards the opponent. Upon touching the bare skin of the opponent, the chakra slowly flows over into their skin diffusing outwards leaving a series of burn marks. These burn marks make it very hard to utilize the limb or body part(s) affected.
Note: Can only be use 2 times a battle

Katon-Horou no Jutsu (Fire Release-Fire Prison)
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost:40
Damage Points:30
Description:A skill in which generates a circular flame upon the ground, raising up bars of flame and a covering over top. This intense flame heats all within it, preventing water from being created from the inside with the dryness of the air. Touching the sides results in various burns, and while this jutsu is used it can be linked to any other fire jutsu and the jutsu will be fired at the person inside the prison.
Note: Can only be used twice per battle
Note: Prison only last 3 turn�

(Hayashi kasai) Fire Style: Forest Fire
Rank: S-rank
Type:Attack/Defence
Range:Short-Long
Chakra Cost:40
Damage Points:80
Description:The user holding their arm out in front of them (somewhat like lightning blade with one hand supporting the arm) forms a small flame.In doing so they concentrate a great amount of fire chakra into it,a vast amount of fire shoots out covering the battlefield incinerating any wood in the immediate vacinity.This technique can burn even the most moist wood to ash if combined with a powerful wind jutsu.

*Can only be used twice per battle*
*User can't use katon techniques for 2 turns*
*Weak against S rank Water*

(Katon: Masubi no Misairu Kyoumou)- Fire Release: Fierce Fire Missiles
Type: Attack
Rank: A
Range: Mid-Long
Chakra Cost: 30
Damage: 60
Description: The user consecutively shoots out of their mouth three extremely fast fire "missiles". The missiles launch at their target in a straight line and detonate on contact, each releasing a large firey explosion. These missiles are extremely fast and generate a lot of kinetic energy; as a result, if the user uses this technique in mid air, he will be thrown backwards due to the recoil. If the user moves their head while using this technique, they can shoot the missiles in a "spray" fashion - in this way, each of the three missiles can have a different trajectory.
Note:Can on be use once per battle
Note:The user take 20 damage due from the heat of the blast because of coming from the mouth

Taught by Anbu Kakashi
Katon: Katon Arashi (Fire Style: Fire Storm)
Rank:S
Range: Short-Long
Type: Attack
Chakra Cost: 40
Damage Points: 80
Description: The user would gather enormous fire chakra within them and release it all out with tremendous force. The user would release a large pool of fire in which quickly and rapidly spreads out becoming longer and wider. The fire would spread and travel along the ground burning all in its path and is usually 100 meters wide at max and stretches as far as the user exhales.
Note: Can only be used three times

Taught By UzumakiJake
(Katon: Doragon Kokyuu) Fire Style: Dragon's Breath
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: Using 2 clones; the user creates a massive wind burst, the other 2 clones will hit that wind burst with a fire jutsu to make a massive fire wave. So massive it will be hard to avoid. it even melts the rock underneath it.

(Katon: Taiyō Furea)Fire style: Solar Flare
Type: attack
Rank: Forbidden
Chakra: 50
Damage: 80
Description: By focusing your fire chakra and making the sun's temperature making it unstable you can create a solar flare that can wipe a place the size of newyork.
Note: Takes 1 turns to gather enough chakra to preform and even then, it takes time for the fire to get to the battle field.
Note: Does damage to everyone on the field including the user.
Note: Cant use S-rank fire Jutsu's after this jutsu is preformed


Taught by Serpent:
(Katon: Herushinsei Hebi) Fire Release: Nova blast of the Hell Serpent
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage points: 90
Description: The user will focus a large amount of Katon Chakra into their hand in a near instantaneous speed resulting in a high build up in the fastest possible time. The user will then punch their hand forward releasing this high amount of Chakra as a constrained blast of fire that is releases like a flame thrower. This fire will take form an a Giant Eel that rivals the size of a large summon. This Eel can then be directed at a target where it will smash into it with extreme burning and crushing force before expelling out leaving the surrounding area in flames. Because of the sudden build-up of Katon Chakra in the opponents hand, it will be burnt to such a degree that during the attack it will turn black and after the attack the hand will crumble away as ash leaving the user with only one good hand. On top of the overall usage of chakra, the user will cause a slight strain to his Katon Chakra supply making him unable to use powerful Katon for awhile.
Note:
-Can only be used one time per battle
-No Katon Above A-ranked Next 3 turns.
-This Jutsu can only be taught by Serpent

Taught By Pervy: [ ]
(Katon: kensei no doragon ) - Fire Release: Power of the Dragon
Rank: B
Type: Offense
Range: Short
Chakra Cost: 20 (-5 per turn)
Damage Points: 40
Description: This technique is specialised for thought who have great control over their fire chakra. This is usually used in close combat where the user will release their fire chakra around a part of their body covering them in fire. Due to it being the user's chakra and not that strong, it won't hurt the user, which can be quite painful if an opponent is hit by it. When someone/something is hit by these flames created by the user, it will create a burst of flames upon impact from the user, to burn the target more and producing some additional concussive force.
Note: can stay active for 2 turns at a time
Note: Can't use water jutsu at the same time

(Katon: Metsuryū Hokasui) - Fire style: Dragon Slayer Fire Stream
Type: Attack/Defence
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user will focus their fire chakra into their hands or feet. The the user will surround their hands of feet in flames releasing a blast of fire from their hands like when a rocket blasts off. This concentrated stream will travel up to mid range. Due to the power of the flames, if the user doesn't have his feet firmly on the ground the blast of fire will push him in the opposite direction to which the flames are traveling.
Note: can only make max of 2 blasts per use

(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 their 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

Taught By Erzo [ ]
(Katon: Hai Ken) - Fire Release: Fire Fists
Rank: S
Type: Offensive/Defensive
Range: Short - Long
Chakra cost: 40 (-15 chakra per turn)
Damage points: 80
Description: The user releases his Fire chakra through his body and either into areas short range around him, or allow the chakra to travel through the ground, allowing it to travel further and emerge at a further distance. The Fire is compressed and through chakra manipulation made to be in the shape of two hands up until the forearm, with both ends forming a fist which is dense and able to deal extreme physical, as well as burning damage. The length of each arm is roughly 3 meters, and the girth of the wrist area 2, giving it quite a wide diameter, allowing them to strike multiple people at once if they are all within the same area. This jutsu is used by the user as if the opponent was standing directly in front of him, with the users own hands performing punching motions which are then instantly and directly mimicked by the fiery fists. The user can use these hands made of Fire to perform other tasks such as open palmed attacks, grabbing of objects/people (whilst keeping in mind the burning characteristic), and anything else which can be done with normal hands. A secondary use of this jutsu allows the user to simply release his chakra and pin point the opponent but then no longer have the ability to control them, but instead leaving the two fists to act as projectiles which once released simply travel towards the opponent leaving the user to perform other techniques. The fists do this by tracking other bodies of heat from the surrounding area which does not belong to the user.
~ Can only be taught by Erzo. Used 3 times per battle, only lasts until defended from, or until deactivated. However, if manipulated to mimic the users own fists, the user can't use jutsus of other elemental nature until the jutsu has stopped. After usage, must wait 2 turns before using again, and no other Fire jutsu above S-rank can be used within the same and the next turn.

Taught By Loki [ ]
(Katon: Akuma Kaji) – Fire Style: Fiendfyre
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will throw his chest out as he inhales, performing a row of four handseals to knead Katon chakra into their lungs and mouth. When cast, the user spits out the fire which appears with a roaring, billowing noise. Quickly consuming anything in the vicinity of its caster (thus unreliable when team battles are being practiced) The flames are of abnormally large size and take the shape of fiery monsters and beasts such as snakes, dragons, eagles and chimaeras, constantly mutating into other beasts as they keep charging forward as well as powerful, formless flames that destroy all things before it. The fire even possesses a sentience of its own, a continuous (though far from latent) desire to burn anything it can so long as the user is channeling the jutsu. It will pursue any nearby lifeforms at the will of the caster. Inexperienced casters will be able to conjure the flames but will have virtually no control over the jutsu once it has been unleashed, thereby making the fire a deadly backfire (incomplete fire mastery). Taking 60 damage (second degree burns and pain in the burnt areas such as the face and neck.), and being unable to use S ranks for the next two turns.
- Can only be used twice per battle.
- Must wait a 3 turn cooldown prior second usage.
- The user cannot use any other Fire of S rank or higher next turn.
 
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Ańbu Juniør

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Suiton


Taught by Archie:
(Suiton: Mizu Benkai): Water Defence
Rank: S
Type: Defence/Attack
Range: Short-Mid
Chakra cost: 40
Damage Points: 80
Description: The user Concentrates his chakra to bring out the water from the ground around him (large amount of water is formed), he can then manipulate the water to take the forum of ether a snake or a dragon, when this is done he then controls the beast to surround him forming a circular water shield, this jutsu can stop any fire attack of the same rank and lower. Once this has happend a large amount of steam is formed from the fire and water connecting and this allows the user to choose to hide or attack within it, (this move works well against Keshi Makugahara).
Note: can only be used 3 times per battle

Taught by Anbu Itachi:
(Naibun Fuu Zonokiri)-Heavy Mist
Type: Supplementary
Rank: A-rank
Range: Short/Mid
Chakra Cost: 30
Damage Points: N/A
Description: By focusing his wind and water chakra on an already created mist, the user will be able to keep it stable by making it denser, heavier and fixed in place with strategic wind current. Only an S-rank wind jutsu can clear this mist.
Note: Can only be used 3 times per match
Note: The mist stay denser and heavier for 2 turns after use of this jutsu

Taught by Keotsu
(Suiton: Mizu Bakudan) Water style: Water Bomb
Rank: B
Range: Short-long
Damage: 10 (per orb) or 30 ( collectively)
Chakra: 30
Description: The user pulls water from plants, or near-by water sources to form orbs of water (up to 5 +10 chakra for each orb after that) that can either be detonated by enemy touch or by the user themselves. The jutsu can remain dormant until set off. When detonated, the orbs send water Senbon out in every direction. If activated by user, all orbs are detonated, if detonated by enemy, only the touched orb is detonated. (- 5 chakra per orb per turn.)

(Suiton: Kyousei Mizu Bakudan) Water style: Great Water Bomb
Rank: S
Range: Short-Long
Chakra: 80
Damage: 80 collectively, or 40 individually.
Description: This jutsu works the same way as: (Suiton: Mizu Bakudan) Water style: Water Bomb. This jutsu creates ten (10) orbs instead of five, and they are twice the size of the orbs of the weaker form of this jutsu. Instead of Water Senbon, when detonated, these orbs fire Water Kunai. (+20 chakra to make additional orbs, - 15 chakra per orb, per turn) No more than twenty (20) orbs may be active at one time, and because of the amount of water needed for this jutsu, a water source must be nearby, or the user must be in a heavy downpour of rain. Because of the amount of water needed for this jutsu, only C rank and below water jutsu can be used by the user after using this jutsu, for two (2) turns. Only usable one time per battle, but the orbs can remain dormant until activate/detonated.

Taught by Uzumakijake:
(Mizu Yooshiki: Kage Kurai) Water Style: Shadow's Darkness
Rank: C
Type: Water
Range: Long/short/medium
Chakra cost: 30
Damage: N/A
Description: Using water to make clouds in the sky and create darkness.

(Suiton: Mizu Tekishutsu) Water Release: water extraction
Type: Supplementary
Rank: C
Range: Long-short
Chakra Cost: 25
Damage Points: N/A
Description: The user will make 3 hand seals and focus his chakra into the ground using his chakra he will force up any trapped water beneath the ground to surface ( only enough to make the ground flooded a little bit ) giving the user a water source
note: can only be used 3 times per battle
note: the water only reaches as high as the users feet

(Suiton Sutairu: Hanshateki Kagami) Water Style: Reflective Mirror
Rank: B
Type: Defense
Chakra: 25
Damage: N/A
Description: Using water and concentrating so it can reflect any light wherever you want it to be reflected

(Suiton: shiomizu) Water style: Salt Water
Rank: A
Type: Defense/supplementary
Chakra: 30
Damage: NA
Description: Using the salt from your water source. you can make all the salt rise to the surface which will amplify the salt already in the air making ice jutsu impossible.
Note: Only Ice Jutsu that requires water will be unfreezable
Note: Only lasts 3 turns.

(Suiton: Mizu Ken) Water Release: Water blade
Type: Attack
Rank: A
Chakra: 30
Damage: 60
Description: Focusing chakra into your hand you can make water spin and create a razor blade that you can then throw. You can also make it follow your opponent but it would take (-15) chakra for every time you move it in a new direction.

Taught By Loki [ ]
(Suiton: Shiryu Haiwo) - Water Style: Devious Dragon Spears
Type: Offensive
Rank: A
Range Short - Long
Chakra: 30
Damage: 60
Description: In order to activate Shiryu Haiwo, the user will wave a set of two hand seals (rabbit > dragon) infusing chakra into the water below the target. After doing so, either one or up to four rather large and sharp spears of spiralling water to hurl upwards in order to impale the target set by the user. These spears are large enough to even surpass a large boat in height, covering at most up to 20 meters into the air. This technique was developed to assault mainly air bone opponents, or even opponents riding their sumons in the air, sharp enough to impale large summonings (albeit, not as large as gamabunta). However, a water source is required to be located (always) in the area below the target. Thus, it's a technique mostly useful when fighting on open water where both fighters are on water, such as lakes/oceans. Although creating a water source (with another technique) on the area below the target will also work. The spears are so devious, that with constant chakra control, the user is able to make them turn in mid air and attack side ways; useful to keep pressure on the target should they move in mid air. Although, the latter requires constant chakra, so the user cannot use any other techniques when manipulating the spears.
- Can only be used x3 per battle.

(Suiton: Mizukami Rinrin Gokusha) - Water Release: Water Wolf - Biting Prison
Type: Offensive/Defensive
Rank: S
Range: Short/Long
Chakra: 40 (+15 per turn)
Damage: 80
Description: The user will perform two handseals in order to pool his Suiton chakra into the ground beneath the selected target, afterward ending the hand movements with a clap of their hands. At this point the water shoots from the surface as five (5) towering streams of water, each from a diferent location around the target with the ends resembling that of a Wolf's head. The pillars of rushing water will attempt to bite onto the target and hold them tightly in place as the fifth head (and final one) deals a decisive blow against the target. The water of this technique is of that nature that resembles "Water Style: Starch Syrup Capture Field" technique, however these properties are only located at the jaw of the Wolf heads, as such when biting onto the target they'll stick endlessly to them as means to prevent forced escapes. Aside from the additional damage of their teeth (which are compressed to sustain enough hardness to pierce flesh) their jaws are rather strong, enough to damage a limb in a bite. When the water is used from a pre-existing water source, there is no need for handseals instead only the hand clap will be required. The user can either maintain the hands clapped to manually control the technique, or pay and extra chakra leech per turn to give the wolf heads a sentient-like role, in which they'll passively seek out targets (can cancel this jutsu with 1 seal). Additionally, the user can cast the technique in such manner that they rise near the user for protection, either by coiling around them or by forming a wall.

~ Can only be used twice per battle.
~ Must wait three turns prior second usage.
~ Cannot cast another S rank Sution in the same turn after this is used or the turn after.
~ Can only last two turns after the activation turn if the sentient option is used and the chakra toll payed.

Taught by Serpent:
(Suiton: Bochabocha Seme) Water Release: Splash Attack
Type: Supplementary
Rank: E
Range: Short
Chakra Cost: 5
Damage points: N/A
Description: The user will lay down in an water source and flop around like a fish. this causes small amounts of water to splash up on any nearby opponent(s). This is often used as a taunt to anger an opponent before battle.
Note:
-Requires a Water Source
-This Jutsu can only be taught by Serpent

(Suiton: Jinzouningen) Water Release: Prone
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage points: 60
Description: The user will make a single handseal forming a basic Dome of water around them that is able to block incoming techniques of the appropriate rank. The dome is able to be maintained so after blocking the attack, the user will form another handseal causing the water to explode outward forming small hair like needle of dense water in all directions. These Needles cannot penetrate targets of greater density.
Notes:
-Can only be used twice per battle
-Requires a 2 turn cool down
-Requires a water source
-If maintained, the user spends another move.
-Can only be taught by Serpent

(Suiton: Uzumaki Dri-Engai) Water Release: Dome of the Slashing Whirlpool
Type: Supplementary
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage points: 80
Description: The user will make 4 handseals, forming a whirlpool from under the opponent, this whirlpool will pull the opponent deep into the water and then form into a dome that will be spinning at high speed. because of the speed, the water is capable of shredding flesh. If the opponent is already under water, the Dome can be produced without the need of the whirlpool, allowing for a faster delivery of the attack.
Notes:
-Can only be used once per battle.
-Requires a Water Source.
-No S-ranks or above next turn.
-This Jutsu can only be taught by Serpent

(Suiton: Koi Kihou) Water Release: Dense Pressure
Type: Attack
Rank: Forbidden
Range: Short
Chakra Cost: 50
Damage points: 100
Description: After the user catches their opponent in "Water Style: Water Prison" the user will make a single handseal with their free hand. this causes the pressure of the water to build as if going deep into water, this causes the trapped opponent ear drums to burst. the pressure will continue to build until the opponent is completely crushed by the Jutsu, however because the user's hand is withing the water, their hand will be crushed as well.
Note:
-Can only be used after "Water Style: Water Prison"
-Can only be used once per battle
-This Jutsu can only be taught by Serpent

Taught by Pervy: [ ]
(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.

Taught By Alternative[ ]
(Suiton: Fudō no Mizu Burokku) - Water Release: Immovable Water Block
Rank: C
Type: Supplementary
Range: Short
Chakra Cost: 15
Damage Points: -
Description: The user will perform the Bird and Tiger seals and create a water block out of the moisture in the air and their chakra under their feet. By condensing the water, they can create a block momentarily to use as a stepping stone, allowing aerial maneuverability.
 
Last edited:

Ańbu Juniør

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(Fuuton: Fujin) Wind Release: Wind Blades
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user will channel wind chakra into their sword and manipulate it to sprout eight ribbon-like blades of wavy green chakra that break off from the original, but remain attached to the hilt. With a simple swing of his sword the user can transmit a slash through the blades, which travels along the surface of objects (including walls, floors, and ceilings) and emerge to strike the enemy from anywhere that the user can see, and can even be fired from his sword directly. The emerging blades are sharp enough to pierce through solid objects, are about twelve inches in width, and can rise up to twelve feet with tremendous speed.
~Only one blade can be released per slash.
~Can only be used twice per battle.
~Must wait four turns before it can be used again.
Taught: Zaphkiel | Kamishiro | Loki | LonelyAssassin | Jay | LoK

(Fuuton/Kenjutsu: Ijū No Surasshu) - Wind Release/Sword Technique: Transmigration Slash
Type: Offensive/Defensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: This jutsu is a combination technique that utilizes both kenjutsu and fuuton chakra. By channeling their wind release chakra into a weapon of the user's choice. The user is able to generate a thin blade of wind chakra that they can release by making a slashing motion. However this technique behaves differently to most slashing style jutsu by behaving in a deceptive manner. Once the wind blade exceeds the five meter mark it will seemingly vanish into thin air. However this is not the case, in fact the blade has just slowed to the point where it no longer disturbs the air around it, making it appear as though it was no longer moving. However upon reaching short range of the opponent the user will swing his sword once more mimicking the earlier motion, causing the wind blade to progress at it's original place seemingly appearing from thin air now much closer to the opponent making it very hard to counter unless done so quickly.
Note: Can only be used thrice per battle
Note: Those with dojutsu could still make out the chakra in the blade even it it's slowed state.
Taught To: Zaphkiel | Shady | ReXii | LonelyAssassin | Jay | LoK

Taught By Zaphkiel: [ ]
(Fūton: Kuikku Ken no Jutsu)- Wind Release: Quick Sword Technique
Type: Offensive/Defensive
Rank: A
Range: Short-Mid
Chakra cost: 30
Damage: 60
Description: Based on the timeless principle of Iado, the art of releasing and sheathing ones sword in the blink of an eye, this technique entails a sort of mock Iado where the user will simply grab the handle of his sword while focusing his Fūton chakra. His chakra will then seep into the air around him to take command of the naturally occurring wind up to 5m from his position. By holding on the handle of the blade the user will use his Fūton chakra to replicate the entire blade down to the very length and density as invisible swords of wind, 6 in total. The swords can be heard, if not seen, as sharp whistling sounds as they sling around the user as well as the damage they do to any nearby objects such as the ground which makes the technique very noticeable. If one would look closely however, the blades can be observed as faint arcs of green Fūton chakra. The blades will slice at anything within 5m of the user's vision and can be pushed forward after being spawned to a maximum range of 10m using the air as a medium with a combined rank of A instead of individually. The technique is only applicable as long as he keeps his hand on the handle of the sword, once the user lets go the technique is ended. This prolonged usage can only last the entire turn it was performed.
Note(s):
- Can only be used 3×
- Requires contact with a bladed weapon
- While being performed user cannot perform any other chakra related techniques.

(Fuuton: Hai ni uchi)- Wind Release: Between Two Lungs
Type: Offensive
Rank: A
Range: Short-Mid (Suction is short-ranged)
Chakra Cost: 30
Damage: 60
Description: The user will channel his Futon chakra throughout his blade and then release a thin, spiraling cocoon of actual wind over his blade, spanning from the hilt to the tip in a full undulating coat. This will give the blade added cutting power naturally but the true purpose is to thrust the blade forward while twisting the arm and wrist counter-clockwise, this will form a drilling motion of wind like a sharp thin spear that extends up to short ranged of the user (5m). However, after the thrust- or mid way of the user so chooses, he'll quickly flick his wrist clockwise which spins the sword in the same motion and cause the spear of wind to quickly expand width wise, like an opening umbrella while extending another 5m to reach mid-range from the user (10m).The spinning motion will quickly take shape of a localized tornado with the tail being the user's sword and the broad head being the technique's area of influence, its powerful clockwise motion sucks anything in its aim into its eye and by extension the user's outstretched sword while slicing and dealing cuts to the victim through its viciously rotating wind walls.
Note(s):
- Can only be done 3x
- Requires a turn cool down

(Futon: Usuguraikara Sakebimasu)- Wind Release: Cries from The Dim
Type: Supplementary/Offensive
Rank: S
Range: Mid-Long
Chakra cost: 40
Damage: 80
Description: The user will form the Tiger and Ram hand seals and stomp his dominant foot on the ground, sending his Futon chakra in the form of drilling wind through the earth. The wind will travel exactly 3 meters under the surface before heading towards the intended area. Once the wind has drilled at least 5 meters away from the user he will have the wind dig a huge cavity underground, a 20x20 meter cavity to be exact, resting just 3 meters below the surface. Once this cavity is dug it prevents underground travel in that area, and also prevents earth techniques of A ranked and above that would require sufficient amounts of earth to perform. If any of these techniques are performed over the hidden abyss the ground will shatter and allow anything above it to fall into a 20 meter ditch. However, the ditch isn't so much harmless for the most part, as the wind that had made it would stay circulating as vicious, slicing winds as well as grounded up earth which would be reduced to the point of dust. These winds and dust raging beneath the surface would have the faint whirling sound which could be misinterpreted as crying sounds. Anything or one caught in the hole would be sliced to ribbons in mere seconds. Although the technique lasts 2 turns, the user may flash the Dog hand seal and have all that cooped up wind explode upward from the ground in a massive column of slicing winds and rocks of a diameter 15 meters and an indefinite height whereas the column can continue all the way into the clouds before dispersing. This technique was made primarily to prevent earth technique coming from deep in the ground however.
Note(s):
- Can only be done 2x
- The slicing winds will persist for 2 turns underground after this technique is performed, after these 2 turns the winds will leave but the ditch remains.

Taught By Anbu Itachi:
Wind Release • Conservation of Breathing [Fuuton • Kyou Iki no Jutsu]
Type:Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: A technique where the user flows there wind chakra into their lungs, creating air within their own lungs. Basically giving them extra oxygen so that they have to breathe less and can also go without breathing for a long period of time for various reasons.
Note:The user can only go 2 turn without breathing

Taught By UzumakiJake
(Fuuton: Kazesora) Wind style: Windy Skies
Rank: A
Type: Supplementary
Chakra: 30
Damage: NA
Description: Using the wind you can make its current faster and stronger, making all the clouds blow away. Making Rain Jutsu Impossible.
Note: Only lasts for 3 turns.

(Fuuton: Kazekai) Wind Style: Wind Shell
Rank:A
Type: Defense
Chakra: 30
Damage: NA
Description: Forming a shell of wind over your head which can stop lightning attacks from above but not from the sides. ex. lightning bolts it can block. Chidori it cannot

Taught by Ian:
(Sukai doragon no tsubasa surasshu)Wing Slash Of The Sky Dragon
Type: Offensive
Rank:A-Rank
Range: Short
Chakra:30
Damage:60
Description:The user will grasp his hands together as if praying, and begins gathering chakra into his arms. He will then manipulate it into two long wind blades extending from each arm. The user will then propel themselves forward at tremendous speeds and slash along the torso of the opponent, leaving an X shaped scar in their chest about 2 inches deep, causing mild bleeding.

(Sukai Doragon No Hasai Kiba)Sky Dragon's Crushing Claw
Type: Offensive
Rank: B
Range: Short
Chakra: 20(-per turn)
Damage: 40
Description: The user will perform two handseals and claps his hands together as he gathers chakra into them. Using chakra manipulation the user will coat his finger nails with a short, sharp spinning wind. There user will then run up the opponent and perform an uppercut, having the wind drill into the enemy. The wind stays around the fingers for about two turns
~Last 2 turn if continued~
~No jutsu can be used with hands while in effect~

Taught by Best:
Wind Release : Hawkeye's vengeance | Fuuton : Hōkuai no fukushū
Type: Offensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description:
The user does a string of three hand seals and channel wind chakra into their sword and swing it towards the opponent in an arc like fashion, sending a big crescent shaped wind blade. This blade has the capability of picking up dusts and debris in it's path creating a small dust storm around it whilst travelling to the destination. The blade can be used in two ways.

1. First usage is, as it is sent towards the opponent the wind blade and the sword are tethered together with a small wind string. Now, when the user swings the sword another time, the tether between the wind blade and the sword is broken and the Blade suddenly bursts into violent cyclone of wind 10 meter in height, 5 meter in diameter sucking in anything short range around it dealing massive slashing damage.

2. Second usage is almost similar to the first usage. When the user swings the sword , the tether between the sword and blade is broken but instead of bursting into a violent massive cyclone, the blade splits into three different blades. Two blades will take a boomerang arc like path towards the sides or top of the opponent and hit them from behind after travelling a distance of mid range behind the opponent whilst the center one directly assaults the opponent. If the sword is swung to the side, then the two blades travel to the sides of the opponent, If it is swung towards the top then the two blades travel to the top of the opponent. Once the tether between the blade and the sword is broken, the technique will act on it's own accord so that the user can proceed with the next technique.

Restrictions:
*Can only be used twice per battle*
*Even with the tether, the blades cannot be controlled*
*Must have a turn gap before usage*
*No wind techniques above A rank in the same turn and in the next turn*
*No Chakra related Kenjutsu moves in the same turn and above B rank chakra related Kenjutsu in the next turn*
*When using the second application of the technique, the S-rank is divided by 3 (swords), thus making each sword B-rank in power.
*Can only be taught by -Marco-*

Taught by Shady:
Fuuton: Akiro no kingu | Wind Release: King of The Fall
Type: Defense | Supplementary
Rank: S-Rank
Range: Mid/Long
Chakra Cost: 40
Damage Points: N/A
Description:
Akiro no Kingu is an activation technique derived from the Jaakuna gēmu technique. The jutsu is activated with a single hand seal directly after any technique that produces rain or storm clouds in order to produce a defensive mechanism created from wind. Due to the nature of the technique it is activated fast enough to be done in the same time frame as the jutsu used prior. Alternatively, it can also be used on naturally present clouds around the terrain. As the clouds are formed in the terrain, wind coats the shape of the clouds, though the wind around the clouds is unique in the fact it takes on a semi-intangible state. To a normal eye the coat of wind around the clouds would go completely unnoticed other than the slight white sparkle it gives off and the slight distortion in the air above the terrain, though the chakra could be seen with a doujutsu or sensed by sensors. Once the technique has been activated it will stay coated on the chosen set of clouds and will move along with them if they so happened to move, seeing as clouds usually don't stay motionless. The coat also acts as something that keeps the clouds together as a whole, preventing them from scattering and becoming dispersed. With the air around the clouds being Semi-intangible, the rain or other liquids that are produced from the clouds will be able to fall down unscathed, as if nothing was lingering around the clouds at all. The wind only comes into play and reacts to energy based techniques, such as lightning, fire, or other wind techniques (this includes energy based CE/KG). This allows the wind to act as a defensive mechanism to these energies according to the strengths and weaknesses of them. The coat of air around the clouds would effectively prevent any lightning from entering or exiting the clouds without being stopped due to the strength wind has against lightning. On the other hand, this can stop A-rank and below fire from going into the clouds or coming down from the clouds. When coming into contact with other wind, the coat stands equal to it and is able to defend from S-Rank and below wind techniques attempting to go into the clouds or come out. Other than reacting to other energies, the coat has no sort of offensive capabilities, being present only for the sole reason of being a line of defense for clouds so they won't be dispersed in a time of need.

☆ Taught by Shady
☆ Usable 3×
☆ Lasts 3 turns with 1 turn cool down between activations
☆ No wind techniques above A-rank the rest of the turn

Taught by Vegeta: [ ]
(Fuuton - Rekkyaku Kuubu) - Wind Style - Cataclysmic Whirlwind
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: When reacting to a high strike, or a high strike by the user is blocked and countered, the user, while reacting to the strike/counter attack, does a backwards handspring concentrating a slicing blade of wind to their dominant foot slicing vertically into the opponent. They can continue by gathering more wind chakra throughout their body, releasing it clockwise around themselves as they spin on their hands, the wind chakra bursting out like a small tornado surrounding them as they plant their foot with their other dominant foot raised high in a slicing kick, the wind chakra speeding the rotation of the attack.

~Notes~
- Must be taught by -Vegeta
- Can be used 2x's per battle
Ref-
New Ref-

Taught by Pervy: [ ]
(Fuuton: kensei no doragon ) - Wind Release: Power of the Dragon
Rank: B
Type: Offense
Range: Short
Chakra Cost: 20 (-5 per turn)
Damage Points: 40
Description: This technique is specialised for those who have great control over their wind chakra. This is usually used in close combat where the user will release their wind chakra around a part of their body covering them in wind. This wind is rotating around their body like a rasengan wrapped around a limb. Due to it being the user's chakra and not that strong, it won't hurt the user, which can be quite painful if an opponent is hit by it. When someone/something is hit by this wind created by the user, it will create a burst of wind on impact from the user, creating several wind slashes forwards which can cause 2 inch cuts on an opponent.

Note: can stay active for 2 turns at a time
Note: Can't use fire jutsu at the same time

(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 By Yashiro
(Fuuton/Kenjutsu: Shinku Tsuki, Gin Kiba) - Wind Release/Sword Arts: Crimson Moon, Silver Fangs
Type: Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user focuses their wind chakra between himself and the opponent, creating a distortion in the air between them that swiftly draws the target towards the user. The wind sort of forms tentacles of air that latches onto the target and drags his/her body towards the user. This, however, is best used when the opponent moves to perform an attack that causes him to raise his arms above the head, since then the target would leave an opening in the abdominal area for the user to strike. And when the arms are raised above the head, the force of the wind dragging the target would leave them temporarily immobilized when within short range (Five meters apart or so). However, Being mid range and using this technique allows more time for the target to break free of the wind, by the time the wind had dragged the target into short range the wind would be so weak that it could easily be broken with force or a drastic weight change. Whilst the opponent is caught and dragged by the air the user releases a crescent shaped blade of dense and extremely sharp wind to attack the target. However, if the target is close enough, the user could choose to coat the sword in wind chakra and perform a simple sword strike as well.

Note - Can only be used 2 times per battle.
Note - The wind distortion and blade of wind are both A ranked individually.
Note - No wind S-Rank or above in the next turn
Note - Can only be taught by Yashiro.

Taught By Penguin[ ]
Fuuton: Pengin o Gyakuten - Wind Style: Reversing Penguin
Type: Supplementary/Defensive
Rank: B
Range: Short-Mid
Chakra: 20 (-10 per technique)
Damage: N/A (-20 to wind techniques)
Description: The Reversing Penguin is a dormant elemental ninjutsu Ashitaka made after hearing about an Iwagakure legend who was a powerful fuuton specialist with a move set similar to Ashitaka's suiton techniques. The user would begin to channel chakra up to mid range in all directions around himself, with that chakra only being visible to chakra sensors or user's having dojutsu as not to give any indication this jutsu has been used. The Reversing Penguin is simply a wind jutsu that can sense when extra chakra is expended or that has been expended into a fuuton technique. As the wind senses this extra chakra being released into fuuton techniques, it would begin to cause a small but fairly powerful air current to start spinning in the opposite direction of the fuuton jutsu in play, knocking any loose debris it may have picked up and weakening it in general due to slowing down the wind's speed and making it lose cutting power (as the wind wouldn't be as fast, it would lose part of it's sharpness coming from speed). This happens instantaneously due to the fact that this technique is dormant until activated via the opponent empowering their wind techniques with extra chakra.

Note: Can only be taught by Penguin
Note: Wind lasts four turns
Note: Can only be used three times per conflict
Taught By LonelyAssassin [ ]
(Fuuton : Tokage no sanpu) - Wind Release: Lizard Scatter
Type: Offensive
Rank: A
Range: Short - Mid
Chakra Cost: 30 (-10 Each Turn Active)
Damage Points: 60
Description:
The user focuses Futon Type chakra to their sword and swing it back behind their head whilst the wind spins around the blade, they then slash downward whilst releasing the wind into multiple lizard heads that are shot out of the sword, they can be scattered around to intercept multiple targets. The user doesn't have to release the Lizard's straight away (But can if he chooses) and can instead have keep the Wind spinning around the blade so it acts like an A-Rank Tornado blade that can be used in close combat, to keep the spinning wind active the user must sacrifice 10 chakra points each turn. When the Lizard's are released later it counts as an extra jutsu.

This can also be used as a sort of projectile, channelling the wind into a thrown weapon like a Kunai (can be other weapons that are thrown/launched), they will launch it at their opponent and the wind will then spin around it. Through the user's will whenever it gets within a certain distance of their target the spinning wind will scatter into the many lizards, whether it be in a certain direction or all around. This is all one move if launched as a Kunai Projectile, though this does not last three turns like the sword and will either dissipate or scatter into lizards at the end of said turn.

- Only taught by LonelyAssassin
- The Technique is usable three times
- Can't be used twice in the same turn
- Lasts for 3 turns or until Lizards are released
(Futon : Gara no sagi) - Wind Release : Hilt Deception
Type: Offence
Rank: A
Range: Mid
Chakra Cost: 30
Damage Points: 60
Description:
The user channels wind chakra into his sword (can also be a Kunai, Spear or anything similar with a blade a hilt/handle), the then throws his sword so that it sticks into the ground and the bottom of the hilt points into the direction of the target. The Wind is released out of it in the form of a small, sharp twisting stream that drills straight through the opponent. The user if they haven't directly fused Wind into the blade can do it from range by performing a hand seal, the Wind will then shoot from the blade's hilt afterwards.

-Can only be used three times
-Can only be taught by LonelyAssassin
(Futon : Eien no serenāde) - Wind Release : Eternal Serenade
Type: Offense
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description:
The User channels a lot of Wind Chakra into their blade and they will throw the blade so that it spins towards their Target faster than usual because of the Wind Chakra. Either before the Sword hits the opponent or as it hits them the user releases the Wind from the blade as a huge column with a diameter of 5 meters, the column reaches high into the air engulfs the target, slashing them all over the body and the user will then perform the Ram handseal so that the column expands up to another 10 meters maximum forming a Dome, leveling all in it's path.

-Can Only be Taught by Shorty!
-The User can also be caught in the blast if not careful.
-Can only be used Twice per battle
-No Wind Techniques can be used next turn
Taught By Jay [ ]
(Fuuton/Kenjutsu: Manjifurai) - Wind Release/Sword Technique: Manji Fly
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short - Mid range
Chakra: 30
Damage: 60
Description: The user will channel Futon chakra into his sword, and spin it by the lanyard at it's hilt. The blast of wind is capable of propelling the user in any direction he hopes to go in, left, right, forwards, backwards, up and down. The user must spin the sword in the direction the user wishes to go, and the blast of wind will pull the user in this direction, kind of like a helicopter. The user of this technique can steady the amount of wind chakra fueled into the technique to keep themselves steady while in mid-air. The user is able to move at their running speed while utilizing the wind propulsion. The wind however can be used for much more than just flying, the wind can be released by spinning the sword to release a spherical blast of wind. Due to the incredible rapid sword movement, and the blast of futon that's released it is capable of cutting through earth (B rank), blasting away water (B rank), overpowering other wind techniques (same rank and below, within reason), and it is also effective against B rank and below fire techniques. The blast of wind is also sharp and capable of cutting apart people should the user use this technique as an attack.

Note: Can only be taught by Jᴀʏ
Note: Can be used to attain, and maintain flight.
Note: Other techniques can't be used whilst this is active.
Note: Sword used to perform the technique must have a lanyard, or sash of some sort.
Note: Can only be used 4 times.
 
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Ańbu Juniør

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Raiton


Taught By Loki
(Raiton: Shinme Kyohaku) Lightning Style: Shooting Stars
Type: Offensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description: The user will initiate the technique by doing a set of 3 hand seals, ending with the boar handseal. Slamming their hands on the ground, channeling mass amounts of lightning chakra within the area below the target. The user will then shape and manipulate the lightning underground, causing countless of 10 inch in length lightning bolts to spring up from under the target(s) and the area up to 5 meters around them; resulting in a devastating assault. Ripping through the skin causing lethal damage after several thunderbolts hit the target. The thunderbolts once shot up from the ground spring upwards in such a fast pace they look like shooting stars from a distance. Because of the pace in which they hurl from within the ground and the area they cover, it's dangerous for the user to be six meters or less near the opponent, risking to be caught in the array. Thus, being a technique designed for distances that surpass short range.
Note: Can only be used x2 per battle.
Note: The user cannot use other S rank (or high) lightning in the same and next turn.
Note: Must wait a cooldown of 3 turns before using again.

Taught By Scaze [ ]
(Raiton): Tenkou| Lightning Release: Spotlight
Type: Supplementary
Rank:A
Range:Short-Long
Chakra Cost: 30
Damage:N/A
Description: The user compresses a large amount of raiton chakra in their hand creating a bright light orb that radiates a large amount of momentarily blinding light. The user then releases the raiton ball, the ball floating high into the air, and acting as a lightsource illuminating the battle field. The floating ball of energy can float to a new position on the users command.
~Can only be used 2x
~Last for 3 turns
~Blinding flash of light doesn't affect dojutsu users

Taught By Deviation [ ]
(Raiton: Asahi) - Lightning Release: Rising Sun
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user dashes forward towards their opponent whilst channeling lightning-type chakra to their sword. The user unsheathes his sword and performs an upwards slash that releases a lightning shuriken that launches the enemy upwards and continues traveling past him. The user jumps in the air and performs several slashes with their sword, the final attack being the shuriken coming down and striking the enemy towards the ground ending in an explosion of lightning. The shuriken itself acts as a sort of boomerang, being willed by the user's chakra. This allows him to direct it's course in short range should the enemy be able to move but can only be done while airborne.
Note: Can only be used 3x per battle
Note: No Lightning Release techniques in the same turn

Taught By UzumakiJake
(Raiton: Raiton Dendou Shouheki) Lightning Release: Lightning Electric Barrier V2
Rank: S
Type: Defensive
Chakra: 40
Damage: N/A
Description: For this Jutsu water chakra is used to create a dome around the user, as a clones uses his lightning to give the dome an even stronger defense, but since the jutsu is around them and not touching them, they don't feel its effects. It can repel any element except B-S rank wind jutsu because of it's elemental combination.
Note: Can only be used 2 times in a battle

(Oshie Ikusen Tatsujin: Ikazuchi Dageki gyakujou) Teachings of a Thousand Masters: Thunder Strike frenzy
Rank: Forbidden
Type: Attack
Range: Mid
Chakra cost: 50
Damage points: 90 (-15 to user)
Description: The user charges their bodies with a lot of lightning chakra and then they release chakra from their feet to boost their speed in the attack and they then send the lightning chakra into the arms and strike the opponent's upper body dealing 18 fast strikes and discharging the built up lightning chakra through their fist into the opponent's nerves which will cause the opponent to become paralysed from the electric currents and the final strike is a fist punched into the chest and pushes in and the user twists their wrist and then releases the lightning chakra into the heart which then seizes the circulating chakra for a moment making the opponent unable to perform hand seals or concentrate their chakra for one turn. (When contact occurs this causes damage to the user by burning their lower arms from the electricity and the user cant perform any elemental attacks or taijutsu requiring the use of their arms for one turn).
Note: Can only be used once
Note: target can't perform lightning jutsu or hand seals for one turn
Note: Can only be taught by Uchiha Kaito and UzumakiJake
Note: -15 damage

Taught By Anbu Kakashi:
Lightning Style: Lightning Redirection (Raiton: Raikou Ridairekushon)
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 30
Damage Points: N/A (whatever the damage of the opponent's lightning is)
Description: Having mastering lightning once the user is being attack with a lightning jutsu, the user can easily receive and redirect the lightning attack launched at him back towards the attack at full force or redirect if safely away. The user can only redirect any kind of lightning attack of equal rank or lower.
Note: can only be used once in battle
Note: only used/taught by Anbu Kakashi

Raiton: Raikou Doragon Dageki (Lightning Style: Lightning Dragon Strike)
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 90
Description: The user would begin to release a surge of lightning from his body which in the blink of an eye will take the form of a massive and extremely long dragon made of pure and bright surging electricity coiling around and above him. The dragon will then rush towards the opponent with extreme speed and no matter how far the dragon have traveled its tail would extend to stay connected to the user. The dragon delivers a lethal dose of electricity making for a swift but painful death if taking the full brunt of it. A short range avoidance would not be suggested due to the fact that the dragon's electrical energy can expand on the users command and would still cause a powerful and devastating shock.
Note: Can only be used twice times

Taught by Anbu Itachi
(Raiton: Ion Denka Soujuu) Lighting Release: Ion Charge Manipulation
Rank: S
Type: Supplementary
Range: N/A
Chakra: 40
Damage: 10 (damage added to lightning)
Description: User Manipulates the ionic charge of their body and the area around the opponent. For Three Turns the user’s Lightning techniques have an extra kick and attack much faster. Ranged lightning attacks gain homing properties making them unavoidable. In addition the users speed is increased due to the charge and the user can also channel this charge into weapons like kunai making them seek out the opponent in the air even after being deflected, or repel weapons away from themselves.

Can only be used 2 times in battle*
+10 dmg to Lightning attacks*
While charged, the user is weaker to water attacks (-10 damage)
 
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Ańbu Juniør

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Doton


(Doton: Ken No Sankuchuari) Earth Release: Sanctuary Of Swords
Type: Offensive
Rank: S
Range: Short - Mid (Long range if fired)
Chakra: 40
Damage: 80
Description:The user will perform the Horse → Dog → Ox → Snake handseals and channel earth chakra into their sword(s) before thrusting it into the earth. This will cause countless earthen swords four feet in length to rise from the ground across the battlefield with either the blades or hilts facing skyward, and leaving only a small area around the user undisturbed. When this technique is used with the blades facing upwards, they will emerge with such devastating force that they would be able to impale a large summoning creature. The blades are then able to be shoot skyward to attack aerial targets at the user's will. The blades will then fall back upon the field due to gravity but they will fall with the blades facing downwards and lodge themselves in the ground. This provides the user with an virtually unlimited supply of weapons that can be thrown at the opponent or used to fight in close combat, but since traces of the user's chakra remains in the earthen swords, only the user will be able to dislodge them from the earth. If left lodged in the ground the created blades crumble after three turns. As an alternate form of releasing the swords from the earth, the user can point in any given direction and have the blades tilt towards it. Once this is done the blades will then be fired in that direction and will be capable of reaching up to long range.
-Can only be used twice per battle.
-No S-Rank or above earth techniques in the same turn.
-Must wait Three turns before it can be used again.
Taught: -Best- | Nanazai | Nathan | KeotsuEclipse | Negative Knight | Lee

Taught By Loki [ ]
(Doton: Dokishindou Tsuyoishukensha) - Earth Release: Wrath of the Earth Sovereign
Type: Offensive
Rank: S
Range: Short/Long
Chakra: 40
Damage: 80
Description: Performing four handseals and then focusing a concentrated amount of chakra in his hand, the user will make a fist and slam it onto the surface of the ground to cause an vicinity up to long range to tremor. Distributing dominant shockwaves as to the horizon, knocking down trees if any are in the landscape. This may also be initiated with a stomp of their feet instead, after performing the handseals. Anything that has contact with the ground affected by the jutsu will be flung into the air. The ground within the radius is then made to ascend upwards many meters as a result creating a large mesa (unstable wave-like protrusions of earth). Once the mesa is created, the user will execute one more handseal which will cause the landmass to rupture into countless amounts of debris, nonetheless still holding its shape, using immense chakra reserves to cause the numerous amount of rocks to collide down back to the ground. Thus causing a decimated landscape which will be irreparable. The destructive force is enough to knock down otherwise built or summoned structures of equal rank. It reaches up to 20 meters into the distance from the user's location working as the center of the attack, and covering only the scope of a 120 degree radius.
*No S-Rank or above Earth in the user's next turn*
*Can only be used twice per battle*

Taught By Serpent
(Doton: Tsuchi Kabe-Tama) Earth Release: 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 Serpent

(Doton: Iwa hando) Earth Release: Stone Hands:
Type: Attack
Rank: B
Range: Short-Mid
Chakra Cost: 20 (+5 Per Hand)
Damage Points: 40
Description: The user places his Hands in the Ground and large stone Hands rise up, these hands are very flexible and able to grab the opponent and crush them or be made into fist and punch them, these hand's are very large and lift someone up.
Note:
-Can only be taught by Serpent
-Maximum of five Stone Hands

(Doton: Hebi Higyou) - Earth Release: Crushing Uppercut
Rank: B
Type: Offensive
Range: Short
Chakra: 20
Damage: 40
Description: While close ranged with an opponent and facing hand to hand combat. the User will quickly drop to one one arm and spin around in a break-dancing manner in order so kick the opponents legs and send them off balance. As this happens, the user will be focusing chakra with the hand connected to the ground as an earthen fist will form over there hand. Once the opponent is knocked off balance, the user will spring up bringing the earth infused fist along the opponents body in an uppercut manner dealing a damaging blow to the opponent as the fist crumbles, this hit will send the opponent into the air.
Notes:
-Can only be used once per battle
-Can only be taught by Serpent.

(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 Serpent

(Doton: Ishi Mie Sekkou) Earth Release: Multi Stone Scouts
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30 (+15 Per-Turn)
Damage points: N/A
Description: This is an Advance form of "Doton: Ishi Sekkou" The user will picks up small rocks and throw them in the air. The rocks mold into a bird shape, the birds then fly's high in the sky and scout the battlefield. the user's and Stone Scouts vision's are linked.
Note:
-This Jutsu can only be taught by Serpent
-Maximum of 4 Stone Scouts.
-Can only be used once per Battle

(Doton: Ko Kabe-Tama) Earth Release: 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 breaks 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 Serpent

(Doton: Dekai Tsuchi Enchou) - Earth Release: Mega Earth Dome
Rank: S
Type: Supplementary
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The User focuses his Doton Chakra making 10 handseals, The ground around the battlefield lifts from the ground forming a giant dome that encases himself and the opponent. this blocks out the sun leaving them in total darkness. the user keeps a constant flow of chakra through the ground and Dome making them able to sense anything with Chakra that touches the ground or dome. because of the constant use of Doton chakra, the user can not use Raiton Tech above B-Rank during this Jutsu.
Note:
-Can only be used once due to scale of technique
-Cost 15 Chakra per turn
-No Raiton above B-Rank
-Can only be taught by Serpent

Taught By Pervy: [ ]
(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 wield 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 destroyed 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 field for 4 turns, or until destroyed
Note: The user takes 30 damage from the amount of chakra they have to use for this jutsu

Taught By: LGeezy
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)
 
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Taught By Pervy: [ ]
(Kaen rai butoukai) - Blazing lightning balls
Rank: A
Type: Attack
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will gather there fire and lightning chakra into their hands. As they do so, they will create balls lightning that rotate rapidly generating heat, which the user controls to make fire wrapped around it, and with lightning focussed through it, making a ball of fire and lightning. The user is able to throw these balls of blazing lightning anywhere up to mid range. The user can only make 1 balls to throw from his dominant hand.
Note: Can only be used by zane and the pervy sage
Note: Can only be used 3 times

(Kaen rai ken) - Blazing lightning blade
Rank: S
Type: Attack
Range: Short-mid
Chakra Cost: 40
Damage Points: 80
Description: The user will gather a large amount of fire and lightning chakra around their fist. They will focus the lightning chakra to make it sharp, while they control the fire to surround the sharp shaped lightning. The user will then punch at their target, the lighting will cut what it comes into contact with (within reason, like not Forbidden ranked stuff) while the fire will be released in a huge burst blasting forwards to mid range burning what ever the user has hit with the lighting wrapped around the flames to shock and numb whatever it hits for 1 turn.
Note: Usable twice
Note: No water jutsu in the same turn

(Kaen Rai kousen) - Blazing lightning Beam
Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user with perform one handseal gathering a large amount of fire and lightning chakra into their middle and index finger. The user will then point at their target releasing a concentrated blast of fire, with a 1 inch diameter. Around the fire the lightning will be wrapped/coiled around it, hitting the target in sync at great speeds.
Note: No water jutsu in the same turn.
Note: Usable 2 times

(Kaen rai otakebi) - Blazing lightning roar
Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user with perform one handseal gathering a large amount of fire and lightning chakra into their gullet. Then the user will release an intense blast of fire and lighting at the target of his choice. The fire blast erupts from the user's mouth with a 1 ft diameter and as it's released the lighting coils around the fire blast making a 2 element blast.
Note: Useable twice
Note: No water jutsu in the same turn.

(Kaen Tatsumaki) - Blazing Tornado
Type: Attack/Defense
Rank: Forbidden
Range: Short-Long
Chakra Cost: 80
Damage Points: 100
Description: The user combines their wind and fire chakra together to create this ultimate attack. First the user will build up their chakra in the air quickly creating a high powered tornado, then by adding their fire chakra to it the tornado will be set ablaze creating a fire/wind combo that's very dangerous. This attack can be created in front of or around the opponent, but if the user is within 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 it's used at mid range

Taught By: LGeezy
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)
 
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Ańbu Juniør

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Ninjutsu

Taught By: LGeezy
(Subeta Tame Hou Kirikae)- Sword to Gun Conversion
Rank: A
Type: Supplementary
Range: Short
Chakra: 30 (+5 for every bullet fired)
Damage: 60
Description: The user takes thier sword(s) and while applying chakra , spins them around in a star-shaped fashion. By doing so the user completes a long-lost ninjutsu that transforms thier weapon into a chakra-powered gun. This weapon is then able to be used to preform multiple jutsu only possible with this weapon. The weapon can also be given unique properties if used with certain swords. Also by applying earth chakra the user can create dense erath bullets that can be fired with cannon like force due to the built up chakra applied when firing the gun.
(Last 2 Turns)
(Usable 2Times)
(Doton: Namu Gariri-Dan)- Earth Style: Stone Dragon Bullet
Rank: A
Type: Attack
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user spins their gun in a similar star-shaped fashion to the Sword-Gun conversion. By doing so the user focuses chakra into the weapon and creates a fully stone dragon head that is similar to the Mud-Dragon jutsu in terms of only being a head and body. Due to being connected to the earth, the dragon is able to send a wave of fire -up to 2 times- from the intense heat of the Earth's core. The special thing about this jutsu is that it is able to gain more power through the (Kyoka Maho-Dan: Enhancement Bullet) Jutsu. By doing so the user can create an even more destructive jutsu at the expense of chakra.
(2 are able to spawn at one time)
(Last 1 turns)
(Usable 2 Times)
(User cannot move from position)
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(Katon: Kahoshori-Dan)- Fire Style: Flaming Pheonix Dragon Bullet
Rank: S
Type: Attack
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user spins their gun in a similar star-shaped fashion to the Sword-Gun conversion. By doing so the user focuses chakra into the weapon and once released creates a Flaming Dragon that can attack the opponent and carry him off along with burning him. The special thing about this jutsu is that it is able to gain more power through the (Kyoka Maho-Dan: Enhancement Bullet) Jutsu. By doing so the user can create an even more destructive jutsu at the expense of chakra.
(Usable 1 times)
(No fire jutsu next turn)
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Kyoka Maho-Dan( Enhancement bullet)
Rank: S
Type: Supplementary
Chakra: 60
Damage: +20 damage.
Desription:The user applies a vast amount of chakra into his weapon. Then by shooting a already existing Sword-Gun Jutsu, the built up chakra is forcibly injected into the jutsu making it more destructive.
(Usable 2 Times)
Taught By Teno [ ]
(Ninjutsu: oshi kokuou) Ninja Art: Pressure Of A King
Type: Supplementary
Rank: E - S
Range: Short - Long
Chakra: 5 - 40
Damage: N/a
Description: This technique is used as another form of intimidation, by showcasing the amount of chakra the user currently wields/posses. The user will exert chakra from all over their body releasing their chakra causing it to take on a transparent hue but visible to the eye. Resembling a distortion in the air. This chakra due to it being very powerful becomes very dense, meaning others though it's not offensive, can feel it. As if their body got slightly heavier than normal. Depending on how much chakra is released, depends on how far the chakra can be felt from a distance.
Note: This jutsu is mainly for rping purposes but the effects of S rank can stun a chunin and genin
Note: The S rank can only be used twice
Note: A-S rank reaches up to long range C-B reaches up to mid range E-D Short range
Note: This is offensive in no way at all. This jutsu though it makes the opponent feel slightly heavier its for cosmetic purposes and does not effect the speed what so ever
Taught By Method
Ribaiasan no giman| Leviathan's Deception
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: -
Description: A technique requiring the user to channel chakra across the targeted area of their body or the entirety of it. This technique is used after performing a jutsu which alters the state of the user's body through any form of Ninjutsu, allowing the user to channel chakra to the affected area & conceal it's appearance while still maintaining the traits of the original technique. This is a passive technique performed within the same timeframe as the original, timed so the opponent is left unaware of any transition made to the body. Applied to techniques that coat the user's body or merge with their skin with chakra, a prime example of this in effect is when performing "Earth Spear" which hardens the skin while also becoming much darker in colour, Leviathan's Deception retains the physical trait of the steel-like skin while concealing the change in colour, thus leaving the hardened skin to go unnoticed. Another usage allows the user to perform Leviathan's Deception when transitioning their entire body to a state of chakra that combines with it usually causing the user to lose their Solidity, this technique however allows the body to retain it's solid form & the user's original appearance while still being made up of pure chakra & keeping the traits of it i.e, the user manipulates their chakra across the body to convert it into pure fire, Leviathan's Deception retains the user's original form & anything that comes in contact with the user would simply "phase" through them while being burned, as such is fire's nature. The targeted area of the body after would simply "grow" back until complete. Strengths & Weaknesses of the original jutsu still apply while this is active.
- Requires a chakra cost of -5 each turn to sustain if the original jutsu lasts for more than a single turn.
- Cannot be used on jutsu that extend out form the body, such as "Doton: Hardening Technique"
- Taught by Method
Taught By Pervy
(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: Usable 4 times.
Taught By Keotsu
(Jūhō Kibaku Fuda) Heavy Artillery Exploding Tag
Rank: N/A
Type: Offensive
Range: N/A
Chakra: N/A
Damage: +20 to Explosive Tags
Description: A heavy-duty version of the standard issue paper bomb, this exploding tag has substantially more power than a regular exploding tag, and is generally used in heavy demolition. Other than being .5 inches longer than a regular exploding tag and with the kanji for “erupt” instead of “explode” in the middle, they cannot be discerned from their weaker counterparts at a glance. These exploding tags can be used in place of weaker ones in jutsu involving them.
*In order to use these, it must be mentioned in the user’s bio that they carry this version of the exploding tag – otherwise, the user cannot use these.
(Hanabi Taikai) Firework Festival
Rank: C
Type: Offensive
Range: Throw: Short-Long | Explosion: Short-Mid
Chakra Cost: 15
Damage: 10 each (x3)
Description: The user will throw three balls of rolled up explosive notes that are the size of regular marbles (exploding balls hereafter referred to as marbles), after infusing them with chakra; this chakra coats the marbles and allows them to be thrown a greater distance than the marbles would otherwise be capable of reaching, due to their extremely low mass and weight. Due to their small size, and the lack of a kunai to give away their position, these become a viable option in battle, as they are harder to see. Not only that, but each marble can be detonated individually at the user’s command, like regular exploding tags, allowing the marbles to be used for strategic purposes, due to their explosive radius. The damage is caused solely by the explosive tags; the chakra does not amplify the damage in anyway, and is simply used to throw them greater distances.
(Gurandofināre) Grand Finale
Rank: S
Type: Offensive
Range: Short-Long (Throw) | Short-Mid (Explosion)
Chakra Cost: 40
Damage: 80
Description: Every great display of fireworks must come with a grand finale. The “ending sequence” to the show created by the “Fireworks Festival” technique. This orb of explosive notes is roughly the size of a billiard ball, compared to the marble-sized orbs of its parent technique. This technique functions in the same manner in that the chakra is not used to cause damage, but rather to allow the rather low-mass ball of paper to be thrown large distances; the damage comes about solely from the explosive yield of the paper bombs.Like a fire-works star, the color of the explosion can actually be controlled while making the orb, though this is purely aesthetic.
*Only useable three-times per battle, as the balls are pre-formed.The three balls are kept in a special container attached to the user's belt, on their back, where many people usually carry large scrolls.
*Due to the nature of the technique, due to the explosive yield of the tags, the user can be stuck by this technique if they are in the blast radius.
*Can be detonated by chakra, much like a normal explosive note. Otherwise, it functions like a grenade with a four second fuse.
Taught By UzumakiJake
(Kyochees hima) Summon Be gone
Rank: A
Chakra: 30
Damage: N/A
Description: By focusing your chakra into the palm of your hand and slamming it into any solid surface you can then disrupt the summoning of a creature that's being summoned on that same surface.
Note: only usable 1 times in battle.
Ninja Art: Death Toll
Range: Short
Rank: Forbidden
Chakra: All
Damage: 200
Description: By concentrating all of your chakra out of your body making a sphere of chakra surround you to attack anything around, 10 feet in every direction but at the cost of your life due to the stress of releasing all your chakra at once.
*Death comes with this jutsu so only usable 1 time a game, and three times per bio before the bio is lost forever
*Cannot be used by anyone except real body of user
Taught by Archie:
Kikou Off Sono Kuro Kokudo (Armour Of The Dark Realm)
Rank: Forbidden
Type: Supplementary/Attack/Defence
Range: The User
Chakra Cost: 75
Damage Points: N/A
Description: The user is Covered in a very strong dark armour for the user to wear this armour they must have a very large amount of chakra to fuel it, if this can�t be done then while wearing the armour the user will be drained of all chakra and this will lead to death by exhaustion. This armour has a very unique look while the whole figure is black there are odd looking patterns on it. The armour increase the users strength, speed, defence and accuracy but with this there is the fatal cost of chakra drain. The users Ninjutsu and Taijutsu are increased By 25% (speed increase) while the opponents Taijutsu is decreased by 50% (E,D and C rank jutsu dont effect the user while wearing the armour when it is activated). The Only weak vital point of the armour is a small circular shape on the chest area if this area is hit by a very powerful and accurate Jutsu (S-rank and above) then the armour will be destroyed when this happens a large explosion will happen and it will do major damage to the user leaving them extremely weak and leaving them open to attacks.
The idea behinde this Armour is that it produces a thick layer of chakra that is invisible to the naked eye, only ninja who have obtained the sharingan and byakugan can see it, all weapons are blocked accept for elemental weapons that can break through the sheild and taijutsu is weakened because breaking through the wall is difficult.
Note: If armour is destroyed +50 damage to the user is caused.
Note: -10 Chakra to the user every turn the armour is in place.
Note: Jutsu only lasts 3 turns and after this the armour will break apart.
Note: When in need of the armour the user will activate it, But after that has happened it can�t be deactivated until the third turn when it is at its limit (If the armour is not activated and the centre of it is hit no explosion will happen only when activated will it happen.)
Note: Due to chakra consumption 2 jutsu can only be preformed next turn and forbidden rank jutsu cannot be preformed for 2 turns.
Taught By Anbu Kakashi
(Doragon Nami) Dragon Wave
Type: Attack
Rank: Forbidden
Range- Mid-Long
Chakra Cost: 50
Damage Points: 90
Description: Releasing a huge mass amount of chakra, the user of this jutsu compresses the chakra in a small, volleyball sized sphere with two hands. The process, in which, the ball is created takes time to develop, making this attack dangerous to use in the middle of a battle. Even when fired prematurely. The blast is so powerful it has the capability of completely devouring half a village. This jutsu is more of an explosive type move then wave based attack
Note: If attacked within short to mid range, the blast will be utterly disrupted and will cause a huge explosion causing great damage to both the user and the opponent.
Note: Can only be used by Anbu Kakashi
Note: Can only be used once in battle

Fuuinjutsu

(Fuuinjutsu: Disupurēsa Kabei) Sealing Arts: Displacer Wall
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30 (-10 each turn)
Damage: N/A
Description: The user will weave several hands, erecting form their body a translucent, wisteria barrier that spreads throughout the battlefield. The barrier is intangible and carries no physical or damaging properties, allowing it to spread instantly to its full perimeter. The barrier carries a chakra-detecting property, allowing it to "analyze" techniques that exist within its range. The barrier is capable of detecting infusions or other enhancements throughout the enemy's techniques; upon detection of such a technique, the barrier will activate, forcibly stripping the infusion from the technique, absorbing this power into itself. The barrier does not weaken the technique in any way beyond that, and as such has no effect on techniques that are not passively or actively enhanced in some way. In addition to the previous effect, the user is capable of weaving an additional seal, allowing the absorbed power to be released back into a technique of their own. This action consumes a move slot in the turn used but is passive so as to allow the boost to be applied to a technique used. The user can only do this with one "stored" infusion at a time but is capable of choosing which in the event that multiple have been stripped. In the event that an infusion is stripped and stored, the chakra used is "purified" by the barrier, allowing the power to be applied to the user's jutsu even in the event that the original boost was only applicable to a certain type of technique.
Notes:
- No Fuuinjutsu above A-rank can be used in the same turn or next turn.
- Can only be used three times per battle, lasting for two turns per usage.
- Requires a two turn cooldown between erection of barriers
Taught to: Riker | Corazon (Lee) | Detective L | Ian(?) | Never

Taught By Vex [ ]
( Fuuinjutsu: Hecate's Nekutai ) - Sealing Arts: Hecate's Binding
Type: Supplementary
Rank: C
Range: Short
Chakra cost: 15 ( -5 each turn )
Damage points: N/A
Description: The user forms a Fuuinjutsu that is simple in nature yet advanced in it's applications. Channeling chakra, the user creates a seal that is applied to a weapon of the user's choice. The purpose of this seal is to extend the user's chakra manipulation through an instrument of his choosing. This allows the user to release Jutsu from this instrument or item of choice as long as it's in the form of a streamed jutsu, like Great Majestic Annihilation or a projectile like Water Bullet. A one time use seal, this can be applied either in battle or pre applied before battle by placing in the user's bio. After applied, lasts until the user cancels it. In order for this to work, the weapon has to be in contact with the user's body or said jutsu will be released from their original point of release.
Note: Can only be used on weapons the user owns.
Note: This seal also binds the weapon to the user, meaning it can't be lost unless the user himself throws it away.
Taught By Vegeta
Fuuinjutsu: Nankaina oshie - Sealing Arts: Arcane Teachings
Type: Supplementary
Rank: A
Range: Short
Chakra: N/A (30 for the activation of the seal, +20 chakra on the technique)
Damage:N/A
Description: To understand this technique, one must understand that handseals are simply a way to mold and shape the chakra that goes into a technique. Each handseal shapes the chakra in a unique way and when chained together to form techniques, they make the users chakra form a certain way to release it. One can mimic this temporarily by using a sealing technique to focus ones chakra through it, mimicking the use of handseals. This seal combines these two aspects into one seal. By having a tattoo of all 12 handseals on one of the users arms, he may focus chakra into them when using a technique. The seals will passively rearrange themselves along the users body corresponding to the seals and the order of them that are used in the technique. When each seal on the user's body is filled with chakra, the technique will be released. Thus, the user can replace the handseals of any technique that is released from his body. This, however, can only be applied to the basic 5 elements.
-Must be present in the users bio.
-Can only be used 2 times per battle, once per turn in one technique, 2 turns apart.
-Last use revokes the users elemental specialty, requiring for all techniques the normal number of handseals after that point.
-Can only be used on techniques that are released from the users body.
-First activation of the seal costs 30 chakra points and counts as a move. Each technique used through it costs 20 more than normal.
Fuuinjutsu: Do~ūmu no jikan*(Sealing Arts: Doom's Time)
Type:Supplementary
Rank:A
Range:Short-Mid
Chakra:30 (-10 Per Turn)
Damage:N/A
Description:*The user will perform a single handseal and release millions upon millions of razor thin barrier stemming from himself and spanning out in every direction. The barriers will only react if another body touches them, and nothing else. So any elemental or otherwise technique will not be affected by the barrier whatsoever. Whenever another being reaches this barrier it will be activated. The barriers will begin to constantly be made and pushed outwards towards the opponent (but never extending past its range) so that with every centimeter the opponent tries to move towards him, they must resist the barriers being made and pushing out to them. This does no harm to the opponent, but it slows them down and thus gives the user more time to react, giving the user the equivalent of the additional reactions and tracking of Tobirama when this technique is in use (ie; Tobirama's reaction is 3x so it slows them down x3). The barriers, stemming from the user, move with him as well and thus he may move as he wishes.
-Can be used twice per battle
-Lasts 4 turns
-No A rank and above fuuin til the next turn
-Speed boosts for the user are nullified while this technique is active
Taught By Lee [X]
(Fuuinjutsu: Baundoenchanto) - Sealing Arts: Bound Enchantment
Type: Supplementary
Rank: C
Range: Short
Chakra: 15 (-5 per turn)
Damage: N/A
Description: This seal may only be used on weapons that are in contact with the user. This seal may also be passively applied to the user's weapons or formed onto a weapon the user is holding by expending a move. Only activated when the user is utilizing a jutsu to enhance or otherwise affect said weapon, this seal (which is marked with the kanji for "bind") will activate and drain chakra from the user to fuel said jutsu, even when the user uses another jutsu. It will permanently (or for as long as the user chooses to keep paying chakra) bind the enhancement to the weapon by doing so, as it is constantly being fueled. Each turn the weapon will be able to be used as if the enhancement that was made on it was newly activated, so that they may block and attack with the weapon it was used on without breaking the freeform dodging/blocking rules.
- Only one of these seals may be active at a time on a single weapon
- Only works on weapons
Taught By Sinthorus [X]
[Fuuinjutsu: Henkan] - Sealing Art: Conversion
Type: Supplementary
Rank: A-Rank
Range: Short - long
Chakra: 30
Damage:60
Description: A simple fuuinjutsu formula that is applied to a form of metal. This can be a basic weapon such as a sword, kunai or shield etc, or even metallic elements such as steel release. This formula is applied passively but to activate it's use costs one of the users 3 jutsu per turn. How this seal works is, much like the cannon sealing technique "( Ho/Mizu/Kaze/Tsuchi/Rai Houin ) - Fire/Water/Wind/Earth/Lightning Sealing Method" it absorbs an element, only working on energy based elements such as fire or lightning. Though, instead of containing this element within the seal, instead in coverts the element and redistributes it through the metallic object, channeling it around it. For example, if this seal were applied to a sword, the user could activate the seal to draw in the lightning and have it then converted and redistributed around the sword, using the seal as a method of reshaping the technique and applying it as a coating around the sword. Like the cannon B rank seal, this can absorb up to S rank energy based elements, and reform them to coat the object the seal is applied to. This will only work on wind, lightning and fire based elements, and advanced variants such as typhoon or black lightning. This is possible much like how jiraiya was able to use the seal to absorb amaterasu, and advanced variant of fire. The limit to this is, that the seal can only coat the item it's placed on and not be manipulated further. It will coat the item for 1 turn. The formula can be applied to part of an object so as to not hurt the user when the coating is applied, for example, only applied to the blade of a sword, so the user can hold the handle without hurting themselves.

Note: Useable 4 times. Once applied to an object passively, it remains there until activated, when activated it counts as one of the uses, the passive application does not. Once activated the element will be absorbed in and redistributed coating the item within mere moments, last until the end of the users next turn.
Note: Can only be activated on one item or object at a time (such as one steel jutsu etc) and the seal can only be applied once to an object or seal.
Note: Once activated must wait 1 turn before activating again. No fuuinjutsu above A rank in the following turn.
Taught By: Teno [X]
(Fuinjutsu: Anubisu no norowareta shukufuku) - Sealing Style: Blessed Cursed Of Anubis
Rank: S
Type: Supplementary
Range: Mid
Chakra Cost: 40
Damage points: N/a
Description: Blessed Cursed Of Anubis is a very unique type of fuin technique, created to offset those who boost themselves and to balance the haves and have nots in term of power a powerful fuinjutsu was created. The user will do a set of five handseals ending with the tiger seal, creating a large sealing symbol to take form on the ground. Once the seal appears it will encompass all those who are within it acting as a barrier, sealing off the exits, unless a collective damage of S rank was done. The Seal can have both a cursed or blessed response, and even the user is not immune to the affects. The Seal acts as a reverse for bodily boost (This excludes things such as leg weights or boost done by physically training the body as such). By activating a boost, it will actually curse the body causing the opponent (and/or user) to experience negative affects. Meaning if the opponent was to boost himself or technique by +20 then it will actually have a -25 to their damage. This is done with speed and strength as well such as chakra enhancement and even EIG. If the opponent activates a technique to increase their speed by +3 it will decrease their speed by -3. Though this technique has a blessed portion. If negative affects were to be applied onto the user be it by themselves or the opponent (via means of things such as poisons, or side affects of a jutsu it would boost them. So if a jutsu was done on the user to decrease their tracking by -3 it would boost their tracking by +3 instead, making this a technique to keep everybody on even fields.
Note: This excludes specialties in the bio, physical alteration to the body such as leg weights being released.
Note: Can only be twice per battle with a 5 turn cool down
Note: Once the technique is cast, the user cant use any fuin until technique is finished
Note: Last four turns
 
Last edited:

Ańbu Juniør

Legendary
Joined
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Messages
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Kumi
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Awards
Genjutsu


Taught By Dingleberry
(Genjutsu: Asshuku Mizu) l Illusionary Arts: Pressure Water
Type: Supplementary / Genjutsu
Rank: A Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user begins by forming 3 handseals, channeling their chakra into their opponent's chakra network, manipulating it to make the opponent believe they are hit by a large constant freezing ice cold stream of water from just above them that is large enough to cover their body. In the genjutsu the freezing ice cold water stream pins them to the ground facing up, under the force of the water the victim is rendered immobile. Also within the genjutsu the water the victim is hit with is freezing cold, so much so that it is like the water found in the Arctic, this water makes the victim feel terribly cold, numb. However in reality, the victim is left standing, paralyzed due to the power of the stream that pins them within the genjutsu. If the user does not escape the genjutsu in one turn they will suffer great mental damage , from the ice cold water. If the victim is unable to escape in the second turn they will not be able to cope with the mental stress that has now accrued and will pass out.

Note: No genjutsu of any rank can be used in the next turn
Note: Can only be used two times a battle
Note: Can only be taught by Strawberry

Taught By Ian
(Genjutsu: Kiba no Yokubou Nezumi) Illusionary Arts: Fangs of Lusting Rats
Type:Supplementary
Rank: C- Rank
Range: Short - Mid
Chakra: 15
Damage: N/A
Description: The user will perform 1 hand seal, putting the target into a genjutsu. The user will make illusionary rats appear from anywhere in the sight of the target. The rats will climb onto the target, and proceed to bite and attack the target. The bites will cause a target to experience Streptobacillus, in oh words Rat Bite Fever. Their skin starts to become irritated, causing them to scratch the irritating spot. The target also experiences a false fever, getting the chills and red/purple bumps on their skin. The user can add smoke when creating the rats to be more realistic.
*Effects last 2 turn*

(Genjutsu: Gyuunyuu no Kajousesshu) Illusionary Arts: Overdose of the Milk
Type:Supplementary
Rank: B -Rank
Range: Short
Chakra: 20
Damage: N/A
Description:
The user will make a set of 3 hand seals, to which the user then channels his chakra into the brain of the target causing a genjutsu to occur. The user will create a fake sense of a sudden spike in blood pressure by emulating caffeine overdose. This is done through a hormone in the body which causes the caffeine to block mental signals to the arteries. This genjutsu starts off as a normal one but as time goes by the effects become more severe. During the first two turns nothing really happens, creating a false sense of nothing after the handseals are made. After three turns have passed the real effects kick in as the first two was used to create a *build up* in blood pressure due to the amounts of caffeine used. The target's body starts shake and his limbs become tighter, making it hard to move. Their veins start to become visible. The restraint created from the overdose causes them within the genjutsu unable to make hand seals. In reality the target is unharmed, but their body is frozen in place.
*Requires 3 turns for effects to activate*
*Can be used two times per battle*

(Tsumibukai Genjutsu: Burakku Bokkusu)Sinful Illusionary Arts: The Black Box
Type:Supplementary | Offensive
Rank: C-S
Range:Short - Mid
Chakra: 15-40
Damage: N/A
Description: The illustrious and legendary Genjutsu of the Royal Sinners, The Black Box. This is a powerful Genjutsu, acting like a Kai and can also be used as an attack. The kai version is activated when the user is sent into a Genjutsu to which is identified through the means of sensory , doujutsu and or other means. Lacking one of these, the user would need to self evaluate situation, allowing them to identify they are in a genjutsu . The user will channel his chakra into his own brain, placing chakra into the five senses. The senses that were not targeted by the targets Genjutsu will be layered with chakra at the minimum. The others that was targeted however, the chakra will overlay the targets chakra and actually flush the chakra out of the system of the brain, in the Genjutsu itself dark figures with red and yellow and dark devil eyes will come from the ground and begin to drag the target into the ground. After which the user will find himself in a dark room known as the “Black Box” which is actually the dark subconscious of the mind created by the illusion. In the room, there exists a red demon wearing a tuxedo and playing a piano and smiling to the user saying “You owe me one...boy” to which he starts laughing and the illusion ends when the chakra leaving the brain. When used as an attack, the user will use a set of 6 seal and channel his chakra into the brain of the user taking control of the five senses. The user will slam his hands on the ground, making it seem as if he used an earth technique. The earth rises around the target and places them in a new dimension known as the “Black Box”. In the new room the target will find themselves strapped to a black chair and piano music playing. The same red demon will be playing the piano and tells the target “Read for the symphony?” and laughs dark and loud as a dark figure with a shinigami mask on comes towards the target. In reality at this moment the target is unable to move. The masked man the places his hand by the heart of the target and proceeds to rip out the soul of the user , removing the mask and eating the soul, The masked man the laughs and begins eating other parts of the target till there is no more. During this time the target is immobilized in reality.
*Can be used 4 times to release from C rank, 2 for B rank and once for A-rank.
*When used on a target it is B-Ranked in strength and can be used only twice*

Taught By Serpent
(Genjutsu: Fukai Shinen) Illusion Technique: Drowning Abyss
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra cost: 30
Damage points: N/A
Description: The user will make a single handseal and focus their chakra to disrupt the opponent's chakra flow, this in turn causes the opponent to be caught in this Genjutsu that will make the opponent think that they are deep underwater with high pressure allowing this Genjutsu to bind the opponent making them unable to move.
Notes:
-Paralyzing lasts 2 turns
-Can only be used twice per battle
-Requires a 4 turn cooldown
-Cannot use Genjutsu Next turn
-Can only be taught by Serpent

Taught By Better [ ]
(Kumo-Ryū Kensei Doumeihigyou) - Cloud Style Feint Attack
Type: Supplementary
Rank: A
Range: Short to Mid
Chakra: 30
Damage: N/A (-60 damage if not broken due to mental strain)
Description: The user takes his sword out and immediately a Genjutsu is casted. When the user takes his sword out of the scabbard it makes a loud screech. The sound can be long or short, depends on how fast the user takes the sword out of the scabbard. Taking out the sword initiates the Genjutsu. Inside the genjutsu, target suddenly sees the user walk right by him. The user takes his blade and its scabbard and puts the sword back inside slowly. Once the sword is fully put inside its scabbard the target is then cut through his whole body and spills blood everywhere, dying in the illusion. In reality, the target is open to being cut down as he can't see whats really going on.
- Target isn't paralyzed. Attacking the target in the illusion walking behind them ends the Gen.
- Can be only used 3 times.
- Can only be taught by Better
 
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Taught by Daemon:
(Dyuaru Yure )- Dual Vibrations
Type:Attack
Rank:S
Range:Short
Chakra Cost:40
Damage Points:N/A
Description: The user summons the Dyuaru Yure(Dual vibrations) . they can appear in hand or on the users back. the swords have black and silver colored handles and they are both long swords that share the same case. the user can channel lightning chakra into the swords to create an aura of electrical currents around the blades allowing them to cut through things easier. Also while the swords are active the users lightning techniques are increased by 10+ so that the lightning jutsu are stronger. Once every 4 turns the sword can channel lightning chakra through the ground to electrocute the opponent(The lightning chakra can travel up to mid range). Also this sword can absorb lightning chakra up C-rank. This effect can only be used twice per battle.
(the user can only put an electric current around the blades 3 times per battle and the electric currents last 5 turns)
(Usable only once per battle)
(Wind element of user drops by 10 damage points )
(Can only be taught by Daemon)
(the Swords are about 3 feet long each)

Taught by Best
Raijin No Kogake | Thunder God's Gauntlet
Type: Weapon
Rank: S rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Raijin's Gauntlet is a special gauntlet that was designed by Minato Namikaze himself in order to increase and polish his strategy in Ninjutsu and Hiraishin Jutsu. The Gauntlet is a regular steel Gauntlet which consist of a foldable hidden cross bow on it such that when it is worn on the hands, the Crossbow is hidden under the wrist of the user. This Crossbow is fed mini bolts on each Gauntlet that are made out of materials that are used to manufacture kunais.

Abilities:
The general ability of this crossbow is that the crossbow can send normal or Seal marked (FTG) bolts like a freeform Kunai throw. The Crossbow can send tiny bolt infused with raw chakra like a regular kunai or infuse them with one of the basic five elemental chakras to improve the effect it has on the target like Infusing it with wind to increase sharpness, Lightning to increase piercing power, Fire to burns, earth to harden, etc. Releasing normal or "Infused" bolt(s) comes under freeform attack, like a freeform "infused" Kunai throw.

First Ability:
The first one is that when the infused bolts are released towards the target, the user can perform a single special hand seal ( Like Deidara's "Katsu" ) in order to make the Bolts blast to create a short ranged explosion of the desired element. The explosion will be A ranked in strength and this ability can only be used three times per battle. This counts towards the user's jutsu per turn limit.

Second Ability:
The second ability is the user is able to attach ninja wire/strings to the tail of the bolts while they are released . While these strings are normally A ranked ninjutsu in strength, they are very sharp so that they can slice through or severe a human flesh with ease. The user can use these wire attached bolts(s) to bind the opponent, constricting the movement of any part of the body and pin them to any surface or the ground with the bolt acting as the anchor point fixing itself to the ground/surface. The user can anchor the bolt to any surface/sentinel object as a means to pull himself up ( For example, The user can anchor the bolt to a tree/ground near a swamp to get out of it) . The Wire is A ranked in strength however when these wires are attached to elemental infused bolts they are of A ranked in strength of that particular element and follows elemental strength and weakness. The elemental wires when severing the opponent or impaling through them produces the effects of their particular element. This second ability can be used only 4 times per battle and consumes one jutsu slot. Only one the ability can be used at a time and never both combined. Meaning if the users sends an elemental bolts with wire attached, the user can only use the second ability and cannot make the bolt blast up to create the effect of the first ability.

The Gauntlets are very strong and virtually indestructible but this doesn't mean they can defend against anything and everything. The weapon is chakra sensitive hence when someone else wears it, the gauntlet releases S ranked spikes from within it impaling and severing the hands of the person who used it.

Restrictions:
*FTG sealed bolts can only be used my Minato/Tobirama bios*
*Can only be Taught by -Best-*
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Taught By Kamishiro [ ]
[Shodai Hokage no Kubikazari] - First Hokage's Necklace
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: The Hokage's Necklace is a Necklace made of special crystal that originally belongs to the first Hokage, Hashirama Senju. It isn't any ordinary necklace nor was it ever meant to be, after all it belonged to the God of Shinobis. This Necklace was made with the aid of Wood Element which is known to give life, and this was not an exception. The combination of wood element along with the special crystal partially gave birth to a creature. It couldn't speak nor could it move or actually do anything physically, yet the living traits gave the crystal a conscious and a will that was highly loyal to Hashirama and whoever follows him. It also have a mental communication with the owner which it could communicate with him through. This Necklace has a really special ability with which it could continuously put chakra into the owner upon his request in order to prevent falling for genjutsu. The necklace putting chakra into the user's chakra system interrupts the normal chakra circulation and as such, breaks the user out of the genjutsu.
-Can only be worn by Kamishiro and those who are allowed.
- The ability to snap out of the genjutsu is usable only for limited amount of time for certain ranks:
1 S-rank, 2 A-ranks, 3 B-ranks.
-Can be used against 1 F-ranked Gen but when done, the user can't use the necklace for the rest of the battle and won't be able to use S-rank techniques or above for two turns due to the massive shock to the user's chakra system.
-Only usable 3 times per battle
-Breaking free from the genjutsu counts as a jutsu

Taught By Keotsu [ ]
(Ani) Brother(Passive)
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: Keotsu's legendary blade Mythos has been with him through trials and tribulations of all sorts; and in turn, Keotsu has used his strength to help his friends through their own challenges. The strength Keotsu could offer was always limited, though, as so many of his teachings were made with his own blade in mind. This technique allows others to use Mythos, when they normally could not. Because Mythos is tied to Keotsu's soul, he will perform a small ritual with one that Keotsu is incredibly close to: Keotsu will place Mythos in its entirety atop one of his brothers-in-arms' weapons, and coat it in an incredibly thin layer of the Mythril that Mythos is made of. In this action, Keotsu accepts this person into his soul, marking them as someone of great importance to him. This imparts the weapon with all the abilities of Mythos, except for the ability to change shape, the original ability that Mythos possessed in its form of "Mikomi", long, long ago.
*Note: Cannot be used in battle. The purpose of this technique is to allow others to be able to use Mythos.
*Note: True to the blade, if a piece of Mythos is ever used against Keotsu, this technique will "deactivate", and that person will be as if they could not have used Mythos in the first place.
*Note: Those who Keotsu teaches "Brother" will be able to use (Ten'notsurugi: Mythos, Jinsei no Sāberu) Astrum Sword: Mythos, Vita Saber with all of its abilities, except the ability to change shape.
*Note: Ani-infused weapons do not have to be summoned into battle, and can be carried into battle like a traditional Custom Weapon so long as the user's bio states they carry an Ani-Infused weapon.
(Ten'notsurugi: Mythos, Jinsei no Sāberu) Astrum Sword: Mythos, Vita Saber(Reference)
Rank: N/A
Type: Weapon
Range: N/A
Chakra Cost: N/A
Damage: +20 to Kenjutsu and Command Arts
Description: "The Blade of Heaven...Mythos the Life Sabre. One of the Ten Shinning Weapons." When Keotsu returned to the known continent from his journey to regions unknown, he returned with his blade Mythos in a new form; some secret event took place which reconfigured the blade and created a powerful connection between Keotsu and the sword. The Mythril blade retained its ability to change it's shape, but not it's mass when subjected to Keotsu's chakras, as did the scabbard of the weapon, though the two were no longer explicitly linked. A few improvements were noted by Keotsu, though: the blade seemed to resonate better than before, boosting his powers in battle: offensive Kenjutsu techniques and Command Arts have their power increased by +20, and defensive and supplementary Kenjutsu and Command Arts are increased in their effectiveness by +20 (that is, a defensive technique that is A-rank (60 damage) would be capable of now defending from an S-rank (80 damage) ; second, the blade came to reject energies that were foreign to Keotsu - that's to say, for example, if an enemy tried to use Nagashi after grabbing the blade, the energy would stop completely due to the nature of the blade's composition. This particular power comes about from the blade's new found synergy with Keotsu, in an effort to prevent it from being used against him. Retaining all the properties of the metal it was forged from, Mythos is indestructible and will never dull, in any of its forms.

*The user can manipulate the blade’s form during battle at any time, but it costs 35 chakra to do so, and also counts towards one of that turn’s three allotted moves.
*Can only be wielded by Keotsu. When someone else tries to hold the blade, it will reject their chakra and increase its density exponentially, making it to heavy to be lifted. However, it reverts to its original density when Keotsu is holding it.
*While the sword can transform into different types of weapons, like a katana or spear, it is bound by its mass, meaning that the form it takes on has to be within the realms of creating from the same amount of matter.
*While Mythos is in hand, Keotsu is unable to cast Genjutsu at all.


Scientific Ninja Tools

Taught By Keotsu [X]
(Bīkon) Beacon
Type: Tool
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: As the Kote has gained notoriety among Shinobi, Samurai too have looked at the technology as a way to expand their arsenal. The Beacon is an altered Kote, capable not of using Ninjutsu, but of preforming Summoning in place of the user, intended for use by Samurai. A beacon has a disk inside it upon which a summoning contract is inscribed, much like how one would sign a traditional contract. Unlike Kote, to use the Beacon does require chakra - an equal amount as would be required to normally preform a Summoning, but unlike traditional summons, the Beacon acts as its namesake, allowing Summons to pull themselves to the wielder's location.
*Note: Allows Summoning to be preformed by Samurai.
*Note: Chakra Cost and Damage are dependent on the Summoning being used.
*Note: Use of the Beacon itself is passive, but the Summoning still consumes a moveslot.
*Note: The Beacon can only be attuned to one Contract at a time.

Taught By Ian [X]
(Kansō) Requip
Type: Tool
Rank: D
Range: Self
Chakra: -5 chakra per transformation
Damage: N/A
Description: Requip is a unique brand of ninja technology namely used for those always on the move. Coming in the form of apparel; the user has the innate ability to have clothing that morphs and changes form in order to suit their needs. Within the fabric of the clothing – there exists specialized ninja technology that controls the strings and thus with the use of chakra can command it to take any form she desires. This can range from shifting from casual wear to combat ready clothing on the fly. It mimics any clothing the user may also have somewhere at home and even the coloration changes as well. This combines two aspects: the Henge no Jutsu and the morphing capabilities of the microfibers but the transformation is permanent until changed again. Transforming the clothing is passive and doesn’t take a move slot however needs – 5 per use to do so. While transforming a bright light is also emitted to prevent others from seeing the transformation until it fully forms if needed.
This tool is used by using chakra to control threads in the users clothes to change it into something else.


Artifacts

(Chū Su No Heiwa) Chungsu’s Peace
(Chū Su No Heiwa) Chungsu’s Peace
Type:
Artifact
Rank: A
Range: Short
Chakra: N/A (-5 Per Transformation)
Damage: N/A
Description: Said to have once been regularly worn by the 29th Daijō-daijin, Sai Inuzuka, Chungsu’s Peace is a unique artifact made from chakra reactive metal that grants it unique transformative properties to lessen the sensory burden on individuals with enhanced senses. In its initial state, the black and white, birdlike domino mask simply serves to protect the user from blinding effects from bright lights. It’s only when the mask is transformed into one of its two forms that the passive abilities it possesses reveal themselves. The first ability grants the wearer passive immunity to all hindering sound techniques A rank and below, to include illusions triggered by sounds. The second ability grants the user passive immunity to foul stenches and strong odors, protecting them from inhaling airborne particulates such as fumes, vapors, poison gases, and airborne microorganisms that are either naturally occurring or the result of A-rank and below techniques. Once it's abilities have been used, the mask returns to its initial state.

Notes:
- Transforming the mask is passive and does not require a move slot. The mask can only take one form at a time.
- In its first form, the artifact can block A rank and below airborne particulates twice per arc.
- In its second form, the artifact can block A rank and below hindering sound waves twice per arc.
- The artifact's passive abilities recharge at the beginning of each arc.[/B]

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♦ Demon God's Fist - Pencak Silat

Type: Nintaijutsu

Background: Pencak Silat is an martial art specializing in decisive blows and guerrilla tactics. Pencak means Dance or Distraction, and Silat means Attack. It was developed in the Land of Fangs to ward off suppression and succeeded at one point in driving invaders from the Land of Claw, via a resistance led by Silcardo Jenazad (a native of the Land of Fang). The style became so notable that shinobi and martial artists from other countries frequently visited the Land of Fangs solely to train in the craft. Something that was accomplished by many, however it is yet to be heard of anyone trianing directly under Silcardo Jenazad, a complete master.

Description on the Abilities and Inner Workings of the Style: The style has a plethora of moves that could be considered "dirty", like the "Jurus", a set of 18 combo attacks in a single attack (technique) meant to go for vital areas like the eyes, throat, and groin for kill. But has direct and unpredictable approach as well. There seems to be a large number of moves preceded by a jump, as well. However the style is not so simple, experts in the art began to progress it's nature and mixed Earth Ninjutsu into the craft, perfecting the style; through Doton chakra. The user uses Doton chakra by making their skin robust, sharp and abrasive, with a dark almost entirely black tone of color. This allows for even the smallest contact to result in skin cutting, capable of doing penetrating damage, shredding flesh, piercing targets. Essentially making their limbs become virtual shredding hammers. This allows them to even grab the ground firmly to the point of shattering it within the scope of their grip. When entering the style the user adopts a slighlt bent knees position with one arm placed above his head, palm facing out and their dominant hand is closed in a fist, lifted to mouth level.

Combat Stance:
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Hands and Legs under influence of Pencak Silat's abrasive nature:
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This is done by channeling chakra and materializing the robust nature of rock through their limbs, or manually removing the earth from the ground or from existing techniques for offensive and defensive purposes; such is the nature that it can parry and break regular blades, swords and other weapons bare handed. It is a formidable martial art, showing strength against Karate, and able to adapt to anything, any form of terrain or surface to keep balance and accommodate with the style, with a large amount of techniques and high speed movement. Being complicated and bizarre. The technique is perfected through the waving of ones body and limbs before attacking. Unlike Drunken Fist the user does not appear willow or wavering, however they hold flexibility and dexterity of the same level, due to the round and jumping patterns they utilize with both arms and legs, unlike the stumbling and unbalanced rythm of Drunken Fist, this form of unpredictability relies more on deceiving the opponent with our limbs. To better understand in picture what i'm aiming for, look at the second spoiler above. Providing equally useful unpredictable movements simply by hiding their real intentions with hand patterns.

Supreme Silat ( Expert Master of the Style)
^
Expert (Learning the advanced techniques)
^
Disciples (Learning the basic techniques)​
Example Techniques:
(Kenmashajin: ) - Pencak Silat: Rolling Grinning
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: A powerful Silat move that involves the user striking at the victim's vital points whilst spinning around the victim either by jumping over them or dashing at them, making it near impossible to dodge once the intial blow has been landed and the user begins circling the target. The targeted areas are mainly the eyes, neck, ribs, and other vital parts of the body. With the hands enhanced by the Pencak Silat's special rocky nature, the user's blows aside from being stronger also slash and tear apart the skin and clothing of the effected body parts. Dealing up to a toral of 8 strikes. The user finishes with a close fist into the gut. The technique's effectiveness is dependant on the user's speed and if they so wish they don't to circle the target, but rather keep attacking the same side unpredictably.

(Kenmashajin: ) - Pencak Silat: Ground Split Drop
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user adopts a side-facing stance and firmly prepares himself. After turning his hands pitch black and coating them in abrasiveness, they leap at the target using chakra to push off the ground faster. Closing the distance inbetween with a single step in an instant, keeping their arms inside their area upon nearing the target the user extends the attack arm outward. Smashing it into the target's chest, the blow strong enough to send an adult person backwards a considerable distance and breaking several rib cages. Alternatively done as a kicking attack instead of a fist, having the user striking upside down and kicking his opponent with a side kick to the face with a rapid spin on their standing hands. In this case the legs are coated as well.

(Kenmashajin: ) - Pencak Silat: Nine Strikes One Kill
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user channels Doton chakra throughout their hands and knees. Creating Pencak Silat trademark appearance, they then charge at the target using their knuckles and knees as the main weapon to deal numerous strikes around the target's chest and torso. Pushing them back and carving their knuckles into the flesh with each strike, fracturing minor bones in the process. The user lands a total of 8 strikes, finishing with a 9th final strike extending their hand out straight, in the form of a spear and piercing the target's torso area. Gruesomely coming out from their back, shredding numerous internal organs in the process.

(Kenmashajin: ) - Pencak Silat: Whirling Stone
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user brushes and slides their hand or leg through either a pre-existing earth technique or from natural rock and using the Pencak Silat trademark ability to add earth into their skin they lift part of the rock and shape it into formidable and sharp gauntlets or boots in order to land stronger blows capable of shattering bones and rupturing internal organs; these can have a normal look, or resemble a wolf's head, snake, etc. The technique is strong enough to play in equal grounds with other elemental techniques following Earth's strength and weaknesses. The technique is one of the few Pencak Silat that have wider range, as the user can shoot these accessories as rapid projectiles. The user can only use earth techniques made by the opponent if they are B rank or lower, even to the point of stopping the technique by infusing their arm with earth chakra and forcefully stealing the rock from the jutsu.
Additional effects and Restrictions:
♦ Must have mastered Basic Taijutsu.
♦ Must have mastered Basic Ninjutsu & Earth Release.
♦ User's hand and feet become more resilient in receiving attacks and blocking.
♦ The user's hands become accustomed to the style, remaining slightly abrasive by nature. This makes their freeforms attacks have a minor cutting/abrasive edge.

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

Loki, our loyal member, gave on the 30th of March 2016, a request for a Patent on the Custom Fighting Style Demon God's Fist - Pencak Silat. I, Lord of Kaos of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Demon God's Fist | Pencak Silat
Powered by Lord of Kaos
Copyright 2016, Loki, NarutoBase.net

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Taught Here: [ ]
(Kenmashajin: ) - Pencak Silat: Rolling Grinning
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: A powerful Silat move that involves the user striking at the victim's vital points whilst spinning around the victim either by jumping over them or dashing at them, and the user begins circling the target. The targeted areas are mainly the eyes, neck, ribs, and other vital parts of the body. With the hands enhanced by the Pencak Silat's special rocky nature, the user's blows aside from being stronger also slash and tear apart the skin and clothing of the effected body parts. Dealing up to a total of 8 strikes. The user finishes with a close fist into the gut. The technique's effectiveness is dependent on the user's speed and if they so wish they don't to circle the target, but rather keep attacking the same side unpredictably.
X Usable x5 per battle.
(Kenmashajin: ) - Pencak Silat: Ground Split Drop
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user adopts a side-facing stance and firmly prepares himself. After turning his hands pitch black and coating them in abrasiveness, they leap at the target using chakra to push off the ground faster. Closing the distance in-between with a single step in an instant, keeping their arms inside their area upon nearing the target the user extends the attack arm outward. Smashing it into the target's chest, the blow strong enough to send an adult person backwards a considerable distance and breaking several rib cages. Alternatively done as a kicking attack instead of a fist, having the user striking upside down and kicking his opponent with a side kick to the face with a rapid spin on their standing hands. In this case the legs are coated as well.
(Kenmashajin: ) - Pencak Silat: Nine Strikes One Kill
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user channels Doton chakra throughout their hands and knees. Creating Pencak Silat trademark appearance, they then charge at the target using their knuckles and knees as the main weapon to deal numerous strikes around the target's chest and torso. Pushing them back and carving their knuckles into the flesh with each strike, fracturing minor bones in the process. The user lands a total of 8 strikes, finishing with a 9th final strike extending their hand out straight, in the form of a spear and piercing the target's torso area. Gruesomely coming out from their back, shredding numerous internal organs in the process.
x Can only be used twice per battle.
x No other Pencak Silat jutsu in the same turn
x No taijutsu A rank or above next turn
 
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Fenshingu: Eskrima Arts
Type: Ninbukijutsu

Background:
Eskrima arts as created by a man willing to figure out new fighting styles. One day he picked up a bow staff and wondered if it could be used with a higher sense of mobility. By chopping the staff into two sticks the man began coming up with fluid motions for using the sticks alot like fencing and kenjutsu. While in the mountains the man bought a few poles made of chakra metal which he used to store a signifigant amount of lightning into the sticks in order to deliver not only crushing blows but also to shock or paralyze on contact.

The style heavily focuses on causing broken bones and fractures rather than slicing and piercing. But more importantly is the 15 spots that dictate a fight. Once a master is complete with his training he not only understands every important bone in the human body but also understands how each plays a great part to the skeletal system. The main objective is to disarm or kill in one blow. The style was created to combat short range and is very good for counter strikes.


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Description on the Abilities and Inner Workings of the Style:
Eskrima Arts is a unique and new fighting style, only having just been revealed to the world. While some practitioners of Kenjutsu or any other melee fighting styles will mistake it for being less versatile and more complex, they would soon realize that there is much to learn before one is able to master Eskrima Arts. To even begin to learn and understand the complex nature of the Eskrima, one must acquire a minimum of two Eskrima sticks or Tonfas to begin with, yet as the training progresses, one must understand that a total of 3 Eskrima poles may be used in combat. These poles are unique form of small metallic sticks that are easy and quick to handle. Beginning ones practice, one will first undergo basic stances and trainings. These include different strikes with a Eskrima stick such as overhand and side strikes. During this training one will come to learn to utilize two to three at once with incredible precision and skill, being capable of tracking one’s own strikes with ease while also delivering strong and powerful, and even deep wounds and broken bones. Besides the close ranged usage of the Eskrima style, which is the most essential part, there also exists the ranged aspect of the Eskrima combat. In this aspect a practitioner will learn to combine all three poles to make a ranged bowstaff to keep enemies at a distance if they prefer. When having trained in the ranged field, one is able to learn the elemental part of the Eskrima Style. Of course due to both needing the sticks for close combat and ranged combat, the practitioner is required to be in possession of at least 1 to 3 Eskrima Sticks while in combat. Starting with two the practitioner learns the joint spots of the human body which this style focuses on in order to shatter bones. Even though the essential Eskrima fighting style revolves around, being in constant offensive position, one is not only trained to deliver various and deadly strikes, one is also trained in “blocking” or “countering” their opponents weapons such as swords, staffs etc. using their sticks to redirect their weapons down, to the side and out of the way. The Eskrima fighting style is specifically made to combat opponents that utilize staffs, swords, hand to hand combat etc. Having said this, redirecting the opponents weapons is an essential part of the Eskrima fighting style, utilized to open up the target and deliver crushing blows to the targets ribs, lungs, joints, etc.

After having mastered the usage of the Eskrima Sticks, there is still the most difficult part and that's the lightning control of the Eskrima Style. One must learn to manipulate his lightning chakra in order to use the lightning based attacks anc completely master this style. When utilizing the Eskrima in close combat, one must be capable of transferring their chakra into the Eskrima they are using which stores that lightning making each blow deliver a shocking charge.


Example Techniques:

Eskrima Counter
Rank: B
Type: Defensive/Counter
Range: Short
Chakra cost: N/A
Damage points: 40
Description: By using the twisting motion of the torso the user is easily able to use a Eskrima pole to block an incoming strike and move the opponent's arm away from the user. While extended the user grabs the opponents wrist and is able to strike at many points to include the ribs, kidney, lings, etc.

Static Crash
Rank: A
Type: Offensive
Range: Mid
Chakra cost: 30
Damage points: 60
Description: The user will slam both Eskrima sticks on the ground sending the lightning stored in them under the ground. The lightning will rise up from under the enemy as a gint bolt shocking them from bellow

Chest Crush
Rank: B
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 40
Description: The user will slam either one or 2 Eskrima sticks into the opponents chest releasing the lightning from the sticks. This causes multiple problems as it not only sends a giant electrical surge through the enemy but also shatters the enemies bones.


Additional effects and Restrictions:
-Must master Lightning
-Can only be taugh by Sabretooth
-Must be Sannin



Videos for better understanding:

Here's how it increases speed and reaction.
Notice that by training you become more aware of strikes through noticing your opponents movements and speed.

Here's how fluid the motions are to an expert

Here's some of the techniques I plan on making


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

Sabretooth, our loyal member, gave on the 15th of April 2015, a request for a Patent on the Custom Fighting Style Fenshingu: Eskrima Arts . I, Lord of Kaos of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Fenshingu | Eskrima Arts
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Copyright 2016, username, NarutoBase.net

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Taught Here [ ]
 
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(Hassan no Hōhō - Way of the Divergent)
Type: NinTaijutsu

Background: During Gecko's great quest for power he traveled quite a lot and as a wanderer he was viewed as an outcast and not accepted in many places. Often when he stayed in villages he was treated poorly but he was never harmed in any way. It wasn't until Gecko visited the land of the demons did he truly encounter fear. Upon arrival he was abducted in the dead of night where he was taken deep into the land of demons. The darkness was no help as he couldn't see what was happening. This instilled the fear of uncertainty within him. Day in Gecko was beat to death and by night fall he was left in the wilderness alone with no weapons, the creatures of the wilderness tormented him depriving him of sleep. But after a few months Gecko learned to endure the conditions within the darkness and later adapted to the minimal light allowing him to see those who abducted him, only to find out that they were a village of assassins. Once they saw Gecko could see they knew what needed to happen. They weren't going to kill him, but rather raise and breed him into a new warrior. A machine cold and desolate at heart like the darkness which once consumed him. At this point Gecko had no fear within body and he was ready for whatever training. The assassins gifted Gecko with a pair of tonfas. To the assassins this was a high honor as outsider rarely got to see this weapon without meeting death. The assassins trained Gecko in their unique fighting style which revolved around using the tonfas in conjunction with the body. After learning the style Gecko had completed the training and was allowed to leave. Gecko was now known as a Divergent, named after the tribe of assassin in which he learned from.

Description on the Abilities and Inner Workings of the Style: Way of the divergent revolves around the concept of being bold and fearless in order to use your body to the fullest. Once that access has been granted the introduction of this unique fighting style comes into play. Understanding this fighting style requires understanding of the 3 branches the tribe of assassins practiced on a daily. Branches including the mind, the body and the tonfa listed and described below.

The Mind:
The concept of being fearless is the main aspect of this branch. Gecko was held in darkness for months without any expectation of making it home, he was within true fear and when he escaped he was relieved of his fear which made him much more bold in battle. Those who are fearless don't fear the effects of anything, which allows students of the divergent style to put their body on the line and fight much more risky. This innate negligence of what will happen if i do this allows students to absorb more damage than the average human. When battling with an absence of fear you can concentrate more on the results you want to produce, this style practices taking hits without faltering in order to continue with prior actions. The shock of being hit doesn't introduce thoughts of "oh i might die." no it introduces thoughts of "so what if im hit, i'm not dead yet." Along with being fearless an unyielding spirit develops, a never say die attitude.
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The Body:
The next branch is the body branch, this branch is the epitome of the style as it is with all fighting styles. The main branch essentially holding strong ties with the tonfa and mind aspects of this style. Firstly in order to thrive in the way of the divergent students must come in with basic body control. As the training is rigorous and could put amateurs in the hospital if they tried to practice this style. Through the training of this style the desired muscle tone for the mental aspect of this style to take full effect is gained. The master spends hours on hour striking the body of the students, until it becomes natural not to think of pain while in pain. Instead while in pain thoughts are trained to think of how to continue with it. Aside from the conditioning of the body this is where the actual fighting style is taught. This style is meant to dismantle and break apart the opponent with blunt and quick strikes of the elbow/forearm. When these strikes are coupled with the interlocking of the foot and leg to trip up the opponent an easy upper hand is gained for students of this style. One could consider this style a grappling branch of martial arts as the arms and hands are only used to block and defend never to attack. The elbows/forearms can come from vertical, horizontal and diagonal angles in order to intercept and attack the opponent. To a student of the way of divergent, a simple leg sweep is his based combo when you add a swift elbow. Using the ankle and maneuvering it around the opponent's legs allows for balance to be compromised giving students of this style an advantage. (Both shown in the gifs below.)

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The last part of this branch involves the flow and manipulation of chakra, water chakra to be exact. As we all know the body is mainly composed of water so the flow and manipulation of such within the body is easy as well as producing it outside and into other objects. Water is used with the style in order to make strikes stronger. Water pressure which is quite frequent within the manga is built up on a lesser scale within the limbs of the user or focused within the tonfa in order to make said object denser and more compact. This is achieved simply by making the flow of water chakra within the body more compact/tighter making the body heavier and more dense. Which results in a slower body for beginners but for masters the added weight is nothing. Which leads to the last and final branch of this style.​

The Tonfa:
The tonfa, the tonfa is a simple weapon not commonly seen in the ninja world. As it is a variation of a nunchuck and a dagger. A tonfa holds the shape of a nunchuck but gains the grip and extended body of a dagger. With those main properties a unique shape is added making the tonfa one of the most revolutionary weapons to date. Tonfas are bracket shaped gauntlets with inside handles, upon learning this style a tonfa is crafted by me to fit the dimensions of the bio and it is completely indestructible. Users of this style don't necessarily have to use this set of tonfa as they could make their own cw if they prefer. The tonfas are durable yet hollow enough to hold pressurized water within the body to add extra force to strikes. The pressure from water is constantly circulated throughout the tonfa to increase destructive force. An equivalent to filling a ball with clay. Tonfa can be used one of two ways, they can be kept parallel to the forearm and used as extra force for the arm. Or they can be used in the opposite grip to extend the reach of the user for lengthened attacks. The inside handle on the tonfa allow the user to rotate them relatively quickly to change the grip for rotated strikes or to defend and intercept. This is achieved by flicking the wrist while maintaining a strong grip on the tonfa. With the addition of the tonfa the style introduced with the body first is enhanced once more with this revolutionary weapon.
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Example Techniques:

(Hassan no Hōhō: Gensui)- Decay
Type: Attack/Defend
Rank: A Rank
Range: Short
Chakra: 30
Damage: 60
Description: The user keeps his tonfa in the common grip keepin each tonfa parallel to the arm. The user then steps forward with his arms outstretched and spins rapidly. If an object should come in contact with the user while he is spinning the force of his body is enough to penetrate a large boulder.
Note: Can only be used three times per battle
Note: can be used to attack with appropriate description but mainly for defense.
Note: Can only be taught by Gecko

(Hassan no Hōhō: Toppū)- Flurry
Type: Attack
Rank: B Rank
Range: Short
Chakra: 20
Damage: 40
Description: The user takes the opposite grip of the tonfa extending them outwards as an extension of the arm. Then once the user is in range of the opponent he rotates one tonfa swiftly to intercept the opponents arm and draw him away from his natural stance. As his body follows, the user jumps into the air and comes down with a flying elbow to the neck shoulder region.
Note: Can only be taught by Gecko
Additional effects and Restrictions:
{Restrictions}
-Must carry a tonfa in order for this fighting style to be used
-Must have started taijutsu-basic body control
-Must have mastered water
{Effects}
-Students of this style are fearless, giving them a higher damage capacity.



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

Gèckö, our loyal member, gave on the 29th of December 2015, a request for a Patent on the Custom Fighting Style (Hassan no Hōhō - Way of the Divergent). I, Lord of Kaos of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Hassan no Hōhō | Way of the Divergent
Powered by Lord of Kaos
Copyright 2015, Gèckö, NarutoBase.net

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Taught Here: [ ]

(Hassan no Hōhō: Rejikuto) - Way of the Divergent: Rejected
Type: Attack
Rank: B Rank
Range: Short
Chakra: 20
Damage: 40
Description: The tonfas used in this style of fighting are reinforced with the pressure molded by constant water chakra surging through them. This added pressure creates additional force which allows users to strike stronger and deal more damage than the average strong fist user. So with the tonfas in hand this technique can be used to attack in two different ways. The first being the generic and more common usage. Within range of the opponent the user grabs hold of any open limb pulling the opponent closer where he uses the open tonfa to strike down at that limb. The generated force from this strike is enough to paralyze the opponent's limb for one turn. The second method is the knock back method where an incoming projectile or any object the user deems within his limits is struck by the tonfa and sent at the opponent with the force generated from the tonfas.
Note: Can only be used 4 times per battle
Note: Has a 1 turn cool down
Note: Masters of this style can disperse elemental ninjutsu attacks of b rank or lower once per battle. [Works on water and earth]
Note: Can only be taught by Gecko
(Hassan no Hōhō: Hiji Tameni Hiji) - Way of the Divergent: Elbow for Elbow
Type: Attack
Rank: B Rank
Range: Short
Chakra: 20
Damage: 40
Description: With both tonfas in the common grip which is parallel to the forearms, the user within range of the opponent punches him in the gut, then follows up with a swift knee. Bringing the body of the opponent upward. The user then delivers one swift forearm blow to the torso area of the opponent. While at the same time interlocking either of his feet with the opponent's tripping him and causing him to fall on his back. The combo is finished by the user jumping in the air and delivering a falling elbow to the gut with the tonfa.
Note: Can be used 4 times per battle
Note: Can only be taught by Gecko
(Hassan no Hōhō: Jigoku Kara Rariatto) - Way of the Divergent: Clothesline from Hell
Type: Attack
Rank: B Rank
Range: Short
Chakra: 20
Damage: 40
Description: The user within range of the opponent steps in with his off foot and swings the opposite arm at the hand following through with the body to perform a lariat/clothesline with the tonfa equipped.
Note: Can only be used 3 times per battle
Note: Can only be taught by Gecko
(Hassan no Hōhō: Oshi) - Way of the Divergent: Pressure
Type: Attack
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: One of the few ranged attacks which come from this style. The user takes on the common grip and steps in with the off foot while propelling the dominant arm in a forearm thrust aimed at the opponent. The added force from the water pressure built up within the tonfa coupled with the natural strength of the user allows for a strong shockwave of air pressure to be sent through the air at the opponent. The shockwave is has a diameter of 1 meter and is a circular wave of compressed air.
Note: Can only be used twice per battle with 2 turn cool down in between
Note: Can only be taught by Gecko

 
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Type: Taijutsu/Katon
Background:

Unlike conventional styles that are based on control, this one was developed by the steel used Gajeel, who would let his inner demons flow through his body, and let his negative emotions take control. In doing this his steel would mimic what he felt, his desire to crush, destroy, break, just like that of a demon. It started with him relying on his body to fight, turning it to steel, fighting to defend his friends and family, but this wasn't enough, by retaining control of his emotions, he was always held back. But when he saw all those he cared about die before him, he let all his anger and rage out and let this flow into his steel body as it would twist and war[ the steel and the steel taking the form of demonic creations to form a deadly style. One where the user would make mutated limbs and weapons that looked like they were forged in the underworld, dark in colour.



Description on the Abilities and Inner Workings of the Style:

- This style uses steel form the users body to make weapons and tendrils and demonic like limbs formed from steel. They will form by growing out of the users body to take shape and can flow in a sense of how the "Greater wood technique" can have weave and wrap around, as wood is also a solid..
- This is a close combat style as it creates weapons and sharp destructive limbs that add cutting/destructive force due to them being made of steel. An example of how it's destructive is how Kakuzu turns his body solid then punches a building completely destroying it, this takes on the same properties. Due to the size of some of the style, it can reach up to mid range.
- Make makes this style unique is how the steel flows with the users body movements, becoming an extension of themselves, a swing of the arm and around it comes a large demonic blade to tear apart anything in front of the user, extending their range, based on the construct made, much like the frog kata technique can be used as an extension to the users body, this would apply the same but through the use of steel release, increasing the range and all destructive properties.



Example images to help represent the style:

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The entire style flows from the users body in the form of heated steel (not molten, just hot to the touch) being one extension that has an ungodly form. So tendrils that look like that of a mutation, the weapons that have a sinister look.



Example Techniques:


Demon's Grasp
Type: Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The users will thrust their arm forwards releasing their steel chakra to form what looks like 4 mutated tendrils of steel that are wound around each other, looking like a demonic limb. This would be similar to to shikaku's arm that forms when Sasuke breaks through Gaara's defense. The main difference is this being made up of steel. It would have a destructive force being able to break through most solids due to the strengths of steel. At will the user can control the tendrils to separate into 4 to wrap around and bind a target, though they will retain the collective power of A rank.

Flowing blade style
Type: Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user at will, will release their chakra in a surge through their body and from their limbs, release their chakra in the form a large blade that extends from their body as they move. Anything from swinging their arm around and growing a large blade to extend their reach to creative methods like doing a cartwheel creating a blade from every limb to act like a large shuriken.




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Additional effects and Restrictions:
- Requires mastery of koton use.







Taught Here: [X]

 

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Coiling Dragon Arts | Maki doragon - ātsu

Type: NinBukijutsu

Background: Coiling Dragon arts was crafted by a Shinobi named Shady during one of his journeys. At one point he had fought one of the great Sannin, Orochimaru witnessing his abilities first hand. Of course, Shady had taken notice of the man's unique body, and the way his limbs easily moved with great flexibility. He was impressed. Such nimble movements and little to no restrictions when the man moved. Shady loved the idea of using such a nimble body in close combat but knew it was near impossible to physical reenact what Orochimaru's body was doing. There was another way though. Being a master of Staves also, Shady took the 3-section style staves and used them to recreate the flexible movements of Orochimaru in close combat.

Description on the Abilities and Inner Workings of the Style: The Coiling Dragon arts revolves around using one to four in place of the user's limbs, allowing greater range, flexibility with attacks, and less restrictions on how a limb would typically move. The basic concept of the style is using the 3-section staff in a nunchaku fashion, swinging wise. By using chakra (whether it's raw or elemental) the user will create artificial limbs of chakra around the two sections of the staff not being held. The limbs created are either an arm or leg, with chakra in between each section in the form of chains acting as joints for the limbs.

Arm:
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Leg:
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This let's the user swing the said limb around with the unpredictability of a nunchaku user, but with the limb of a human body, without the drawbacks of joints, bones and muscles stretching or breaking. This coupled with the user having full control of how the limbs move (since its their chakra) lets the user essentially strike from any position. The affects of the limbs vary depending on how the user creates them though. He could use lightning to create a leg, which would gain the unique properties of lightning, being able to pierce, numb and paralyze things that it hits. Other elements would gain their respective traits while raw chakra would cause blunt damage. Wind would be able to slice through things, or use wind's suction ability to suck things towards it or blow things away. Fire would burn things and catch things on fire of course. Another unique use of the sections is the extension of ranges. With the chakra in between the sections acting as links, the user can expand the gap in between each section to stretch how far the staves can get to while maintaining its flexibility, reaching even up to long range in some cases. With these things added to the 3-section staff, the user becomes a greater close combat practitioner, being able to deliver what would otherwise be impossible strikes from various angles and ranges.

Example Techniques:
Coiling Dragon arts | Nova Shenron's Jab
Type: Attack
Rank: A-rank
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description:
Using the basis of the style with katon chakra, the user will create an arm of katon on either one staff or two staffs held in opposite hands. The user would then swing the arm(s) in such a fashion that they swing forward doing a fast and powerful jab. The arms can very in size, ranging from as big as an average human arm to that of an arm with 20m length (when extending to long range) and 5m in width. If used with one staff the punch is A-rank in power, if used with two, the power is split into 2 B-Ranks.

- only usable 4x
- can not be used in consecutive turns

Coiling Dragon Arts | Omega Shenron's Final Kick
Type: Attack
Rank: S-rank
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description:
Using the basis of the style with raw chakra, the user will create a muscular leg around a single staff. Swinging the staff upwards untill the sole of the foot (top of the staff) is pointing at the sky, the user expands the leg into a massive size in a split second whilst extending the sections of the staff with the chakra joints in between. The leg is 25m long when swung upwards, while it's overall width is around 15m in total. Within the same motion of the upwards swing, the user goes straight into doing a downwards swing at the target, causing the leg to do a downwards heel drop on top of the said target. This causes massive destruction to the terrain and can fight on par with elements due to the shape manipulation. The destruction is so intense that it can destroy even the ground up to 10m away from where the kick actually lands, making it very difficult to simply evade.

- Usable once
- No Coiling Dragon Arts next turn

Additional effects and Restrictions:

- Needs to have Mastered Taijutsu
- Needs to have Completed Lightning, wind and fire
- Needs to have learned "Rasengan", showing testament of their ability to shape and control chakra

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

Naak Le Vaar, our loyal member, gave on the 2nd of December 2015, a request for a Patent on the Custom Fighting Style Coiling Dragon Arts | Maki doragon - ātsu. I, Lord of Kaos of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Coiling Dragon Arts | Maki doragon - ātsu
Powered by Mādara Uchiha
Copyright 2015, Naak Le Vaar, NarutoBase.net

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Taught Here: [ ]​

( Maki doragon - ātsu: Shin ryū no kakuchō ) | Coiling Dragon Arts: Shenron's Extension
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra Cost: 15-40 (-5 to maintain C-ranks, -10 to maintain B/A-ranks, -15 to maintain S-ranks)
Damage Points: 20-80
Description:
Shenron's Extension is the basic technique for the style, using simple raw chakra to create the limbs over the users Section-Staffs. The user can create arms or legs on one or more staffs, using them for purposes ranging from offensive attacks (Punches, kicks, elbowing etc.), to defending from incoming techniques (Catching a boulder, grabbing something and pulling the user etc.). The arms and legs can be used freely and skillfully to achieve not only feats the user can do with his own limbs, but he can take those feats even further with the range given and the flexibility of the jointless limbs. As stated in the details of the style, each limb would be able to extend to ranges up to even long, using Chakra chains as joints to allow control and extensions.
Note: S-rank variant only usable 2 times, while the technique can only be used 6 times in total.
Note: The Limbs are equal to that of Elements of the same rank due to the shape manipulation applied to the raw chakra.
Note: The limbs stay active for up to 2 turns.
Note: Can't perform hand seals while in use but can still use techniques that require no hand seals.
 
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Custom Element

Custom element Japanese name: Koruton

Custom element English name: Cork Release

The element is based on: Earth + Water + Advance Chakra Control

Facts that prove the element to be possible (in the manga context): Cork is natured in tree's trunks, because of this, it is widely abundant. Need to say, trees and forests are also abundant in the Naturoverse, there existance is obvious as it's been shown more than I can count in the manga. The fact that Hashirama can manipulate wood leads us to believe that not only wood, but the actual properties and materials that comform trees can also be used as an element. Cork production is generally considered sustainable due to the fact that the entire cork tree is not harvested; merely its bark. The tree continues to live and grow. This provides a source for Cork techniques, although they can also be produced from the user's body. This in no way implies that the can manipulate or have any influence over wood, but merely cork, which is found in trees.

How it works:
Yellow & Brown in color, and can become as soft and pliable. Cork is an impermeable, buoyant material, a prime-subset of bark tissue. Cork is composed of suberin, a hydrophobic substance, and because of its impermeability, buoyancy, elasticity and fire resistance, it is a rather versatile element. Useable by manipulating the consistancy of the user's water chakra and introduce Earth chakra into it creating the base of the element, which is released in it's complete state as cork material, either expelled via the mouth, through the body, or even by channeling the Cork chakra into the ground. Cork can otherwise be used directly from nearby matured trees, which will provide a source for Cork techniques. Chakra control is an important key, as it allows the control and amount of elemental chakra being used to form the cork and then to maintain it's shape and properties. In essence, Cork is a solid, hard and elastic material, as formerly said in the way it's created. Cork is by defenition commonly emerged from the body (either by mouth or as an extension of the body). Cork is used in a fashion where it serves more supplementary/defensive use than others aspects, but still retains enough power to be used offensively. Going as far as using it supplementary in one's body to provide a defense against CQC assaults, as the blows would simply diminish the impact because of its flexibility, and absorb the force of impact. Cork's elasticity combined with its near-impermeability makes it suitable as a material to counter water and fire based techniques. Cork's resilient ability to bounce back from impressions means that most objects will not leave dents in its surface.

Usage Examples:
(Koruton: ) - Cork Release: The Hand of Castemere
Type: Supplementary/Attack/Defense
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user focuses and molds his chakra, using it to create cork structures, Pillars, branches to wrap around targets, etc to defend, attack or support him. The cork material can be created from the users body or from earth sources. The objects to be created are onyl restricted to the user's imagination, since it can even be used to forge a pair of cork wings from the user's back, because of cork's flexibility and solidity, these would fuction properly, enabling flight for the user. The technique's strength and versatility depend on the amount of chakra channeled.

(Koruton: ) - Cork Release: Kingsroad
Type: Supplementary
Rank: S
Range: Short
Chakra: 40 (-5 per turn)
Damage: N/A
Description: The user waves 1 handseal. Expelling cork material from their flesh and attach it with chakra control directly onto their skin. While not visible from a distance, due to it's thin structure, up close the user gives off the appearance of being overed in cork material. This armor, which is so tight it can be considered a double skin layer, is three inches thick and completely surrounds the user's entire body, much like Spiral White Zetsu, with the exception of the mouth (which is open). Unlike most armors that have offensive capabilities, this one has an inclined favor torwards defense. Due to cork's flexibility and properties, close combat assaults which deal shear force of impact, sound wave bursts, blunt damage, and other attacks based on sole impact would not harm the user, while he would be possibly thrown off however, no damage would actually take place. As the impact would simply be absorbed and bounced back. While in this technique however, the user's own physical attributes are also weakened, given their punches and other physical assauts will also be nothing but blunt force which won't cause damage. Because of it's thin structure and flexibility, the armor doesn't hinder the user's body movement/limb movement. WHile active, the user is prompt to take more damage from lightning and wind techniques. With a single thought, the user can instantly make the armor fall off their body if wanted. The armor is otherwise and absolute defense against weapons, either regular or chakra infused (aslong as the chakra carries no rank).
Note(s):
✖ Cannot be used in consecutive turns.
✖ Usable x3 per battle.
✖ Lasts four turns.

(Koruton: ) - Cork Release: The Night Expansion
Type: Supplementary/Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user gathers Koruton chakra and with a single handseal, causes any cork material on the field to rapidly and suddenly expand into a size many times bigger. This has a wide various of uses, such as expanding a small piece of cork thrown, allowing the now large piece to send a target flying to a distance with impressive force. Or otherwise used to create a large soft cork cushion in which the user can land afte falling from the sky; in order to soften the impact with it's soft and pliable structure. The ways this technique can be used is restricted only to the user's imagination. Cork techniques created by the user can also be effect by this technique.
Note(s):
✖ Usable x4 per battle.

Conditions to be able to use it:
Mastery over Earth & Water
High level of chakra control (atleast Kage Rank)

Is weak to:
Lightning ( lightning based CE ): Lightning would rip through Cork.
Wind: Sharp wind would slice Cork with ease.
Sharp edged KG's & CE's would easily slice into Cork. (Steel, Ice, etc.)
Storm: While it can overpower water, Cork is weak to Lightning, which would make Storm rip through Cork.

Is strong against:
Rain - Being impermeable it can restrain water that has less impact force than the regular water element.
Fire (Regular): Cork's bubble-form structure and natural fire resistance make it highly tolerable to flames and regular heat.
Sound: A defense cork will act as natural insulation for a space, blocking out ambient noise. This is due to the fact that its surface is made up of millions of cells filled with air, acting as tiny sound cushions.
Dark: Like Earth, Dark cannot absorb the mass of Cork. Equally, Cork has substance and density to defend from raw forms of energy like those produced by dark release.
Blast (explosive ce's): Blast's explosive abilities would result futile when faced against the natural tolerance torwards heat and blunt impact that cork has.
Scorch: Cork can't be burned or dehydrated away by the high temperatures of Scorch release.

Co-creator: Teño

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:

Loki, our loyal member, gave on the date May 31st 2014 a request for a Patent on his custom element (Cork); 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;


Koruton
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Copyright 2014, Loki, NarutoBase.net​

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Taught Here: [ ]

(Koruton: Jubak Doragon no Jutsu) - Cork Release: Flourishing Dragon Technique
Type: Supplementary/Offensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn active)
Damage: 80
Description: By pooling their Koruton chakra into the ground while performing the Tiger seal, the user creates a large dragon made of cork from beneath or around them (up to short range) to rise from the ground. The dragon emerged however, varies from the user's wishes of how they want the beast to look like. Creating any type of dragon within their knowledge and desires. General features such as wings and other important body factors must be stated when the create is made to avoid exploit of using features in latter turns that were not mentioned previously when made. Should it have wings (as not all dragon have wings), they can serve the purpose of creating a breeze through the flap of it's wings (B rank) with medium length reach, which can blow away medium sized targets, aside from the obvious factor of being capable of flight.
✖ Cannot be used in consecutive turns.
✖ Only one Dragon can be made with each use of this technique.
✖ Only usable twice per battle & lasts four turns.
✖ No A rank of higher Cork in the same turn.
✖ A Dragon can be as small as an adult or as large as Deidara's C2 Dragon.
(Koruton: Yabun Kakujuuengi) - Cork Release: The Night Expansion
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60 (offensive) - N/A (Supplementary/Defensive)
Description: The user gathers Koruton chakra and with a single handseal, causes any cork on the field to rapidly and suddenly expand into a size many times bigger. This has a wide various of uses, such as expanding a small piece of cork thrown, allowing the now large piece to send a target flying to a distance with impressive force. Or otherwise used to create a large soft cork cushion in which the user can land after falling from the sky; in order to soften the impact with it's soft and pliable structure. Off course, cork must be within range of the technique for it to work.
✖ Usable x3 per battle.
✖ Two turns between uses.
(Koruton: Handogairo Yougu) - Cork Release: King's Armory
Rank: A
Type: Supplementary/Attack/Defence
Range: Short/Mid
Chakra: 30
Damage: 60
Description: The user can through chakra control, create any objects/constructs through the use of a handseal. These can be anything within the user's imagination however so long as they don't have any self-awareness like abilities. The constructs can be made either from their body itself or through the ground, objects just as orbs, walls, ropes, body layers of cork for defense, etc. One can for instant create a form-less amount of cork to cover around an opponent from the user's hand, suffocating the target. The reach of the constructs is up to mid range of creation.
✖ Can only be used five times per battle.
(Koruton: Shinjou ho Zennou) - Cork Release: Body of Dionysus
Type: Attack/Defensive
Rank: A
Range: Short
Chakra: 30 (-15 per turn if kept active)
Damage: 60
Description: The user runs a high amount of chakra into a single part of their body, then releasing it as it manifests as a replica of the human or animal bodies in a much larger aspect. For example, growing from the forearm a large arm with a fist to smash targets. This can be done to replicate a pair of large feet as well, through the user's back, in order to stomp opponents and other type of actions such as kicking. The extent of this technique is such, that it's not restricted to human limbs. For example the user could re-create a large replica of a lizard's tail, a turtle shell, etc. The user cannot form more than 1 body aspect with each use of the technique however, and it must always originate from their body. By paying an extra leech of chakra, the user can keep the extremity active, it will however not allow the user to use that same body area for any other techniques. The parts made cannot be any larger than twice the user's size. Regardless of the extremity made, the technique will follow cork's strength and weaknesses, thus it won't have the hardness equal to that of a turtle if a shell is made.
✖ Can only be used thrice per battle.
✖ Cannot last more then 4 turns.
(Koruton: Ika Kouzetsu) - Cork Release: Squid Wrap
Rank: A
Type: Supplementary/Offensive
Range: Short - Long ( through medium)
Chakra cost: 30
Damage points: N/A
Description: The user concentrates Cork chakra onto any point of his body and upon contact with a targe a small piece of Cork clings onto them. Once the cork touches the target it immediately expands through 2 different variations, one of them makes it so it grows in size while releasing countless 2 inch thin vines of the material to wrap and entangle the target. Preventing any movement or deviating it from it's path. The second one is a more puffed version in which it simply grows without stopping without taking any shape or form; consuming the opponent entirely and suffocating them. The best part of the technique it is that it works similar to the properties of "Swamp of the Underworld" in which the chakra-infused cork ensnares the enemy's body, making it almost impossible to recover one's strength once it's taken over half or more of their body. The technique is applied through either physical contact, or by sticking the small portion to a projectile and throwing it (thus letting it attack long range targets). The user can otherwise flick/throw it with their hand at the target if they're within throwing range. The technique doesn't do damage itself, but does weaken and restrain the target, as well as makes them pass out if the form-less variation is applied. The user can attack multiple targets with it by producing more than 1 piece, but the rank and strength will be divided equally amongst each copy. Making it weaker and thus easier to counter.
✖ Usable three times per battle.
✖ Must wait a turn between uses.
(Koruton/Suiton: Koushin Betashibu ) - Cork/Water Release: Rise of the Sticky Branch
Rank: A
Type: Supplementary/Attack/Defence
Range: Short-Long
Chakra: 30
Damage: 60
Description: After performing a set of three handseals the user pools his Cork chakra into the ground and creates a large amount of branch/tentacle-like appendages of cork to rise from the ground and swarm around. Large enough to wrap and entangle even a large summon or crush opponents; the ends are made sharp enough to pierce flesh with enough force behind them. The technique can he used either to defend by creating a wall formation with them, attack, or distract. If wanted, the user can further empower the technique by casting a handseal, causing sticky liquid to ooze out of the cork pres and basically attach to anything that comes into contact with the cork, and this can be activated as the techniques is growing. Sticking to people and suffocating them with the excessive sticky 'syrup'.
✖ Can only be used thrice per battle.
 
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