Fire Style: Heavenly Cremation
(Katon: Amatsu-Kashou)
Type: Attack
Rank: A
Range: Mid-Long
Chakra Cost: 40
Damage: 80
Description: A devastating technique said to have been used to cremate the bodies of fallen Gods, the user will channel fire chakra in the ground beneath an opponent while preforming a short series of hand seals. They then slam their palms to the ground causing fire to erupt in a huge circular pillar from below the opponent. The pillar is somewhat wide, around 20 feet, and tall enough to reach the sky.
-Can only be used twice per battle.
-Cannot be used if the user or opponent are standing on a water source.
Declined, similar jutsu exists in the offical cannon techniques and the sharinganmasters hideout have a similar technique
Fullbring | Ouroboros
Type: Weapon
Rank: S
Range: Short
Chakra Cost: 40
Damage: N/A
Description: In its sealed state Ouroboros takes the form of a highly detailed platinum ring depicting a snake devouring its own tail. On the inside of the ring is engraved the words "The End is Just the Beginning". To activate the weapon the wielder must channel their chakra into the metal and cause it to transform. In its activated state the ring becomes a large buster-blade sized sword with a serpent theme. Twice per battle the sword can be swung releasing a blade of water capable of slicing through metal.
-Water blade can only be released twice per battle.
-Activating the sword counts as a move.
You must be registered for see images
Declined, submit as a sword that is sealed but not as a wring that changes into the sword through the chakra
(Doton: Inmetsu Eppei) Earth Technique: Destruction Parade
Type: Attack
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user does one handsign forming rasor sharp blades within the ground in a short range circle below the user or a targeted area which the blades of earth then spin at an rapid speed going in any direction or angle the user chooses the user then does another handsign to make the rasor blades shoot into the area within the short range area. The targeted area can be any where mid range away from the user. These sharp Arank blades can cut any Arank and below rock jutsu.
Can only be used twice.
rock jutsu? you mean earth? how many blades? just general expansion on details needed.
by the way i took the liberty of adding a rank which you seem to have ommitted from the template
(Doton: Inmetsu Eppei) Earth Technique: Destruction Parade
Type: Attack
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user does one handsign forming 15 rasor sharp dense blades within the ground in a short range circle below the user or a targeted area which the blades of earth then spin at an rapid speed going in any direction or angle the user chooses the user then does another handsign to make the rasor blades shoot into the area within the short range area. The targeted area can be any where mid range away from the user. These sharp B rank blades can cut any Arank and below rock jutsu.
Can only be used twice.
Approved
(Buryoku Dou) Force Motion
Type: Supplimentary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user pulls out half of shinobi needles that he has created. Not only has he manipulated the length of the needle but also has attached small metal wires into the needles. The needles and wire while in the users hands are then enforced with chakra into them making them denser making it possible for the needles to pierce through steel or not stoppable or cuttable by a regular kunia if released with the right speed; as well as making it hardly visable due to the size of the needles and wires. When injected into an object the user uses agility and strength to control the targets movements and directions. Derived from Sharingan Windmill.
Requires 3 tomoe to use.
Can only be used twice in battle.
explain where you have created the needles, is this from a previous technique or part of the technique? or isit merely manipulating needles that you carry ?
(Fuuton: Fuuton Kujo) Wind Release: Wind Devistation
Type: Supplimentary
Rank: S
Range: Short- Mid
Chakra: 40
Damage: 80 (-20 to user)
Description: The user focuses an enormous amount of chakra into the outter layer of the body into the muscles this only takes a second. The user then releases the chakra throughout the whole body by simply flexing all muscles making a massive wave exert in all directions blowing away everything in its path causing slicing and force of mass devistation in the area.
Can only be used twice during a match.
Declined, do not resubmit
(Shita-Dai Shintai) Understood Movement
Type: Supplimentary
Rank: S
Range: Short-Mid
Chakra: 50
Damage: 0 (-10 each turn to user)
Description: The user does three handseals and releases a mass amount of chakra from the feet making the ground have a thick layer of his chakra onto it. The chakra has constant motion to it going different directions to it. This makes the opponent highly unstable and moving however the user wishes him to move; But increases the users speed greatly due to he controls which direction the chakra moves. The chakra moves as the users location changes making anything in the users mid range unbalanced. As well as this stops any chakra from being put into the ground thats not the users.
Only lasts 2 turns.
Can only be used once.
Type: Summoning
Rank: B
Range: Short
Chakra cost: 30
Damage points: 70
Description: The user summons a medium sized toad in front of him that looks like gamakichi but purple. This toad has a special ability of chakra control, and once per battle, he can release the majority of his chakra in one burst creating a medium sized explosion around him leaving him unconcious and unable to battle but doing great damage to anyone around him.
Note: Usable once per battle.
Note: Must know toad contract.
Note: After using his kamikaze jutsu, this toad disperses.
~stats are incorrect and add restrictions to toad usage?~
(Mugigama) - Straw hat toad
Type: Summoning
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user performs the 3 necessary hand seals that take a second them slams there hand to the ground summoning a toad as big as Jiraiya. This is a special toad from the toad village that has a unique ability to stretch any part of his body to 10 times the size of its original self almost instantly. For instance Mugigama can increase his whole body to the size of gamabunta or just stretch his arm to punch an enermy he cant reach. This ability drains mugigamas chakra so after 6 uses he disperses.
Note: Can only be summoned once
Note: Must know toad contract
Note: By stretching... its like luffy's gum gum ability in One piece
~Restriction to the expanding of size so that the scale takes more toll than the others~
(Senjutsu: seijinnami) - SageArt: sage wave
Type: Attack/Deffence
Rank: S-rank
Range: Short-Mide
Chakra cost: 50
Damage points: 80
Description: Once the user is in sage mode they have control of there natural energy which will be infused with their sage chakra. This jutsu shows a mastery of sage mode and chakra control. The user will slam their hand down to the ground crouching down releasing a wave of sage chakra combined with there own chakra sending a dome shaped energy wave all around the user blasting back anything in its path of equal or lower rank.
Note: Must be in sage mode
Note: Reduces sage mode by 1 turn
Note: No other A rank or higher sage jutsu in the same turn
Note: can only be used twice.
This is how the jutsu looks:
You must be registered for see images
~change the sage mode reduction by half and the usage of A rank and higher extend to next turn also and that it can only be used if there is capability in sage mode of two turns minimum~
Type: Summoning
Rank: A
Range: Short
Chakra cost: 50
Damage points: 60
Description: The user summons a medium sized toad in front of him that looks like gamakichi but purple. This toad has a special ability of chakra control, and once per battle, he can release the majority of his chakra in one burst creating a medium sized explosion around him leaving him unconcious and unable to battle but doing great damage to anyone around him.
Note: Usable once per battle.
Note: Must know toad contract.
Note: After using his kamikaze jutsu, this toad disperses.
Note: Lasts 3 turns on the feild
(Mugigama) - Straw hat toad
Type: Summoning
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user performs the 3 necessary hand seals that take a second them slams there hand to the ground summoning a toad as big as Jiraiya. This is a special toad from the toad village that has a unique ability to stretch any part of his body to 10 times the size of its original self almost instantly. For instance Mugigama can increase his whole body to the size of gamabunta or just stretch his arm to punch an enermy he cant reach. This ability drains mugigamas chakra so after 6 uses he disperses.
Note: Can only be summoned once
Note: Must know toad contract
Note: By stretching... its like luffy's gum gum ability in One piece
Note: Can stretch to the size of gamabunta
Note: If he stretches to the size of gamabunta for 3 turns or 3 diffrent times, afterwards he despeses.
(Senjutsu: seijinnami) - SageArt: sage wave
Type: Attack/Deffence
Rank: S-rank
Range: Short-Mide
Chakra cost: 50
Damage points: 80
Description: Once the user is in sage mode they have control of there natural energy which will be infused with their sage chakra. This jutsu shows a mastery of sage mode and chakra control. The user will slam their hand down to the ground crouching down releasing a wave of sage chakra combined with there own chakra sending a dome shaped energy wave all around the user blasting back anything in its path of equal or lower rank.
Note: Must be in sage mode
Note: Reduces sage mode by 2 turn
Note: No other A rank or higher sage jutsu in the next turn
Note: can only be used twice.
(Kageton: Ten'un Saiken) Shadow style: Destiny Bond
Type: Supplementary
Rank: Forbidden
Range: Short-Mid (can extend to long using natural shadows/more light/etc)
Chakra cost: 50
Damage: N/a
Description: This jutsu is the most advanced version of the Kage Mane jutsu. While a normal Kage Mane ties the user and targets movements together, this varient ties their very fates, their souls, together as well as thier movements. While the user and opponents shadows are connected, if one dies so does the other.
*Only HiddenShadowNinja can use/teach this jutsu
*Must be a member of the Nara clan to use this jutsu
*Usable once per battle
*Neither user nor target can use jutsu while this is active, only taijutsu/weapons
*No Forbidden rank jutsu for the rest of the battle if this jutsu ends
*No Shadow jutsu for 4 turns after/if this jutsu ends
*Only the real Nara member can use this jutsu, it cannot be done by clones. The user is basically a sacrifice to take down powerful opponents.
*The point of this is the same as Alucards barrier jutsu. The user is a sacrifice to take out opponents quickly*
(Kageton: Ten'un Saiken) Shadow style: Destiny Bond
Type: Supplementary
Rank: Forbidden
Range: Short-Mid (can extend to long using natural shadows/more light/etc)
Chakra cost: 50
Damage: N/a
Description: This jutsu is the most advanced version of the Kage Mane jutsu. While a normal Kage Mane ties the user and targets movements together, this varient ties their very fates, their souls, together as well as thier movements. While the user and opponents shadows are connected, if one dies so does the other.
*Only HiddenShadowNinja can use/teach this jutsu
*Must be a member of the Nara clan to use this jutsu
*Usable once per battle
*Neither user nor target can use jutsu while this is active, only taijutsu/weapons
*No Forbidden rank jutsu for the rest of the battle if this jutsu ends
*No Shadow jutsu for 4 turns after/if this jutsu ends *This jutsu only lasts for the turn it's used
*Only the real Nara member can use this jutsu, it cannot be done by clones. The user is basically a sacrifice to take down powerful opponents.
*The point of this is the same as Alucards barrier jutsu. The user is a sacrifice to take out opponents quickly*
Added time limit.
Approved note that the binding of the shadow's effect can be stopped if the connection of both shadows is broken by teleportation or some other technique that breaks the connection
( Suiton: Puchibuta Ginkou ) Water Style: Piggy Bank
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user expells a great ammount of Water chakra throughout her body, quickly growing a thick water sphere outwards until it reaches the limits of short range. This thick sphere is not connected with the user, it's merely around her.
With one handseals (One hand) the sphere condenses on itself, concentrating all on the user's hand, still not touching it, which can then be released as an horizontal crescent.
*The user can't use water jutsus higher than S rank in the next turn, and will have to wait at least two turns to be used again*
Approved
( Fuuton: Gekido no Danpen Tourou) Wind Style: The Rage of the Shredding Praying Mantis
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user is able to quickly burst out a multitude of extremely fast, thick and sharp razor-like gusts, similar to an enraged swarm of wind praying mantis ( Ya don't wanna mess with an enraged swarm of prayin mantis O_O ). This enraged swarm will forcefully shred to nothingness even the most thickest of the materials, being the perfect counter for Enhanced Wood Release and Bone Techniques. The power of the dust is combined with the time that the user can keep the technique active and ongoing, making it a devastating technique, capable of decimating entire forests.
The user is capable of releasing the swarm in two different ways:
Straight forward, making it reach up to Long Range
360º all around her, making it reach up to Mid Range.
The user can choose where will the actual shredding begin, either as soon as the chakra release her, providing a quick and close defence, or up to short range, in order to defend a small number of allies close to her. Apart from that, the technique is uncontrollable, and will affect allies as-well, until the user decides to break the technique.
*Can only be used once per battle*
*The user can only use up to B rank Wind in the next turn, A in the next, and S in the next*
*Does 20 Damage to the user*
*A smaller, B Ranked version of this jutsu can be done 2 times per battle, not carrying the same after-effects, but also not as powerful*
( Suiton: Tanuki no Odokemono ) Water Release: Jokester Raccoon
Rank: A
Range: Short-Long
Chakra Cost: 30 (+10)
Damage Points: N/A
Description: With one handseal, the user manipulates the atoms of any existing source of water, giving it strong electrical charge. Upon such manipulation, that small water structure will temporarily pull Lightning upon itself, redirecting any Lightning on the field towards it. Stronger or larger Lightning Jutsus (Above S rank, or large S ranked jutsus like False Darkness) will require a larger quantity of water, and thus the user will have to spend more chakra. The user can also spend more chakra to make the pulling effect last longer (2 turns max).
Another way of using it, it's by manipulating water around or inside the opponent, obviously at minimal quantities. This way, small thread of water will leave a pore of the user and touch any source of lightning close to opponent ( E.g Chidori and variations), and thus will shock the opponent with it's own lightning, normally only enough to numb the hand and arm, causing the opponent to loose control over his jutsu, but not fatally injure him. (No matter the rank of the jutsu, it only increases the pain felt. Only the arm using the jutsu will suffer from total paralization for about 1 or 2 turns, depending on the rank of the lightning used).
*This jutsu can only be used 3 times. The larger version and the longer lasting version can only be used 2, and will prevent the user from preforming Water Jutsus higher than S rank in the next turn.*
*Require a 2 turns of waiting between usages*
Note: I'm not sure if that jutsu should fall under the Lightning Release or not. I mean, it is water manipulation.
(Kobushi Jin Enkou)-Fist of the Mortal Flame
Type: Attack
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: 40
Description: The user will Mold their fire chakra around their hand(s), Increasing their Hand to hand combat by 5 and decreasing their Water techs by 5 while the fire still remains around their hands, when used with a hand wind jutsu this jutsu increases by 5, When used on one hand the fire is more controlled than when using it with both hands.
Note: The jutsu lasts for 1 round and can only be used 4 times in one battle.
Note: If used on both hands its less controlled.
Note: Only Orange-Hokage can teach this jutsu.
"less controlled"? in what way?, please expand on how this affects the jutsu as opposed to using it one handed.
(Jagan Boushi)-Jagan Eye
Type: Sup
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The user will form one handseal, once the user does so an "Eye" will appear on the middle of the users forehead, this "eye" will increase the the power an range of Genjutsu's once after the eye has had time to completely open, the "eye" will increase the user's Genjutsu by 5 and up the range of the Genjutsu to the next range above the tech (range short will be increased to Midrange).
Note: The Jagan Eye takes 1 round to fully open and use its increaseing techs.
Note: The Jagan Eye can only be used 2 times per battle.
Note: The "Eye" can only Remain with the user form to rounds.
Note: The "Eye" is not real Just a Genjutsu in its self.
Note: Only Orange-Hokage can teach this jutsu.
"increasing effect of genjutsu" expand. does it increase turn duration? and also you need to make it sight based genjutsu only and if it's a genjutsu in itself and not a physical eye it shouldn't increase your own jutsu effects as genjutsu isn't able to enhance personal performance.
Sorry Kawagiri but this Jagan eye is to be declined and not resubmitted its to similar to creating a new doujutsu as its using a new eye to enhance genjutsu
(Kobushi Jin Enkou)-Fist of the Mortal Flame
Type: Attack
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: 40
Description: The user will Mold their fire chakra around their hand(s), Increasing their Hand to hand combat by 5 and decreasing their Water techs by 5 while the fire still remains around their hands, when used with a hand wind jutsu this jutsu increases by 5, When used on one hand the fire is more controlled than when using it with both hands, when used with both hands the fire will cause the user burns on their hands causeing the user 10 damage per use.however whem using this technique an incoming wind attack can cause the fire to backfire and deal damage to the user but the principle does not work for directing away with wind chakra
Note: The jutsu lasts for 1 round and can only be used 4 times in one battle.
Note: If used on both hands its less controlled/ causing the user burns on the hands.
Note: Only Orange-Hokage can teach this jutsu.
(Futon: Domu kaze)Wind Style: Dome of Wind
Type: Defense/Offense
Rank:A
Range:Short/Mid
Chakra Cost:25
Damage:50
Details: The user focuses their fuuton chakra all around them to shape a spinning dome of wind. The size of the dome depends on how much chakra the user focuses into the jutsu. Because this jutsu spins at a very fast velocity, it can block all incoming projectile weapons, as well as protect against up to A rank lightning techniques. It will also hurt the opponent if caught in the dome radius. Drawbacks
-if hit by a fire style jutsu, the dome will be engulfed in flame, causing much harm to the user.
NOTES
-can only be used 3 times per battle.
-No other wind style move can be used this turn
-can only be taught by Dopeboyfresh95
(Futon: Domu kaze)Wind Style: Dome of Wind
Type: Defense/Offense
Rank:A
Range:Short/Mid
Chakra Cost:25
Damage:50
Details: The user focuses their fuuton chakra all around them to shape a spinning dome of wind. The size of the dome depends on how much chakra the user focuses into the jutsu. Because this jutsu spins at a very fast velocity, it can block all incoming projectile weapons, as well as protect against up to A rank lightning techniques. It will also hurt the opponent if caught in the dome radius. Drawbacks
-if hit by a fire style jutsu, the dome will be engulfed in flame, causing much harm to the user.
NOTES
-lasts for 1 whole turn
-can only be used 3 times per battle.
-No other wind style move can be used this turn
-can only be taught by Dopeboyfresh95
Declined, do not resubmit
(Genjutsu:Igameru Mokushi) Illusionary Technique: distorted sight
Type: Supplementary
Rank: C
Range: Mid-Long
Chakra Cost: 20
Damage Points:N/A
Description: everything the victim sees becomes distorted, much like how an image gets distorted in rippled water.
NOTES
-can only use 4 times per battle
-must be taught by Dopeboyfresh95
-lasts for 1 turn
Approved
(Genjutsu:Unabara Anzuru) Illusionary Technique: Sea of Fear
Type: Supplementary
Rank: A
Range: mid-long
Chakra Cost:25
Damage Points: N/A
Description: after oerforming the 2 neccesary handseals, the victim becomes trapped in an illusion, where they imagine that they are drowning in a sea of water, with no one around to help, while they gasp for air.
NOTES
-only lasts one turn
-can only be used once per battle
-can only be taught by Dopeboyfresh95
Declined, do not resubmit
(Genjutsu:Sangai Chongiru)Illusionary Technique: Ravaging Fire
Type: Supplementary
Rank: S
Range: Mid-Long
Chakra Cost: 30
Damage Points: 60
Description: the user performs 5 handseals, then the user traps their opponent in an illusion where the sky goes black, and they think that they are in a never ending forest fire, the flames block out their sense of smell of smoke. several trees also fall down due to the fire burning everything. it also becomes harder to breath because of the smoke surrounding them, as well as making the illusion seem that much more real.
NOTES
-can only be used once per battle.
-can only be taugth by Dopeboyfresh95
-lasts one turn
-must have sharingan to use
Declined, do not resubmit
(Genjutsu:Ryu_sha)Illusionary Technique: Quciksand
Type: Supplementary
Rank:A
Range: Mid Range
Chakra Cost: 25
Damage Points: N/A
Description: the user casts an illusion where the victim imagines they are trapped in quicksand. they start out buried up to their knees, but struggling makes them sink faster, and faster.
Notes
-can only be used twice per battle
-lasts one turn
-can only be taught by Dopeboyfresh95
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: After performing a single handseal the user will blow from his mouth a very small wind gust at the opponent. The wind will enter through the opponent mouth and nose and it flows through the pharynx, past the glottis and into the larynx and trachea, ending in the lungs. However since is very rare that an opponent opens his/her mouth the user must ''open'' the opponent's mouth by other neccesary means. After 1 opponents turns passes the opponent's muscles of the chest and abdomen aids the airflow to move down when the opponent inhales, and then up when exhales, causing the opponent to have hiccups and limits the user to use jutsus that are blown directly from the opponent's gut or mouth since the opponents haves hiccups the jutsus will get stuck in the mouth or trachea and damage them greatly, but jutsus like the Fireball Jutsu who only need a little blow and the fire doesn't contact mouth or gut so the opponent is safe but the jutsu will loose 05 Damage points since the hiccups will interrupt is performance.
Note: Can only be used once per battle.
Note: This jutsu's effect last for 3 turns.
Note: No fuuton jutsus for the next 3 turns
Note: Can only be taught by Ryuji.
~Approved~
(Genjutsu:Tsukareta)-Illusion Technique:Tired?
Type: Supplementary
Rank: E
Range: Short
Chakra Cost: 05
Damage Points: N/A
Descrption: By sending chakra to the opponent's brain, the user can depress the central nervous system of the human body, placing the opponent into several states such as, tranquility, relaxation, sleepiness, slowed breathing etc. In other words the opponent will feel sleepy and start yawing. The purpose of this jutsu is to steal a very small time from the opponent to prepare an attack (a yawn last for 2 to 4 seconds), and since this jutsu doesn't exatcly hurt the opponent or put him/her to sleep, theres no need to use Kai or inflict pain to him/her self.
~Technically, this isn't an illusion. Another mod please check~
(Doton:Jenga Hō)-Earth Style:Jenga Cannon
Type: Offensive/Deffensive/Supplementary
Rank: A
Range: Short/Long
Chakra Cost: 30
Damage Points: 60 (10 each per storie)
Description: After performing 6 handseals while and channel earth chakra behind him, the user will make a huge building-like pillar of rock, rise from the ground with the height of a 6 storie tall building. Then by making hand gestures the user can launch 1 ''storie'' from the pillar at the selected target or use it to defend against an incoming attack.
Note: This jutsu lasts until the last storie has been used.
Note: Only 1 storie can be used per turn.
Note: The pillars consist of 6 stories.
Note: No Doton jutsus until each storie has been used. Note: Usable once per battle
~Approved~ I added the bold part, though I doubt you'd want to use it more than once in a match...
(Kuzuri Kuchyose no Jutsu)-Wolverine Summoning Jutsu
Type: Supplementary
Rank: C
Range: Short
Chakra Cost: 15 (10 more for each extra Wolverine)
Damage Points: N/A
Description: By performing the handseals Boar, Dog, Bird, Monkey, Ram and finish with the palm in the ground the user is able to summon Wolverines of various sizes and if wanted the user can summon more than 1 Wolverine, but of course none of this Wolverines will have a special ability.
Note: Must posses the Wolverine contract taught my Ryuji.
Note: Only a maximum of 3 Wolverines can be summon at once.
Note: Other Wolverines with special abilitis can't be summoned while the normal ones are summoned.
Type: Offensive
Rank: A
Range: Short/Mid
Chakra Cost: 30
Damage Points: 60
Description: While high up in the air the user will create 7 huge pillars of rock above him then he will send lightning chakra to the pillars, wrapping them in a layer of lighting that connects all the pillars together, then the user can strike the opponent with all of them at once at great speed, if the target gets hit he/she will receive a strong impact as well get electrocuted at the same time. If the opponent manages to avoid the pillars this ones will create a small tremor in the ground as soon they land and send a little current of electricity through the ground.
Like all the other jutsus of this kind, this jutsu can only be used when fighting at night.
Note: Can Only be taught by Ryuji
Note: No Doton or Raiton jutsus in the same turn this jutsu is used.
Note: Can only be used once per battle.
~Pending~ Wouldn't the impact disrupt the electrical current completely? Even if it could travel through the ground, the distance would be miniscule at best...
Picture of it looks from below.
You must be registered for see images
Just for the record I created the Constellations arts, Roku was the first one to check one of this jutsus, he didn't say I should stop submiting it he just said that it's similar to an existing jutsu, so I'm gonna submit more of this.
Type: Supplementary
Rank: E
Range: Short
Chakra Cost: 05
Damage Points: N/A
Descrption: By sending chakra to the opponent's brain, the user can depress the central nervous system of the human body, placing the opponent into several states such as, tranquility, relaxation, sleepiness, slowed breathing etc. In other words the opponent will feel sleepy and start yawing. The purpose of this jutsu is to steal a very small time from the opponent and seal his/her sight for a short amount of time.
Note: A yawn last for 2 to 4 seconds and when a yawn accurs your eyes close.
Type: Offensive
Rank: A
Range: Short/Mid
Chakra Cost: 30
Damage Points: 60
Description: While high up in the air the user will create 7 huge pillars of rock above him then he will send lightning chakra to the pillars, wrapping them in a layer of lighting that connects all the pillars together, then the user can strike the opponent with all of them at once at great speed, if the target gets hit he/she will receive a strong impact aswell get electrocuted at the same time. If the opponent manages to avoid the pillars this ones will create a small tremor that can slightly trow the opponent of balance.
Like all the other jutsus of this kind, this jutsu can only be used when fighting at night.
Note: Can Only be taught by Ryuji
Note: No Doton or Raiton jutsus in the same turn this jutsu is used.
Note: Can only be used once per battle.
Picture of how it looks from below.
You must be registered for see images
Oh and this is the constellation of the Big Dipper/Plough/Ursa Major
Declined, do not resubmit
(Kuzuri Modo)-Wolverine Mode
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: N/A
Damage Points: N/A (+ 10 to Taijutsu)
Description: To enter Wolverine Mode the user must stand on top of Kyo or Kuro's head in a meditating state, the Wolverine will then start transfering his chakra to the user, while he gathers the chakra and slowly attain characteristic and special ablities that Wolverines have. The abilities the user obtains are the following: The user's sense of smell and hearing are enhenced, the sense of smell is now capable of tracking the opponent if the user has lost sight of him/her while the sense of hearing is capable of hearing the opponents sneak attacks, the strenght of the user also is increased to a level that can barely stand up to Tsunade's strenght. The user's canine teeth grow ti'll are noticeable,the nails take a claw-like appareance and the body can fight freely in cold weather. But of course all this ''boosts'' have a drawback, the user's eye sight is reduced, so if fighting at night the user's eyes are completely useless and jutsus that emit light will hurt the user's eyes and will have to be closed until the jutsu is gone. After Wolverien Mode is worn of, the user will be completely exhausted because of the drastic changes in his body had to beared.
Note: A turn has to pass before completely enter Wolverine Mode.
Note: The user can't perform any jutsus while trying to abtain Wolverine Mode, only clones.
Note. Clones can't use Wolverine Mode.
Note: The Wolverine used to attain Wolverine Mode will automaticly dissapear.
Note: Wolverine Mode lasts for 4 turns.
Note: After Wolverine Mode has worn of, the user can't perform A and S-rank jutsus of any kind and can't perform Taijutsu moves.
Approved
(Fuuton:Heki Bomu)-Wind Style:Burst Grenade
Type: Offensive
Rank: A
Range: Short/Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will focus a great amount of wind chakra in the palm of his dominant hand, then he will create a ball of wind wich has a very unstable core of chakra. When the ball is trown the chakra core will explode (whenever the user wishes) and release very strong wind gust around it capable of toss an opponent like a rag doll. If this technique is used in short range both the user and the oponent will get blown away from each other and take the same amount of damage points.
Note: Can only be used twice per battle.
Note: No fuuton jutsus in the same turn this jutsu is used.
Declined, do not resubmit
(Fuuton:Reppuuhira)-Wind Style:Gale Palm
Type: Supplementary
Rank: B
Range: Short/Mid
Chakra Cost: 25
Damage Points: N/A
Description: By focusing wind chakra in both hands and thrusting them forward while releasing the wind chakra, the user can create a powerful burst of straight wind towards the opponent. This technique doesn't harm the opponent, but it's simply used to shove them back, giving space between the user and the opponent. The wind can also slow down oncoming weapons or increase the speed of those trown by the user.
Summoning Jutsu : Shima (Kuchiyose no Jutsu : Shima)
Rank: A
Type: Summoning
Range: N/A
CHakra cost: 30
Damage points :N/A
Description: Shima is a very thin and very quick Secretary Bird. He is an all black secretary bird and is big enough for the summoner to ride on. He is one of the faster secretary birds and known as one of the fastest of their kind. He has a natural affinity to Wind jutsu and uses wind chakra to increase his speed. He is also able to use up to A-Rank Wind Techniques that doesnt require hand seals. At first he is very hard to get along with but once you have become friends with him he will put his life on the line to protect them.
Note:
-Can only be taught by ~SilentCrow~
-Can be summoned once per battle and stays for 4 turns
-Raiden can use up to A-Rank Wind jutsu (only four times per battle)
-Must be the only summon the user has on the field
-Must have signed the Secretary Bird contract.
-Can only be taught by ~SilentCrow~
Approved, added the bold
Summoning Jutsu : Ryota (Kuchiyose no Jutsu : Ryota )
Rank: A
Type: Summoning
Range: N/A
CHakra cost: 30
Damage points :N/A
Description: Ryota is a very large and very bulky Secretary Bird. He is not very fast but is used mainly for defense. His body is constantly flowing with Earth chakra, which gives him a brown color. He is able to Defend against A-Rank and Below jutsu, besides Raiton which he can only block B-Rank and Below.
Note:
-Can only Defend against three jutsu without poofing away
-Can only be taught by ~SilentCrow~
-Can be summoned once per battle and stays for 4 turns
-Must be the only summon the user has on the field
-Must have signed the Secretary Bird contract.
-Can only be taught by ~SilentCrow~
Declined, if its earth affinity chakra constantly flowing through its body how can it defend against B rank lightning techniques rules of weakness still apply
(Futon: Domu kaze)Wind Style: Dome of Wind
Type: Defense/Offense
Rank:A
Range:Short/Mid
Chakra Cost:25
Damage:50
Details: The user focuses their fuuton chakra all around them to shape a spinning dome of wind. The size of the dome depends on how much chakra the user focuses into the jutsu. Because this jutsu spins at a very fast velocity, it can block all incoming projectile weapons, as well as protect against up to A rank lightning techniques. It will also hurt the opponent if caught in the dome radius. Drawbacks
-if hit by a fire style jutsu, the dome will be engulfed in flame, causing much harm to the user.
NOTES
-lasts for 1 whole turn
-can only be used 3 times per battle.
-No other wind style move can be used this turn
-can only be taught by Dopeboyfresh95
(Hachu Jintai Modo) – Reptilian Mode
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Damage points: N/A
Description: The user absorbs the energy of a snake to attain a form of a half-human, half-snake. The skin becomes that of scales, which gives the user more defense from taijutsu attacks of up to B rank. The tongue and eyes change to that of a snake, editing the users senses while in this mode. The users strength is doubled, and his speed becomes extremely fast. To do this, the user will first use “Hidden shadow multiple snake hands” the snakes will then immediately wrap around him and almost instantly sink into the skin and grant the user this form.
Note: Must posses the Snake contract, as the user must absorb the snakes from hidden shadow multiple snake hands to do this jutsu.
Note: Must wait one turn for activation of mode
Note: Lasts for 5 of the users turns
Note: Because of the heightened senses, and the speed and strength increase. The users heart will have to work overtime. After this mode is deactivated the user will die.
Note: In this mode, snake jutsus can be used freely, without the need of jutsu posting. Meaning snake jutsus do not count as a move.
Note: Sense changes:
Eyesight: With the snake like eyes, the user can track movements equal to 3rd tomoe sharingan ability. The user also gains the ability to see chakra flow through anything that has no chakra flowing through it. Such as the hidden mist technique.
Smell and Taste: The alterations of the tongue and nose give the user the ability to track the opponent through anything based on their smell alone.
Vibration sensitivity: Do to the alterations to the users flesh, the user gains the ability to sense anything within the earth through vibrations. The user can also pinpoint exactly where the opponent is through their movements on the ground.
Infrared sensitivity: The user can see heat signature in human, and animals.
Approved, edited and added the bold parts and next time modes cost chakra and require a time to enter they arent straight into the mode and no more gate comparisons
Water Release: Water Paralysis (Suiton: Mizu Kanashibari)
Rank S
Type: Attack/ Supplementary
Range: Mid
Chakra cost: 40
Damage points: 80
Description: The user will emit several Water balls from his mouth, that will race towards the enemy rapidly. Once near the enemy, the user will perform a single hand seals, to make the balls surround their target and attach to him. Once there have been a contact with the enemy, the water will spread really fast, trapping the enemy into the water and also suffocate him.
Note: Can only be taugh by PowerOfDarkness
Note: Can only be used 3 times per battle
Note: No S rank water jutsus for the same turn
Declined, do not resubmit
Fire Release: Flamethrower (Katon: honoo suro)
Ranks S
Type Attack/Supplementary
Range: Short - Mid
Chakra cost: 40
Damage points 80
Description: The user will spin his body while releasing his Katon chakra from both his hands. As a result very intense fire will come out of his hands and while spinning his body the fire will race all around the enemy (360 degrees), like a flamethrower. Because of the huge steam of fire the enemy wont be able to see the user. Then the user can hide underground to retreat.
Note: Can only pe performed by PowerOfDarkness:
Note: Can only be used 2 times per battle
Note: No S rank Fire jutsus for the same turn
Declined, similar just exists
Lightning Release Chidori Whip (Raiton: Chidori Kakuhan)
Rank: S
Type: Offense
Range: Short-Middle
Chackra Cost: 40
Damage Points: 80
Description The user increases the range of their Chidori by using shape manipulation to extend it into a whip up to 12m. The whip is attached to the user's Chidori by little steams of lighting which allows the user to control the whip and send him wherever he wants. The whip moves realy fast because of the lightning chakra charged withing it. The jutsu will numb its target upon contact.
Note: Can only be taught by PowerOfDarkness
Note: Lasts for 1 turn
Note: Can only be used 3 times per battle
Declined, do not resubmit no chidori variations
Lightning Release: Lightning Net (Raiton: Rai Netto)
Rank: S
Type: Offense
Range: Middle
Chackra Cost: 40
Damage Points: 80
Description: The user will first perform 3 hand seals and then concentrate his Raiton chakra into his dominate hand. After that the user will perform a diagonal slash motion while releasing the Raiton chakra he has gathered. As a result a large Lighting Net will form infront of the user. Then the user can use it as deffense or can send it against the enemy and catch him, while also numb him, making the enemy unable to move.
Declined, do not resubmit similar just already exists
Lightning Release: Lightning Explosion (Raiton: Rai Bakudan)
Rank: Forbbiden
Type: Offense
Range: Middle
Chackra cost: 50
Damage Points: 90
Description: The user will first concentrate a large amount of concentrated Raiton chakra into his hands for 1 turn. During that time the user can't create any jutsus as he will disturb the concentration of the Raiton chakra. However clones made before this move can perform jutsus. Once the user has gathered enough Chakra he will use shape manipulation to create a lightning ball, big as Odama Rasengan. Once ready the user will send the compressed ball at his enemy. Once the ball is thrown the user will perform the Ram hand seal to make the ball explode, creating a 360 degree explosion and everyone caught in it will be numbed for 2 turns.
Note: Can only be taught by PowerOfDarkness
Note: The user must concentrate his Raiton chakra for 1 turn untill he is ready to perform the jutsu
Note: The user can't perform any jutsu while he is concentrated his Raiton chakra
Note: Clones that were made before the user starts to concentrate his chakra can still perform techniques while the user is concentrating his chakra
Note: The Numb effect lasts for 2 turns
Note: No other Forbbiden rank jutsus for the same and following 3 turns
Note: No taijutsu attacks for the rest of the battle
Type: Supplementary
Rank: B
Range: Short
Chakra: 25
Damage: N/A
Description: With pure concentration, the user focuses his shadow outward and upward covering his whole body with his own shadow. The shadow will obviously take form of the user and doesn't restrict the user of any movement or speed. Though cover in black, the user can easily be spotted in light or opening of the daytime, this technique is most beneficial during nite or darkness of the area to remain hidden or attack stealthy. With the body covered in his own shadow, the user emits shadow chakra outward allowing him to see in most complete darkness.
-3 usage per battle
Type: Supplementary
Rank: B
Range: Short
Chakra: 25 (-5 per turn)
Damage: N/A
Description: With pure concentration, the user focuses his shadow outward and upward covering his whole body with his own shadow. The shadow will obviously take form of the user and doesn't restrict the user of any movement or speed. Though cover in black, the user can easily be spotted in light or opening of the daytime, this technique is most beneficial during nite or darkness of the area to remain hidden or attack stealthy. With the body covered in his own shadow, the user emits shadow chakra outward allowing him to see in most complete darkness.
-Technique lasts three turns or user deactivates it
-3 usage per battle
Type: Supplementary
Rank: B
Range: Short
Chakra: 25 (-5 per turn)
Damage: N/A
Description: With pure concentration, the user focuses his shadow outward and upward covering his whole body with his own shadow. The shadow will obviously take form of the user and doesn't restrict the user of any movement or speed. Though cover in black, the user can easily be spotted in light or opening of the daytime, this technique is most beneficial during nite or darkness of the area to remain hidden or attack stealthy. With the body covered in his own shadow, the user emits shadow chakra outward allowing him to see in most complete darkness.
-Technique lasts three turns or user deactivates it
-3 usage per battle
Sorry Jet, but this is almost exactly my custom. Only diff is that yours has the added emitting shadow chakra outward to see in the dark.
(Haku)-Fade
Type: Supplementary
Rank: B
Range: Short-Long
Chakra cost: 20
Damage: N/A
Description: Utilizing the fact that the Nara clan shadow jutsus are indisguishable from natural shadows to all but shadow users, the user will wrap himself in his own shadow. As long as the user is within natural shadows he will be invisible to the opponent. However, since the user is wrapped in his shadow he cannot use any other shadow jutsu that require the use of his shadow until this jutsu wears off, or unless he releases this jutsu early.
*Only HiddenShadowNinja can use/teach this jutsu
*This jutsu lasts for 3 turns
*No other shadow jutsu can be used while this jutsu is active
*Fire or lightning jutsus if used will scatter the shadows and stop the invisibility for upto five or six seconds
Edited purple part and edited to include what rank can destroy armor
Kuchiyose: Achilles| Summoning: Achilles[/B]
Rank: A
Type: Supplementary
Range: N/A
Chakra Cost: 30
Attack Points: N/A
Description: The user uses his summoning tattoos to summon the greatest fighter of Ligers, Achilles. Able to communicate via telekinetic communication like all Ligers and named after the Myrmidon warrior from Greek Mythology, Achilles is able to hold his on against enemies of strengths of the 2nd gate and lower. Achilles is the taijutsu expert of the Ligers. Achilles stands at the height of a bear that is on all fours. One attribute to Achilles is that he wears armor fashioned after that of the Ancient Greeks, and the armor is capable of taking direct hits of up to C-rank before starting to break and Achilles himself can take a taijutsu hit of B-rank with little injury but if he is hit with a direct hit from jutsus any higher than B-rank will cause him to "poof" away. Achilles can stand on his hind legs in the same fashion as a human and can use any taijutsu techniques the user can use (excluding those of Forbidden rank, EIG-related [or any that increase the user's speed on a scale of the EIG], or any that add a element chakra into the attack). On his hind legs, his height is around 7-8 feet tall. Due to the him being a Liger, the power behind any of Achilles' taijutsu attacks is +10. Achilles is also able to be summoned as the armor for the user to wear and if on the user, the armor becomes reinforced by the power of the user resonating throughout it and can within stand attacks of up to B rank and/or the strength of the 1st Gate and lower. The armor comes with arm guards and shin guards, in other words complete Greek battle attire to wear.
*Can only fight using taijutsu.*
*Taijutsu used by Achilles counts towards one of the user's three jutsus*
*Armor last four turns if user wears it or if it becomes destroyed by jutsus of A rank and above*
*Last on field for at the most four turns*
*Can only be summoned Twice*
~ Approved ~
Genjutsu: Naraku-Ryouken de Akunochimata|Genjutsu: Hellhounds of the Underworld
Rank: S
Type: Offensive
Range: Short - Mid
Chakra Cost: 40
Attack Points: 80
Description: The user will bite his hand and form five handseals and slam his hand on the ground, causing the opponent to believe he is performing a Summoning of some sort. In all actuality, it is a Genjutsu. By slamming his hand onto the earth, the user activates the Genjutsu. Upon activating, the opponent starts to hallucinate and thinks he has seen the user summon creatures from deep within the Underworld called Hellhounds. The user then makes the Hellhounds rush at the enemy, seizing each of their limbs, negating movement. What really happens is the oppoenent's movements are restricted and the enemy cannot move. Each of the hellhounds then rip with extreme force, pulling each limb of the enemy off. What actually happens is the user throws four several sharp wind boomerangs at each of the limbs, cutting them off.
*Can only be used once a fight*
*After using, the user cannot use Genjutsu for the rest of the fight*
*Since the opponent will think it is a summoning, he might be tempter to throw kunai and other objects as the hellhounds. If this happens, the kunai will just "hit" the hellhounds and they will keep going*
~ I don;t mind the Genjutsu, in fact I think it's pretty clever and one of the better ones I've seen, but if you want to cause actual damage, do it as a separate technique and not within the Genjutsu itself. ~
Well, Since there are numerous Genjutsu where the user does actual damage to the enemy (i.e. Genjutsu: Chou Shinka (Illusion Technique: Butter Fly Fire Works)), I figured that this would legitimate and an approveable custom.
Genjutsu: Naraku-Ryouken de Akunochimata|Genjutsu: Hellhounds of the Underworld
Rank: S
Type: Offensive
Range: Short - Mid
Chakra Cost: 40
Attack Points: 80
Description: The user will bite his hand and form five handseals and slam his hand on the ground, causing the opponent to believe he is performing a Summoning of some sort. In all actuality, it is a Genjutsu. By slamming his hand onto the earth, the user activates the Genjutsu. Upon activating, the opponent starts to hallucinate and thinks he has seen the user summon creatures from deep within the Underworld called Hellhounds. The user then makes the Hellhounds rush at the enemy, seizing each of their limbs, negating movement. What really happens is the oppoenent's movements are restricted and the enemy cannot move. Each of the hellhounds then rip with extreme force, pulling each limb of the enemy off. What actually happens is the user throws four several sharp wind boomerangs at each of the limbs, cutting them off.
*Can only be used once a fight*
*After using, the user cannot use Genjutsu for the rest of the fight*
*Since the opponent will think it is a summoning, he might be tempter to throw kunai and other objects as the hellhounds. If this happens, the kunai will just "hit" the hellhounds and they will keep going*
One Point Earth/Lightning Bullet (Ichi Ikkaku Tsuchi/Denkou Tama)
Rank:S
Type: Offensive
Range:Mid-Long
Chakra Cost:40
Damage:80 (20 to the user)
Description: The user will point his arm out towards a target. After doing so, he will then form a "gun" shape with his fingers (thumb pointing upwards with index and middle fingers pointing towards target). Using the basis of Tenshi Sendan, the user will begin to develop a fingertip from his hand that he doesn't shoot outwards but it rather 'sits' at the edge of his fingers. The user will then infuse lightning chakra around and behind the bone, making it have lightning chakra imbibed into it. The user then forcefully releases it with a loud explosion that forces the user backwards (explosion generated from lightning). The bone then travels towards the target with a sonic wave of lightning (around the size of a toddler) behind it from the initial blast. The jutsu in its entirety takes around three seconds to form and after releasing it, the bullet reaches in around half a second (if at mid range) and an whole second at long range. The user can create two bullets at once, one on his index and one on his middle finger, with both being fired at the same time. The only noticeable difference is that their are two large lightning waves coming at the enemy and the user is noticeable damaged (fingertips burned, cannot perform any other jutsus that require hand seals that turn due to this). The lightning wave reaches the enemy two seconds after the bullet does.
-Can only be used twice.
-Can be destroyed by S-rank Wind Jutsus.
-Must wait at least three turns before using again.
-After using, the user cannot use any lightning jutsu for two turns.
-The user cannot use any Shikotsumyaku jutsus the next turn.
-If two bullets are made at once, no lightning jutsus for three turns.
-If two bullets are made, the user cannot use any other jutsu that require hand seals.
-The blast at the beginning of the jutsu is strong enough to blast the user backwards by around 15-20 feet.
-If two bullets are made, the blast at the beginning will be strong enough to blast anything in close range backwards by around 20-30 feet.
-Can only be used by Lord of Kaos.
Declined, do not resubmit
Strike of Artemis (Dageki Artemis)
Type: Offensive
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user holds out his left arm in front of him as if he is holding a bow and creates a lightning-drawn bow and draws back the right arm by his head, while creating a lightning bolt arrow. The bow and arrow are completely made of lightning. The user then adds a small bit of fire chakra to the bolt, increasing it's burning capabilities. The user then releases said arrow at the target. The bolt follows the enemy’s body heat (like a heat-sensing tracker). Once it has caught up to the body of the enemy, the bolts then begin to circle around the enemy's body in a spiraling fashion from the ankles up, wrapping the enemy up, and binding him, electrocuting him/her.
*Useable thrice per battle*
*Can only follow the enemy for one turn before being destroyed*
*Can only be used by Lord of Kaos and Kid Ace2392*
add a restriction to the use of lightning and fire that stops you from using A rank and Above the following turn
(Kuchiyose: sansaku toride no Caterco)-Summoning: Caterco, The walking fortress
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage: 0
Description: The user will smear blood in his summoning tatoo in order to summon Caterco a caterpillar the size of katusyu. His body is covered in a thick, heavy, dark metal spherical plated armour which will seemingly protect him from any harm. Added this, it has a pair of atennae on his head in order to sense incoming attacks so that he can curl up or prepare to endure.
Notes: Lasts up to 3 turns and can only be summonned once per battle
Notes: It may endure up to 2 S Ranked attacks
Notes: it's thick metal armour proved such an excellent defense againt water and physical attacks, that only A-rank and above affect him.
Notes: He may use up to B-rank doton techniques which count as one move in the three moves of the user per turn.
Notes: When the creature is on the battlefield, the user may not use Forbidden-rank techniques.
To:
(Kuchiyose: sansaku toride no Caterco)-Summoning: Caterco, The walking fortress
Type: Defensive/Supplementary
Rank: Forbidden
Range: Short
Chakra Cost: 50
Damage: 0
Description: The user will smear blood in his summoning tatoo in order to summon Caterco a caterpillar the size of katusyu. His body is covered in a thick, heavy, dark metal spherical plated armour which will seemingly protect him from any harm. There's a cloak of venomus spikes below, in case his shell were to break. The user and his allies may hide inside him. Added this, it has a pair of antenna on his head in order to sense incoming attacks so that he can curl up or prepare to endure.Being able to channel doton chakra, thrice per battle, he can channel it through his armour in order to augment it's resistance and resilience to seemingly any damage including raiton since the armour is made of metal, it doesn't break.
Notes: Lasts up to 4 turns and can only be summonned once per battle.
Notes: It may endure up to 4 S-Ranked attacks (or it's equivalent damage 320 Damage points), upon reaching 160 damage points the armor will crumble.
Notes: it's thick metal armour provides such an excellent defence that only Forbidden rank jutsus may break it directly. S-rank will eventually weaken and A-ranks will not budge it. Upon hardening it, the armour is unbreakble and will reduced the damage recieved by forbidden rank jutsus by 20%.
Notes: As with most caterpillars, caterco can eat mokuton (up to S-rank) and spit silk offensively or defesnively.
Notes: He may use up to doton up to the user's rank. If the doton jutsu requires handseals, the user can supply them while Caterco supplies his chakra.
Notes: When the creature is on the battlefield, the user may not use Forbidden-rank techniques.
Declined, do not resubmit
(Kuchiyose: Dojo no shisho, Caterpy )-Summoning: Caterpy, the dojo master
Rank: A
Range: short
Chakra Cost: 30
Damage: 0
Description: The user will smear blood on his summoning tattoo and in a handseal will bring Caterpy forth. Caterpy is an expert taijutsu and shurikenjutsu user, being able to use up to the user's rank and also, due to special training with choza, is able to use expansion technique and it's variants. He's the size of a tall human and quite brawny.
Notes: May only be summoned twice per battle lasting up to 2 turns each time.
Notes: Each canon list taijutsu he uses, counts towards the user's movecount.
Notes: May spit silk defensively offsenivley or defensively and eat mokuton up to B-rank.
Pic:
You must be registered for see images
Declined, remove the wood eating part and correct the bold please and also note that he can only use cannon taijutsu and no gates or NB taijutsu
(Futon or taijutsu: Rankyaku ) - Wind style or taijutsu: Storm leg.
Rank: S/Forbidden <-(if used with gates forbidden)
Range: Short-Mid
Chakra Cost: 40 or 0 depending on the case
Damage: 80 (+ the gates bonuses on taijutsu in each wave.) -10 to user if he uses the forbidden level kick.
Description: The user makes a single handseal concentrating futon chakra into either legs and begins to kick the air. Or the user, while under the effects of the eight inner gates, begins to kick the air. The result is the same, though with their own exceptions, kicks that lead to a current of cutting air. The kicks are strong enough to easily slice through concrete.
Notes: May be used up to 2 times per battle.
Notes: Up to 4 kicks may be sent per usage.
Notes: If under the effects of the eight inner gates the user may make a single, 360° kick of forbidden rank.
Notes: Taijutsu produced stormlegs may not strengthen the opponents fire jutsu but fire jutsu, of their same or above rank, may nullify them.
(Kuchiyose No Jutsu: Yoru no ikari)-Summoning : The Night Fury
Type : Summoning
Rank: S
Range: Long
Chakra Cost: 50
Damage: N/A
Description: The user drawn out the dragons scroll then cut his right thumb and perform dragon handseal and slam his right hand to the scroll to summon the night fury, night fury is a mythical dragon and the fastest of all dragon which can fly like speed of lightning with zig zag path. Night fury also known as the toothless because it has no teeth but his claw is termendously sharp, the sharpness as like the Kusanagi sword which can cut through anything.
As the basic dragon nature element, Night Fury also can perform fire element, Night fury can spew fire while in the air or land but weak in the water.
Night fury is a large dragon half of Gamabunta's size.
Notes : Can only be summoned once per battle.
Notes : Night fury can perform up until S-Rank fire jutsu, Night Fury's wing can perform Fuuton : Atsugai only
Notes : Night Fury speed : 1000 mph (Air level), 750 mph (Land), 100 mph (water).
Notes : Night fury weakness is S-Rankwater jutsu.
Picture :
You must be registered for see images
dragons already exists as a summon declined , if making a summon check the summons thread before you post an idea save us alot of trouble
Summoning Jutsu : Dhino (Kuchiyose no Jutsu : Dhino )
Rank: A
Type: Summoning
Range: N/A
CHakra cost: 30
Damage points :60 (tail attacks / spikes)
Description: Dhino is a dinosaur almost the size of Gamabumta,walks on four leg and has spikes all over his body making him able to withstand physical attacks and his tail can punch through concrete. He is not very fast but is used mainly for defense and can use fire release up to A rank.
Note:
-Taijutsu and most earth attacks are completely useless against him, as his hard spikes would shatter the earth and hurt anyone who attacked him using taijutsu.
-Can only Defend against three other jutsu without poofing away(A-rank and lower)
-Can only be taught by AOSHI
-Can be summoned once per battle and stays for 4 turns
-Must be the only summon the user has on the field
-Can use Fire release up to A-rank(only for times per battle)
-Must have signed the Dinosaur contract.
sorry but dinosaurs have been made before and declined, they arent allowed Declined~
Raiton: Raikou kumu (lightning release: lightning grapple)
Type: Ofensive
Rank: C
Range: Short-mid
Chakra Cost: 15
Damage Points: 30
Description: The user will begin by quickly generating ration chakra and focusing it to the palm of his dominant hand, then adding pressure and chakra manipulation the user will form a grapple that can travel at the speed of lightning, making it difficult to avoid. The grapple can be used as an attack or it can be use the take hold of an opponent. As a regular grapple it gives the flexibility to the user to extend and extract at the users reassure
-Can only be used three times per battle
-Can only be taught by ~Zion~
Doton: Nagareboshi tooriame (Earth release: meteor shower)
Range: Short-long
Rank: S
Type: Attack
Chakra Cost: 40
Damage: 80
Description: This technique can only be used by a master of the earth element. The user will begin by performing a row of hand seals that will summon a meteor shower that will come crashing down on the opponent. This jutsu is practically unavoidable since the meteors travel at up to speeds of about 160,000 m.p.h. the damage from the impact is so strong that the user must take coverage prior to the impact or this jutsu will cause immense damage to the user.
-Usable 3 times per battle.
-Only one other technique that turn can be used before this technique. After this technique none can be used until next turn.
-No Earth element for the next turn.
--Can only be taught by ~Zion~
(Suiton: Kanketsusen funshutsu) Water style: Geyser Eruption
Rank: A
Type: Offensive
Range: Mid-Long
Chakra Cost: 30 (+5 per extra tunnel)
Damage Points: 60
Description: After the user performs 3 handseals, they slam both of their hands on the ground, creating a tunnel that leads under the surface of ground under the opponent. they user can also create up to 5 smaller tunnels from the main tunnel that lead to different locations. The diameter of the main tunnel is 1 meter around and the smaller ones are 1/2 meter around. Once the tunnel is made, the user gathers a large amount of water in their mouth and shoots it through the tunnel. While the water is going through the tunnel they focus their fire chakra into the water to make it reach boiling temperature. When the water reaches the end of the tunnel, it erupts out of the ground into a geyser that can reach up to 25 meters high.
*Can only be used 3 times per battle
*Can only be used/taught by Gaara of the Funk
Declined similar jutsu exists
(Mugen no Suna Senbon) Infinite Sand Senbon
Rank: S
Type: Offensive
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: Gaara makes a 20 meter high wall of sand. The wall builds up at about the same speed Sand Avalanche does. After 4 handseals, he makes the entire wall begin shooting out countless sand senbon. It shoots out about 300 senbon per second and each senbon is flying at 145 kph (90 mph). If he can see over the wall, he can direct the senbon to go to one desired location.
*Can only be used once per battle
*No sand jutsu A-rank or higher the next 2 turns
*Can only be used with a Gaara bio
*Only Gaara of the Funk can use/teach it
(Katon: 1000 Skikkyaku Shuensha) Fire Style: 1000 Falling Stars
Rank: S
Type: Offensive
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: After doing 5 handseals, the user takes a deep breath and exhales a large fireball into the sky. It's about 3/4 the size of Fire Style: Intense Pain. The fireball arcs down and bursts into about 50 fireballs that can be targeted at the opponent.
*Can't do A-rank or higher fire next turn
*Can only be used/taught by Gaara of the Funk