Re: ♦ Custom Jutsu Submission ♦
(Meiton:Kuro Kyuutai No Jigoku) - Dark Release: Dark Orbs Of The Netherworld
Type: Defense/Supplementary
Rank: S
Range: Short
Chakra Cost: 40 [+20 per turn onwards to keep it active]
Damage Points: N/A
Description: The user performs these set of handseals (Horse → Bird → Tiger) and gathers a huge amount of dark chakra into the center of his body where after he releases the dark chakra while using shape manipulation abilities to shape the dark energy into the shape of 3 dark orbs that are constantly spinning around the user which the dark orbs also have a line of dark chakra spinning around it giving it an atomic look, the user can use these dark orbs seperately to defend against incoming attacks as they are continuously spinning around him until a certain amount of time as with the constant draw of dark release chakra the user is able to maintain the orbs until the limited amount of time needed, another advantage to this technique is that the user can sacrifice each of the orbs to enhance a dark release technique, Lightning and fire technique used after this technique by +25 additional damage points for each orb that's sacrificed but due to the constant draw of chakra the user can't use techniques other than dark release techniques, fire or lightning techniques because the fire and lightning are the elements that are combined together to give the dark release.
- Can only be used once per battle.
- The dark orbs continuously spin around the user for 3 turns unless they are used/sacrificed.
- Only Fire, Lightning and Dark release techniques are to be used as long as this is active due to the continuous release of Dark chakra.
- No Dark release , Fire or Lightning techniques of S-rank for 2 turns after this technique deactivates.
- Can only be taught by ~Crow~
Declined.
For those 3 techniques as my font wasn't clear enough the last time i resubmitted them again after a few changes ~_~
(Meiton: Kuro Kyuutai No Jigoku) - Dark Release: Dark Orbs Of The Netherworld
Type: Defense/Supplementary
Rank: S
Range: Short
Chakra Cost: 40 [+20 per turn onwards to keep it active]
Damage Points: N/A
Description: The user performs these set of handseals (Horse → Bird → Tiger) and gathers a huge amount of dark chakra into the center of his body where after he releases the dark chakra while using shape manipulation abilities to shape the dark energy into the shape of 3 dark orbs that are constantly spinning around the user which the dark orbs also have a line of dark chakra spinning around it giving it an atomic look, the user can use these dark orbs seperately to defend against incoming attacks as they are continuously spinning around him until a certain amount of time as with the constant draw of dark release chakra the user is able to maintain the orbs until the limited amount of time needed, another advantage to this technique is that the user can sacrifice each of the orbs to enhance a dark release technique, Lightning and fire technique used after this technique by +25 additional damage points for each orb that's sacrificed but due to the constant draw of chakra the user can't use techniques other than dark release techniques, fire or lightning techniques because the fire and lightning are the elements that are combined together to give the dark release.
- Can only be used once per battle.
- Cannot sacrifice orbs and defend against incoming attack in the same turn.
- One dark orb can only defend against a C-ranked technique by absorbing the chakra of the targeted technique.
~The dark orbs continuously spin around the user for 3 turns unless they are used/sacrificed.
~Only Fire, Lightning and Dark release techniques are to be used as long as this is active due to the continuous release of Dark chakra.
~No Dark release , Fire or Lightning techniques of S-rank for 2 turns after this technique deactivates.
~Can only be taught by ~Crow~
~Declined~ Similar technique already exist by in a different element, you only added the +25 part for each orb if it's dispelled (which is OP).
(Ninpō: Youso Kengen) - Ninja Art: Elemental Enhancements
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: This is an advanced ninjutsu technique utilized in a way similar to stealth attacks, by taking advantage of the user's mastery of the basic five elements, If the user is attacking using a fire technique against a water technique, the user releases water chakra into the fire technique that he is using allowing the fire technique to be as powerful as the targeted water technique declining the elemental weakness against the fire technique and making it as stronger as water techniques meaning that the power of the techniques only differ by rank, so if a B-ranked fire technique attacked a B-ranked water technique, both techniques would cancel each other, this works also to all other basic five elements in the same way, meaning that if a wind technique is released against a fire technique that's made by his opponent, the user releases his fire chakra into the wind technique he perfomed instantly after releasing the technique making the wind technique as strong as the targeted fire technique, basically when the user is using an elemental technique to counter another elemental technique but the technique that's the user countering has an elemental advantage against the user's technique [Wind < Fire], the user releases the same chakra as the targeted technique as shown above, making the user's technique as powerful as the targeted technique without an elemental advantage whatsoever.
~This technique only works with the basic five elements [Fire, Lightning, Wind, Water and Earth]
~Requires mastery of all basic elements.
~Can only be used 3 times per battle.
~Can only be taught by ~Crow~
~Declined~ This doesn't really make any sense considering the cycle of elemental weakness is based on the physical properties of the elements, not just the chakra. Water is strong to chakra because it as a high enthalpy, allowing it to store a lot of energy before breaking it's H2O bonds which is necessary for the fire's combustion, hence the fire dies out because it lacks oxygen before the water could boil. You get the general idea for the others.
(Katon: Tsuin Kaen Doragon) - Fire Release: Twin Blazing Dragons
Type: Attack
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: After performing the following handseals (Ram → Horse → Bird → Tiger) the user takes a deep breath while gathering a large amount of fire chakra inside his lungs to shoot a huge fire stream similar to the one Oil flame bullet but in the shape of two dragons spinning around each other forming a drill of fire as the spinning dragons gain more speed when spinning around each other and the further they travel the faster they spin around each other, whenever the dragon's of fire are used after performing a wind technique that's possible to make a fire and wind combo, the dragons absorb the power of the wind as a fuel and grows rapidly in size as well as power.
~Can only be used 2 times per battle.
~No fire techniques higher than A-rank for the 2 turns.
~Can only be used by ~Crow~
~Approved~
(Karasu gigei: Zekkyou No Yuuku) - Crow Art: Paralyzing Screams
Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 25
Damage Points: 40
Description: This is an advanced ninjutsu technique based on hearing, only utilized by Giant Crows, similar to the temporary body paralysis technique and the Frog call technique, the Crow gathers a large amount of chakra in his through and projects a large, loud and immensely powerful screams that's released in the shape of sound waves that distract the opponent(s) and temporarily paralyzes them.
~Can only be used by Giant Crows.
~Can only be used 4 times per battle.
~The paralyzing effect last 1 turn.
~Declined~ Similar technique already exist. The sole difference between yours and the other custom is that it's your crow who's making the sound.
(Karasu Kuchiyose No Jutsu: Fuu) - Crow Summoning Technique: Fuu
Type: Summoning
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A [+15 to wind based techniques]
Description: The user bites his thumb and wipes blood across a tattoo that's located on the back of his hand summoning Fuu a giant crow, Fuu is half the size of Gamabunta, he has thick black feathers all over his body and two lines of grey feathers across his belly and his wings, ever since Fuu was born he was trained in the arts of the wind release and can use up to S-ranked wind techniques without having to use a handseal in order to perform them, being greatly accustomed to the wind element and specially because he's a giant crow with giant wings a special ability was unlocked when he mastered the wind element, Fuu can use 2 wind techniques at the same time by gathering chakra in both his wings and belly, by flapping his wings and using his mouth as a medium he can use a wind technique by shooting it from his mouth and another wind technique by flapping his wings at the same time, due to this particular special ability his wings are lighter than any other crow and his feathers aren't as thick as other crows not granting him any immunity against wind elemntal techniques whatsoever, his ability in using the wind element has increased rapidly to the point where he performs each wind technique with more chakra than the wind technique requires originally, boosting any wind technique he uses by +15 damage points.
~Can only be summoned once per battle.
~Stays on the field for 5 turns.
~When he performs two wind techniques simultaneously he can't enhance the power of any of those wind techniques.
~Using two wind techniques simultaneously counts as 2 moves of the user's moves allowed per turn.
~Must have signed the Giant Crows contract.
~Can only be taught by ~Crow~
~Declined~ If I am to allow him to use 2 techniques at the same time, make it so they are restricted to A-rank max and that he can only do this trick a set number of times. Also, make it +5. Adding 15 would make it stronger then the 7MS.