(Katon: Kaji Kawari ) - Fire Substitute
Type: Supplementary
Rank: C
Chakra Cost: 10
Damage Points: N/A
Description: This jutsu uses the Ox handseal. When your opponent attacks you, you disappear in a cloud of fire. When you poof away, your opponent gets burnt while they are in that cloud of fire that you created.
B-rank
(Katon: Katana Kaji) - Fire Style: Blade of Fire
Rank: B
Type: Attack
Range: Short/Mid
Chakra Cost: 20
Damage Points: 40
Description: The user creates a sword of fire. When the user stabs something, the whole body/whatever ignites in flames.
Note: No sword intended
(Katon:Yuudoku Kaen Hari ) - Fire Style: Toxic Flame Needle
Type: Attack
Rank: B
Range: Mid-Long
Chakra Cost: 20
Damage Points: 40
Description: The user lights their hari with their chakra.
When the needles tips of the needles contact skin, they burn the opponents skin and inject poison into their body.
(Katon: Reiji no shakunetsu) - Fire Release: Scorching Rage
Type: Defensive/Supplemental
Rank: B-Rank
Range: Short
Chakra: 20
Damage: 40+10
Description: After performing the Tiger hand seal the user will channel their Katon chakra thru both legs into the ground which will encircle the user in a half meter radius away from the users body in a golden fiery aura of chakra which peaks a half meter above the users head protecting the user and burning anything that touches it.
-Must be taught by -Vegeta
A-rank
(X-guro-bu kuuchuufuyou) X Glover Levitation
Rank: A
Range: Short
Type: Weapon
Chakra Cost: 40
Damage: N/A
Description Once the user has equipped there self with the X Glover this jutus will give the user the ability to fly, This will not make me move at the speed of the 8 gates or any other speed increasing jutsus. This Justus work by making the flames for the gloves fire down warder towards the ground giving them the power to take flight. The back draw to this jutus is while the user is in the air he is unable to perform any jutsu that require handsigns because if the user would to try any he would fall because the gloves would not be pointing down anymore.
*These just can only be used by Mato~kun*
*This jutus cant be performed without the X Gloves
(Katon: Bareru) - Fire Style: Barrel
Rank: A
Type: Defence
Range: Short/Mid
Chakra Cost: 30
Damage Points: N/A
Description: A wall of fire surrounds the user all around, protecting them from any attacks. Each attack (Except for Water) is most likely to be burnt.
Note: It is shaped like a cylinder. It does not have any open spaces except inside.
(Katon: zenpaku surudoi kougake) Fire Style: Forearm Bladed gauntlet
Type: Offense
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user has to focus and channel katon chakra towards his forearm and then release the katon forward at the same time manipulate the fire sharply and firmly to form into bladed gauntlets on his forearms. The more chakra you channel towards the forearm the more sharper and longer the blades begin to grow. Its maximum size can go up to 200cm but when it reaches its max it immediately disperses due to the chakra strain on the forearm. It is great to use for close range battle.
- Can only use fire jutsus while active
- Only active for 3 turns
- Usable thrice per battle
(Katon: Kaji Mitsukai ) - Fire Stlye: Fire Angels
Type: Attack/Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 40 (40 for 20 Clones)
Damage Points: 80
Description: The user preforms the Rat,Tiger,Dragon and Dog handseals.
These angels are like clones, but instead, they are made out of fire.
When you get attacked the Angels/Clones will defend you or attack the opponent back.
Katon: honoo urufu (Fire style: flame wolf)
Rank: A
Type: attack/defence (can be both)
Range: mid
Chakra cost: 30
Damage: 60
Description: The user concentrates their fire chakra in their gullet, which they then release to create a flame wolf which is movable around the field (only in Mid-range).
Note: only lasts 2 turns
Can only be taught by Ingwer Hatake
(Katon: Sanshouuo Rasen) Fire Style: Salamander Spiral
Type:Attack
Rank:A
RangeShort-Long
Chakra Cost:30
Damage Points:60
Description:By Focusing Fire Chakra In The User's Gullet The User Spits Out A Powerfull Spiraling Flame With A Salamander's Head On The Front Of It. The Blast Can Thrust The Enemy Back Due To The Power Of It. It Can Also Leave Medium Burns....
Note : Only Benazz Can Teach This Jutsu
( Katon: Buriza-do no Hinote ) Fire release: Blizzard of blaze
Type: Attack - Supplemantry
Rank: A
Range: Short - Mid
Chakra cost: 30
Damage points: ( + 60 if used as trap )
Description: After user has done series of handseals he/she releases Katon chakra in air In form of Small Fires that confuse opponent. When opponent is focused on these fires user can Either Attack him or close Fire as cage around opponent that burn him/her.
Katon: Kaen Panchi) Fire Style: Flame Punch
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 25
Damage Points: 40
Description: user gathers up fire chakra into both hand until there is a great amount of chakra stored then he’ she releases it at once causing a deadly inferno to engulf the enemy.
(Note: Only members of sharinganmasters hideout can use this jutsu)
(Note: only usable 3 times per battle)
(X-pusshu)X-Push
Type: Supplementary
Rank: A
Range: Short -mid
Chakra Cost:35
Damage Points: N/A
Description: By infuse his gloves with charka and point both gloves to one direction, the user is able to push himself in any direction he wants just by pointing the gloves. This work by when the user puts charka in to the gloves they let out a very strong blast that is strong enough to move the user so the user uses the move to blast him to any direction he want in really fast speeds. This can be used to quickly dodge a opponent attack, or it can be used to get closer to your opponent and this move may be used in the air.
Note: can be used 4 times during battle
Note Have to wait one turn before using again
Note: each push, pushes the user about 20 feet from where he was standing
Must have X-gloves on to use
(Katon: Bāsākā shakunetsu) - Fire Release: Scorching Berserker
Type: Supplemental/Attack/Defense
Rank: A
Range: Short/Mid
Chakra: 30 (-15 per turn to maintain)
Damage: 60
Description: After Performing Fire Release: Scorching Rage the user will focus and maintain the fiery golden chakra surrounding him and can move about freely. The user can ram the enemy while surrounded in the chakra burning them and delivering blunt force damage as well as 4th degree burns. The user may also clap his hands together with the palms open and outward, concentrating and releasing the chakra in a stream of fire up to mid range, which will also end the jutsu.
~Notes~
- Lasts 4 turns unless released
- Must have used Scorching Rage and it must be still activated
- Damage to taijutsu is increased +10 due the the flames surrounding the user
- User can only use katon elemental jutsu while this is active, but can perform physical taijutsu/kenjutsu and basic ninjutsu attacks
- Must be taught by -Vegeta
S-rank
(Katon: Yuudoku Kaen ) - Fire Style: Toxic Flame
Type: Attack
Rank: S
Range: Short-Mid
Chakra Cost: 40 (+10 if used twice in a row)
Damage Points: 80
Description: After preforming Bird,Ram,Dog and Tiger hand seals, the user focuses their chakra into their left hand. When the fire contacts the opponent, it should burn through their organs and spine, causing a large hole in their body.
(Katon: Kaen Panchi) Fire Style: rapid Flame Punch
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 25
Damage Points: 40
Description: user gathers up fire chakra into both hand until there is a great amount of chakra stored then he/she releases it punching towards the enemy yo create multiple fireballs to come out causing a deadly inferno to engulf the enemy. It also burns the user hands.
(Note: only members of the sharinganmasters hideout can use this jutsu)
(Note: can only be used 2 times per battle)
(Katon: Shinkou Ryuu Kaen) – Fire Release: Rising Dragon Flame
Rank: S
Type: Attack
Range: Long
Chakra cost: 40
Damage points: 80
Description: After making a few hand seals the user releases a large amount of chakra into the earth by stomping on the ground and then causes a rush of dormant fire from deep within the earth to rise up below the enemy and envelop him in an erupting flame in the shape of a large dragon head.
Note: Can only be used 2 times
Note: User cant use fire style the following turn.
Note: Only members of the Sharinganmasters hideout can use this jutsu
(Katon: uchiki nekki ) Fire style: Reserve heat
Rank: S
Type: Supplementary
Chakra: 40
Damage: N/A
Description: User uses to 2 turns to completely charge this jutsu with fire chakra and then when its used all the fire jutsu’s damage points increases by +20 ( but chakra cost remains same ). This jutsu lasts only for 3 turns .
( only alimujtaba786 can teach this jutsu )
Name: Katon: Aoikouen (Fire Style: Blue Flame)
Rank: S
Type: Supplementary
Range: N/A
Chakra:40
Damage: +20 to any fire jutsu used.
Description: Utilizing the users anger, thier fire chakra begins to burn hotter until the flames they produce are represented in their fire jutsu. Burning hotter than the standard flames, a More ferocious bluish-white flame appears causing the flames to causes a more damage to the opponent.
(Last 3 turns)
(The user may not perform any fire jutsu for 3 turns afterwards
(Katon:Roze Ga-den)-Fire Style:Rose Garden
Type: Offensive/Supplementary
Rank: S
Range: Short/Long
Chakra Cost: 40
Damage Points: 80
Description: By performing the neccesary handseals (6) then slaming the hands in the ground the user will chanell fire chakra through the ground once done the user can create a circle of fire roses around him that are connected to the ground by a ''root'' of fire chakra that keeps extending through the ground while the circle of roses extends until it resembles a garden of fire with 20 meters in diameter with the user in the middle of it. This fire garden can be used to attacked the opponent when he's in mid air, by shooting all the roses from the garden to the air with hand gestures wich will make an almost implossible to avoid barrage of fire roses, this technique could also be used to stop underground travel since the roses are connected to the ground by the ''root'' the ground will heat up and damage the opponent's skin however since the user is still standing in the ground, he will get burn too if he keeps standing there.
Note: Can only be used once per battle.
Note: Can only be taught by Ryuji
(X- ba-na-) X-Burner
Rank: S
Range: long
Type: Weapon
Chakra Cost: 40
Damage: 80+10(with the gloves on)
Description: Once the user has equipped there self with the X Glover the user will be able to perform this attack called the X- Burner. This attack works like this the user turns sideways pointing his body towards his opponent first the user raises his hand fared away from the opponent and points it out wards once done he releases a soft flame this fire is not used to attack it is used to keep the user steady from being blow back by his other hand then the user raises his hand closes to the opponent and lets out super strong fire. This flame is strong enough to beat any jutus of lower rank the opponents jutus must at least be S-rank to match the power of the flame anything lower will be destroy and the attack will continue. The X-Burner maybe used in the air because the soft flame would keep him in place.
*This attack can be used three times in battle*
*only must have gloves on*
*Only Mato~kun can use*
*After this attack is used the user can’t use any fire attacks the following turn*
*once this jutus is used no more jutsus can be used that turn*
(X-tsume)-X-Claws
Type: Offensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage: 80
Description: This is one of the new found ability of the X-gloves once the gloves have fusion with the Mare sky ring. The user will send an incredible amount of charka in to his gloves causing the gloves to become covered in a red cloak, after this is done the user will then have the power to manipulation the fire from the gloves to reach out like claws the claws can reach out to a good distant, the claws can be send under the ground to grab the opponent or to attack the opponent head on.
note: Only can be used with X-gloves
note: Can only be once twice in battle
note: Last 3 turns
X- ryoukin (X-Charge)
Rank: S
Type: Attack
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: While the user has his X-Gloves on, he will close both his hands to charge the Gloves up then with an instant the user will open both hands releasing out a powerful charge of fire that will burn anyone or anything that comes into short range of the user, this jutsu is best used when the opponent tries to rush the user or tries to sneak up behind him.
Note: must have gloves on
Note: this jutsu can be performed in seconds
Note: can be used one times in battle
(Katon: Shakunetsu no akuma) - Fire Release: Scorching Demoniac
Type: Supplemental/Defensive/Offensive
Rank: S
Range: Short-Long
Chakra: 40 (-15 second turn)
Damage: 80
Description: The brother jutsu to Scorching Rage and Scorching Berserker. Scorching Demoniac looks to capitalize on Scorching Berserker's ability to focus and sustain the fiery aura of katon chakra around oneself. By making the Dragon seal and farther manipulating the chakra while also molding more katon into the aura (After already using Scorching Berserker), it can be made to shine brightly outwards along the same lines as Fire Release: Fire Whisp, as the fiery golden chakra aura grows outwards and upwards 2 more meters surrounding the user to 2 1/2 meters around/above, and it's heat and strength increases from A to S rank in terms of raw damage to the touch. This can also slightly blind the enemy like looking momentarily into the sun, just nowhere near as intense, and will hinder their vision for one turn. The user has a couple options, as once the chakra is honed and focused to this point, it's very intensified and short lived. The user can perform punching type motions, firing up to 4 bright 1 meter diameter fireballs at the opponent (also along similar lines of the Fire Whisp technique, strength divided depending on how many are fired off), or the user can make a mad run for the enemy attempting to ram them or use taijutsu/kenjutsu strikes against them. Finally, they can focus the aura around them to a single area, clapping their hands together palms facing outwards, streaming the golden fiery chakra from around themselves siphoning it off them like done in Scorching Berserker, however the strength of the stream would be S ranked and would be able to strike opponents long ranged (as opposed to mid ranged in Scorching Berserker) and would be 3 meters in diameters.
~Notes~
- Lasts 2 turns
- Can only be used 2 times per battle
- Scorching Rage can not be used again for 3 turns
- Damage to taijutsu is increased +5 to the +10 from Scorching Berserker for a total of +15 from the intensity of the heat.
- User is bound by the same restrictions as Scorching Berserker in terms of maneuverability and can only use katon elemental jutsu/taijutsu/kenjutsu and basic ninjutsu attacks while active.
- Must be taught by -Vegeta
- Firing off the fireballs or stream will use up the entirety of the cloak/aura
Forbidden
X-bakudan(X-Bomb)
Rank: Forbidden
Type: Attack
Range: Short-long
Chakra Cost: 60
Damage Points: 120 (-30 damage to user)
Description: Once the user has fusion his X-Glovers with the Mare Sky ring, he will be able to perform this attack, the user will hold one X-Glove in the air and began to let out a powerful flame. Then he will use the other glove to shape the fire in to a Giant Sphere of fire, once the fire ball is shaped the user will throw it at his opponent. The fire ball being so powerful that it will turn the ground under it to molten rock. The user will be able to close his hands together causing to the fire ball to explode instantly. Any jutsus of lower rank that makes contact with this fire ball will be destroy once it touches the surface, the only way to stop this attack is to complete cover the attack in a large body of water and A-rank water jutsus will not be strong enough to stop it.
Note: Can only be used once
Note: – 30 damage to user from chakra strain, making user bleed from their nose.
Note: user cannot perform Fire element next turn
Note: If the user was to make the Fire ball explode while in close or mid range he would be caught in it too
(Katon - Shakunetsu no Bakuhatsuha) - Fire Style - Scorching Exploding Wave
Type: Defensive/Offensive
Rank: Forbidden
Range: Mid-Long
Chakra Cost: 50
Damage Points: 90 (-15 to the user)
Description: After using Scorching Berserker to hone and focus the fiery golden chakra, the fiery chakra that rages around the user can be concentrated and drawn in tighter to the users body while molding massive amounts of fire chakra into it. The user will then focus the chakra downwards thru their legs entering into the ground, which will then travel towards the target similar to the Flame Pillars technique. By forming a special 2 fingered seal while lifting their hand upwards, they will cause the concentrated fire chakra to explode upwards violently like a volcano erupting spanning from mid range in width and height causing devastating damage to the field creating a crater short range in depth with golden flames covering the area and debris and smoke littering the air. This is meant as an attack on someone who is avoiding close range or attempting to flee. This cannot be executed on a target that is short range. Due to the fiery aura drawing in so close to the body, the user suffers minor damage from excessive heat.
~Notes~
- This will end the effects of Scorching Berserker, after which Scorching Rage cannot be used again for 3 turns
- No Katon over A rank the next turn due to over using ones Katon chakra
- If caught in the explosion, the user will take the full brunt of it
- Due to the needed process to reach this stage (Ie; using Scorching Rage/Scorching Berserker first) this jutsu can be used 2x per battle
- Must be taught by -Vegeta
ref-
Suiton: Mizu Tekishutsu ( Water Style Water Extraction)
Type: Supplemntary
Rank: C
Range: Long-short
Chakra Cost:25
Damage Points:n/a
Description: The user will make 3 hand seals and focas his chakra into the ground useing his chakra he will force up any traped water beneth the ground to surface (only enough to make the ground flooded a little bit ) giving the user a water soruce
note: can only be used 3 times per battle
note: the water only reachs as high as the users feet
B-rank
1. (Suiton: Inryoukuken) - Water Release: Gravitational Pull
Type: Offensive
Rank: B
Range: Mid
Chakra Cost: 25
Damage: N/A
Description: After performing the following Tiger - Dragon hand seal the user creates a powerful Water Release technique that has the ability to draw water towards the user or push it away from him. With this, the user has the ability to churn large whirlpools in the ocean and can even deflect other Water-based ninjutsu. The user can only control up to B-rank Suiton techniques.
(Suiton: Zukindama) - Water Release: Pounding Bullets
Type: Offensive
Rank: B
Range: Medium
Chakra Cost: 25
Damage: 40
Description: After performing the following hand seals Dog - Rabbit - Tiger the user creaes a water style ninjutsu that allows the user to spew multiple water bullets from his mouth. The bullets are somewhat slow, but leave a great impact on whatever they hit or make contact with.
2. (Suiton: Unari Shishinami)- Water Release: Roaring Lion Wave
Type: Offensive
Rank: B
Range: Mid
Chakra Cost: 25
Damage: 40
Description: After performing the following Snake - Ox hand seals the use then gathers chakra at his mouth, the user will form the appropriate hand seals and expunge a large blast of water from their mouth. As it flies through the air, the water blast will take the shape of a Lion's head. The blast's impact has shown to be strong enough to shatter rock in multiple pieces.
(Suiton: Suiton kobushi)Water: Water fist
Rank: B
Type: Offensive/deffencive
Range: Short/Mid
Chakra cost: 20
Damage points: 40
Description: the user chanels a decent amount of suiton chakra in his fists and after he collects enough he starts punching it out so that he creates a mid sized water vortex which will go towards the opponent and push the user back.
(this jutsu is very similar to the huricane fist jutsu)
Notes:
~No other suiton the same move this one was used
~Usable 3 times per battle
(Mizu Kamikiri tsutsu)-Rising water current gun
Rank: B
Range: Short-Mid
Chakra cost: 20
Damage: 40
Description: Instead of focusing the water chakra into the leg, as the common mizu kamikiri, the user concentrates as much water chakra he can onto his middle and index finger. Then, the user mimics a gun with the hand, releasing the compressed water chakra in a cutting stream of water which easily slices through rocks.
Notes: The user may use do as many streams of water as many hands the user has, but it increases the chakra cost, 20 per each stream.
Note: Maximum of three times per battle
Note: Cannot cut through A rank and above Earth
Notes: May only be taught be The Seven-Scaled boy.
(Suiton: Mizu Kabe ) - Water Style: Water Wall
Type: Defence
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: A wall of water rises in front of you. When an object contacts the water, it turns into ice.
A-rank
3. (Suiton: Dekisui Ejiki ) - Water Style: Drowning Prey
Rank: A
Type: Attack
Range: Short/Mid
Chakra Cost: 30
Damage Points: 60
Description: The user does the Tiger hand seal to create a creature underwater. This creature pulls his/her opponent down through the water, making them drown.
(Suiton: Sui Mizu) - Water Style: Acid Water
Rank: A
Type: Attack
Range: Short/Mid
Chakra Cost: 30
Damage Points: 60
Description: The user spits out a portion of water that is acid. When the acid contacts skin, the skin just sizzles and disappears. Just leaving the opponent's raw flesh.
(Hi misuto doragon) Light Mist Dragon
Rank-A
Type-Offense/Defense
Chakra-30
Damage-60
Description-
The user shoots a giant water bullet that explodes into a giant cloud after shot into the air, producing three mist dragons, able to defend against fire attacks by condensing and creating water walls. (Defends against A rank and below fire attacks). When created they can be controlled by the user.
*Can Only be taught by Icemyster*
Water: Giant Hand (suiton:kyojin hando)
Type:Attack/Supplemantry
Rank:A
Range:Short-Long
Chakra Cost:30
Damage Points:60(+5 with lightning)
Description:The user creates a giant hand out of water that can be hard for a punch or sharp to act as a claw it can also be used to grab the enemy. Can be mixed with lightning tecniuqes to make it stronger.
*Can only be used by burakyilan or if thought by burakyilan
4. (Suiton: Buatsui Monsu-n no Jutsu) - Water Release: Massive Monsoon Jutsu
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: N/A
Description: The user first uses the Dog hand seal and then creates a large rainstorm that stretches many miles. There is so much rain that there is enough water to form water release jutsu.
Note: Can only be used 3 times.
5. (Suiton Kuchiyose: Mizu-juu no Hokaku no Jutsu) - Water Release Summoning: Whale Mouth Capture Technique
Type: Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage: 60
Description: After the user performs a string of the following hand seals Bird →Monkey → Snake → Ram → Boar the user then creates a prisoning jutsu, which approaches differently, needing a source of water. The user does the hand seals, and places his palms on the ground. A body of water shaped like a whale gets out of the source and swallows the enemy. Then, the "whale" turns into a bubble with the enemy within leaving him stuck for a maximum of 2 turns.
Note: Can only be used 3 times per match.
(Suiton: Mizu kakujuu) - Water style: Water expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a water jutsu the user will perform 2 handseals as they release there chakra into the water jutsu. In doing so, the user will increase the power and size of the water jutsu boosting any water jutsu by 25 damage points. By the increase in chakra the water gains more power as the wave of water increases in size and the power and speed of the water is increased.
Note: Can only use used on water the user or the users summon has created
Note: Can only be used once one each water jutsu creates
Note: can only be used 3 times
Suiton: Hogo Pengin no Tangan - Water Style: Plea of the Protective Penguin
Type: Offensive/Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: A fairly simple but effective suiton ninjutsu, Hogo Pengin no Tangan is a suiton ninjutsu that uses the properties crystalized water to coat the blade of a sword. The user would put as much or as little chakra into the blade to crystalize as they want, and then they would simply cut through an opposing jutsu, releasing a crescent of crystalized water towards the opponent. With paramount chakra control, the user would then control the crescent of crystalized suiton much like the jutsu Suiton: Nagareru no Yari, only except instead of hand movements, the user would control the crescent via waving their sword up, down, left, or right. The user could control the crescent up to mid range with ease, and due to the crescent's properties of crystalline water, it's cutting power would be unmatched, even compared to the famous Suiton: Suidanha.
Note: Can only be used three times per conflict
Note: Cannot use this jutsu consecutively
Note: Can only be taught by Penguin
S-rank
(Suiton: Dai iwa Shiroppu no Jutsu) - Water Release: Great Syrup Golem Technique
Rank: S
Type: Offensive, Supplementary
Range: Short
Chakra cost: 40
Damage points: 80 (+30 if charged with lightning)
Description: Similar technique to Great Stone Golem, the user expels a large creature composed of syrup from his mouth. Hence the golem is made of syrup, it has the ability to absorb certain mud, suiton, raiton jutsus, up to B-rank, thus making him bigger, than his original size. The golem only expand if he absorbs a suiton or a mud technique. If the opponent gets in contact with him, he'll be sucked in the golem, thus suffocating him to death.
Note:
-Can be used twice
-If the golem destroyed, it can continue towards as a water wave.
-After absorbing a jutsu the golem will become 150% bigger, regardless of the rank.
-The golem can only absorb 3 techniques, after which it will crumble.
-Suiton needs to be mastered in order to do this.
-Can be taught by Dr. House
(Suiton: Yari joutan) - Water Release: Spear tip
Type: Offensive, Defensive
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage Cost: 80
Description: The user creates a orb of water besides his arm out of a water source near by which extend into a spinning tendril of water which gets shot at the opponent, upon the command of the user. The tendril is dangerous and capable of penetrating through concrete.
-Needs a water source near by
-Usable 3 times per battle
6. (Suiton: Fuka-sa no Himitsu) - Water Release: Secrets of the Depths
Rank: S
Type: Offensive, Supplmentary, Defensive
Range: Long
Chakra Cost: 40
Damage Cost: 80
Description: The user will put his hands together in a medium-sized hemi-sphere and stretch them backwards on either of his sides. As he stretch his arms backwards he will releases a giant amount of water chakra and materialize a heavy volume of water behind the user. He will then punch foward and the heavy volume of water rushes up in a tidel wave and pass by the user and continues with tremedous speed and strength at the target, crushing it.
~ Can only be used thrice
~ No A rank or above water techniques the following turn.
(Suiton: Taikaikamigami Doki) Water Style: Poseidon’s Wrath
Type: Attack
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user gathers a vast amount of water chakra into their hand(s)and punches forward making a Large hand race towards the enemy and then turns into a large volume of water in a crashing wave that then envelops the enemy and drowning them. The aftermath of the jutsu leaves a large amount of water behind which can be used as a water source for jutsu.
*Water Jutsu cannot be used for 2 turns after this jutsu is performed
*Can only be used Twice per battle
*Can only be used by members of Sharinganmasters Hideout
Water Style: Grand Water Wave (Suiton: Yuuen Mizunami)
Type:Attack/Supplementery
Rank: S
Range:Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user focuses there water chakra into a huge wave that can carry the user in the air and make the user fly. The user can make waves come out of the huge wave and go attack the opponent. The water wave would need to be destroyed by some sort of earth jutsu or be cut off from the connection of water destroying the wave and making the user fall.
Note: Can only be created one per battle
Note: Must be taught by Izure
Note: After usage the user can't use s-rank water jutsus next turn or the turn used
Forbidden
7. (Suiton Bunshi): Water Molecules
Rank: Forbidden
Type: Supplementary
Range: Short-Mid
Chakra Cost: 80
Damage : (15 damage per turn )
Description: The user puts their hands together as if they were praying but is actually releasing large amounts of water chakra into the water molecules in the air so that now all fire attacks lose -15, sand is reduced to mud, lightning used becomes instantly conducted and all water or elements containing water gain +15
Note: can only be taught by Axle
Note: lasts 5 turns
Note: can only be used once per battle
Note: after this technique is done the user can't user any A-rank and above water jutsus for 3 turns
Note: can be used as a water source
(Raiton: dendou gekihatsu) Electric Outburst
Type: Supplementary
Rank: B
Range: Mid-Long
Chakra Cost: 25
Damage Points: N/A
Description: the user creates 3 electric orbs which are thrown above the enemy; those orbs explode making this electric outburst blinding the enemy for split second. the user can then use an attack jutsu while the enemy is left unguarded or escape unnoticed.
*this can only be done once in a battle*
*this can be used as an escape attack*
(Raiton: jigoku dageki) Hell Shock
Type: Attack/Supplementary
Rank: B
Range: Long
Chakra Cost: 25
Damage Points: 30-40
Description: the user creates 3 orbs identical to electric outburst so it is easily mistaken but these orbs act differently, they are thrown to surround the enemy and instead of blinding them they shock them numb making them paralyzed for 10 whole minutes also damaging them because of the electrical shock.
*can be used once per battle*
*the stronger the rank the longer the enemy can be left paralyzed*
P.S *if it is S Rank: 40 Chakra / 60-80 Damage and because of his rank the shock is powerful making it fatal or even leaving the victim to faint*
Lightning element : double lightning sabers cut (raiton :futae raiton gontuo kire)
Type:Attack
Rank: B
Range:Short-Mid
Chakra Cost:20
Damage Points:40 ( +10 at short range )
Description: by letting your lightning chakra through your hands , and making an lightening saber each one of them you can fuse it together in one X like slash directed at your opponent , or if you hit it directly to your opponent it will be more effective
A-rank
(Raiton: Genwaku Hirameki ) - Lightning Style: Blinding Flash
Type: Attack/Defence
Rank: A
Range: Mid/Long
Chakra cost: 30
Damage Points: 60
Description: This jutsu is for quick defence. The user focuses their chakra into their hands and rubs them together to make a flash. That flash then blinds the user for a few seconds or minutes (More chakra means longer time). After they revive their eye sight,their vision is very blurry.
(Raiton: Shingai Nami ) - Lightning Release: Shock wave
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user focuses chakra in a piece of string. When the chakra reaches the string, it should create a shock wave. When the user hits the opponent with it, their skin will set on fire and peel of slowly.
(Raiton: Jishinkaminarikajioyaji Kumo Ame Borito) Lightning Style: Thunder Cloud Raining Bolts
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user sends chakra into the sky and then causes the sky to rain, sending loads of lightning bolts crashing down at the enemy. Even if the enemy dodges the technique it will go into the ground and weaken all the surrounding earth around them.
*can only be used three times a battle*
*up to six lightning bolts can be directed and shot*
Raiton: Raikou doragon kyanon (Lightning Style: Lightning Dragon Cannon)
Type: attack
Rank: A
Range: Mid
Chakra cost: 30
Damage: 60
Description: The user creates a hollow cannon of lightning that then releases a two lightning bolts, which fly at the opponent with great strength, and the sound they make sound like the roar of a dragon.
Note: can only be taught by Ingwer Hatake
( Raiton: Buriza-do no Hibana) Lightning release: Spark Blizzard
Type: Attack - Supplemantry
Rank: A
Range: Short - Mid
Chakra cost: 30
Damage points: ( + 60 if used as trap )
Description: After user has done series of handseals he/she releases raiton chakra in air In form of glowing sparks that confuse opponent. When opponent is confused on these sparks user can Either Attack him or close sparks as cage around opponent that shock him
* NOTE! Only myartisablast is able to use/teach this jutsu *
(Raiton:Ikazuchi Hibana Bakudan)-Lightning Style: Lightning Spark Bomb
Type:Attack
Rank:A
Range: Mid Range
Chakra Cost:30
Damage Points:60
Description: The user gathers lightning chakra around him/her and then releases tiny sparks and after 2 turns, they are fully attached to the opponent and at anytime,The user can form tiger seal and make the sparks expload, the opponent would need to get out of range before this could happen or just use a jutsu that could burn away the sparks, if the opponent can't do that then the user could kill the opponent.
Note: The User Can Only Use This Jutsu Three Times A Battle
Note: Can only be used by SinRival or any people taught this jutsu by her.
(Raiton: Raikou Tama) - Lightning style: Lightning Sphere -
Type:Attack
Rank: A
Range: Medium-long
Chakra Cost: 30
Damage Points: 60
Description: The user focuses raiton-based chakra all around his body. Then he rapidly pushes it into the palm of his hand, making the chakra ultra condensed. After that the user slams his palm into the ground, but just on the moment he is going to touch the ground he releases all the condensed chakra from his palm into the ground. The dicharge vaporizes the silicon in the earth in an instant, due to the interaction of it with oxygen, it forms a ball that hoovers above the palm of the user.
The user throws the ball at the oppenent but can still control it accurately. From the moment it touches something, it explodes and incinerates everything around it. However it doesn't cause a shockwave. It's more like it expands and incinerates everything in it.
*can only be taught by Caliburn*
*can only be used 3 times/battle*
S-rank
(Raiton : doragon-ken ) lightning style : dragon blade
Rank: S
Type: Attack/Defense
Range: short-long
Chakra Cost: 40 ( - 15 for each turn its in use )
Damage Points: 80
Description: by charging the user's lightning chakra, he shall focus it in an blade like huge dragon shaped lightning from his hand " like an dragon chidori spear " but it can be moved like huge link to so that its flicks able if the user want to, and can make huge damages to the opponent , and perfect against others earth jutsus.
~ can only be user 1 times in a battle ..
~ cant stay more then two turns
~ - 10 for each time its in use for the user's health " because it injures his hand
(Raiton: Rippuko Za Ikazuchi Joutei) - Lightning Release: Rage of the Thunder God
Rank: S
Type: Attack
Range: Long
Chakra cost: 40
Damage points: 80
Description: the user creates a large ball of lightning which has surrounding it four smaller balls of lightning connected by lightning chains and the ball of lightning spins creating a large rotating vortex that gets shot at the enemy and can rip at ground.
Note: Can only be used 3 times
Note: Only members of the sharinganmasters Hideout Social Group may use this jutsu.
Co-Produced by: Uchiha Kaito, Mugan Ryukyu and Hazure
(Raiton: Raikou Ryuu Mori) - Lightning release: Lightning dragon lance
Rank: S
Type: attack
Range: short-long
chakra cost: 40
Damage Points: 80
Description: the user creates a 10 meter hollow lance of lightning energy with the tip as the head of a dragon and they thrust it the wind travels through the lance hollow core and sounds like a dragons raw and strikes the opponent and then crushes on impact and explodes causing electrical burns.
Note: Can only be used 3 times.
Note: Only members of the sharinganmasters Hideout Social Group may use this jutsu
Co-Produced by: Uchiha Kaito, Mugan Ryukyu and Hazure
(Raiton: Kyojin Ikazuchi Tentei Mori) – Lightning Release: Giant Thunder God Lance
Rank: S
Type: Attack
Range: Long
Chakra cost: 40
Damage points: 80
Description: The user concentrates a large amount of lightning chakra into their body and then releases it out of their palm to make a large spear of lightning 10 meters long in which they will then launch it at the enemy impaling them into the ground causing temporary paralysis.
Note: Can only be used 3 times
Note: Numbing effects last two turns
Note: Can only be used by members of the Sharinganmasters hideout
Ame Raiton (Rain Of Lightning)
Rank:S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: This is a highly advanced technique. The user must first put a field of chakra and electricity around a controlled lightning bullet before he shoots it, though the chakra keeps the electricity from releasing when it hits the person and it stays dormant till the full jutsu is activated. He then releases this bullet towards the opponent. It is controllable by the user alone. If the bullet actually hits the person the bullet will shatter on contact with the person and the fragments will stay in the person in a thousand pieces non-lethal and microscopic almost though still electrically charged and dangerous. The next step is more complicated, due to the fact that it requires a good deal of chakra. This time, the user will shoot a second bullet into the air and the electricity around the bullet this time is barely contained and much, much higher in concentration and voltage. When it reaches its peak in the air, the user will form a single handsign, releasing the chakra and electricity in both the shattered bullet and the bullet in the air and both of those electrical fields will attract each other and the electricity from the second bullet will send all of its electricity from its charge down towards the person with the other fragmented bullet in them. The bolt is enough to knock out most people, and the lightning bolt travels at the speed of light as all electricity does, though if the jutsu is recognized it is almost impossible to dodge unless some pre-made wall or object is placed in the way or the person is moving faster than the bolt which is a rare happening. This jutsu is fraught with risk and much of it hinges on the first stage and it requires so much chakra that it is only used in a time of desperation and even then with reluctance. If the jutsu is used properly it will usually end a battle.
~Usable only by members of the NB Secret Corps~
*Usable only once per battle*
*No more Raiton Chakra after usage*
Raiton: Sen Tomoshibi ) - Lightning Release: Beam of Light
Type: Attack
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user focuses chakra into his/her lungs or mouth.
Then they release their chakra from their mouth to create a large beam of lightning. When the chakra is released, everything in its way will be destroyed, but not humans.
Lightning Release: Internal Lightning Shock (Naibuteki raikou dageki)
Rank: S
Type: Attack
Range: Short
Chakra Cost: 40
Damage Points: 80
Descriptions: The user charges a large amount of raiton chakra into their fingers they then stab their fingers into an opponent at close range releasing the raiton chakra violently shocking the opponent's internal organs causing organ failure
~Can only be used once per battle~
~Can only be used by me and who I teach~
(Fuuton: Henteko Kunai ) - Wind Style: Strange Kunai
Type: Attack
Rank: B
Range: Mid/Long
Chakra Cost: 20
Damage Points: 40
Description: The user focuses their wind chakra onto the kunais. After they are thrown, they explode and turn into large tornados. If missed, tornado follows the opponent for a few seconds and disappears.
A-rank
(Fuuton: Kaze tengai ) - Wind Style: Wind Dome
Type: Supplementary/Attack
Rank: A
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user creates a dome filled with wind with their chakra.
When your opponent is inside, the wind will blow them around, causing them to hit things. Each time they hit something, you get more chakra. This jutsu is like a chakra monster.
(Futon: Taisan) Wind Style : Disperse
Type : Defense/Supplementary
Rank : A
Range : N/A
Chakra cost : 30
Damage points N/A
Description : The user is able to disperse his body into the wind, making the user one with the wind. The user can decide where he wants to reform back to his original state. Can be used to avoid incoming attacks.
Note : Takes time to reform back into user's original state.
Note : Dojutsus such as sharingan and byakugan can see the user of this jutsus chakra flow as he disperses into the air.
Note : Can only be used Once per battle
Note : Only used/taught by ~Yondaime~
Fuuton: Kazana (Wind Style: Wind Tunnel)
Type: attack
Rank: A
Range: Short-long
Chakra Cost: 30
Damage: 60
Description: The user focuses his chakra to create a tunnel of wind that will damage all that are hit by it or are within it. This jutsu creates a tunnel of 5m wide and 3m high, and only goes one way.
Note: can only be taught by Ingwer Hatake
(Fūton: haipa tatsumaki) – Wind Release: Hyper Tornado
Rank: A
Type: Offensive
Range: Short – Long
Chakra cost: 30
Damage points: 60
Description: The user focuses their wind chakra into their hands and sends it to the sky. They use that chakra to gather clouds above the opponent and alter the weather conditions to the point of which wind will start to spin around the opponent until it turns into a tornado around the opponent.
The opponent will be caught in the eye of the tornado so he/she will be trapped inside and so the user throws a large amount of shuriken into the tornado and uses their wind chakra to control the blades. After doing so the user controls the shuriken with their wind chakra and uses them to violently cut their opponent.
~Can only be taught by Yard and Howard~
(Futon - Tenha Kassatsu) Wind Release - Heaven's Impalement
Typeefensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Tenha Kassatsu rescues the user from the brink of peril without having to touch their opponent. By focusing wind chakra to the users fists and thrusting the hands forwards, seven visible bullet shaped bursts of wind will shoot outwards from their hands in a tight grouping towards the enemy, capable of piercing straight through them, while sending them flying backwards to mid range.
~Notes~
- Must be taught by -Vegeta
- Can only be used thrice per battle, with a 1 turn cool down
reference-
You must be registered for see links
S-rank
Fuuton: Uindo Riba-su (Wind style: Wind Reverse Wall)
Rank:S-Rank
Range: Short (front of user)
Chakra: 40
Damage: 80
Description: The user creates a wall out of wind that is blowing backwards. Any fire jutsu that hits this wall will be strengthened and sent back at the opponent because when the fire jutsu hits the wall, the user will then reverse the polarity at which the wind is blowing, causing the wind to blow forward, making the fire jutsu change directions.
Futon: Furaingu Fūjin no Jutsu (Wind Release: Flying Wind God Technique)
Rank: S
Type: Supplementary
Range: Short/Long
Chakra cost: 60 (10 every turn it’s active)
Damage points: N/A
Description: By using wind chakra to create wind bubbles beneath the user’s feet, the user will mimic flight by using the air bubbles created to literally run on nothing more than air. The air bubbles are invisible to the naked eye. This technique can be used to evade some technique.
Notes:
Can only be used twice.
Lasts for 5 turns.
Can only be taught by Leeroy G. Zero
Forbidden
(Fuuton: Aeolus Amatsu Iki) Wind Style: Aeolus’s Heavenly Breath
Rank: Forbidden
Type: Attack
Range: Short - Long
Chakra Cost: 50
Damage Points: 90
Description: The user sends an enormous amount of Wind Chakra into the sky, which causes a huge gale to come down and encircle the target in a dome of wind, in the wind the target is being rotated in mid-air, and is rapidly increasing in rotation so they cannot focus on hand signs properly and is also getting cut because of the wind. Because the dome is large, occasional gusts of wind are sent at the user.
*Wind Jutsu cannot be used for 2 turns after this jutsu is performed
*Does 15 damage to the User
*Can only be used once per battle
*Can only be used by members of Sharinganmasters Hideout
(Doton: Daichi Bokudan) - Earth Style: Earth Bomb
Rank: C
Type: Supplementary
Range: Short/Mid
Chakra Cost: 15
Damage Points: 30
Description: When this bomb hits anything, it will create a giant wall that will fall into the opponent.
B-rank
(Doton: Kenban)- Earth Release: Rotator Plate
Type: Supplmentary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user will first perform a series of two hand seals, while having constant contact with an earth source. After sending their chakra racing through the earth, the ground under the opponent in a circular shape will rapidly spin at high speeds, like a top. This high speed of rotation has enough power behind it to throw the opponent severely off balance, and fling them hard onto the ground up to several meters away. The diameter of the affected circle is approximately two meters. The spinning motion will last as long as the user concentrates on the spinning the earth. However, this technique can be cancelled in an instant.
*Note: Can only be taught by Selendrile
*Note: Usable four times per battle
*Note: The user cannot use any other techniques while concentrating on the spinning earth.
(Doton: Mokuzou Yaiba ) - Earth Style: Wooden Blade
Type: Attack
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: The user creates a wooden blade. When the blade contacts something, it slices through just like any other blade. This blade evaporates when touched by fire.
(Doton: Earth Arms)
Rank: B
Type: Supplementary/Attack
Range: Short-long
Chakra cost: 40
Damage Points: N/A
Description: After making 3 hand signs the user sends his earth chakra into the ground around his opponent and raises arms from the ground that can grab his opponent and hold him/her in place.
-The user must make contact with the ground in order to use this jutsu meaning he/she cannot use this while being in the air.
-Must be taught by ~Yard~
-Must have a proper understanding of earth jutsu meaning you must be able to use B rank earth to learn this jutsu.
Note: If used in short-mid range you can add more chakra to the arms of earth and use them to crush the limbs of your opponent.
A-rank
(Doton: Suraidingu Kabe) - Earth Style: Sliding Walls
Rank: A
Type: Defence
Range: Short-Long
Chakra cost: 30
Damage Points: N/A
Descripton: This jutsu requires the dragon hand seal. It is only 2 moving walls that protect you from different jutsu
(Doton: Rando Funnu ) - Earth Style: Raging Land
Type: Supplementary-Attack
Rank: A
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user focuses chakra into the ground, causing pieces of land to rise up. Beside the rose up lands are sharp spikes that will also be created
with chakra.
Earth Style: Levitating Plateau
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: 60
Description: The user creates a large chunk of the earth beneath him to rise into the air quickly, letting him manipulate the control of the piece of earth, causing it to be able to avoid and dodge B-rank and below jutsu. The user applies chakra to his feet to stay on the earth upside-down and, if he chooses to do so, can jump off and cause the earth to float towards what he wants it too.
*only stays in effect for four turns at the most*
*usable only three times a battle*
S-rank
(Doton: Daichi Kunai) - Earth Style: Earth Kunai
Rank: S
Type: Attack
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user shapes their chakra to make a kunai from the earth. When this kunai is hit on the opponent, the nearest organ turns into stone.
(Doton: Yuuen Rokuhenkei Daichi Bakuha) Earth Style: Grand Hexagon Earth Explosion
Rank: S
Type: Attack
Range: Short – Long
Chakra Cost: 40
Damage Points: 80
Description: The user makes few hand seals and then slams his hands on the ground and creates a hexagonal pattern of chakra around the opponent and then it lights up and explodes causing the earth inside the hexagonal pattern to begin breaking up and shooting out of the ground colliding with the enemy and then they fall back down on top of the enemy and burry them underneath the rubble.
*Earth Jutsu cannot be used for 2 turns after this jutsu is performed
*Does 15 damage to the User
*Can only be used Twice per battle
*Can only be used by members of Sharinganmasters Hideout
(Doton: Saigo Anko-Ru) Earth Release: Last Encore
Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: Four walls on each side of the opponent raise swiftly and collide into the foe in order to crush them and then following up with another four walls in a diamond shape slamming into the wreckage of the previous walls.
Note: usable two times per battle
(Doton: Wakusei Haken) Earth Release: Planet Dispatch
Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: After successive handseals, huge torrents of rock and stone begin to erupt around the user and create a tsunami-like effect that spreads across the battlefield in all directions and leaving a huge crater at the source of the attack.
(Doton: Koumaru No Ishi) Earth Release: Balls Of Stones
Type: Offensive
Rank: S
Range: All
Chakra Cost: 40 (+20 more for each 2 additional balls)
Damage: 80
Describtion: The user makes 4 hand signs and than he focuses his chakra into his hands and he launches 1 ball of stones from each hand at his opponent whose speed can be increased by Wind Techniques of B-rank and lower. This technique can be used with Hurricane Fist which destroys balls and makes small stones which will fly at high speed at opponent with same strength.
Note: Can only be used 3 times in battle.
Note: User can´t use any Water Technique in next 4 turns.
Note: Can only be taught by Migualon J.J.
(Doton: Enchou kangoku) – Earth Style: Dome Prison
Rank: S
Type: Supplementary/Defense
Range: Short-Mid
Chakra cost: 40
Damage Points: 80
Description: This jutsu is used to trap an opponent in a dense dome of rock that rises up and imprisons the them, which can be further manipulated so that spikes will protrude from the inside of the dome piercing the target. The spikes cannot penetrate targets of greater density.
*Note: Can only be used 3 times per battle.
*Note: No S rank earth techniques the following turn.
*Can only be taught by McKnockout
(Doton: Going Merry Kibarashi) - Earth Style: Going Merry Recreation
Type: Attack/Defense
Rank: S
Range: Short
Chakra Cost: 40 (-10 every time a cannon ball is shot)
Damage Points: N/A
Description: After performing Monkey → Horse → Dog → Ox → Boar the user will concentrate all of his/her doton chakra and clap their hands together. By doing so the Straw Hat Pirates’ full size ship the “Going Merry” will be created made completely of earth from the ground itself. As long as the user is aboard the ship his/her earth style techniques will require three less hand seals to perform. The ship itself is able to float in water sources(The ship will not turn into mud unless it is on that water source for longer than two turns) and mud itself (for ex. Swamp of the underworld). Depending on the elemental advantages the ship can block B-Rank and below techniques but the part that was hit will crumble afterward. If any attacks are coming from above, the user can walk inside the “meeting room” of the ship for cover. The unique ability of the ship is that it can shoot A-Ranked cannon balls made of earth from the ships main cannon in the front. The ship has a stock of five cannon balls. Every cannon ball has multiple explosive tags attached to them that can be detonated with the use of a single hand seal. The users chakra is infused with the ship itself, so only S ranked or above enemy earth techniques will be able to overpower the ships earth chakra and use it as an earth source.
Note: Can only be used once per battle.
Note: No earth style techniques in the previous turn.
Note: No earth style techniques in the same turn the ship is being created. (Shooting the cannon ball does not count)
Note: If the ship is not destroyed it will stay in play for 3 turns.
Note: Because of the massive use of doton chakra, the user will not be able to form A-Rank or above earth techniques for the next turn or S-Rank for two.
Note: The first cannon ball that the user shoots immediately after the creation of the ship (and shot in the same turn he is created) will not count towards the three jutsu per turn.
Note: Any other cannon ball shot afterwards counts as one of the three jutsu’s per turn.
Note: The shot cannon balls reach up to long range.
Note: Can only be used by Mathias
(Doton: Warugi no Oujou) - Earth Release: Maleficence of Mora
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short - Mid
Chakra cost: 40 (-15 chakra per turn)
Damage points: N/A (30-80 damage if used to attack the opponent)
Description: This is the daughter technique to Earth Release: Miraak's Vengeance. The user will perform the Snake handseal and focus their doton chakra into the earth below to create a subterranean field of semi-sentient (similar in nature to the Earth Golem technique for example) tendrils constructed entirely of adhesive mud (similar in composition to Earth Release: Swamp of the Underworld). In terms of magnitude, each tendril is fifteen meters in length (can reach up to the edge of mid-range from the user's position) but they rarely ever expose themselves entirely and instead prefer to reside mostly within the ground. The area this tentacled creature encompasses is a mid-range radial reach around the user and its epicenter resides directly below his or her feet on creation. The tendrils themselves can freely and seamlessly emerge from and merge back into the earth. This grants them the ability to grab a hold of small objects, pull them into the ground and deposit them elsewhere on the battlefield. They can also be used defensively to destroy incoming techniques by either forming a defensive blockade or grabbing a hold of the said attack (if its solid) and smashing it against the floor. If the tendrils sustain any damage that's not enough to destroy them, they can retreat into the safe confines of the earth and remain there for one turn to regenerate. If the user cancels the technique prematurely or it reaches its time limit, the lutaceous tentacles will undergo a natural process of petrification and harden into rock. All of the tendrils collectively make up one, gargantuan creature which is sentient (like the Great Stone Golem) and as such it is capable of acting on the user's mental commands. The tendrils maintain themselves by passively leeching chakra from their creator every turn. This technique has various forms and the special ability of the tendrils hinges upon what form the user chooses to create. Depending on which one of the three forms is chosen, all of the tendrils will only have a single ability and it will be the same one for all of them (e.g. they can all alter weight). This means this technique effectively only has one special ability when used (either Earthly Tether, Enter the Void or Become Earth; never two or all three). Using these tendrils in order to attack and inflict harm on to the opponent count towards one of the user's three moves per turn and it's rank will vary depending on what percentage of the tendrils are devoted to this attack e.g. using all of the tendrils will make this an S-Rank, using half of the tendrils will make this an A-Rank, et cetera. The minimum proportion of tendrils that can be invested in any given attack is 1/8th of the total meaning such an attack would possess the power of an C-Rank. Simple tasks (which more often than not include one or a few tendrils at most) such as merely making contact with entities to use their special ability, lifting up/moving around objects/people and anything else which isn't directly offensive or defensive in nature will not count towards the user's jutsu per turn limit.
Earthly Tether
The special ability of the tendrils in this structure is their capability to freely increase or decrease the weight of anything the touch (up to a scale of factor of ten times their original weight as in the A-Ranked weight alteration techniques). Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle.
Enter the Void
The next form grants the tendrils the ability to apply the Hiding in Rock property to anything they touch and maintain contact with. As long as the tendrils maintain some form of contact with what they're touching, they can freely traverse through the earth with whatever it has a hold of. Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle.
Become Earth
The third and final form grants the tendrils the ability to harden anything they touch (similar to Earth Release: Earth Spear). As with the previous ability, as long as contact is maintained so will these hardening effects. Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle.
Note: Lasts four turns (unless cancelled)
Note: Can only be used once per battle
Note: Can only be Taught by Negative Knight Note: No S-Rank or above Earth on the turn this technique is deactivated Note: User is restricted to Earth and non-elemental abilities while this is active
Forbidden
Doton: Kyojin no Aizengaadu - Earth Release: Troll of Eisengard
Rank: Forbidden
Type: Offensive/Suplementary
Range: Short - Long
Chakra cost: 50(+20 per turn active)
Damage points: 90(-30 to user due to chakra strain)
Description: An advance earth chakra
manipulation where the user creates (short
range of him) a giant mud troll the same size as the "great stone golem". This mud troll is able to move about up to long range and acts via the user's will. Due to semi- intangibility of mud, the troll is immune to
weapons and most physical attacks as they would just pass through it, however is weak to wood, lightning, etc following its elemental weakness towards other elements. The troll regenerates when
hit by attacks that aren't enough to destroy
it at once as it churns for more mud as it moves on the ground. The troll however can sweep a large area with mud flood and can extend his body. Due to its semi-intangibility, It can't break through most solid matter , however it can be fatal when a human recieves a direct hit. The user however, would be exhausted after the troll is out of play and find it hard to mold earth chakra thus can't use doton for next 2 turns and at the same time he is only able to use 2 moves per turn for next 2 turns
+++Mud flood count as a move out of the 3 moves and is equivalent to A-rank mid
range earth
+++useable only once
+++User recieves +30 damage due to
chakra strain
+++No doton for the next 2 turns after troll
is out of play.
+++The user can only use two moves for the next two turns after troll is out of play
+++Stays on the field for 3 turns after which
it crumbles forming a huge pile of mud. However it can be destroyed before then
where, depending on the technique used to
destroy it may or may not leave the mud pile behind.
+++No A-rank and above Earth when troll
is on the field
(Arumiton: arumi rikiddo no waza): Aluminium Release : Liquid Aluminium Skill
Type: Supplementary
Rank: D
Range: N/A
Chakra Cost: 15
Damage : N/A
description : this jutsu is used to grant the user ability to use a liquid state of aluminium that's hotter than lava (due to the aluminium's high melting point of 2000 C). by using more concentrated fire chakra that's used to create the aluminium.
~ Lasts whole battle
B-rank
(Arumiton: Arumi no souken) - Aluminium Release: Aluminium Creation
Type: Supplementary
Rank: B
Range: Short/mid
Chakra Cost: 20
Damage: 40
Description: The user utilizes his aluminium chakra and releases it into the air..while using the shape manipulation to form the aluminium into different shapes , protective walls of aluminium and pillars of aluminium basically to any form the user wants just as versatile as the wood element, this is like the earth release technique but on a larger scale and usage of aluminium metal.
A-rank
(Arumiton :kiri tsume no waza) - Aluminium Release: Art Of The slaching Claw
Type:Attack
Rank: A
Range: Short-Long
Chakra Cost : 30
Damage : 60
Description: The user first channels his aluminium chakra into the knuckles of both of his hands then releases it causing three very sharp claws to protrude out of his Knuckles to make a quick slach.
(Arumiton: taibu Arumi no souken) - Aluminium Release: Greater Aluminium Creation
Rank: A
Type: Attack/Defence/Supplementary
Range: Short - Long
Chakra Cost: 30
Damage: 60
Description: this is a stronger version than the Aluminium Creation technique, the user creates any shape out of the aluminium metal like aluminium pillars, walls of aluminium to defend, basically any shape of the aluminium just as versatile as the wood element.
(Arumiton: Arumi Sōjū) – Aluminum Release: Particle Manipulation
Type: Supplementary
Rank: A
Range: All Ranges
Chakra Cost: 30
Damage Points: N/A
Description: This technique is used mainly for manipulating the atoms structure in pre-existing aluminum techniques to unlock certain effects, After performing a single handseal (Horse) The user releases a large amount of aluminum chakra throughout the whole battlefield causing any already existing aluminum based technique on the battlefield to fall under his will by re-arranging the atoms of the aluminum structure, the user freely manipulates the aluminum metal/liquid into any form depending on the situation at hand, this technique only manipulates particles of already existing aluminum structures.
(Arumiton: Arumi Bakatsu) – Aluminum Release: Metallic Explosion
Type: Attack/Supplementary
Rank: A
Range: Short – Long
Chakra Cost: 30
Damage Points: 60
Description: After performing the following handseals (Ram → Horse → Tiger) The user releases a large amount of aluminum chakra into an already existing aluminum metal in the field that's made beforehand by a separate aluminum technique, using the aluminum chakra the user gather into the already existing metal the user causes the atmos of the aluminum particles to be pushed together violently making a large amount of pressure causing the aluminum particles to make trigger a huge explosion.
S-rank
(Arumiton: mokushi no heki) - Aluminium Release: Burst Of The Apocalypse
Type: Attack
Rank: S
Range: Long
Chakra Cost: 40
Damage: 80
Description: the user performs 3 handseals after that he takes a deep breath and exhales and gathers a huge amount of aluminium chakra into his lungs , then spews the chakra through his mouth shooting condensed liquid of aluminium at the target that explodes into multiple aluminium droplets upon impact with any surface and melts anything that comes in contact with it.
~ 3 times per battle
~ No S-rank Aluminium next turn.
~ Must use the liquid aluminium skill jutsu beforehand
(Eki Arumiton: hyoukai numa) Liquid Aluminium Release: Melting Lake
Type: Supplementary
Rank: S
Range: Long
Chakra Cost: 40
Damage: 80
Description: by making 2 handseals the user gathers aluminium chakra into both of his hands then slams his hands onto the ground releasing the aluminium chakra onto the ground , the user turns the ground into extremely hot aluminium liquid underneath the target which burns them down and melts anything that comes in contact with the lake due to it's extremely high temperature.
(Arumiton: Sōdai Arumi no Sōken) - Aluminum Release: Ultimate Aluminum Creation
Type: Supplementary/Attack/Defence
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: This technique is the most powerful version of the aluminum creation techniques, by using more chakra than the previous techniques of the aluminum creation, the user creates powerful pillars of aluminum, weapons, tools or any shape out of the aluminum metal just as versatile as the wood element.
Note: Can only be used 3 times per battle.
Forbidden
(Arumiton: Tsuin Rasen Doragon) - Aluminum Release: Twin Spiraling Dragons
Type: Attack
Rank: Forbidden
Range: Short - Long
Chakra Cost: 60
Damage Points: 110 [-40 to the user]
Description: After performing the necessary handseals (Ram → Horse → Tiger → Bird → Monkey) The user gathers a huge amount of aluminum chakra into both of his hands and points his hands forward while releasing all of the aluminum chakra he had gathered at once creating two humongous metal dragons made out of aluminum, each dragon twices the size of the "earth stone dragon technique" as the dragons head for the opponent's direction they spiral inward each other spinning around one another at fast speeds creating a motion similar to drilling, they drill through almost all the toughest obstacles and they are equipped with the user's chakra all the way, as the user continuously releases aluminum chakra into the two spiraling dragons keeping on increasing their massive size and spinning speed as the farther they travel the bigger in size they get and the faster they spin around themselves but the user is severely damaged from the enormous chakra exhaustion in his hands.
Note: Can only be used once per battle.
Note: No Aluminum techniques for 3 turns after use.
Note: No Genjutsu in the same turn as the user wouldn't be able to stabilize his chakra for the accurate usage of genjutsu excluding eye techniques.
8. Atsui-Appu: Warm-up
Rank: N/A
Type: Supplementary
Range: Short
Chakra: N/A
Damage: (Taijutsu +10)(Ninjutsu +5)
Description: The user jogs in place while punching the air, causing their blood to pump faster making them a little faster and stronger. Because of this early warm-up, the user is also more focused causing their reflexes to sharpen. With this blood pumping sensation, chakra also flows easier and faster, letting the user use jutsus faster.
Note: Can only be taught by Axle
Note: lasts 5 turns
Note: can only be used once per battle
Note: must be done at beginning of battle
C-rank
(Kumokasumi Saezuru) - Disappearing Chirps
Type: Supplementary
Rank: C
Range: Short
Chakra Cost: 10
Damage Points: N/A
Description: The user does the Tiger hand seal. When your opponent attacks you, you disappear into 10 birds flying and chirping away.
You reappear 30 meters away from where you disappeared.
B-rank
(Kyoujin Hachimitsu) - Stiff Honey
Rank: B
Type: Supplementary
Range: Mid-Long
Chakra Cost: 20
Damage Points:N/A
Description: This jutsu is when the user spits out a gooey and sticky thing. It is honey. When it is spit out, the opponent can't move.
Name: (Houmen Za Kinpaku)Release The Tension
Rank:B
Range:Short
Chakra:25
Type:Supplementary
Description:At the start of a battle the user calms his mind to make the chakra in his system flow faster through his body to release the tension from the users body.This allows the user to become faster and stronger due to the faster flow of chakra in his body.The user gains better reflexes and can also react faster to attacks.
Note:Can only be taught by SilverMoon1996
Note:Must be activated at the start of the battle.
Note::Lasts for 8 turns when activated.
A-rank
(Samu no Ougonjutsu) - Aggregation of Alchemy
Rank: A
Type: Supplementary/Defensive/Offensive
Range: Short
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A (60 damage if converted object is used to attack the opponent)
Description: This is the brother technique to the Assimilate All Creation Technique. Instead of causing his body to take on the properties of any given solid, the user will make contact with two different materials and cause one of the targeted materials to take on all of the properties of the other. Most commonly this is done to obtain two handheld weapons if the user only possess one e.g. the user picks up a stick with one hand and imbues it with the properties of the sword they hold in the other. One limitation on this technique is that it is still an A-Rank ninjutsu technique in power meaning the targeted material/object can only defend against B-Rank and below elemental techniques. Unlike its lesser counterpart, this technique can be sustained passively as long contact with the material in question is maintained. Maintaining this technique doesn't hinder the user in any way (doesn't restrict the user to certain elements since it is a ninjutsu technique) and he can freely utilize other techniques. However his ability to use handseals may be prohibited depending on how he's in contact with the two separate materials. If the user stops fueling the technique with chakra or contact with one of the objects is severed, even momentarily, the converted object will only retain the properties of other material for two turns. Due to this slight delay in reverting back to normal, this technique is sometimes used to counterfeit gold, jewelry and valuables.
Note: Can only be used thrice per battle
Note: Can only be taught by -Venom-
(Aoiro Honoo) Blue Arura
Rank: A-rank
Type: Supplementary
Chakra Cost: 30
Damage Points : N/A
Description: The user focuses water chakra into their blade, causing a blue arura to appear around the sword, this makes all water attacks the user uses +15, the user can also shoot out water from the blade anytime he wants
Note: can only be taught by Axle
Note: only lasts 3 turns
Note: the sword itself becomes very weak against earth, that it can't pierce it
S-rank
9. (Ushiro Honoo) Back Flame
Rank: S-rank
Type: Defensive
Chakra Cost: 40
Damage Points : N/A
Description: The user focuses fire chakra in one arm, then a flame appears around the users hands, the user can shoot out pure fire chakra to cancel out any fire jutsu
Note: can only be taught by Axle
Note: it only has 3 shots
Note: except Forbidden
Odin Yari (Spear of Odin)
Type:Attack
Rank: S
Range:Mid to long
Chakra cost:40
Damage Points:80
Description:The user focuses chakra in one hand and makes a spear using shape manipulation.This spear is then launched at the target.It explodes upon contact causing a blast of 2 yards' radius
Note:Can be used 3 times.Created by Chan
Ninja art: Chakra Cannon (Seishou kyanon)
Rank: S
Type: Offensive/Defensive
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Descriptions: The user charges a massive amount of chakra into their index finger and aims at the opponent he then release the blast sending a blast of pure chakra at the opponent
~Can not use Ninjutsu techniques the next turn~
~Can only be used by me and who I teach~
(Dyuaru Tama Doriru) - Dual Sphere Drill
Type: Attack/Defense
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage Points: 80
Description: The user will form a sphere of pure chakra in each hand, then by pushing chakra manipulation to its limits, the user will combine both spheres, creating a fearsome drill-like attack surrounding the user. The drill itself is pure chakra being, manipulated and rotated at high speeds. The drill can be shot at the opponent or used as a shielding mechanism. However if used as a shield, the user will have his back exposed as the drill will only be protecting the top, front, and bottom.
Note: Can only be used twice per battle.
Note: Must have mastered Ninjutsu.
Note: No regular Ninjutsu of A-Rank or above next turn.
Note: Must be taught by Mathias.
Ninja arts: Spirt Arts = Ninpou: Supiritto Gijutsu
Rank: A
Type: Supplementary
Range: short-long
Chakra cost: 30
Damage points: 60
Description: The user will concentrate his elemental chakra and will create a spirit of the certain element. This spirit represents some kind of animal with the size from average person to the size of Gamabunta. It is naturaly made from the ceratin element (e.g made of fire, water wind etc.). It has the ability to use techniques from the certain element without any hand seals much more faster than usuall, and it applys the normal elemental weaknesses. However if made of fire the spirit will be extremly vulnerable from water attacks and even 2 ranks lower techniques of the elemental weakness of the spirit, would be able to destroy it. Also the spirit can only perform techniqes that does not require hand seals.
Last for 3 turns
Can only be taught by PowerOfDarkness
No taijutsu and genjutsu while the spirit is on the field
Ryuji is the co-creator of this and all spirit arts.
S-rank
Ninja Arts: Spirit arts - Great Fire spirit. = Ninpou: Supiritto Gijutsu - Kyousei Ho Supiritto
Rank: S
Type: Offense
Range: short - long
Chakra cost: 40
Damage points: 80
Description: The user first performs a row of 2 handseals and then he will create a huge fire spirit with the size of Gamabunta. This is one of the 5 great spirits and he is able to use fire jutsus up to S rank that doesnt require hand seals, however he can only use 3 jutsus by the time he is on the battle ground. This spirit is extremly volnerable to watter attacks and he would immediatly die once being hit by B rank water or above. Every jutsu the spirit does counts as a single move.*
Can only be taught by PowerOfDarkness
Ryuji is the co-creator of this jutsu
While any of the great spirits is on the field, the user can only have up to 2 clones in use.
No taijutsu and genjutsu attacks while the spirit is on the field
10. (Kame sukin shikke) Turtle Skin Moisture
Rank: A
Type: Defensive
Range: Short
Chakra: 30
Damage: N/A
Description: The user advances the process of his pores producing oil, but instead of producing Oil it produces water all over the user's body, boosting water attacks by +15. All lightning attacks used against the user causes an automatic death if hit by them. All Fire attacks used against the user have no effect whatsoever except A-rank and above
Note: can only be used once per battle
Note: lasts 2 turns
Note: must have a contract with turtles
Note: must be taught by Axle
11. Summoning Jutsu: (Kame) Turtle Summoning: Bubba
Rank: A
Type: Supplementary
Range Short-Long
Chakra Cost: 30
Damage: 60
Description: Bubba is the most artistic turtle, he has been with user so long that they have good chemisty and by stomping his foot he can perform A-rank and lower earth jutsus from anywhere on the field. He's 5 stories tall. Can only be pierced by A-rank and above jutsus.
Note: can only be pierced by A-rank and above jutsus
Note: Must have signed the turtle contract
Note: Must be taught by Axle
S-rank
12. Summoning Technique: Turtle of Mass Destruction (Kuchiyose no Jutsu: kame messe kujo)
Rank: S
Type: Defense/Attack/Suplementary
Range: Short-Long
Chakra Cost: 40
Damage points: N/A
Description:The user wipes the blood on the seal of his arm, summoning a turtle beside the user, the turtle has giant spikes on it's back, and has a very hard body, that can only be pierced by S-rank and above attacks.This turtle is as big as Gamabunta.
Note: can only be used once per battle
Note: must have signed a contract with turtles
Note: only Axle may teach
13. (Kuchiyose: Kame) - Greed
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage: 80
Description: Greed is a turtle that can never be full. He's as big as a trailblazer, he can eat any kind of attack of the elemental or normal chakra based techniques up to A rank but not Genjutsu. He can only be pierced by S-rank and above attacks
Note: can only eat 3 jutsus per battle
Note: Must have signed the turtle contract
Note: Must be taught by Axle
Note: Everytime he eats, it counts as a move
Note: Stays on the field for 4 turns.
14. (Kuchiyose: Kame) - Tut
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 50
Damage: N/A
Description: Tut is the best deffensive turtle alive, he's as big as a 7 story building, he has spikes on his back that are a story tall each. All lightning attacks used, are directed to his spikes, and are then shot back at the opponent. He can only be pierced by S rank jutsus. He cannot do any offensive jutsus. Yet he can use Earth Supplementary and Defensive jutsus S-rank and lower.
Note: Must have signed the turtle contract
Note: Must be taught by Axle
Genjutsu: Kuro (Illusion Technique: Dark)
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra cost: 20
Damage Points: 40 [Blinded]
Description: The opponent is trapped in a pitch black room. After they come out, their eyes are so used to the dark that it takes 1 turn to recover.
Note: The dark lasts for 2 turns
A-rank
Genjutsu: Migoto Tengoku (Illusion Technique: Beautiful Paradise)
Rank: A
Type:Supplementary/Attack
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The opponent gets trapped in a beautiful island. But not knowing that he/she is being stabbed. He/she feel no pain, but when the illusion is over, it's just blood.
Note: This jutsu only lasts for 2 turns
Genjutsu: Sendo Shazou (Illusion Technique: Death Image)
Rank: A
Type: Supplementary/Attack
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The opponent sees their self dying by either suicide or blood. After the illusion is over the opponent is mentally damaged
Note: Lasts only 2 turns
Genjutsu: Jūshin) - Illusionary Arts: Center of Gravity
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: The user performs two hand seals and channels his chakra into the brain of his opponent and alters his sense of balance. The user knowing the center of gravity of the opponent, will try and alter it in such a way that he would shift it towards his left or right, or even forwards or backwards causing the opponent himself to suddenly feel himself being titled to that said direction. If the center of gravity is totally tilted towards a direction, he (opponent) will soon fall onto the ground. The falling motion within the Genjutsu also takes place in the real world causing him to fall down just like in the Genjutsu.
Note: Can only be used thrice
Note: Can only be taught by Excālibur
(Illusionary Technique: Chromesthesia) - Genjutsu: Chromesthesia
Type:Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: After performing two hand seals, the user can inject their chakra into their target's mind and invoke Chromesthesia. In detail, the user of the jutsu manipulates target's sense of hearing and sight and causes the user's visual cortex to also interpret the sound in the form of colors. The colors themselves that are associated with sounds are unique to the individual but, there is a correlation between the loudness of sound and the amount of colors seen. The louder the sound, the more colors the targets sees. While in the genjutsu, if the target hears loud sounds their vision will be blocked by an array of colors. In layman's terms Chromesthesia is sound-to-color synesthesia, which means those inflicted with the disorder will see the sounds they hear in the form of various colors.
Note: Can only be used thrice per battle
Note: No Genjutsu above A Rank can be used in the user's next turn
Note: Can only be used by those taught by Kooljay.
(Genjutsu: Karipuso no noroi) | Illusionary Arts: The Curse of Calypso
Type: Supplementary | Offensive
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: N/A (60 if successful, stress on the mind)
Description: A Genjutsu induced through the formation of three hand seals. The technique starts off by the sound of a woman screaming and wailing, as she rises from the ground, bound by a large amounts of ropes all around her body. Her face, one of a beautiful woman, but her body, grotesque and bleeding. Once emerged (happens fast), the ropes tighten and squeeze her body causing it to suddenly bursts into several small demonic crabs which explode towards the opponent. These crabs are quite fast (same speed level as the opponent one is facing) and also have extremely sharp pincers and exo-skeletons. As they get closer, become even smaller and smaller, decreasing in size, but increasing in number. The crabs would easily flood the opponent, biting into their skin (or rather pinching with pincers) and creeping underneath their skin. Move into any openings like the eyes, ears, mouth, nose etc. All this causes extreme stress on the opponent's mind, however, does not hinder the opponent's movement in reality. After a single turn (if not countered), the opponent would feel the damage on his mind, and pass out.
Notes:
-Can only be taught by Detective L
-Can only be used twice per fight
-No S rank Genjustu in the same turn or one turn afterwards
S-rank
(Genjutsu:Kagami Gyakuten )- Illusion Technique: Mirror reversal
Type: Supplementary
Rank: S
Range: Short/Mid
Chakra Cost: 40
Damage Points: 80 (Or the damage done by the opponents jutsu)
Description: Waiting for the opponent to attack or right before he attacks the user creates an full illusion of everything and everyone on the battle field, tricking the opponent to think that real time is still going on.the user creates an illusion of himself standing directly in front of the foe creating the "Mirror" effect. In the illusion the jutsu the opponent sent foward toward the mirror of the user seems as if its coming closer back to him to him, and eventually making contact with the opponent.
•Usable By Sinister only
•Usable only twice per battle
Illusion Technique: Distorted Reality (Genjutsu: Ibitsu Riariti)
Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The user would cast an illusion immediately and unknowingly when the opponent have suffer any kind of pain, cut, wound etc. (it can be minor or life threatening). The illusion causes the opponent's pain, wound, cut etc. to becoming extremely painful and have the opponent severely afraid of their wounds which causes them into a state of complete horror-struck
Note: Can only be used twice
Note: Only Anbu K, Axle & Eddy allow to use
Note: This genjutsu is done by sound of a clap
Fuuinjutsu: Mizu No Kami No Shirushi | Sealing Arts: Seal of the Water God
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description: The seal of the Water God is a special seal developed for the purpose to aid the user in tough situations. The seal itself is a circle of kanji surrounding the kanji for "Divine" in the middle. The user himself is the seal and can manifest it in any part of his body he wishes. The seal only works against Water techniques and is a very good defense against them. The seal activates and draws in any nearby water technique into himself, storing both the water and the chakra it contained inside of it. The seal can then serve multiple purposes:
-Reverence of God: The user will use the sealed, chakra infused, water to boost the damage of another water technique. Once he has absorbed an enemy technique, he does the handseals or rituals, needed for his own technique and, instead of its normal release, releases the technique from the seal itself (generally manifesting it in his hands). The end result is the water technique that the user performed with the addition of damage of the technique he had absorbed. The damage added is equal to the chakra points absorbed. Can be used 2 times.
-Divine Will: The user will use the sealed, chakra infused, water to combo with another elemental technique. Once he has absorbed an enemy technique he does the handseals or rituals needed for his own technique and, instead of its normal release, releases the technique from the seal itself (generally manifesting it in his hands). The end result is an elemental combo of both water and the element of the technique he performed. The rank of the combo is equal to rank of the elemental technique used although becoming a dual elemental technique. Can be used 2 times.
-Touch of Drought: The user will manifest the seal in both his hands and absorb any nearby moisture or water into the seal in a mere moment. This can be used to negate weather patterns such as clouds or mist but also to make it harder to breathe or to drain water sources. This can also be used to, upon touching an enemy, induce a temporary dehydration to the enemy, making him stumble and lose focus as well as stamina and strength, as he feels dizzy and weak. The effects last one turn. Can be used 2 times.
Note: Absorbing a technique counts as a move and can only be done 3 times. Cannot absorb more than one at a time.
Note: The seal can be combined with techniques that can logically be combined with a "water burst" from his body, as its follows logic and reasoning
Note: The seal can only be used max 3 times and the effects used depend on the user but neither can be used more than 2 times
Note: The user must wait a turn before using it again
Note: The seal has to be stated in the biography
Note: Only McRazor can teach this
(Fuuin: Metsuryū Mahō) - Sealing art: Dragon Slayer Magic
Type: Fuuin
Rank: A
Range: Short (mid range blast when released)
Chakra: 30
Damage: 60
Description: Before the battle the user will have places 5 basic seals in their mouth/throat in preparation. Each of these seals will represent one of the 5 basic elements. In battle, when the user is about to be hit by one of the the 5 basic elements they will perform one handseal activating one of the chosen seals in their mouth as they breath in. In doing so, the element of the seal they activated will be sucking in and sealed into the seal in the users mouth. Much like how Jiraiya sealed Amaterasu. After having sealed the element, the user can then perform one handseal releasing that element from their mouth back at their opponent, in the form of a blast of that chosen element with no shape to it. An exampe of this jutsu would be if the opponent use a B rank fireball, just when it's about to hit the user, he will perform one handseal, activating the seal as he breathes in, as he does, the fireball will be sealed into the seal in the users mouth, without hurting the user. The user could then perform another handseal releasing the fireb back at the opponent as one big blast, the fireball would still be B rank. When the seal is activated, a mass of chakra is released out of the users mouth at high speed, similar to when jiraiya sealed amaterasu in a scroll, but faster. The element would be drawn into this chakra and sealed into the seal in the users mouth.
Note: Each seal can only be used once per battle.
Note: Can only seal one jutsu per seal
Note: Can only seal A rank and below
Note: Must wait 1 turn to use this jutsu again
Note: After a jutsu has been sealed in the users mouth, when they release it back, it counts as one of the 3 jutsu per turns.
Note: Can only seal one element, not elemental combinations.
Note: Useable 3 times
(Fuuinjutsu: Goshiki no Shōheki) - Sealing Arts: Five-Colored Barriers
Type: Supplementary
Rank: A
Range: Short-Long (depends on the range of the barrier)
Chakra: 30
Damage: 60
Description: The user will perform the Dragon handseal during the creation of a barrier technique, allowing them to induce a layer of Elemental Chakra to the barrier that amplifies it's effects, giving the barrier it's used on one additional rank. The user can choose one of the five Nature Elements at a time, with each Nature Element granting an additional property, either offensive or defensive, to the barrier depending on the Nature Element. Fire Releases increases the barrier's offensive capabilities through increasing its heat and allowing it to burn those who make contact with it. Earth Release increases the barrier's defensive capabilities through reinforcing it, due to the Earth's sturdy nature. Water Release increases the barrier's defensive capabilities by inducing malleability to it due to water's freeflowing nature; as an attack or object of inferior rank strikes the barrier, its shape and form distorts as though made of rubber, before snapping back into place and reversing the trajectory of the attack. Lightning Release grants the barrier electrical properties, allowing it to shock and paralyze those that come in contact with the barrier. Wind Release grants the only supplementary usage of the technique, allowing the user to move the barrier across the terrain after its initial creation due to Wind's nature to easily transverse. Though with this, the barrier takes on the elemental strengths and weaknesses of the chosen element. So if infused with wind, it will now be weak to fire and strong to lightning attacks.
Note: Can only be used three times per battle
Note: Technique lasts as long as the barrier it is induced into lasts
Note: Can only be used on A-Ranks and below and no Fuuin for two turns
S-rank
(Fuuinjutsu: Baria-hō) Sealing Arts: Barrier Law Type: Supplementary Rank: S Range: Short-Long Chakra Cost: 40 Damage Points: N/a Description: Barrier Law is a unique fuuinjutsu technique that is similar to the Dead Demon Consuming Seal due to the technique's involvement of a spiritual being named Pànduàn, meaning judgment, which is a tall spirit with a green hue as well as pure black eyes that matches the long black robe it wears that drags along the floor. Made by an Uzumaki clan member before their village's destruction, the jutsu was based off of a game used to train aspiring Uzumaki shinobi as they tested their limits in battle while obeying a set of rules depending on the circumstances called. The game had three different ways to play, each field holding their own set of rules, and those field's became the three different laws of Baria-hō. The Law of Energy, Body, and Mind. This jutsu serves as a pact between Pànduàn, his summoner, and those within the technique's range, a pact to follow the rules established upon summoning Pànduàn who acts as a non biased referee between opposing sides using its powers to set the field as well as enforce the rules of the game. This jutsu can be activated by performing the first 4 core hand signs followed by the last which changes based on the game chosen to play, and with the waving of the fifth hand sign the user will summon Pànduàn within short range above their location. Upon being summoned Pànduàn rises at swift speeds towards long range as it erects an A ranked barrier over the battlefield with special chakra suppression and visual blocking properties that allows the summoner and their opponent to remain hidden from outside disturbances as they battle under the conditions of the game. Advance chakra sensors and dojutsu users would be able to see/sense the barrier at most, but its content within will remain hidden as the game commences, and users with normal sensory would see nothing but the terrain as if the battling shinobi were not there but the barrier can still be touched if stumbled upon seemingly acting like an invisible construct to them. This is Pànduàn's domain, and within it he monitors the game as it commences using his powers to bestow punishment on those who break the rules, rules established in the mind of both players upon the barrier's formation. The spiritual being has an A ranked durability allowing it to only be killed by an equal power that matches its intangible energy based body composition, but each unsuccessful attempt, or accidental strike, results in the loss of 25 chakra points, and due to the spiritual beings powers it is quite difficult. Being a neutral factor in the game all of Pànduàn's abilities are defensive and only able to protect him alone. Pànduàn is able to create and sustain an A ranked barrier around himself when threatened, fueled by concentrated chakra that can block jutsu of the same rank, but he is left vulnerable afterwards as he has to wait a turn in order to use it again. The law of Baria-hō established must be followed or else punishment will be bestowed.
Law of Body | Dog
While the Law of Body is in play the players are only allowed to use non chakra based techniques on the battlefield for the duration of this jutsu. Basic hand to hand combat, techniques utilizing weapons and basic skill, etc. are primarily used while active, as long as it doesn't require the user to mold or release chakra in any form. This field in Baria-hō is primarily used to show a shinobi's resolve and raw talents as they battle without chakra, yet using chakra isn't taken away from the players, but in doing so they will receive punishment. While this game is in play the punishment for using chakra related techniques is a 50% increase on chakra consumption which can be detrimental to any shinobi in the long run.
Law of Mind | Snake
The Law of Mind is quite special due to the fact that when it is activated it strips both players of any active or passive sensing they may have as the game promotes the usage of the basic 5 senses in battle. One must be true to themselves, opponent, and their surroundings while this game is in play making illusionary/sensing skills tabooed while active. While the Law of Mind is in play the players should battle straight up, with a clear perception, with no tricks or schemes whatsoever. Un top of sensing being jammed while active, players who use illusionary techniques will have their own illusion rebounded upon them the moment it would have taken effect within their opponent. This is the punishment of breaking the Law of Mind.
Law of Energy | Ram
Similar to the Law of Mind in terms of jamming a certain skill while in play, while this game is active the players will have the choice of using only two elements on top of their other basic skills while in battle. Law of Mind primarily focuses on elemental expertise as it limits the players from using all five of the basic five or any other special/KG element while in battle. Once activated both players will mentally choose their two elements of choice, mentally due to Pànduàn knowing all thoughts while in his domain, before partaking in battle with their opponent. The elements that can be chosen are subjected to the basic five alone, and while this law is active no other element other than the two chosen can be used. The punishment for trying to use an element not chosen results in the user still expending chakra points, the jutsu even starting to form on the battlefield, before it gives out without even reaching a third of its potential making it a waste of time and chakra.
NOTES
► Can only be used 1x per battle
►Jutsu lasts for 4 turns upon activation
►Custom jutsu are subjected to the rules of the Barrier Law technique
►The opponent goes first in all games since according to the rules they would have to react to this technique being used
►Techniques, like S/T jutsu and similar transportational jutsu, can be used to leave Pànduàn's domain ultimately ending the technique since it is a 2 man game
►No further fuuinjutsu can be used while active
►No jutsu can be used above S rank for two turns after activating this jutsu
►No Fuuinjutsu can be used above A rank one turn after this jutsu has ran its course
►Both the opponent and the user itself are subject to the rules of the game.
►Can only be taught by ZandaT
Forbidden
(Fuuinjutsu/Doton: Doki Sono Tentousama) - Sealing Arts/Earth Style: Wrath of the Gods
Rank: Forbidden
Type: Attack
Range: Mid - Long
Chakra Cost: 50
Damage Points: 90
Description: After performing the Ram → Horse → Dragon → Ox → Rabbit hand seals the user will clap his hands. Thereafter a portal will open up in the sky anywhere between medium and long range following the same principles as Dropping Lid & Sticky Earth Drop. From the portal there will be five mini cooper sized earth boulders that will drop down in a 20ft radius from where the portal was opened. As the boulders are dropping the user will perform the Dragon hand seal to active the seals within each individual boulder. This will cause A-Ranked katon chakra to be released(So A-ranked Fuuin as the limit for regular users) from the seals and turn the rocks molten. Upon collision with the ground, the molten rocks will leave small craters due to the sheer momentum in which they dropped. On impact the meteors will disintegrate in a burst of molten rock.
Notes:
- Can only be used once per battle
- Must know Fuuinjutsu
- Due to the magnitude of this technique the user will receive 50 damage from the excessive chakra usage.
- No Earth or Fuuinjutsu the next turn
- No Earth above B rank and no Fuuinjutsu at all in the previous turn
- Neither of the users hands will be able to perform hand seals for the next turn.
- This technique counts as two of the three jutsu per turn.
- The user cannot perform any summonings for the same and the following 2 rounds
- The user cannot perform any genjutsu in the same round
- Can only be used by Mathias
Kung Fu | Chinese Martial Arts
Type: Taijutsu
Background: Kung Fu being the first styles of martial and also reformed as the deadly was made a long long time ago. It was from a man who had trained in the way of fighting from a very young age. His way of fighting was unorthodoxed, taking bits and pieces of many different styles and using them all in one fight. It was revered as a legend in the fighting world and on his death they asked him what his styles were called and with his last breath he slowly uttered the words "Kung Fu" and then past.
Description on the Abilities and Inner Workings of the Style: kung fu are a number of fighting styles that have developed over the centuries in China. These fighting styles are often classified according to common traits, identified as "families" , "sects" or "schools" of martial arts. Examples of such traits include physical exercises involving animal mimicry, or training methods inspired by Chinese philosophies, religions and legends. Styles which focus on qi manipulation are labeled as internal (内家拳, nèijiāquán), while others concentrate on improving muscle and cardiovascular fitness and are labeled external (外家拳, wàijiāquán). Geographical association, as in northern and southern , is another popular method of categorization.The genesis of Chinese martial arts has been attributed to the need for self-defense, hunting techniques and military training in ancient China. Hand-to-hand combat and weapons practice were important in training.
There are many different styles to Kung Fu such as -Kung Fu Style: Chángquán - 长拳長拳
The forms of the Long Fist style emphasize fully extended kicks and striking techniques, and by appearance would be considered a long-range fighting system. In some Long Fist styles the motto is that "the best defense is a strong offense," in which case the practitioner launches a preemptive attack so aggressive that the opponent doesn't have the opportunity to attack. Others emphasize defense over offense, noting that nearly all techniques in Long Fist forms are counters to attacks. Long Fist uses large, extended, circular movements to improve overall body mobility in the muscles, tendons, and joints. Advanced Long Fist techniques include qin na joint-locking techniques and shuai jiao throws and takedowns.[citation needed]
The Long Fist style is considered to contain a good balance of hand and foot techniques, but in particular it is renowned for its impressive acrobatic kicks.[citation needed] In demonstration events, Long Fist techniques are most popular and memorable for their whirling, running, leaping, and acrobatics. Contemporary changquan moves are difficult to perform, requiring great flexibility and athleticism comparable to that of gymnastics.
Long Fist's arsenal of kicks covers everything from a basic front toe-kick to a jumping back-kick, from a low sweep to a tornado-kick.
Additional effects and Restrictions:
*Only Mugen Ryukyu can teach this
*Must have a Mastery over Taijutsu
* Users of kung fu have slightly enhanced speed and agility when compared to a normal Strong Fist user
(All the jutsu have been previously approved swell)
15. (Kentou Sensu) - Boxing Style
Rank: N/A
Type: Supplementary
Range: Short
Chakra: N/A
Damage: (Taijutsu rules)
Description: The user raises their fists up close to their face and begins jogging in place. By using this style, they must concentrate on their opponent at all times. And it has basically became a reflex to jab and dodge, making the user move a little faster than average (nothing compared to gates speed). The user also is ready to block at will, since his fists are already raised to do so. In this style the user only uses punches and constantly shifts their feet to move at lightning fast speed around the opponent when in elbow range.
Note: Can only be taught/used by Axle
Note: being in this style involves a strong cardio system, so it's very difficult to maintain without getting exhausted.
1- training session let's the user maintain for 2 turns
2:3 - training sessions lets the user maintain for 5 turns
5-training sessions lets the user maintain for 10 turns
Note: takes 3 turns to use this style again in the same match.
B-rank
Strike of the Devil Monkey = Dageki no Mashin Okane
Rank: B
Type: Offense
Range: Short
Chakra cost: 20
Damage Points: 40
A taijutsu attack that requires a leg sweep to knock the target off balance and then by slipping over onto their hands to deal two kicks downwards onto their chest and slaming them into the ground and they push themselves off the ground flipping in the air where they insert Doton chakra into ther knees to deal a double knee strike to the opponent whilst they hit the ground. Due to the Doton chakra charged within the knees, the hit deals extra brute strengh.
A-rank
Tekken | Iron Fist
Rank: A
Type: Supplementary
Range: Self
Chakra cost: 40
Damage points: +10 to Taijutsu that involves using ones hands
Description: After spending years training in Taijutsu, the user has developed a way to push his fists to their maximum capability. By continuously having exposed his hands to extreme environments, (like training punches in hot coals and practicing hand movement in ice water) the users has made his hands incredibly strong. The user focuses chakra into his fists and uses it to amplify the effects of his training, with this the users hands will be close to indestructible, no amount of force or temperature will affect the user’s hands, only extreme amounts of continuously applied incredible damage will damage them. This technique doesn’t make the user stronger in general; it just allows him to deal with attacks more freely since he won’t have to think about his hands.
Forbidden Taijutsu Art: Lightning Eye Blinding = Rai Taijutsu Giijutsu: One Manako Buraindo
Type: Offense
Rank: A
Range: Short
Chakra cost: 30
Damage points: 60
Description: The user will concentrate Raiton chakra into his index and middle fingers. He will then thrust them into the opponent’s eyes, blinding him instantly. Due to the Raiton chakra the opponent's eyes would be blind and his whole face numbed for the following turn.
Note: No A rank or S rank Taijutsu and Lightning attacks for the next turn.
Note: Can only be used twice per battle.
Note: Can only be taught by PowerOfDarkness
Freestyle art Power legs = Furīāto Pawā ashi
Type: Supplementary
Rank: A
Range: Self
Chakra Cost: 30
Damage Points: N/A
Description: The first stage of the leg empowering freestyle tech, the user focuses big amounts of chakra into his legs, this technique allows the user to temporarily increase the strength in his legs, by pumping the muscles and tissue full of concentrated chakra. This technique gives the user 10+ damage to all Taijutsu, which involves using his legs, and a boost of speed, equal to Lee without weights. This technique does have some drawbacks, when it ends, the user will have used a big amount of power in his legs, making them weaker.
Notes:
• Can only be used twice per match.
• Lasts for three turns.
• After it ends, the user has -5 damage to all his Taijutsu, for the rest of the battle.
• No A-ranked or higher techniques in the next turn.
• Can only use two moves in the next turn
• Can only be taught by ZeroGarra.
Kung Fu style: Eagle Claw - 鷹爪派
A style of Chinese martial arts known for its gripping techniques, system of joint locks, takedowns, and pressure point strikes, which is representative of Chinese grappling known as Chin Na.
(Eagle Claw style: Ripping limbs)
Rank: A
Type: Defense/Offense.
Range: Short.
Chakra cost: 30
Damage points: 60
Description: Once the target physically attempts to kick or punch you, you will use your upper body strength, andspeed to grab the opponents limb. Once you've got ahold of the limb, you will harshly twist it untill the bone is completely broken or out of place.
(Chángquán Style: Heavenly Wind Kicks)
Rank: A
Type: Attack
Range: short -mid
Chakra cost: 30
Damage points: 60 (plus 10 every kick)
Description: The user begins by doing cartwheel into a high spinning corkscrew kick which he uses to jump over the opponent, ending up behind them. After the user successful lands behind them he begins backflipping into the opponent. The users puts his hands on the ground and flips backwards, successfully driving their feet into the opponents head. The user will do approximately 5-8 kicks and the last part ends with the user quickly flipping over the opponent again and placing one hand on the ground and kicks the opponent dead in their chin sending them backwards. With each kick the opponent gets pushed back, and with the last kick ends up in mid-range.
Note:The user can do however many kicks he likes with the maximum of 8.
* After the technique has been executed, the user is in pain from the strain it put on his legs and back. Slowing his movements down.
S-rank
Name: Ninpou: Kyojin no Jutsu (Ninja Art: Juggernaught Technique)
Rank: S
Type: Supplementary
Range: Self
Chakra cost: 60 (10 every turn to keep it activated)
Damage points: N/A
Description: This technique allows the user to increase his toughness and strength by a great amount, for a certain amount of time. By diverting a great amount of their chakra into their muscles tissue and skin, the user can harden his body and muscles with a great amount. The technique itself takes a few seconds to fully activate, but in those few seconds the user will grow in a rapid rate, and approximately become twice as big as he was before. The user’s skin will be close to Corundum in hardness, (or what would be a 9 on the Mohs scale) and his bones just as hard, his strength will rival that of Tsunades at her best. The great physical growth comes with some disadvantages, the user cannot use any elemental ninjutsu or any Genjutsu while this technique is activated, aswell as their speed becoming considerably slower due to the bulky mass and he cannot use any S-ranked and above techniques the turn after this technique has been deactivated.
Notes:
• Can lasts for 5 turns.
• When this technique ends the user will not shrink back to his normal size, but his muscles bones and skin will return to its former state.
• Can only be taught by ZeroG.
• Can only be used twice per match.
Name: The Adrenaline Rush (Kōfun jōtai)
Rank: S
Type: Supplementary
Range: Self
Chakra cost: 40 (20 every turn)
Damage points: N/A
Description: To activate this technique, the user must focus chakra into the disaster centers in the brain, to forcefully activate the state known as adrenaline rush. The disaster centers in the users brain will react to the chakra as if it was a real disaster situation, the centers will therefore immediately jumpstart the user’s body. The disaster center sends a message to the glands just above the user’s kidneys, to release a great amount of adrenaline into the user’s body. The adrenaline will boost the user’s heart rate and his blood flow. The adrenaline also signals the user’s liver to flood the body with glucose blood sugar for fuel. But what really makes the users body reach its limit is instant energy, which is released along with the glucose and the adrenaline. Instant energy, (ATP or Adenosine triphosphate) is energy stored in all muscles, which is released in a crisis situation to boost the user’s body. All these biochemical reactions happen extremely fast, it takes less than a second for the users body to fully unleash the effects of the technique. These reactions causes the users body to peak and reach it’s absolute limit for a short amount of time, but since the effects are chakra caused, and since the user during this technique continuously floods his veins with chakra, the effects lasts longer. The effects are:
Heightened senses: Stronger sense of smell, hearing and thought processing.
Pain reduction: All feelings of pain and numbness are almost nullified.
Faster reaction time: This doesn’t make the user faster generally.
Superhuman strength: Adrenaline rush causes the body to peak in performance, a big adrenaline rush can give a regular mother the strength to lift a car easily, it is estimated that a full adrenaline rush gives a boost of strength which equals 400%
Notes:
• Lasts for 5 turns.
• The user cannot use any elemental ninjutsu while this is active.
• The user cannot use any Genjutsu or clones of any kind when this is active.
• Because of the energy burn the user cannot use A-ranked or above technique for 1 turn after this technique ends, and he cannot use any S-ranked or above for 2 turns after this technique ends.
• Because of the strain this technique puts on the user, he cannot use any Genjutsu for next 5 turns.
• No summoning while this is active.
• Can only be used Once per match.
(Chángquán Style: Shadowless Kick Technique)
Rank: S
Type: Attack
Range: Mid - short
Chakra cost: 40
Damage points: 80
Description: The user from mid-range(or short) Quickly dashes in front of the opponent, to the opponent to his surprise and assumes the crane stance where he then jumps and kicks the opponent in the chin with the upper most top part of his foot. The opponents head will be forced upwards and thats when the user quickly dashes around the opponent, ending up behind him. Where he then delivers a strong kick to the opponents side, connecting his shin to opponents rib cage. The user then dashes around the opponent again, back to front and kicks them dead in the chest with a chakra infused foot. Quickly incapacitating the opponent or among certain situations brings upon death.
*This can only be attempted twice per battle.
*Can only be landed once.
* Since the user uses all of his speed, he is exhausted and can only preform two jutsus in the next turn.
Kung Fu style: Wing Chun - 永春
A concept-based Chinese martial art and form of self-defense utilizing both striking and grappling while specializing in close-range combat.
(Wing Chun style: Explosive impact)
Rank: S.
Type: Attack.
Range: Short.
Chakra cost: 40.
Damage points: 80.
Description: In a close range battle, or during hand to hand combat, the user will pull both of his/her arm's back while squatting as if he were pulling back a samurai sword. While this is happening the user is focusing massive amounts of chakra within each arm. In a split second the user will thrust his/her arm's forward with great force with the bottom of the wrists together and the hands open (second knuckle's bent down). When you're hands make impact with the target the concentrated chakra is released at the same time, this causes a fierce impact that could even level Doton.
*Can only be used once per battle.
*Cannot use your hands for anything in the next two turns, including handseals.
(Wing Chun style: Deadly 3 hit combo)
Rank: S
Type: Offensive.
Range: Short.
Chakra cost: 40.
Damage points: 80.
Description: When the user has a perfect opening, he will punch the opponents face downward diagnally with jaw crushing power. The user will do this at an angle, to where the opponents face will go in the desired location, and that location is headed for the knee, once the opponents face gets low enough the user will bring up his knee with great force making impact with the the targets face sending it back upward. Quickly after the knee in the face the user completely spins around while infusing his leg with chakra, you will see the chakra surrounding the users leg, this is how much power is put in to the final blow. The user kicks the opponents torso in the desired location with sheer force. This will knock the life out of any opponent an send the flying, and may even go through a weak enough opponent.
*Can only be attempted twice in one battle.
*Can only be landed once.
*The user is exhausted after this move, can only use two jutsu in the next turn.
16. (Shajiku no Ame) - Axle of Rain
Rank: B
Type: Offense
Range: short
Chakra: 25
Damage: 40
Description: the user focuses their chakra in their feet,then releases in an instant causing the user to charge towards the opponent like the user was shot out of a cannon,and while charging the user is holding the blade with 2 hands in a thrusting motion, this attacks power is equivalent to one of Tsunade's punches.
Note: the user can only use this technique while in Shigure Souen Ryu
Note: can only be taught by Axle
Note: can only be used 3 times per battle
17. (Shigure Souen Ryu)
Rank: B
Type: supplementary
Range: short
Chakra: none
Damage: N/A
Description: an ancient Japenese sword style in which some say is the most unbeatable style in the world the user picks up their sword and holds it close to their eyes with one hand as this technique the user needs to be able to use only 1 hand to control the swords movements, the users feet are spread shoulder length apart, this sword style has 7 totally different forms
Note: while in this form the user can use no Gen or Ninjutsu unless used before the technique
Note: can only be taught by Axle
Note: only lasts 3 turns
A-rank
18. (Di squalo dageki) The Shark Blow
Rank: A
Type: Offensive
Range: short
Chakra: 30
Damage: N/A
Description: The user concentrates chakra into their blade, and when it comes in contact with another object, the chakra flows out of the sword like a current, and goes into the opponent thus stunning the opponent for 1 turn
Note: can only be used once per battle
Note: can only be taught by Axle
19. (Ya ra zy no ame) - Last Minute Rain
Rank: A
Type : Offense
Range: short-mid
Chakra: 30
Damage: 60
Description: The user drops their sword with the blade facing toward the enemy, then the user focuses their chakra in their foot, and kicks the sword with incredible power in speed, and as soon as the sword hits the mark, the user is there holding the sword again (the sword causes a distraction giving the user time to rush in toward the opponent)
Note: the user can only use this technique while in Shigure Souen Ryu
Note: can only be taught by Axle
Note: can only be used once per battle
20. (Same do re) - Early Summer Rain
Rank: A
Type: Offense
Range: short
Chakra: 30
Damage: 60
Description: The user rushes in toward the opponent holding the blade with one hand, in the middle a sideways swipe towards the opponents face, the user drops the blade with excellent timing, causing the blade to fall in the user's other hand, for a clean sweep at the opponents mid-section
Note: can only be used while in Shigure Souen Ryu
Note: can only be taught by Axle
21. (Shi bu ki ame) - Spraying Rain
Rank: A
Type: Defense
Range: short
Chakra: 30
Damage: N/A
Description: The user puts all their chakra in their sword, then strikes the water, causing a giant water splash, this splash causes the opponent not to see the user
Note: can only be used while in Shigure Sousen Ryu
Note: can only be taught by Axle
Note: Needs a Water source
22. (Shino tsu ku ame) - Pelting Rain
Rank: A
Type: Offense
Range: short
Chakra: 30
Damage: 60
Description: The user rushes in as if to clash with the opponent, but almost instantly slides down as if playing baseball, and slices the opponents, and leaving the opponent vulnerable to another attack
Note: can only be used while in Shigure Sousen Ryu
Note: can only be taught by Axle
23. (Kenjutsu Kata : Hebereke Ken ) - Sword Style: Drunken Sword Style
Rank: A
Type: Supplementary
Range: Short
Chakra cost: N/A
Damage: N/A
Description: The user chugs a bottle of sake, by doing so they become immediately intoxicated. Making the user's movements wild. Sharingan of 2 tomoe and lower cannot predict the movements because the movements are made up off of instinct and will thus totally off of rhythm. Also because of the drunken style, the user is unable to mold chakra making it impossible to cast genjutsus or ninjutsu. The user also stumbles from time to time, making them evade attacks faster than they normally would.
Note: Lasts for 3 turns
Note: No ninjutsu or genjutsu can be used while this is active
Note: Can only be used/taught by -Yusuke- and Axle
Custom Weapon: X-Gloves
Rank: S
Range: Short
Type: Weapon
Chakra Cost: 40
Damage: N/A
Description: The user puts on Special Gloves Called X-Gloves, When the user infuses with fire chakra the gloves give the use the power to do more and stronger fire jutus .
*These gloves can only be used by Mato~kun*
*Gloves can be removed but must be done by another jutus*
*Any fire jutsu done with the gloves adds 10+ damage *
24. (Yottsu Iregyura Chakra Heika) Four Irregular Chakra Swords
Rank: S
Type: Offensive
Range: short/Mid
Chakra cost: 40
Damage points: 40
Description: The user then focuses pure wind chakra into 4 swords, an extra long sword (about the length of 2 arms) in one hand and 3 short handles of swords in one hand, the user can throw the short swords at very high speeds, they only work with the users chakra. When the chakra is focused in the long blade, a blue aurora is produced around the blade, so that if the opponent tries to block short range, then he will still be cut,unless the opponent focuses wind or lightning chakra in his blade, when focused in the short handles, nothing but a blue aurora is produced from where the blade is supposed to be.
Note: lasts 3 turns
Note: can only be used twice per battle
Note: can only be used by Axle
25. Custom Weapon (Dyuaru Zanbatō Touken za Taizen Suto-mu) - Dual Zanbatō Blades of the Calm Storm
Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: N/A
Damage: 30
Description: A Zanbato (斬馬刀 Zanbatō?, literally "horse-slaying sword" or "horse-chopping saber") is an especially large type of Japanese sword, the historical use of which is disputed. The sword closely resembles the Nodachi or ōdachi, however it differs from the Nodachi by having a ricasso of approximately 12 to 18 inches (30-45 cm). This lends more credence to the theory of the sword having a practical use in feudal Japan. The increased length of the blade, along with the extra grip, would give it dual use both as a sword and as a polearm for attacking advancing cavalry. This style of Zanbatō sword can be found for sale in rural tourist shops and stands in Kyoto and Nara prefectures of Japan. This sword may have been inspired by the Chinese zhan ma dao (see below), as both were said to have been used for killing the horse and rider in one swing.
Such extremely long and curved Zanbatō swords did exist, and were solely used for ceremonial purposes. Experienced smiths often took upon themselves to prove their talent by creating these so-called "Zanbatō" as a way to challenge themselves. This led to the extremely long blades often seen in ancient depictions, some of which were so long (over a dozen feet long) that they could hardly be mistaken for something other than display pieces.
The user unsheathes their blade, after he unsheathes it, he then pulls it apart forming a pair of dual blades. The right one is "Flow" while the left one is "Peace". These blades weigh almost nothing, and can be swing in high speeds. Because of their weightless mass, they cannot stab nor do they have almost any power. When these blades make a slicing motion at objects such as kunai, shurikens, or any other regular ninja tool, the tool is split in half and the halves are sent in 90 degree angles away from their original destination.The user can swing these blades as hard as they can, and by doing this, they release B-rank wind waves. When these B-rank waves come into contact with D-rank fire or anything of another element below B-rank, the attacks are immediately cut in half. Also, Fuuton chakra is being input into the swords at all times, meaning that if the user attacks with the sword in short range, even if the opponent blocks the sword, they face slight cuts where the sword was aimed
Note: Can only be used by Axle
Note: The wind waves count as moves
Note: Can only shoot up to 4 wind waves per match
(Pawāringu) Power Ring
Rank: S
Type: Offensive/Defensive/Supplementary
Range: Short
Chakra Cost N/A (40 for creating Tools/Weapons)
Damage Cost: N/A
Description: This Power Ring is worn by the user and glows different colors depending on the users emotion when activated. Green - Will, Indigo - Compassion, Red - Rage, Blue - Hope, Star Sapphire - Love, Yellow - Fear, Orange - Greed, while there is also two strong modes with Black - Death and White - Life. The user can switch between with each Corps/Emotion containing different abilities. To switch to a new emotion the ring deactivates and takes 1 turn completely to switch to a new emotion. Even though each emotion gives the user different abilities each emotion have some shared abilities.
Shared Abilities - By channeling their chakra into the ring, it glows the color it is on and can be used to create weapons like hammers, swords, kunai, and shields made up of pure chakra that stay connected to the ring by a chakra chain. Weapons created by the ring cause A rank damage. When creating a shield the shield can block up to B rank elemental jutsus (within reasonable size) and ninja tools. If the shield goes against an A rank jutsu, the shield will block it but be destroyed and will automatically loose to S rank jutsus. The ring can also release A rank blast that can stun opponents and have them stop moving for a turn. The ring can be programmed. It can be coded to the wearer so as to make them unusable if stolen. Commands can be stored in the ring to be executed at a later date, even if the bearer is not wearing the ring.
Green/Will – When the ring is set to Green Lantern mode they gain certain abilities and is powered by Willpower. By using the user's willpower and having the ring boosting it the user will be immune to B rank and below Gen and Mind Altering jutsu. At the cost of a jutsu per turn, the ring will raise the user's willpower to break out of Gen and other Mind altering jutsu of A rank and below.
Indigo/Compassion – Indigo is powered by Compassion. This emotion has a limited ability to to heal injuries from C rank jutsu and below. The healing is only to the extent of the small injuries and light injuries like surface wounds and slow bleeding. If the user knows Medical Ninjutsu, the ring can also use A rank and below Med Nin at half the cost of chakra.
Red/Rage – When set to Red Lantern Ring the ring is powered by Rage. Using their rage to empower them the user can create stronger constructs that are one rank high than all the other Emotions constructs S rank (offensively and defensively).
Blue/Hope – When set to Blue Lantern the ring is powered by Hope. As fear is the belief of imminent demise, hope is the belief of imminent success. The ring stores and can release up to a medium source of water that spreads into mid range. Once used it takes the ring 4 turns to gather water from the moisture in the air to collect enough water.
Star Sapphire/Love – When set on Star Sapphire Lantern the ring is powered by Love. The user can use the ring to trap the opponent in a genjutsu (B rank gen, up to Mid Range) where the opponent sees a bright violet light shine from the ring than has them see an irresistible person of the opposite *** of them in front of them. The genjutsu person will grab them and kiss them and mimic the kiss of death to the opponent keeping them paralyze in real life.
Yellow (Sinestro)/Fear - The Power Ring is unique in that its base of power is fear. The yellow mode can create holograms (like Haze Clone Technique) that are scary looking humanoid creatures that cause paralysis due to the user's killing intent. This killing intent follows the effects of the canon Killing Intent technique and the user's own rank. This would help distract the opponent and make him think that they are fighting against different people/beast and different KGs even tho their attacks would be intangible.
Orange/Greed – When set to Orange Lantern the ring is powered by greed. The Orange rings have the unique ability to absorb the chakra from opponents or summons by creating a construct chain and has it wrap around them. Another ability is being capable of creating chakra avatar Orange Lanterns of the beings the user kills, literally stealing their identity postmortem. This avatar is avarice corrupted version of its former self, possessing no thought pattern besides the insatiable greed. In all other circumstances they act as individual but collective soldiers to the user, as they are an extension of his power. The avatars are able to use taijutsu and up to B rank ninjutsu. They can take up to B rank jutsus. They can also create powerful blasts of concussive force that knock out opponents.
Black/Death – When the ring is set to Black Lantern the ring is powered by Death and is one of the strongest mode. The user can also create chakra copies of the ring and have them attach to opponents. Once attach the user has the chakra copies slowly send pulses of electricity into the opponent constantly. After 1 turn the opponent will just feel a weird shock. After 2 turns the opponent will start feeling numb. After 3 turns the opponent will become paralysis and unable to move. After 4 turns the opponent will become unconscious and after 5 turns the shock becomes lethally enough to kill the opponent. (The Chakra rings can be destroyed with an A rank jutsu and up)
White/Life – When set to White Lantern the ring is powered by life and is the strongest mode. The user of a white ring can generate any color of the emotional spectrum and use the powers of each color (can only use 1 of the other corps abilities once a turn and cannot use two different corps/emotions abilities in the same turn and at max can only use each corp ability at most 3 times). A white lantern can render him/her/itself invisible by willing themselves to bend light waves around his/her/its form.
Note: Have to be taught how to use the ring by Korra
Note: When creating weapons and shields it counts as a move.
Note: When using any Emotion/Corps ability it counts as a move and at most can be used 5 times a match expect for Red which can only be used 4 times a match. The Shared Abilities do not have a limit usage.
Note: If the ring comes off the user it deactivates and the user must wait 3 turns so it can charge.
Note: The user has to state in the beginning of the battle which emotion they start off with. If they don’t they have to state later in the battle what emotion they want to use and then have to wait 1 turn for it change into the emotion.
Note: The user cannot start in White or Black Lantern mode. The user has to wait 4 turns in a battle before switching into White or Black Lantern. Once in White or Black Lantern Mode the user is stuck into that mode and cannot switch into any other Emotion/Corps for the rest of the fight.
How the ring looks like.