Official Fight for the Kagutsuchi. Rei's Rules and Regulations. All Out. Terrain : Normal Grassy Terrain 3 days reply limit.(Starts upon first move) I will be using my Galahad bio I believe you have to start.
Galahad stands awaiting your arrivial, equipped with Silver Tongue on his back. (Look bio for reference of Silver Tongue)
I'd prefer a 5 day timelimit, I think we can be civil about this, and I don't think this fight should end unless one of us gives up or dies. z__z
___
Gilgamesh would stroll out onto the battlefield, not outfitted with his golden armour as he usually is, but instead donning a golden V neck shirt and tan pants, along with a thick red mantle that would drape around his shoulders and billow down past his back to the folds of his knees.
Two pouches would rest just above the area of both his back pockets, both filled to the brim with an assortment of Ninja tools and several stuffed toys, namely; a wolf, a hare, a gryphon, a dragon, an eagle, a snake, a cheetah and a badger, as well as a variety of spare parts.
On his hips would rest the Kagutsuchi daggers, one on either side, both holstered and hooked to a thick amber sash wound around his waist to act as a belt.
___
I suppose that you're not here to beg my acquaintance or swear fealty to me? He took a moment to inspect the man before him, clearly he was outfitted for battle, and he didn't seem the type to go down easily. No, of course not. You've come here for these daggers, like a moth drawn to a flame. I was warned that this would happen, that vagrants would flock from far and wide in hopes of gaining more power, and that I would have to put all of them down to keep what is rightfully mine.
Gilgamesh's demeanour would not shift one iota as he begins to perform hand seals (Although only the first would be meaningful, the rest would be a ruse), activates an ability and begins to channel chakra towards you. And through doing so he would manipulate the air, particularly that low to the ground and beneath you, to summon a rising gale of wind that would be set to near immediately hoist you up into the air. The gale would be created to encompass a wide range, thus all of the grass within a seven meter radius of you would begin to billow in the wind, and the good majority of the grass would be torn from the earth and raised high into the air with you as the wind rises, all of you forced to hover ten meters above ground level.
(Fuuton: Kyōfū no Jōshō) - Wind Release: Rising Gale
Rank: B
Type: Defense/Supplementary
Range: Short-Long
Chakra cost: 20
Damage points: N/A (40)
Description: The user summons an upward wind current in order to halt the decent of falling objects or lift objects into the air. The scale, strength, and duration of the current can be customized depending on the task to be performed. Although the current cannot be changed once created, it may be cancelled whenever the user desires. This technique is capable of hovering a giant summoning animal above the ground but cannot lift it very high.
~Can only be used three times per battle.
~Cannot be used for offensive purposes.
Or at least that's what would happen should Gilgamesh not continue, but he would. Gilgamesh would infuse this wind technique that, by itself would be harmless, with additional chakra. This chakra would alter the properties of the wind technique to be formed, thus as the gale rises it would immediately slice you, cutting you to pieces as the outer edges of wind are honed to sharp edges - most notably the wind that would rise from between the fork of your legs would tear you asunder. Similarly the wind that would rise from beneath your feet would shred you and so on, overall painting a gruesome picture as thousands of pieces of cut grass are elevated into the air with you - a bloody mess, as the centre piece of the arrangement, by which time Gilgamesh would have finished his string of fake hand seals.
(Fūton: Kamaitachi) - Wind Release: Sickle Draws
Type: Supplementary
Rank: A
Range: N/A
Chakra cost: N/A (+10 chakra cost to techniques this is applied to)
Damage points: N/A
Description: A two part jutsu, Sickle Draws aims to augment Wind jutsus in specific ways, allowing the usage of simple jutsus to become more complex, and simply more dangerous in nature. The nature of this jutsu itself only allows it to work alongside the Wind element. The first part requires the user to focus more of his Wind chakra into his future Fuuton jutsu which have no cutting abilities whatsoever (supplementary, defensive type techniques), and using said chakra to sharpen the outside edges of the aforementioned jutsu. This manipulation causes a change within the technique's shape and allows the most defensive Wind jutsu the capability to inflict lethal cutting damage. The damage output would depend on the rank of the supplementary/defensive jutsu used (i.e. an A-Rank will inflict 60 damage). The second usage of this jutsu allows the user to do the same, still only working on Wind jutsus, but instead only focuses on offensive Wind techniques, simply adding a +20 damage to the jutsu used in conjunction as it adds on to whatever it is used with, rather than focusing on things which are purely defensive. When used in either form, however many hand seals the jutsu used alongside this requires, an extra one (the Ram handseal) is added on. This is added on regardless of any abilities which the user may have which allows him to perform wind jutsus without hand seals (specialty, NB sword etc.) This is an activation type jutsu and its effects apply to future wind techniques rather than pre-existing ones. Activating this ability is instant and does not consume any time whatsoever.
~ Can only be taught by Erzo. Can only be used a maximum of two times per battle/event, and once used lasts a maximum of four turns, or until deactivated. Upon it being deactivated/timing out, the user must wait a turn before being able to use again. The user can decide to use one form 2 times, or mix and match as he likes, as long as both the first and second usages are not used at the same time.
I'd prefer a 5 day timelimit, I think we can be civil about this, and I don't think this fight should end unless one of us gives up or dies. z__z
___
Gilgamesh would stroll out onto the battlefield, not outfitted with his golden armour as he usually is, but instead donning a golden V neck shirt and tan pants, along with a thick red mantle that would drape around his shoulders and billow down past his back to the folds of his knees.
Two pouches would rest just above the area of both his back pockets, both filled to the brim with an assortment of Ninja tools and several stuffed toys, namely; a wolf, a hare, a gryphon, a dragon, an eagle, a snake, a cheetah and a badger, as well as a variety of spare parts.
On his hips would rest the Kagutsuchi daggers, one on either side, both holstered and hooked to a thick amber sash wound around his waist to act as a belt.
___
I suppose that you're not here to beg my acquaintance or swear fealty to me? He took a moment to inspect the man before him, clearly he was outfitted for battle, and he didn't seem the type to go down easily. No, of course not. You've come here for these daggers, like a moth drawn to a flame. I was warned that this would happen, that vagrants would flock from far and wide in hopes of gaining more power, and that I would have to put all of them down to keep what is rightfully mine.
Gilgamesh's demeanour would not shift one iota as he begins to perform hand seals (Although only the first would be meaningful, the rest would be a ruse), activates an ability and begins to channel chakra towards you. And through doing so he would manipulate the air, particularly that low to the ground and beneath you, to summon a rising gale of wind that would be set to near immediately hoist you up into the air. The gale would be created to encompass a wide range, thus all of the grass within a seven meter radius of you would begin to billow in the wind, and the good majority of the grass would be torn from the earth and raised high into the air with you as the wind rises, all of you forced to hover ten meters above ground level.
(Fuuton: Kyōfū no Jōshō) - Wind Release: Rising Gale
Rank: B
Type: Defense/Supplementary
Range: Short-Long
Chakra cost: 20
Damage points: N/A (40)
Description: The user summons an upward wind current in order to halt the decent of falling objects or lift objects into the air. The scale, strength, and duration of the current can be customized depending on the task to be performed. Although the current cannot be changed once created, it may be cancelled whenever the user desires. This technique is capable of hovering a giant summoning animal above the ground but cannot lift it very high.
~Can only be used three times per battle.
~Cannot be used for offensive purposes.
Or at least that's what would happen should Gilgamesh not continue, but he would. Gilgamesh would infuse this wind technique that, by itself would be harmless, with additional chakra. This chakra would alter the properties of the wind technique to be formed, thus as the gale rises it would immediately slice you, cutting you to pieces as the outer edges of wind are honed to sharp edges - most notably the wind that would rise from between the fork of your legs would tear you asunder. Similarly the wind that would rise from beneath your feet would shred you and so on, overall painting a gruesome picture as thousands of pieces of cut grass are elevated into the air with you - a bloody mess, as the centre piece of the arrangement, by which time Gilgamesh would have finished his string of fake hand seals.
(Fūton: Kamaitachi) - Wind Release: Sickle Draws
Type: Supplementary
Rank: A
Range: N/A
Chakra cost: N/A (+10 chakra cost to techniques this is applied to)
Damage points: N/A
Description: A two part jutsu, Sickle Draws aims to augment Wind jutsus in specific ways, allowing the usage of simple jutsus to become more complex, and simply more dangerous in nature. The nature of this jutsu itself only allows it to work alongside the Wind element. The first part requires the user to focus more of his Wind chakra into his future Fuuton jutsu which have no cutting abilities whatsoever (supplementary, defensive type techniques), and using said chakra to sharpen the outside edges of the aforementioned jutsu. This manipulation causes a change within the technique's shape and allows the most defensive Wind jutsu the capability to inflict lethal cutting damage. The damage output would depend on the rank of the supplementary/defensive jutsu used (i.e. an A-Rank will inflict 60 damage). The second usage of this jutsu allows the user to do the same, still only working on Wind jutsus, but instead only focuses on offensive Wind techniques, simply adding a +20 damage to the jutsu used in conjunction as it adds on to whatever it is used with, rather than focusing on things which are purely defensive. When used in either form, however many hand seals the jutsu used alongside this requires, an extra one (the Ram handseal) is added on. This is added on regardless of any abilities which the user may have which allows him to perform wind jutsus without hand seals (specialty, NB sword etc.) This is an activation type jutsu and its effects apply to future wind techniques rather than pre-existing ones. Activating this ability is instant and does not consume any time whatsoever.
~ Can only be taught by Erzo. Can only be used a maximum of two times per battle/event, and once used lasts a maximum of four turns, or until deactivated. Upon it being deactivated/timing out, the user must wait a turn before being able to use again. The user can decide to use one form 2 times, or mix and match as he likes, as long as both the first and second usages are not used at the same time.
As the first hand sign was performed, I braced myself. My keen eyes observed that the grass in my near vicnity was cut and was heading my way, in the shift of the air currents. Within the same instant I utlilized my earthern affinity and donned myself in defensive qualties.
The air would rip at my leggings, clothes however my body withstood any damage as I was flung up high along with the gale.
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30 (-10 per turn active in direct physical contact)
Damage points: N/A (+10 to physical attacks)
Description: This technique was developed by Mathias himself after carefully studying the properties of the "Iron Skin technique, and Super Light weight technique" He came to the conclusion that if we could insert our chakra into other objects to increase or decrease its weight, why not do the same to coat them with an iron skin for added strength? The user will channel their chakra throughout a selected object, which then hardens the skin to a steel-like quality. This increases their defensive power to the utmost limits. The objects skin also becomes much darker, an almost black colour. The destructive power of physical attacks is increased, making this a great, all purpose technique. The user can not coat an object with greater mass then of a human being, being the advanced version of Iron Skin Technique. However unlike the Iron skin technique, if the user loses physical contact with the said object, it will take a full turn for the chakra to drain out of the object and lose its iron coat. This was based on the Added weight and Light weight techniques. This technique when activated leaves the object vulnerable to lightning based techniques.
Note: Can be used three times per battle
Note: Must wait one turn before re-using
Note: Must have mastered Earth
Note: Must be taught by Mathias
Once donned, the moment I'm carried up a countless amount of blades form in your near vicnity, above, behind and infront of you. Another row is formed long-range from me, behind you. Meaning - Mid-range from you, behind you, same goes for your left and right. Should you perform any further attacks the first row would impact you, followed by a small gap of time, the second row would pierce you.
Rank: A
Type: Offensive
Range: Short-Long
Chakra cost: 20
Damage points: 40
Description: The user will materlize a high amount of blades made out of visible chakra in the air, at the users desired location. These blades emit a distinctive and intimidating howling sound upon generation but despite the evident danger they possess from being suspended precariously around/above the intended victims, both of these qualities serve only to belie the technique's true nature. The attack's actual threat lies within its fragility, which results in the production of numerous razor-sharp shards that descend down at the target when disturbed by the foreign chakra(Opponent's), which would cause the swords to trigger and they will subsequently mincing the enemy to pieces. If one blade triggers, the rest triggers aswell.
~Can be use twice per battle.
~The Blades last aslong they haven't been destroyed.
~The blades would 'detonate' when foreign chakra goes through the air, past them, or jutsu being fired from target's location.
Whilst ultilizing Bishamon-Mura, I create small adjustments in the air, enabling me to throw Silver Tongue, B-ranked Erbium spear at your location, aimed for your torso, flying inbetween the countless blades to pierce you.
As the first hand sign was performed, I braced myself. My keen eyes observed that the grass in my near vicnity was cut and was heading my way, in the shift of the air currents. Within the same instant I utlilized my earthern affinity and donned myself in defensive qualties.
The air would rip at my leggings, clothes however my body withstood any damage as I was flung up high along with the gale.
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30 (-10 per turn active in direct physical contact)
Damage points: N/A (+10 to physical attacks)
Description: This technique was developed by Mathias himself after carefully studying the properties of the "Iron Skin technique, and Super Light weight technique" He came to the conclusion that if we could insert our chakra into other objects to increase or decrease its weight, why not do the same to coat them with an iron skin for added strength? The user will channel their chakra throughout a selected object, which then hardens the skin to a steel-like quality. This increases their defensive power to the utmost limits. The objects skin also becomes much darker, an almost black colour. The destructive power of physical attacks is increased, making this a great, all purpose technique. The user can not coat an object with greater mass then of a human being, being the advanced version of Iron Skin Technique. However unlike the Iron skin technique, if the user loses physical contact with the said object, it will take a full turn for the chakra to drain out of the object and lose its iron coat. This was based on the Added weight and Light weight techniques. This technique when activated leaves the object vulnerable to lightning based techniques.
Note: Can be used three times per battle
Note: Must wait one turn before re-using
Note: Must have mastered Earth
Note: Must be taught by Mathias
Once donned, the moment I'm carried up a countless amount of blades form in your near vicnity, above, behind and infront of you. Another row is formed long-range from me, behind you. Meaning - Mid-range from you, behind you, same goes for your left and right. Should you perform any further attacks the first row would impact you, followed by a small gap of time, the second row would pierce you.
Rank: A
Type: Offensive
Range: Short-Long
Chakra cost: 20
Damage points: 40
Description: The user will materlize a high amount of blades made out of visible chakra in the air, at the users desired location. These blades emit a distinctive and intimidating howling sound upon generation but despite the evident danger they possess from being suspended precariously around/above the intended victims, both of these qualities serve only to belie the technique's true nature. The attack's actual threat lies within its fragility, which results in the production of numerous razor-sharp shards that descend down at the target when disturbed by the foreign chakra(Opponent's), which would cause the swords to trigger and they will subsequently mincing the enemy to pieces. If one blade triggers, the rest triggers aswell.
~Can be use twice per battle.
~The Blades last aslong they haven't been destroyed.
~The blades would 'detonate' when foreign chakra goes through the air, past them, or jutsu being fired from target's location.
Whilst ultilizing Bishamon-Mura, I create small adjustments in the air, enabling me to throw Silver Tongue, B-ranked Erbium spear at your location, aimed for your torso, flying inbetween the countless blades to pierce you.
Wow, ****ing haters.
___
I insist on 5 days, also I feel like your feet would be kinda screwed up since if you're reacting to the grass being cut, then your feet are also being subjected to similar such treatment at the same moment.
___
Gilgamesh would sense a change in your constitution and, seeing that his wind would not be tearing you asunder as planned he would swiftly respond by briskly reaching towards his right Kagutsuchi to jerk it out from it's holster with a flick of his wrist.
Through doing so Gilgamesh would immediately create a circular portal ten meters above you, and ten meters in diameter, that would forcefully expel a rain of weapons crafted from fire down towards you, with you in turn ascending to meet the portal due to the wind, thus deducting from the time window you have to react.
(Katon: Irikuchi Bieuchi II) Fire Release: Gate of Babylon II
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80 +15 (95)
Description: After performing the Tiger → Ox hand seals, the user will release huge amounts of fire chakra into the air within range. The user will open either one-three fiery walls(s) ten by ten meters in dimensions. These ten by ten meter fiery red wall(s) can be created at least ten meters away from the desired target, or three meters behind the user himself to be used as frontal protection. The wall(s) can be created in any direction imaginable, slanted, behind, above, aides etc, as long as they stay "flat" like a wall and not curved. These walls are unable to be created underneath the opponent. As the wall(s) are created, countless ripples can be seen, as fire-based weapons emerge from within each individual ripple, ranging from long double edged swords to spears, maces, and even halberds, retaining their average size. The user has complete control of where the weapons will emerge within the portal, this is to avoid self inflicted damage should he choose to utilize the wall(s) behind him. The fire-based weapons will be seen emerging very slowly as if in slow-motion, however at any moment, the user can release all weapons simultaneously as a wave of projectile attacks by causing the ripples to "burst" sending them at increased speed. The speed in which the projectiles travel can be compared to "Fire Release: Great Dragon Fire Technique". Although tangible, the fire-based projectiles can punch through concrete like other similar fire techniques.
Notes:
- Can be used three times per battle
- No other A ranked or above fire techniques in the same turn
- No other Gate of Babylon techniques in the same turn
- No fire techniques above S rank next turn
- Must be taught by Mathias
Should you, for some reason, still continue to create your blades, which would by all means be suicide as doing so would leave you vulnerable to the weapons raining down above, Gilgamesh would immediately sense their presence as they begin to spring into existence and would respond by creating a dome of energy around him. The dome would expand outwards, dispersing the incoming blades and repulsing them from entering Gilgamesh's position, thus protecting him from all harm.
(Kiyoshipou: Fuhenteki Kanshou)- Kiyoshi Art: Universal Song
Type: Supplementary
Rank: N/A (D-A)
Range: Long-Short
Chakra Cost: 30
Damage: Depends
Description: The universal technique known to all Kiyoshi Clan members that have received training. This technique can activate immediately when the battle begins or whenever the user wishes. The user accesses their chakra, making energy and pure chakra, so that they can manipulate it for many uses, even outside of battle (making a cloud of energy to ride on; making a key out of energy to pick a lock). The amount of energy and the power of the energy depends on the user’s rank in the Kiyoshi Clan (Novices will have extremely weak energy while Sages will have extremely powerful energy). The color of the energy can change with the user’s mood, but only when they have learned to become in tune with the energy. Color is insignificant for this technique; it just gives everyone’s own technique its uniqueness.
~Must be at least a Kiyoshi Novice to use.
Furthermore your Ebrium spear would simply be ravaged by the wind, have it's momentum dispersed by the uprising current and be forced to ascend, and even should any of it reach Gilgamesh it would be repulsed by his dome of energy or dodged by a simple set of nimble sidestepping movements made by Gilgamesh.
Wow, ****ing haters.
___
I insist on 5 days, also I feel like your feet would be kinda screwed up since if you're reacting to the grass being cut, then your feet are also being subjected to similar such treatment at the same moment.
___
Gilgamesh would sense a change in your constitution and, seeing that his wind would not be tearing you asunder as planned he would swiftly respond by briskly reaching towards his right Kagutsuchi to jerk it out from it's holster with a flick of his wrist.
Through doing so Gilgamesh would immediately create a circular portal ten meters above you, and ten meters in diameter, that would forcefully expel a rain of weapons crafted from fire down towards you, with you in turn ascending to meet the portal due to the wind, thus deducting from the time window you have to react.
(Katon: Irikuchi Bieuchi II) Fire Release: Gate of Babylon II
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80 +15 (95)
Description: After performing the Tiger → Ox hand seals, the user will release huge amounts of fire chakra into the air within range. The user will open either one-three fiery walls(s) ten by ten meters in dimensions. These ten by ten meter fiery red wall(s) can be created at least ten meters away from the desired target, or three meters behind the user himself to be used as frontal protection. The wall(s) can be created in any direction imaginable, slanted, behind, above, aides etc, as long as they stay "flat" like a wall and not curved. These walls are unable to be created underneath the opponent. As the wall(s) are created, countless ripples can be seen, as fire-based weapons emerge from within each individual ripple, ranging from long double edged swords to spears, maces, and even halberds, retaining their average size. The user has complete control of where the weapons will emerge within the portal, this is to avoid self inflicted damage should he choose to utilize the wall(s) behind him. The fire-based weapons will be seen emerging very slowly as if in slow-motion, however at any moment, the user can release all weapons simultaneously as a wave of projectile attacks by causing the ripples to "burst" sending them at increased speed. The speed in which the projectiles travel can be compared to "Fire Release: Great Dragon Fire Technique". Although tangible, the fire-based projectiles can punch through concrete like other similar fire techniques.
Notes:
- Can be used three times per battle
- No other A ranked or above fire techniques in the same turn
- No other Gate of Babylon techniques in the same turn
- No fire techniques above S rank next turn
- Must be taught by Mathias
Should you, for some reason, still continue to create your blades, which would by all means be suicide as doing so would leave you vulnerable to the weapons raining down above, Gilgamesh would immediately sense their presence as they begin to spring into existence and would respond by creating a dome of energy around him. The dome would expand outwards, dispersing the incoming blades and repulsing them from entering Gilgamesh's position, thus protecting him from all harm.
(Kiyoshipou: Fuhenteki Kanshou)- Kiyoshi Art: Universal Song
Type: Supplementary
Rank: N/A (D-A)
Range: Long-Short
Chakra Cost: 30
Damage: Depends
Description: The universal technique known to all Kiyoshi Clan members that have received training. This technique can activate immediately when the battle begins or whenever the user wishes. The user accesses their chakra, making energy and pure chakra, so that they can manipulate it for many uses, even outside of battle (making a cloud of energy to ride on; making a key out of energy to pick a lock). The amount of energy and the power of the energy depends on the user’s rank in the Kiyoshi Clan (Novices will have extremely weak energy while Sages will have extremely powerful energy). The color of the energy can change with the user’s mood, but only when they have learned to become in tune with the energy. Color is insignificant for this technique; it just gives everyone’s own technique its uniqueness.
~Must be at least a Kiyoshi Novice to use.
Furthermore your Ebrium spear would simply be ravaged by the wind, have it's momentum dispersed by the uprising current and be forced to ascend, and even should any of it reach Gilgamesh it would be repulsed by his dome of energy or dodged by a simple set of nimble sidestepping movements made by Gilgamesh.
The immenient danger spawning from above. I, Galahad, had never been so thrown off from the start of a match. I would have a run for money, at the moment. Further embracing myself, my entire bodice simply hardened further in response - Letting go of Silver Tongue which shattered I in accordance with my previously used technique formed a sequence of hand signs which simply further enhanced my impenetrable body.
Type: Supplementary
Rank: Forbidden
Range: Short
Chakra cost: 50
Damage points: N/A ( + 10 to user when activated due cell re-organizing. )
Description: User focuses large amount of earth based chakra on their cells and re-arranges their configuration converting their skin hard as diamond and turning it into black. This jutsu makes opponent less vulnerable to taijutsu, earth, fire, wind and water attacks while is more vulnerable to lightning attacks ( + 10 to damage ).
Note:
- This can be used once per battle
- It causes 15 damage to user
- User is weaker to lightning attacks
- No earth jutsus for one turn
- Can be only taught by Myartisablast
- Lasts three turns
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a earth jutsu the user will perform 2 handseals as they release there chakra into the earth jutsu. In doing so, the user will increase the power and size of the earth jutsu boosting any earth jutsu by 25 damage points. By the increase in chakra the earth jutsu will grow in size and become more dense addding to its power.
Note: Can only use used on earth the user or the users summon has created
Note: Can only be used once one each earth jutsu creates
Note: can only be used 3 times
Unimaginable dense. This technique managed to make such a defense even more dense in it's defensive qualities. The halberds, spears, maces and other various weapons smashed against his body, gale and the vicnity around him creating a maelstorm.
Emerging from the fiery storm I come dashing at you, both my hands are held as if helding handles of weapons. Yet, they are empty. My eyes show determination, excitement and bloodlust.
The immenient danger spawning from above. I, Galahad, had never been so thrown off from the start of a match. I would have a run for money, at the moment. Further embracing myself, my entire bodice simply hardened further in response - Letting go of Silver Tongue which shattered I in accordance with my previously used technique formed a sequence of hand signs which simply further enhanced my impenetrable body.
Type: Supplementary
Rank: Forbidden
Range: Short
Chakra cost: 50
Damage points: N/A ( + 10 to user when activated due cell re-organizing. )
Description: User focuses large amount of earth based chakra on their cells and re-arranges their configuration converting their skin hard as diamond and turning it into black. This jutsu makes opponent less vulnerable to taijutsu, earth, fire, wind and water attacks while is more vulnerable to lightning attacks ( + 10 to damage ).
Note:
- This can be used once per battle
- It causes 15 damage to user
- User is weaker to lightning attacks
- No earth jutsus for one turn
- Can be only taught by Myartisablast
- Lasts three turns
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a earth jutsu the user will perform 2 handseals as they release there chakra into the earth jutsu. In doing so, the user will increase the power and size of the earth jutsu boosting any earth jutsu by 25 damage points. By the increase in chakra the earth jutsu will grow in size and become more dense addding to its power.
Note: Can only use used on earth the user or the users summon has created
Note: Can only be used once one each earth jutsu creates
Note: can only be used 3 times
Unimaginable dense. This technique managed to make such a defense even more dense in it's defensive qualities. The halberds, spears, maces and other various weapons smashed against his body, gale and the vicnity around him creating a maelstorm.
Emerging from the fiery storm I come dashing at you, both my hands are held as if helding handles of weapons. Yet, they are empty. My eyes show determination, excitement and bloodlust.
Gilgamesh would once again sense a change in your constitution and would observe as some of the tools at the vanguard of his rain of fiery weapons would merely glance off of your earth hardened body.
Displeased, the Kiyoshi would again swing his right Kagutsuchi dagger with haste and usher numerous particles of ash into existence. The ash would populate all of the ground within a 5 meter radius of your original position - infesting it completely. The ash infested ground would then be enhanced further by an additional layer of ash.
Eventually one of the forerunning weapons would strike the ground, and the moment it does the ash would violently erupt to consume all within range in it's fiery wrath.
Should you not defend, you, who would've been thrust towards the ground by the impact of the weapons and the cancellation of the wind, would be showered by flames and molten earth and consumed in an inferno; with the weapons of fire that were in the rear and have yet to reach you or the ground serving to cut off every viable escape path through the air.
All the while Gilgamesh would begin to walk backwards, away from you and the ash.
(Katon: Barukan no konseki)- Fire Release: Vestiges of Vulcan
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A (80 if ignited) + 20 + 15 =115
Description: This technique revolves around the creation of ash particles within earthen sources, such as the ground, and the like but not techniques. With a single hand seal, the user is able to form numerous small particles of ash inside the bodies of these substances. This particles would occupy the spaces within these sources, both internally and externally. On the exterior, these techniques may be minimally crusted with a thin layer of ash, and thus, roughly noticeable; in addition, the opponent will also feel some heat upon the formation of these superheated particles should he be standing atop these surfaces/be in contact with it (ie. the ground). The surfaces that may be affected can range from anywhere from short-long range, but the maximum radius for the creation of ash is within a 5 meter radius. Taking into account the characteristics of ash, the ash that is formed would be highly flammable and even explosive. As such, upon ignition by means of fire, lightning, or friction, the ash spread around the earthen source would violently erupt in flames, burning everything standing atop the earth source, or near it. These flames constitute as an S-rank attack, regardless of the magnitude of the source of ignition. Alternatively, the user may also manually cause the ash to explode and be set aflame, though this constitutes as an additional move. In addition, this technique may also have implications on other techniques that come from the earthen source in which this ash is created and stored. Techniques that originate from the source material, such as earth techniques emerging from the ground, would become semi-molten though there will be no damage boost, due to the ash amalgamating with the earth techniques. It would also become extremely susceptible to being set aflame and exploding should it come into contact with lightning, fire, or friction due to the additional ash within it.
Notes:
-Can only be used 2x per battle
-Ash remains dormant for 3 turns, before losing its flammable qualities
-No Fire techniques above A-rank for the rest of and the next turn
(Katon: Belenos no buresu)- Fire Release: Breath of Belenos
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A (+20 to Fire/Lightning techniques)
Description: This technique utilizes the ash variant(similar to that of the Fire Release: Ash Pile Burning technique) of the Fire element. With the performance of a single hand seal, the user is able to either expel a plume of superheated ash, or create it, and thereafter having it erupt from the ground in a desired location. On its own, this plume of ash can do little harm to the opponent. At best, it can cause minor burns that would do nothing more than to distract an opponent momentarily. However, this technique’s true value comes to light when it is used in conjunction with other techniques in a supplementary manner. Given the highly flammable and explosive nature of ash, this makes it ideal for it to be used in conjunction with Fire/Lightning based techniques. The flames/sparks would serve to ignite the ash, thereby creating additional flames to augment both Fire/Lightning techniques(+20 in damage). Fire techniques would increase in magnitude with the addition of more flames, whilst lightning techniques would mesh well with Fire due to both elements belonging to the Yang element. This technique can also be combined with other elements, such as Earth and Wind. Since these elements are not capable of igniting the ash, the ash would simply serve to cloak the techniques, whilst providing no boost in damage at all other than allowing the original techniques to cause minor burns. By cloaking the techniques in ash, this makes them extremely prone to ignition. Upon any contact with Fire/Lightning etc. techniques, the ash would immediately explode violently, causing damage to its surroundings. The scale of the explosion is proportional to the rank of the technique that triggered the ignition(eg. B-rank lightning would result in a B-rank explosion of fire). This makes it extremely dangerous for the opponent to counter these Earth/Wind techniques with Lightning/Fire as it may trigger an explosion that could prove to be hazardous to the opponent. This technique can also be used to cloak other elements, so long as it is logical. Water will not work as the liquid would simply douse the flames as they ignite. Due to this technique’s supplementary nature, it can be triggered extremely quickly; it can be performed almost in conjunction with the previous technique, with both techniques being performed in the same timeframe.
Notes:
-Can only be used 4x per battle
As he backwards walks the Kiyoshi would continue to maintain his assault by channeling chakra into the flaming ground and drawing forth an abundance of magnesium, which would rise in the form of a swirling tornado comprised of an abundance of magnesium dust particles that would span out 7 meters in every direction, with some of the dust rising directly into the flames to be ignited - forming a combination of red and white flames with magnesium particles, while the rest would arise around the fire, encircling it and for the most part keeping it concentrated within a small area.
The Kiyoshi would closely observe, expecting to see your figure emerge from the mayhem sooner or later as he came to doubt that something of this level would be capable of putting you down.
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user performs two handseals, causing an abundance of Magnesium dust to rise from the ground beneath and around the opponent(s). The Magnesium dust quickly forms into a raging tornado. Matter caught within the Tornado is ravaged and sliced by the miniscule particles of Magnesium that swirls within. Should the opponent not defend, they would be torn to pieces within a matter of moments. The size of the Tornado is capable of being up to a scale in which it would be capable of completely consuming large constructs such as Great Stone Golem.
Note:
- Can only be used 2x
- No Magnesium techniques above A rank for the rest of; and the next turn.
Gilgamesh would once again sense a change in your constitution and would observe as some of the tools at the vanguard of his rain of fiery weapons would merely glance off of your earth hardened body.
Displeased, the Kiyoshi would again swing his right Kagutsuchi dagger with haste and usher numerous particles of ash into existence. The ash would populate all of the ground within a 5 meter radius of your original position - infesting it completely. The ash infested ground would then be enhanced further by an additional layer of ash.
Eventually one of the forerunning weapons would strike the ground, and the moment it does the ash would violently erupt to consume all within range in it's fiery wrath.
Should you not defend, you, who would've been thrust towards the ground by the impact of the weapons and the cancellation of the wind, would be showered by flames and molten earth and consumed in an inferno; with the weapons of fire that were in the rear and have yet to reach you or the ground serving to cut off every viable escape path through the air.
All the while Gilgamesh would begin to walk backwards, away from you and the ash.
(Katon: Barukan no konseki)- Fire Release: Vestiges of Vulcan
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A (80 if ignited) + 20 + 15 =115
Description: This technique revolves around the creation of ash particles within earthen sources, such as the ground, and the like but not techniques. With a single hand seal, the user is able to form numerous small particles of ash inside the bodies of these substances. This particles would occupy the spaces within these sources, both internally and externally. On the exterior, these techniques may be minimally crusted with a thin layer of ash, and thus, roughly noticeable; in addition, the opponent will also feel some heat upon the formation of these superheated particles should he be standing atop these surfaces/be in contact with it (ie. the ground). The surfaces that may be affected can range from anywhere from short-long range, but the maximum radius for the creation of ash is within a 5 meter radius. Taking into account the characteristics of ash, the ash that is formed would be highly flammable and even explosive. As such, upon ignition by means of fire, lightning, or friction, the ash spread around the earthen source would violently erupt in flames, burning everything standing atop the earth source, or near it. These flames constitute as an S-rank attack, regardless of the magnitude of the source of ignition. Alternatively, the user may also manually cause the ash to explode and be set aflame, though this constitutes as an additional move. In addition, this technique may also have implications on other techniques that come from the earthen source in which this ash is created and stored. Techniques that originate from the source material, such as earth techniques emerging from the ground, would become semi-molten though there will be no damage boost, due to the ash amalgamating with the earth techniques. It would also become extremely susceptible to being set aflame and exploding should it come into contact with lightning, fire, or friction due to the additional ash within it.
Notes:
-Can only be used 2x per battle
-Ash remains dormant for 3 turns, before losing its flammable qualities
-No Fire techniques above A-rank for the rest of and the next turn
(Katon: Belenos no buresu)- Fire Release: Breath of Belenos
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A (+20 to Fire/Lightning techniques)
Description: This technique utilizes the ash variant(similar to that of the Fire Release: Ash Pile Burning technique) of the Fire element. With the performance of a single hand seal, the user is able to either expel a plume of superheated ash, or create it, and thereafter having it erupt from the ground in a desired location. On its own, this plume of ash can do little harm to the opponent. At best, it can cause minor burns that would do nothing more than to distract an opponent momentarily. However, this technique’s true value comes to light when it is used in conjunction with other techniques in a supplementary manner. Given the highly flammable and explosive nature of ash, this makes it ideal for it to be used in conjunction with Fire/Lightning based techniques. The flames/sparks would serve to ignite the ash, thereby creating additional flames to augment both Fire/Lightning techniques(+20 in damage). Fire techniques would increase in magnitude with the addition of more flames, whilst lightning techniques would mesh well with Fire due to both elements belonging to the Yang element. This technique can also be combined with other elements, such as Earth and Wind. Since these elements are not capable of igniting the ash, the ash would simply serve to cloak the techniques, whilst providing no boost in damage at all other than allowing the original techniques to cause minor burns. By cloaking the techniques in ash, this makes them extremely prone to ignition. Upon any contact with Fire/Lightning etc. techniques, the ash would immediately explode violently, causing damage to its surroundings. The scale of the explosion is proportional to the rank of the technique that triggered the ignition(eg. B-rank lightning would result in a B-rank explosion of fire). This makes it extremely dangerous for the opponent to counter these Earth/Wind techniques with Lightning/Fire as it may trigger an explosion that could prove to be hazardous to the opponent. This technique can also be used to cloak other elements, so long as it is logical. Water will not work as the liquid would simply douse the flames as they ignite. Due to this technique’s supplementary nature, it can be triggered extremely quickly; it can be performed almost in conjunction with the previous technique, with both techniques being performed in the same timeframe.
Notes:
-Can only be used 4x per battle
As he backwards walks the Kiyoshi would continue to maintain his assault by channeling chakra into the flaming ground and drawing forth an abundance of magnesium, which would rise in the form of a swirling tornado comprised of an abundance of magnesium dust particles that would span out 7 meters in every direction, with some of the dust rising directly into the flames to be ignited - forming a combination of red and white flames with magnesium particles, while the rest would arise around the fire, encircling it and for the most part keeping it concentrated within a small area.
The Kiyoshi would closely observe, expecting to see your figure emerge from the mayhem sooner or later as he came to doubt that something of this level would be capable of putting you down.
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user performs two handseals, causing an abundance of Magnesium dust to rise from the ground beneath and around the opponent(s). The Magnesium dust quickly forms into a raging tornado. Matter caught within the Tornado is ravaged and sliced by the miniscule particles of Magnesium that swirls within. Should the opponent not defend, they would be torn to pieces within a matter of moments. The size of the Tornado is capable of being up to a scale in which it would be capable of completely consuming large constructs such as Great Stone Golem.
Note:
- Can only be used 2x
- No Magnesium techniques above A rank for the rest of; and the next turn.
Sometimes the easiest way to beat fire, was with... Fire. Simple.
Within an instant Galahad's fist glowed bright as a fallen star, only to be reborn anew, occuring as an exploding star. In an omni-directional blast a humongous wave of blazing fire scorched the entirety around him completely annilahating everything in his vicnity, continuing outwards in a storming rage ready to turn even the Goddess of Fire into Ashes.
Rank: forbidden
Type: Offensive
Range: short - long
Chakra: 70
Damage: 170 ( 40 damage to user )
Description: User raises his/her hand and uses all his concentration to attack the opponent with a huge burst of fire. but due to using too much fire chakra user is damaged by 40 . this is extremely forbidden jutsu as it can annihilate the whole place and turn most of the ground into lava.
NOTES:
1) Can only be used 1 times in a battle
2) As its uses to much fire chakra it hurts user's hand by 40
3) No Fire jutsu's next turn
4) I AM NOT TEACHING THIS JUTSU TO ANYONE !!
( only alimujtaba786 can teach this jutsu)
Re-adjusting in the wave of destruction, Galahad got upright, still during mid-air. His hand was strained, but his legs were not. With a singular step a circular formated disk of chakra formed beneath his feet permitting a vigorious dash right in the heels of the dreaded tsunami.
[Kuuki shissou] Air dash
Rank: B
Range: All
Type: Supplementary
Chakra Cost: 25
Damage: N/A
Description: Air dash is a special move that allows a ninja to jump once, and while they are still going upward, push off of air to jump again in a different direction. It does not allow them to go upward again, only allowing them to dash forward in mid-air, backwards, down, left, or right. How this works is that while a ninja is jumping, they will force chakra out of their feel, forming a purple seal underneath them that look like a circle with 6 points like a star beneath them. From there they will have a split second to dash in any direction with the exception of up. This can be used once per jump from the ground and the dash is fast enough to dodge some attacks.
~Usable only twice.
~Faust can only teach this.
Performing the lone step, Galahad continue on his quest. Without a single moment of hestiation or moments to waste, he would form a single hand sign causing erbium powder to spread throughout the field, especially inside the supposedly 'dome' created by the wave as it is still ongoing. Erbium would also spawn outside, signifying warn-giving signs which could be means of retaliation or retreatment.
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: The user will make a single hand seal and then they will manipulate their chakra to create a particle mist of erbium powder infused with their chakra to be spread throughout the terrain. The user uses this layer of erbium power to then monitor movement which can be used to identify the location of an enemy target when the powder is disturbed, the user may also identify the different types of disturbances like the skill of an experienced tracker identifying various means of disturbance and identify specifically what caused them.
Sometimes the easiest way to beat fire, was with... Fire. Simple.
Within an instant Galahad's fist glowed bright as a fallen star, only to be reborn anew, occuring as an exploding star. In an omni-directional blast a humongous wave of blazing fire scorched the entirety around him completely annilahating everything in his vicnity, continuing outwards in a storming rage ready to turn even the Goddess of Fire into Ashes.
Rank: forbidden
Type: Offensive
Range: short - long
Chakra: 70
Damage: 170 ( 40 damage to user )
Description: User raises his/her hand and uses all his concentration to attack the opponent with a huge burst of fire. but due to using too much fire chakra user is damaged by 40 . this is extremely forbidden jutsu as it can annihilate the whole place and turn most of the ground into lava.
NOTES:
1) Can only be used 1 times in a battle
2) As its uses to much fire chakra it hurts user's hand by 40
3) No Fire jutsu's next turn
4) I AM NOT TEACHING THIS JUTSU TO ANYONE !!
( only alimujtaba786 can teach this jutsu)
Re-adjusting in the wave of destruction, Galahad got upright, still during mid-air. His hand was strained, but his legs were not. With a singular step a circular formated disk of chakra formed beneath his feet permitting a vigorious dash right in the heels of the dreaded tsunami.
[Kuuki shissou] Air dash
Rank: B
Range: All
Type: Supplementary
Chakra Cost: 25
Damage: N/A
Description: Air dash is a special move that allows a ninja to jump once, and while they are still going upward, push off of air to jump again in a different direction. It does not allow them to go upward again, only allowing them to dash forward in mid-air, backwards, down, left, or right. How this works is that while a ninja is jumping, they will force chakra out of their feel, forming a purple seal underneath them that look like a circle with 6 points like a star beneath them. From there they will have a split second to dash in any direction with the exception of up. This can be used once per jump from the ground and the dash is fast enough to dodge some attacks.
~Usable only twice.
~Faust can only teach this.
Performing the lone step, Galahad continue on his quest. Without a single moment of hestiation or moments to waste, he would form a single hand sign causing erbium powder to spread throughout the field, especially inside the supposedly 'dome' created by the wave as it is still ongoing. Erbium would also spawn outside, signifying warn-giving signs which could be means of retaliation or retreatment.
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: The user will make a single hand seal and then they will manipulate their chakra to create a particle mist of erbium powder infused with their chakra to be spread throughout the terrain. The user uses this layer of erbium power to then monitor movement which can be used to identify the location of an enemy target when the powder is disturbed, the user may also identify the different types of disturbances like the skill of an experienced tracker identifying various means of disturbance and identify specifically what caused them.
The chakra build up that Gilgamesh could sense was alarming. Forgoing any attempt to use his magnesium technique, he would observe closely as you released flames of such grandeur and magnitude that for a moment Gilgamesh foundd himself admiring his opponent. That moment was short lived.
In quick response the regal Kiyoshi would clasp his hands together, and in doing so would usher in the release of sound waves that would be further reinforced by a second set of synchronising sound waves, that would resonate with the frequency of your weakened flames, and as a result all of the flames that threatened Gilgamesh or his surroundings would be extinguished - completely fading from existence. Surely no flame should, or could dare to stand against Gilgamesh.
(Ototon: Jentoruekō) - Sound Release: Gentle Echo
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage: N/A
Description: A sound jutsu versed in it's defensive abilities, Gentle Echo allows the user protection from specific techniques. The user must first focus on the vibrational frequency of the opposing jutsu, having done that then releases Sound either through a clap, or via the mouth, creating a sound of equal frequency, mimicking the incoming form(s) of energy/chakra. By altering it's vibrational frequency and mimicking that of the opponents jutsu, the sound is able to displace the incoming form of energy, allowing the two to clash and nullify each other, leaving nothing behind but dispersed energy. This jutsu is able to defend against Wind/Fire/Lightning, and other elements of that nature, and anything which is Energy-based, as long as it is created using chakra (so can't use this against SM) of equal rank. But it would not be able to handle the physical attributes that come with Water/Earth based techniques.
~ Can only be taught by Erzo and is usable three times per battle, with a turn between each usage. Within the same turn, the user is not able to use other Sound techniques of S-rank and higher. It can only nullify up to A-rank wind due to the elemental disadvantage.
(Ototon: Heka no Kaiteki ) - Sound Release: Heka's Comfort
Type: Defence/Supplementary
Rank: B
Range: Short - Long (depends on jutsu its backing)
Chakra Cost: 20
Damage Points: N/A
Description: Heka's Comfort is a jutsu versed in its supplement use of supporting other defensive and supplementary jutsus. Not having any power or use by itself, it's a jutsu used alongside another sound jutsu, allowing its use to be instant, and within the same time frame. It works by the release of sound waves which mimic the properties/abilities of the previously used jutsu, allowing this jutsu to act as back up and further strength, which is clearly shown as it allows the previously used sound jutsu to work against jutsus 1 rank higher than their usual limit. However, as mentioned, this by no means can do any damage by itself, nor when used alongside Sound jutsus which are able to deal damage. It's uses are purely supplementary and for defence purposes and thus can only be used alongside jutsus which are of the same type.
~ Can only be taught by Erzo. Can only be used 4 times with a turn wait after each usage.
Following through, Gilgamesh would perform a racing set of hand seals to summon Hydra before him. The summon would rest a foot in front of Gilgamesh, hovering as a ball just below chest level, and though seemingly harmless, Hydra was itching for the approaching opponent to make his move so that he could crush it, and then him.
Gilgamesh was of similar thoughts, soon the mutt before him would meet his end, for it was necessary.
(Kuchiyose No Jutsu:Batoidea: Hydra)- Summoning: Batoidea: Hydra
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Hydra is a small oceanic blue Eagle like Ray, around the size of a large frisbee. Some time ago, Hydra stumbled upon the fact that he had a unique ability. He found that if his tail was cut off, three more would instantly grow in its place. Not only that, but he found that he was capable of freely manipulating the size and length of these newly grown tails. Hydra went on to exploit this new found ability. He continually sliced off his tails, and continually grew more and more. Upon being summoned, Hydra is in a cocoon like state, with all of his tails being wrapped around his body and forming a protective sphere around the size of a beach ball. However Hydra is able to quickly assume whatever form he wishes, whether it be manipulating his tails so as to form a human like exoskeleton, a feline like exoskeleton, or whatever other form that may come to mind. Effectively, Hydra’s tails allows him to indirectly morph his shape and size; and allow Hydra to assume any form he wishes so as to allow for immense offensive and defensive capabilities. Of course should Hydra’s tails be cut off, three more will immediately grow in the place of each one, however Hydra’s tails can still be destroyed by being crushed, burned, or even shocked and paralyzed. Lightning perhaps being Hydra’s one weakness, as the electrical current prevents a tail from being manipulated any further due to paralysation, while the current is also capable of quickly spreading directly back to Hydra’s actual body, thus also being capable of electrocuting him as well. Therefore widespread piercing and electrocuting lightning techniques such as Chidori Raimei can prove to be devastating when used against Hydra. As the tails will be both physically damaged, while the electricity stops any kind of regeneration and the electricity continues to conduct towards the main body. Hydra; over time has honed the physicality of his tails; turning them into lethal weapons that are easily capable of punching through concrete. Hydra’s sting isn't all that potent, although it does work rather quickly, with a single sting being able to quickly affect an area the size of a tennis ball in a matter of moments, introducing severe and intense involuntary clenching that produces excruciating pain, while the enzymes quickly ravage cells in the afflicted area inducing necrosis. Hydra's tail are capable of lengthening into long range, while their thickness is capable of growing to to be half the thickness of the 'Water Dragon Bullet Technique. This effectively allows him to combat large summons such as Gamabunta. Hydra's tail growth counts as a move, their growth can be freely and continuously manipulated within the turn that this technique is used. However on the next turn, Hydra would have to renew his tail size, as if he shouldn't they would begin to revert to their normal size, leaving him rather vulnerable.
Note:
- Hydra can only be summoned once per battle and stays on the field for four turns.
- Hydra is capable of both swimming and flying through the air.
- Hydra’s electroreception spans out to long range through medium of water or air.
- Expansion size is slightly faster than Akimichi's, while regrowth is slightly faster than that.
- Only three sets of regrowth can be done, a set being defined by when all tails are fully restored. Sets occur irrespective of Hydra's wishes, being passive and automatic in nature, therefore they're liable to run out quickly.
- Hydra’s abilities are loosely based off of Pein’s dog.
- Tail size manipulation can only be used three times per battle.
The chakra build up that Gilgamesh could sense was alarming. Forgoing any attempt to use his magnesium technique, he would observe closely as you released flames of such grandeur and magnitude that for a moment Gilgamesh foundd himself admiring his opponent. That moment was short lived.
In quick response the regal Kiyoshi would clasp his hands together, and in doing so would usher in the release of sound waves that would be further reinforced by a second set of synchronising sound waves, that would resonate with the frequency of your weakened flames, and as a result all of the flames that threatened Gilgamesh or his surroundings would be extinguished - completely fading from existence. Surely no flame should, or could dare to stand against Gilgamesh.
(Ototon: Jentoruekō) - Sound Release: Gentle Echo
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage: N/A
Description: A sound jutsu versed in it's defensive abilities, Gentle Echo allows the user protection from specific techniques. The user must first focus on the vibrational frequency of the opposing jutsu, having done that then releases Sound either through a clap, or via the mouth, creating a sound of equal frequency, mimicking the incoming form(s) of energy/chakra. By altering it's vibrational frequency and mimicking that of the opponents jutsu, the sound is able to displace the incoming form of energy, allowing the two to clash and nullify each other, leaving nothing behind but dispersed energy. This jutsu is able to defend against Wind/Fire/Lightning, and other elements of that nature, and anything which is Energy-based, as long as it is created using chakra (so can't use this against SM) of equal rank. But it would not be able to handle the physical attributes that come with Water/Earth based techniques.
~ Can only be taught by Erzo and is usable three times per battle, with a turn between each usage. Within the same turn, the user is not able to use other Sound techniques of S-rank and higher. It can only nullify up to A-rank wind due to the elemental disadvantage.
(Ototon: Heka no Kaiteki ) - Sound Release: Heka's Comfort
Type: Defence/Supplementary
Rank: B
Range: Short - Long (depends on jutsu its backing)
Chakra Cost: 20
Damage Points: N/A
Description: Heka's Comfort is a jutsu versed in its supplement use of supporting other defensive and supplementary jutsus. Not having any power or use by itself, it's a jutsu used alongside another sound jutsu, allowing its use to be instant, and within the same time frame. It works by the release of sound waves which mimic the properties/abilities of the previously used jutsu, allowing this jutsu to act as back up and further strength, which is clearly shown as it allows the previously used sound jutsu to work against jutsus 1 rank higher than their usual limit. However, as mentioned, this by no means can do any damage by itself, nor when used alongside Sound jutsus which are able to deal damage. It's uses are purely supplementary and for defence purposes and thus can only be used alongside jutsus which are of the same type.
~ Can only be taught by Erzo. Can only be used 4 times with a turn wait after each usage.
Following through, Gilgamesh would perform a racing set of hand seals to summon Hydra before him. The summon would rest a foot in front of Gilgamesh, hovering as a ball just below chest level, and though seemingly harmless, Hydra was itching for the approaching opponent to make his move so that he could crush it, and then him.
Gilgamesh was of similar thoughts, soon the mutt before him would meet his end, for it was necessary.
(Kuchiyose No Jutsu:Batoidea: Hydra)- Summoning: Batoidea: Hydra
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Hydra is a small oceanic blue Eagle like Ray, around the size of a large frisbee. Some time ago, Hydra stumbled upon the fact that he had a unique ability. He found that if his tail was cut off, three more would instantly grow in its place. Not only that, but he found that he was capable of freely manipulating the size and length of these newly grown tails. Hydra went on to exploit this new found ability. He continually sliced off his tails, and continually grew more and more. Upon being summoned, Hydra is in a cocoon like state, with all of his tails being wrapped around his body and forming a protective sphere around the size of a beach ball. However Hydra is able to quickly assume whatever form he wishes, whether it be manipulating his tails so as to form a human like exoskeleton, a feline like exoskeleton, or whatever other form that may come to mind. Effectively, Hydra’s tails allows him to indirectly morph his shape and size; and allow Hydra to assume any form he wishes so as to allow for immense offensive and defensive capabilities. Of course should Hydra’s tails be cut off, three more will immediately grow in the place of each one, however Hydra’s tails can still be destroyed by being crushed, burned, or even shocked and paralyzed. Lightning perhaps being Hydra’s one weakness, as the electrical current prevents a tail from being manipulated any further due to paralysation, while the current is also capable of quickly spreading directly back to Hydra’s actual body, thus also being capable of electrocuting him as well. Therefore widespread piercing and electrocuting lightning techniques such as Chidori Raimei can prove to be devastating when used against Hydra. As the tails will be both physically damaged, while the electricity stops any kind of regeneration and the electricity continues to conduct towards the main body. Hydra; over time has honed the physicality of his tails; turning them into lethal weapons that are easily capable of punching through concrete. Hydra’s sting isn't all that potent, although it does work rather quickly, with a single sting being able to quickly affect an area the size of a tennis ball in a matter of moments, introducing severe and intense involuntary clenching that produces excruciating pain, while the enzymes quickly ravage cells in the afflicted area inducing necrosis. Hydra's tail are capable of lengthening into long range, while their thickness is capable of growing to to be half the thickness of the 'Water Dragon Bullet Technique. This effectively allows him to combat large summons such as Gamabunta. Hydra's tail growth counts as a move, their growth can be freely and continuously manipulated within the turn that this technique is used. However on the next turn, Hydra would have to renew his tail size, as if he shouldn't they would begin to revert to their normal size, leaving him rather vulnerable.
Note:
- Hydra can only be summoned once per battle and stays on the field for four turns.
- Hydra is capable of both swimming and flying through the air.
- Hydra’s electroreception spans out to long range through medium of water or air.
- Expansion size is slightly faster than Akimichi's, while regrowth is slightly faster than that.
- Only three sets of regrowth can be done, a set being defined by when all tails are fully restored. Sets occur irrespective of Hydra's wishes, being passive and automatic in nature, therefore they're liable to run out quickly.
- Hydra’s abilities are loosely based off of Pein’s dog.
- Tail size manipulation can only be used three times per battle.
Galahad had witnessed it all. Landing short-range of his opponent, both his feet merely touch the ground before he proceeded his dash, however the very moment his dormant foot touched said ground, before kicking off once more - An earthen technique was triggered.
Rank-A
Range-Short-Long
Type-Defensive/Supplementary
Cost-30
Damage-N/A
Description-
The user manipulates the earth with his chakra beneath him or his opponent by stomping, sending his chakra through the ground causing the ground to spring up(like a catapult) ,causing who ever the justu is used on to be propelled rapidly through the air in the direction of the users choice.
*Can Only Be Used Three times*
*Can Only Be Taught By Icemyster*
As a catapult, the Kiyoshi would suddenly find himself flung forward in insane speeds. He would however firstly, slam directly into Hydra, outwinding him aside from the already surprise and loss of balance.
Both hands of Galahad was like a double palm strike at his opponent - However it wasn't the touch of Galahad that met Gilgamesh or Hydra immediately after.. No, tt was an explosion of extreme heat, at pointblank range which expanded into the area completely incinerating them.
Rank: Forbidden
Type: Offensive/Defensive
Range: Short(Impact)Mid(Explosion)
Chakra cost: 50
Damage points: 60(if opponent is mid-range) 90 (if opponent is short-range)
Description: By generating and subsequently storing a collective entity of chakra, the user is capable of containing an immense amount of friction between his two hands in a distinctive visible aura. Projecting this resultant atmosphere both forward and outward with a swift swing of his arms making impact with a nearby object, will cause the intense heat produced by the violent vibrations disperses in almost explosive manner, incinerating the majority of objects in the immediate vicinity of the attack's trajectory. The user will not be damaged from this, as it's his own chakra. Imaignate this jutsu like Asuma's Ash which explodes, just around the user.
~Useable once.
~Due the strain the user cannot use his hands/arms the following turn(Which will seal him from the use of hand signs, next round.).
~The user cannot use above A-ranked the following round aswell.
Galahad had witnessed it all. Landing short-range of his opponent, both his feet merely touch the ground before he proceeded his dash, however the very moment his dormant foot touched said ground, before kicking off once more - An earthen technique was triggered.
Rank-A
Range-Short-Long
Type-Defensive/Supplementary
Cost-30
Damage-N/A
Description-
The user manipulates the earth with his chakra beneath him or his opponent by stomping, sending his chakra through the ground causing the ground to spring up(like a catapult) ,causing who ever the justu is used on to be propelled rapidly through the air in the direction of the users choice.
*Can Only Be Used Three times*
*Can Only Be Taught By Icemyster*
As a catapult, the Kiyoshi would suddenly find himself flung forward in insane speeds. He would however firstly, slam directly into Hydra, outwinding him aside from the already surprise and loss of balance.
Both hands of Galahad was like a double palm strike at his opponent - However it wasn't the touch of Galahad that met Gilgamesh or Hydra immediately after.. No, tt was an explosion of extreme heat, at pointblank range which expanded into the area completely incinerating them.
Rank: Forbidden
Type: Offensive/Defensive
Range: Short(Impact)Mid(Explosion)
Chakra cost: 50
Damage points: 60(if opponent is mid-range) 90 (if opponent is short-range)
Description: By generating and subsequently storing a collective entity of chakra, the user is capable of containing an immense amount of friction between his two hands in a distinctive visible aura. Projecting this resultant atmosphere both forward and outward with a swift swing of his arms making impact with a nearby object, will cause the intense heat produced by the violent vibrations disperses in almost explosive manner, incinerating the majority of objects in the immediate vicinity of the attack's trajectory. The user will not be damaged from this, as it's his own chakra. Imaignate this jutsu like Asuma's Ash which explodes, just around the user.
~Useable once.
~Due the strain the user cannot use his hands/arms the following turn(Which will seal him from the use of hand signs, next round.).
~The user cannot use above A-ranked the following round aswell.
The moment you begin to move again a multitude of tails from Hydra's front would be sent racing out towards you, the tails aiming to slam into you, pulverise you into the ground and holding enough destructive power to completely decimate the surroundings as they do so since by the time they reach you, which would be almost no time at all, the collective tails would have already expanded to a size that would overall rival, if not outright exceed the thickness of Manda II. (Tails from his bottom side would also expand and puncture into the ground to stabilise him)
"Catch me."
Simultaneously Hydra would sense his summoners random approach through the air and believing something to be amiss, and hearing his summoners peremptory command, he would extend forth several tails from his upper rear to catch his summoner as he bumps into him, preventing Gilgamesh from flying over towards the enemy in such an unrefined manner.
Hydra's tail are capable of lengthening into long range, while their thickness is capable of growing to to be half the thickness of the 'Water Dragon Bullet Technique. This effectively allows him to combat large summons such as Gamabunta. Hydra's tail growth counts as a move, their growth can be freely and continuously manipulated within the turn that this technique is used. However on the next turn, Hydra would have to renew his tail size, as if he shouldn't they would begin to revert to their normal size, leaving him rather vulnerable.
As Gilgamesh is caught, he would extend a hand towards Hydra's tail coated body and utilise it to launch a low and compact vault that would move him backwards so that he may stand behind Hydra once again, a meter or so behind this time.
And as he vaults away he would activate an ability and then proceed in the creation of multiple birds of wind which would be released from his fingertips, forming a barrier of slicing wind at a safe distance around him that would draw all nearby Ebrium particles and earthly sediment directly into the body of the wind technique, but wouldn't be capable of pulling in much more due to the small size of the birds.
Gilgamesh would have already begun to hold his breath upon sensing the sinister energy that constantly radiated from the metallic dust, and would finally release it after he lands on the ground, at which point the birds that revolved around him would already be on their way, sent racing through the air towards you, hiding in the shadows of the tails so as to avoid detection and carrying away the foul Ebrium particles from his vicinity as they do so.
(Futon: Pazuzu no puru)- Wind Release: Pull of Pazuzu
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: N/A (+10 to chakra cost of each technique)
Damage: (+20 to wind techniques)
Description: This technique utilizes the suction effect that may be achieved through wind techniques. The user will activate an ability which allows him to infuse additional wind chakra into their own wind techniques. As a result, any subsequent Wind techniques performed by the user while this is active will gain a special property; the wind technique would produce a suction-like effect, which allows it to draw earthen particles(such as small rocks/rubble/soil sediments) from the terrain towards it. This causes the earthen particles to become embedded into the body of the wind technique. The earth particles serve to augment the destructive power of the wind techniques by granting it with an additional abrasive edge, thus allowing it to seemingly shred the opponent to bits. Of course, this technique is entirely dependant on the terrain; if there are no earthen particles on the battlefield, then this technique will be rendered useless. Additionally, this may also work on water sources; wind techniques would be able to use water droplets in place of earthen particles to achieve a similar effect. The suction effect produced by this technique is extremely strong - it makes all movement(eg. performing hand seals, running) extremely difficult and sluggish(though possible) when one is within short-range of the technique. Of course, this effect also applies to the user, who will be subjected to the same effects as long as the technique is within short-range of him. This technique is activated instantly; this is because this technique, when used independently, is unable of causing harm.
Notes:
-Can only be used 4x per battle
-Lasts for 3 turns
Rank: S
Type: Attack/Defence/Supplementary
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: A simple jutsu used to combat against faster paced opponents, Shu's tempting breeze relies on the user to have faster moving opponents, who - once set off from their initial spot - can't control their speed and movement without effort. The user, upon seeing the opponent set off or prepare to set off would manipulate his chakra at the end of his finger tips (including thumbs) and extend multiple small birds which resemble hummingbirds in both looks and size (generally between 5-9 inches). The birds are made out of translucent wind which can be manipulated to fly around the user, creating a barrier of slicing wind, using their speed and sharpness of their beaks/wings to create the barrier, making it impossible for things to bypass them as they continue to intertwine with each other. The user would be able to manipulate the wind made hummingbirds, allowing him to not only create the barrier but also manipulate the birds to fly outwards and perform coordinated attacks which are extremely hard to evade and having the power to slice the opponents skin or even just pierce through their body. Although a simple move to counter, when used against faster moving opponents, the natural 'colour' of wind and the girth of the hummingbirds] allows them to be extremely hard to see for an opponent moving at fast speeds. Moreover, as a Wind jutsu, the user can also change the nature of the technique so that rather than its slicing abilities, the hummingbirds madeof wind combine to provide a large blowing force which can be used to push back enemies and summons of various sizes within reason. The hummingbirds are generally fast flying birds, this allows them to keep up with faster opponents without trouble. This speed limit however, only goes up to the third gate. This special ability does not mean they are generally able to fly at that speed but they instead are able to merely have the ability to adjust their speed to match their opponent, when faced against opponents faster than their average speed which is generally equivalent to double of the average ninja.
~ Can only be used 2 times
~ Can only be taught by Erzo
~ Lasts 3 turns unless destroyed
~ Once used, must wait 1 turn before re-using.
~ No other wind jutsu higher than A-rank in same turn or next turn
~ The hummingbirds can be used to attack but will always act as a whole, seemingly like a flock and never individually.
The moment you begin to move again a multitude of tails from Hydra's front would be sent racing out towards you, the tails aiming to slam into you, pulverise you into the ground and holding enough destructive power to completely decimate the surroundings as they do so since by the time they reach you, which would be almost no time at all, the collective tails would have already expanded to a size that would overall rival, if not outright exceed the thickness of Manda II. (Tails from his bottom side would also expand and puncture into the ground to stabilise him)
"Catch me."
Simultaneously Hydra would sense his summoners random approach through the air and believing something to be amiss, and hearing his summoners peremptory command, he would extend forth several tails from his upper rear to catch his summoner as he bumps into him, preventing Gilgamesh from flying over towards the enemy in such an unrefined manner.
Hydra's tail are capable of lengthening into long range, while their thickness is capable of growing to to be half the thickness of the 'Water Dragon Bullet Technique. This effectively allows him to combat large summons such as Gamabunta. Hydra's tail growth counts as a move, their growth can be freely and continuously manipulated within the turn that this technique is used. However on the next turn, Hydra would have to renew his tail size, as if he shouldn't they would begin to revert to their normal size, leaving him rather vulnerable.
As Gilgamesh is caught, he would extend a hand towards Hydra's tail coated body and utilise it to launch a low and compact vault that would move him backwards so that he may stand behind Hydra once again, a meter or so behind this time.
And as he vaults away he would activate an ability and then proceed in the creation of multiple birds of wind which would be released from his fingertips, forming a barrier of slicing wind at a safe distance around him that would draw all nearby Ebrium particles and earthly sediment directly into the body of the wind technique, but wouldn't be capable of pulling in much more due to the small size of the birds.
Gilgamesh would have already begun to hold his breath upon sensing the sinister energy that constantly radiated from the metallic dust, and would finally release it after he lands on the ground, at which point the birds that revolved around him would already be on their way, sent racing through the air towards you, hiding in the shadows of the tails so as to avoid detection and carrying away the foul Ebrium particles from his vicinity as they do so.
(Futon: Pazuzu no puru)- Wind Release: Pull of Pazuzu
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: N/A (+10 to chakra cost of each technique)
Damage: (+20 to wind techniques)
Description: This technique utilizes the suction effect that may be achieved through wind techniques. The user will activate an ability which allows him to infuse additional wind chakra into their own wind techniques. As a result, any subsequent Wind techniques performed by the user while this is active will gain a special property; the wind technique would produce a suction-like effect, which allows it to draw earthen particles(such as small rocks/rubble/soil sediments) from the terrain towards it. This causes the earthen particles to become embedded into the body of the wind technique. The earth particles serve to augment the destructive power of the wind techniques by granting it with an additional abrasive edge, thus allowing it to seemingly shred the opponent to bits. Of course, this technique is entirely dependant on the terrain; if there are no earthen particles on the battlefield, then this technique will be rendered useless. Additionally, this may also work on water sources; wind techniques would be able to use water droplets in place of earthen particles to achieve a similar effect. The suction effect produced by this technique is extremely strong - it makes all movement(eg. performing hand seals, running) extremely difficult and sluggish(though possible) when one is within short-range of the technique. Of course, this effect also applies to the user, who will be subjected to the same effects as long as the technique is within short-range of him. This technique is activated instantly; this is because this technique, when used independently, is unable of causing harm.
Notes:
-Can only be used 4x per battle
-Lasts for 3 turns
Rank: S
Type: Attack/Defence/Supplementary
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: A simple jutsu used to combat against faster paced opponents, Shu's tempting breeze relies on the user to have faster moving opponents, who - once set off from their initial spot - can't control their speed and movement without effort. The user, upon seeing the opponent set off or prepare to set off would manipulate his chakra at the end of his finger tips (including thumbs) and extend multiple small birds which resemble hummingbirds in both looks and size (generally between 5-9 inches). The birds are made out of translucent wind which can be manipulated to fly around the user, creating a barrier of slicing wind, using their speed and sharpness of their beaks/wings to create the barrier, making it impossible for things to bypass them as they continue to intertwine with each other. The user would be able to manipulate the wind made hummingbirds, allowing him to not only create the barrier but also manipulate the birds to fly outwards and perform coordinated attacks which are extremely hard to evade and having the power to slice the opponents skin or even just pierce through their body. Although a simple move to counter, when used against faster moving opponents, the natural 'colour' of wind and the girth of the hummingbirds] allows them to be extremely hard to see for an opponent moving at fast speeds. Moreover, as a Wind jutsu, the user can also change the nature of the technique so that rather than its slicing abilities, the hummingbirds madeof wind combine to provide a large blowing force which can be used to push back enemies and summons of various sizes within reason. The hummingbirds are generally fast flying birds, this allows them to keep up with faster opponents without trouble. This speed limit however, only goes up to the third gate. This special ability does not mean they are generally able to fly at that speed but they instead are able to merely have the ability to adjust their speed to match their opponent, when faced against opponents faster than their average speed which is generally equivalent to double of the average ninja.
~ Can only be used 2 times
~ Can only be taught by Erzo
~ Lasts 3 turns unless destroyed
~ Once used, must wait 1 turn before re-using.
~ No other wind jutsu higher than A-rank in same turn or next turn
~ The hummingbirds can be used to attack but will always act as a whole, seemingly like a flock and never individually.
The moment you begin to move again a multitude of tails from Hydra's front would be sent racing out towards you, the tails aiming to slam into you, pulverise you into the ground and holding enough destructive power to completely decimate the surroundings as they do so since by the time they reach you, which would be almost no time at all, the collective tails would have already expanded to a size that would overall rival, if not outright exceed the thickness of Manda II. (Tails from his bottom side would also expand and puncture into the ground to stabilise him)
"Catch me."
Simultaneously Hydra would sense his summoners random approach through the air and believing something to be amiss, and hearing his summoners peremptory command, he would extend forth several tails from his upper rear to catch his summoner as he bumps into him, preventing Gilgamesh from flying over towards the enemy in such an unrefined manner.
Hydra's tail are capable of lengthening into long range, while their thickness is capable of growing to to be half the thickness of the 'Water Dragon Bullet Technique. This effectively allows him to combat large summons such as Gamabunta. Hydra's tail growth counts as a move, their growth can be freely and continuously manipulated within the turn that this technique is used. However on the next turn, Hydra would have to renew his tail size, as if he shouldn't they would begin to revert to their normal size, leaving him rather vulnerable.
As Gilgamesh is caught, he would extend a hand towards Hydra's tail coated body and utilise it to launch a low and compact vault that would move him backwards so that he may stand behind Hydra once again, a meter or so behind this time.
And as he vaults away he would activate an ability and then proceed in the creation of multiple birds of wind which would be released from his fingertips, forming a barrier of slicing wind at a safe distance around him that would draw all nearby Ebrium particles and earthly sediment directly into the body of the wind technique, but wouldn't be capable of pulling in much more due to the small size of the birds.
Gilgamesh would have already begun to hold his breath upon sensing the sinister energy that constantly radiated from the metallic dust, and would finally release it after he lands on the ground, at which point the birds that revolved around him would already be on their way, sent racing through the air towards you, hiding in the shadows of the tails so as to avoid detection and carrying away the foul Ebrium particles from his vicinity as they do so.
(Futon: Pazuzu no puru)- Wind Release: Pull of Pazuzu
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: N/A (+10 to chakra cost of each technique)
Damage: (+20 to wind techniques)
Description: This technique utilizes the suction effect that may be achieved through wind techniques. The user will activate an ability which allows him to infuse additional wind chakra into their own wind techniques. As a result, any subsequent Wind techniques performed by the user while this is active will gain a special property; the wind technique would produce a suction-like effect, which allows it to draw earthen particles(such as small rocks/rubble/soil sediments) from the terrain towards it. This causes the earthen particles to become embedded into the body of the wind technique. The earth particles serve to augment the destructive power of the wind techniques by granting it with an additional abrasive edge, thus allowing it to seemingly shred the opponent to bits. Of course, this technique is entirely dependant on the terrain; if there are no earthen particles on the battlefield, then this technique will be rendered useless. Additionally, this may also work on water sources; wind techniques would be able to use water droplets in place of earthen particles to achieve a similar effect. The suction effect produced by this technique is extremely strong - it makes all movement(eg. performing hand seals, running) extremely difficult and sluggish(though possible) when one is within short-range of the technique. Of course, this effect also applies to the user, who will be subjected to the same effects as long as the technique is within short-range of him. This technique is activated instantly; this is because this technique, when used independently, is unable of causing harm.
Notes:
-Can only be used 4x per battle
-Lasts for 3 turns
Rank: S
Type: Attack/Defence/Supplementary
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: A simple jutsu used to combat against faster paced opponents, Shu's tempting breeze relies on the user to have faster moving opponents, who - once set off from their initial spot - can't control their speed and movement without effort. The user, upon seeing the opponent set off or prepare to set off would manipulate his chakra at the end of his finger tips (including thumbs) and extend multiple small birds which resemble hummingbirds in both looks and size (generally between 5-9 inches). The birds are made out of translucent wind which can be manipulated to fly around the user, creating a barrier of slicing wind, using their speed and sharpness of their beaks/wings to create the barrier, making it impossible for things to bypass them as they continue to intertwine with each other. The user would be able to manipulate the wind made hummingbirds, allowing him to not only create the barrier but also manipulate the birds to fly outwards and perform coordinated attacks which are extremely hard to evade and having the power to slice the opponents skin or even just pierce through their body. Although a simple move to counter, when used against faster moving opponents, the natural 'colour' of wind and the girth of the hummingbirds] allows them to be extremely hard to see for an opponent moving at fast speeds. Moreover, as a Wind jutsu, the user can also change the nature of the technique so that rather than its slicing abilities, the hummingbirds madeof wind combine to provide a large blowing force which can be used to push back enemies and summons of various sizes within reason. The hummingbirds are generally fast flying birds, this allows them to keep up with faster opponents without trouble. This speed limit however, only goes up to the third gate. This special ability does not mean they are generally able to fly at that speed but they instead are able to merely have the ability to adjust their speed to match their opponent, when faced against opponents faster than their average speed which is generally equivalent to double of the average ninja.
~ Can only be used 2 times
~ Can only be taught by Erzo
~ Lasts 3 turns unless destroyed
~ Once used, must wait 1 turn before re-using.
~ No other wind jutsu higher than A-rank in same turn or next turn
~ The hummingbirds can be used to attack but will always act as a whole, seemingly like a flock and never individually.
The sudden approach from the orb, came as a surprise but didn't bother Galahad in hsi planning. With a mere adjustment in his tactic, he simply forwarded his dormant hand unleashing a burst of unrelentless fire which simply incinerated the Hydra to ashes, as it continued its march against the Kiyoshi.
Rank: S
Type: Offensive
Range: short - long
Chakra: 40
Damage: 100 ( -20 each time it is used)
Description: User raises his/her hand and uses all his concentration to attack the opponent with a huge burst of fire.
NOTES:
1) Can only be used 3 times in a battle
2) Each time its is used the damage done to opponent is reduced by 20
( only alimujtaba786 can teach this jutsu )
The power would remain ever so strong, capable of even canceling out the wind technique, however would disperse in the making.
Following the forwarding palm strike, Galahad would fall down on both his knees slamming his palms against the surface followed by two hand signs would trigger an omnious jutsu which caused the entirety of the field to shake momentarily throwing anybody aside from the user off balance, which was immeniently followed up by the uproar of arising earth spikes which turned the entire arena into a forest of earthen pillars which would skewer anything(aside from Galahad..)
Rank: S
Type: Attack
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description: The user will thouderously slams his hands into the ground, creatin a small earth quake and 20 meter long sharp ridged earth spikes that will protrude out ground, stabin and shredding anything.
the user create a huge forest (not trees) of these long spikes coverin the whole battle field.. the widht of the spike is the same lenght as an average human's shoulders. the spikes can also cause damage to summons like gama.
*can only be used once*
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a earth jutsu the user will perform 2 handseals as they release there chakra into the earth jutsu. In doing so, the user will increase the power and size of the earth jutsu boosting any earth jutsu by 25 damage points. By the increase in chakra the earth jutsu will grow in size and become more dense addding to its power.
Note: Can only use used on earth the user or the users summon has created
Note: Can only be used once one each earth jutsu creates
Note: can only be used 3 times
With Hydra vanishing from taking fatal damage, and the wind and fire cancelling each other out, the battlefield before Gilgamesh would once again be clear.
He would observe as you slam your hands on the ground, and the resultant tremors would come as no surprise to the Kiyosh as, having already sensed the transfer of chakra into the ground beneath him, he would have already began to prepare his own defence to thwart whatever it is that would rise from the earth.
The technique was likely earthen in nature, but what rose from the ground would matter not, all that mattered is that it would be burned and scorched from existence.
As the pillars of earth try to rise they would be met with masses of fire, fire that would tear into and incinerate the rising earth, and explode outwards so as to leave it's creator spotless and unhamred. At first the flames would seem formless, but they would swiftly adopt the shape of crescent blades of fire, fire whose strength would be further reinforced by a hand seal induced expulsion of ash.
Fire that would carve away at the earth beneath and around the Kiyoshi and slice through all the distant rising pillars like butter, completely levelling the playing field with a few, very weakened blades carrying on towards you.
The defence would have it's power primarily concentrated on the area beneath Gilgamesh and to his lower sides, so as to afford the necessary protection.
(Katon: Nídhöggr kiba) | Fire Release: Fangs of Níðhöggr
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80 + 15 + 20
Description: Through the rapid release and conversion of fire chakra from all over their body; the user will create several concentric, orbital rings and crescents of dense fire directly from their being. The crescents and rings are explosive in nature - and thus when coming into contact with something of suitable resistance - such as solid and strong rock, they will explode, the explosion always being angled away from the user and forwards towards the opposition. Aside from that, the shapes can cut and incinerate through softer materials, explode, or be suppressed, on command, or be released towards an opponent in the form of a projectile. Due to their versatility, the rings and crescents can double as both a defence and offence, yet can also be particularly useful when utilised alongside Tai; the flames ravaging a target with each blow so as to deal severe and lethal wounds.
Note:
- Can only be used 2x
- No Fire techniques above A rank for the rest of the turn and no Fire techniques the next turn
- Can only be taught by Scaze.
(Katon: Belenos no buresu)- Fire Release: Breath of Belenos
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A (+20 to Fire/Lightning techniques)
Description: This technique utilizes the ash variant(similar to that of the Fire Release: Ash Pile Burning technique) of the Fire element. With the performance of a single hand seal, the user is able to either expel a plume of superheated ash, or create it, and thereafter having it erupt from the ground in a desired location. On its own, this plume of ash can do little harm to the opponent. At best, it can cause minor burns that would do nothing more than to distract an opponent momentarily. However, this technique’s true value comes to light when it is used in conjunction with other techniques in a supplementary manner. Given the highly flammable and explosive nature of ash, this makes it ideal for it to be used in conjunction with Fire/Lightning based techniques. The flames/sparks would serve to ignite the ash, thereby creating additional flames to augment both Fire/Lightning techniques(+20 in damage). Fire techniques would increase in magnitude with the addition of more flames, whilst lightning techniques would mesh well with Fire due to both elements belonging to the Yang element. This technique can also be combined with other elements, such as Earth and Wind. Since these elements are not capable of igniting the ash, the ash would simply serve to cloak the techniques, whilst providing no boost in damage at all other than allowing the original techniques to cause minor burns. By cloaking the techniques in ash, this makes them extremely prone to ignition. Upon any contact with Fire/Lightning etc. techniques, the ash would immediately explode violently, causing damage to its surroundings. The scale of the explosion is proportional to the rank of the technique that triggered the ignition(eg. B-rank lightning would result in a B-rank explosion of fire). This makes it extremely dangerous for the opponent to counter these Earth/Wind techniques with Lightning/Fire as it may trigger an explosion that could prove to be hazardous to the opponent. This technique can also be used to cloak other elements, so long as it is logical. Water will not work as the liquid would simply douse the flames as they ignite. Due to this technique’s supplementary nature, it can be triggered extremely quickly; it can be performed almost in conjunction with the previous technique, with both techniques being performed in the same timeframe.
Notes:
-Can only be used 4x per battle
While Gilgamesh had come out of the ordeal without so much as a speck of dust on him, he hated that the technique had robbed him of his balance, forcing him to wobble and flounder and even jump to remain upright.
While harbouring these thoughts a cloud of energy would immediately spring into existence beneath Gilgamesh, who was now airborne due to destroying a portion of the ground on which he once stood, and would carry him in arc leftwards to less charred grounds, still remaining within the edge of short range.
Gilgamesh would hold his breath as he rode into areas that had yet to be fully cleared out of Ebrium dust.
(Kiyoshipou: Fuhenteki Kanshou)- Kiyoshi Art: Universal Song
Type: Supplementary
Rank: N/A (D-A) (C) Range: Long-Short
Chakra Cost: 30
Damage: Depends
Description: The universal technique known to all Kiyoshi Clan members that have received training. This technique can activate immediately when the battle begins or whenever the user wishes. The user accesses their chakra, making energy and pure chakra, so that they can manipulate it for many uses, even outside of battle (making a cloud of energy to ride on; making a key out of energy to pick a lock). The amount of energy and the power of the energy depends on the user’s rank in the Kiyoshi Clan (Novices will have extremely weak energy while Sages will have extremely powerful energy). The color of the energy can change with the user’s mood, but only when they have learned to become in tune with the energy. Color is insignificant for this technique; it just gives everyone’s own technique its uniqueness.
~Must be at least a Kiyoshi Novice to use.
With Hydra vanishing from taking fatal damage, and the wind and fire cancelling each other out, the battlefield before Gilgamesh would once again be clear.
He would observe as you slam your hands on the ground, and the resultant tremors would come as no surprise to the Kiyosh as, having already sensed the transfer of chakra into the ground beneath him, he would have already began to prepare his own defence to thwart whatever it is that would rise from the earth.
The technique was likely earthen in nature, but what rose from the ground would matter not, all that mattered is that it would be burned and scorched from existence.
As the pillars of earth try to rise they would be met with masses of fire, fire that would tear into and incinerate the rising earth, and explode outwards so as to leave it's creator spotless and unhamred. At first the flames would seem formless, but they would swiftly adopt the shape of crescent blades of fire, fire whose strength would be further reinforced by a hand seal induced expulsion of ash.
Fire that would carve away at the earth beneath and around the Kiyoshi and slice through all the distant rising pillars like butter, completely levelling the playing field with a few, very weakened blades carrying on towards you.
The defence would have it's power primarily concentrated on the area beneath Gilgamesh and to his lower sides, so as to afford the necessary protection.
(Katon: Nídhöggr kiba) | Fire Release: Fangs of Níðhöggr
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80 + 15 + 20
Description: Through the rapid release and conversion of fire chakra from all over their body; the user will create several concentric, orbital rings and crescents of dense fire directly from their being. The crescents and rings are explosive in nature - and thus when coming into contact with something of suitable resistance - such as solid and strong rock, they will explode, the explosion always being angled away from the user and forwards towards the opposition. Aside from that, the shapes can cut and incinerate through softer materials, explode, or be suppressed, on command, or be released towards an opponent in the form of a projectile. Due to their versatility, the rings and crescents can double as both a defence and offence, yet can also be particularly useful when utilised alongside Tai; the flames ravaging a target with each blow so as to deal severe and lethal wounds.
Note:
- Can only be used 2x
- No Fire techniques above A rank for the rest of the turn and no Fire techniques the next turn
- Can only be taught by Scaze.
(Katon: Belenos no buresu)- Fire Release: Breath of Belenos
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A (+20 to Fire/Lightning techniques)
Description: This technique utilizes the ash variant(similar to that of the Fire Release: Ash Pile Burning technique) of the Fire element. With the performance of a single hand seal, the user is able to either expel a plume of superheated ash, or create it, and thereafter having it erupt from the ground in a desired location. On its own, this plume of ash can do little harm to the opponent. At best, it can cause minor burns that would do nothing more than to distract an opponent momentarily. However, this technique’s true value comes to light when it is used in conjunction with other techniques in a supplementary manner. Given the highly flammable and explosive nature of ash, this makes it ideal for it to be used in conjunction with Fire/Lightning based techniques. The flames/sparks would serve to ignite the ash, thereby creating additional flames to augment both Fire/Lightning techniques(+20 in damage). Fire techniques would increase in magnitude with the addition of more flames, whilst lightning techniques would mesh well with Fire due to both elements belonging to the Yang element. This technique can also be combined with other elements, such as Earth and Wind. Since these elements are not capable of igniting the ash, the ash would simply serve to cloak the techniques, whilst providing no boost in damage at all other than allowing the original techniques to cause minor burns. By cloaking the techniques in ash, this makes them extremely prone to ignition. Upon any contact with Fire/Lightning etc. techniques, the ash would immediately explode violently, causing damage to its surroundings. The scale of the explosion is proportional to the rank of the technique that triggered the ignition(eg. B-rank lightning would result in a B-rank explosion of fire). This makes it extremely dangerous for the opponent to counter these Earth/Wind techniques with Lightning/Fire as it may trigger an explosion that could prove to be hazardous to the opponent. This technique can also be used to cloak other elements, so long as it is logical. Water will not work as the liquid would simply douse the flames as they ignite. Due to this technique’s supplementary nature, it can be triggered extremely quickly; it can be performed almost in conjunction with the previous technique, with both techniques being performed in the same timeframe.
Notes:
-Can only be used 4x per battle
While Gilgamesh had come out of the ordeal without so much as a speck of dust on him, he hated that the technique had robbed him of his balance, forcing him to wobble and flounder and even jump to remain upright.
While harbouring these thoughts a cloud of energy would immediately spring into existence beneath Gilgamesh, who was now airborne due to destroying a portion of the ground on which he once stood, and would carry him in arc leftwards to less charred grounds, still remaining within the edge of short range.
Gilgamesh would hold his breath as he rode into areas that had yet to be fully cleared out of Ebrium dust.
(Kiyoshipou: Fuhenteki Kanshou)- Kiyoshi Art: Universal Song
Type: Supplementary
Rank: N/A (D-A) (C) Range: Long-Short
Chakra Cost: 30
Damage: Depends
Description: The universal technique known to all Kiyoshi Clan members that have received training. This technique can activate immediately when the battle begins or whenever the user wishes. The user accesses their chakra, making energy and pure chakra, so that they can manipulate it for many uses, even outside of battle (making a cloud of energy to ride on; making a key out of energy to pick a lock). The amount of energy and the power of the energy depends on the user’s rank in the Kiyoshi Clan (Novices will have extremely weak energy while Sages will have extremely powerful energy). The color of the energy can change with the user’s mood, but only when they have learned to become in tune with the energy. Color is insignificant for this technique; it just gives everyone’s own technique its uniqueness.
~Must be at least a Kiyoshi Novice to use.
With the weave of a single hand sign, accompanied with another, two techniques was triggered in a joint combination. As an explosion, the entirety of the earth around Amaimon assembled into a huge tsunami which cascaded in a coated layer of chakra against any obstacle, battering its way through as it leveled any beast on its path to destroy you.
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.
Type: Defensive/Supplementary
Rank: B
Range: Short-Mid
Chakra: 20 (-5 per turn)
Damage: N/A (+20 per technique) (+10 Taijutsu)
Description: The user quickly performs a single hand seal, the Tiger, shortly after a technique has been sent out in such a way that it is created and shaped around a technique within the same timeframe. He will send chakra to that technique and effectively create a shield of chakra around it. The chakra is pressurized and condensed into a solid form of chakra that has a bright blue hue. It takes the shape of whatever the user has ordered it to shape around, for example, if it is an earth projectile shaped like a fist, a layer of pure chakra with solid-like properties will envelop the fist. The solidity of it increases its overall mass and force it can exert as well as acting as an armor of sorts for the technique, which obviously adds damage to the technique it was performed on. However, this only works on tangible elements, such as Water, Earth, Steel, etc; it would not work on elements like Fire or Lightning. And because it is simply a layer of chakra, it cannot be performed on stream-based techniques unless the user is in possession of Yin-Yang. Alternatively, one can perform it on himself, or on another's body. The solidity of the layer of dense chakra will increase the damage every physical based Taijutsu that makes contact with the opponent makes. It is shaped around the user in such a way that it does not restrict movement, and it remains until it is completely broken through a stronger attack, or if chosen to do so by the user. This can also be applied on weapons and other materials of a solid composition. For example, the user can coat a kunai with this chakra layer and throw it, which should deflect other kunais due to the armor it's gained.
Notes&Restrictions:
Note: Can only be used 4x
Note: Lasts 3 turns if coated on oneself or an item
Note: Can only be taught by EdwardSama
Followed by a continunation of hand movements and otherwise shifts gestures of hand, a gathering of Erbium Particles arose immediately after the wave of rock had been coated. Following close behind, a ghoul like creature consisting of Erbium particles would arise aiming to strike you down at first sight.
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will manipulate an existing source of erbium particles to create a large cloud shape that takes on the form of a hooded ghaul that then travels towards the opponent covering a wide spread of 15 meters in length and about 10 meters high. This storm of erbium travels very fast and when it strikes its target, it can cause severe shredding due to the particles travelling extremely fast much like a sandstorm.
Note: This technique may only be used 3 times per battle and the user must wait two turns before using the technique again.
With the weave of a single hand sign, accompanied with another, two techniques was triggered in a joint combination. As an explosion, the entirety of the earth around Amaimon assembled into a huge tsunami which cascaded in a coated layer of chakra against any obstacle, battering its way through as it leveled any beast on its path to destroy you.
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.
Type: Defensive/Supplementary
Rank: B
Range: Short-Mid
Chakra: 20 (-5 per turn)
Damage: N/A (+20 per technique) (+10 Taijutsu)
Description: The user quickly performs a single hand seal, the Tiger, shortly after a technique has been sent out in such a way that it is created and shaped around a technique within the same timeframe. He will send chakra to that technique and effectively create a shield of chakra around it. The chakra is pressurized and condensed into a solid form of chakra that has a bright blue hue. It takes the shape of whatever the user has ordered it to shape around, for example, if it is an earth projectile shaped like a fist, a layer of pure chakra with solid-like properties will envelop the fist. The solidity of it increases its overall mass and force it can exert as well as acting as an armor of sorts for the technique, which obviously adds damage to the technique it was performed on. However, this only works on tangible elements, such as Water, Earth, Steel, etc; it would not work on elements like Fire or Lightning. And because it is simply a layer of chakra, it cannot be performed on stream-based techniques unless the user is in possession of Yin-Yang. Alternatively, one can perform it on himself, or on another's body. The solidity of the layer of dense chakra will increase the damage every physical based Taijutsu that makes contact with the opponent makes. It is shaped around the user in such a way that it does not restrict movement, and it remains until it is completely broken through a stronger attack, or if chosen to do so by the user. This can also be applied on weapons and other materials of a solid composition. For example, the user can coat a kunai with this chakra layer and throw it, which should deflect other kunais due to the armor it's gained.
Notes&Restrictions:
Note: Can only be used 4x
Note: Lasts 3 turns if coated on oneself or an item
Note: Can only be taught by EdwardSama
Followed by a continunation of hand movements and otherwise shifts gestures of hand, a gathering of Erbium Particles arose immediately after the wave of rock had been coated. Following close behind, a ghoul like creature consisting of Erbium particles would arise aiming to strike you down at first sight.
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will manipulate an existing source of erbium particles to create a large cloud shape that takes on the form of a hooded ghaul that then travels towards the opponent covering a wide spread of 15 meters in length and about 10 meters high. This storm of erbium travels very fast and when it strikes its target, it can cause severe shredding due to the particles travelling extremely fast much like a sandstorm.
Note: This technique may only be used 3 times per battle and the user must wait two turns before using the technique again.
The Kiyoshi would sense the disruptions in the earth that would foretell of your earthen Tsunami. As a result he would begin to react, activating a wind technique that would alter the nature of Wind techniques from then on.
(Fūton: Kamaitachi) - Wind Release: Sickle Draws
Type: Supplementary
Rank: A
Range: N/A
Chakra cost: N/A (+10 chakra cost to techniques this is applied to)
Damage points: N/A
Description: A two part jutsu, Sickle Draws aims to augment Wind jutsus in specific ways, allowing the usage of simple jutsus to become more complex, and simply more dangerous in nature. The nature of this jutsu itself only allows it to work alongside the Wind element. The first part requires the user to focus more of his Wind chakra into his future Fuuton jutsu which have no cutting abilities whatsoever (supplementary, defensive type techniques), and using said chakra to sharpen the outside edges of the aforementioned jutsu. This manipulation causes a change within the technique's shape and allows the most defensive Wind jutsu the capability to inflict lethal cutting damage. The damage output would depend on the rank of the supplementary/defensive jutsu used (i.e. an A-Rank will inflict 60 damage). The second usage of this jutsu allows the user to do the same, still only working on Wind jutsus, but instead only focuses on offensive Wind techniques, simply adding a +20 damage to the jutsu used in conjunction as it adds on to whatever it is used with, rather than focusing on things which are purely defensive. When used in either form, however many hand seals the jutsu used alongside this requires, an extra one (the Ram handseal) is added on. This is added on regardless of any abilities which the user may have which allows him to perform wind jutsus without hand seals (specialty, NB sword etc.) This is an activation type jutsu and its effects apply to future wind techniques rather than pre-existing ones. Activating this ability is instant and does not consume any time whatsoever.
~ Can only be taught by Erzo. Can only be used a maximum of two times per battle/event, and once used lasts a maximum of four turns, or until deactivated. Upon it being deactivated/timing out, the user must wait a turn before being able to use again. The user can decide to use one form 2 times, or mix and match as he likes, as long as both the first and second usages are not used at the same time.
Activating virtually instantaneously, the technique would weave into the next, in which swirling winds would spread outwards from Gilgamesh's position, picking up the heated ash from the charred ground as they go and thus creating a decent space for Gilgamesh to land on.
Normally these winds would hold little to no potential for violence or destruction, but that would be altered entirely as his prior technique would grant the wind peerless cutting power; further boosted by picked up particles of earth, ash, dust and Ebrium which would grant it the abrasive power necessary to completely mow down your earth technique, while also dispersing the Ebrium particles and completely clearing the battlefield of their presence.
Furthermore the wind would continue onwards, threatening to shred you due to your own technique being weakened.
(Fūton: Kiryū Ranbu) - Wind Release: Air Current Wild Dance
Rank: S
Type: Supplementary
Range: Short - Long
Chakra Cost: 40 (-5 per turn)
Damage Points: (80) + 20 Due to Pull of Pazuzu
Description: After making the Rat handseal, the user creates and controls air currents from the palms of their hands, forming a large field of raging air currents and gusting winds. The technique expands quickly, rapidly spanning through all of the battle field, gathering debris, dust and other small particles in its path. The technique effectively creates a very large controllable "dust" storm.
Note: Lasts 3 turns or until released.
Gilgamesh, not feeling very inventive, would simply re-use the same technique, this time winds would be focused mainly on arising from all around your position, encroaching on you near instantly and threatening to tear you to bits, while also consuming the ghoul should you still persist in it's creation. (Though I doubt you could, as the Ebrium particles would be cleared by the wind, yes?)
(Fūton: Kiryū Ranbu) - Wind Release: Air Current Wild Dance
Rank: S
Type: Supplementary
Range: Short - Long
Chakra Cost: 40 (-5 per turn)
Damage Points: (80) + 20 Due to Pull of Pazuzu
Description: After making the Rat handseal, the user creates and controls air currents from the palms of their hands, forming a large field of raging air currents and gusting winds. The technique expands quickly, rapidly spanning through all of the battle field, gathering debris, dust and other small particles in its path. The technique effectively creates a very large controllable "dust" storm.
Note: Lasts 3 turns or until released.
(Tbh, I wonder if this would allow me to launch a free S rank attack once per turn free of cost? <_<)
Anyway #First canon of the fight.
The Kiyoshi would sense the disruptions in the earth that would foretell of your earthen Tsunami. As a result he would begin to react, activating a wind technique that would alter the nature of Wind techniques from then on.
(Fūton: Kamaitachi) - Wind Release: Sickle Draws
Type: Supplementary
Rank: A
Range: N/A
Chakra cost: N/A (+10 chakra cost to techniques this is applied to)
Damage points: N/A
Description: A two part jutsu, Sickle Draws aims to augment Wind jutsus in specific ways, allowing the usage of simple jutsus to become more complex, and simply more dangerous in nature. The nature of this jutsu itself only allows it to work alongside the Wind element. The first part requires the user to focus more of his Wind chakra into his future Fuuton jutsu which have no cutting abilities whatsoever (supplementary, defensive type techniques), and using said chakra to sharpen the outside edges of the aforementioned jutsu. This manipulation causes a change within the technique's shape and allows the most defensive Wind jutsu the capability to inflict lethal cutting damage. The damage output would depend on the rank of the supplementary/defensive jutsu used (i.e. an A-Rank will inflict 60 damage). The second usage of this jutsu allows the user to do the same, still only working on Wind jutsus, but instead only focuses on offensive Wind techniques, simply adding a +20 damage to the jutsu used in conjunction as it adds on to whatever it is used with, rather than focusing on things which are purely defensive. When used in either form, however many hand seals the jutsu used alongside this requires, an extra one (the Ram handseal) is added on. This is added on regardless of any abilities which the user may have which allows him to perform wind jutsus without hand seals (specialty, NB sword etc.) This is an activation type jutsu and its effects apply to future wind techniques rather than pre-existing ones. Activating this ability is instant and does not consume any time whatsoever.
~ Can only be taught by Erzo. Can only be used a maximum of two times per battle/event, and once used lasts a maximum of four turns, or until deactivated. Upon it being deactivated/timing out, the user must wait a turn before being able to use again. The user can decide to use one form 2 times, or mix and match as he likes, as long as both the first and second usages are not used at the same time.
Activating virtually instantaneously, the technique would weave into the next, in which swirling winds would spread outwards from Gilgamesh's position, picking up the heated ash from the charred ground as they go and thus creating a decent space for Gilgamesh to land on.
Normally these winds would hold little to no potential for violence or destruction, but that would be altered entirely as his prior technique would grant the wind peerless cutting power; further boosted by picked up particles of earth, ash, dust and Ebrium which would grant it the abrasive power necessary to completely mow down your earth technique, while also dispersing the Ebrium particles and completely clearing the battlefield of their presence.
Furthermore the wind would continue onwards, threatening to shred you due to your own technique being weakened.
(Fūton: Kiryū Ranbu) - Wind Release: Air Current Wild Dance
Rank: S
Type: Supplementary
Range: Short - Long
Chakra Cost: 40 (-5 per turn)
Damage Points: (80) + 20 Due to Pull of Pazuzu
Description: After making the Rat handseal, the user creates and controls air currents from the palms of their hands, forming a large field of raging air currents and gusting winds. The technique expands quickly, rapidly spanning through all of the battle field, gathering debris, dust and other small particles in its path. The technique effectively creates a very large controllable "dust" storm.
Note: Lasts 3 turns or until released.
Gilgamesh, not feeling very inventive, would simply re-use the same technique, this time winds would be focused mainly on arising from all around your position, encroaching on you near instantly and threatening to tear you to bits, while also consuming the ghoul should you still persist in it's creation. (Though I doubt you could, as the Ebrium particles would be cleared by the wind, yes?)
(Fūton: Kiryū Ranbu) - Wind Release: Air Current Wild Dance
Rank: S
Type: Supplementary
Range: Short - Long
Chakra Cost: 40 (-5 per turn)
Damage Points: (80) + 20 Due to Pull of Pazuzu
Description: After making the Rat handseal, the user creates and controls air currents from the palms of their hands, forming a large field of raging air currents and gusting winds. The technique expands quickly, rapidly spanning through all of the battle field, gathering debris, dust and other small particles in its path. The technique effectively creates a very large controllable "dust" storm.
Note: Lasts 3 turns or until released.
(Tbh, I wonder if this would allow me to launch a free S rank attack once per turn free of cost? <_<)
Anyway #First canon of the fight.
Making a small dash backwards Galahad continued with a sequence of hand signs rather than creating the erbium beast. His wall of earth had met an unrelentlessly huge amount of resistence and was on the verge of breaking.
Finishing the row, a tunnel was created beneath him allowing him to slide away into far mid-range in an diagonally(80degrees) manner, underneath the ground. Finishing the row, he would proceed as if he never stopped with another two triggering a secondary jutsu almost instantly afterwards.
Rank: C
Type: Supplementary
Range: Short - Long
Chakra cost: 15
Damage points: N/A
Description: The user after performing the required hand seals Ram → Dog → Rat → Bird is able to create a wide tunnel in the ground, this cannot travel through rock though or anything with a high density. The large tunnel that is created allows the user to transport others without detection.
Note: The initial entry of the technique is short range.
Rank: A
Type: Supplementary
Range: Short/Long
Chakra Cost: 30
Damage Points: N/A
Description: The user will first perform Boar → Tiger and then by changing the surface of an object beneath an enemy into mud and creating a non flammable swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a fair-sized swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.
The earth beneath you, behind you, infront of you, and at the sides of you would immediately give away changing their substance into mud, creating a 4 meter deep swamp. It would be created half a meter infront of the tunnel.
To summarise; The Tsunami of earth would break and die off, as Galahad makes his escape into the tunnel escaping certain cutting damage. The swamp would take effect, and actively interrupt your second usage as you start to perform it. It the field mid-range around you, aside from infront of you where it only covers up to the tunnel.
Still sliding after having finished SotU, Galahad Tsuchiumare, keeping him aware.
Type: Supplementary
Rank: D
Range: Short-Long
Chakra: 10
Damage: N/A
Description: Dirtborn is a technique made for tracking purposes, and overall view of the field, above and underground. After unleashing a pulse of chakra throughout the earth, the user is capable of creating a visual overview of the field, mapping it out in his head in a 3D perspective per say. All will become visible to the user, pressure marks, ridges, highs and lows of the ground, allowing him to manually examine certain areas in order to 'read' the nature's tracks. The method however has been adapted into means of warfare as well as to track escaped prisoners, intruders etc. A user of this technique is capable of tracking other ninjas equalling his own rank. This is a low-effect technique much akin to the Inner Sonar skill, therefore costs +5 extra chakra per turn and doesn't hinder the user in any sort of way other than the expenses of chakra.
One of the effects given by your vacuumly sucking wind, would in worst case scenario drag the mud from around your location towards it, technically meaning you would be slammed by mud from behind, as you wind drags it to it, as it travels away from you(From infront of you)
Making a small dash backwards Galahad continued with a sequence of hand signs rather than creating the erbium beast. His wall of earth had met an unrelentlessly huge amount of resistence and was on the verge of breaking.
Finishing the row, a tunnel was created beneath him allowing him to slide away into far mid-range in an diagonally(80degrees) manner, underneath the ground. Finishing the row, he would proceed as if he never stopped with another two triggering a secondary jutsu almost instantly afterwards.
Rank: C
Type: Supplementary
Range: Short - Long
Chakra cost: 15
Damage points: N/A
Description: The user after performing the required hand seals Ram → Dog → Rat → Bird is able to create a wide tunnel in the ground, this cannot travel through rock though or anything with a high density. The large tunnel that is created allows the user to transport others without detection.
Note: The initial entry of the technique is short range.
Rank: A
Type: Supplementary
Range: Short/Long
Chakra Cost: 30
Damage Points: N/A
Description: The user will first perform Boar → Tiger and then by changing the surface of an object beneath an enemy into mud and creating a non flammable swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a fair-sized swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.
The earth beneath you, behind you, infront of you, and at the sides of you would immediately give away changing their substance into mud, creating a 4 meter deep swamp. It would be created half a meter infront of the tunnel.
To summarise; The Tsunami of earth would break and die off, as Galahad makes his escape into the tunnel escaping certain cutting damage. The swamp would take effect, and actively interrupt your second usage as you start to perform it. It the field mid-range around you, aside from infront of you where it only covers up to the tunnel.
Still sliding after having finished SotU, Galahad Tsuchiumare, keeping him aware.
Type: Supplementary
Rank: D
Range: Short-Long
Chakra: 10
Damage: N/A
Description: Dirtborn is a technique made for tracking purposes, and overall view of the field, above and underground. After unleashing a pulse of chakra throughout the earth, the user is capable of creating a visual overview of the field, mapping it out in his head in a 3D perspective per say. All will become visible to the user, pressure marks, ridges, highs and lows of the ground, allowing him to manually examine certain areas in order to 'read' the nature's tracks. The method however has been adapted into means of warfare as well as to track escaped prisoners, intruders etc. A user of this technique is capable of tracking other ninjas equalling his own rank. This is a low-effect technique much akin to the Inner Sonar skill, therefore costs +5 extra chakra per turn and doesn't hinder the user in any sort of way other than the expenses of chakra.
One of the effects given by your vacuumly sucking wind, would in worst case scenario drag the mud from around your location towards it, technically meaning you would be slammed by mud from behind, as you wind drags it to it, as it travels away from you(From infront of you)
Making a small dash backwards Galahad continued with a sequence of hand signs rather than creating the erbium beast. His wall of earth had met an unrelentlessly huge amount of resistence and was on the verge of breaking.
Finishing the row, a tunnel was created beneath him allowing him to slide away into far mid-range in an diagonally(80degrees) manner, underneath the ground. Finishing the row, he would proceed as if he never stopped with another two triggering a secondary jutsu almost instantly afterwards.
Rank: C
Type: Supplementary
Range: Short - Long
Chakra cost: 15
Damage points: N/A
Description: The user after performing the required hand seals Ram → Dog → Rat → Bird is able to create a wide tunnel in the ground, this cannot travel through rock though or anything with a high density. The large tunnel that is created allows the user to transport others without detection.
Note: The initial entry of the technique is short range.
Rank: A
Type: Supplementary
Range: Short/Long
Chakra Cost: 30
Damage Points: N/A
Description: The user will first perform Boar → Tiger and then by changing the surface of an object beneath an enemy into mud and creating a non flammable swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a fair-sized swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.
The earth beneath you, behind you, infront of you, and at the sides of you would immediately give away changing their substance into mud, creating a 4 meter deep swamp. It would be created half a meter infront of the tunnel.
To summarise; The Tsunami of earth would break and die off, as Galahad makes his escape into the tunnel escaping certain cutting damage. The swamp would take effect, and actively interrupt your second usage as you start to perform it. It the field mid-range around you, aside from infront of you where it only covers up to the tunnel.
Still sliding after having finished SotU, Galahad Tsuchiumare, keeping him aware.
Type: Supplementary
Rank: D
Range: Short-Long
Chakra: 10
Damage: N/A
Description: Dirtborn is a technique made for tracking purposes, and overall view of the field, above and underground. After unleashing a pulse of chakra throughout the earth, the user is capable of creating a visual overview of the field, mapping it out in his head in a 3D perspective per say. All will become visible to the user, pressure marks, ridges, highs and lows of the ground, allowing him to manually examine certain areas in order to 'read' the nature's tracks. The method however has been adapted into means of warfare as well as to track escaped prisoners, intruders etc. A user of this technique is capable of tracking other ninjas equalling his own rank. This is a low-effect technique much akin to the Inner Sonar skill, therefore costs +5 extra chakra per turn and doesn't hinder the user in any sort of way other than the expenses of chakra.
One of the effects given by your vacuumly sucking wind, would in worst case scenario drag the mud from around your location towards it, technically meaning you would be slammed by mud from behind, as you wind drags it to it, as it travels away from you(From infront of you)
Gilgamesh would be aware of the holes creation and your movement towards it. As such, instead of continuing to repeat the technique he would instead maintain control over the first iteration so that, instead of passing over the hole and you, the wind would swerve at the last moment to strike you down as you begin to perform the swamp. The wind would hold little blunt force, and the damage done likely wouldn't be fatal, but nonetheless due to it's nature you would you'd find yourself covered from head to toe and front to back, in muck and grit filled lacerations, and may even find your vision to be obscured.
Following on, Gilgamesh, well aware of your pooling of chakra into the ground below him, would simply create a cloud of energy beneath him that would, with quite commendable force, push him high up into the air. Once airborne the cloud would float beneath him, carrying him in a leftwards arc.
(Kiyoshipou: Fuhenteki Kanshou)- Kiyoshi Art: Universal Song
Type: Supplementary
Rank: N/A (D-A) (C)
Range: Long-Short
Chakra Cost: 30
Damage: Depends
Description: The universal technique known to all Kiyoshi Clan members that have received training. This technique can activate immediately when the battle begins or whenever the user wishes. The user accesses their chakra, making energy and pure chakra, so that they can manipulate it for many uses, even outside of battle (making a cloud of energy to ride on; making a key out of energy to pick a lock). The amount of energy and the power of the energy depends on the user’s rank in the Kiyoshi Clan (Novices will have extremely weak energy while Sages will have extremely powerful energy). The color of the energy can change with the user’s mood, but only when they have learned to become in tune with the energy. Color is insignificant for this technique; it just gives everyone’s own technique its uniqueness.
~Must be at least a Kiyoshi Novice to use.
Without pause Gilgamesh would once again resume his offence. This time he would not call upon fire, wind or energy to do his bidding, but instead he would utilise Earth, namely an Iwarian technique. The technique would entail raising dust from the ground and expanding it, however, instead of raising dust from the ground, Gilgamesh would instead target the dust and debris that's already been raised embedded into the cuts of your body, forcing it even deeper as all of the dust particles are manipulated to push towards the centre of your body. As they do so they would expand, some even clumping together to form even larger aggregates, and as they expand they would begin to take shapes. The main shapes would be that of needles - ideal for penetrating deeper into your body, while others would expand out like spiked balls, ideal for tearing apart your flesh from the inside out to deal excruciating pain.
(Doton: Bafometto no Tsūru ) - Earth Style: Tools of Baphomet
Rank: A
Type: Attack/Defensive/Supplementary
Range: Short - Long
Chakra cost: 30 (+10 per turn)
Damage Points: 60
Description: This technique allows the user to raise up dust and earthen particles from the ground, which are left to circulate in the air for up to three turns. The amount of dust raised is up to the users discretion, and could simply be the minimum amount required for the technique to work - and thus barely affecting the terrain, or it could even usher in a haze of airbourne earth particles that would reduce visibility. Once airbourne, the earthen particles can have additional chakra added to them, and through advanced manipulation they can undergo forced expansion so as to reach useful and manipulable sizes, expanding dust particles clumping together, and forming even larger aggregating expansions which can be shaped into constructs and tools according to the users desires. Up to two different constructs can be formed per activation, either individual constructs, or aggregational constructs (For instance a collection of spikes and a collection of boulders could be formed in the same turn, etc). These constructs can be utilized to attack or defend or for other purposes, and can be made to float regardless of mass, as the users constant drained chakra supply that is funneled into the dust (and by extension the created constructs) allows the user to maintain control and manipulate the tools, provided they do not perform any techniques above S rank. The brilliance of this technique is that, the user is capable of utilizing this within Iwagakure without the need of raising earthen particles, and instead utilizing the naturally airbourne earth particles. Utilization within Iwagakure means that the turn based chakra drain only occurs should the user choose to sustain a construct, otherwise this technique is simply activated through use of this technique, skipping out on the raising of dust and forming the constructs directly from the earthen particles.
~ Can only be used 3 times per battle, however a maximum of five activations can occur per battle. Meaning, that creating dust and earthen particles can be done 3 times but it is possible to use this dust once created, up to 5 times.
~ Earth particles can only be activated once per turn so as to form constructs, with each activation counting as a technique (Except for the turn in which this technique is first used). Each activation allows for the formation of constructs that altogether sum up to A rank in power.
~ The user cannot use techniques above S rank as long as this remains activate, unless utilized via the airbourne particles of Iwagakure, in which case the user cannot use techniques above S rank while sustaining the manipulation of a construct. This technique can be cancelled at any time
~ No other Earth jutsu above S-ranked next turn
~ Chakra sensors and Doujutsu users are able to still track chakra through the dust up to short range range
~ Expansion principles are similar to that displayed by Ninjutsu techniques that increase the size of weapons and so on, except simpler as it's merely enhancing a material producible by elemental chakra, rather than one that is not.
Gilgamesh would be aware of the holes creation and your movement towards it. As such, instead of continuing to repeat the technique he would instead maintain control over the first iteration so that, instead of passing over the hole and you, the wind would swerve at the last moment to strike you down as you begin to perform the swamp. The wind would hold little blunt force, and the damage done likely wouldn't be fatal, but nonetheless due to it's nature you would you'd find yourself covered from head to toe and front to back, in muck and grit filled lacerations, and may even find your vision to be obscured.
Following on, Gilgamesh, well aware of your pooling of chakra into the ground below him, would simply create a cloud of energy beneath him that would, with quite commendable force, push him high up into the air. Once airborne the cloud would float beneath him, carrying him in a leftwards arc.
(Kiyoshipou: Fuhenteki Kanshou)- Kiyoshi Art: Universal Song
Type: Supplementary
Rank: N/A (D-A) (C)
Range: Long-Short
Chakra Cost: 30
Damage: Depends
Description: The universal technique known to all Kiyoshi Clan members that have received training. This technique can activate immediately when the battle begins or whenever the user wishes. The user accesses their chakra, making energy and pure chakra, so that they can manipulate it for many uses, even outside of battle (making a cloud of energy to ride on; making a key out of energy to pick a lock). The amount of energy and the power of the energy depends on the user’s rank in the Kiyoshi Clan (Novices will have extremely weak energy while Sages will have extremely powerful energy). The color of the energy can change with the user’s mood, but only when they have learned to become in tune with the energy. Color is insignificant for this technique; it just gives everyone’s own technique its uniqueness.
~Must be at least a Kiyoshi Novice to use.
Without pause Gilgamesh would once again resume his offence. This time he would not call upon fire, wind or energy to do his bidding, but instead he would utilise Earth, namely an Iwarian technique. The technique would entail raising dust from the ground and expanding it, however, instead of raising dust from the ground, Gilgamesh would instead target the dust and debris that's already been raised embedded into the cuts of your body, forcing it even deeper as all of the dust particles are manipulated to push towards the centre of your body. As they do so they would expand, some even clumping together to form even larger aggregates, and as they expand they would begin to take shapes. The main shapes would be that of needles - ideal for penetrating deeper into your body, while others would expand out like spiked balls, ideal for tearing apart your flesh from the inside out to deal excruciating pain.
(Doton: Bafometto no Tsūru ) - Earth Style: Tools of Baphomet
Rank: A
Type: Attack/Defensive/Supplementary
Range: Short - Long
Chakra cost: 30 (+10 per turn)
Damage Points: 60
Description: This technique allows the user to raise up dust and earthen particles from the ground, which are left to circulate in the air for up to three turns. The amount of dust raised is up to the users discretion, and could simply be the minimum amount required for the technique to work - and thus barely affecting the terrain, or it could even usher in a haze of airbourne earth particles that would reduce visibility. Once airbourne, the earthen particles can have additional chakra added to them, and through advanced manipulation they can undergo forced expansion so as to reach useful and manipulable sizes, expanding dust particles clumping together, and forming even larger aggregating expansions which can be shaped into constructs and tools according to the users desires. Up to two different constructs can be formed per activation, either individual constructs, or aggregational constructs (For instance a collection of spikes and a collection of boulders could be formed in the same turn, etc). These constructs can be utilized to attack or defend or for other purposes, and can be made to float regardless of mass, as the users constant drained chakra supply that is funneled into the dust (and by extension the created constructs) allows the user to maintain control and manipulate the tools, provided they do not perform any techniques above S rank. The brilliance of this technique is that, the user is capable of utilizing this within Iwagakure without the need of raising earthen particles, and instead utilizing the naturally airbourne earth particles. Utilization within Iwagakure means that the turn based chakra drain only occurs should the user choose to sustain a construct, otherwise this technique is simply activated through use of this technique, skipping out on the raising of dust and forming the constructs directly from the earthen particles.
~ Can only be used 3 times per battle, however a maximum of five activations can occur per battle. Meaning, that creating dust and earthen particles can be done 3 times but it is possible to use this dust once created, up to 5 times.
~ Earth particles can only be activated once per turn so as to form constructs, with each activation counting as a technique (Except for the turn in which this technique is first used). Each activation allows for the formation of constructs that altogether sum up to A rank in power.
~ The user cannot use techniques above S rank as long as this remains activate, unless utilized via the airbourne particles of Iwagakure, in which case the user cannot use techniques above S rank while sustaining the manipulation of a construct. This technique can be cancelled at any time
~ No other Earth jutsu above S-ranked next turn
~ Chakra sensors and Doujutsu users are able to still track chakra through the dust up to short range range
~ Expansion principles are similar to that displayed by Ninjutsu techniques that increase the size of weapons and so on, except simpler as it's merely enhancing a material producible by elemental chakra, rather than one that is not.
Having activated Dirtborn, the suddenly expansion of dust particles occured, which was instinctively blocked by Galahad's immeasurable defense. Where there once was scars, and where there once was earth particles trying to carve their ways into Galahad's flesh a rush of milky-white bone had cascaded upon it, and pushed it back, keeping each and all damage at bay.
Rank: A
Type: Supplementary/Defense.
Range: Self
Chakra: 35
Damage: N/A
Description: When this technique is activated, the calcium inside the users body will serve as a defense mechanism. Whenever there is harm to the user, the calcium in his body rushes towards the spot where the harm is done and serves as defense. For example, if the user is getting stabbed, after getting a small cut, before the sword can enter the body too far, the calcium rushes to the spot and pushes the sword out and covers the wound. The calcium rushes towards the cut by its own, even if its at the users blind point, therefore its a defense mechanism. If the user is able to see the danger coming, he can rush the calcium towards where he is about to get hit and make the calcium come out of his pores and cover that place in hard calcium for protection. This technique works almost like Ichigos hollow form regeneration, like when he got a cut on the shoulder, a white substance covered the wound split second after he got cut.
~Usable twice per battle
~Lasts 3 rounds
~After the 3 rounds end, the user cannot use any forbidden rank techniques and no calcium the following round. The 2nd time he uses this, after the 3 rounds end, the user is unable to use S-rank the following rank and no calcium for the rest of the battle.
Meanwhile joining both his hands together once more forming a singular hand sign, the entire field, cave, tunnel or what you would name it, suddenly rips apart into every direction, away from Galahad in an explosion like manner forming yet another tsunami of earth which is slightly stronger than the previous, due the increase of weight given by the Scales of Judgement.
This wave easily levels anything in it's path.
Rank: A
Type: Supplementary/Offensive
Range: Short
Chakra Cost: N/A (+10 chakra cost to techniques if weight is altered)
Damage Points: N/A (up to +10 damage if Weight Added, -10 damage if Weight decreased)
Description: This technique is the daughter technique to both the Added/Light Weight techniques. The user will activate an ability which allows them to infuse earth chakra into their own earth-based techniques (KG/CE variants included e.g. Steel, Crystal, etc) for the following five turns. This ability essentially allows techniques used by the user to be created with a weight gain or reduction, depending on the user's wish. Techniques can be bolstered in weight to provide them with more force and by extension, their capability to inflict damage (only if feasible), all of this at the cost of their speed (decrease proportional to amount of weight added). Techniques can also be lightened to increase their movement speed proportional to the weight removed, but will inevitably suffer from a significant reduction in damage. However, an increase in damage will only affect techniques moving in downward direction (e.g. Dropping Lid), on all other techniques the weight gain will not affect the amount of damage they inflict. The user can freely switch between the addition or removal of weight for different techniques, so while technique A can be created with a weight increase, technique B can be created with a weight decrease and technique C can be created with its weight left unaltered. Logically, this technique will not work with all techniques but it will work with most (projectiles, some terrain manipulation techniques, etc). Anything utilized from the body or which emerges from the ground can have its weight altered. Techniques which emerge from the earth will surface much more quickly/slowly depending on how their weight was altered. Armours or hardening techniques used will either become bulkier or more maneuverable. Techniques such as Sticky Earth Drop can only have the weight of the mud increased but rather than increasing in weight the mud simply becomes "more solid" and harder in consistency (a partial petrification of sorts) and hence can still benefit from the damage boost if applicable. Infusion techniques which imbue objects/people with a particular property will also alter the weight of the targeted substance (When used in conjunction with the Added/Light Weight techniques, the weight of the object/person can be altered to a higher degree). This technique can only increase or decrease the weight of the affected substances up to scale factor of 10x (ten times above or below its weight). Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes another earth-based jutsu.
Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight
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.
Having activated Dirtborn, the suddenly expansion of dust particles occured, which was instinctively blocked by Galahad's immeasurable defense. Where there once was scars, and where there once was earth particles trying to carve their ways into Galahad's flesh a rush of milky-white bone had cascaded upon it, and pushed it back, keeping each and all damage at bay.
Rank: A
Type: Supplementary/Defense.
Range: Self
Chakra: 35
Damage: N/A
Description: When this technique is activated, the calcium inside the users body will serve as a defense mechanism. Whenever there is harm to the user, the calcium in his body rushes towards the spot where the harm is done and serves as defense. For example, if the user is getting stabbed, after getting a small cut, before the sword can enter the body too far, the calcium rushes to the spot and pushes the sword out and covers the wound. The calcium rushes towards the cut by its own, even if its at the users blind point, therefore its a defense mechanism. If the user is able to see the danger coming, he can rush the calcium towards where he is about to get hit and make the calcium come out of his pores and cover that place in hard calcium for protection. This technique works almost like Ichigos hollow form regeneration, like when he got a cut on the shoulder, a white substance covered the wound split second after he got cut.
~Usable twice per battle
~Lasts 3 rounds
~After the 3 rounds end, the user cannot use any forbidden rank techniques and no calcium the following round. The 2nd time he uses this, after the 3 rounds end, the user is unable to use S-rank the following rank and no calcium for the rest of the battle.
Meanwhile joining both his hands together once more forming a singular hand sign, the entire field, cave, tunnel or what you would name it, suddenly rips apart into every direction, away from Galahad in an explosion like manner forming yet another tsunami of earth which is slightly stronger than the previous, due the increase of weight given by the Scales of Judgement.
This wave easily levels anything in it's path.
Rank: A
Type: Supplementary/Offensive
Range: Short
Chakra Cost: N/A (+10 chakra cost to techniques if weight is altered)
Damage Points: N/A (up to +10 damage if Weight Added, -10 damage if Weight decreased)
Description: This technique is the daughter technique to both the Added/Light Weight techniques. The user will activate an ability which allows them to infuse earth chakra into their own earth-based techniques (KG/CE variants included e.g. Steel, Crystal, etc) for the following five turns. This ability essentially allows techniques used by the user to be created with a weight gain or reduction, depending on the user's wish. Techniques can be bolstered in weight to provide them with more force and by extension, their capability to inflict damage (only if feasible), all of this at the cost of their speed (decrease proportional to amount of weight added). Techniques can also be lightened to increase their movement speed proportional to the weight removed, but will inevitably suffer from a significant reduction in damage. However, an increase in damage will only affect techniques moving in downward direction (e.g. Dropping Lid), on all other techniques the weight gain will not affect the amount of damage they inflict. The user can freely switch between the addition or removal of weight for different techniques, so while technique A can be created with a weight increase, technique B can be created with a weight decrease and technique C can be created with its weight left unaltered. Logically, this technique will not work with all techniques but it will work with most (projectiles, some terrain manipulation techniques, etc). Anything utilized from the body or which emerges from the ground can have its weight altered. Techniques which emerge from the earth will surface much more quickly/slowly depending on how their weight was altered. Armours or hardening techniques used will either become bulkier or more maneuverable. Techniques such as Sticky Earth Drop can only have the weight of the mud increased but rather than increasing in weight the mud simply becomes "more solid" and harder in consistency (a partial petrification of sorts) and hence can still benefit from the damage boost if applicable. Infusion techniques which imbue objects/people with a particular property will also alter the weight of the targeted substance (When used in conjunction with the Added/Light Weight techniques, the weight of the object/person can be altered to a higher degree). This technique can only increase or decrease the weight of the affected substances up to scale factor of 10x (ten times above or below its weight). Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes another earth-based jutsu.
Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight
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.
This planet dispatch would actually be weaker than the last, since your last was empowered by Aegis but this one is simply heavier, which won't add to it's damage because it's not descending on me. If anything added weight may actually weaken it since it has to go upwards to reach me. <_<
___
Gilgamesh would sense all, formulate a plan, and would continue to ascend on his cloud while performing a brisk set of hand seals. With the final hand seal, a poof of smoke would arise from his position and Kagutsuchi would erupt forth, easily outpacing any parts of your created earth tsunami that may try to ascend towards him, especially with his significant head start, and overall being a sight to behold as he dances through the air with unmatched grace.
(Kuchiyose No Jutsu:Batoidea: Kagutsuchi)- Summoning: Batoidea: Kagutsuchi
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Kagutsuchi is a rather small sized eagle like ray, being roughly 15 feet long (not including tail length), while his skin colour is deep orange with red ringed black spots. Kagutsuchi is unique among the rays, in the fact that he prefers heat, opting for warm water springs rather than cold water. His elemental affinity of fire reflects this. Kagutsuchi is capable of using all Katon techniques B rank and below and is capable of releasing a S rank blast of fire similar to that of Great Majestic Fire annihilation twice per battle, all of which counts as a jutsu. Kagutsuchi’s venom glands are also specialized in the sense that due to it being melded and mixed with his Katon chakra, it gains a similarity to oil in the fact that it’s highly combustible, viscous, sticky, and the venom doesn’t become denatured at higher temperatures but rather works even better before eventually turning into a dangerous gas if heated to high enough temperatures. Kagutsuchi is capable of spewing his specialized venom from his mouth in vast quantities, unlike normal venom, rather than relying on the piercing capabilities of a stinger, Kagutsuchi’s spewed venom sizzles on contact with skin, resulting in bruises and burns being formed, in which the poison can seep into the enemies blood-stream. Kagutsuchi spewing his venom counts as a A rank equivalent elemental jutsu which he is capable of applying shape manipulation to if he so wishes. Once per battle, Kagutsuchi is capable of spewing a gigantic maelstrom Fire/Venom combo towards the target which has the power of a forbidden ranked jutsu, the maelstrom leaving a fair amount of toxic gas behind. Like all Stingrays, Kagutsuchi has passive electroreception, his electroreception working through water, or using the moisture within the air as a medium. Kagutsuchi is capable of speech. Kagutsuchi’s venom results in the enemies heart and breathing rate slowing, not to mention that they begin to feel pain on the afflicted area as the enzymes take effect, this is proportionate to the amount of venom taken in, anything more than 30 mls leads to the next step. If enough venom is spewed, the cells in the contact area begin to die, resulting in the enemy experiencing a decline in health over the next few turns before dying of heart failure due to the heart and breathing rate lowering exponentially.
Note:
- Kagutsuchi can only be summoned once per battle and stays for four turns.
- Kagutsuchi is capable of spewing his venom normally three times per battle and counts as a move.
- Kagutsuchi is capable of using his Venom/Fire combo once per battle which counts as a move.
- Kagutsuchi’s electroreception spans out to Mid range.
- The user is relatively unaffected by the enzymes within the poison, however will still be marred by the offensive capabilities of the substance itself.
- Kagutsuchi is capable of flying through the air, and water, however while submerged under water he cannot use any of his techniques, and his strength is slowly sapped. Leaving him bedraggled after resurfacing, and causing a -20 damage deficit to his techniques for the remained of the turn. Though he has to be submerged for a good while and not simply a quick dip before exiting.
- Due to Kagutsuchi's fire nature he is susceptible to water based attacks and takes half extra damage when hit by one.
Kagutsuchi would gather his chakra and loop back on himself shortly after his summoning so that he may release a powerful Fire-Venom hybrid technique that would be directed to descend upon the earthen tsunami and your position. The fire technique, heavier and more corporeal than it's normal counterpart on account of being infused with viscous venom, would melt through your earth wave with ease and would bare down on you with commendable force, carrying with it debris, molten rock and lava collected from your own technique - thus giving the attack a further heightened level of corporality that would allow it to devastate the ground upon impact, especially considering the weight increase that would now be set to work against you.
His elemental affinity of fire reflects this. Kagutsuchi is capable of using all Katon techniques B rank and below and is capable of releasing a S rank blast of fire similar to that of Great Majestic Fire annihilation twice per battle, all of which counts as a jutsu. Kagutsuchi’s venom glands are also specialized in the sense that due to it being melded and mixed with his Katon chakra, it gains a similarity to oil in the fact that it’s highly combustible, viscous, sticky, and the venom doesn’t become denatured at higher temperatures but rather works even better before eventually turning into a dangerous gas if heated to high enough temperatures. Kagutsuchi is capable of spewing his specialized venom from his mouth in vast quantities, unlike normal venom, rather than relying on the piercing capabilities of a stinger, Kagutsuchi’s spewed venom sizzles on contact with skin, resulting in bruises and burns being formed, in which the poison can seep into the enemies blood-stream. Kagutsuchi spewing his venom counts as a A rank equivalent elemental jutsu which he is capable of applying shape manipulation to if he so wishes. Once per battle, Kagutsuchi is capable of spewing a gigantic maelstrom Fire/Venom combo towards the target which has the power of a forbidden ranked jutsu, the maelstrom leaving a fair amount of toxic gas behind. Like
However the offence wouldn't be limited to just that, since as Kagutsuchi releases the fire/venom combo so too would Gilgamesh release his. The Kiyoshi would exhale forth four bullets, three of wind and one of earth, that would orbit one another and collide as they advance directly into the stream of fire. The result would be the spheres expansion into a gigantic blast of abrasive wind and earth that would be set to level all within it's path. Furthermore, due to it's unique nature the attack would become even more deadly upon combining with Kagutsuchi's flames, morphing into a catastrophic and expansive whirlwind that would descend upon you with unparalleled force, and carry with it noxious gases.
Doton/Fuuton: | Earth Release/Water Release : Seeds of Anihilation
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90 (+20 if combined with Fire)
Description: A technique where the user spews a mediocre "Exploding Flame Shot" sized orb of earth towards the opponent, after which he spews three smaller orbs of wind that accelerate forwards towards the orb of earth before finally matching its pace to orbit around it. The orb of earth spins clockwise, and is composed of a mass of unstable earth chakra. While the outer wind orbs comprised of vigorously spinning winds similar to that of the Rasengan all spin counter-clockwise. The user by then performing a single handseal causes the orbs of wind to converge in on the earth. When the four orbs come into contact, the disordered and opposite rotations combined with the unstable abundance of chakra explodes to creates a gigantic cone shaped turbulent vortex that expands forwards and outwards much like Planetary Rasengan. The earth is reduced to dust shaped rubble, and much like the Dust Wind Technique serves to give the wind a level of tangibility that allows it to shred through matter caught within the technique to pieces, while the wind forms disordered turbulent gale forces that are honed into an infinite number of blades that ravage the target. In effect a catastrophic blast of wind and earth is released forwards in a V cone shape, that spreads out at an angle of up to 110 degrees. This technique combines particularly well with fire, as the fire will be sucked into the vortex and used to superheat the earth particles while also combining with the wind to form a wind and fire combo. Thus making it a technique where countless forceful blades of compressed wind and fire ravage the target along with superheated molten earth. After having used this jutsu the user begins to experience fatigue, their throat becomes sore as sharp pangs of pain glance upwards from their chest area due to the abundance of chakra forcefully channeled through and out of the users gullet.
Notes:
- Can only be used 2x
- No fuuton or Earth jutsu for the rest of the turn, no Earth or fuuton jutsu above S rank for the next two turns
- The users movements will be sluggish for the remainder of the turn and for the next turn, preventing efficient use of Taijutsu.
- Can only be taught by Scaze
The Wind/Earth is released slightly after the fire, but they would meet your earth together and already be combined by then.