(Suiton: Bouhatei no Hanamizu) Water Release: Mole Snot
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user does a string of 4 handseals, creating a huge reservoir of a sticky substance (Similair to Water Style: Syrup Capture Field) underground. With one handseal, the user can erupt localized geiser-like streams around the opponent, which will then rain the substance upon the target. In case that doesn't work, the user can, by stomping on the ground, seep out the remaining underground syrup, sticking the opponent's foot to the ground.
In case the opponent decides to go underground to avoid the geysers he will come into contact with the substance underground and be stuck there, making him an easy target. The substance will short-circuit electricity, so if he tries using Nagashi to free himself he is dead.
*Can only be used thrice per match*
A fairly basic water technique which creates an underground source of water. Its more suited to being used as a binding mechanism rather than an offensive technique since most opponents would choose to counter this technique with an Earth Armour or a similar technique. That being said, if they use such a method of countering, they'll be both stuck to their armour and bound in place, leaving them fairly vulnerable.
Following up with techniques such as Swamp of the Underworld could prove to be too much for the opponent to handle.
The technique also has many side applications such as seeping the remaining fluid from the ground, as well as preventing the use of Nagashi against your future Earth techniques.
( Fuuton/Doton: Horun no Areno Eki ) Wind/Earth Style: The Horns of the Desert Lizard
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user links together 2 handseals, creating a ravaging dome of slicing winds. The wind's speed and sharpness is increased to the max, having almost no rival in shredding power. At which point, the user ends the succession of handseals with an extra one, which infuses the wind with small particles of the strongest earth materials. This sets the abrasive power of the wind past it's limits, both Wind and Earth chakra working together to combine the roughness and tangibility of the earth against the sharpness and speed of the wind, creating an almost perfect defense against all matter, which is shredded to oblivion when it comes in contact.
With 1 handseal, the user is disperse the dome into 2 large gusts of wind that fly up to mid range.
*The user is able to create a perfect sphere by leaping in the air*
*This jutsu is able to overpower the Strongest Metals/Perfectly Solid/Kaguya Bone/Diamond Elements/KGs up to it's rank, and Basic or less solid Elements (Wood, Calcium, Crystals, etc) 1 rank above*
*This jutsu can only be used once every 3 turns*
*The user is unable to preform Earth or Wind jutsus higher than S rank in the next turn*
*The dome is maintained for only 1 turn, and disperses normally if the user does not throw it towards the opponent*
*Can only be used thrice per battle*
An elemental combination of Earth and Wind, which creates a spinning dome of wind infused with tiny particles of debris to augment the wind's already powerful abrasive properties. Its an ideal defense against most elements since the two elements seem to counterbalance most of eachother's weaknesses, with few exceptions (Fire, Blast, etc).
I just have a few questions
1) Does this dome have to be created around the user's body ? or simply mid-range away from them ?
2) Do elemental combination jutsu respect the normal strengths and weaknesses of each element involved ? e.g. Since Earth is weak to Lightning but Wind is strong to it, is this jutsu neutral to S-Rank Lightning ?
(Suiton: Bouhatei no Hanamizu) Water Release: Mole Snot
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user does a string of 4 handseals, creating a huge reservoir of a sticky substance (Similair to Water Style: Syrup Capture Field) underground. With one handseal, the user can erupt localized geiser-like streams around the opponent, which will then rain the substance upon the target. In case that doesn't work, the user can, by stomping on the ground, seep out the remaining underground syrup, sticking the opponent's foot to the ground.
In case the opponent decides to go underground to avoid the geysers he will come into contact with the substance underground and be stuck there, making him an easy target. The substance will short-circuit electricity, so if he tries using Nagashi to free himself he is dead.
*Can only be used thrice per match*
A fairly basic water technique which creates an underground source of water. Its more suited to being used as a binding mechanism rather than an offensive technique since most opponents would choose to counter this technique with an Earth Armour or a similar technique. That being said, if they use such a method of countering, they'll be both stuck to their armour and bound in place, leaving them fairly vulnerable.
Following up with techniques such as Swamp of the Underworld could prove to be too much for the opponent to handle.
The technique also has many side applications such as seeping the remaining fluid from the ground, as well as preventing the use of Nagashi against your future Earth techniques.
( Fuuton/Doton: Horun no Areno Eki ) Wind/Earth Style: The Horns of the Desert Lizard
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user links together 2 handseals, creating a ravaging dome of slicing winds. The wind's speed and sharpness is increased to the max, having almost no rival in shredding power. At which point, the user ends the succession of handseals with an extra one, which infuses the wind with small particles of the strongest earth materials. This sets the abrasive power of the wind past it's limits, both Wind and Earth chakra working together to combine the roughness and tangibility of the earth against the sharpness and speed of the wind, creating an almost perfect defense against all matter, which is shredded to oblivion when it comes in contact.
With 1 handseal, the user is disperse the dome into 2 large gusts of wind that fly up to mid range.
*The user is able to create a perfect sphere by leaping in the air*
*This jutsu is able to overpower the Strongest Metals/Perfectly Solid/Kaguya Bone/Diamond Elements/KGs up to it's rank, and Basic or less solid Elements (Wood, Calcium, Crystals, etc) 1 rank above*
*This jutsu can only be used once every 3 turns*
*The user is unable to preform Earth or Wind jutsus higher than S rank in the next turn*
*The dome is maintained for only 1 turn, and disperses normally if the user does not throw it towards the opponent*
*Can only be used thrice per battle*
An elemental combination of Earth and Wind, which creates a spinning dome of wind infused with tiny particles of debris to augment the wind's already powerful abrasive properties. Its an ideal defense against most elements since the two elements seem to counterbalance most of eachother's weaknesses, with few exceptions (Fire, Blast, etc).
I just have a few questions
1) Does this dome have to be created around the user's body ? or simply mid-range away from them ?
2) Do elemental combination jutsu respect the normal strengths and weaknesses of each element involved ? e.g. Since Earth is weak to Lightning but Wind is strong to it, is this jutsu neutral to S-Rank Lightning ?
1) Around your body. Though it doesn't have to be strictly around yourself, it can encompass a few other people. I'd say, if you make it big enough, it should have no problem holding a somewhat big summon or up to 4 people close together.
2) Like you said, the elements counter balance each other. Normally earth would be weak to lightning, and wind strong against it. So if it was a pure S rank Earth, it would fail, a pure S rank Wind, would win. Thus, as it is, neutral is a good compromise, making this neutral to S rank Lighting.
(Fuuton/Raiton: Houkou no Kora-Hanta) Wind/Lightning Style: The Growl of the White Tigress
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user charges wind or lightning chakra on the hand. When the hand is pulled back, simulating a string of a bow being pulled, a concentrated wind arrow appears charged. Upon release, the arrow disappears to the eye of the opponent, but actually it turns into several sharper arrows, that travel just a little bit faster than a normal arrow, and hit the opponent's body several times in multiple places. Depending on the accuracy and weapon's mastery of the user, the arrows can hit random body points or specific nerves, arteries or organs, though easily traceable even to a first-tomoe sharingan, after creating the arrow, user can enlarge it with a second layer of chakra. Upon releasing, the Lightning/Wind will combine to maximize the piercing and speed abilities, being so that it is a combination of the two fastest and sharpest elements. The barrage of tiny arrows will increase it's range and speed drastically, while the arrows themselves will be drastically smaller and more piercing.
*Can only be used once every 4 turns, for a maximum of 2 times, given the chakra strain*
*Can't use Lightning or Wind Techniques above S rank in the next 2 turns*
The above technique relies more on precision, speed and accuracy rather than scale and magnitude. Instead of encompassing a large area, it seeks to maximize success by target specific locations on the opponent's body and moving at a considerable while doing this. From the description, I get the impression that its untrackable to the naked eye, meaning its an ideal technique to employ against people who lack doijutsu/sensory capabilities.
I'd use it in combination with the Hourglass genjutsu (speeds up/slows down time for the opponent) or in a situation where the opponent has already been injured, meaning their physical/mental capabilities aren't at their maximum.
Yep, that's pretty much it. Another thing is you can shoot just a Lightning or just a Wind technique. It retains the same chakra cost and damage (Thus empowering the element), and you can skip the restrictions on the other element.
(Doton/Suiton: Yurasu Bakuhatsu) – Earth/Water Release: Seismic Explosion
Rank: S
Type: Offensive
Range: Mid - Long
Chakra Cost: 40
Damage Points: 80
Description: The user will focus their suiton chakra into the ground beneath the opponent doing 2 hand seals to saturate it with a large quantity of black flammable thick water, similar to that of the one produced in Water Style: Black Clouds, creating an underground reservoir of an intensely volatile fluid. In quick succession, they will string together two handseals whilst releasing their doton chakra into the floor below to cause the ground around their location to cause it to spiral inwards in a clockwise-like motion, generating a large amount of heat and frictional force in the process as the sink hole gathers momentum the longer it is allowed to proceed. This underground friction generates countless minute sparks which set the dark water source alight, resulting in an intense outward and upward slow explosion-like burst of molten rock, aflame dark water and sharp shards of debris. Whilst seemingly powerful, a vigilant opponent may detect the presence of the dark reservoir by noticing the small vibrations in the ground upon its formation which causes the ground to slightly "inflate" in response to the added volume. Furthermore, a moderate interval of time will need to transpire before the antilion-like formation gathers enough momentum to produce the necessary amount of frictional force required to ignite the water source. Conventional methods of offsetting the technique such as Chidori Nagashi and other electrical currents to negate the doton chakra in the ground will prove to be futile, as the electricity will simply serve the purpose of igniting the oil itself, resulting in an explosion regardless.
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
Note: Requires a cool down period of three turns before next use
Note: No other S-Rank or above Suiton user's same turn
Note: No S-Rank and above Doton in the user's next turn
Note: Counts as two moves
Tell me about the above technique and how you would use it. Alternatively, you can just perform it, whichever you prefer really.
It's a pretty straight forward technique, I have some questions on the details though:
1. Does it require direct contact with the ground? Can I simply preform it from an aerial summon?
2. Upon the creation of the oil, you notice the ground inflate. What else do you notice?
3. Is the Ant-lion formation similar to the Earth technique by the same name, visually-wise? As in, if i catch my target in the center of the oil reservoir, can I make the ground spiral on itself, igniting the oil and entrapping the target, pulling him under?
4. How does the explosion manifest itself? Is it like a large pillar of fire that rises from the center of the technique? Pyroclastic explosions all around, up to a certain range? Is it pure molten ground? I guess I'm confused at the slow-explosion part.
5. Do we see cracks on the ground through which oil starts to leak out, or is the oil completely hidden until it gather enough pressure/energy to instantly break through the ground and explode upwards (or outwards?)?
It's a pretty straight forward technique, I have some questions on the details though:
1. Does it require direct contact with the ground? Can I simply preform it from an aerial summon?
2. Upon the creation of the oil, you notice the ground inflate. What else do you notice?
3. Is the Ant-lion formation similar to the Earth technique by the same name, visually-wise? As in, if i catch my target in the center of the oil reservoir, can I make the ground spiral on itself, igniting the oil and entrapping the target, pulling him under?
4. How does the explosion manifest itself? Is it like a large pillar of fire that rises from the center of the technique? Pyroclastic explosions all around, up to a certain range? Is it pure molten ground? I guess I'm confused at the slow-explosion part.
5. Do we see cracks on the ground through which oil starts to leak out, or is the oil completely hidden until it gather enough pressure/energy to instantly break through the ground and explode upwards (or outwards?)?
2) A vigilant opponent may notice the pungent smell of the oil, though I doubt many will pick on this detail.
3) Yep, it functions in the exact same way as the technique its based off. The antilion will drag them under, leaving them trapped and helpless against the resultant explosion.
4) The explosion can be described as a large geyser/pillar of aflame oil and molten ground
5) That's a tricky one. I can see it going both ways, its really at your discretion. Whichever is advantageous to you
2) A vigilant opponent may notice the pungent smell of the oil, though I doubt many will pick on this detail.
3) Yep, it functions in the exact same way as the technique its based off. The antilion will drag them under, leaving them trapped and helpless against the resultant explosion.
4) The explosion can be described as a large geyser/pillar of aflame oil and molten ground
5) That's a tricky one. I can see it going both ways, its really at your discretion. Whichever is advantageous to you
5) sounds nice, makes it much better for us to trick our opponent into deploying lightning As for 2) best leave out the smell description, so one would actually have to remember that in order to employ it xD
Do the usual z.z. While we're here, can I learn Bovine Intervention ? It would go pretty well with this technique.
(Doton: Miraaak's Kataki) – Earth Release: Miraak's Vengeance
Rank: S
Type: Offensive/Supplementary
Range: Short - Long
Chakra Cost: 40 (-10 chakra per turn)
Damage Points: 80
Description: The user will perform three handseals and focus their doton chakra throughout their body before spewing the built chakra as a flimsy earthen-material into a nearby water source at a considerable speed. After plunging into the water source, it will begin absorbing the surrounding moisture to grow in size and become more flexible. The globule will extend countless tentacles outwards (in every direction) as it does this, their size growing exponentially until they reach the surface. While doton constructions are typically rigid and sturdy, these tentacles are flimsy/flexible since they are made of mud. Since the tentacles grow larger the longer they're completely submerged in water, deeper water sources will produce greater sized tentacles whilst more shallow ones will produce ones of smaller magnitude. The tentacles which emerge closer to the user will lift them into the air and form a protective fortress of writhing tendrils, whilst the tentacles around the opponent(s) will seek to impale, entangle and crush their targets to death. The maximum size the tentacles can reach is equivalent to the size of the spikes produced in Earth Release: Destructive Rising Rock Pillars, at which point they'll reach full saturation and become unable to absorb any more water to gorge their size.
Note: Lasts three turns
Note: Can only be used twice per battle
Note: Requires a Water source
Note: Can only be Taught by Negative Knight
Note: While active the user can only use Doton and non elemental abilities and never above S-Rank.
Its similar to the Added Weight technique in the sense it can "petrify" soft earthen substances into hard rock but without the sometimes disadvantageous weight gain. It can also reverse the process (hard rock into sand), granting it a further degree of usefulness. I also like how despite the necessary contact with the target substance, its effects can spread from short to long range, potentially transforming whole swamps into solid rock.
I'd use this with Miraak's vengeance once I'm done with the structure, so to solidify it and make it a permanent change to the battlefield.
Its similar to the Added Weight technique in the sense it can "petrify" soft earthen substances into hard rock but without the sometimes disadvantageous weight gain. It can also reverse the process (hard rock into sand), granting it a further degree of usefulness. I also like how despite the necessary contact with the target substance, its effects can spread from short to long range, potentially transforming whole swamps into solid rock.
I'd use this with Miraak's vengeance once I'm done with the structure, so to solidify it and make it a permanent change to the battlefield.
Yep, that's the correct usage. As long as the structure is continuous, you can change it whole. It can also apply to the ground itself, not just necessarily techniques. Also, while it's okay to change your own tech with this one, after it is grown, the normal chakra rules apply, so you can't use this on your opponent's technique unless they're stagnant or weaker by at least 1 rank.
(Fuuton: Subashikoi Hando) – Wind Release: Sleight of Hand
Rank: D
Type: Supplementary
Range: Short-Mid
Chakra Cost: 10 (-5 chakra for an additional hand)
Damage Points: N/A
Description: The user will focus their fuuton chakra into the air at any location on the battlefield (within mid-range) to create an almost invisible hand of tangible air (slight greenish hue) fully equipped with nimble fingers. The creation of the hand(s) will generate slight sounds of moving air. Unlike most stealth techniques, this one's usage lies primarily in the art of pickpocketing and thievery. The light weight nature of the fingers allows them to retrieve items, delve into pockets, open ninja pouches and so on with only very slight disturbances. In certain weather conditions (e.g. rainy, snowy), it becomes even more difficult to detect these disturbances. In the same way, if concealed correctly the user can also plant items on their designated target through the use of this technique, however planting heavier items means they run a higher risk of getting caught. To plant items, the user must create the hand near the location of the item they intend to plant on the opponent and stealthily maneuver it towards the target, ideally with the use of some sort of cover (e.g. grass or vegetation). The greenish hue of the air (Similar to Danzo's Vacuum Blade) serves to make the hand of air easy to camouflage in grass, leaves and bushes, rendering it near-impossible to see for non-doijutsu users in such conditions. Alternatively, the user can create an additional hand to aid with slightly more complex tasks which require the use of two hands such as removing certain types of jewellery (necklaces) or tying/untying knots.
For example, could we steal a sword and drop it on the opponent? Can we pick a bunch of sand or dust and throw in someone's eyes? Can we poke the eyes directly (would it provide some damage that way?)? Can we block a kunai or a shuriken with the hand?