CJ Lesson with Scaze

Negative Knight

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I really like this summon, his design is pretty intelligent. Like all conventional summons, Kagutsuchi is capable of utilizing one of the basic five elemental affinities. The one disadvantage is he can only use up to B-Rank Katon techniques, but then again Katon is a very repetitive element and so this restriction doesn't hurt his use too much. However, his ability to use S-Rank Fire (occasionally) and a F-Rank Fire/Venom combination more than compensate for this, since its likely he'll disperse before he reaches his quota of high level techniques. Not only that, but his ability to use Venom is like no other Ray, since he can use A-Rank Venom stand alone or even fuse it with his fire techniques to create a very original combo. The fact that the venom becomes a toxic purplish gas when superheated means the opponent would be reluctant to counter this technique with any heat-based elements, restricting the way they can counter. This already makes Katon, Fuuton and Raiton bad counters for the Venom Maelstrom, restricting the opponent to use Doton or Suiton (if they have no KG/CE). Suiton proves to be terrible in aerial battles as the water simply falls downwards due to gravity's pull, making Doton the viable option. Since Doton is a solid defensive element, its unlikely the opponent will have a F-Rank Doton which they can use at very high altitudes. All in all, this is a very formidable technique to try and counter. Finally, his generic abilities of "flight" and electroception are just the icing on the cake, making this an all-round summon to bring into battles.
 
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System001

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I don't remember approving this relationship, but ok.
MRW? Approve what? Dickhead. -_-

*creeps up behind erzo, and watches scaze and NK spoon some more*

O_O
~___~

I really like this summon, his design is pretty intelligent. Like all conventional summons, Kagutsuchi is capable of utilizing one of the basic five elemental affinities. The one disadvantage is he can only use up to B-Rank Katon techniques, but then again Katon is a very repetitive element and so this restriction doesn't hurt his use too much. However, his ability to use S-Rank Fire (occasionally) and a F-Rank Fire/Venom combination more than compensate for this, since its likely he'll disperse before he reaches his quota of high level techniques. Not only that, but his ability to use Venom is like no other Ray, since he can use A-Rank Venom stand alone or even fuse it with his fire techniques to create a very original combo. The fact that the venom becomes a toxic purplish gas when superheated means the opponent would be reluctant to counter this technique with any heat-based elements, restricting the way they can counter. This already makes Katon, Fuuton and Raiton bad counters for the Venom Maelstrom, restricting the opponent to use Doton or Suiton (if they have no KG/CE). Suiton proves to be terrible in aerial battles as the water simply falls downwards due to gravity's pull, making Doton the viable option. Since Doton is a solid defensive element, its unlikely the opponent will have a F-Rank Doton which they can use at very high altitudes. All in all, this is a very formidable technique to try and counter. Finally, his generic abilities of "flight" and electroception are just the icing on the cake, making this an all-round summon to bring into battles.
That's quite interesting and a very good analysis, don't really have much to add there. Although you failed to highlight on the uses of the properties of the liquid venom itself, do so in your next post please.

*Summons Slip-Stream*

(Kuchiyose No Jutsu:Batoidea: Slip-Stream)- Summoning: Batoidea: Slip-Stream
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: n/a
Description: Slip-Stream, is a rather small Sting-ray in comparison to most of the other Rays and has the body shape and looks of a Spotted Eagle Stingray. Slip-Stream is roughly three meters long (Not including tail) and three and a half wide (Including wingspan), and is capable of carrying a single person on her back, possibly two if the need should arise. Slip-Stream has an extremely bubbly and energetic personality. Slip-Stream is incapable of using jutsu, but makes up for it through her prominent and useful move set. One of her techniques involves releasing her chakra as she flies, the chakra shapes into her form, effectively forming clones that are in-fact projectionary illusions created by the distortions caused by her chakra. Once activated, which counts as a move, the technique continues to remain active, mirages being created passively, leaving a trail of Slip-Streams behind her, which combined with her insane speed is often mistaken for Motion Blur by a opponent, fooling them into thinking that she’s moving faster than she actually is, while masking her exact position. The illusions often mistaken for after-images, begin to fade roughly 3 seconds after their creation and are similar to that of the basic E rank clone technique. Another of Slip-Stream’s abilities, is that she is capable of releasing a burst of wind from her body, utilizing the wind, and the updraft and force created so as to give herself a dramatic burst of speed, allowing her to amplify her speed by up to 50% for a few moments. Slip-Stream usually releases the burst of wind from either beneath her or behind her, but is capable of releasing it from all over her body if need be. Strangely, Slip-Stream prefers Air over water, and is the fastest flyer in kodai, it requires immense focus from a non doujutsu enemy to keep track of her movements while she moves in straight lines or circles, and even more focus to decipher which is a mirage and which isn’t. Slip-Stream is slower when moving in intricate motions but still remains faster than a Sage Rank Ninja with ease. Slip-Stream’s Last ability is a testament to her mastery over air and flight. As she flies, Slip-Stream is capable of utilizing her wind chakra to create a flow of wind around her, the flow of wind acts as a barrier for both defense and offense. The wind coating allows Slip-Stream to slice through opposing objects as she travels with immense ease, and is equivalent to S rank. While it also reduces Air-Resistance against her forcing the air to her sides, allowing her to move even faster than usual.

Note:
- Slip-Stream can stay on the field for 4 turns.
- Slip-Stream can only be summoned Once per Battle.
- Slip-Stream can only use her Wind Burst Technique Twice, and it counts as a move.
- Slip-Stream’s Wind Armour activation counts as a move and can only be used twice per battle

Alright, just like before, I want you to analyze and explain Slip-Stream's capabilities.
 

Negative Knight

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@Kagutsuchi, his liquid venom is pretty well designed. Its capable of sizzling through the opponent's skin, meaning it can enter the body/bloodstream without a prior opening or wound to go through. Its sticky, viscous and adhesive nature means it'll cling to their body once it makes contact, making it very difficult to remove or escape. For most opponents this will spell their death.

Alright, now that's a summon o_O. Slip-Stream's abilities revolve mainly around its speed and the effect it has on the opponent's perception of this speed. The ability to create a mirage-like blur of itself when it moves makes it so you can fool your opponent in various ways e.g. the speed at which its moving or concealing its exact position. Both of these effects are extremely useful against pinpoint/precision attacks such as Sniper Arts or drones which try to follow or track the summon whilst its moving. The wind-enhanced speed boost and is a very nice touch for avoiding many attacks which manage to overcome Slip-stream's mirage-like effect. The wind armour is a good offensive measure for the summon, it amplify her to turn her biggest strength and make it capable of inflicting anyone who's struck by her whilst she's using the technique. However, this summon really lacks when it comes to performing techniques of its own, slightly taking away from how useful it could be in a battle situation.
 

System001

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@Kagutsuchi, his liquid venom is pretty well designed. Its capable of sizzling through the opponent's skin, meaning it can enter the body/bloodstream without a prior opening or wound to go through. Its sticky, viscous and adhesive nature means it'll cling to their body once it makes contact, making it very difficult to remove or escape. For most opponents this will spell their death.

Alright, now that's a summon o_O. Slip-Stream's abilities revolve mainly around its speed and the effect it has on the opponent's perception of this speed. The ability to create a mirage-like blur of itself when it moves makes it so you can fool your opponent in various ways e.g. the speed at which its moving or concealing its exact position. Both of these effects are extremely useful against pinpoint/precision attacks such as Sniper Arts or drones which try to follow or track the summon whilst its moving. The wind-enhanced speed boost and is a very nice touch for avoiding many attacks which manage to overcome Slip-stream's mirage-like effect. The wind armour is a good offensive measure for the summon, it amplify her to turn her biggest strength and make it capable of inflicting anyone who's struck by her whilst she's using the technique. However, this summon really lacks when it comes to performing techniques of its own, slightly taking away from how useful it could be in a battle situation.
Good Good Good. Except, you said it slightly lacks in certain battle situations, how so? An example perhaps? o-o
 

System001

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An opponent uses two F-Ranks on you (at the same time) and you can't counter :rolleyes:

OT: It only lacks in jutsu clashes since it can't use anything projectile-based and etc
You could've avoided if you hadn't let me change the terrain to my liking. :3 Be more vigilant kiddo. u-u

Well does it really need to? The only techniques it can't avoid is like Great Fire Majestic Annihilation, although that's only if she's outside of short range. If she's in close range, she could just skirt around the opponent as they begin to spew their flames with either a wind burst, or aerial burst, no? Even then, you can support her with suiton techniques can't you? o_O Staying close to the belt and Speed Blitzing is the operative phrase. u_u

OkOK. Next Ray.
(Kuchiyose No Jutsu:Batoidea: Ophelia)- Batoidea: Ophelia
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Ophelia is the weapons expert of the Stingrays and thus focuses heavily on close range prowess. She has the looks of a small sized Eagle Stingray being only a meter long (not including tail length) with a wingspan of a meter 1/2 and is sandy yellow in colour with white spots. Despite not having a humanoid body to perform punches and kicks, she makes up for it through a unique moveset. Ophelia’s first ability is what allows her to overcome her lack of limbs to wield weapons. Ophelia is capable of freely growing Stingray stingers from all over her body, and is also capable of applying shape manipulation to the stingers so as to create various weapons of all different shapes and sizes. These stingers have the strength slightly greater than that of a Kunai. She is also capable of growing much more powerful wind elemental chakra enhanced stingers which is equivalent in strength to an S ranked jutsu. The stingers can also be retracted or shot if need be. The venom on Ophelia’s grown stingers aren’t the most potent, but is still quite deadly. Five pen sized stingers being able to easily incapacitate a limb while causing the opponent minor heart rate and breathing problems such as lack of breath, and minute cramping like pains within the chest region. Thanks to her size, Ophelia remains to be rather fast, capable of keeping up with a Sage Ranked ninja with minor difficulty. Despite her small stature she also remains to be rather strong, while she doesn't quite rival the strength of summons such as Enma, she does exhibit a physical prowess that overshadows that of the average ninja.

Note:
- Ophelia can only be summoned once per battle and stays on the field for four turns.
- Growing elemental enhanced Stingers counts as a move and can only be done three times.
- Ophelia is capable of both swimming and flying through the air.
- Ophelia's Electroreception spans out to Long range through water or air.
Analyze and explain Ophelia's abilities. o-o
 
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Negative Knight

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Ophelia's abilities really complement my style of fighting. Creating weapons/constructs from her body (much like my main bio: Kakuzu) as well as infusing them with my 2nd most used element, Wind. Like you referred to her, she's the "Kayuga of the Rays", since she specializes in weapons which protrude directly from her body. Being acclimated to Kakuzu, I know that constructs/weapons which sprout from your body have near limitless potential in what they can create, making this summon very versatile in close combat situations. Her compact size also adds to this, since she possess the capability of being summoned without flooding the arena like massive boss summons. One other benefit about the weapons she can make is that they're all coated in a slightly potent venom, that can do serious damage with each successive hit that she manages to land. The ideal would be using countless barbs and stingers in each offensive, so to make any attack which lands near-fatal, if not capable of directly killing your opponent.

Otherwise, a simple summon and I have nothing else to say.
 

System001

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Ophelia's abilities really complement my style of fighting. Creating weapons/constructs from her body (much like my main bio: Kakuzu) as well as infusing them with my 2nd most used element, Wind. Like you referred to her, she's the "Kayuga of the Rays", since she specializes in weapons which protrude directly from her body. Being acclimated to Kakuzu, I know that constructs/weapons which sprout from your body have near limitless potential in what they can create, making this summon very versatile in close combat situations. Her compact size also adds to this, since she possess the capability of being summoned without flooding the arena like massive boss summons. One other benefit about the weapons she can make is that they're all coated in a slightly potent venom, that can do serious damage with each successive hit that she manages to land. The ideal would be using countless barbs and stingers in each offensive, so to make any attack which lands near-fatal, if not capable of directly killing your opponent.

Otherwise, a simple summon and I have nothing else to say.
Nice analysis.

Well it seems that I've taught you everything I can here, so for now we'll be heading off to Kodai no Mizuumi. I don't feel comfortable reverse summoning you there to be honest, it's pretty impolite, and the feudal lords of Kodai will probably chew me up and spit me out if I do so. So I guess I'll be leaving transportation to you, we could walk, but to be frank I'm feeling lazy. Got any ideas?
 

Negative Knight

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You could always carry me ? On a more serious note, I guess we can use this.

Doton: Tenkyo Tsuchi waku - Earth Style: Moving Earth Slide
Rank: C
Type: Sup
Range: Short-Long
Chakra Cost: 15(+10 for each turn active)
Damage Point: N/A
Description: This is somewhat similar to Marvel Ice-Man's Ice Slide. The user focuses his/her doton chakra to the hands and legs and while constantly coating his legs in glossy molten mud, he also continously releases a stream of mud from one or both his/her hand which he/she extends a little bit forward so that a long Mud slide is formed conveying the user along as it extends. The mud he releases partially solidifies as soon as it is released in such a way that the upper half which will be in contact with the user's legs is inform of a glossy mud while the lower half is solid. The user then while his legs is coated with molten mud creates a small rideable mud wave from the top molten half of the mudslide. It appears that the user is riding a very narrow mud wave on an equally narrow solid earth sky-way. The user can ride this from his/her initial position(ground/Mid air) to any direction and can go high into mid air (not very high) and also has quick manouvreability. The user is prone to lightning when using this.

+note+
-can't use any jutsu apart from earth while using this although the user can't make handseals to sustain this
-Dormant earth slide crumbles one turn after user passes it(this is due to the user chakra timely depletion from the slide and also prevents unneccesary narrow bridges formed from the conveyance)
-can carry only one person who holds on to the user while he rides the mud

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System001

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You could always carry me ? On a more serious note, I guess we can use this.

Doton: Tenkyo Tsuchi waku - Earth Style: Moving Earth Slide
Rank: C
Type: Sup
Range: Short-Long
Chakra Cost: 15(+10 for each turn active)
Damage Point: N/A
Description: This is somewhat similar to Marvel Ice-Man's Ice Slide. The user focuses his/her doton chakra to the hands and legs and while constantly coating his legs in glossy molten mud, he also continously releases a stream of mud from one or both his/her hand which he/she extends a little bit forward so that a long Mud slide is formed conveying the user along as it extends. The mud he releases partially solidifies as soon as it is released in such a way that the upper half which will be in contact with the user's legs is inform of a glossy mud while the lower half is solid. The user then while his legs is coated with molten mud creates a small rideable mud wave from the top molten half of the mudslide. It appears that the user is riding a very narrow mud wave on an equally narrow solid earth sky-way. The user can ride this from his/her initial position(ground/Mid air) to any direction and can go high into mid air (not very high) and also has quick manouvreability. The user is prone to lightning when using this.

+note+
-can't use any jutsu apart from earth while using this although the user can't make handseals to sustain this
-Dormant earth slide crumbles one turn after user passes it(this is due to the user chakra timely depletion from the slide and also prevents unneccesary narrow bridges formed from the conveyance)
-can carry only one person who holds on to the user while he rides the mud

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Ew no, it's icky. You must have something else? Summon a Ray if you have to, but I'm not riding on that crap.
 
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