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Hades begins his assault by slamming both hands against the ground, manipulating his chakra to create several grouped, large jagged rocks that rip through the ground at a diagonal angle only a few meters away from him, striking their target as they pierce through him. While trapped between the rocks, Hades continues to perform a single handseal & presses his right hand against the ground which on contact creates a bolt of Lightning that is shot forth, rapidly travelling forward as it thrashes against the ground. The lightning on contact with the rocks rips through them with ease as it continues on it's path toward Bazzard, viciously shocking him.

(Doton: Iwa Keiro) – Earth Style: Rock Trail
Type: Offensive
Rank: B
Range: Mid
Chakra: 20
Damage: 40
Description: The user slams their hands on the ground and giant rocks rise up and jag the opponent from underneath.

(Raiton: Ikazuchi Hakai) - Lightning Release: Lightning Destruction
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: After performing a small sequence of 3 hand seals the user will place their hand on the ground converting their chakra in to lightning. The user then sends an enormous bolt of electricity that cuts through the ground in the direction of the enemy. The shape of the bolt is a triangular with the base in the direction of the user and the tip headed towards the target. It causes devastating destruction on its way and generates enough heat and power to destroy whatever it comes into contact with.
 

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Bazz-B watches as his opponent slams his hands onto the ground causing the earth to rumble around Bazz's location. With the formation of a single handseal, he creates flaming orbs of Scorch that rotate around his body and defend him from the diagonal spike. Despite Scorch's weakness to Earth, the technique Bazz-B uses is powerful enough to destroy and incinerate the rocks on contact. In one motion, the orbs continue into the air and form a giant sphere of scorch with explodes releasing an omni-directional wave of Scorch towards his opponent. If this makes contact, Hades will be instantly devoid of water and his body burned to a crisp.

( Shakuton: Shōkyaku Eikoudan ) - Scorch Release: Incinerating Flare Technique
Rank: S
Type: Offensive
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: The user after performing the required Tiger hand seal will create flame orbs spinning around the user that combine into a larger one which the user then holds above their head floating and the causes it explode outwards arround the users position to incinerate the surrounding area and or enemies.
Note: Can only be used by Pakura or Scorch Release users from the Hidden Sand Village

After the creation of the orbs, Bazz-B immediately focuses Earth chakra underneath Hades forcing sticky mud to erupt from the ground underneath him to restrict his movements leaving him susceptible to the wave of Scorch coming at him. The mud quickly hardens and puts Hades' body under an immense crushing force. The Scorch/Mud combo allows the mud to dry quicker due to the intense heat that scorch provides.

(Doton: Shinku Bohi) - Earth Release: The Scarlet Tombstone
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will release their chakra into the ground, then by manipulating their chakra, they cause an abundance of adhesive sticky mud to burst up from the ground around and beneath the opponent(s). The mass of mud quickly forming into a tombstone-like shape while clinging to the target, then quickly hardens and encases the whole of the opponent in solid rock. The rock quickly continues to constrict around the opponent, growing tighter and tighter until it eventually crushes them with immense force. Multiple tombstones can be created to encase and destroy multiple enemies, or a single large tombstone can be created to destroy a group of enemies, or one large enemy. The Tombstone created can be no larger than Gamakichi and if multiple Tombstones are created, their total size combined cannot exceed that of Gamakichi.

Note: User is unable to use Water above S-rank in the same turn and the turn after.
Note: Only useable thrice.
Note: Courtesy of Scaze

After performing these techniques, Bazzard activates his chakra sensing ability and runs full speed to his left. Until he ends up at the 9 o'clock position from his opponent, throwing three kunai at his head.

(Chakra Henkanshi no Jutsu) - Chakra Sensing Technique
Type: Supplementary
Rank: C
Range: Short - Long
Chakra cost: 15 (- 5 per turn)
Damage points: N/A
Description: This is a very advanced of advancing the ability to feel and sense chakra. The technique allows the user to concentrate and detect someone's chakra. Users can use this to determine the nature of a jutsu used as well as sense masses of chakra. The use of this can be compared to Sharingan's brutish level of sensory, able to sense collection of chakra but not the level of clarity and precision Byakugan has.
Note: Can only be used by bios with Sensory ability.
Note: After having on a bio for 1 month, users gain the ability to activate Sensory passively.
 

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As the spikes rip through the ground Hades is quick to note his opponent's handseal, producing several orbs which upon creation quickly orbit around Bazzard & begin breaking apart the spikes that extend toward him. Almost immediately after the orbs form the ground beneath Hades begins to rattle as cracks appear around him, an immense pressure building up which would soon result in the release of the mud. Expecting something to strike from below Hades takes a slight different approach from his original intent, as the mud begins to rise from the ground he manipulates his chakra & releases an unfocused current of lightning spread across his surrounding area & beneath him, completely negating his opponent's attack before it could continue any further. By now The shock wave would have already formed & begun to close in toward Hades, however this was an opportune moment for him which he seizes by gracefully raising his arm up in front of him as he activates his mark, absorbing The shock wave of Scorch & converting it into Dark chakra, all the while shifting his sights toward his opponent who begun to run to his side. With the shock wave already weakened by the Earth technique prior & Dark's superiority over Scorch, the basic absorption ability was more than enough to tame the shock wave into nothing as it was sucked in. As the absorption ended Hades focused on his opponent as he hurled multiple kunai toward him. Hades simply channelled his chakra into the ground as he turns toward Bazzard, manipulating it to create 3 large rocks that rise up & hover in front of him & almost instantly shoot forward, racing toward their target. The middle rock continues in a straight path, knocking the kunai out of path as they collide while the remaining 2 rocks arc around from both the left & right of Bazzard, the result being all 3 rocks crashing into him on contact.

(Raiton: Chidori Nagashi) - Lightning Release: One Thousand Birds Current
Type: Offensive/Defensive
Rank: A
Range: Short (Mid if channeled through a medium)
Chakra: 30
Damage: N/A (+10 if used to boost weapon damage)
Description: This jutsu allows the user to generate non-focused electricity from their body. It can be used as an omnidirectional attack or be channeled through weapons, the ground or other conductive mediums. Because the electricity isn't focused, it doesn't kill on contact, instead it has great numbing and paralyzing effects. To channel Nagashi through a medium, the user needs to focus the technique into one of his hands which will then be put in contact with the medium and can only choose to either do a widespread attack throughout his whole body or to channel it into something; he cannot achieve both usages at the same time. Despite not having much destructive or damaging properties, Nagashi can be used to destroy low rank earthen and wooden structures and even negate chakra on the ground to stop high ranked earth and wood techniques. It has also been noted that Lightning Specialists that have mastered Lightning to the highest degree can resist total paralyzation, although they still feel the pain and numbing effects.
Note: Paralyzation lasts 1 turn if sucessful but is ineffective against bios who have a primary Lightning Specialty

(Meiton: Kyūketsukō) - Dark Release: Inhaling Maw
Rank: B
Type: Offensive, Defensive
Range: Short
Chakra cost: 20
Damage points: N/A
Description: The user uses their dark release to forcibly extract the physical and spiritual energy (chakra) of another ninja and absorb it through the upper square of the mark on his left hand, which can then be used to perform Dark Release: Judgment.
Note: Can absorb up to A-Rank Wind, Fire and Lightning techniques, S-Rank raw chakra or C-Rank Water, all within reason. Has no effect on Earth techniques.

(Doton: Shōnyūseki) - Earth Release: Stalactite
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user manipulates their chakra creating three huge rocks infront of them. The user will then unleash the three huge rocks coming from three different angles from infront of the enemy to smash into each other causing segements to start protruding from the collision and damaging the opponent.
 

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Bazzard watches as his opponent absorbs his wave of Scorch, Bazz-B forms the required handseals and spawns a orb of water around his opponent to restrict his movement and potentially drown him. The orb creates its own water source.

(Suiton: Funshutsu Mizu Kinko) - Water Release: Gushing Water Imprisonment
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user creates a flow of gushing water under the opponent which traps them in a sphere of water. The user can perform an attack while the opponent is trapped. This jutsu is similar to Water Prison Technique, though the user doesn't need to keep his arm in the sphere of water.

Note: This creates its own water source.

Bazz then quickly forms three handseals putting Hades in an illusion where the termination of one illusion triggers another. The first illusion changes the battlefield into an ocean where Hades would be trapped under. If this first illusion is broken, the second illusion entails a thick rain forest with various forms of wild life that parade about. Simple chakra surges would be ineffective at releasing both illusions at the same time. A substantial amount of pain is needed to dispel these.

( Magen: Nijū Kokoni Arazu no Jutsu) Demonic Illusion: Double False Surroundings Technique
Type: Supplmentary
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: N/A
Description:
The user will do a sequence of 3 handseals, putting his opponents under a double layered Genjutsu. The user is able to create false surroundings to fool his targets, much like the simpler version of the technique. However, the illusion is in fact layered. If the opponent manages to release the first one, he will then feel the effects of the second illusion. If, for example, the first illusion is that of a desert and the second that of a forest, upon releasing the first one, the opponent will see the desert fade away while the forest appears around him, making him think he dispelled the illusion while in essence he is still caught in one. Each illusion is equivalent to C-Rank and both are casted at the same time. While normal releases will release only one illusion at a time, a strong enough pain or an external source of chakra can dispel both at the same time.

While his opponent deals with the genjutsu, Bazz-B using his lightning specialty forms an orb of pure lightning in his hand and tosses it at his opponent. Once the ball hits the orb of water, it explodes into a violent blast of lightning which would vaporize his opponent or at the very least brutally electrocute him.

(Raiton: Sanda Appu) – Lightning Release: Thunder Up

Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user concentrates a lot of lightning chakra into their hand, compressing it into a ball of lightning energy. The user can then hurl it at the enemy or trust it forward in a melee attack. Once the ball hits the target, it expands into a massive lightning explosion.
 

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Having absorbed the shock wave Hades would note his opponent begin to perform several handseals, alerting him of a possible attack. Moments later & the earth beneath Hades began to sprout water as it soon began to form around him. In a swift response Hades raised both his arms over opposite shoulders while injecting his chakra into the orb as it formed, he was able to overpower the opponent's chakra & manipulate the water to form into a crystalline sword-like weapon that materialised directly into his right hand while grabbing hold off his feathered kunai with the other (kunai attached to his scarf) & in an instant hurled the sword & kunai toward Bazzard at great speed, which would aim to halt his own actions. He followed up by performing two handseals which summoned a swamp of mud beneath his opponent, stretching out a short range distance with Bazzard at it's centre. The mud would ensnare his opponent as The sword & kunai would close in, only meters away & aimed around his shoulder/chest area.

(Takigakure-Ryū: Mizukiri no Yaiba) Hidden Waterfall Style: Water Slicing Blade
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A 60 when used to attack)
Description: A secret technique of Takigakure that allows the user to manipulate nearby water into the form of a sword, by compressing it to incredible amounts, making it seem solid and sharp, almost crystalline in nature. The sword is very resilient and extremely useful against Fire attacks or Fire enhanced weaponry. The sword, once formed, can be thrown as a projectile or wielded. If thrown, it will do menial damage (C-rank) but it can be wielded as any other sword and due to its incredible sharpness, can be quite dangerous. It can be used for melee based Kenjutsu attacks.

Note: While the sword is being sustained, the user can only mold Water Techniques.

(Doton: Yomi Numa) - Earth Style: Swamp of the Underworld
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 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.

By now the projectiles would have pierced through Bazzard, though regardless of the result Hades would continue to manipulate his Dark chakra into a shroud that would spread around him, soon after exploding forth as a whirling mist of Darkness that quickly spread throughout the field while pushing back anything within a short range of him. A unique property was mixed within the Mist, if Bazzard would attempt to perform a technique within the confines of the mist, upon creation the mist would absorb the chakra fuelling it, causing it to dissipate. The absorbed chakra would passively enter the user's marking.

Passive:
(Meiton: Kenja no Ishi) – Dark Release: The Philosopher's Stone
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short - Long
Chakra: N/A (+10 chakra to the infused technique)
Damage: N/A
Description: This passive jutsu is designed to allow use of the 'Seven Deadly Sins' set, a grouping of techniques normally bound to Dark Release: Lords of the Outer Night, outside of the said state. Through the Philosopher's Stone, the user can apply one of the sins to a compatible Meiton jutsu (those composed of dark chakra) either during it's creation or once it's on the field. If applied to a dark technique on creation, this jutsu can be used in the same time frame as it's predecessor technique. The result will be the Dark technique exhibiting the traits and properties of the chosen 'Sin'. If Envy is infused into a technique, it will be capable of reshaping and growing additional parts or appendages. If Greed is infused into a technique, it will exhibit the properties of the last jutsu the user absorbed. If Wrath is infused, upon absorbing chakra or a technique, the dark jutsu will gain +20 damage and explode into a maelstrom of purple flames. If Lust is infused, the technique will exhibit intangibility and will deliver the 'infection' outlined in the description of Dark Release: Lust, the Lascivious upon contact with anyone barring the user. If Pride is infused, the technique will slow down any movement inside of it by a half and weaken foreign chakra techniques that pass through it by one rank via absorbing a portion of their chakra. This of course follows the debuffing rules and so Pride cannot be applied to techniques that have had their damage value boosted. If Sloth is infused, the opponent will lose 50 chakra for every turn they're in contact with the technique and will also be restricted to A-Ranks until they break that contact. If Gluttony is infused, the technique will absorb jutsus composed of foreign chakra on contact, following Gluttony's rank and Dark's elemental S/W. In the case of Gluttony and Sloth, if the user is in contact with the dark chakra technique while it is absorbing, the absorbed chakra will passively enter the user's dark marks. The duration of the chosen 'Sin' will instead last until the technique it's applied to ends. If an ability which lasts three turns is applied to a technique which lasts two, it will only last for two turns.

Note: Only one sin can be infused per usage of the Philosopher's Stone
Note: The jutsu used through this should be posted for reference whenever this is used
Note: Can only be used three times per battle and it cannot be used on consecutive turns
Note: Techniques infused with this technique must be created, at minimum, 5 meters from the opponent.
Note: Lust cannot be used on 'familiars' or techniques that last longer than the turn that they are first created on.

Reference:
(Meiton: Houshoku no Hanguri) – Dark Release: Gluttony, the Voracious
Type: Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A
Description: While Lords of the Outer Night is active, the user will begin focusing their meiton chakra into the ground below to take advantage of dark's capability to absorb chakra. Any chakra released into the ground (within mid-range of the user's position) will be drawn into their body and consumed entirely. Consuming chakra from the ground in this manner will be treated as the absorption of a technique, allowing the user to perform Dark Release techniques which require a prior absorption. This technique can absorb neutral techniques of the same rank, B-Rank techniques of elements strong to Dark and S-Rank techniques of elements weak to Dark. This absorption can be maintained for up to three turns and so in that time, techniques that can be absorbed by this will be neutralized before they can emerge from the ground.

Note: Can only be used thrice per battle
Note: Lasts three turns and has a cool down time of two turns in between uses

Meiton: Desu Burossamu| Dark Release: Death Blossom
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: -
Description: A release ability which begins with the user channeling a mass of chakra that is released as a thick cloud, tightly encircling the user. As it spreads around their entire body the user is able to manipulate the cloud to abruptly burst out with great force in all directions, while continuing to rapidly spiral around in a fierce manner. Anything within a short range distance, caught within the initial burst is pushed back into Mid range, throwing the target with great force as it pushes them back, enough to topple them onto the ground.
Now taking on the form of a whirling mist, it hinders the sight of anything caught within, while also affecting both opposing Sensory & Doujutsu Bios due to the mass of surrounding chakra. The Dark chakra itself is able to severely burn on contact, while also causing internal damage if the opponent is still caught within the mist on the user's next turn. The internal damage prevents the opponent from functioning at full capacity; severely affecting their gross motor skills. While all parties are in contact with the mist the user is able to detect any abnormalities within it; this ranges as a type of sensing, though only through direct contact with the mist & the user is unable to specifically distinguish objects inside, simply relying on size, shape & movement of the objects.
-The mist resides on the field for 3 turns, though the user must pay 5 chakra each turn to continue it's whirling motion.
- Requires a waiting period of 2 turns after each use
- Unable to perform Dark release techniques of A rank & above for the next turn after ending
- Can be used 2 times
- Taught by Method
 
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Bazzard watches as the water he sent from underneath his opponent be manipulated in an unorthodox fashion where the water gravitated towards his opponent's hand and began to crystallize. To avoid any further offensive action, Bazz-B forms 2 handseals and places his hands on the ground causing the ground beneath Hades to rotate inward, forces him to lose his footing before he is able to throw the sword at Bazzard. The area affected by earth tearing palm is a 7 meter by 7 meter area

While placing one hand on the ground, Bazzard simultaneously removes his leg weights to double his speed(Base speed is lvl 12, so double that will be lvl 24). In one motion, Bazz-B tosses the leg weights in the direction of Hades at an angle so they land directly on top of him with their weight in hopes of crushing him.

(Doton: Retsudo Tenshō) - Earth Release: Tearing Earth Turning Palm
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: After performing the required hand seals Boar → Ox → placing hand on the ground, the user causes the ground surrounding the enemy to spiral inwards on itself, burying them alive or crushing them in a mayhem of jagged rocks. This technique is capable of causing quite a bit of damage to a large area. This technique is much more damaging if used in rocky mountainous areas, or inside a cave.

(Katai Omori: Doroppu) Leg Weights: Drop
Type: Supplementary
Rank: A
Range: Short
Chakra: N/A
Damage: N/A (+20 to Kicks, 2x Running Speed)
Description:
The user stops, bends over to reach his legs and unstraps his leg weights, dropping them to the ground. As a result the user gains a drastic boost to his running speed (doubles) and +20 to all his Strong Fist Kick-related moves. However, this boost in strength and speed is completely nullified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other.

Immediately after tossing his weights, using his superior speed, Bazzard dashes to his right and arcs his running path until he appears mid range behind Hades. He manipulates his scorch chakra around his body to summon two orbs of scorch that rotate around his body. With a singular command, the orbs arc to the left and right, aiming to hit Hades from either side as he falls/gets grinded by Earth Tearing Palm.

Once these orbs hit, Hades will suffer from third degree burns and be greatly dehydrated limiting him to two moves on the next turn.
In summary, Earth Tearing Palm attacks him from the bottom, my leg weights fall on him from the top, and two orbs of scorch come from him at the side, in one fluid motion.

(Shakuton: Kajōsatsu) -Scorch Release: Extremely Steaming Murder
Rank: A
Type: Offensive
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: The user creates several flaming orbs that resemble small suns. these orbs rotate around the user and can be freely controlled to attack enemies. When an orb touches an opponent. it apparently evaporates some of the water within their target. When this happens steam can be seen emitting from the opponents body.
Note: reduction of water leaves target exhausted and as such can only perform 2 moves the following turn.
 

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As the sword forms Hades focuses on his opponent's actions, forming a set of handseals & continuing to press against the ground leading Hades to assume a Earth attack. Just as he presses against the ground Hades would continue to hurl the sword toward Bazzard, however with little luck as the ground beneath him suddenly shifts causing Hades to tumble forward as the sword slips out of his hand & simply drops to the ground a few meters away due to lack of force behind his throw.


Having already expected something Hades had prepared himself in a timely manner. He would let himself tumble forward & drop to the floor, all the while channelling his chakra & as his hands pressed against the ground he unleashes a web of Lightning. The Web would spread out all across the ground, quickly reaching up to Mid range as the technique forced the earth's movement to a halt. As Bazzard would throw the weights, his body would receive an intense shock on contact with the web, almost freezing him in place. Just as the opponent would feel the shock from the Lightning, Hades would perform two actions simultaneously; He would reach over & rip three kunai from his scarf while manipulating Dark chakra to cover his body & as he did so he would hurl the kunai, aiming for Bazzard's legs & waist while almost instantly following up by forcing the chakra to burst out from around him. The initial burst carries enough force to not only increase the speed of the kunai but also send the weights that would soon follow, flying back toward Bazzard aiming to damage his body beneath it's weight. To finish off Hades channels chakra across his entire left arm, all the while keeping a track of his opponent through the mist. His entire arms begins to left of a surge of electricity which he manipulates to instantly spread out across the field soon after followed by clenching his fist which would cause the lightning to quickly draw in on Bazzard's location, severely shocking him further by creating tremendous pain across his body, with the additions of becoming temporarily paralysed & receiving numerous cuts & lacerations across the body.

(Raiton: Amigumo) - Lightning Style: Spider Web
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: After kneading chakra in the body and converting it to lightning, the user places their hand on the ground which creates a surge of electricity which originates from them and spans out around the user creating a web of electricity around them. Anyone caught within this web is electrocuted by the lightning's effect.

Meiton: Desu Burossamu| Dark Release: Death Blossom
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: -
Description: A release ability which begins with the user channeling a mass of chakra that is released as a thick cloud, tightly encircling the user. As it spreads around their entire body the user is able to manipulate the cloud to abruptly burst out with great force in all directions, while continuing to rapidly spiral around in a fierce manner. Anything within a short range distance, caught within the initial burst is pushed back into Mid range, throwing the target with great force as it pushes them back, enough to topple them onto the ground.
Now taking on the form of a whirling mist, it hinders the sight of anything caught within, while also affecting both opposing Sensory & Doujutsu Bios due to the mass of surrounding chakra. The Dark chakra itself is able to severely burn on contact, while also causing internal damage if the opponent is still caught within the mist on the user's next turn. The internal damage prevents the opponent from functioning at full capacity; severely affecting their gross motor skills. While all parties are in contact with the mist the user is able to detect any abnormalities within it; this ranges as a type of sensing, though only through direct contact with the mist & the user is unable to specifically distinguish objects inside, simply relying on size, shape & movement of the objects.
-The mist resides on the field for 3 turns, though the user must pay 5 chakra each turn to continue it's whirling motion.
- Requires a waiting period of 2 turns after each use
- Unable to perform Dark release techniques of A rank & above for the next turn after ending
- Can be used 2 times
- Taught by Method

Raiton: Sanzai genzai no bakuhatsu | Lightning Release: Scattered Current Explosion
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user begins to channel their chakra across either arm, manipulating it to create vibrant currents that course within the limb until released outward in an explosive manner, reaching up to Long range almost instantly. Left behind are closely grouped currents that cover the entire area similar to the shape of a dome. Harmless as they are separately, their main offensive purpose is judged by the user compiling the currents to a single location of their choice within the area, causing the entire field of lightning to rapidly draw in to the single point & on impact the lightning creates a powerful electrical explosion. The results of the explosion leave the opponent paralysed & severely injured due to the sheer volume of currents within the area. The lightning, on impact with the explosion, courses throughout the opponent, creating lacerations across the body followed by minuscule cuts from within. This leaves the opponent unable to effectively move due to the severity of the cuts along the muscles . The lightning is controlled by small gestures from the user (palms open to release the lightning, while creating a fist draws in the lightning) & when drawing in to a single location, the lightning travels same speeds as normal lightning jutsu.
- Can be used 2 times
- Only able to perform Lightning jutsu while active
- Must wait 3 turns after each use
- Taught by Method
 

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The weakened lightning spreads across the ground heading toward Bazzard's location. Unbothered by this, Bazzard simply focuses water chakra into his mouth after forming a ram handseal and spews a great amount of water towards the ground and at Hades. The water greatly overpowers the current within the lightning tech approaching him. The vast amount of water would harmlessly dispel the lightning as the water crashes into Hades. The water forms a giant orb with me standing atop and Hades submerged underwater.

(Suiton: Dai Bakusui Shōha) - Water Release: Great Exploding Water Colliding Wave
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: This technique is a stronger version of exploding water colliding wave technique. The user will first perform the ram hand seal and then spits out a large amount of water that covers an entire area, with massive waves that can crush the opponent. The user then forms the water into a giant orb, instead of releasing like weaker version of the technique.

Biting his finger, Bazzard wipes the mark against his shark tattoo and slams his hands on the air summoning a shark, Achelous , within the dome of water. On creation he summons a thick mist that permeates through the water and clouds Hades' vision while Bazzard keeps track of him with is chakra sensing. The mist allows Achelous to passively absorb lightning techniques used by Hades making Achelous immune to the element.

Kuchiyose: Achelous ) ♆ Summoning: Achelous
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: Able to grow to lengths of 10 meters, Achelous sharks are a genus of sharks closely related to Great White Sharks with a Lightning affinity. Achelous sharks displays countershading, by having a white underside and a grey dorsal area (sometimes in a brown or blue shade) that gives an overall mottled appearance. The coloration makes it difficult for prey to spot the shark because it breaks up the shark's outline when seen from the side. From above, the darker shade blends with the sea and from below it exposes a minimal silhouette against the sunlight. As with all sharks, Achelous sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. Like their real life counterpart, Achelous sharks have an extra sense given by the Ampullae of Lorenzini which enables them to detect the electromagnetic field emitted by the movement of living animals. Every time a living creature moves, it generates an electrical field and great whites are so sensitive they can detect half a billionth of a volt. Even heart beats emit a very faint electrical pulse. If it is close enough (within short range), the shark can detect even that faint electrical pulse. Due to this sense, Achelous sharks are able to detect lightning jutsus when they are being performed when they are summoned. Upon being summoned in a water source, they create a thick mist to form atop the water and around it, allowing them to sense lightning chakra being created in or near the mist ( 3 meters ) and able to use the Ampullae of Lorenzini to absorb lightning jutsus passively up to S rank, making them essentially immune to the element. This works well with their ability to use Lightning jutsus up to S rank without electrocuting themselves, something that is much needed as sharks live within water. Achelous sharks also have enhanced dermal denticle, giving them a sharp and strong teeth armor, capable of biting through B ranked solid, matter based jutsus like most sharks.

Inversely, the user is able to summon baby Achelous Sharks (each roughly a meter long) in place of a fully grown one with benefits and drawbacks of their own; Still having the Ampullae of Lorenzini, baby Achelous Sharks are able to detect lightning jutsus but unlike their adult counterparts, they can only absorb up to B rank lightning jutsu and use up to C ranked lightning. They are also able to bite through up to C ranked jutsus. As up to 10 baby Achelous sharks can be summoned at a time, collectively they are able to attack in the shape of a giant white shark, channeling A ranked chakra as they rush at high speeds, speeds of the average ninja, exploding in an electric shockwave that encompasses the entire short range before they disperse. While only one Achelous shark can be summoned alone, up to 10 baby sharks can be summoned, their powers only working when they collectively attacking/defending. These baby sharks are unable to affect singularly, instead attacking and defending as a collective school of sharks.
Note: Lasts 4 turns at max.
Note: Can only be summoned once per battle; baby Achelous sharks are able to be summoned twice. But if baby Achelous sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon baby Achelous sharks more than once.
Note: They are able to use up to S rank lightning (Baby Achelous sharks are able to use up to C rank).
Note: Usage of lightning counts as a move per turn and the ability to turn into a massive Lightning white shark.

Within the same timeframe as Achelous is summoned, an instant technique is activated. This technique infuses all water techniques Bazzard uses with minature sharks. These sharks absorb the chakra of Hades techniques decreased them by one rank, further giving Bazzard the advantage.

Same/Suiton: Same ya Pengin no Kyōtei ▽ Shark/Water Release: Pact of the Shark and Penguin
Type: Defensive/Supplementary
Rank: B
Range: N/A
Chakra: 20 (-10 per turn)
Damage: N/A
Description: Same/Suiton: Same ya Pengin no Kyōtei - Shark/Water Release: Pact of the Shark and Penguin is a very simple yet innovative jutsu that Ashitaka Emishi created shortly after Lancer, the Mizukage, taught Ashitaka the shark summoning contract. The user would first draw blood from themselves, then wipe the blood over their summoning tattoo as they release a surge of chakra that will activate a very unique summoning ability for future occurrences. This certain ability is to be able to summon a layer of countless, tiny sharks with wider heads that coat water release techniques produced by the user. When water jutsu produced by the user that are coated by these miniature sharks come in contact with opposing jutsu, the sharks would begin to do two simultaneous actions to decrease the opposing jutsu's strength (by one rank). The first action the sharks perform is to begin detaching themselves from the water jutsu they coat, taking the brunt of the opposing jutsu head on, using their durable bodies as a pseudo meat shield. While this is occurring, the wide headed sharks use their tremendous jaw strength and superb enamel to eat tiny parts of the jutsu away before they would become de-summoned. In turn, the rest of the incoming jutsu would de-summon the wide headed sharks, returning the sharks back to where they were summoned from. The reason this jutsu is instant is because there would be blood already smeared on the tattoo and chakra being passively released for summoning "basic" sharks. However, if someone Ashitaka Emishi taught this jutsu to that did not have a shark summoning tattoo, they would have to perform the basic summoning ritual instead and it would not have an instantaneous affect.

▽ Lasts four turns but can be deactivated at any time
▽ Must wait three turns before using again
▽ No shark ninjutsu techniques for two turns after this technique ends
▽ Must have signed the shark contract and have mastered water release
▽ Can't be used in conjunction with forbidden ranked water techniques
▽ This technique cannot be used in conjunction with other infusions
▽ Must have a shark summoning tattoo on the bio for instantaneous activation
▽ Can only be taught by Penguin
 

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As the Water is released & travels toward Hades he would alter his actions, simply performing a single handseal which would lead to creating an extremely deep pit that opens up directly below Bazzard, reaching down roughly 20 meters. This causes his stream of water to project directly into the gap as he begins to descend into the pit. As the pit opens up the ground surrounding it begins to rapidly decline, lowering into the earth & becoming steep enough for the incoming water to simply crash against the hill & travel back toward the hole in the centre, essentially causing the earth technique to act as a sink to not only suck in the water but large chunks of earth from the surrounding wreckage. The result would cause Bazzard to be met with an onslaught of wreckage & water as it comes crashing down on him from above & a pool of water at the end of the pit from his own technique, cushioning his impact somewhat as he would land.

(Doton: Arijigoku no Jutsu) - Earth Release: Antlion Technique
Type: Offensive
Rank: B
Range: Mid-Long
Chakra: 20
Damage: 40
Description: The user performs the Ram hand seal and causes the ground and everything on and around it to be sucked in towards the middle of a large pit, much like the method an antlion uses to catch prey. Upon being dragged to the centre, the victim will then be sucked underground. There the victim, depending on how deep the user makes them sink, will be trapped and/or suffocated. The range of the pit is determined by how much chakra is put into the technique.


Just after having performed the handseal Hades would begin running toward his right side, arching around the sunken earth until reaching a short distance away from his original position. He would then channel his chakra just below the surface beneath him, stretching up to a short distance with the user at the centre would be a plate of Lightning, prepared as a precaution.

Raiton: Raiton Pureto|Lightning Release: Lightning Plate (Updated)
Type: Offensive
Rank: A
Range: Short
Chakra: 30 (-10 per turn)
Damage: 60
Description: The user begins by chanelling chakra into the ground beneath them, reaching up to a short range distance & roughly 15cm below the surface. They manipulate the chakra to form currents that break apart the earth & fill the gap by taking on the shape of a thick plate in the earth's place. The opponent, when stepping within a short range distance of the user, sets of a reaction from the plate as it brightly glows & releases a swarm of currents that spread through the ground & violently shock the opponent leaving them in a state of paralasis for a very brief moment. The opponent is left with minor burns & unable to manuever promptly for their next turn. Another application of this jutsu allows the user to manipulate the lightning & release it through their body as an offensive blast (in the form of a stream or projectile). The unique aspect of this is the body is used as a medium to draw the lightning from the ground & release it toward their target rather than creating it from their self, this however counts as a move when performing. While the plate is active, neither the opponent or user is able to performed A rank Earth jutsu or below, that would form underneath the user within the short range of them.
- The jutsu ends if the user moves outside of the plate
- Requires 10 chakra each turn to sustain
- Last a maximum of 2 turns
- Can be used 2 times
 
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