-Cobalt teaches me stuff-

-Cobalt-

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I once had a fight with a friend on the head of a toad that was falling from the sky, it never landed xd

But yes understood ^^ for example if you loved suiton techs but your opponent loved doton then fight in the middle of a sea to give yourself the advantage.
Lmao xd.

Exactly.

Good, next up is weather.

Stating the weather at the opening post of a battle can be quite useful. For example if you set the weather to sunny and use Water Release: Rain Tiger at Will Technique, your opponent will know something is not right. It's always smart to state the weather since you can use it to your advantage.

Since this one was short we will cover the next category in this post as well. We will proceed faster that way.

Use of tools:

Tools can be extremely useful, especially when you know how and when to use them. When you are new to the RP and have only a few techniques, tools will be very useful. There are various types of tools from normal offensive projectiles to supplementary distraction projectiles.

Kunai, senbon, shuriken, knives and everything else you could possibly think of can be thrown and used in various ways. The previous categories can also be applied to tools. You can enhance your tools by adding things to them like chakra enhanced wire in order to control them, smoke/flash bombs attached to them to confuse/blind/distract your opponent, exploding tags wrapped around the handles or attached to the back of the weapons to harm your opponent.

The speed and direction of the weapons can be enhanced as well. There are wind techniques which are made specifically for this purpose, though most of the wind techs can be used. There are also some lightning techniques you can use to enhance the sharpness and effectiveness of your weapons. Though don't forget that lightning does not increase the speed of your weapons.

Blocking them can be easy if you know how. The easiest way is to use an earth technique to block their trajectory or use a wind technique to blow them away, but that way you will lose one of the three techniques you can use per move. The less costly way is to intercept them using your own weapons or preventing your opponent to use them in the first place.

You will find that flash bombs are quite useful against people, especially Nara Clan. The light of the bomb will stop their shadows from advancing thus keeping you away from harms way.

In the spoiler below you will find two wind techniques best for enhancing you weapons.

If you have questions ask them. This should cover the realistic aspects. You may pick the next category ^^

(Fūton: Reppūshō) - Wind Release: Gale Palm
Rank: C
Type:Attack/Supplementary
Range: Short
Chakra Cost: 15
Damage Points: 30
Description: A simple technique that when the users hands are clapped together, wind is compressed and transformed into a powerful gale. This technique, when used as an isolated attack has the power to easily knock over a human. Though the true value comes from using it together with projectile weapons like shuriken or kunai. Their speed, power, and ability to wound or even kill are all increased several times.

(Fūton: Kaiten Shuriken) - Wind Release: Rotating Shuriken
Rank: C
Type:Attack
Range:Short-Mid
Chakra Cost:15
Damage Points:30
Description: This technique will infuse wind-based chakra into bladed weapons. The user can than manipulate the blades in a spinning manner to attack the target.
 

Houdinii

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Lmao xd.

Exactly.

Good, next up is weather.

Stating the weather at the opening post of a battle can be quite useful. For example if you set the weather to sunny and use Water Release: Rain Tiger at Will Technique, your opponent will know something is not right. It's always smart to state the weather since you can use it to your advantage.

Since this one was short we will cover the next category in this post as well. We will proceed faster that way.

Use of tools:

Tools can be extremely useful, especially when you know how and when to use them. When you are new to the RP and have only a few techniques, tools will be very useful. There are various types of tools from normal offensive projectiles to supplementary distraction projectiles.

Kunai, senbon, shuriken, knives and everything else you could possibly think of can be thrown and used in various ways. The previous categories can also be applied to tools. You can enhance your tools by adding things to them like chakra enhanced wire in order to control them, smoke/flash bombs attached to them to confuse/blind/distract your opponent, exploding tags wrapped around the handles or attached to the back of the weapons to harm your opponent.

The speed and direction of the weapons can be enhanced as well. There are wind techniques which are made specifically for this purpose, though most of the wind techs can be used. There are also some lightning techniques you can use to enhance the sharpness and effectiveness of your weapons. Though don't forget that lightning does not increase the speed of your weapons.

Blocking them can be easy if you know how. The easiest way is to use an earth technique to block their trajectory or use a wind technique to blow them away, but that way you will lose one of the three techniques you can use per move. The less costly way is to intercept them using your own weapons or preventing your opponent to use them in the first place.

You will find that flash bombs are quite useful against people, especially Nara Clan. The light of the bomb will stop their shadows from advancing thus keeping you away from harms way.

In the spoiler below you will find two wind techniques best for enhancing you weapons.

If you have questions ask them. This should cover the realistic aspects. You may pick the next category ^^

(Fūton: Reppūshō) - Wind Release: Gale Palm
Rank: C
Type:Attack/Supplementary
Range: Short
Chakra Cost: 15
Damage Points: 30
Description: A simple technique that when the users hands are clapped together, wind is compressed and transformed into a powerful gale. This technique, when used as an isolated attack has the power to easily knock over a human. Though the true value comes from using it together with projectile weapons like shuriken or kunai. Their speed, power, and ability to wound or even kill are all increased several times.

(Fūton: Kaiten Shuriken) - Wind Release: Rotating Shuriken
Rank: C
Type:Attack
Range:Short-Mid
Chakra Cost:15
Damage Points:30
Description: This technique will infuse wind-based chakra into bladed weapons. The user can than manipulate the blades in a spinning manner to attack the target.
I understand ^^ Ive done some basic weapon training before

How about number 4?
 

-Cobalt-

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I understand ^^ Ive done some basic weapon training before

How about number 4?
Alright. Usage of summons and clones. I've seen you have the giant otter summoning contract. Post the summonings in a spoiler please so I can check them out so I know how we can best use them.

Alright. When it comes to summonings they can be extremely useful depending on your fighting style and how you like to fight. There are three basic types of summonings: aerial, ground and aquatic.

Aerial summons are, well summons that can fly (birds, insects etc.). These are extremely useful when you like to keep your distance from your opponent and launch attacks from above. I find these my personal favorites. I'll show you my summonings and their abilities.

Ground summons are summons which don't have the ability to fly (I like to call them normal summons). The summons are mostly used for close encounter against the opponent but depending on what the summon is and the users fighting style it depends. This is the most common type of summon there is.

Aquatic summons are basically summons that have the ability to swim/breath underwater. Fish species are used most commonly and other aquatic animals. These are very rare since people don't like fighting on water. Though those that like use this.

Mixed summons are summons that have a mixture of types. Ground/Aerial or Aerial/Aquatic are very popular and useful.

As you may know there are canon animals and custom animals. Canon ones are those shown in in the manga/anime and there are sensei that teach those (Toads, Snakes etc.). Custom summonings are those created by the users of NB (basically CJ). You surely know this. The size of the summonings depend from user to user. When you like something less noticeable smaller summonings are better (Genjutsu summons for example should be smaller) or if you like to nuke your opponent large summons are better.

Now when creating summonings you have to look at your strength's. Are you a close combat fighter, a rather ranged fighter or a mixture of the two. My gulls for example. I have one summon for each basic element, one for ken/tai, one for genjutsu and one sensory. So basically 8 summons which cover almost every basic aspect for a fight. I can post them in a spoiler if you want to so you can check them out.
 

Houdinii

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Alright. Usage of summons and clones. I've seen you have the giant otter summoning contract. Post the summonings in a spoiler please so I can check them out so I know how we can best use them.

Alright. When it comes to summonings they can be extremely useful depending on your fighting style and how you like to fight. There are three basic types of summonings: aerial, ground and aquatic.

Aerial summons are, well summons that can fly (birds, insects etc.). These are extremely useful when you like to keep your distance from your opponent and launch attacks from above. I find these my personal favorites. I'll show you my summonings and their abilities.

Ground summons are summons which don't have the ability to fly (I like to call them normal summons). The summons are mostly used for close encounter against the opponent but depending on what the summon is and the users fighting style it depends. This is the most common type of summon there is.

Aquatic summons are basically summons that have the ability to swim/breath underwater. Fish species are used most commonly and other aquatic animals. These are very rare since people don't like fighting on water. Though those that like use this.

Mixed summons are summons that have a mixture of types. Ground/Aerial or Aerial/Aquatic are very popular and useful.

As you may know there are canon animals and custom animals. Canon ones are those shown in in the manga/anime and there are sensei that teach those (Toads, Snakes etc.). Custom summonings are those created by the users of NB (basically CJ). You surely know this. The size of the summonings depend from user to user. When you like something less noticeable smaller summonings are better (Genjutsu summons for example should be smaller) or if you like to nuke your opponent large summons are better.

Now when creating summonings you have to look at your strength's. Are you a close combat fighter, a rather ranged fighter or a mixture of the two. My gulls for example. I have one summon for each basic element, one for ken/tai, one for genjutsu and one sensory. So basically 8 summons which cover almost every basic aspect for a fight. I can post them in a spoiler if you want to so you can check them out.
Approved Summons
Kyuouise No Justu: Raikou Oni

Type: Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user smears blood on his Otter Tatoo and then they slam their hand on the ground which summons Raikou the otter. Raikou is 4ft tall and is 10ft long and is very strong. But do to his length and strength his speed is not that good. His tail is the source of his strength and can knock a grown man out cold when it is swung. He has an affinity to the lightning element and can preform Lightning C-rank and below if the user creates the hand seals needed.
Once every two turns Raikou can Fire a lightning bolt from his tail that is equivilant to a B-rank Lightning attack.

~Only signers of the Otter contract may use him
~Every technique used by Raikou counts to the user 3 moves a turn
~Raikou stays on the field for 4 turns before returning to the secret palace in the seas of Amegakure
~Can only be used twice a match


(Kawauso Kuchiyose No Justu: Ōkuninushi) Otter Summoning Technique: Ōkuninushi (Great Land Master)

Type: Offensive/Defensive

Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The user smears blood on his Otter Tatoo and then they slam their hand on the ground which summons Ōkuninushi the otter. Ōkuninushi is 4ft tall and is 10ft long and is very strong. But due to his length and strength his speed is not that good. His body is the source of his durability and can defend against up to B-Rank Suiton (Water) jutsu. He has an affinity to the earth element and can preform Earth A-rank jutsu and below if the user creates the hand seals needed.

~Can only be summoned and used by Koto or with his permission; must be an otter contract signer to use
~Every technique used by Ōkuninushi counts to the user 3 moves a turn
~Ōkuninushi stays on the field for 4 turns before returning to the secret palace in the mountains.
~Can only be used twice a match

(Kawauso Kuchiyose No Justu:Ryūjin ) Otter Summoning Technique:Ryūjin
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user smears blood on his Otter tattoo and then they slam their hand on the ground which summons Ryūjin the water otter. Ryūjin is 4ft tall and is 10ft long. Although most otters can move with great speed on land and water Ryūjin tends to be quicker in water. Having a Natural affinity to water he is able to do Suiton jutsu up to B rank without hand seals. When summoned Ryūjin will stay around until he is no longer able to continue, he will also allow his summoner to ride on his back if they are on water.

Restrictions:
~Only signers of the Otter contract may use him
~Every technique used by Ryūjin counts to the user 3 moves a turn
~Ryūjin stays on the field for 5 turns before returning to the secret palace in the seas of Amegakure
~Can only be used once a match.
~Can Use up to B rank suiton jutsu the user knows.

(Kawauso Kuchiyose No Justu:Shikatsu) Otter Summoning Technique:Shikatsu

Type: Offensive/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The user smears blood on his Otter Tatoo and then they slam their hand on the ground which summons Shikatsu the otter.Shikatsu is 4ft tall and is 10ft long and is very strong. But due to his length and strength his speed is not that good.He has an affinity to the Fire element and can preform Fire S-rank jutsu and below without hand seals.Also he has developed resistance to C rank and bellow fire techniques.

~Note:Can only be used by the otter contract signers.
~Note:Can be summoned once per battle.
~Note:Shikatsu stays on the field for 4 turns before returning to the seas of Amegakure.
~Note:Every technique used by Shikatsu counts to the users 3 moves per turn.
~Note:Can use up to S rank fire techniques that the summoner knows.

(Kawauso Kuchiyose No Justu:Kazuma) Otter Summoning Technique:Kazuma

Type: Offensive/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The user smears blood on his Otter Tatoo and then they slam their hand on the ground which summons Kazuma the otter.Kazuma is 4ft tall and is 10ft long and is very strong. But due to his length and strength his speed is not that good.He has an affinity to the Wind element and can preform Wind S-rank jutsu and below without hand seals.Also he has developed resistance to C rank and bellow Wind techniques.

~Note:Can only be used by the otter contract signers.
~Note:Can be summoned once per battle.
~Note:Shikatsu stays on the field for 4 turns before returning to the seas of Amegakure.
~Note:Every technique used by Kazuma counts to the users 3 moves per turn.
~Note:Can use up to S rank Wind techniques that the summoner knows.

(Kawauso Kuchiyose No Justu:Spike)-Otter Summoning Technique:Spike
Type:Summon
Rank:B
Range:Short
Chakra Cost:25
Damage Points:40
Description:The user smears blood on his Otter Tatoo and then they slam their hand on the ground which summons Spike the otter. Raikou is 4ft tall and is 10ft long and is very strong.He is also a little faster than the other otters.His tail is the source of his strength and can knock a grown man out cold when it is swung.He doesn't have any elemental affinity but he posses the ability to harden his fur so they become as hard as steell because of that he hardens every hair individuately he looks like he has countless short spikes on his body.He can also fire some of his fur twice per battle like short senbons.Due to his ability to harden his fur he is imune to C rank and below regular ninjutsu when he has hardened his fur.

~Only signers of the Otter contract may use him
~His shooting of hairs counts for the users 3 jutsu per turn.
~Spike stays on the field for 4 turns before returning to the secret palace in the seas of Amegakure
~He can fire some of his fur twice per battle
~Can only be used once a match

Understood. I have no idea what type of fighter I am yet xd but if you could post your summons that would be great ^^ it might give me some ideas
 

-Cobalt-

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Approved Summons
Kyuouise No Justu: Raikou Oni

Type: Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user smears blood on his Otter Tatoo and then they slam their hand on the ground which summons Raikou the otter. Raikou is 4ft tall and is 10ft long and is very strong. But do to his length and strength his speed is not that good. His tail is the source of his strength and can knock a grown man out cold when it is swung. He has an affinity to the lightning element and can preform Lightning C-rank and below if the user creates the hand seals needed.
Once every two turns Raikou can Fire a lightning bolt from his tail that is equivilant to a B-rank Lightning attack.

~Only signers of the Otter contract may use him
~Every technique used by Raikou counts to the user 3 moves a turn
~Raikou stays on the field for 4 turns before returning to the secret palace in the seas of Amegakure
~Can only be used twice a match


(Kawauso Kuchiyose No Justu: Ōkuninushi) Otter Summoning Technique: Ōkuninushi (Great Land Master)

Type: Offensive/Defensive

Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The user smears blood on his Otter Tatoo and then they slam their hand on the ground which summons Ōkuninushi the otter. Ōkuninushi is 4ft tall and is 10ft long and is very strong. But due to his length and strength his speed is not that good. His body is the source of his durability and can defend against up to B-Rank Suiton (Water) jutsu. He has an affinity to the earth element and can preform Earth A-rank jutsu and below if the user creates the hand seals needed.

~Can only be summoned and used by Koto or with his permission; must be an otter contract signer to use
~Every technique used by Ōkuninushi counts to the user 3 moves a turn
~Ōkuninushi stays on the field for 4 turns before returning to the secret palace in the mountains.
~Can only be used twice a match

(Kawauso Kuchiyose No Justu:Ryūjin ) Otter Summoning Technique:Ryūjin
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user smears blood on his Otter tattoo and then they slam their hand on the ground which summons Ryūjin the water otter. Ryūjin is 4ft tall and is 10ft long. Although most otters can move with great speed on land and water Ryūjin tends to be quicker in water. Having a Natural affinity to water he is able to do Suiton jutsu up to B rank without hand seals. When summoned Ryūjin will stay around until he is no longer able to continue, he will also allow his summoner to ride on his back if they are on water.

Restrictions:
~Only signers of the Otter contract may use him
~Every technique used by Ryūjin counts to the user 3 moves a turn
~Ryūjin stays on the field for 5 turns before returning to the secret palace in the seas of Amegakure
~Can only be used once a match.
~Can Use up to B rank suiton jutsu the user knows.

(Kawauso Kuchiyose No Justu:Shikatsu) Otter Summoning Technique:Shikatsu

Type: Offensive/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The user smears blood on his Otter Tatoo and then they slam their hand on the ground which summons Shikatsu the otter.Shikatsu is 4ft tall and is 10ft long and is very strong. But due to his length and strength his speed is not that good.He has an affinity to the Fire element and can preform Fire S-rank jutsu and below without hand seals.Also he has developed resistance to C rank and bellow fire techniques.

~Note:Can only be used by the otter contract signers.
~Note:Can be summoned once per battle.
~Note:Shikatsu stays on the field for 4 turns before returning to the seas of Amegakure.
~Note:Every technique used by Shikatsu counts to the users 3 moves per turn.
~Note:Can use up to S rank fire techniques that the summoner knows.

(Kawauso Kuchiyose No Justu:Kazuma) Otter Summoning Technique:Kazuma

Type: Offensive/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The user smears blood on his Otter Tatoo and then they slam their hand on the ground which summons Kazuma the otter.Kazuma is 4ft tall and is 10ft long and is very strong. But due to his length and strength his speed is not that good.He has an affinity to the Wind element and can preform Wind S-rank jutsu and below without hand seals.Also he has developed resistance to C rank and bellow Wind techniques.

~Note:Can only be used by the otter contract signers.
~Note:Can be summoned once per battle.
~Note:Shikatsu stays on the field for 4 turns before returning to the seas of Amegakure.
~Note:Every technique used by Kazuma counts to the users 3 moves per turn.
~Note:Can use up to S rank Wind techniques that the summoner knows.

(Kawauso Kuchiyose No Justu:Spike)-Otter Summoning Technique:Spike
Type:Summon
Rank:B
Range:Short
Chakra Cost:25
Damage Points:40
Description:The user smears blood on his Otter Tatoo and then they slam their hand on the ground which summons Spike the otter. Raikou is 4ft tall and is 10ft long and is very strong.He is also a little faster than the other otters.His tail is the source of his strength and can knock a grown man out cold when it is swung.He doesn't have any elemental affinity but he posses the ability to harden his fur so they become as hard as steell because of that he hardens every hair individuately he looks like he has countless short spikes on his body.He can also fire some of his fur twice per battle like short senbons.Due to his ability to harden his fur he is imune to C rank and below regular ninjutsu when he has hardened his fur.

~Only signers of the Otter contract may use him
~His shooting of hairs counts for the users 3 jutsu per turn.
~Spike stays on the field for 4 turns before returning to the secret palace in the seas of Amegakure
~He can fire some of his fur twice per battle
~Can only be used once a match

Understood. I have no idea what type of fighter I am yet xd but if you could post your summons that would be great ^^ it might give me some ideas
We will get to the type of fighter thing later (there is a category regarding just that).

Here are my summonings.

*Name: (Kuchiyose No Jutsu:Gull Kisaki)Summoning Technique:Gull Queen
Rank:S
Range:Short
Chakra:40
Damage:N/A
Description:After preforming the necessary hand seals the user summons Mayu,the Queen of the Gull's.She is Kichiro's mate,and the strongest female gull.She is a highly temperamental Gull and can become very vicious if angry.She dislikes being summoned unless she is really needed.She is slightly smaller than Kichiro and has white feathers covering her body,with the exception of her tail feathers which are a light blue color.She is big enough to carry 3 people on her back.She isn't very strong but she makes that up with her speed.She can fly at incredible speeds but if she overloads with people she loses speed.She has mastered the Lightning Release and can preform all techniques without hand seals (excluding the Forbidden ranks).It will take time to get her to respect a summoner,but in time she will.
Note:Can only be used and taught by -Cobalt-.
Note:Once summoned,Mayu stays on the field for 4 turns,and she can only be summoned once per battle.
Note:Every move Mayu makes counts as the move of Mayu.

*Name: (Kuchiyose No Jutsu:Gull Goei Za Kokuou)Summoning Technique:Gull Guard of the King
Rank:A
Range:Short
Chakra:30
Damage:N/A
Description:After preforming the necessary hand seals the user summons Kichiro,the Guard of the King.He was personally chosen by Kichiro to be his personal guard.He is double the size of Sasuke's hawk (which he summoned in his fight with Danzo) and has white feathers covering his whole body with the exception of his tail feathers which are brown.He is a rather grumpy bird,and isn't very communicative.He talks only when he is asked to or has to say something.He has mastery over Doton but can't use them without hand seals.His feathers are formed so they resemble fingers so he is able to prefrom hand seals.He wants to be respected,and he will respect a person once the person proves themselves to him.
Note:Can only be taught by -Cobalt-.
Note:Every move used by Hiroko counts as the users move.
Note:He stays on the field for 3 turns and can be summoned 2 times per battle.

*Name: (Kuchiyose No jutsu:Gull Kokuou)Summoning Technique:Gull King
Rank:S
Range:Short
Chakra:40
Damage:N/A
Description:The user preforms the required hand seals to summon the King of The Sea Gulls,Kichiro.Kichiro is a male gull,with extreme strength and power.He is slightly smaller than Gamabunta and has white feathers covering his whole body,except for his tail feathers which are a fiery red color.He can fly at very high speeds if he wants to and can carry up to 4 persons on his back.He has a bright and warm personality which fits his element,Fire Release.He has mastered all fire techniques (except the Forbidden ranks) and is able to preform them without hand seals.He also has the strength to lift heavier objects and launch them at the users opponent.If he does that he will be tired and won't be able to move anymore due to the exhaustion.He can lift up to one ton without a problem.He will respect all summoners that respect him.
Note:May only be used and taught by -Cobalt-.
Note:Once summoned,Kichiro stays on the field for 4 turns,and he can only be summoned once per battle.
Note:Must have signed the Gull contract.
Note:Every move Kichiro uses counts as the users move.

*Name: (Kuchiyose No Jutsu:Gull Taii Za Goei ) Summoning Technique:Gull Captain of The Guard
Rank:A
Range:Short
Chakra:30
Damage:N/A
Description:After preforming the necessary hand seals the user summons the female gull,Emo.She is the Captain of the Royal Guard of the Gulls.She is second in command right after the King and Queen.She is a very versatile Gull and a very powerful at that.She is double the size of Gamakichi and can carry 2 people on her back.White feathers cover her body with the exception of her tail feathers which are green.She can be a very nice Gull to talk with but in battle she is very strict.She focuses completely on the battle and won't let the summoner down.She has mastery over Wind Release but she cannot use them without hand seals.Her feathers are designed so they resemble fingers,thus allowing her to preform hand seals.
Note:Can only be used and taught by -Cobalt-.
Note:Once summoned Emo stays on the field for 3 turns,and can be summoned 2 times per battle.
Note:Every move of Emo counts as the move of the user.

*Name: (Kuchiyose No Jutsu:Gull Sekkou)Summoning Technique:Gull Scout
Rank:C
Range:Short
Chakra:15
Damage:N/A
Description:After preforming the necessary hand seals the user summons Scout,the head sensor of the Gulls.Scout has the ability to sense any nearby chakra source.He is very serious and communicates with someone only when he has info.
Note:Once summoned Scout can stay on the field for 5 turns.It can be summoned 2 times per battle.
Note:Can only be used and taught by -Cobalt-.
Note:Must have signed the Gull contract to use.

*Name: (Kuchiyose No Jutsu:Gull Goei Za Kisaki) Summoning Technique:Gull Guard of the Queen
Rank:A
Range:Short
Chakra:30
Damage:N/A
Description:After preforming the necessary hand seals the user summons the female gull Akane.She was chosen to be the Queens personal Guard.She is an extremely smart bird with a friendly character.She is the same size as Sasuke's hawk which makes her the smallest Gull summoning.She has white feathers covering her whole body excluding her tail feathers which are a azure blue color.She can carry 2 people on her back max due to her small size.She has mastered Water Release but she must preform hand seals.Her feathers are designed in a way so that they resemble fingers,thus allowing her to preform hand seals.She is the friendliest Gull and will always be glad to be summoned.
Note:Can only be used and taught by -Cobalt.-
Note:Every move she uses counts as the move of the user.
Note:Once summoned she stays on the field for 3 turns,and can be summoned 2 times per battle.

Name: (Kuchiyose No Jutsu:Gull Taijutsu Shishou)Summoning Technique:Gull Body Technique Master
Rank:S
Type:Offensive/Defensive
Range:Short
Chakra:40
Damage:80
Description:After preforming the necessary hand seals the user summons Katashi,the youngest of the Great Three Brothers.It was his actions that brought the victory to the Gulls in the "Great Flame Wars" between them and the Crows.Unlike his older brothers Katashi isn't the smartest Gull,he relies on his physical strength which allowed him to become a master at Taijutsu (he mastered the basic one only).Over the years spent in the Gull Citadel he has shown affinity to Taijutsu but the fact that he is a gull has made it hard for him to do it.The elder Gull's taught him a complex form of the Transformation technique which allows him to turn himself into a human and stay in that form for as long as he wishes.After learning the Transformation he slipped himself into human society learning of their customs and traditions.He has learned the art of Taijutsu in Konoha from Might Guy himself.Thus he has gained the ability to use Taijutsu techniques up to the forbidden ranks (regular Taijutsu,non gates.).He can also use Kenjutsu techniques which he learned in Kirigakure.When in human form he can use ninja tools as well.He is the youngest of the Great Three Brothers and still in his prime years thus he is very fast and strong.When in his gull from he can carry 2 persons.He is friendly and passionate about fighting similar to Might Guy.
Note:Can only be used an taught by -Cobalt-.
Note:Must have signed the Gull contract.
Note:Can only be summoned once per battle,and once summoned he stays on the field for 4 turns.
Note:Every move he uses counts as a move of the user.
Note:He cannot use Kenjutsu and Taijutsu in the same turn.

Name: (Kuchiyose No Jutsu:Gull Gen'ei Shishou)Summoning Technique:Gull Illusion Master
Rank:S
Type:Offense/Defense
Range:Short
Chakra:40
Damage:80
Description:After preforming the necesaart hand seals the user summons Ayumu,the Genjutsu master from the Gull Citadel.His intelligence has guided him into learning the art of Genjutsu.He has spent most of his life in the Citadel and over his years he has shown an affinity to Genjutsu.He has spent many years studying the art of illusion and has proven to be very worthy in battle.In the „Great Flame Wars“, in which the Gulls fought the Crows,Ayumu triumphed alongside his brothers and thus they were known as the Great Three Brothers.He is the oldest of those three thus being the most experienced and wisest Gull.He often gives council to his King and Queen and is considered the first advisor of the Gull Kingdom.He has the ability to use all Genjutsu techniques but must perform hand seals(regular Genjutsu only).He also gained the ability to be immune to B-rank and below Genjutsu.Once per battle he can put the opponent into an S-ranked Mid-Ranged Genjutsu in which the opponent will see a gull flying directly into him,firstly making it look like the user summoned it. This Genjutsu cannot harm the enemy in any way though.He is very grumpy due to his age and not very quick.He is big enough to carry 3 persons.His feathers are formed in a manner to resemble fingers,allowing him to perform hand seals.
Note:Once summoned,Ayumu stays on the field 4 turns and can only be summoned once per battle.
Note:His ability can only be used once per battle.
Note:No genjutsu above C rank can be used by the user while Ayumu is on the field.
Note:Every move he uses counts as a move of the user.
Note:Can only be used and taught by –Cobalt-.
Note:Must have signed the Gull contract.

Signers summonings:

(Kuchiyose No Jutsu: Sakurifaisu Kuchiyose - Vlad) : Summoning: Sacrificial Summon - Vlad
Type: Summon
Rank: S
Range: Long
Chakra Cost: 40
Damage Points: N/A
Description:
This is a secret Gull summoning only known to Sacrifice after he stumbled upon the Gull's secret temple lost ages ago during the "Great Flame Wars" between the Gulls and the Crows. As he entered the temple, he found an ancient codex written by a Gull, he found this surprising because this codex was small and most Gulls were much larger. As he read the codex, he found an old key. He searched the temple for days until he found a key slot in which he placed the key in and suddenly he was teleported to an island, On this island a statue of stone stood. The statue somewhat resembled a Gull but was smaller and was able to stand upright...he read the name on the codex "Vlad" the statue started to lose it's rock texture and Vlad appears. Vlad is about the size of Gamakichi so the user is able to ride on him, only one person though, he's very fast and quite strong. Vlad has a complete mastery over Fire (except Forbidden Ranks), he can use them without handseals and have its power increased which makes him great for combination attacks with the user. Vlad has a secret technique which allows him completely cover him in fire and release a "S Rank" explosive fire orb directly at the target causing everything in that area up short to mid-range to be under a sea of fire, in turn destroying everything in the area.
Notes:
- Summon lasts 4 turns
- Vlads special technique is only usable once per battle
- Vlads Fire Techniques are increased by +5 (not the users though)
- Fire Techniques count as a move
- While Vlad is on the field, the user can't use S-rank and higher fire techniques.
- If the user is within range of the attack, he will suffer the same amount of damage as his opponent.
- Must have signed the Gull contract
- Only usable by Coyote & those he allows.

Name: (Kuchiyose No Jutsu: Gull Maru sono genkaku) Summoning Technique: Gull Zero The Illusionist
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description:After preforming the necessary hand seals, Boar → Dog → Bird → Monkey → Ram or wiping blood on the summoning tattoo on the right arm the user summons the male gull, Zero. He is the son of the Gull queen and Gull King. Zero is a very entergetic gull who loves to fight any fights that he is summoned in. Even though he is hyper Zero is also very intellectual which makes him very reliable in fights. Zero is a white, black, and greyish feathered looking gull and is about the same size as Sasuke's Hawk which only allows him to carry one person on his back. Zero is able to fly at fast speeds and has mastered genjutsu, but he cannot use them without hand seals.His feathers are designed so they resemble fingers,thus allowing him to preform hand seals. He is able to use all genjutsu techniques execpt for forbidden ones.
Note:May only be used and taught by AlbelTheWicked and whom he allows
Note:Once summoned, Zero stays on the field for 4 turns, and can only be summoned once per battle.
Note:Must have signed the Gull contract.
Note:Every move Zero uses counts as the users move.

These are quite useful in the battlefield especially ken/tai and sensory summons. They suit my fighting style so I made them.

Which is your favorite summoning from your contract?
 

Houdinii

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We will get to the type of fighter thing later (there is a category regarding just that).

Here are my summonings.

*Name: (Kuchiyose No Jutsu:Gull Kisaki)Summoning Technique:Gull Queen
Rank:S
Range:Short
Chakra:40
Damage:N/A
Description:After preforming the necessary hand seals the user summons Mayu,the Queen of the Gull's.She is Kichiro's mate,and the strongest female gull.She is a highly temperamental Gull and can become very vicious if angry.She dislikes being summoned unless she is really needed.She is slightly smaller than Kichiro and has white feathers covering her body,with the exception of her tail feathers which are a light blue color.She is big enough to carry 3 people on her back.She isn't very strong but she makes that up with her speed.She can fly at incredible speeds but if she overloads with people she loses speed.She has mastered the Lightning Release and can preform all techniques without hand seals (excluding the Forbidden ranks).It will take time to get her to respect a summoner,but in time she will.
Note:Can only be used and taught by -Cobalt-.
Note:Once summoned,Mayu stays on the field for 4 turns,and she can only be summoned once per battle.
Note:Every move Mayu makes counts as the move of Mayu.

*Name: (Kuchiyose No Jutsu:Gull Goei Za Kokuou)Summoning Technique:Gull Guard of the King
Rank:A
Range:Short
Chakra:30
Damage:N/A
Description:After preforming the necessary hand seals the user summons Kichiro,the Guard of the King.He was personally chosen by Kichiro to be his personal guard.He is double the size of Sasuke's hawk (which he summoned in his fight with Danzo) and has white feathers covering his whole body with the exception of his tail feathers which are brown.He is a rather grumpy bird,and isn't very communicative.He talks only when he is asked to or has to say something.He has mastery over Doton but can't use them without hand seals.His feathers are formed so they resemble fingers so he is able to prefrom hand seals.He wants to be respected,and he will respect a person once the person proves themselves to him.
Note:Can only be taught by -Cobalt-.
Note:Every move used by Hiroko counts as the users move.
Note:He stays on the field for 3 turns and can be summoned 2 times per battle.

*Name: (Kuchiyose No jutsu:Gull Kokuou)Summoning Technique:Gull King
Rank:S
Range:Short
Chakra:40
Damage:N/A
Description:The user preforms the required hand seals to summon the King of The Sea Gulls,Kichiro.Kichiro is a male gull,with extreme strength and power.He is slightly smaller than Gamabunta and has white feathers covering his whole body,except for his tail feathers which are a fiery red color.He can fly at very high speeds if he wants to and can carry up to 4 persons on his back.He has a bright and warm personality which fits his element,Fire Release.He has mastered all fire techniques (except the Forbidden ranks) and is able to preform them without hand seals.He also has the strength to lift heavier objects and launch them at the users opponent.If he does that he will be tired and won't be able to move anymore due to the exhaustion.He can lift up to one ton without a problem.He will respect all summoners that respect him.
Note:May only be used and taught by -Cobalt-.
Note:Once summoned,Kichiro stays on the field for 4 turns,and he can only be summoned once per battle.
Note:Must have signed the Gull contract.
Note:Every move Kichiro uses counts as the users move.

*Name: (Kuchiyose No Jutsu:Gull Taii Za Goei ) Summoning Technique:Gull Captain of The Guard
Rank:A
Range:Short
Chakra:30
Damage:N/A
Description:After preforming the necessary hand seals the user summons the female gull,Emo.She is the Captain of the Royal Guard of the Gulls.She is second in command right after the King and Queen.She is a very versatile Gull and a very powerful at that.She is double the size of Gamakichi and can carry 2 people on her back.White feathers cover her body with the exception of her tail feathers which are green.She can be a very nice Gull to talk with but in battle she is very strict.She focuses completely on the battle and won't let the summoner down.She has mastery over Wind Release but she cannot use them without hand seals.Her feathers are designed so they resemble fingers,thus allowing her to preform hand seals.
Note:Can only be used and taught by -Cobalt-.
Note:Once summoned Emo stays on the field for 3 turns,and can be summoned 2 times per battle.
Note:Every move of Emo counts as the move of the user.

*Name: (Kuchiyose No Jutsu:Gull Sekkou)Summoning Technique:Gull Scout
Rank:C
Range:Short
Chakra:15
Damage:N/A
Description:After preforming the necessary hand seals the user summons Scout,the head sensor of the Gulls.Scout has the ability to sense any nearby chakra source.He is very serious and communicates with someone only when he has info.
Note:Once summoned Scout can stay on the field for 5 turns.It can be summoned 2 times per battle.
Note:Can only be used and taught by -Cobalt-.
Note:Must have signed the Gull contract to use.

*Name: (Kuchiyose No Jutsu:Gull Goei Za Kisaki) Summoning Technique:Gull Guard of the Queen
Rank:A
Range:Short
Chakra:30
Damage:N/A
Description:After preforming the necessary hand seals the user summons the female gull Akane.She was chosen to be the Queens personal Guard.She is an extremely smart bird with a friendly character.She is the same size as Sasuke's hawk which makes her the smallest Gull summoning.She has white feathers covering her whole body excluding her tail feathers which are a azure blue color.She can carry 2 people on her back max due to her small size.She has mastered Water Release but she must preform hand seals.Her feathers are designed in a way so that they resemble fingers,thus allowing her to preform hand seals.She is the friendliest Gull and will always be glad to be summoned.
Note:Can only be used and taught by -Cobalt.-
Note:Every move she uses counts as the move of the user.
Note:Once summoned she stays on the field for 3 turns,and can be summoned 2 times per battle.

Name: (Kuchiyose No Jutsu:Gull Taijutsu Shishou)Summoning Technique:Gull Body Technique Master
Rank:S
Type:Offensive/Defensive
Range:Short
Chakra:40
Damage:80
Description:After preforming the necessary hand seals the user summons Katashi,the youngest of the Great Three Brothers.It was his actions that brought the victory to the Gulls in the "Great Flame Wars" between them and the Crows.Unlike his older brothers Katashi isn't the smartest Gull,he relies on his physical strength which allowed him to become a master at Taijutsu (he mastered the basic one only).Over the years spent in the Gull Citadel he has shown affinity to Taijutsu but the fact that he is a gull has made it hard for him to do it.The elder Gull's taught him a complex form of the Transformation technique which allows him to turn himself into a human and stay in that form for as long as he wishes.After learning the Transformation he slipped himself into human society learning of their customs and traditions.He has learned the art of Taijutsu in Konoha from Might Guy himself.Thus he has gained the ability to use Taijutsu techniques up to the forbidden ranks (regular Taijutsu,non gates.).He can also use Kenjutsu techniques which he learned in Kirigakure.When in human form he can use ninja tools as well.He is the youngest of the Great Three Brothers and still in his prime years thus he is very fast and strong.When in his gull from he can carry 2 persons.He is friendly and passionate about fighting similar to Might Guy.
Note:Can only be used an taught by -Cobalt-.
Note:Must have signed the Gull contract.
Note:Can only be summoned once per battle,and once summoned he stays on the field for 4 turns.
Note:Every move he uses counts as a move of the user.
Note:He cannot use Kenjutsu and Taijutsu in the same turn.

Name: (Kuchiyose No Jutsu:Gull Gen'ei Shishou)Summoning Technique:Gull Illusion Master
Rank:S
Type:Offense/Defense
Range:Short
Chakra:40
Damage:80
Description:After preforming the necesaart hand seals the user summons Ayumu,the Genjutsu master from the Gull Citadel.His intelligence has guided him into learning the art of Genjutsu.He has spent most of his life in the Citadel and over his years he has shown an affinity to Genjutsu.He has spent many years studying the art of illusion and has proven to be very worthy in battle.In the „Great Flame Wars“, in which the Gulls fought the Crows,Ayumu triumphed alongside his brothers and thus they were known as the Great Three Brothers.He is the oldest of those three thus being the most experienced and wisest Gull.He often gives council to his King and Queen and is considered the first advisor of the Gull Kingdom.He has the ability to use all Genjutsu techniques but must perform hand seals(regular Genjutsu only).He also gained the ability to be immune to B-rank and below Genjutsu.Once per battle he can put the opponent into an S-ranked Mid-Ranged Genjutsu in which the opponent will see a gull flying directly into him,firstly making it look like the user summoned it. This Genjutsu cannot harm the enemy in any way though.He is very grumpy due to his age and not very quick.He is big enough to carry 3 persons.His feathers are formed in a manner to resemble fingers,allowing him to perform hand seals.
Note:Once summoned,Ayumu stays on the field 4 turns and can only be summoned once per battle.
Note:His ability can only be used once per battle.
Note:No genjutsu above C rank can be used by the user while Ayumu is on the field.
Note:Every move he uses counts as a move of the user.
Note:Can only be used and taught by –Cobalt-.
Note:Must have signed the Gull contract.

Signers summonings:

(Kuchiyose No Jutsu: Sakurifaisu Kuchiyose - Vlad) : Summoning: Sacrificial Summon - Vlad
Type: Summon
Rank: S
Range: Long
Chakra Cost: 40
Damage Points: N/A
Description:
This is a secret Gull summoning only known to Sacrifice after he stumbled upon the Gull's secret temple lost ages ago during the "Great Flame Wars" between the Gulls and the Crows. As he entered the temple, he found an ancient codex written by a Gull, he found this surprising because this codex was small and most Gulls were much larger. As he read the codex, he found an old key. He searched the temple for days until he found a key slot in which he placed the key in and suddenly he was teleported to an island, On this island a statue of stone stood. The statue somewhat resembled a Gull but was smaller and was able to stand upright...he read the name on the codex "Vlad" the statue started to lose it's rock texture and Vlad appears. Vlad is about the size of Gamakichi so the user is able to ride on him, only one person though, he's very fast and quite strong. Vlad has a complete mastery over Fire (except Forbidden Ranks), he can use them without handseals and have its power increased which makes him great for combination attacks with the user. Vlad has a secret technique which allows him completely cover him in fire and release a "S Rank" explosive fire orb directly at the target causing everything in that area up short to mid-range to be under a sea of fire, in turn destroying everything in the area.
Notes:
- Summon lasts 4 turns
- Vlads special technique is only usable once per battle
- Vlads Fire Techniques are increased by +5 (not the users though)
- Fire Techniques count as a move
- While Vlad is on the field, the user can't use S-rank and higher fire techniques.
- If the user is within range of the attack, he will suffer the same amount of damage as his opponent.
- Must have signed the Gull contract
- Only usable by Coyote & those he allows.

Name: (Kuchiyose No Jutsu: Gull Maru sono genkaku) Summoning Technique: Gull Zero The Illusionist
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description:After preforming the necessary hand seals, Boar → Dog → Bird → Monkey → Ram or wiping blood on the summoning tattoo on the right arm the user summons the male gull, Zero. He is the son of the Gull queen and Gull King. Zero is a very entergetic gull who loves to fight any fights that he is summoned in. Even though he is hyper Zero is also very intellectual which makes him very reliable in fights. Zero is a white, black, and greyish feathered looking gull and is about the same size as Sasuke's Hawk which only allows him to carry one person on his back. Zero is able to fly at fast speeds and has mastered genjutsu, but he cannot use them without hand seals.His feathers are designed so they resemble fingers,thus allowing him to preform hand seals. He is able to use all genjutsu techniques execpt for forbidden ones.
Note:May only be used and taught by AlbelTheWicked and whom he allows
Note:Once summoned, Zero stays on the field for 4 turns, and can only be summoned once per battle.
Note:Must have signed the Gull contract.
Note:Every move Zero uses counts as the users move.

These are quite useful in the battlefield especially ken/tai and sensory summons. They suit my fighting style so I made them.

Which is your favorite summoning from your contract?
They are really good summons, ill make a contract of my own eventually.

My favorite is a tie between Kazuma and Spike.
 

-Cobalt-

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Let's do clones and start the next category.

Clones! There are several types of clones as you may know those involving: Water, Earth, Ink, Lightning, Clone, and Shadow Clones. There are also KG clones such as Wood, Crow, Bug etc.

All of these clones have their own weaknesses and strengths but all are useful if you know how to use them. Now we'll go through each clone technique.

The basic E-ranked clone. Everyone who's just started out has used this technique (in the wrong way in most cases). This technique is merely and illusion of the user and not a real material clone. You can easily notice this since it has no shadow, nor does it bend the grass for instance. They are useful for simple distractions but nothing else.

(Bunshin No Jutsu) - Clone Technique
Rank:E
Type:Supplementary
Range:Short
Chakra Cost:5
Damage Points:N/A
Description:A clone made of the user that can move but(cannot use any jutsu)This clone is merely an illusionary projection of the user.
Note:The clone jutsu can be made with different elements and is a D-Rank jutsu under its own element(Mizu/Water Tsuchi/Earth Sumi/Ink)


Next up is the well known Kage Bunshin (Shadow Clone). These are the ones you will encounter the most once you master everything. These clones are a bit more risky when it comes to usage because when you create a clone, he gets half your chakra. If you make 2 clones your original chakra is split so each one of you has an even amount of chakra. You get the math.

The good thing about these clones is that they can use each and every technique that you can. If you know how to use them they come in real handy. The bad thing is that they poof after one direct hit to them ~_~. This will be your most useful technique and this is the bread and butter of any ninja/RP'er.

(Kage Bunshin no Jutsu) - Shadow Clone Technique
Rank:B
Type:Supplementary
Range:Short
Chakra Cost:20
Damage Points:N/A
Description: The Kage Bunshin distributes the ninja's chakra evenly among the clones and creates a real copy with form and substance. The clone itself can also utilize any jutsu the original ninja knows. When the clone finally disperses, any new knowledge it has gained is passed back to the original ninja and any additional clones. Upon impact, the clone can be dispersed.


Rock clone. Useful for beating up people and distracting them since you can make the clone of another person (though it can't use their abilities).

(Doton: Iwa Bunshin) - Earth Release: Rock Clone Technique
Rank: B
Type: Supplementary
Range: Short
Chakra cost: 20
Damage points: N/A
Description: The user creates their clone out of stone. Unlike other types of clones the rock clones don’t disappear after being defeated but rather crumble like rubble. These clones can also be used to create a clone of other people than themselves but do not take on the abilities of the copied person.


Earth Shadow Clone. Made of mud and can use C-rank Earth. Good for binding the opponent after reverting the clone to mud.

(Doton: KageBunshin no Jutsu) – Earth Release: Shadow Clone Technique
Rank: B
Type: Supplementary
Range: Short
Chakra cost: 25
Damage points: N/A
Description: This technique creates a shadow clone made of mud of the user. Since its made of mud, it can continue to reform and mould itself back to its original shape. After reverting to mud, it can hold the opponent in place. The user can create upto three clones. They can also use up to C rank earth techniques.


There is lightning clone which turns into lightning after being hit (great for paralyzing the enemy).

Water clone which can only stay in short range (going further makes it turn into water).

Clones can block C-rank techniques and the usage of any clone technique is reduced to 3. You can create a maximum of 4 clones so keep that in mind.
 

Houdinii

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Let's do clones and start the next category.

Clones! There are several types of clones as you may know those involving: Water, Earth, Ink, Lightning, Clone, and Shadow Clones. There are also KG clones such as Wood, Crow, Bug etc.

All of these clones have their own weaknesses and strengths but all are useful if you know how to use them. Now we'll go through each clone technique.

The basic E-ranked clone. Everyone who's just started out has used this technique (in the wrong way in most cases). This technique is merely and illusion of the user and not a real material clone. You can easily notice this since it has no shadow, nor does it bend the grass for instance. They are useful for simple distractions but nothing else.

(Bunshin No Jutsu) - Clone Technique
Rank:E
Type:Supplementary
Range:Short
Chakra Cost:5
Damage Points:N/A
Description:A clone made of the user that can move but(cannot use any jutsu)This clone is merely an illusionary projection of the user.
Note:The clone jutsu can be made with different elements and is a D-Rank jutsu under its own element(Mizu/Water Tsuchi/Earth Sumi/Ink)


Next up is the well known Kage Bunshin (Shadow Clone). These are the ones you will encounter the most once you master everything. These clones are a bit more risky when it comes to usage because when you create a clone, he gets half your chakra. If you make 2 clones your original chakra is split so each one of you has an even amount of chakra. You get the math.

The good thing about these clones is that they can use each and every technique that you can. If you know how to use them they come in real handy. The bad thing is that they poof after one direct hit to them ~_~. This will be your most useful technique and this is the bread and butter of any ninja/RP'er.

(Kage Bunshin no Jutsu) - Shadow Clone Technique
Rank:B
Type:Supplementary
Range:Short
Chakra Cost:20
Damage Points:N/A
Description: The Kage Bunshin distributes the ninja's chakra evenly among the clones and creates a real copy with form and substance. The clone itself can also utilize any jutsu the original ninja knows. When the clone finally disperses, any new knowledge it has gained is passed back to the original ninja and any additional clones. Upon impact, the clone can be dispersed.


Rock clone. Useful for beating up people and distracting them since you can make the clone of another person (though it can't use their abilities).

(Doton: Iwa Bunshin) - Earth Release: Rock Clone Technique
Rank: B
Type: Supplementary
Range: Short
Chakra cost: 20
Damage points: N/A
Description: The user creates their clone out of stone. Unlike other types of clones the rock clones don’t disappear after being defeated but rather crumble like rubble. These clones can also be used to create a clone of other people than themselves but do not take on the abilities of the copied person.


Earth Shadow Clone. Made of mud and can use C-rank Earth. Good for binding the opponent after reverting the clone to mud.

(Doton: KageBunshin no Jutsu) – Earth Release: Shadow Clone Technique
Rank: B
Type: Supplementary
Range: Short
Chakra cost: 25
Damage points: N/A
Description: This technique creates a shadow clone made of mud of the user. Since its made of mud, it can continue to reform and mould itself back to its original shape. After reverting to mud, it can hold the opponent in place. The user can create upto three clones. They can also use up to C rank earth techniques.


There is lightning clone which turns into lightning after being hit (great for paralyzing the enemy).

Water clone which can only stay in short range (going further makes it turn into water).

Clones can block C-rank techniques and the usage of any clone technique is reduced to 3. You can create a maximum of 4 clones so keep that in mind.
Understood, I haven't used clones very much so far
 

-Cobalt-

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Understood, I haven't used clones very much so far
1.Freeform tai/kenjutsu
2.Realistic aspects to the RP (angle,direction etc.)
3.Elemental combinations,weaknesses,strengths.
4.Using summonings,clones.
5.Battling types and characteristics.
6.Battling help and info
7.Useful threads in the forum which can help you.
8.Creating CJ.

Choose the next category :p
 

Houdinii

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1.Freeform tai/kenjutsu
2.Realistic aspects to the RP (angle,direction etc.)
3.Elemental combinations,weaknesses,strengths.
4.Using summonings,clones.
5.Battling types and characteristics.
6.Battling help and info
7.Useful threads in the forum which can help you.
8.Creating CJ.

Choose the next category :p
Since I only recently submitted my first couple of CJ lets go with 8 ^^
 

-Cobalt-

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Since I only recently submitted my first couple of CJ lets go with 8 ^^
They will probably get declined xd.

So customs:

I generally use this check up list:

-What effect to i want?
-What range do i want?
-What rank would fit this ability?
-What restrictions are needed?
-What name?
-What theme?


-Effect is what I stated above. Basically, what you want from the custom.

-Range is basically how the technique would serve you best.

-The more complex and the severe the effects, the higher the rank.

-Restrictions depend on rank and effect.

-Name and theme serve to give a "cool" touch to your cj. Its basically just for drama and RP purpose. ^^
 

Houdinii

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They will probably get declined xd.

So customs:

I generally use this check up list:

-What effect to i want?
-What range do i want?
-What rank would fit this ability?
-What restrictions are needed?
-What name?
-What theme?


-Effect is what I stated above. Basically, what you want from the custom.

-Range is basically how the technique would serve you best.

-The more complex and the severe the effects, the higher the rank.

-Restrictions depend on rank and effect.

-Name and theme serve to give a "cool" touch to your cj. Its basically just for drama and RP purpose. ^^
They will get approved cause their awesome :p understood ^^
 

-Cobalt-

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Damn xd number 3!
I love torturing students xd.

All right. We can go with that.

Elemental combinations are useful if you know how to use them. The wrong combination can be fatal for you though the right one can win you a battle.

As you may know there are five basic elements: Fire, Water, Wind, Lightning and Earth.

Fire
-Weak to water
-Strong against wind

Water
-Weak against earth
-Strong against fire

Earth
-Weak against lightning
-Strong against water

Lightning
-Weak against wind
-Strong against earth

Wind
-Weak against fire
-Strong against lightning

These are the basic weaknesses and strengths related to the basic 5.



Here is a useful thread regarding combinations of the basic five read through it.
 

Houdinii

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I love torturing students xd.

All right. We can go with that.

Elemental combinations are useful if you know how to use them. The wrong combination can be fatal for you though the right one can win you a battle.

As you may know there are five basic elements: Fire, Water, Wind, Lightning and Earth.

Fire
-Weak to water
-Strong against wind

Water
-Weak against earth
-Strong against fire

Earth
-Weak against lightning
-Strong against water

Lightning
-Weak against wind
-Strong against earth

Wind
-Weak against fire
-Strong against lightning

These are the basic weaknesses and strengths related to the basic 5.



Here is a useful thread regarding combinations of the basic five read through it.
Well your a meanie O_O

I've read that all before so all good.
 

-Cobalt-

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Well your a meanie O_O

I've read that all before so all good.
I know right? xd

Now onto combinations of the basic 5. All five elements are linked by weaknesses and strength but if you combine two elements you can most likely overcome those characteristics. Basic combos:

Wind and Fire- Great to enhance the power of fire techs with wind.

Water and Lightning- These aren't linked but water conducts the lightning thus allowing you to intensify your lightning techniques. These kind of combos are the most commonly used since it's easy to make.

Earth and Fire- Create Lava which is extremely useful if you use it correctly.

Water and Earth- Creates mud. Can be easily used to sweep you opponent away and deal additional damage but also slow him down with the mud.

Tips:

Fire:

Fire/earth = lava - You can create an earth jutsu such as using swamp of the underworld, then follow up with a strong fire jutsu, like intense pain, and heat the swamp up making lava.

Fire/lighting = Surprise attack
If you use a large scale fire attack, you block the opponents view. This is good because you could follow up with lightning. The opponent wouldn't see it coming and lightning travels faster that fire. So as they block the fire with water, the lightning would burst through shocking them.

Fire/water = steam/boiling water
When you trap the opponent with water you can heat up the water scolding them hurting them. Or, you could use strong fire on a water jutsu making steam. This steam would be infused with chakra and block sharingan's view.

Fire/wind = strong fire
Combining these two makes stronger fire. Use fire followed by wind as wind is faster than fire.

Water:


When you use a water jutsu, expect the opponent to use earth to block it due to the elemental weakness. So when you use water, combine it with lightning such as wave of inspiration technique, so if they tried to use earth, it would be destroyed by the combo.

Water/wind combo's have been seen many times in the rp and even in the anime (look at a rank water). So you can always try it.

Sometimes you can combine water and earth. Such as using a water jutsu combining it with mud or stones making a stronger combo


Wind:

When using wind jutsu, the opponent will usually use fire to block it. So use this to your advantage. So you use a wind jutsu, follow up with lightning, so if they use fire, the lightning will go through the fire and hit them. Don't use this method if you are using B rank wind or below and they can use the wind return technique.

Earth:


When you use an earth jutsu it's always good to follow up with a wind or water or fire for the following reasons:

- Wind, as the opponent will try to use lightning to block the earth, and wind is strong to lightning

- Water as this will make the opponent shock themselves if they use lightning

- Fire turn the earth to lava or, because when you use earth, they wont use water as water is weak to earth


Lightning:

After using lightning, follow up with fire. I say this, because lightning is weak to wind, so if you use fire afterwards, they can't use wind.

Combine lightning with water to destroy earth and help counter it's weakness to wind.

After you've gone through this we will cover KG elements.

Credits go to The Pervy Sage and others whose names I can't really remember now.
 

Houdinii

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I know right? xd

Now onto combinations of the basic 5. All five elements are linked by weaknesses and strength but if you combine two elements you can most likely overcome those characteristics. Basic combos:

Wind and Fire- Great to enhance the power of fire techs with wind.

Water and Lightning- These aren't linked but water conducts the lightning thus allowing you to intensify your lightning techniques. These kind of combos are the most commonly used since it's easy to make.

Earth and Fire- Create Lava which is extremely useful if you use it correctly.

Water and Earth- Creates mud. Can be easily used to sweep you opponent away and deal additional damage but also slow him down with the mud.

Tips:

Fire:

Fire/earth = lava - You can create an earth jutsu such as using swamp of the underworld, then follow up with a strong fire jutsu, like intense pain, and heat the swamp up making lava.

Fire/lighting = Surprise attack
If you use a large scale fire attack, you block the opponents view. This is good because you could follow up with lightning. The opponent wouldn't see it coming and lightning travels faster that fire. So as they block the fire with water, the lightning would burst through shocking them.

Fire/water = steam/boiling water
When you trap the opponent with water you can heat up the water scolding them hurting them. Or, you could use strong fire on a water jutsu making steam. This steam would be infused with chakra and block sharingan's view.

Fire/wind = strong fire
Combining these two makes stronger fire. Use fire followed by wind as wind is faster than fire.

Water:


When you use a water jutsu, expect the opponent to use earth to block it due to the elemental weakness. So when you use water, combine it with lightning such as wave of inspiration technique, so if they tried to use earth, it would be destroyed by the combo.

Water/wind combo's have been seen many times in the rp and even in the anime (look at a rank water). So you can always try it.

Sometimes you can combine water and earth. Such as using a water jutsu combining it with mud or stones making a stronger combo


Wind:

When using wind jutsu, the opponent will usually use fire to block it. So use this to your advantage. So you use a wind jutsu, follow up with lightning, so if they use fire, the lightning will go through the fire and hit them. Don't use this method if you are using B rank wind or below and they can use the wind return technique.

Earth:


When you use an earth jutsu it's always good to follow up with a wind or water or fire for the following reasons:

- Wind, as the opponent will try to use lightning to block the earth, and wind is strong to lightning

- Water as this will make the opponent shock themselves if they use lightning

- Fire turn the earth to lava or, because when you use earth, they wont use water as water is weak to earth


Lightning:

After using lightning, follow up with fire. I say this, because lightning is weak to wind, so if you use fire afterwards, they can't use wind.

Combine lightning with water to destroy earth and help counter it's weakness to wind.

After you've gone through this we will cover KG elements.

Credits go to The Pervy Sage and others whose names I can't really remember now.
I'm going to have fun with all these new combos :zonder:

Lets go KG!
 
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