Customs Created by Me
1. (Kyōgiri) - Cross Slash
Rank: B
Type: Attack
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: The user unsheathes his sword from his scabbard, channels a strong yet precise amount of crimson-like chakra throughout his blade, and performs a series of slashes in the form of a cross. He first begins upwards vertically, downwards vertically, to the left horizontally, to the right horizontally, and then proceeds to re-sheath his sword back to his scabbard in a quick, clean motion cancelling the chakra and ending the technique.
Note: Can only be taught by Deviation
Taught to these:
Type: Attack
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: The user unsheathes his sword from his scabbard, channels a strong yet precise amount of crimson-like chakra throughout his blade, and performs a series of slashes in the form of a cross. He first begins upwards vertically, downwards vertically, to the left horizontally, to the right horizontally, and then proceeds to re-sheath his sword back to his scabbard in a quick, clean motion cancelling the chakra and ending the technique.
Note: Can only be taught by Deviation
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Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user channels a strong, yet precise amount of chakra to their blade while gripping the handle and while still in the scabbard. The user then quickly unsheathes his sword which is imbued with a red-like glow. He then points forward with it and dashes towards his opponent's stomach area. The user intentionally misses his mark and instead, as his sword passes behind his opponent, he slashes back and releases the chakra from the sword, causing a powerful slash to the back. While the sword is still embedded into the enemies back, the user lifts the opponent up and off the floor, then slams them back on the floor again, face down. This is all done in a quick, clean motion and with his sword. The user then steps on the opponent's back and swings his sword rapidly and returns his sword back to his scabbard, ending the technique.
Note: Can only be used 3 times per battle
Note: Can only be taught by Deviation
Taught to these:
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user channels a strong, yet precise amount of chakra to their blade while gripping the handle and while still in the scabbard. The user then quickly unsheathes his sword which is imbued with a red-like glow. He then points forward with it and dashes towards his opponent's stomach area. The user intentionally misses his mark and instead, as his sword passes behind his opponent, he slashes back and releases the chakra from the sword, causing a powerful slash to the back. While the sword is still embedded into the enemies back, the user lifts the opponent up and off the floor, then slams them back on the floor again, face down. This is all done in a quick, clean motion and with his sword. The user then steps on the opponent's back and swings his sword rapidly and returns his sword back to his scabbard, ending the technique.
Note: Can only be used 3 times per battle
Note: Can only be taught by Deviation
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Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user channels a strong, yet precise amount of chakra to the blades of two swords while gripping the handles and while still in their respective scabbards. The user then quickly unsheathes the swords which are imbued with a red-like glow. The user then bends his dominant right leg slightly and towards the back, allowing the left leg to move forward slightly. The user then points the swords in an eastward position, his right arm holding the sword parallel to his stomach and the left hand holding the sword above and parallel to his head. The user then motions his right hand back, using it as a momentum builder so that once it comes back to its eastward position it propels the user into a spinning motion, slashing the opponent about four times. While spinning, the user places the weight of the body onto the left leg, spinning on it as he continues slashing and tilting slightly as well at a sort of sideways angle. After the fourth slash, instead of another slash, the user kicks the opponent in the face in a sideways motion similar to one of the sword slashes just performed, dropping the opponent into the floor and ending the technique.
Note: Can only be used 3 times per battle
Note: Can only be taught by Deviation
Taught to these:
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user channels a strong, yet precise amount of chakra to the blades of two swords while gripping the handles and while still in their respective scabbards. The user then quickly unsheathes the swords which are imbued with a red-like glow. The user then bends his dominant right leg slightly and towards the back, allowing the left leg to move forward slightly. The user then points the swords in an eastward position, his right arm holding the sword parallel to his stomach and the left hand holding the sword above and parallel to his head. The user then motions his right hand back, using it as a momentum builder so that once it comes back to its eastward position it propels the user into a spinning motion, slashing the opponent about four times. While spinning, the user places the weight of the body onto the left leg, spinning on it as he continues slashing and tilting slightly as well at a sort of sideways angle. After the fourth slash, instead of another slash, the user kicks the opponent in the face in a sideways motion similar to one of the sword slashes just performed, dropping the opponent into the floor and ending the technique.
Note: Can only be used 3 times per battle
Note: Can only be taught by Deviation
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Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user performs a frontal flip and while in midair above the opponent, skewers him with his sword. Using the momentum from his leap and sword skewering, the user continues his flip, in turn flipping the target, causing him to be thrown onto his back. As the user completes his flip, he lands on the target's chest forcibly, causing a near fatal kick.
Note: Can only be used 3x per battle
Note: Can only be taught by Deviation
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user performs a frontal flip and while in midair above the opponent, skewers him with his sword. Using the momentum from his leap and sword skewering, the user continues his flip, in turn flipping the target, causing him to be thrown onto his back. As the user completes his flip, he lands on the target's chest forcibly, causing a near fatal kick.
Note: Can only be used 3x per battle
Note: Can only be taught by Deviation
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Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This technique employs the use of the Samurai Saber Technique in a more deadly manner. Instead of focusing chakra throughout the whole blade or changing it's shape, the user instead channels a precise amount of strong chakra and releases it all at once from the tip of the sword. The release of chakra is done right before skewering the target area and resembles a needle. Techniques of this type are found to be more effective and accurate with rapier-type swords, which specialize in thrusting rather than striking or slicing. One could compare this technique to jousting.
Note: Must have learnt Samurai Saber Technique
Note: Can only be used 2x per battle
Note: Can only be used by Samurai biographies
Note: Can only be taught by Deviation
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This technique employs the use of the Samurai Saber Technique in a more deadly manner. Instead of focusing chakra throughout the whole blade or changing it's shape, the user instead channels a precise amount of strong chakra and releases it all at once from the tip of the sword. The release of chakra is done right before skewering the target area and resembles a needle. Techniques of this type are found to be more effective and accurate with rapier-type swords, which specialize in thrusting rather than striking or slicing. One could compare this technique to jousting.
Note: Must have learnt Samurai Saber Technique
Note: Can only be used 2x per battle
Note: Can only be used by Samurai biographies
Note: Can only be taught by Deviation
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Type: Attack/Defense
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: Using a water source as a basis, the user slashes his sword at it, releasing several large, crescent chakra waves. The chakra waves then break through the water source, and take on the properties of water waves, growing in size the farther the opponent is from the user. The waves however travel in a linear motion, aren't able to break through very dense water, and can't be controlled once breaking through the water source.
Note: Requires a water source
Note: Must be taught by Deviation
Note: Can only be used on existing water source.
Note: The water that is sent at the opponent itself has no rank, as there is no chakra infused directly into the water.
Taught to these:
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: Using a water source as a basis, the user slashes his sword at it, releasing several large, crescent chakra waves. The chakra waves then break through the water source, and take on the properties of water waves, growing in size the farther the opponent is from the user. The waves however travel in a linear motion, aren't able to break through very dense water, and can't be controlled once breaking through the water source.
Note: Requires a water source
Note: Must be taught by Deviation
Note: Can only be used on existing water source.
Note: The water that is sent at the opponent itself has no rank, as there is no chakra infused directly into the water.
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Type: Attack
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: Having Naffy the Duck summoned to the field, both the user and Naffy draw their swords and channel chakra to them at the same time. Both the user and Naffy dash forward quickly towards their target, making sure to cross paths with each other, leaving behind a red trail of red colored chakra. The target is the switchpoint where they make their attack as one ends up on the right and the other on the left and both behind the target. As they land their strike on their target, they release the chakra from their swords resulting in a small explosion. They sheath their swords shortly after ending the technique.
Note: Must have Naffy summoned on the field
Note: Must have signed the Duck Contract
Note: Can only be used 3 times per battle
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: Having Naffy the Duck summoned to the field, both the user and Naffy draw their swords and channel chakra to them at the same time. Both the user and Naffy dash forward quickly towards their target, making sure to cross paths with each other, leaving behind a red trail of red colored chakra. The target is the switchpoint where they make their attack as one ends up on the right and the other on the left and both behind the target. As they land their strike on their target, they release the chakra from their swords resulting in a small explosion. They sheath their swords shortly after ending the technique.
Note: Must have Naffy summoned on the field
Note: Must have signed the Duck Contract
Note: Can only be used 3 times per battle
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Type: Summoning
Rank: A
Range: N/A
Chakra cost: 30
Damage points: N/A
Description: The user will summon Naffy, the son of Luffy, by performing the necessary hand seals and smearing his blood on his palm and clapping his hands together. Unlike most ducks, Naffy has no elemental affinity but rather excels in Kenjutsu and Taijutsu. Naffy is 5"11 in height, wears a grey kimono and carries an Iai sword with him that clips on to his left side when not in use and dons a samurai hairstyle. Though Naffy is unable to fly, he is agile (Sannin-Rank speed) and very perceptive about his surroundings and opponents, able to differentiate between a skilled opponent or an amateur. He is able to use B-rank Kenjutsu and Taijutsu that the user knows. Naffy's demeanor is stoic and focused, which allows him to maintain his composure during difficult battles. Out of all the summons, Naffy is the only one who requires a little explanation from the user as he can quickly assess a situation and act accordingly.
Note: can only be used once per battle.
Note: can only stay in play for a total of 4 turns.
Note: must have signed the Duck Contract.
Rank: A
Range: N/A
Chakra cost: 30
Damage points: N/A
Description: The user will summon Naffy, the son of Luffy, by performing the necessary hand seals and smearing his blood on his palm and clapping his hands together. Unlike most ducks, Naffy has no elemental affinity but rather excels in Kenjutsu and Taijutsu. Naffy is 5"11 in height, wears a grey kimono and carries an Iai sword with him that clips on to his left side when not in use and dons a samurai hairstyle. Though Naffy is unable to fly, he is agile (Sannin-Rank speed) and very perceptive about his surroundings and opponents, able to differentiate between a skilled opponent or an amateur. He is able to use B-rank Kenjutsu and Taijutsu that the user knows. Naffy's demeanor is stoic and focused, which allows him to maintain his composure during difficult battles. Out of all the summons, Naffy is the only one who requires a little explanation from the user as he can quickly assess a situation and act accordingly.



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Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: After channeling chakra to one's dominant hand, the user extends it and releases the chakra in the form of a lightning rod protruding from the palm of his hand which the user then grips. By applying shape manipulation and bending the tip into a pseudo hook, the user then spins himself and hooks onto the opponent. As he spins, the opponent is caught on the hook and is hurled by the user in whatever direction he chooses. This jutsu is best used in conjunction with taijutsu or freeform taijutsu.
Note: Can only be used 3x per battle
Note Can only be taught by Izzeh/Deviation
Taught to these:
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: After channeling chakra to one's dominant hand, the user extends it and releases the chakra in the form of a lightning rod protruding from the palm of his hand which the user then grips. By applying shape manipulation and bending the tip into a pseudo hook, the user then spins himself and hooks onto the opponent. As he spins, the opponent is caught on the hook and is hurled by the user in whatever direction he chooses. This jutsu is best used in conjunction with taijutsu or freeform taijutsu.
Note: Can only be used 3x per battle
Note Can only be taught by Izzeh/Deviation
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Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30 per turn
Damage: N/A (+60 if used with Lightning)
Description: Utilizing normal, durable ninja wire, the user channels chakra to it and utilizes it to bind his opponents. The user can elect to increase the friction the strings, making the wire hotter and able to case burns, making it a good technique to use for torture and information gathering. The strings can take on whatever form the user wishes making it quite a versatile technique to use with ninja wire. By channeling lightning-type chakra to the wires the user can increase their cutting power to cut through solid earth of A-Rank and lower. The user can also elect to not channel chakra to the wires and instead use a more suitable lightning technique to fit his situation. The strength of the binding is A-Rank. The technique itself does no damage until combined with lightning.
Note: Can only be taught by Deviation
Taught to these:
Rank: A
Range: Short-Mid
Chakra: 30 per turn
Damage: N/A (+60 if used with Lightning)
Description: Utilizing normal, durable ninja wire, the user channels chakra to it and utilizes it to bind his opponents. The user can elect to increase the friction the strings, making the wire hotter and able to case burns, making it a good technique to use for torture and information gathering. The strings can take on whatever form the user wishes making it quite a versatile technique to use with ninja wire. By channeling lightning-type chakra to the wires the user can increase their cutting power to cut through solid earth of A-Rank and lower. The user can also elect to not channel chakra to the wires and instead use a more suitable lightning technique to fit his situation. The strength of the binding is A-Rank. The technique itself does no damage until combined with lightning.
Note: Can only be taught by Deviation
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Type: Summoning
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: The user will summon Gilgamesh, one of the Great Spider Lords, by performing the necessary hand seals and smearing his blood on his palm and clapping his hands together. Gilgamesh's appearance is that of a gray complexion, red/orange armor, and eight arms in which he holds an arsenal of different weapons. Gilgamesh's trademark weapon is a type of polearm known as a naginata, but he also uses rare and powerful swords collected from around the world. He considers himself a master swordsman. Humorously, the decorations on the right side of Gilgamesh's body appear to be wood or cardboard cutouts with arms drawn on them. Like all spider summons, Gilgamesh is able to shoot webbing from his mouth and has a third eye which is hidden by his robe, allowing him to make more accurate strikes when removed. Being very proficient in Bukijutsu and much more with Kenjutsu, he is a skilled close-combatant, having Kage rank speed and agility. As such, he is able to utilize all Kenjutsu, Taijutsu, and Ninjutsu techniques the user knows up to A-Rank. Gilgamesh is 6 ft. tall and due to his strong ex, he immune to to B-Rank and below Ninjutsu, Kenjutsu, and Taijutsu.
Note: Can only be used once per battle.
Note: Can only stay in play for a total of 4 turns.
Note: No other summonings must be active while Gilgamesh is summoned.
Note: Must have signed the Spider Contract.
Note: No summons for two turns after
Note: Shooting Spider web is B rank, can be used once per turn and counts as one of the users jutsu
Taught to these:
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: The user will summon Gilgamesh, one of the Great Spider Lords, by performing the necessary hand seals and smearing his blood on his palm and clapping his hands together. Gilgamesh's appearance is that of a gray complexion, red/orange armor, and eight arms in which he holds an arsenal of different weapons. Gilgamesh's trademark weapon is a type of polearm known as a naginata, but he also uses rare and powerful swords collected from around the world. He considers himself a master swordsman. Humorously, the decorations on the right side of Gilgamesh's body appear to be wood or cardboard cutouts with arms drawn on them. Like all spider summons, Gilgamesh is able to shoot webbing from his mouth and has a third eye which is hidden by his robe, allowing him to make more accurate strikes when removed. Being very proficient in Bukijutsu and much more with Kenjutsu, he is a skilled close-combatant, having Kage rank speed and agility. As such, he is able to utilize all Kenjutsu, Taijutsu, and Ninjutsu techniques the user knows up to A-Rank. Gilgamesh is 6 ft. tall and due to his strong ex, he immune to to B-Rank and below Ninjutsu, Kenjutsu, and Taijutsu.
Note: Can only be used once per battle.
Note: Can only stay in play for a total of 4 turns.
Note: No other summonings must be active while Gilgamesh is summoned.
Note: Must have signed the Spider Contract.
Note: No summons for two turns after
Note: Shooting Spider web is B rank, can be used once per turn and counts as one of the users jutsu
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Rank: C-Rank
Type: Supplementary
Range: Short
Chakra cost: 15
Damage points: N/A
Description: By being able to create webbing through one's sweat glands, the user creates small, durable webbing from one's armpits. This creates something reminiscent of a flying squirrel, allowing the user to glide while in the air as he descends from any altitude while in the air, coining the phrase, "Falling with style". The user must be careful as a slight wind can alter his course (C-Rank Wind and above) likewise the user can use a wind to change his course. The webbing follows normal strengths and weaknesses.
Note: Must have signed the Spider Contract
Taught to these:
Type: Supplementary
Range: Short
Chakra cost: 15
Damage points: N/A
Description: By being able to create webbing through one's sweat glands, the user creates small, durable webbing from one's armpits. This creates something reminiscent of a flying squirrel, allowing the user to glide while in the air as he descends from any altitude while in the air, coining the phrase, "Falling with style". The user must be careful as a slight wind can alter his course (C-Rank Wind and above) likewise the user can use a wind to change his course. The webbing follows normal strengths and weaknesses.
Note: Must have signed the Spider Contract
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Rank: S-Rank
Type: Offensive
Range: Short
Chakra cost: 40
Damage points: 80
Description: Swallow Return is a forbidden sword technique that requires extreme precision, first in lightning chakra control and second in swordsmanship. It's a technique to where three concurrent arching blades close on the enemy from all sides to create a pseudo prison. While the user downplays it as simply successive slashes, it is actually using lightning chakra to the highest potential to overload one's arms and sword to increase speed and cutting ability. It starts with the user raising his sword above his shoulder, channeling lightning chakra to the nerves in the arms and to his sword. Once the user has done that, he performs a flashing slash from his right to his left, followed by two seemingly simultaneous, over-lapping flashes that appears to disregard the concept of time and space, producing a slash attack that arrives from three different directions due to the increased reflexes of one's arms. The user then lifts his sword as it gathers all his lightning chakra towards the blade and delivers another downwards slash resulting in an explosion of chakra, damaging the opponent.
Note: Can only be used twice per battle
Note: Unable to use A-Rank or above Kenjutsu & Lightning for the following turn
Note: User's arms are slightly numbed afterwards
Note: Must have lightning as a specialty
Taught to these:
Type: Offensive
Range: Short
Chakra cost: 40
Damage points: 80
Description: Swallow Return is a forbidden sword technique that requires extreme precision, first in lightning chakra control and second in swordsmanship. It's a technique to where three concurrent arching blades close on the enemy from all sides to create a pseudo prison. While the user downplays it as simply successive slashes, it is actually using lightning chakra to the highest potential to overload one's arms and sword to increase speed and cutting ability. It starts with the user raising his sword above his shoulder, channeling lightning chakra to the nerves in the arms and to his sword. Once the user has done that, he performs a flashing slash from his right to his left, followed by two seemingly simultaneous, over-lapping flashes that appears to disregard the concept of time and space, producing a slash attack that arrives from three different directions due to the increased reflexes of one's arms. The user then lifts his sword as it gathers all his lightning chakra towards the blade and delivers another downwards slash resulting in an explosion of chakra, damaging the opponent.
Note: Can only be used twice per battle
Note: Unable to use A-Rank or above Kenjutsu & Lightning for the following turn
Note: User's arms are slightly numbed afterwards
Note: Must have lightning as a specialty
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Rank: B-Rank
Type: Supplementary
Range: Short
Chakra cost: 40 per turn
Damage points: N/A (-20 from Sound Release techniques)
Description: By growing special sensory hairs on the skin, the user is able to sense pressure waves in the air which are converted to electric signals. These signals are then sent to the brain and interpreted as sound. As such the user is very capable of localizing the origin of a sound by interpreting the movement of the air produced by that sound. Because of the increased perception in sound through air pressure, the user becomes highly susceptible to Sound Release techniques considering it involves sound waves that can both be heard and felt (to some degree), suffering an additional 20 damage if directed towards the user. The extra sensory perception through the air pressure as well allows the user to anticipate close combat moves clearer such as Taijutsu or Kenjutsu. This provides the user a better opportunity if his sight were to be compromised or when combating visual genjutsu as this perception is unaffected by it, helping the user determine the location or presence of things in his environment. The drawback to the hairs are that they are sensitive to extreme heat (A-Rank and above Fire techniques), burning up upon contact. They are affected by water as well allowing the user to lose the sensory perception upon being wet but can be regained once dried.
Note: Technique lasts four turns with a one turn cooldown in between use
Note: Must have signed the Spider Contract
Note: Useable twice
Taught to these:
Type: Supplementary
Range: Short
Chakra cost: 40 per turn
Damage points: N/A (-20 from Sound Release techniques)
Description: By growing special sensory hairs on the skin, the user is able to sense pressure waves in the air which are converted to electric signals. These signals are then sent to the brain and interpreted as sound. As such the user is very capable of localizing the origin of a sound by interpreting the movement of the air produced by that sound. Because of the increased perception in sound through air pressure, the user becomes highly susceptible to Sound Release techniques considering it involves sound waves that can both be heard and felt (to some degree), suffering an additional 20 damage if directed towards the user. The extra sensory perception through the air pressure as well allows the user to anticipate close combat moves clearer such as Taijutsu or Kenjutsu. This provides the user a better opportunity if his sight were to be compromised or when combating visual genjutsu as this perception is unaffected by it, helping the user determine the location or presence of things in his environment. The drawback to the hairs are that they are sensitive to extreme heat (A-Rank and above Fire techniques), burning up upon contact. They are affected by water as well allowing the user to lose the sensory perception upon being wet but can be regained once dried.
Note: Technique lasts four turns with a one turn cooldown in between use
Note: Must have signed the Spider Contract
Note: Useable twice
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Rank: C-Rank
Type: Supplementary
Range: Short
Chakra cost: 15
Damage points: N/A (30 per bite; Cumulative effects lead to death)
Description: After extensive research on the Jorō Spider, those of the spider contract were able to increase their lethality in combat by learning how to spit venom or give a venomous bite, namely that from a Jorō Spider. The venom is delivered either through spitting at an opponent or through biting the skin, which punctures it and delivers 30 damage. In order for the venom to take effect, it must make contact with the skin otherwise it is ineffective. The poison itself is slow acting if done through physical contact however if bitten the effects are accelerated. Through spitting, the venom takes a turn (of the opponent) to be able to penetrate through the pores of the skin and then beginning to take effect at the end of the following turn, causing varied effects as time goes on. For the venom to continue its effects when spit, the opponent must be exposed to it continuously. Through biting the opponent and injecting the venom, the effects (2nd effect on the list) happen faster, taking effect after the first turn. The user only has to bite once for the effects to continue on by themselves without a need to consecutively bite the opponent. The effects (spitting & biting) stack with each other and if used in combination (i.e. spitting then biting) they only carry on from where they left off. The user also has the option of using his specific venom on his weapons (i.e. sword, shuriken, kunai, senbon, etc.) by spitting his venom on it but the effects remain the same as if spitting, taking effect the more the opponent is exposed to the venom however can be countered by cleaning the weapons with water or evaporating the venom with fire. While the spitting at an opponent can be used 3x per battle, the user can only perform a venomous bite once per battle. Spitting venom on one's weapons and/or ninja tools can be done without restriction. Like most venomous spider's, the user is unaffected by this specific poison (Jorō Spider venom) if used against him or ingested.
1st Effect = No noticeable affliction
2nd Effect = Slowed reaction and cognitive actions
3rd Effect = Blurred vision, slightly slurred speech
4th Effect = Involuntary coughing, bleeding from eyes, nose, mouth and ears
5th Effect = At the end of the turn victim dies
Note: Can only be used by signers of the Spider Contract
Note: Can only spit 3x per battle and perform one bite per battle
Taught to these:
Type: Supplementary
Range: Short
Chakra cost: 15
Damage points: N/A (30 per bite; Cumulative effects lead to death)
Description: After extensive research on the Jorō Spider, those of the spider contract were able to increase their lethality in combat by learning how to spit venom or give a venomous bite, namely that from a Jorō Spider. The venom is delivered either through spitting at an opponent or through biting the skin, which punctures it and delivers 30 damage. In order for the venom to take effect, it must make contact with the skin otherwise it is ineffective. The poison itself is slow acting if done through physical contact however if bitten the effects are accelerated. Through spitting, the venom takes a turn (of the opponent) to be able to penetrate through the pores of the skin and then beginning to take effect at the end of the following turn, causing varied effects as time goes on. For the venom to continue its effects when spit, the opponent must be exposed to it continuously. Through biting the opponent and injecting the venom, the effects (2nd effect on the list) happen faster, taking effect after the first turn. The user only has to bite once for the effects to continue on by themselves without a need to consecutively bite the opponent. The effects (spitting & biting) stack with each other and if used in combination (i.e. spitting then biting) they only carry on from where they left off. The user also has the option of using his specific venom on his weapons (i.e. sword, shuriken, kunai, senbon, etc.) by spitting his venom on it but the effects remain the same as if spitting, taking effect the more the opponent is exposed to the venom however can be countered by cleaning the weapons with water or evaporating the venom with fire. While the spitting at an opponent can be used 3x per battle, the user can only perform a venomous bite once per battle. Spitting venom on one's weapons and/or ninja tools can be done without restriction. Like most venomous spider's, the user is unaffected by this specific poison (Jorō Spider venom) if used against him or ingested.
1st Effect = No noticeable affliction
2nd Effect = Slowed reaction and cognitive actions
3rd Effect = Blurred vision, slightly slurred speech
4th Effect = Involuntary coughing, bleeding from eyes, nose, mouth and ears
5th Effect = At the end of the turn victim dies
Note: Can only be used by signers of the Spider Contract
Note: Can only spit 3x per battle and perform one bite per battle
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Rank: C-A
Type: Supplementary/Offensive/Defensive
Range: Short-Mid
Chakra cost: 15-30 (-10 per turn)
Damage points: 30-60
Description: After mastering the use of creating webs from one's sweat pores, the user takes advantage of the amount that is created in the hands during heightened states of emotion, particularly in battle. By channeling his chakra into one's sweat pores on the palms, the user is able to create strong, webbing constructs of steel-like quality, have a blue glow to them, and are limited only by his imagination (within reason). While the constructs are made in short range and through the user's palms, when thrown they can reach up to midrange however it should be noted that the larger the construct, the slower the speed. The webbing constructs are made into dense webbing, maxing at A-Rank strength (strength is divided among tools) however he can only create A-Rank constructs three times per battle. Upon the user's will, he can either cause the constructs to explode into an adhesive webbing that can be used to trap an opponent or other supplementary uses like blinding him by covering his eyes for example or release a sticky adhesive from his palms to use in tandem with taijutsu. The constructs follow normal strengths and weaknesses.
Note: A rank usage requires a two turn cooldown in which only the C rank version can be used.
Note: A-Rank usage can only be used 3x per battle
Note: Must have signed the Spider Contract
Note: Useable 4 times in total
Taught to these:
Type: Supplementary/Offensive/Defensive
Range: Short-Mid
Chakra cost: 15-30 (-10 per turn)
Damage points: 30-60
Description: After mastering the use of creating webs from one's sweat pores, the user takes advantage of the amount that is created in the hands during heightened states of emotion, particularly in battle. By channeling his chakra into one's sweat pores on the palms, the user is able to create strong, webbing constructs of steel-like quality, have a blue glow to them, and are limited only by his imagination (within reason). While the constructs are made in short range and through the user's palms, when thrown they can reach up to midrange however it should be noted that the larger the construct, the slower the speed. The webbing constructs are made into dense webbing, maxing at A-Rank strength (strength is divided among tools) however he can only create A-Rank constructs three times per battle. Upon the user's will, he can either cause the constructs to explode into an adhesive webbing that can be used to trap an opponent or other supplementary uses like blinding him by covering his eyes for example or release a sticky adhesive from his palms to use in tandem with taijutsu. The constructs follow normal strengths and weaknesses.
Note: A rank usage requires a two turn cooldown in which only the C rank version can be used.
Note: A-Rank usage can only be used 3x per battle
Note: Must have signed the Spider Contract
Note: Useable 4 times in total
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Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user dashes forward towards their opponent whilst channeling lightning-type chakra to their sword. The user unsheathes his sword and performs an upwards slash that releases a lightning shuriken that launches the enemy upwards and continues traveling past him. The user jumps in the air and performs several slashes with their sword, the final attack being the shuriken coming down and striking the enemy towards the ground ending in an explosion of lightning. The shuriken itself acts as a sort of boomerang, being willed by the user's chakra. This allows him to direct it's course in short range should the enemy be able to move but can only be done while airborne.
Note: Can only be used 3x per battle
Note: No Lightning Release techniques in the same turn
Taught to these:
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user dashes forward towards their opponent whilst channeling lightning-type chakra to their sword. The user unsheathes his sword and performs an upwards slash that releases a lightning shuriken that launches the enemy upwards and continues traveling past him. The user jumps in the air and performs several slashes with their sword, the final attack being the shuriken coming down and striking the enemy towards the ground ending in an explosion of lightning. The shuriken itself acts as a sort of boomerang, being willed by the user's chakra. This allows him to direct it's course in short range should the enemy be able to move but can only be done while airborne.
Note: Can only be used 3x per battle
Note: No Lightning Release techniques in the same turn
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Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30 per turn
Damage: 60 (+10 Non-Chakra Enhanced, Fist-related Taijutsu)
Description: By drawing his blood, performing the necessary handseals, and clapping his hands, the user summons two medium-sized spiders, one on each hand. They wrap around the user's wrists like bracelets with their spinnerets facing forward. They bite the user and insert a small needle that connects to their chakra circulatory system as well as their nervous system, allowing them to be controlled by the user's will through electrical signals similar to how the Spider Sensory Technique works.
Primary Function: The user will create two short or long spider webs to solidify and conduct lightning through them allowing the user to cut through most earthen materials of B-Rank or lower and steel materials of C-Rank or lower (within reason and following normal strengths and weaknesses). When used in combination with Non-Chakra Enhanced, Fist-related Taijutsu, the user can increase its damage (+10 dmg). The user can also instead shoot the blades that can reach up to mid-range, acting like a sort of projectile launcher however it too costs one move per turn and costs 30 chakra per shot. One must remember that he can't control the web directly as he is only communicating with the spider to launch it, channel lightning, etc.
Secondary Function: The user can also elect to will the spiders to disrupt his chakra flow when caught in a normal genjutsu (non-sharingan & kurama clan empowered) by rushing their own chakra through the connectors to his chakra regulatory system. However they can only do this once at which then they will revert back to their home and cancel the summoning technique. The disruption of chakra can dispel genjutsu of B-Rank and lower.
Note: Can only be used once per battle
Note: Can only be used by signers of the Spider Contract
Note: No other summonings active while this is on the field
Note: Lasts for 5 turns or until canceled and each function counts as a move per turn
Taught to these:
Rank: A
Range: Short-Mid
Chakra: 30 per turn
Damage: 60 (+10 Non-Chakra Enhanced, Fist-related Taijutsu)
Description: By drawing his blood, performing the necessary handseals, and clapping his hands, the user summons two medium-sized spiders, one on each hand. They wrap around the user's wrists like bracelets with their spinnerets facing forward. They bite the user and insert a small needle that connects to their chakra circulatory system as well as their nervous system, allowing them to be controlled by the user's will through electrical signals similar to how the Spider Sensory Technique works.
Primary Function: The user will create two short or long spider webs to solidify and conduct lightning through them allowing the user to cut through most earthen materials of B-Rank or lower and steel materials of C-Rank or lower (within reason and following normal strengths and weaknesses). When used in combination with Non-Chakra Enhanced, Fist-related Taijutsu, the user can increase its damage (+10 dmg). The user can also instead shoot the blades that can reach up to mid-range, acting like a sort of projectile launcher however it too costs one move per turn and costs 30 chakra per shot. One must remember that he can't control the web directly as he is only communicating with the spider to launch it, channel lightning, etc.
Secondary Function: The user can also elect to will the spiders to disrupt his chakra flow when caught in a normal genjutsu (non-sharingan & kurama clan empowered) by rushing their own chakra through the connectors to his chakra regulatory system. However they can only do this once at which then they will revert back to their home and cancel the summoning technique. The disruption of chakra can dispel genjutsu of B-Rank and lower.
Note: Can only be used once per battle
Note: Can only be used by signers of the Spider Contract
Note: No other summonings active while this is on the field
Note: Lasts for 5 turns or until canceled and each function counts as a move per turn
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Type: Offensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30 (-10 per turn)
Damage: 60 (+20 with Lightning Release: Wave of Inspiration)
Description: The user releases a wave of liquid web from his mouth that travels quickly over the terrain. What makes it particularly dangerous is its viscosity and the fact that after a turn on the field, it hardens into strong and elastic webbing. As this covers the terrain, it can trap anything underneath the earth/terrain as it can become flexible like rubber and strong as steel, making it hard to escape towards the surface. It is of importance to remember that during the first turn, it can conduct lightning using Lightning Release: Wave of Inspiration, making it quite deadly like water and gaining +20 damage. Because the web is fueled by the user's chakra, the user's senses are linked to it, allowing one to detect minute vibrations to the web however not without its restrictions. In liquid form, the user can sense only in short range of himself while in it's solid state he can sense up to mid-range. The sensing aspect of the web lasts until the it is either disintegrated by heat (Fire Techniques of B-Rank and higher) or canceled by the user and must spend 10 chakra points per turn to maintain it. The user can also alternatively have it burrow, travel underground, and either spread underneath the surface to sense vibrations in both the earth and anything above it or he can make it rise up and attack the opponent. Regardless, it can only be done up to midrange and after a turn the webbing will solidify.
Note: Can only be used 3x times per battle
Note: Must have signed the Spider Contract
Note: Unable to use A-Rank or above Spider Techniques for the following turn
Taught to these:
Rank: A
Range: Short-Mid
Chakra: 30 (-10 per turn)
Damage: 60 (+20 with Lightning Release: Wave of Inspiration)
Description: The user releases a wave of liquid web from his mouth that travels quickly over the terrain. What makes it particularly dangerous is its viscosity and the fact that after a turn on the field, it hardens into strong and elastic webbing. As this covers the terrain, it can trap anything underneath the earth/terrain as it can become flexible like rubber and strong as steel, making it hard to escape towards the surface. It is of importance to remember that during the first turn, it can conduct lightning using Lightning Release: Wave of Inspiration, making it quite deadly like water and gaining +20 damage. Because the web is fueled by the user's chakra, the user's senses are linked to it, allowing one to detect minute vibrations to the web however not without its restrictions. In liquid form, the user can sense only in short range of himself while in it's solid state he can sense up to mid-range. The sensing aspect of the web lasts until the it is either disintegrated by heat (Fire Techniques of B-Rank and higher) or canceled by the user and must spend 10 chakra points per turn to maintain it. The user can also alternatively have it burrow, travel underground, and either spread underneath the surface to sense vibrations in both the earth and anything above it or he can make it rise up and attack the opponent. Regardless, it can only be done up to midrange and after a turn the webbing will solidify.
Note: Can only be used 3x times per battle
Note: Must have signed the Spider Contract
Note: Unable to use A-Rank or above Spider Techniques for the following turn
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Type: Offensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn)
Damage: 80
Description: Using a lighter in their hand, the user channels chakra to it and manipulates the flame as he lights it. Manipulating the fire, the user uses it as either a whip or flamethrower, however in order to maintain it he must keep holding it and fueling it with his chakra costing 10 chakra per turn. The fire itself can also be manipulated like a hose, either becoming focused or spread out but requires the user to hold with both hands as it requires great strength and focus. The lighter is essential to the use of this technique and as such, requires the user to keep holding the lighter otherwise it will cancel the technique.
Note: Requires the use of a lighter
Note: Can only be used 2x per battle/event
Note: Lasts three turns with a one turn cooldown in between
Note: No Fire techniques above A-Rank in the user's next turn.
Taught to these:
Rank: S
Range: Short
Chakra: 40 (-10 per turn)
Damage: 80
Description: Using a lighter in their hand, the user channels chakra to it and manipulates the flame as he lights it. Manipulating the fire, the user uses it as either a whip or flamethrower, however in order to maintain it he must keep holding it and fueling it with his chakra costing 10 chakra per turn. The fire itself can also be manipulated like a hose, either becoming focused or spread out but requires the user to hold with both hands as it requires great strength and focus. The lighter is essential to the use of this technique and as such, requires the user to keep holding the lighter otherwise it will cancel the technique.
Note: Requires the use of a lighter
Note: Can only be used 2x per battle/event
Note: Lasts three turns with a one turn cooldown in between
Note: No Fire techniques above A-Rank in the user's next turn.
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Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Channeling his Black Lightning through his sword, Darui strikes the enemy in a series of slashes with the final strike ending in an explosion of lightning. Compared to other lightning techniques which focus lightning to the blade and increase it's cutting power, this technique instead continually releases the lightning through the blade which could be compared to Chidori. While not focused, the striking power of Darui's blade along with the shocking potential of the lightning can numb the opponent. However, Lightning Specialists, who are adept at the user of lightning techniques, can resist the numbing effects of the lightning but must still deal with the blows from the sword. The user, through fueling more chakra, can extend the lightning from his sword to hit multiple opponents within short range of the attack however loses the ability to numb them.
Note: Can only be used by Darui bios
Note: Can only be used three times per battle
Note: Lightning Specialists are immune to the numbing effects
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Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Channeling his Black Lightning through his sword, Darui strikes the enemy in a series of slashes with the final strike ending in an explosion of lightning. Compared to other lightning techniques which focus lightning to the blade and increase it's cutting power, this technique instead continually releases the lightning through the blade which could be compared to Chidori. While not focused, the striking power of Darui's blade along with the shocking potential of the lightning can numb the opponent. However, Lightning Specialists, who are adept at the user of lightning techniques, can resist the numbing effects of the lightning but must still deal with the blows from the sword. The user, through fueling more chakra, can extend the lightning from his sword to hit multiple opponents within short range of the attack however loses the ability to numb them.
Note: Can only be used by Darui bios
Note: Can only be used three times per battle
Note: Lightning Specialists are immune to the numbing effects
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20. (Ranton: Donryū no Ikari) - Storm Release: Storm Dragon's Fury
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 per turn)
Damage: N/A (+1 Rank if A-Rank and below; +10 if S-Rank and above)
Description: By concentrating his Storm-type chakra in any specific are of his body and precisely compressing it, the user coats the area (hands, feet, head, arms, legs, etc), greatly enhancing his taijutsu (+1 Rank if A-Rank and below; +10 if S-Rank and above). Because of the level of concentration and potency of the storm chakra, the user can only maintain it for so long, lasting three turns per battle/event.
Note: Can only be used twice per battle/event
Note: Lasts for four turns while active
Taught to these:
Rank: A
Range: Short
Chakra: 30 (-10 per turn)
Damage: N/A (+1 Rank if A-Rank and below; +10 if S-Rank and above)
Description: By concentrating his Storm-type chakra in any specific are of his body and precisely compressing it, the user coats the area (hands, feet, head, arms, legs, etc), greatly enhancing his taijutsu (+1 Rank if A-Rank and below; +10 if S-Rank and above). Because of the level of concentration and potency of the storm chakra, the user can only maintain it for so long, lasting three turns per battle/event.
Note: Can only be used twice per battle/event
Note: Lasts for four turns while active
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*Still need to edit the ones I donated to NB.
Updated 2/27/2017
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