Type: Mode
Rank: Forbidden
Range: Short
Chakra: N/A
Damage: N/A
Description: The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body. The user opens the gates in sequence, up to the desired gate to achieve its effects. Opening the gates is a fast process and can be done in mere moments up to the 7th gate. When one initially opens up to a given EIG, that opening lasts up to 4 turns. After completing training, users are capable of opening up to the 5th Gate passively. Opening additional gates after initial activation adds 2 turns per activation. However, there is an exception; opening the last and 8th gate can only lasts for 3 turns.
( Kaimon ) - The Gate of Opening: The user activates The Gate of Opening or First Gate, which is located in the brain. This gate removes the restraints of the brain on the muscles so he can begin to access 100% of their strength. Unlocking this gate allows the user to use the Front Lotus. This gate adds +5 damage to Taijutsu and the user becomes 1.5x faster. User suffers -5 damage per turn.
( Kyūmon ) - The Gate of Healing: The user activates the Gate of Healing or 2nd Gate (also named Rest Gate) which is located in the brain. Forcibly increases one's physical strength and temporarily re-energizes the body. This gate adds +10 damage to Taijutsu and the user becomes 2x User suffers -10 damage.
( Seimon ) - The Gate of Life: The user activates the Gate of Life or 3rd Gate which is located in the Spinal cord. The increased blood flow turns the skin red. Allows the user to use Hidden Lotus. This gate adds +15 damage to Taijutsu and the user becomes 2.5x faster. User suffers -15 damage.
( Shōmon ) - The Gate of Pain: The user activates the Gate of Pain or 4th Gate (also named Wound Gate) which is located in the Spinal cord, lower than the Seimon. Increases the user's strength and speed. May cause muscle tissue to begin to tear on use. This gate adds +20 damage to Taijutsu and the user becomes 3x faster. User suffers -15 damage.
( Tomon ) - The Gate of Limit: The user activates the Gate of Limit or 5th gate, which is located in the abdomen. Increases the user's speed and power. This gate adds +30 damage to Taijutsu and the user becomes 3.5x faster. User suffers -15 damage.
( Keimon ) - Gate of View: The user activates the Gate of View or 6th Gate, located in the stomach. Increases the user's speed and power. Opening of this gate releases such enormous amounts of chakra that it can cause nearby water bodies to form a vortex around the user. Allows the user to perform the Morning Peacock. This gate adds +40 damage to Taijutsu and the user becomes 4x faster. User suffers -25 damage.
( Kyōmon ) - The Gate of Wonder: The user activates the Gate of Wonder or 7th Gate which is located below the stomach. Those who open this gate will pour glowing green sweat from every inch of their body, which immediately evaporates from their own heat energy, creating an aura which people would mistake as a green chakra coating. However, the side effects of opening the gate are that the user's muscle fibers are ripped to shreds after exiting this gate, causing intense pain if anything or anyone touches him. Allows the user to perform the Daytime Tiger. This gate adds +60 damage to Taijutsu and the user becomes 6x faster. User suffers -40 damage.
( Shimon ) - The Gate of Death: The user activates the Gate of Death or 8th Gate, located at the heart, requiring the user to puncture their chest just above the heart in order to open it, enabling the user to achieve what is described as The Eight Gates Released Formation" ( Hachimon Tonkō no Jin ). Opening this gate will cause the user's blood to emanate a flaming aura of red steam, the so-called Steam of Blood ( Chi no Jōki ) from all pores of their body, hair, and eyebrows. Releasing this gate uses up all of the body's energy while making the heart pump at maximum power. Exceeding the power of every other gate, the user is temporarily granted power far exceeding their normal power, far beyond that of the five Kage. Once activated, those who are capable can perform the Evening Elephant and the Night Guy. The side effect of opening this gate is that it comes at the expense of the user's life, causing the user to crumble to ash after their chakra runs out, having virtually cooked themselves from the inside-out. This is unlike opening the other gates, which simply injure or damage the body. This gate adds +120 damage to Taijutsu and the user becomes 8x faster and allows the user to warp space with his Taijutsu and its speed.
Note: The EIG users can only open the gates twice per fight, meaning that if he allows the EIG opening to time out, he can only open the EIGs once more during the match.
Note: Starting with the fifth gate, EIG users begin to feel the side effects of each gate as they time out.
Note: The user cannot use other self powering techniques (such as custom variations of Lightning Armor, Sage Mode, etc) while he has EIG opened
Note: After use of the 8th Gate, the user will pass away.
Let's get to it, then. So you say you've read up on EIG rules and techs, but do you know how they interact in the RP? For example, we all know it'll take 5 months of owning the ability to get up to 5th gate passively, but what if I wanted to boost the damage of my EIG techniques outside of the effects from each Gate? Like this technique below, what sort of skills or abilities you know could increase its damage? It's chakra-less, so surely you'd be able to squeeze in something chakra-related like a supplementary infusion or the like, right?
Type: Offensive
Rank: B
Range: Short
Chakra: N/A
Damage: 40
Description: A taijutsu attack were the user opens the first Gate and does a short combo with a chained weapon to wrap up his opponent and launch them into the air. After that the user will launch himself in the air and begin a barrage of strikes, knocking his opponent back towards the ground. He will then finish them off with a strong strike right into the ground itself, causing a crater that increases by 5 meters for every additional Gate opened.
Note: Requires at least one Gate opened.
The rules on it are not as clear as one would like, however it does mention you cannot use self powering techniques such as Lightning Armor, Sage Mode, etc while the gates are opened. With the listed criteria being specifically modes, which falls in line with standard RP rules. To enhance the output of that technique you would need to use a Ninjutsu of max C or B rank depending on if you completed training in EIG or not, that boosts Taijutsu. A Taijutsu skill that can increase output. Or something else outside of a mode that's already active and wouldn't clash with the EIG that will enhance Taijutsu. Or a passive boost, example being enough AP into Body. Yes if you had a logical technique that added chakra to the technique to enhance damage, from my understanding that should be achieveable.
The rules on it are not as clear as one would like, however it does mention you cannot use self powering techniques such as Lightning Armor, Sage Mode, etc while the gates are opened. With the listed criteria being specifically modes, which falls in line with standard RP rules. To enhance the output of that technique you would need to use a Ninjutsu of max C or B rank depending on if you completed training in EIG or not, that boosts Taijutsu. A Taijutsu skill that can increase output. Or something else outside of a mode that's already active and wouldn't clash with the EIG that will enhance Taijutsu. Or a passive boost, example being enough AP into Body. Yes if you had a logical technique that added chakra to the technique to enhance damage, from my understanding that should be achieveable.
Pretty much, yeah. Since EIG is a Mode, it means you cannot stack it with another Mode or State. States are techniques or abilities that grant an increase in 2 or more fields, like an increase to Damage and Speed. So unless that C or B-ranked Ninjutsu is only boosting only a single field then it will be invalid. You can read up more about the Mode Stacking Rules [here].
Moving on we have the OG Primary Lotus, which is described pretty well here. Not much to say about it apart from the leeway you have during the second half of the technique to restrain opponents with any similarly binding tool or weapon in your possession.
Type: Offensive
Rank: B
Range: Short
Chakra: N/A
Damage: 40
Description: The user delivers an upward kick to their opponent, sending them high into the air. The user follows the opponent along their upward trajectory, taking tight hold of them so that they can't move or escape; this can be accomplished via bandages, chains, or similar things. Once they've reached the peak of the initial kick's arc, the user begins a spinning motion and propels them headfirst towards the ground. The user releases the opponent right before impact and retreats to safety, leaving the opponent to collide with the ground alone.
Note: Requires at least the first Gate to be opened.
And then we have these two. They're (basically) the same things, but that only makes them more interchangeable. What I mean by that is you could use em both in a single turn for incredible agility and evasion, depending on which Gate is opened, without violating either usage limits of only once per turn.
( Chiratsuki Kaihi ) - Flicker Evasion
Type: Defensive/Supplementary
Rank: B
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: A skill usable by all EIG users to move at high speeds to dodge, attack or defend from techniques. The ability pertains to movement in the battle field, meaning running, walking, jumping, dashing, etc and its speed depends on the Gate currently opened.
Note: This requires at least one Gate be opened to use and can only be used once per turn.
( Sukaiu~ōku ) - Sky Walk
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: A skill usable by all EIG users to move at high speeds to dodge, attack or defend from techniques. The ability pertains to movement in the battle field, meaning running, walking, jumping, dashing, etc and its speed depends on the Gate currently opened.
Note: This follows the same rules and restrictions of Flicker Evasion.
You covered the Lotus well. Its straight forward and as you said, gives leeway on what you can bind the opponent with.
As you said they are both interchangeable, whats nice about these techniques are while a free dodge can only reach 5m or 10m depending on AP spent in Agility without breaking a cap. These techniques allow you to go beyond that in a more versatile way. The sky walk being even more versatile giving you another axis you can move.
You covered the Lotus well. Its straight forward and as you said, gives leeway on what you can bind the opponent with.
As you said they are both interchangeable, whats nice about these techniques are while a free dodge can only reach 5m or 10m depending on AP spent in Agility without breaking a cap. These techniques allow you to go beyond that in a more versatile way. The sky walk being even more versatile giving you another axis you can move.
Note that Sky Walk doesn't explicitly state that you gain the ability to walk on the air. I could speak to LoK about that to find out if that was intentional or not, but in cases like these it's always best to stick to what's in the description.
Here we have the next rung of techniques after the B-ranks that only required 1 Gate to be opened. These require at minimum the 3rd Gate, Gate of Life, opened. The first one utilizes strong wind currents to play on equal terms with elemental Ninjutsu, which is pretty strong for a Taijutsu. The second is another of Rock Lee's signature moves. It's straightforward like most of the others, but I'll take any questions you have.
( Hitori Omote Renge ) - One-Man Front Lotus
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: A singular version of its parent technique, the Front Lotus, the user instead starts spinning by himself creating strong air currents around him after having jumped high enough, and dives down on the opponent rather than with them. The effect is drastic as the momentum the user carries and the massive rotating vortex of air around him can create a crater upon impact on the ground. This technique can be used to fight on equal grounds with elemental techniques, using the air vortex produced by the fast spinning to clash with the technique with the user as the driving force beneath the attack.
Note: Requires at least three Gates to be opened.
( Hachimon: Ura Renge ) - Eight Gates: Hidden Lotus
Type: Offensive
Rank: A
Range: Short
Chakra: N/A
Damage: 60
Description: The user first opens at least three of the Eight Gates, rushing and continually striking the target from multiple directions, pummelling them into the air. If the user has any method to do so, he can wrap the opponent in the bandages/chains/chakra wire they have to better maneuver and bind the opponent to deliver a finishing blow that sends them crashing back to the ground.
Note: Requires the user to have opened at least three of the Eight Gates.
You know, you're right on that. They read word for word the same. It seems that they copied and pasted Flicker invasion with the intent to add the "walking on air" feature like in the show, however forgot to actually edit it in. Nice catch.
I do have a question about this technique, as it does use chakra. Is it safe to assume the vortex created will also have chakra in it? or does this technique use chakra to create, but not carry chakra within the votex itself?
As for the Hidden Lotus, it's rather straight forward again. No questions on that one.
You know, you're right on that. They read word for word the same. It seems that they copied and pasted Flicker invasion with the intent to add the "walking on air" feature like in the show, however forgot to actually edit it in. Nice catch.
I do have a question about this technique, as it does use chakra. Is it safe to assume the vortex created will also have chakra in it? or does this technique use chakra to create, but not carry chakra within the votex itself?
As for the Hidden Lotus, it's rather straight forward again. No questions on that one.
Yea, so how pressurized air works for EIG is that you'll use chakra initially but the resulting blast or formation of air will be chakraless. EIG is the only field allowed to have this perk, so unless your customs are directly based on EIG then they're dead in the water. The update was made [here].
Next up is a technique that only becomes available after the 4th Gate: the deadly
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. It's basically a drop or flying kick where you strike at an opponent with one leg extended (presumably aimed at their pinky toe), pummeling them into the ground and causing a large crater from the impact. As you can see, when Guy used it he was aimed downward at the Gedo Statue's foot, but for NB I'd say any drop kick will do.
( Koyubi Kōgeki ) - Little Toe Attack
Type: Offensive
Rank: S
Range: Short
Chakra: N/A
Damage: 80
Description: After opening at least the 4th Inner Gate, the user attacks the opponent with a very powerful and fast extended leg drop kick. Guy used this attack against the Demonic Statue of the Outer Path to literally attack its little toe, sending it toppling over, with great force. Its powerful enough to create a large crater upon impact, destroying the nearby area.
Note: Requires the user to have opened at least four of the Eight Gates.
Next up are the 5th Gate unlocks: Roaring Flame and Reverse Buster. The 5th Gate is also where your passive activations stop so it's good to get yourself acquainted with these techniques plus the others I've posted so far. Onto the techniques. Note that in Tree Leaf Roaring Flame Hurricane it says, "the user unlocks five of the Eight Gates and begins...". An important note here is that the technique itself cannot be used to open the Gates. Rather, you will need to activate the EIG technique up to the 5th Gate first before you can use it. But since Gate activations happen in the space of a move (passively, too, if you have the ability long enough), such as progressing from 1st through to 4th in one activation, it's usually a non-issue: "The user opens the gates in sequence, up to the desired gate to achieve its effects. Opening the gates is a fast process and can be done in mere moments up to the 7th gate." This goes for all the others that have that note attached.
EDIT: You cannot skip Gate activations by default. Rather, you need to progress through each by spending a move per turn for each Gate after initial activation, starting at the 1st Gate. But if you have the ability for like 3 months, then you'd be able to activate up to the 3rd Gate passively, skipping through 1st and 2nd instantly but you won't get the 2 turns extensions as if you had opened them sequentially, one-by-one.
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user unlocks five of the Eight Gates and begins a kick so fast his leg catches on fire. The user then spins around into the air, creating a spiral of flame before bringing his leg down through the centre and into the ground where the fire bursts outwards blasting any enemy within close proximity.
Note: Requires the user to have opened at least five of the Eight Gates.
Next we have the combo breaker. It starts with a flip kick, which is usually a backflip while launching opponents into the air with one or both feet. From there you'll kick em twice more, sending them higher into the air, before punching them back down toward the ground... blitzing there before their body does, and then deliver a final punch which creates a massive wave of chakra and deals a lot of damage to your target and the entire 5m space around them.
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user flip kicks the enemy into the air and opens several chakra gates. He dashes into the air where he kicks the enemy two times, launching them higher into the air where he strikes kicks them towards the ground. He dashes to the ground before them and punches the falling enemy away in a massive wave of chakra, dealing significant damage to the opponent and things in short range.
Note: Requires the user to have opened at least five of the Eight Gates.
Gotta love the little toe attack. Thats the entire reason I got the EIG lmao.
As for opening the "gates in sequence" how does that interact with the gates limit usage? The EIG says it Lasts up to 4 turns and each gate adds 2 turns of usage. If you passively open up to 5th gate, does that only count as lasting up to 4 turns?
This brings up another question about the fire created. Since its also void of chakra. how does it fair in terms of S/W's? I know the air pressure plays on equal terms of element techniques. Is that also the case for natural fire?
Good ol' classic combo. No question about the technique.
I edited the original post to make it clearer after speaking with the other sensei. Basically, if you passively activate the EIG up to a specific Gate, you don't get the 2 turn extensions. Those only come if you activate the Gates in sequence, i.e. one-by-one each turn.
Here we have the 6th Gate unlocks. Morning Peacock starts with an air-launching kick like most of the other EIG Tai, but where it stands out is the effect it has on a target. After putting them into the air you'll begin a barrage of punches that literally light them on fire before send them back to the ground. Like the chakraless air pressure waves of certain EIG, the fires of this technique cannot be sealed as they have no chakra--they are literally natural reactions to the immense amounts of friction caused by your fists striking the target repeatedly. The second one, Crane Wing Formation, is pretty simple. But note that it does contain chakra which makes it liable to being sealed unlike most other EIG techniques.
Type: Offensive
Rank: A
Range: Short - Long
Chakra: N/A
Damage: 60
Description: The Morning Peacock is a taijutsu designed to strike the enemy down with countless punches. The technique is usually started by kicking the enemy into the air, which for most would be an instant kill. The user then jumps into the air in a distinctive stance and begins punching the enemy repeatedly. The punches are so fast, they are set ablaze by sheer speed and friction which in turn creates a peacock-like bombardment of flames around the opponent . Once the attack is finished, the enemy will be sent crashing back to the ground, covered with the attack's aura. The technique is also strong enough to briefly stun a tailed beast as strong as Saiken.
Note: Requires the user to have opened at least six of the Eight Gates.
( Kakuyoku no Jin ) - Crane Wing Formation
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Opening at least the sixth gate, the user rushes forward channeling chakra to his arm. Striking forward, the user releases a crescent like wave of chakra that has enough force to rip through a meteor. The more users involved increases the power of the jutsu.
Note: Requires the user to have opened at least six of the Eight Gates.
Is the fire produced equal to elemental techniques? or does it follow the S/W of Katon?
Only one question for the Crane Wing Formation. Is it still classified as a Taijutsu that will be boosted depending on what gate you have open? I would assume so since you can't use Ninjutsu of that rank while gates are opened.
Is the fire produced equal to elemental techniques? or does it follow the S/W of Katon?
Only one question for the Crane Wing Formation. Is it still classified as a Taijutsu that will be boosted depending on what gate you have open? I would assume so since you can't use Ninjutsu of that rank while gates are opened.
Yea, I'd say they're equal to elemental Ninjutsu. And for Crane Wing and all the other techs, the damage is affected by whatever Gate that is currently active, so you're looking at 120 damage off rip (+40 from 6th Gate).
Here's the the last of the survivable EIG techs. Survivable because it requires the 7th Gate which doesn't straight up kill you at the end like the 8th Gate does. Paying attention to the specific triggers of this technique, you have to raise a palm before your face and then tap it with your other hand formed as a fist which creates a great amount of air pressure around yourself. Then with a hand seal you'll send all of this pressurized air toward your opponent which can cause a great explosion at your command. This is another one of those techniques that carry chakraless pressurized air.
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The Daytime Tiger is an incredibly fast punch and, contrary to its appearance, purely taijutsu in nature. After opening the seventh of the Eight Gates, the user places a palm facing forward in front of their face with one hand and then taps it with his other hand, formed into a fist, which creates a massive amount of air pressure. Next, the user forms a unique hand seal resembling a tiger. This launches the air pressure at the opponent in the shape of one by leaving a gigantic tiger-shaped impression into the initially built-up air pressure with the hand seal. The air pressure will condense as it's moving and be focused into a single point. The technique then explodes on command, releasing the built up air pressure in an instant.
Nite: Despite this technique using chakra to initially form, it does not carry chakra, preventing sealing or chakra absorption abilities from working.
Note: Requires the user to have opened at least seven of the Eight Gates.
Finally we have the two Big Dawgs of EIG. The first one is a violent assault at x8 speed. Five punches... the first one starts at 80 + 120 from having the 8th Gate open for 200 damage. The next one after that is 220, the third one is 240, the fourth strike is 260, and the final fifth hit is 280. That's... that's some insane damage able to take out 90% of player bios should it land.
For Night Guy, I'll just leave this
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. Incredible technique. Few notes: the first is that you are able to bypass most physical defenses like walls, barriers, Gaara's sand shield, etc., by using raw speed and strength to bend space around your foot, striking an opponent as if these defenses were never there. The shockwave generated from the kick contains chakra, but who's gonna seal a 150 chakra technique? The damage is also out of this world, 200 base + 120 from 8th Gate is 320 damage... I don't need to elaborate on how insane that is.
( Sekizō ) - Evening Elephant
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: This technique is a continuous assault of five punches, with each "foot", as they are referred to, being performed faster than the one before. It creates a vacuum of pressurised air which bears the appearance of an elephant's leg, causing devastating damage to the opponent. The first punch alone was capable of creating a 10 meter deep tunnel in the ground. The subsequent punches are delivered as the user moves at high speeds around the opponent, attacking from different angles, culminating with the final punch, strong enough to break through the Truth Seeking Balls shield. The first hit alone deals 80 damage, each after deals 20 damage more than the last one.
Note: Can only be used with the 8th Gate open.
( Yagai ) - Night Guy
Type: Offensive
Rank: Forbidden
Range: Short - Mid
Chakra: 150
Damage: 200 ( Death to user in the following turn )
Description: The user initiates the technique by emitting a huge amount of chakra. After gathering all of this chakra around his body in the form of a flickering red, dragon-like aura, he dashes forward at such at such extreme speeds that the space within the immediate vicinity of the technique is distorted, allowing him to bypass his target's defenses. He then deals an immensely powerful kick which carries such force that it is capable of obliterating the target's body, as well as creating a devastating shock wave linear to the kick, capable of causing damage from afar and completely destroying an opponent's body. The recoil was such that it completely shattered the bones in the user's own leg. As a result of being the user's strongest maneuver, following the attack are fatal repercussions as it leaves the user on the brink of death; slowly turning into ash, crumbling from the immense discharge of his chakra.
Note: Can only be used once.
Note: Can only be used with the 8th Gate open.