(Suiton: Ten no namida) Water
style: Tears in heavens
Type: Supplementary
Rank: C-Rank
Range: Short - Long
Chakra: 15
Damage: N/A
Description: This technique depends on manipulating water molecules present in the location (water source/water from previous water jutsus) to spread out in the
atmosphere. By infusing the user's chakra into these molecules, the user can sense the enemy in/on the battlefield by sensing the body
temperature or heat given out by the person. This is exactly like the mist jutsu, but here the molecules doesn't block the vision. The best part about this jutsu is that, the molecules in the air keep building up even if/when it is
blown away by the wind till the
water source/the water from the previous jutsu dries away. This helps in tough situations when due to some reasons, the user can't find the opponent.
Note: Can only be taught by
Flash07.
- Requires a previous or existing water source.
- Lasts only six turns before water molecules evaporate or until water source is destroyed.
The basic idea behind the technique is to sense your opponent when you're in a closed area. Sometimes, you are fighting in a closed room or say you both are trapped in a dome, at that time you can't use the rain technique to sense your opponent. This technique helps you out there. Also, this technique works on detecting the opponent's body temperature rather than the enemy's chakra. So even ppl like Muu or people who use chakra suppression can't hide from the technique.
Basically you manipulate the water from the water source or if you have water left from the previous water technique to build up in the atmosphere and through it, you can detect your opponent.
(Suiton: Ten no namida) Water
style: Tears in heavens
Type: Supplementary
Rank: C-Rank
Range: Short - Long
Chakra: 15
Damage: N/A
Description: This technique depends on manipulating water molecules present in the location (water source/water from previous water jutsus) to spread out in the
atmosphere. By infusing the user's chakra into these molecules, the user can sense the enemy in/on the battlefield by sensing the body
temperature or heat given out by the person. This is exactly like the mist jutsu, but here the molecules doesn't block the vision. The best part about this jutsu is that, the molecules in the air keep building up even if/when it is
blown away by the wind till the
water source/the water from the previous jutsu dries away. This helps in tough situations when due to some reasons, the user can't find the opponent.
Note: Can only be taught by
Flash07.
- Requires a previous or existing water source.
- Lasts only six turns before water molecules evaporate or until water source is destroyed.
The basic idea behind the technique is to sense your opponent when you're in a closed area. Sometimes, you are fighting in a closed room or say you both are trapped in a dome, at that time you can't use the rain technique to sense your opponent. This technique helps you out there. Also, this technique works on detecting the opponent's body temperature rather than the enemy's chakra. So even ppl like Muu or people who use chakra suppression can't hide from the technique.
Basically you manipulate the water from the water source or if you have water left from the previous water technique to build up in the atmosphere and through it, you can detect your opponent.
if we both are trapped in a dome or closed room, then there should be a water source available to use this technique. Right?
So this can't be used just be accommodating water molecules from air >_>
if we both are trapped in a dome or closed room, then there should be a water source available to use this technique. Right?
So this can't be used just be accommodating water molecules from air >_>
No once inside a dome, you can use any water technique and use its water as a source.
Or say, if you've used this technique before hand, and then you/your opponent creates a dome, then yes you can sense them 4 6 turns.
So its as good as what you wanted.
(Doton: Atakku Tou) - Earth Style: Attacking Tower Type: Offense
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user puts his hands on earth and pulls out a small cylindrical tower of height 2m and diameter 1m from beneath the legs of user, with a thick layer of gravel on it. Tower starts spinning very fast on its own axis by throwing earth needles from the curved part of the tower from each point rapidly. Although the tower is spinning but the user sitting on it does not spin because he is sitting on layer of gravel, which is spinning counterclockwise, which nullifies the rotation. The throwing of needles will not stop untill user's hand are on tower.
Note: ~Can only be used 3 times per battle.
~Last up to one full turn.
~Can only be taught by Enzup.
Description is quite clear, want me to explain? If yes, then I'll just explain properly and if not then tell me all of its pros and cons.
I think I'll just explain it.
The user will slam his hands on the ground, and next moment a small pillar of 2m height and 1m diameter, slightly bigger than a human will erupt beneath the user. While user's hands are still slammed on the ground, which is now on the top of pillar(gravel) actually, user sends his chakra in the pillar and it starts spinning at great speed while shooting infinite earthen needles from the curved part in every direction(obviously) and continuously. While user is sitting on the pillar and the pillar is spinning at great speed, the question can be asked that why user don't spin along with pillar? Or why doesn't the speed with which the pillar is spinning throw the user off? etc etc. But as mentioned in its description, user don't spin along with the pillar because of the fact that while the pillar erupts from the ground, there is a thick layer of gravel on it which starts spinning anticlockwise direction (while pillar spins with clockwise) which nullifies the user's rotation. Now another good part of this tech is that it lasts till the moment user's hands are on the pillar (one turn max) which means you can create a clone and fly high or go down the earth or just away from the area this tech covers and make your clone do this tech. So while you can perform many techniques, your clone can use this one which'll last unless your move is over i.e. you use 3 techs (or 2 rather, since your clone would've used this earth tech which leaves you with only quota of 2 techniques).
Now I want, from you, more and all of advantages and disadvantages you can think of. And also possible combos/usages.
As for your questions:
-Yes, as long as the scale of the technique used by opponent isn't too much i.e. 2m in height. Also don't forget to keep rank and elemental nature of both, yours and your opponent's technique in mind.
-Depends. Most of the times 'No'. Why? Because people make a very deep swamp most of the times deep enough to even sink gamabunta (100m) in it. So you can't rise this pillar from the swamp if its deep. If its only a small one, not deep enough and used within short range of you, then yes you can use this technique to avoid the swamp, but this case will be very rare.
I forgot to mention about this in my last post but this cons is wrong. Why? Because the moment you would remove your hand from the pillar (in case of fall also your hand will be removed from pillar.. duh.) the needles will stop shooting, as this is not an automatic process. User needs to constantly keep passing his chakra in the pillar in order to keep shooting.