Giyu Tomioka | Ninja World Jutsu List

Gutsy

Legendary
13,518 posts 1,253 reactions
18
Joined
Nov 29, 2011
Messages
13,518
Status
Activity Streak
12 days
❖ Giyu Tomioka | Ninja World Jutsu List ❖​

The Silent Current, Vessel of Kokuō​




❖ 伝記 | Biography ❖​

❖ 名前 | CharacterGiyu Tomioka
❖ 階級 | RankSage (Bought)
❖ 族 | ClanGyojin
❖ 人柱力 | JinchūrikiKokuō, the Five-Tails (Path of Boil: Level One)
❖ 器型 | Vessel PatternBijuu Combination (Bijuu + KG)
❖ 戦闘 | Fighting FocusWater, Wind and Steam Release swordsman with Taijutsu and Fishman Karate
❖ 契約召喚 | Summoning ContractToads (free contract)
❖ 自作 | Custom Jutsu ThreadThe Archive




❖ 経験値 | EXP Counter ❖​

❖ 基本 | Base EXP400
❖ 獲得 | Earned EXP0
❖ 消費 | EXP Spent328 (254 jutsu + 74 customs)
❖ 残高 | EXP Remaining72 (saved for future training)

❖ 記録 | EXP Timeline
  • Base EXP: 400
  • Starting arsenal: 328 spent




❖ 購入術 | Bought Jutsu (254 EXP) ❖​

58 techniques. Full details in Post 2.​

Water Release (108): Hiding in Mist Technique (2), Water technique (2), Water Release: Water Clone (4), Water Style: Water Prison (4), Water Style: Water Replacement (4), Water Release: Water Palm Blade Technique (4), Water Style: Water Shock Wave (7), Water Style: Water Dragon Whip (6), Water Release: Rising Water Slicer (6), Water Release: Exploding Water Colliding Wave (6), Water Release: Water Dragon Bullet Technique (11), Water Style: Water Encampment Wall (8), Hidden Waterfall Style: Water Slicing Blade (8), Water Style: Fluid Step (8), Water Release: Hard Whirlpool Water Blade (8), Water Release: Severing Wave (10), Water Release: Water Bullet Technique (10)

Wind Release (33): Wind Release: Great Break Through (4), Wind Release: Gale Palm (4), Wind Release: Rising Tempest Wall Technique (4), Wind Style: Wind Cutter (7), Wind Release: Vacuum Blade (6), Wind Release: Vacuum Bullet (8)

Kenjutsu (46): Training Edge (0), Sword Barrage Technique (0), Falling Water (0), Circular Wild Dance (0), Fury Swallow Technique (0), Cloud-Style Front Beheading (0), Menacing Shark Technique (0), Cloud Style Deception Beheading Technique (0), Flash Cross Sever (6), Hidden Mist Beheading Technique (6), Strong Sword: Helmet Crusher (8), Cloud-Style Crescent Moon Beheading (8), Swallow Leap Forward (8), Sword Arts: Graceful Saw (10)

Taijutsu (14): Dynamic Entry (0), Leaf Hurricane (0), Pressure Palm (0), Upwards Attacking Palm (0), Rising Knee (0), Leaf Great Whirlwind (0), Defensive Crane (0), Wolf Fang Rising Fist (0), Shadow of the Dancing Leaf (0), Leaf Flash Kick (6), Leaf Crushing Storm (8)

Fishman Karate (26): Fishman Karate: Exploding Palm (12), Fishman Karate: Water Bending (14)

Genjutsu (13): Illusion Technique: Release (13)

Tailed Beast (12): Chakra Shroud (0), Searmist (12)

Ninjutsu (2): Clone Technique (0), Transformation Technique (0), Change of Body Stance Technique (0), Water Surface Walking Practice (0), Body Flicker Technique (2)


Canon C and D-rank Taijutsu and Kenjutsu are 0 EXP. E-rank Ninjutsu costs 0 EXP. Chakra Shroud is granted by the Path of Boil. B-rank and lower Wind Release can be used as Basic Boil through Boiling Conversion.




❖ 購入自作 | Bought Custom Jutsu (74 EXP) ❖​

10 customs learned from other users. Full details in Post 3.​

Sealing art: Dragon Slayer Magic (A-rank | 8 EXP), Mist replacement (S-rank | 10 EXP), Water Style: Leviathan's Grip (A-rank | 8 EXP), Way Of Movement: Water Dance (C-rank | 4 EXP), Wind Style: Eye of the Storm (A-rank | 8 EXP), Water style: Water expansion (A-rank | 8 EXP), Wind Release: Power of the Dragon (B-rank | 6 EXP), Hummingbird (B-rank | 6 EXP), Pilgrims Road (A-rank | 8 EXP), Collapsing Mountain (A-rank | 8 EXP)




❖ 自作 | Created Custom Jutsu (0 EXP) ❖​

95 customs I created, free to use. Full details in Posts 4 and 5. Originals in The Archive.​

Boil Release, Weapon & Sealing (10): Mizukagami (水鏡, “The Water Mirror”), Steam Release: Mirror Reflection, Boil Release: Shield of Surtr, Boil Release: Veil of Muspelheim, Boil Release / Illusion: Mist of Niflhel, Boil Release: Mask of Muspelheim, Steam Breathing: Surtr’s Steam Dragon Blade, Steam Breathing: Freyr’s Heat-Haze Passage, Boil Release: Hel’s Living Hot Springs, Sealing/Yang Release: Arcane Ward

Water Release (18): Water Release: Phantasmal Drift Current, Water Style: Veins of the Tree of Life, Water Style: The Kraken Priestess Harsh Lesson, Water Release: Parapet Scaling Bubbles, Water Release: Helping Hands, Water Release: Claw Smash, Suiton: Mizu fenikkusu) - Water Style: Water Phoenix, Water Release: Maximum Burst, Water Release : Double Wave, Water Style: Sticky starch Shark, Suiton: Kikkubokushingu Mizu | Water Release: Water Kickboxing, Water release: Exploding Water Trap, Water style: Water imprisonment Technique, Water Release: Binding orbs (Suiton: Hyoushi kyuutai), Water Style: Dome of Drowning, Water Release: Water Wave Strike, Water Release: Water Goddesses Gifts, Water Release: Water Phoenixes Storm

Wind Release (8): Wind Release: Updraft, Wind Release:Ground Whirlwind, Wind Release:Whirlwind Needles, Wind Style: Strange Kunai, Wind Style: Wind Dome, Wind Release: Pale Doppelganger, l Wind Release: Destruction Shells, Wind Release: Absolute Pale Doppelganger

Lightning Release (14): Lightning Release: Spiked Body, Lightning Release: Deceitful Objects, Lightning Release: Lightning Shoes (Raiton: Rai Hanka), Raiton| Manako no Same- [Lightning Release| Shark's Eye], Lightning Release: Concussion Force, Raiton: Raikou Taka Genkotsu | Lightning Release: Lightning Hawk Fist, Boomerang Lightning Step, Lightning Style: Static Charge, Lightning Style: Thunder Rage, Lightning Release: Discharge, Lightning Release: Deceiving Porcupine, Lightning Release: Ender's Game, Lightning Release: Light Flash, Lightning Release: Rising Sun

Earth Release (14): Earth Release: Earthen Spiked Shells, Earth Release: Nautilus the Titan of the Depths, Earth Style: Boulder Shower, Earth Release:Earth Nails, Earth Style: Pottery Work, Doton: Pirania Kyobou|Earth Release: Pirahna Frenzy, Earth Release : Mad Ground, Earth Release: Explosing Rocks (Doton: Bakuhatsuteki Iwa), Earth Release: Objective Tremors, Earth Release: Wolves Reconstruction, Earth Release: Hidden earth trap (Doton: Hitoshirezu daichi wana), Earth Release: Pillar section launch (Doton: Chuuseki setsu ranchi), Earth Release: Rotator Plate, Doton: Beatorappu | Earth Style: Bear Trap

Gunpowder (9): Gunpowder: Wrath of the God's, Kayakuton: Kono burō | Gunpowder: Blow This, Kayakuton: Bankā basutā | Gunpowder: Bunker Buster, Kayakuton: Furagumentēshon kōzan | Gunpowder: Fragmentation Mine, Kayakuton: Tochi No Tenkan | Gunpowder: Conversion of the Land, Gunpowder - The Apples of Eris, Gunpowder - Ragnarok, The Destruction of the Gods, Gunpowder: Fafnir the Lindworm, Gunpowder: Calamity of Atlantis

Ninjutsu (4): Grass Senbon, Ninjutsu Style :Marked Battle Field, Ninja Arts: Spirit Arts = Ninpou: Supiritto Gijutsu, Ninja Art: Closed Doors

Genjutsu (6): Illusion Art: Hand of Protection, Illusionary Technique: Wire Binding, Illusionary technique: Acid rain (Genjutsu: Sui ame), Illusion Art: Burning Plague, Illusion Art: Burning Legion, Illusion Art: Burning Crusade

Fighting Styles (5): (Eagle Claw style: Ripping limbs), Eternal Springtime Style: Explosive impact, (Wing Chun style: Deadly 3 hit combo), Long Fist Style: Shadowless Kick Technique, (Chángquán Style: Heavenly Wind Kicks)

Toad Summoning (7): Kuchiyose no Jutsu: Meikai no Otamajakushi | Summoning Technique: Tadpoles of the Underworld, Hikigaeru no Ibo | Toad Warts, Toad Slime, Toad Vocal Sac, Toad Tongue Binding, Toad Absorbing Ability, Toad Arts: Stomach of the Great Water Toad





❖ 目次 | Contents ❖​

  • Post 1: Overview
  • Post 2: Bought Jutsu
  • Post 3: Bought Custom Jutsu
  • Post 4: Created Custom Jutsu (1/2): Boil Release, Weapon & Sealing, Water Release, Wind Release, Lightning Release
  • Post 5: Created Custom Jutsu (2/2): Earth Release, Gunpowder, Ninjutsu, Genjutsu, Fighting Styles, Toad Summoning
 
Last edited:

Gutsy

Legendary
13,518 posts 1,253 reactions
18
Joined
Nov 29, 2011
Messages
13,518
Status
Activity Streak
12 days
❖ Giyu Tomioka | Bought Jutsu ❖​

58 techniques | 254 EXP​




❖ 水遁 | Water Release ❖​

17 techniques | 108 EXP​

(Kirigakure no Jutsu) - Hiding in Mist Technique
Type: Supplementary
Rank: D
Range: Short-Long
Chakra: 10
Damage: N/A
Description: This displacement technique creates a thick mist to spring forth by lifting up some water from either a pre-existing source or expelled from their mouth, then goes in and out of sight at will from within the pearly-white realm. The mist's thickness is controlled by the amount of chakra kneaded into it. It can't fool the Byakugan, but, due to the mist being created with the user's chakra, any Sharingan and Rinnegan-user will see the mist coloured by their opponent's chakra, which will effectively hide the user from the dōjutsu.
Note: Can be created through releasing from mouth or manipulating a nearby water source.
(Suiton No Jutsu) - Water technique
Type: Supplementary/Offensive/Defensive
Rank: D
Range: Short-Mid
Chakra: 10
Damage: 20
Description: Creates small waves of water,small blasts, and small shields of water.
Note: Doesn't require a water source but can be used to manipulate existing water.
(Mizu Bunshin) - Water Release: Water Clone
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: After performing the Tiger handseal the user creates a clone of themselves made of water. These water clones have 1/10th of the users chakra. These clones are also limited in that they can only travel short range from the user without losing control. When a water clone take enough damage they revert back to normal water.
Note: Can only perform up to C-rank Water Release techniques, and requires a water source.
(Suiton: Suirou No Jutsu) - Water Style: Water Prison
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: This technique is used to trap a victim inside a virtually inescapable sphere of water by waving the Snake → Ram → Horse → Hare → Ram → Horse → Hare → Hands spread in front palms out. The only downside to this technique is that the user must keep at least one arm inside the sphere at all times in order for the victim to remain imprisoned. This technique requires a sufficient amount of water, which can be provided by expelling it from one's mouth. Once trapped the target is unable to move while within it due to the heaviness of the water. Because of the density of the water it can be used, to a limited extent, for defensive purposes if performed on oneself. Water clones can be used in preparation for the technique, which block an opponent's attack and trap the attacker in the prison using the clone's own water.
(Suiton: Mizu Kawarimi) - Water Style: Water Replacement
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: The user can freely transform his body into liquid. This form allows him to avoid taking direct damage from many physical attacks but can not attack while in this form.
(Suiton: Mizu Yashiken no Jutsu) - Water Release: Water Palm Blade Technique
Type: Offensive
Rank: C
Range: Short
Chakra: 15
Damage: 30
Description: The user will first strike their target with couple of punches and kicks them lifting the target into the air and the user will then concentrate their chakra into their palm and then swinging their arm in a arc they release chakra creating a cresent blade of water that strike the target.
(Suiton: Suishōha) - Water Style: Water Shock Wave
Type: Supplementary/Offensive
Rank: C-B
Range: Short-Long
Chakra: 15-20
Damage: 30-40
Description: This technique allows the user after claping their hands together to make a spiralling vortex of water to form around them out of nowhere in a vortex like manner. The vortex then proceeds to cascade into an wave of water that rampages towards the intended target or all around. The size and power of the technique is dictated by the amount of chakra put into the technique, varying from C-rank to B-rank.
(Suiton: Suiryūben) - Water Style: Water Dragon Whip
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: After performing the Tiger handseal, the user creates an orb of water from which several sharp whips of water emerge. Those whips can then be directed towards one or multiple targets, impaling them on impact.
(Suiton: Mizu Kamikiri) - Water Release: Rising Water Slicer
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: After performing the Tiger hand seal the user creates a fast jet of water running through the ground that is powerful enough to slice through solid rock.
(Suiton: Bakusui Shōha) - Water Release: Exploding Water Colliding Wave
Type: Supplementary/Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: The user performs the snake hand seal and creates a large volume of water from their mouth spilling it toward the ground and lifting them up into the air. The user can also ride the wave, allowing him to travel at high speeds and attacking the enemy. The user can create a small ocean worth of water even in barren conditions and can use the water for additional techniques.
(Suiton: Suiryuudan no Jutsu) - Water Release: Water Dragon Bullet Technique
Type: Offensive
Rank: A - S
Range: Short - Long
Chakra: 30 - 40
Damage: 60 - 80
Description: After performing a long series of handseals: Ox → Monkey → Hare → Rat → Boar → Bird → Ox → Horse → Bird → Rat → Tiger → Dog → Tiger → Snake → Ox → Ram → Snake → Boar → Ram → Rat → Yang Water → Monkey → Bird → Dragon → Bird → Ox → Horse → Ram → Tiger → Snake → Rat → Monkey → Hare → Boar → Dragon → Ram → Rat → Ox → Monkey → Bird → Yang Water → Rat → Boar → Bird, the user then shapes a large amount of water into a giant, powerful dragon, which hits the opponent with formidable might, dealing physical damage. The ideal place to use it is near a body of water, but if the user's skill allows it, it is possible to use it even in a place where there is none. The amount of water used will be in proportion with the user's skill as well as its power which can vary. Ninjas with a water specialty will be able to produce up to an S-Rank technique; normal ninja will produce the basic A-Rank technique. Tobirama was able to use this technique with a single hand seal showing testiment to his skill in water ninjutsu.
Note: Requires a nearby water source.
(Suiton: Suijinheki) - Water Style: Water Encampment Wall
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This defensive jutsu creates a wall of water around the user. The user will use the following handseals to activate the technique: Tiger → Snake → Rat → Snake → Tiger. Enemy attacks are completely intercepted by a fence of water blown out from the mouth, and is raised from below with tremendous might. The water is blown out in the form of a circle around the user, and it makes for a defence without openings. It is also possible for the user to control the amount of water and duration at will. Furthermore, because the field of vision is maintained even while defending one can easily go on to the next move, which is a great advantage. The wall can also be formed from a pre-existing water source.
(Takigakure-Ryū: Mizukiri no Yaiba) Hidden Waterfall Style: Water Slicing Blade
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A 60 when used to attack)
Description: A secret technique of Takigakure that allows the user to manipulate nearby water into the form of a sword, by compressing it to incredible amounts, making it seem solid and sharp, almost crystalline in nature. The sword is very resilient and extremely useful against Fire attacks or Fire enhanced weaponry. The sword, once formed, can be thrown as a projectile or wielded. If thrown, it will do menial damage (C-rank) but it can be wielded as any other sword and due to its incredible sharpness, can be quite dangerous. It can be used for melee based Kenjutsu attacks.
Note: While the sword is being sustained, the user can only mold Water Techniques.
(Suiton: Ryuutai Suteppu) - Water Style: Fluid Step
Type: Defensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Ryuutai Suteppu is a very simple taijutsu technique with the enhancement of water. When being attacked in close range, the user will focus his chakra in the moisture of the air and materialize water beneath his feet. He will then use that water to slide back and forth in the ground as if he were standing on ice. However unlike ice, the user has complete control over his fluid movements. Can be used quite effectively to boost the randomness of movement when using Drunken Style. This technique will last for two turns, but the user will be restricted in using no other elemental affinities.
Note: Can be used twice per event.
Note: Must have mastered Taijutsu.
Note: Courtesy of Mathias
(Suiton: Kōka Suijin) - Water Release: Hard Whirlpool Water Blade
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user makes the water under the enemy explode, launching them into the air. Then the user jumps above the enemy and creates a large whirlpool around his arm, striking the enemy with it and creating a large water explosion.
Note: Requires a nearby water source.
(Suiton: Suidanha) Water Release: Severing Wave
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: After doing the Tiger hand seal, the user will quickly exhale a very thin stream of pressurized water that will be able to cut even rock. The most noteworthy feature of the technique is how fast the stream is and how sharp it can be. By moving his head, the user can alter the jet's cutting path, creating longer cuts or affecting bigger targets.
(Suiton: Suidan no Jutsu) - Water Release: Water Bullet Technique
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user inhales and molds a great amount of chakra into their chest, exhaling a very large quantity of water in the form of a powerful torrent towards their intended target. The stream of water is so powerful and concentrated it can rip through most obstacles in its path. The stream itself contains so much concentrated water that it can flood medium to large sized depressions of the battle field in relatively short amounts of time.




❖ 風遁 | Wind Release ❖​

6 techniques | 33 EXP​

(Fūton: Daitoppa) - Wind Release: Great Break Through
Type: Offensive
Rank: C
Range: Short-Long
Chakra: 15
Damage: 30
Description: This is a relatively simple technique that when the user performs the following hand seals Tiger → Ox → Dog → Rabbit → Snake they create a sudden gust of wind, but its scale varies greatly depending on the user. If used by a superior shinobi, it has enough destructive power to knock down a large tree. The wind from the squall can blow away all things in the user's line of sight. A variation of the technique involves a smaller blast of wind which gets ignited with flame.
(Fūton: Reppūshō) - Wind Release: Gale Palm
Type: Supplementary/Offensive
Rank: C
Range: Short
Chakra: 15
Damage: 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.
(Futon: Joushou Arashi Kabe no Jutsu) - Wind Release: Rising Tempest Wall Technique
Type: Offensive
Rank: C
Range: Short
Chakra: 15
Damage: 30
Description: The user will first strike their target into the air with their Giant folding fan or Giant War fan and then follow up with releasing a blast of wind pushing the target back.
Note: Requires the user to be wielding a Giant Folding Fan or a Giant Fan or a Fan Weapon of some sort.
(Fūton: Kazekiri) - Wind Style: Wind Cutter
Type: Supplementary
Rank: C/B
Range: Short
Chakra: 15/20
Damage: N/A
Description: User will create a slicing wind gust which is used to divide and neutralize a Wind attack launched against him. It splits an incoming wind attack of lower or equal strength and makes it harmless. Depending on the users skill with Wind release and the amount of chakra spent, the technique can vary in strength to suit the users needs. Bios with Wind as their main specialty can defend from up to B-rank techniques.
(Fūton: Shinkūjin) - Wind Release: Vacuum Blade
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user exhales wind-infused chakra onto a weapon in order to increase its sharpness, range and lethality. For example, the user can infuse a kunai to resemble a makeshift scimitar or infuse shuriken to increase their range and cutting power.
(Fūton: Shinkūdama) - Wind Release: Vacuum Bullet
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will begin sucking in wind which results in drawing in opponents towards them and by kneading with their chakra in their mouth the user then releases the wind chakra in the form of a powerful bullet that blasts the opponent away.




❖ 剣術 | Kenjutsu ❖​

14 techniques | 46 EXP​

( Shuuren Kiwa ) - Training Edge
Type: Supplementary
Rank: E
Range: Short
Chakra: 5
Damage: N/A
Description: This is a technique generally taught to aspiring swordsman and could be considered the opposite of using wind chakra to lengthen and sharpen a blade. Usually, a Swordmaster or other instructor would use their own chakra to create a small “U” shape around the edges or point of a weapon. The chakra acts as an invisible scabbard on the blade, allowing the students to spar without killing each other or wounding each other past minor bruises and aches caused by the blunt force of the “scabbard” blade making contact. The user activates this technique by extending their hand along a ridge and just letting a small amount of chakra out. This technique is very simple and quick.
Note: Courtesy of KeotsuEclipse
( Ken Rendan no Jutsu ) - Sword Barrage Technique
Type: Offensive
Rank: C
Range: Short
Chakra: N/A
Damage: 30
Description: With this technique, the user will make a sequence of slashes with their sword and finishes with a powerful final slash dealing damage to their enemy.
( Rakkasui ) - Falling Water
Type: Offensive
Rank: C
Range: Short
Chakra: N/A
Damage: 30
Description: The user will drop down upon the opponent from mid air pointing their sword downwards and drilling it down into the opponent.
( Enjin Ranbu ) - Circular Wild Dance
Type: Offensive
Rank: C
Range: Short
Chakra: N/A
Damage: 30
Description: The user spins with his tantō, hitting the target several times.
( Ikari Nomikomu no Jutsu ) - Fury Swallow Technique
Type: Offensive
Rank: C
Range: Short
Chakra: N/A
Damage: 30
Description: The user punches the opponent a few times and finishes them with two final slashes with their blade or sword.
( Kumo-Ryū Omotegiri ) - Cloud-Style Front Beheading
Type: Offensive
Rank: C
Range: Short
Chakra: N/A
Damage: 30
Description: The user slashes forwards in front of them with their sword to strike the enemy target.
( Kyouhakuteki no Same Jutsu ) - Menacing Shark Technique
Type: Offensive
Rank: C
Range: Short
Chakra: N/A
Damage: 30
Description: After Kisame uses Exploding Water Colliding Wave, he slashes the opponent underwater with Samehada.
( Kumo-Ryū Damashigiri no Jutsu ) - Cloud Style Deception Beheading Technique
Type: Offensive
Rank: C
Range: Short
Chakra: N/A
Damage: 30
Description: Using the Body Replacement Technique to feign being attack, the user then takes advantage of their opponent's momentary shock, and charges forward with a lateral sword slash.
( Senkō Jūjiki ) - Flash Cross Sever
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: After activating Two-Blade Style with his chakra blades, the user will deliver multiple punches to the foe before slashing them with his chakra blades in a cross-style.
Note: User must own a pair of chakra blades.
( Urakasumigiri no Jutsu ) - Hidden Mist Beheading Technique
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: After creating several shadow clones which surround the enemy and attack them simultaneously forcing them to jump into the air, the real user will then attack them from above.
Note: Must use shadow clone technique before hand
(Gōken: Kabuto Kudaki) Strong Sword: Helmet Crusher
Rank: A
Type: Offensive
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user enhances chakra into sword, increasing its size and cutting power by creating a chakra sword. Then, he delivers a straight slash into the ground, creating a huge shockwave that will deal massive damage to his opponent.
(Kumo-Ryū Mikazuki Kiri) - Cloud-Style Crescent Moon Beheading
Rank: A
Type: Offensive
Range: Short
Chakra: N/A
Damage: 60
Description: The user utilizes a large extent of their physical capabilities to swing their sword in a single large arc, which occurs with such ferocious velocity that the technique can be employed in situations where only a very limited time to react is available. The swing can be used to counter attacks from multiple opponents simultaneously. The technique receives its name due to the entire movement being reminiscent of a crescent moon.
(Suwarō Bonnaban) - Swallow Leap Forward
Type: Offensive
Rank: A
Range: Short
Chakra: N/A
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 three times per battle
Note: Courtesy of Deviation
(Raiton/Kenjutsu: Inperiaru Sutoraiku)- Lightning/Sword Arts: Imperial Strike
(Kenjutsu: Hayai Nokogiri) - Sword Arts: Graceful Saw
Type: Offensive/Defensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will first channel their chakra into their sword, increasing the cutting potency of the blade, causing it to glow blue. The user will then leap towards the opponent extending the blade while spinning, causing their body to take a saw-type shape. This technique is said to even cut through solid earth of equal rank and below and cut through the flesh with ease. When spinning, the user is able to travel up to 10 meters away.
Note: Can only be used twice
Note: Courtesy of Teno




❖ 体術 | Taijutsu ❖​

11 techniques | 14 EXP​

(Dainamikku Entori) - Dynamic Entry
Rank: D
Type: Attack
Range: Short
Chakra: N/A
Damage: 20
Description: A taijutsu attack were the user does a jumping kick into the opponents face.
(Konoha Senpū) - Leaf Hurricane
Rank: D
Type: Attack
Chakra: N/A
Damage: 20
Description: A taijutsu where one launches a succession of high kicks and low kicks. Firstly, the opponent's evasion margin is restrained upon seeing the high kick, thus augmenting the chances for the low kick to hit the mark connecting to the rib cage area. So originally the high kick is little more than a feint.
(Asshō) - Pressure Palm
Rank: C
Type: Attack
Range: Short
Chakra: N/A
Damage: 30
Description: The user strikes their opponent with a downwards thrust striking them to the floor.
(Shōgekishō) - Upwards Attacking Palm
Rank: C
Type: Attack
Range: Short
Chakra: N/A
Damage: 30
Description: The user strikes their opponent with an upwards thrust into the abdomen lifting them into the air.
(Shōshitsu) - Rising Knee
Rank: C
Type: Attack
Range: Short
Chakra: N/A
Damage: 30
Description: The user will strike their opponent with an upwards thrust with their knee.
(Konoha Daisenpū) - Leaf Great Whirlwind
Rank: C
Type: Attack
Range: Short
Chakra: N/A
Damage: 30
Description: This technique is a series of kicking attacks, starting from a low kick and linking into a middle kick and high kick then finishing off with a heel drop. As the rotation speed picks up the user gains buoyancy, which they use to shift into gradually higher attacks.
(Shubi Kurēn) Defensive Crane
Type: Defensive/Offensive
Rank: C
Range: Short
Chakra: N/A
Damage: 30
Description: A very advanced and complex defensive form, the Defensive Crane allows the user to divert the path of incoming attacks with the back of his hands, using circular and wide movements that expand outwards. He can intercept weapons or incoming taijutsu attacks. The technique is best used when facing an opposing Taijutsu move by diverting the incoming limb to one side and combo the defensive stance with an attack, exploiting the opening created.
( Rōga Shōken ) - Wolf Fang Rising Fist
Rank: C
Type: Attack
Range: Short
Chakra: N/A
Damage: 30 (+5 used with Chakra Enhanced Trench Knives)
Description: A series of punches and slashes finishing with a rising uppercut lifting the opponent into the air.
(Kage Buyō) - Shadow of the Dancing Leaf
Rank: C
Type: Attack
Range: Short
Chakra: N/A
Damage: 5
Description: A technique where one follows the opponent, closely matching his or her body's movement, just like a leaf that dances in the air is followed by its shadow. The technique is usually preceded by a swift upper kick that will launch the target into the air. It is mainly used to position an opponent into a vulnerable aerial position. This move by itself is harmless, but it is usable as a stepping stone for a great many powerful techniques like Front Lotus and the Lion Combo. That said, it also has a rather high degree of difficulty.
( Konoha Senshō ) - Leaf Flash Kick
Rank: B
Type: Offensive
Range: Short
Chakra: N/A
Damage: 40
Description: Rock Lee will perform a similar technique to the Heavenly Foot of Pain, but without any chakra enhancement, to deliver a heel drop to the opponent using only sheer physical strength that causes small alteration to the ground on impact.
(Rīfu Oshitsubusu Bōfū) Leaf Crushing Storm
Rank: A
Type: Offensive
Range: Short
Chakra: N/A
Damage: 60
Description: The user strikes the enemy with a powerful knee to the stomach, causing them to double over and he finishes with a strong elbow from the alternating arm to the back of the head. If successful, it will render the target unconscious for 2 turns.




❖ 魚人空手 | Fishman Karate ❖​

2 techniques | 26 EXP​

( Gyojin Karate: Jodan Bakusho ) - Fishman Karate: Exploding Palm
Type: Offensive
Rank: B - S
Range: Short
Chakra: 20 - 40
Damage: 40 - 80
Description: The user will thrust one palm forward, aiming at a desired body part belonging to the enemy, causing him to be blown back by using the water molecules in the air to release a shock wave. Due to the water molecules being very little in size, only doujutsu is capable of actually seeing the shock wave being created. A regular ninja will think it's a simple palm thrust. Once the shock wave connects, it will be difficult for the enemy to breathe normally for one turn, due to the impact. This S rank version’s palm trust is powerful enough to propel large summonings up to long range and send opponents flying a landmark away should direct contact be made.
Note: S rank version can only be used once every 3 turns. After use, Fishman Karate cannot be used for 1 turn.
( Gyojin Karate: Mizu Henahena ) - Fishman Karate: Water Bending
Type: Offensive
Rank: D - S rank
Range: Short - Long
Chakra: 10 - 40 ( -10 per turn )
Damage: 20 - 80
Description: The user will take control of an existing water source, making it move at will. However, the user may only move the water by using hand movements that represent the action the water will make. This can be used to create various things, like waves, vortexes, spikes and even whirlpools. The user can not control existing water infused with foreign chakra sources.
Note: This technique will always require a source, even if the user has the Sourceless Materializing Specialty.
Note: A rank and above can be used for multiple turns, draining chakra per turn. This technique lasts up to 3 turns per use. S ranked usage can only occur once every 4 turns and after use, higher than A rank FIshman Karate cannot be used next turn.




❖ 幻術 | Genjutsu ❖​

1 techniques | 13 EXP​

( Genjutsu: Kai ) - Illusion Technique: Release
Rank: C-S
Type: Supplementary
Range: Short
Chakra: 15-40
Damage:
N/A Description: The user does one hand seal to focus and then proceeds to disturb his chakra flow by forcefully stopping it momentarily and then "spiking" his chakra, causing an imbalance. This dispels any genjutsu set upon the user except MS Eye Techniques, Paralysis-like Genjutsu and Demonic Illusion: Toad Confrontation Chant. The effectiveness of this technique is dependent upon the skill of the user. Academy Student rank ninja can dispel Genjutsu up to C-rank. Genin rank ninja can dispel Genjutsu up to B-rank. Chunin rank ninja can dispel Genjutsu up to A-rank. Jounin rank user can dispel Genjutsu up to S-Rank. The user may use this technique through physical contact on others to dispel them from Genjutsu. The technique can only be used once per turn and the user still needs to fully follow the logic as to why he figured out it was an illusion.




❖ 尾獣 | Tailed Beast ❖​

2 techniques | 12 EXP​

( Chakra no Koromo ) - Chakra Shroud
Type: Mode
Rank: A-Rank
Range: Short
Chakra: 30 ( -10 per turn, adds 175 chakra points )
Damage: N/A ( +20 to Taijutsu and Bijuu Techniques )
Description: The Jinchūriki accesses his Bijuu's chakra and releases a portion of it into his body, triggering this initial transformation. By doing this, red chakra oozes from his skin, engulfing him in a chakra shroud that resembles a miniature, translucid version of his Bijuu ( although with little detail ), with a variable number of tails ( depends on which Bijuu it is ) and certain unique traits like the Kyuubis ears or Hachibi's horns. The jinchūriki gains a drastic increase in speed, being capable of fighting on par with almost any ninja and gets his Taijutsu damage boosted not only by the increased strength behind his chakra shroud but also by the chakra shroud itself, which damages enemies to the touch. In certain situations, the jinchūriki can also gain more animalistic abilities, such as running tremendously fast on all fours or viciously clawing on his enemies. The chakra shroud protects the jinchūriki from damage and grants him a damage shaving immunity of 40 damage.
Note: Can only be used 3 times and lasts for a maximum of 5 turns.
( Sāmisuto ) - Searmist
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short – Long
Chakra: 20 - 40
Damage: 40 - 80
Description: A skill unique to the Five-Tails and it's Jinchuriki, this skill allows the user to manipulate a rustic-colored enhancement of Boil that causes heavy internal damage long after exposure. Formed after making the appropriate handseals, this allows the user to release Searmist in the form of blasts of air, gusts and vortexes, and even Searmist-based familiars that causes 10 internal damage that increases per jutsu, increasing by 5 additional damage per turn until healed by Yang ( -10 per turn after 1 jutsu lands, -15 per turn after 2, -20 per turn after 3, etc ) or 4 turns pass, whichever is shorter.
Note: This can only be used by Kokuo and it's Jinchuriki under the Boil Pathway.




❖ 忍術 | Ninjutsu ❖​

5 techniques | 2 EXP​

(Bunshin No Jutsu) - Clone Technique
Type: Supplementary
Rank: E
Range: Short
Chakra: 5
Damage: 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)
(Henge no Jutsu) - Transformation Technique
Type: Supplementary
Rank: E
Range: Short
Chakra: 5
Damage: N/A
Description: A Ninjutsu technique, which every ninja learns at the Ninja Academy. Henge allows the ninja to transform themselves into any person or object. This allows the ninja to move with stealth or to trick their opponents.
(Kawarimi no Jutsu) - Change of Body Stance Technique
Type: Supplementary
Rank: E
Range: Short-Mid
Chakra: 5
Damage: N/A
Description: Kawarimi no Jutsu is a basic Ninjutsu technique. When in danger the ninja will quickly substitute themselves with another nearby object. This can be a block of wood or even another person. This allows the ninja to quickly flee and hide while the original object takes the brunt of their opponents attack. The technique is a mix between high speed movement and the use of the transformation technique but has its limits.
(Suimen Hokō no Gyō) - Water Surface Walking Practice
Type: Supplementary
Rank: E
Range: Short
Chakra: 5
Damage: N/A
Description: This training method is used to gain better chakra control. To do this, the user has to be emitting a constant stream of chakra from the bottom of the their feet and using the repellent force to walk across the water's surface. This technique is more difficult to master than the Tree Climbing Practice, because the amount of chakra that needs to be emitted changes constantly. This technique becomes second nature to shinobi with more practices.
Note: Technique only for use of training methods.
(Shunshin no Jutsu) - Body Flicker Technique
Rank: D
Type: Supplementary
Range: Short-Long
Chakra: 10
Damage: N/A
Description: Shunshin no Jutsu is a basic Ninjutsu technique. The ninja will appear and disappear in an instant, allowing them to retreat or attack suddenly. To facilitate the movement, the ninja will often use nearby elements such as mist, sand or leaves to mask their appearance or disappearance.
Note: Cannot be used in battle.

Back to the overview in Post 1.​
 
Last edited:

Gutsy

Legendary
13,518 posts 1,253 reactions
18
Joined
Nov 29, 2011
Messages
13,518
Status
Activity Streak
12 days
❖ Giyu Tomioka | Bought Custom Jutsu ❖​

Learned from other users | 74 EXP​




❖ 習得 | Learned Custom Jutsu ❖​

10 techniques | 74 EXP​

(Fuuin: Metsuryū Mahō) - Sealing art: Dragon Slayer Magic
Type: Fuuin
Rank: A
Range: Short (mid range blast when released)
Chakra: 30
Damage: 60
Description: Before the battle the user will have places 5 basic seals in their mouth/throat in preparation. Each of these seals will represent one of the 5 basic elements. In battle, when the user is about to be hit by one of the the 5 basic elements they will perform one handseal activating one of the chosen seals in their mouth as they breath in. In doing so, the element of the seal they activated will be sucking in and sealed into the seal in the users mouth. Much like how Jiraiya sealed Amaterasu. After having sealed the element, the user can then perform one handseal releasing that element from their mouth back at their opponent, in the form of a blast of that chosen element with no shape to it. An exampe of this jutsu would be if the opponent use a B rank fireball, just when it's about to hit the user, he will perform one handseal, activating the seal as he breathes in, as he does, the fireball will be sealed into the seal in the users mouth, without hurting the user. The user could then perform another handseal releasing the fireb back at the opponent as one big blast, the fireball would still be B rank. When the seal is activated, a mass of chakra is released out of the users mouth at high speed, similar to when jiraiya sealed amaterasu in a scroll, but faster. The element would be drawn into this chakra and sealed into the seal in the users mouth.
Note: Each seal can only be used once per battle.
Note: Can only seal one jutsu per seal
Note: Can only seal A rank and below
Note: Must wait 1 turn to use this jutsu again
Note: After a jutsu has been sealed in the users mouth, when they release it back, it counts as one of the 3 jutsu per turns.
Note: Can only seal one element, not elemental combinations.
Note: Useable 3 times
Learned:
(Suiton: Kiri Kawarimi) - Mist replacement
Rank: S rank
Type: Supplementary
Range: Short
Chakra: 20
Damage: N/A
Description: The user can freely transform his body into mist like that of the hidden mist jutsu. This form allows him to avoid taking direct damage from many physical attacks but can not attack while in this form. The user can reform into there normal body at any time, but in this form the are vulnerable to lightning and fire attacks.
Note: Lasts for up to 2 turns
Note: Must know hidden mist jutsu
Note: Cant attack in the form
Note: useable Once.
Learned:
(Suiton: Ribaiasan no nigiri) - Water Style: Leviathan's Grip
Type: Attack/Supplementary
Rank: A
Range: Mid - Long
Chakra: 30 (-10 per turn afterwards)
Damage: (-15 dmg per turn)
Description: The user performs 3 hand seals while focusing their water chakra into a given location on the battlefield creating a large supply of water underground. At the end of the third hand seal the user will manipulate the water to erupt from the earth in the form of a large serpent that then proceeds to swallow the target(s) whole within its body that is composed of raging water currents. From the time the beast fully erects from the earth, a process that is rather swift, it becomes sentient with the goal of swallowing every target that is within short range of the spot it rose from. Targets that leave short range of the eruption spot can escape the serpent's bite, but while inside short range they will be honed in on. Inside the opponent will become disoriented as they combat against the raging currents that has its way with their body as they are tossed around relentlessly although at this point the jutsu doesn't deal any damage. The water serpent has a length of 4m and a width and height of 2m, and its true ability happens after the water serpent has engulfed its targets into its body. The serpent will then rapidly coil around itself forming into a large sphere of water with a 3m diameter, and inside this sphere the raging water currents continue to circulate, but this time numerous portions of the water are compressed into miniature needles creating a trap of water that shreds the target apart with continuous exposure. The technique is nicknamed the red egg due to the extensive bleeding the target undergoes which shows as the water used for the technique becomes stained red. Two turns of constant exposure will leave the target with numerous cuts and at the risk of bleeding out if not treated in time while a full four turns will leave the opponent on the verge of death as they try to move their tattered body. The technique lasts for four turns making raiton techniques the best jutsu to follow up with due to how susceptible the water element is to the currents.
NOTES
Can be used three per battle
Has a 4 turn cooldown between each use
Can only be taught by ZandaT
Learned:
(Undō no hōhō: Mizu no Mai) - Way Of Movement: Water Dance
Rank: C
Type: Supplementary
Range: Short
Chakra: 15
Damage: N/A
Description: This technique is a fast movement that relies on the users ability to utilize their lower body. By combining the movement of bending the knees, the movement of the ankles and some swift footwork the user will dodge a attack successfully and swiftly. The initial movement requires the user to first bend their knees lowering their stance and by swiviling their left foot forwards and then rotating on the heel they then turn into a swirling motion where they move onto the right foot's heel repeating the same movement and thus they move under an attack effectively evading. This technique can be used to dodge out the range of specific ninjutsu but wide scaled ninjutsu would still make contact. This techniques primary use is for close combat against weapon or taijutsu users.
Learned: Link
(Fuuton: Taifu no me) Wind Style: Eye of the Storm
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: Taifū no me is a simple technique that revolves around the user manipulating a small area of the air of around them by focusing on a single point. The user uses their wind chakra to cause a swift build up of air currents that forms a mini 4 inch horizontal tornado. What makes this technique dangerous is the properties and destruction this horizontal projectile caries. The user creating this technique by focusing on an area within the air, the forming of the projectile is rather quick taking less than a few seconds to form before it shoots forwards at a swift pace that is quite similar to the pace of an extending chidori spear. Upon contact the horizontal mini tornado drills into the target, reaching a depth of 4 inches affecting a 2 inch diameter, delivering numerous rapid slashes within the diameter of penetration before the concentrated air currents releases their bond separating in various directions causing even more damage as the tornado explodes outwards as a cluster of sharp air currents that expands 6 and a half feet (2m) from the epicenter of the technique. The jutsu will drill into its target, ripping up the skin, underlying tissue, muscle, etc., before amplifying the damage done upon the jutsu by exploding. Multiple mini tornadoes can be created back to back, adding up to a total of 6 tornadoes all amounting to A rank, but their exploding diameter is reduced to 1.6 feet (0.5m) field. Like most wind techniques Eye of the Storm tornadoes are intangible and translucent with a slight greenish hue making them very hard to catch with normal eyes. This is considered an assassin type technique due to the fact that the signs of this jutsu is very easy to miss and it travels at a swift speed. When this technique travels it makes a whistling sound that can only be heard within 13 feet (4m) of their target, and the technique needs to be made at least 16.4 feet (5m) away from the target in order to allow the jutsu to build enough rotation speed in order for its effects to take place.
NOTES
Can be used 4x per battle
Jutsu has a 1 turn cooldown
Can only be taught by ZandaT
Learned:
(Suiton: Mizu kakujuu) - Water style: Water expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra: 30
Damage: +25
Description: After releasing a water jutsu the user will perform 2 handseals as they release there chakra into the water jutsu. In doing so, the user will increase the power and size of the water jutsu boosting any water jutsu by 25 damage points. By the increase in chakra the water gains more power as the wave of water increases in size and the power and speed of the water is increased.
Note: Can only use used on water the user or the users summon has created
Note: Can only be used once one each water jutsu creates
Note: can only be used 3 times
Learned:
(Fuuton: kensei no doragon ) - Wind Release: Power of the Dragon
Rank: B
Type: Offense
Range: Short
Chakra: 20 (-5 per turn)
Damage: 40
Description: This technique is specialised for those who have great control over their wind chakra. This is usually used in close combat where the user will release their wind chakra around a part of their body covering them in wind. This wind is rotating around their body like a rasengan wrapped around a limb. Due to it being the users chakra and not that strong, it wont hurt the user, which can be quite painful if an opponent is hit by it. When someone/something is hit by this wind created be the user, it will great a burst of wind on impact from the user, creating seveal wind slashes forwards which can cause 2 inch cuts on an opponent.
Note: can stay active for 2 turns at a time
Note: Can't use fire jutsu at the same time
Summoning Animal: Thorny Dragons
Scroll Owner: Gajeel Redfox
Other Users who have signed contract: Gajeel Redfox
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description and Background:
The Thorny Dragon or thorny devil (Moloch horridus) is an Australian Lizard, also known as the mountain devil, the thorny lizard, or the moloch. This is the sole species of genus Moloch. The thorny dragon grows up to 20 meters in length (RP adaptation), and it can live for 15 to 20 years. Most of these lizards are coloured in camouflaging shades of desert browns and tans. These colours change from pale colours during warm weather and to darker colours during cold weather. These animals are covered entirely with conical spines that are mostly uncalcified. This species took this to the next level when adapting to the shinobi world, allowing them to use a form of camoflague (much like's pein's summon) to hide and strike at the right moment.
The thorny devil also features a spiny "false head" on the back of its neck, and the lizard presents this to potential predators by dipping its real head. The "false head" is made of soft tissue, this has always helped them avoid eye contact. The females are larger than the males. The thorny dragon's scales are ridged, enabling the animal to collect water from any part of its body. That water is then conveyed to its mouth. So when they need to drink water, they just touch water usually by their limbs, and on the basis of the capillary principle water is transmitted to the mouth through their skin. They can also use this ability to gather moisture in the air for water techniques, should they be Suiton users. In keeping with that, they are usually proficient in Water Release. Other times, they have an affinity for Earth Release due to being a natural species of the dessert.
The scales of the Thorny Dragons are ridged, solid and extremely sharp, offering them a great defense as well as offense. Only those who have signed the contract would know where to stand on them or touch them to avoid these attacks. The Thorny Dragons usual habitat is small caves and desserts like those found in the Land of Wind, having their own unique gathering place, known to them as the "Well of Eternity", where they gathered passing down all they knew to one another, each donating water from their bodies to the well as a symbol of unity.
Learned:
(Hachidori) - Hummingbird
Rank: B
Type: Offensive, Supplementary
Range: Short
Chakra: 20
Damage: 40
Description: The user will flow their chakra into their sword and concentrate it. Through the motion os swinging the sword the user causes the chakra to react abnormally causing it to vibrate within the blades edge to high frequencies that when clashing with an object or opponent causing the vibrating energy to be released at the opponent which generates a noise like a hummingbirds wings but with more potency that causes the opponent to involuntarily fall back into covering their ears in an attempt to muffle the sound and subsequently leaving them open for further attack.
Learned: Link
(Junrei no Michi) - Pilgrims Road
Rank: A
Type: Offensive
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user by flowing their chakra into their sword will control and manipulate it to create multiple blades of chakra to extend from the initial blade branching out in front of the user up to 1 meter in length. The user can use this as a method of surprise by attacking with their sword to gain close quarters and then extending the various blades from various angles to attack their opponent.
Note: Can only be used three times per battle.
Learned: Link
(Yama no Hōkai) - Collapsing Mountain
Rank: A
Type: Offensive
Range: Short
Chakra: 30
Damage: 60
Description: The user will channel chakra into their arms and blade and then acquiring the Jodan no Kamae stance raising the sword to above their head and taking a central body posture with the left foot forwards and the right foot backwards the user then brings the sword down with devastating power to break through many defenses through using the understanding of ones joints to maximize performance with the least wastage. However as this is taken under a kendo stance the wielding of the sword allows a user to still subsequently react in time to most incoming techniques other than those that would require heightened perceptive and reactive capabilities.
Learned: Link

Back to the overview in Post 1.​
 
Last edited:

Gutsy

Legendary
13,518 posts 1,253 reactions
18
Joined
Nov 29, 2011
Messages
13,518
Status
Activity Streak
12 days
❖ Giyu Tomioka | Created Custom Jutsu (1/2) ❖​

0 EXP | Originals in The Archive​

Each jutsu shows its approval link. Older customs approved before the reboot show the thread where I taught them instead.​




❖ 沸遁 | Boil Release, Weapon & Sealing ❖​

10 techniques | Created, 0 EXP​

Mizukagami (水鏡, “The Water Mirror”)
Type: Katana / Living Relic
Rank: S
Range: N/A
Chakra: N/A (Chakra Pool: 300)
Damage: N/A
Description: Mizukagami is a refined, slender katana, forged from crystallized chakra steel tempered in sacred spring water. The sword has its own sentience granted by the spring waters' yang energy. Mizukagami emanates a calm heat as gentle wisps of steam rise from it constantly, and with every swing, it releases scalding heat and water, adding +20 damage to all chakraless sword-based attacks. Mizukagami channels its inner heat and power into the user’s water techniques, enriching them with the heat and power of steam, allowing the user to convert a Water technique up to S-rank and lower into a Basic Boil technique (passively), with a one-turn cooldown. This causes the water technique to become a Steam technique and follow the strengths and weaknesses of Boil Release. This can be used 5 times per battle.
Steam Sense (蒸感知, Jōkanchi): A passive sensory ability born from the union of Water and Fire chakra, Steam Sense allows Mizukagami and its wielder to sense the environment through disturbances within emitted steam. This ability releases pulses of fine, harmless steam into the surrounding area (up to 30 meters in radius), spreading outward in waves of thin vapor. This allows the wielder and katana to read disruptions caused when living bodies, movement, or chakra make contact with the steam. This immediately transmits positional and motion information back to the blade and wielder, and allows them to distinguish between different elements. The differences are identified by the ways various chakra natures, techniques, and physical elements alter the temperature, density, and flow of the steam upon contact (tracking x2). This steam is B rank. It spreads 5m per turn passively drawing on 5 chakra from the user per turn.
Approved: Link
(Jōkiton: Kagami Utsushi) - Steam Release: Mirror Reflection
Type: Defensive
Rank: D-S
Range: Short - Long
Chakra: 10-40
Damage: 20-80
Description: The Mirror Reflection is a defensive Steam Release technique that allows the user or the sword to recreate an incoming attack through steam. When the Mizukagami (水鏡, “The Water Mirror”) detects an incoming attack, the user, or the katana can release steam, momentarily forming a mirror image of the incoming attack, going by Steam Release’s strengths and weaknesses. This mirrored projection intercepts the attack, dispersing its force in a burst of vapor upon lashing with it. The katana or the user manipulates the density, pressure, temperature and the flow of the steam to recreate the incoming attack, allowing it to recreate the attack with flawless precision. The steam completely recreates the power, scale and appearance of the technique it mirrors. The replicated technique, when seen for what it truly is, is just a manifestation of steam. However, due to the sheer heat and light refraction produced by the steam, it creates a mirage effect, which makes it appear the same as the technique used by opponents. Dōjutsu, however, can see through this aspect. Because of this, Kagami Utsushi adapts in power to the threat it faces, manifesting at a potency equal to the mirrored attack, ranging from D-rank to S-rank. Despite recreating the opposing technique's power, scale and appearance, the mirrored technique remains entirely composed of Steam Release and does not replicate the original technique's elemental nature, supplementary effects or unique abilities.
Note:
  • The A-rank version is only usable 3 times per fight.
  • The S-rank version is only usable 2 times per fight.
  • Regardless of using the A or S-rank version, it has a three-turn cooldown.
  • Only usable while wielding the Mizukagami (水鏡, “The Water Mirror”).
Approved: Link
(Futton: Surutoru Tate) - Boil Release: Shield of Surtr
Rank: S
Type: Defensive
Range: Short
Chakra: 40
Damage: 80
Description: This technique can be activated directly by the user or triggered by Kokuō, the Five-Tailed Beast, to protect its vessel. When performed by the vessel, it requires the hand seals Ram → Dragon → Horse. Upon activation, a powerful surge of chakra erupts outward, forming a dense barrier of superheated steam around the user. This barrier instantly evaporates liquids, extinguishes flames, and melts or erodes solid objects such as kunai or earth constructs following the strengths and weaknesses of steam. Any living being that comes into contact with ko the steam suffers intense burns, their skin boiling as their body temperature spikes dangerously 80 damage.
Note:
  • Can be used twice per battle.
  • Has a two-turn cooldown.
  • No other A-rank or above Boil Release in the same turn.
Approved: Link
(Futton: Musuperuheimu no Tobari) - Boil Release: Veil of Muspelheim
Rank: S
Type: Supplementary / Offensive
Range: Short – Long
Chakra: 40 (-10 per turn)
Damage: 25 damage per turn
Description: This technique requires a set of hand seals Ram → Tiger → Horse. Once initiated, superheated chakra erupts continuously from the user, rapidly heating moisture in the surrounding air and environment as the steam spreads outward like an omnidirectional wave from the user, extending up to a maximum radius of 30 meters. The intense heat produces a veil of chakra-heavy steam that blankets the area, creating a dense mist or steam, which reduces the effectiveness of Dojutsu, as it irritates the eyes as well as makes it impossible to see through the veil of chakra and steam; however, other sensory methods remain more reliable. This continuously burns and boils anyone caught within it, dealing 25 damage per turn. The steam carries scalding heat, causing exposed metal, armor, and weapons within the veil to rapidly heat; as such, targets who are wearing or holding metal take increased damage from the technique, raising the damage dealt by this jutsu from 25 to 30 per turn, for as long as they remain in contact with metal. Anyone who is caught within the steam for 3 turns will experience blurred vision and fatigue, experiencing heat-induced visual distortions, which lowers the targets tracking by 25%.
Note:
  • Can be used twice per battle, with a two-turn cooldown.
  • Lasts a maximum of 3 turns per use.
  • No A-rank or above Boil Release in the following turn.
Approved: Link
(Futton / Genjutsu: Nifureru no Kasumi) - Boil Release / Illusion: Mist of Niflhel
Rank: A
Type: Supplementary / Illusion
Range: Short – Long
Chakra: 30 (+10 to jutsu applied to)
Damage: 60 (Mental Damage)
Description: Mist of Niflhel is a technique that is used within the same timeframe as a boil, steam or mist-based technique, with the technique being infused with additional chakra, resulting in an additional effect when it comes into contact with a sentient being. Once contact is made, enemies (including summons, creations & other sentient beings) will be bound in an illusion. Once trapped in the illusion, those affected are immobilized as their minds twist under its effect. Those under the illusion see ghostly, ethereal figures rising from the steam, wrapping around their body. These phantoms appear to constrict the target(s), while their touch radiates intense heat as if the steam itself is scalding their flesh. When combined with a steam technique, the opponents will feel the boiling heat of the steam. If the illusion is not broken within one turn, the affected individuals will suffer 60 mental damage. Within the illusion, they will hear the agonizing sound of their skin boiling due to the super-heated steam, and their vision will be obscured by the surrounding cloud of steam. This technique can be applied alongside a steam-based jutsu (same timeframe) or used independently on pre-existing steam or mist the user is controlling. A target can only be affected by the illusion once.
Note:
  • Usable 3 times per fight with 2 turns between uses.
  • If used to bind multiple target’s it can only be used twice per fight.
  • No Genjutsu of A-rank or above in the following turn.
Approved: Link
(Futton: Múspellr no Kamen) Boil Release: Mask of Muspelheim
Type: Supplementary
Rank: C
Range: Short - Mid
Chakra: 15 (+10 to technique)
Damage: N/A
Description: Múspellr no Kamen passively enhances the user’s steam techniques by continuously absorbing ambient heat and converting it into a unique heated steam chakra. This chakra not only supercharges the steam but can also be manipulated to alter its properties, heating it, allowing the user to adapt the technique for different effects. Whenever the user casts a steam-based technique, they can choose to imbue it with one of the following properties, tailoring its behavior to the situation with a two turn cooldown between each property.
Conductive Steam (導流蒸気, Dōryū Jōki): The steam is saturated with densely compressed, chakra-infused moisture, which increases its ion content and electrical receptivity. The steam is stabilized into a semi-conductive medium that absorbs and distributes electrical currents. Lightning-based techniques that pass through or make contact with the steam have their energy dispersed as it causes rapid loss of voltage, instability, and dissipation. This makes the steam strong against lightning-based elements. Conductive Steam is less effective against naturally insulated or highly condensed elements such as Earth, making it weak to said types of elements.
Choking Steam (窒息蒸気, Chissoku Jōki): The steam’s density and scalding levels are manipulated to create discomfort and burns in the respiratory system, causing oxygen levels to drop and breathing to become difficult. Due to the lack of oxygen, the steam becomes strong against fire-based techniques, as it quenches fire’s oxygen supply, effectively choking it. Choking Steam is less effective against cooling elements such as ice, making it weak to said types of elements.
Pressurized Steam (加圧蒸気, Ka’atsu Jōki): The user can compress the steam into a high-velocity jet, striking like a lance of superheated air, able to direct the steam in desired directions. The intense pressure allows it to cut through organic material and disrupts air currents, making it neutral against wind-based techniques.
Approved: Link
(Jōki no Kokyū: Surtr no Kiryūken) - Steam Breathing: Surtr’s Steam Dragon Blade
Rank: A
Type: Offensive
Range: Short – Mid
Chakra: 30
Damage: 60
Description: This is the first form of Steam Breathing, known as Surtr’s Steam Dragon Blade. The user compresses superheated steam beneath and behind their body, using it to forcibly vent it in a controlled, linear release that propels them forward in a straight line at intense speed (x3 for the duration of the technique). The steam is released in a confined and focused burst, functioning as a momentary propulsion rather than an attack. While in motion, the user moves in a low stance, drawing their blade and slashing through the target in a precise motion as they pass, appearing behind them. The edge of the user’s blade carries scalding steam that burns as well as cuts through the enemy. The movement is brief and explosive, ending immediately after the slash as the steam vents violently and disperses. The extreme heat and steam that is produced from the slash causes the target’s body to rapidly overheat, causing heat exhaustion and blurred vision, resulting in their base speed dropping by 10%. Their body will return to normal after 3 turns when the excess heat has been expelled, or if the enemy uses a form of healing such as medical ninjutsu or yang.
Note:
  • Can only be used 3 times per fight, with a one-turn cooldown.
  • Usable by Steam users with access to Elemental Kenjutsu.
Approved: Link
(Jōki no Kokyū: Furei Nekkai Kōro) - Steam Breathing: Freyr’s Heat-Haze Passage
Rank: A
Type: Offensive
Range: Short – Mid
Chakra: 30
Damage: 60
Description: This is the second form of Steam Breathing, known as Freyr’s Heat-Haze Passage. The user releases controlled, heated steam around their lower body and blade while advancing toward their target in short, irregular bursts of speed powered by steam that is pressure vented from the hips and ankles. Rather than one continuous line, the user “skips” or rather zig-zags through the space between himself and the target in sudden accelerations, causing heat distortion and mirage-like afterimages (x3 speed for the duration of the technique), evading potential dangers in their path. The heated steam distorts the air around the user as they move, creating mirage-like afterimages that follow their movements. The movement culminates in the user dashing in, with his afterimages, coming in from multiple angles to deliver a singular slash, releasing the excess heat and steam that causes scalding as the steam comes into contact with the target.
Note:
  • Can only be used 3 times per fight, with a two-turn cooldown.
  • Usable by Steam users with access to Elemental Kenjutsu.
Approved: Link
(Futton: Heru no Ikeru Onsen) Boil Release: Hel’s Living Hot Springs
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-15 per turn)
Damage: N/A
Description: The caster performs the Ram → Tiger → Snake handseals, instantly saturating a 30-meter radius of the battlefield with superheated steam, transforming it into a hazardous scalding environment. The user superheats the underground water veins, causing them to rupture the terrain, creating a network of boiling springs, vapor vents, and steaming pools, that act as environmental hazards. The battlefield transforms into a hot spring domain where the ground constantly releases steam. The user is completely immune to the heat, steam and environmental hazards created by this technique. If an enemy stays exposed to the steam for all three turns, the accumulated dehydration and heat stress causes them to collapse from heat exhaustion and rendering them unconscious for one turn. Due to the constant exposure to superheated steam, boiling water, and the oppressive heat of the environment, those caught within the field experience rapid heat exhaustion that impairs their muscles and physical coordination, reducing their base movement speed by 10% for as long as they are exposed to the heated steam.
Note:
  • Lasts up to 3 turns.
  • Usable 2 times per fight, with a 2-turn cooldown.
Approved: Link
(Fūinjutsu/Yōton: Ākēn Wādo) - Sealing/Yang Release: Arcane Ward
Type: Supplementary / Defensive
Rank: S
Range: Self / Short
Chakra: 70 (-15 per turn to sustain)
Damage: N/A
Description: Yang Release: Arcane Ward is a high-level defensive seal that manifests a living barrier of pure vitality around the user or an ally. The seal is placed as Kanji 奥義 (Ōgi) between the user’s shoulders. However, due to its sentience, the seal moves along the user’s body like liquid to intercept an incoming attack. When an incoming attack is detected, it interposes itself and generates a barrier around the user that forms as crystallized Yang chakra. The barrier fully envelops the user in an omnidirectional 360-degree sphere, that includes underground, protecting from all directions, The sphere expands outward to encompass the entirety of short range, and when formed, it gently but forcibly displaces hostile entities already within that radius to the outer edge of the barrier, and the barrier looks like liquid glass and radiates a soft warmth, as it only solidifies and becomes tangible once it defends the user. Unlike static or one-time use defenses, the Arcane Ward is alive and it reacts to incoming attacks. The Arcane Ward absorbs incoming attacks by spreading the force of the impact across the entire surface of the barrier, dispersing the energy evenly through the sphere. Hostile entities that make direct physical contact with the barrier are subjected to an invasive Yang Chakra that overwhelms their chakra balance, due to imbalance, resulting in a reduction in movement speed by 25% for three turns, and it burns their chakra, lowering available chakra by 20% for the remainder of the battle. If the user specializes in Yang Release repeated contact causes the affected target to temporarily lose access to Yin Release and Yin-based techniques for three turns, as their Yin-Yang ratio is forcibly destabilized. The barrier can be actively reformed by the user, costing one move and chakra equivalent to the original cost of the barrier, restoring it to full capacity. The Arcane Ward has a durability limit of 80 damage (100 damage if the user specializes in Yang), representing the maximum impact it can absorb before the seal becomes temporarily dormant. Each time the barrier absorbs a strike, its durability decreases by the strength of the attack. Once the durability is exhausted, the seal becomes inactive and must be reactivated.
Note:
  • May be cast twice per fight.
  • The barrier remains active for a total of 3 turns.
  • Seal must be placed on the Biography.
  • The Seal has sentience, activating on its own, albeit at the cost of a move.
  • Cannot coexist with Yang Release: Power of the Sun or Yang State.
  • No other Yang Techniques can be activated in the same turn. No other fuuinjutsu while this is active.
Approved: Link




❖ 水遁 | Water Release ❖​

18 techniques | Created, 0 EXP​

(Suiton: Ruten Genmatsu): Water Release: Phantasmal Drift Current
Type: Supplementary / Defensive / Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user performs the Dog → Ox → Horse hand seals and releases a surge of chakra that disperses their body into hundreds of shimmering water droplets, erupting in a harmless omnidirectional wave. As the wave washes past the intended target, the scattered droplets rapidly pull together and reform into the user along with three identical water copies. These copies appear in a circle around the target with their katanas already drawn, striking instantly and sending slashing streams of water across the target’s body. At the same moment, the true user silently materializes in the target’s blindspot and synchronizes their cut with the three copies, creating a coordinated four-directional strike. The user is unable to use any other jutsu until they have fully reformed.
Note:
  • Usable twice per battle.
  • Must wait a turn before using again
  • No Water techniques of A rank or above next turn
Approved: Link
(Suiton: Seimei No Ki No Jōmyaku) - Water Style: Veins of the Tree of Life
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50 [- 20 per turn]
Damage: 90
Description: The technique is created after the user performs a set of five hand seals, this is followed by the user manipulating existing water, or generating their own source, to form the technique. After the seals have been performed, the water will form or rise out of the ground, or up through water, or any area, even in the desert, as the water can be created and is not necessarily required a water source. A massive quantity of water will rise through the ground, protruding and running across the battlefield, like enormous veins that are the size of redwood trees themselves in thickness, almost similar in size to the Tree of Life’s roots and branches. The veins will spread across the field, entangling anything in their path, anyone getting caught by the veins will be consumed by them and trapped within them. These veins, spread across the field like when someone uses wood release techniques, spreading at intense speed, causing them to be able to span across the field within just a moment. When having finished spreading across the field, the veins or roots wil sprout like trees, sending several tree-like shapes of water into the sky above, entangling and trapping anyone above. They will after having spread the veins across the field, begin to draw upon the user’s chakra or from a foreign water source allowing it to sustain itself by ,drawing upon the water around, or if the user, draining chakra per turn [- 20 per turn]. If the veins have caught anyone within it. The user can leave the technique as is after this point, however, the more chakra or water that the technique feeds on from the user per turn, it will slowly grow larger. If feeding upon another water source, it has to be a considerable lake or the ocean, and from there it will grow the similar sizes as if it drew 20 chakra from the wielder, which it will not if the water source is being used to feed it. The wielder of this technique, can with a single hand seal, cause all of the veins and “trees” of water to explode into what would seem as an endless rain of water needles, however these needles being the size of spears and being highly condensed, exploding out into the chosen directions that the user sees fit, piercing, shredding and smashing through anything in their path, retaining the same strength as the original part of the technique in the blast [Forbidden Rank blast – 90 damage], an exception to this. The exception to the damage output of the secondary part of this technique, is if the technique has gathered chakra from the user for at least a single, complete turn, then it increases the damage output of the secondary part of the technique by 10 damage. This boost only applies when the technique sustains itself via the user's chakra. They may even pierce through metal due to the sheer amount, density and speed that they explode out with, like a shockwave.
Notes:
  • Can only be used once every time you face an adversary, and twice per event overall
  • The sheer amount of chakra used as well as the strain upon the users mind to manipulate and control the amount of water will cause the user to experience severe mental damage upon their mind [30 mental damage]
  • The user cannot use Water Jutsu above A-rank the following two turns
Approved: Link
(Suiton: Kura Ken Sōryo No Kibishi Jugyō) - Water Style: The Kraken Priestess Harsh Lesson
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The Kraken Priestess harsh lesson is a technique that relies heavily on preexisting water sources, where it may be applied to any water source that is not inhibited by foreign chakra, an exception being if it is of a weaker amount. The technique may also be used on water style techniques that the user has previously performed. The technique is activated when the user performs the ram hand seal. After doing so, the water technique or water source that it is intended for, will sprout several if not many massive tentacles that will come forth from the water with intense speed to wrap around their target(s), squeezing the life out of them while dragging them down into the depth of the water or into the previously used water jutsu. In addition to the way this technique functions, it can be utilized in a second way, it can be placed upon a technique as a sort of dormant part of it, which will be activated when there is a foreign chakra source that is within short-range of the said water source or if they are touching it. If done so, it can be placed upon the technique as it is being made, and in the same time-frame, requiring the extra hand seal to be chained into the previous technique. The technique is highly volatile and dangerous, as it takes on the properties of the water source or technique that it is used upon, such as if the technique or water source is boiling hot, or freezing cold, or if the water or technique as any unique properties it will be applied to this technique as well.
Notes:
  • This technique can be used three times per battle.
  • If applied to a technique in the same timeframe it still counts towards the move count
  • Can only be used once on the same water source
Approved: Link
(Suiton: Kyouheki Suke-ringu Suihou) Water Release: Parapet Scaling Bubbles
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: This technique, after performing the ox hand seal, allows the user to assemble water from the moister in the ground or the humidity in the air, forming of up to 5 dense spheres of water. These spheres are strong enough to support the weight of an average sized shinobi, allowing one to hop from one to the other. Though once the shinobi pushes off of the sphere, the amount of resistance the sphere has to put up with is too big and thus they collapse. The spheres are 1x1 in diameter and only 20 centimeters thick, just strong enough to hold a shinobi on top of it. The spheres stay on the field until a shinobi has been standing on top of them. And due to the shinobi being capable of controlling the spheres at will, it allows one to climb up tall edifices or across gaps with tremendous ease or escaping from the ground.
Note:
  • Can be used twice per battle
  • Can only be taught by Gutsy Jiraiya
Approved:
(Suiton: Mori Hando) Water Release: Helping Hands
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user will perform the Tiger – Ox hand sequence, whereas the user will pour their chakra into an existing water source which contains at least 3 cubic meters, and by doing so the user will perform the tiger hand seal and the water will when coming into contact with an object or person explode outwards with a surge of water. This surge of water will blast out and entangle, strangle, crush and drown the person.
Note:
  • Can be used twice per battle
  • Can only be taught by Gutsy Jiraiya
  • Needs a water source
Approved:
(Suiton: Kurōsumasshu) - Water Release: Claw Smash
Rank: A
Type: Offense
Range: Short
Chakra: 30
Damage: 60
Description: A water jutsu that is concentrated in the user's hand. Water starts to form around the users hand and forms the a lobster's claw shape. The user can crush the opponent with the claw or can hit the opponent like it was Chidori.
Note: Can only be taught by Johninto Takashi
Taught:
Suiton: Mizu fenikkusu) - Water Style: Water Phoenix
Rank: A
Type: Attack/Defence/Supplementary
Range: Short-Mid
Chakra: 30
Damage: 60
Description: A technique that utilizes water to create a phoenix shaped made up of water. The user can then send the phoenix at the enemy or use it to defend against attacks. The phoenix is as big as the hawk Sasuke summoned during the fight with Danzo.
Note: Can only block ninja tools and up to S rank fire within reason.(Depending on the size of the fire jutsu)
Note: Can only be taught by ~Johninto Uchiha~
Note: Can only be used 3 times a battle.
Note: Can either use a water source or release it from the user mouth.
Taught:
( Sution: Makishimamu Ba-suto )| Water Release: Maximum Burst
Type: Attack
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: For this technique, the user focuses a large mass of suiton chakra into their hands. The user will then place their hands together as if they were performing ' Storm release: Laser Circus', channeling the chakra allowing it to surround their hand. After this step has been done, the user will then yell 'Go!' releasing this bird shaped wave. The wave spreads out to about 3 meters in diameter, still leaving a trace on the users hand, however it doesn't mean that the user is able to redirect the bird shaped wave after the initial trajectory it takes.
  • No Fire techniques the turn this is used
  • Usable 2x
  • Can only be taught by Ĺight
Taught:
[ Suiton : Kawariyaku Name] - Water Release : Double Wave
Type: Attack
Rank: S
Range: Short- Mid
Chakra: 40
Damage: 80
Description: User does 4 hand seals andwipes both of his hands toward each other, his right hand over his left hand, creating two waves that come at the target from both sides, engulfing it in water and restraining it's movements.
Note: Can only be used 2 times per battle
Note: Can't use any water technique at the same turn
Note: Can only use up to b rank water techniques at the next turn.
Note: Requires large water source.
Taught:
(Suiton: Sutikkī denpun same ) - Water Style: Sticky starch Shark
Type: Attack
Rank: A-rank
Range: Short/Long
Chakra: 30
Damage: 60
Description: The user After performing the required hand seals Ram → Tiger spits out high-viscosity, chakra infused water, that is released in the form of a large water shark. This is a blast of sticky liquid which can be used to form an adhesive trap that can inhibit a person's mobility or just crush their bones if hit directly due to its large mass and speed.
  • Only taught by william24
  • Can only be used 3x per battle
Taught:
Suiton: Kikkubokushingu Mizu | Water Release: Water Kickboxing
Rank: A
Type: Attack | Defence
Range: Short
Chakra: 30
Damage: 60
Description: The user focuses water chakra in any part of his body which he intends to use to attack or defend from an attack(e.g. fists, palms, arms, legs, etc) and when attacking or defending, releases and molds the water to an expanded size of that body part. For example, if the user wants to punch an opponent with his/her right fist, he/she releases water from that fist, quickly shaping it into that same fist but a faster and larger size of it, dealing more damage to the opponent and leaving them soaked. If it's a kick, then the water released is molded into the shape of the user's leg but a faster and bigger size. The releasing of the water is really fast, making it seem like user is punching/kicking them out of their body. The size of the expanded water body part is the same as an Akimichi's but does not have the solid property of a normal hand since it is water. The user can punch/kick out the expanded water body parts multiple times, although not more than 3 times with one .
  • Usable 4 times per battle and only on one particular limb at a time.
  • Can only be taught by Naizen.
Taught:
(Suiton: Bakuhatsu Mizu Torappu no jutsu) - Water release: Exploding Water Trap
Type: Supplementary/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user sends their chakra in the water beneath you and your opponent. Afterwards, the user moves their two hands in an upward motion to make the water rise up beneath the user and the opponent. The user must be at a short ranged to their opponent in order to perform this technique, and in addition, both the user and the opponent must be on top of a water source. By releasing their chakra into the water underneath the user and the opponent, the user is able to manipulate the water to rise up and cover him/herself along with his/her opponent. The opponent and the user will be unable to move because of the density and pressure of the water. By surrounding themselves with a thin shield of chakra before performing the technique, they are able to move freely around the water, though the opponent can do the same even when caught in the jutsu (but it would take 3 seconds to cover yourself in chakra completely.) In the water, the user and the opponent is allowed to use suiton techniques only.
Note & Restrictions:
  • Can only be used three times per battle
  • Can only be taught by EdwardSama (me)
  • When you are in the water, only water techniques are allowed.
  • Can only use water techniques up to B-rank when you are in the water.
  • Needs one full turn until you can use it again.
  • Because you need to be close to your opponent to perform this technique, it is impossible to only trap your opponent.
  • Requires a water source
Taught:
(Suiton: Mizu Chōeki Tekunikku) - Water style: Water imprisonment Technique
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60 (+15 with lightning added)
Description: The user performs the Tiger → Ram handseals and send their chakra to the water source beneath the target. With this they are able to manipulate the water and shape it. They use their chakra to move the water quickly, covering their opponent from underneath. It starts out by covering their feet and slowly move throughout their whole body. When the target is completely covered with the dense water, (shaped kind of like an 3 dimensional oval), the user will put their hands together and sort of squeeze their hands, so that the orb of water would become more pressurized. When they squeeze their hands together hard and harder, the orb becomes denser and denser. After one turn of adding pressure and such by squeezing your hands together, the water will return back to water because it cannot be squished any further. The effects of this technique makes the victim have harder breathing, sluggish movements, and sore body (because of the pressure applied on them) for the next turn.
Notes & Restrictions:
  • Can only be used three times per battle
  • Needs to wait two full turns before using again.
  • Can only be taught by EdwardSama
  • The victim, if they escape before being covered in the water, will not face any side-effects from the technique.
  • The victim, if they escape in the middle of the technique, will face the same effect as a victim who was trapped for one whole turn, but on a lesser scale.
  • The victim, if they are trapped for one full turn, will take the full effects of this technique (harder breathing, sluggish movements, sore body)
  • The user can add a lightning technique after the water completely covers the target, which will add 15 in damage points.
  • Requires a water source
Taught:
Water Release: Binding orbs (Suiton: Hyoushi kyuutai)
Type: Supplementary
Rank: C
Range: Short - Mid
Chakra: 15
Damage: N/A
Description: The user focuses his water chakra in his mouth and spits out high-viscosity, chakra infused small globules of water (maximum up to 15 water globules, each measuring 1-2 inches) with good accuracy towards the opponent or any surface. Once the globules of water hit the opponent it sticks to their bodies and instead of just splashing away on hit, they retain their globular shape due to their altered viscosity and immediately they start absorbing the moisture from the air and continuous to enlarge rapidly. Thus in short course of time those individual water globules enlarges up to twice their original size and covers all over the body restraining opponent's movements and finally suffocate him. The water enlarging globules doesn't merge with each other, rather retain their individuality but just gets tightly packed over opponent's body restraining his movements and ultimately suffocates him if his face is covered.
Notes:
•When the opponent is already wet the globules can absorb the water and can enlarge in just a few moments.
•Can only be taught by me (-Jiraiya-).
Taught:
(Suiton: Tengai Dekisui ) - Water Style: Dome of Drowning
Rank: S
Type: Attack
Range: Short/Mid
Chakra: 40
Damage: 80
Description: The opponent is trapped inside a ice cube looking thing. The inside of it is filled with water, which makes your opponent drown.
Taught:
(Suiton: Mizunami Kiri) - Water Release: Water Wave Strike
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:
(Suiton: Mizu no Megami no Gifuto) - Water Release: Water Goddesses Gifts
Rank: A
Type: Attack/Supplementary
Range: Short-Mid (made short range of the user)
Chakra: 30
Damage: 60
Description: The user will perform the Dog sign and user their chakra to have a ring of water to form around them. The user will than swing their hand forwards above the ring releasing ninja tools made out of water (up to 15 tools per use) . The user can shape the water into shuriken, kunai, senbon, swords, etc. and releases them towards the opponent.
Note: Usable 4 times
Note: Must be taught by Korra
Note: Requires a water source
Taught:
(Suiton: Mizu Hōō Arashi ) Water Release: Water Phoenixes Storm
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40 ( - 5 per turn )
Damage: 80
Description: The user does the snake sign and creates a mist-like atmosphere above the battlefield, that soaks in all the humidity and keeps replenishing itself. The user spends 40 chakra to create the mist and has it start raining down multiple phoenixes (the size of Itachi's crows) all over the battlefield being able to control where all them go towards. At the end of the turn, the user can spend another 20 chakra and replenish the mist atmosphere, rebirthing the attack ( like a phoenix ), dealing another 80 damage and full S rank the next turn, then the final turn the mist last, the user can replenish again with another 10 chakra, and let out a final wave, S rank again.The mist can only be either completely neutralized or completely overpowered.
Note: Mist last for 3 turns
Note: Usable 1 time a mtach
Note: Must be taught my Korra.
Note: While in use, the user can only perform two techniques, and the only chakra nature you can use is Water, Nin, Gen, Tai, Ken.
Note: Two turn cooldown
Taught:




❖ 風遁 | Wind Release ❖​

8 techniques | Created, 0 EXP​

(Futon: Jixyoushou)-Wind Release: Updraft
Type: Offensive/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will clap their hands together sending out a powerful transparent pulse of wind with the user as the epicenter, the wind will continue to expand while staying close to the ground. Winds natural intangibility allows this technique to travel over and around obstructions and still stay on course. As it reaches the target(s) it creates a powerful updraft that goes straight up, blowing the target ten meters up into the air while battering them from the force of the wind.
Note:
~Can only be used 2 times
~ The nature of the updraft sends the target spinning and twisting into the air, making it very difficult to get ones bearings once the technqiue has hit.
~Can only be taught by xHoudinii
Taught:
(Fuuton: Daichi Senpuu)Wind Release:Ground Whirlwind
Rank: B
Type: Supplementary/Defence
Range: Short-Long
Chakra: 25
Damage: 40
Description: The user does 3 hand seals and focuses a satisfying amount of Wind chakra in the form of a whirlwind beneath his feet and into the surrounding area up to long range.He then releases the wind chakra blowing away any obstacles like snow,leaves or anything else that may prevent the user from touching the earth with his feet.Anything that touches the chakra from beneath will be cut so it defends from any attempts to attack the user from below.
Note: Must be taught by -Cobalt-.
Taught:
(Fuuton:Senpuku Senbon)-Wind Release:Whirlwind Needles
Type: Attack
Rank: A
Range: Mid
Chakra: 30
Damage: 60
Description: The user will perform a single hand seal and exhale his wind chakra into his into his hand.The exhaled chakra will continue to flow around the users hand.Then the user will slash through the air horizontaly with the hand in wich he had exhaled his wind chakra to and launch dozens of sharp wind senbons from the pattern he had slashed the air.
~Note:No A rank or above wind technqiues in the same turn.
~Note:Can be used twice per battle.
Taught:
(Fuuton: Henteko Kunai ) - Wind Style: Strange Kunai
Type: Attack
Rank: B
Range: Mid/Long
Chakra: 20
Damage: 40
Description: The user focuses their wind chakra onto the kunais. After they are thrown, they explode and turn into large tornados. If missed, tornado follows the opponent for a few seconds and disappears.
Taught:
(Fuuton: Kaze tengai ) - Wind Style: Wind Dome
Type: Supplementary/Attack
Rank: A
Range: Mid-Long
Chakra: 40
Damage: 80
Description: The user creates a dome filled with wind with their chakra.
When your opponent is inside, the wind will blow them around, causing them to hit things. Each time they hit something, you get more chakra. This jutsu is like a chakra monster.
Taught:
(Fuuton: Aojiroi Dopperugengā)- Wind Release: Pale Doppelganger
Rank: B
Type: Attack
Range: Short
Chakra: 20
Damage: 40
Description: The user of this jutsu will mold his Fūton chakra throughout his body to dart a short distance (5 meters) where, upon stopping, the user will convert his inertia into Fūton chakra to form a pale replica of himself made of wind to attack the opponent or object in a straight line along the line he stopped. This replica is ghost like in appearance and is an exact model of the user by height, weight, and density. It is essentially a well manipulated construct of solid wind that lasts exactly 5 seconds after the user has stopped and may take some time to perceive as it moves really fast and mows down the opponent having the same physical properties of dense, Fūton manipulations (such as Vacuum Blade). The user may also release the replica first along a linear path and then dash behind it or in the opposite direction.
Note: Can only be taught by Zaphkiel
Note: User will suffer +10 damage if he has collided with an object. He can however, shorten his sprint to 3 meters in the case of an emergency but jutsu will still cost 20 and damage will be reduced to 20.
Taught:
(Fuuton: Kujo Kawa) l Wind Release: Destruction Shells
Type: Offensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description: The user will form the hare and tiger handseals, channeling their chakra into an area 8 meters above the ground and form 4 shells of fuuton. The shells are each a meter in diameter and are visible through the green hue they give off. Just like an artillery shell, which explodes upon impact with the ground and sends shrapnel flying, these fuuton shells upon impact with the ground or a hard enough object will explode and send wind blades flying up to short range in every direction. Alternatively the user can also make the shells go off mid air without contact via chakra control and if done this way all the shells go off at the same time. If somehow not all of the shells go off at once, the tiny wind blade will collide with the remaining shell(s) and make them go off as well.
Note: Shells can only be made short range from one another
Note: Shells can only follow a fixed path downwards
Note: Can only be used three times a match
Note: Requires two turns of cool down between use
Note: Cannot use S ranked fuuton or above, the same turn and the next.
Note: Can only be taught by Strawberry
Learned:
(Fuuton: Zettai Pērudopperugengā)- Wind Release: Absolute Pale Doppelganger
Rank: S
Type: Offensive/Supplementary
Range: Short-Mid
Chakra: 40
Damage: 80
Description: After forming the Snake -> Ram hand seals the user will cause an A ranked replica of himself made of wind to dart from his body in a linear fashion in a direction, once released he cannot change course of this jutsu. This replica reaches up to short ranged moving 25% faster than the user's base speed and delivering sheer blunt force trauma to the opponent by mowing them down as a very strong gust of wind that can result in broken bones, abrasions, and even concussions, similar to its parent jutsu (Fuuton: Aojiroi Dopperugengā)- Wind Release: Pale Doppelganger. However, this replica is connected to the user via a nearly invisible tether of Fuuton chakra which the user will send a portion of his Fuuton chakra through. This pulse of chakra is A ranked and can either cause the replica to explode prematurely with an S ranked omnidirectional explosion (A+A) reaching up to mid ranged of its origin or it can cause another A ranked replica to sprout from the initial replica which will simply fade away and attack a dodging opponent or sudden obstacle with a now S ranked blunt force effect, once the second replica sprouts from the first however the previous replica can no longer explode as it will cease to exist and neither can the second. This means, the user has the option to explode his replica or produce another he does not have access to both sides of this jutsu at once. This second replica still moves in a linear fashion which cannot be redirected and can extend the jutsu another 5 meters at base speed +25% also, making it mid ranged.
Note:
  • Can only be taught by Elyon
  • Cannot mold any other element than Wind while Doppelganger(s) are connected via Fuuton tether
  • Can only be done 2x
  • No Fuuton techniques higher than A ranked next turn
Taught:




❖ 雷遁 | Lightning Release ❖​

14 techniques | Created, 0 EXP​

(Raiton: Supaiku Bodi) - Lightning Release: Spiked Body
Type: Offensive
Rank: A
Range: Short
Chakra: 30 (-5 to sustain)
Damage: 60
Description: The user will begin to gather a large amount of lightning chakra within their own body. The person will then proceed to make highly concentrated spikes of lightning, which will emerge from a desired location on his/hers body. The lightning spikes emerge from the body like regular chakra by seeping through the skin and then immediately forming the spike seemingly making it look as if the spike protruded from the body and out into the open air. It emerges with enough force to pierce incoming projectiles or skewer some one’s body and paralyze them. The spikes can essentially have any length the user wishes it to have, though the absolute limit of the technique is that it can only reach targets within short-range of the user, though the user has no limit to how many spikes he can emerge from his body through this technique when used. Another note may be, that the spikes can be dispersed at will by the user if he sees fit.
Note: This technique may only be used twice per battle and while sustaining it, the user cannot mold any element aside from Lightning
Note: This technique must be taught by Gutsy Jiraiya
Approved:
(Raiton: Itsuwari no obujekuto) Lightning Release: Deceitful Objects
Type: Offensive
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description: The Technique known as Deceitful Objects, is a technique developed by a single ninja, and it is developed on the principles of its mother technique; Spiked Body. With this technique the practitioner will release lightning chakra into metallic objects on their own body, or anywhere on the battlefield, that is within range of course. From there the practitioner will perform the Serpent hand seal, activating the said chakra, causing a multitude of small bubbles of lightning to form on the said object or objects, as if they were emerging from it. This technique can of course only be performed on metallic objects such as kunai, shuriken, armor; swords etc. since it is metallics that can conduct lightning. These lightning bubbles are very small and can have the capability of electrocuting, numbing and paralyzing an opponent, if they are touched by the bubbles on the objects. Utilizing this technique the practitioner is capable of utilizing this technique on a maximum of 3 objects at a time. Furthermore the bubbles of lightning that emerges from the said object, only has the capability of electrocuting, numbing or even paralyzing the said limb or area that it touches. As an example if the opponents arm is touched by these and it is paralyzed, he cannot utilize this arm in combat for the remainder of his following turn. Of course the lightning bubbles will send surges of electricity through that particular body part.
Note:
  • May only be performed twice per battle
  • For every usage of the technique, the practitioner can infuse a total of 3 objects
  • The numbing/paralyzing effect that these bubbles cause are only in play for the opponents following turn before the paralyzis or numbing is lifted
Approved:
Lightning Release: Lightning Shoes (Raiton: Rai Hanka)
Rank: A
Type: Deffense/ Supplementary
Range: Short
Chakra: 30
Damage: N/a
Description: The user channels his Raiton chakra into his feet and generates little steams of lightning under them. By doing so the user will be able to walk on mud. Normaly a strong lightning technique will go trough the mud and make a big hole. However by decreasing the electricity the user is able to create small steams of lightning which does not go deep trough the mud, only enough to keep the user on top of it. However while using this the user is very vulnerableto water techniques.
*Can only be taught by PowerOfDarkness
*Jinbei is the co-creator of this jutsu
*Can only be used 2 times per battle
*No S or A rank Raiton techniques the following turn this jutsu is used.
*Lasts for 2 turns
Taught:
Raiton| Manako no Same- [Lightning Release| Shark's Eye]
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra: 30
Damage: 60
Description: While not truly related to sharks or an eye, this ninjutsu is a method of perception that mimics a shark's ability to sense electric fields. Because air is a much poorer medium to conduct electricity, the effectiveness is greatly less than a shark's natural sensory abilities. The practitioner is able to pinpoint organisms that produce bio-electricity (essentially any animal) within a twenty foot radius. The technique does not yield any descriptive information about the organism, simply its location. Strong electric fields, such as other electric ninjutsu ( even those used by the user ), are capable of rendering this technique temporarily useless. Additionally, the user must channel chakra to maintain this sensory enhancement. Unless their chakra control is precise, it is best used deliberately as opposed to a constant passive activation. By focusing lightning chakra in a controlled state into the cornea the user is able to see these small electrical fields being produced by a organism.
(Last 3 turns)
(Usable 2 times)
Taught:
(Ration: Shintou Foosu) Lightning Release: Concussion Force
Type: Offensive, Supplementary
Rank: B-rank
Range: Short
Chakra: 20
Damage: 40
Description:
The user will conducting Lightning Chakra in his hand and then palming the opponent in the solar plexus which is the weakest point in the body, and blasting his chakra through them in a sort of concussive blast while forcing the opponents chakra out of their body. It can also partially paralyze other parts of the body when struck.
Notes:
  • Can only be taught by Nathan.
Taught:
Raiton: Raikou Taka Genkotsu | Lightning Release: Lightning Hawk Fist
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user channels a large amount of lightning around one of his fists. The manipulated lightning takes the shape of a small hawk with wings. It can be used to blow the opponent back while numbing the area it touches in close combat or it can be fired as a projectile. The hawk is about the size of the average human head.
Taught:
(Raiton Bu-meran Ashinami) Boomerang Lightning Step
Type: Attack
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: By doing a simple kick the user shoots out two powerful beams of lightning at great speeds being able to slice through solid objects or cut down attacks. As soon as the beam is launched and makes contact with anything it will come back towards the user like a boomerang and disperse.
♦ Can only be used 3 times per battle.
♦ Must have mastered lightning.
♦ No lightning techniques of S-Rank or above for one turn after the use of this technique.
♦ Can only be taught by Mathias
Taught:
(Raiton: Seteki Ryou)- Lightning Style: Static Charge
Type: Attack/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A (30 if the victim breaks free)
Description: The user shoots a bolt of lightning towards the enemy, however once it hits, it doesn't do damage to the victim, instead it puts static electricity in them and sticks them into any surface they touch (including themselves). The victim must be Sage rank or have enhanced strength to break through the static charge, if they do, the electricity will discharge but they will take a little electrocution.
Note: Must wait 1 turn to use again.
Note: Only three times per battle
Taught:
(Raiton: Hekireki Gekido) - Lightning Style: Thunder Rage
Rank: S
Type: Attack
Range: Short - Long
Chakra: 40
Damage: 80
Description: To first thing needed to perform this jutsu is to put special seals on the location for attack to hit. It can be put on opponents, objects or on the kunai. After setting the seal(s), the user does a handseal and then lightning strikes from the sky will hit the locations of the seal(s). If the opponent tries to escape with the seal on them, the lightning strikes will follow them till they hit the seal.
Note: Only useable 3 times per battle.
Taught:
(Raiton: Rikou) - Lightning Release: Discharge
Rank: S
Type: Supplementary/Defense
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The user channels lightning chakra to his palm and releases an outburst of lightning chakra causing a discharge a large amount of light. With this effect, the victim will be blinded by light at the same time hurting their ears with the huge screech noise generated by lightning. The flares of the discharge can sense chakra they come contact with. The user can either use this opportunity to escape or attack.
Note: Usable 2 times per battle.
Note: Requires gap of three turns between each use
Taught:
(Raiton: Harinezumi no Mayowasu ) Lightning Release: Deceiving Porcupine
Rank: A
Range: Physical Touch
Chakra: 30
Damage: 60
Description: The user is able to expell lightning chakra from up to 3 adjacent Chakra Points, and insert it on the opponent's Nervous System. This technique works best if the user releases the lightning from the finger's chakra points, and the chakra power has the ability to paralize the opponent's muscles completly. If expelled from any other chakra point, the user can only paralize the arm or leg touched. (This doesn't apply to Gentle Fist users).
*Lasts 1 turn*
*Can only be used twice*
Taught:
(Raiton: Endā no gēmu)- Lightning Release: Ender's Game
Rank: A
Type: Defensive/Offensive
Range: Short
Chakra: 30
Damage: 60
Description: The user fires a normal bolt of Raiton chakra into the sky inducing slight storm clouds. This initial bolt of lightning then becomes charged using the clouds as an incubator. Then, in the same or next turn the user 'calls' the lightning strike to his position with a simple hand seal. The return strike has a full 5 meter radius in a 360 range of the epicenter, the user. It may appear to engulf the user but in fact it is various tendrils of Raiton raining down in a cage like manner leaving the user and center unscathed for the entire turn should he so choose. The 'bars' are so close together it looks like a single bolt had hit. If caught in the walls the opponent would experience intense lightning damage and pain leaving the muscles in spastic intervals throughout the turn afflicted.
Notes:
  • Can only be taught by Zaph
  • While active the user can only use Raiton techniques
  • Can only be used 3x per match
Taught:
(Raiton:Hikari furasshu) Lightning Release: Light Flash
Type: Attack
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user channels lightning to the palm of his hand and with the flick of his wrist, unleashes a wave of lightning that can leave several wounds in the opponent's body and pierce rock. The lightning appears as a quick flash of light, similar to a blur, but ninja of high-enough rank or one who possesses a Dojutsu or sensory abilities see the attack as an arc of light.
~Must be 1 rank or below under the user to appear as a quick blur~
~Due to the fact that the jutsu can barely be seen, it can only be used twice per battle~
~Can only be thought by Rikerslade~
Taught:
(Raiton: Asahi) - Lightning Release: Rising Sun
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:

Back to the overview in Post 1.​
 
Last edited:

Gutsy

Legendary
13,518 posts 1,253 reactions
18
Joined
Nov 29, 2011
Messages
13,518
Status
Activity Streak
12 days
❖ Giyu Tomioka | Created Custom Jutsu (2/2) ❖​

0 EXP | Originals in The Archive​

Each jutsu shows its approval link. Older customs approved before the reboot show the thread where I taught them instead.​




❖ 土遁 | Earth Release ❖​

14 techniques | Created, 0 EXP​

(Doton: Do Supaiku Sheru) - Earth Release: Earthen Spiked Shells
Type: Offensive
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description: The user will perform the horse hand seal which is followed by the user, whom will drop down on one knee while slamming his palm into the ground. By doing so, the user will send his chakra into the ground in front of himself, manipulating the ground into pointy shells which contain earthen spikes. These shells measure 1 meter in length and is rather thick, while containing 10 small spikes in each of the shells. The user is capable of creating up to 5 earthen shells, which he will then by forcing chakra through it, it will shoot towards the enemy with good speed and on contact with any surface explode, releasing a barrage of earthen spikes.
Note: Must be taught by Gutsy Jiraiya
Approved:
(Doton: Fuka-sa no Nōchirasutaitan) Earth Release: Nautilus the Titan of the Depths
Rank: S
Type: Supplementary / Offensive
Range: Short - Long
Chakra: 40
Damage: N/A
Description: The user will perform the boar hand seal and then proceed to slam their palm upon the ground in front of them. This will cause a creature made of rock and earth to rise out of the ground either below or in front of the jutsu user. This creature is known as Nautilus, the Titan of the Depths. Nautilus, the giant rock of a man, is a creature embodied by a large diving suit made of complete rock and earth, giving him his unique features. The giant earthen warrior will while rising from the ground, use one of its hands to grab hold of the earth besides it and from there it would seem that the earth itself got loosened, creating a large anchor made of rock in his hand, which has a long earthen chain attached to it. Due to this giant warrior of rock and earth, seemingly looking like a diver has a large diving helmet on, it is also very efficient at moving and fighting under water, while it has a small hatch in the side of its head where the user can enter and stay safe from the water, while monitoring the giant. When Nautilus stands at his full height, he is almost 10 meters tall, and with his large anchor attached to a chain, he can throw it and retract it. As such he can effectively reach opponents in long range, with his massive anchor. The anchor itself is so large and heavy, so if Nautilus hurls it in a straight line towards his target and if successful, it can successfully break every single bone in an opponent’s body with ease. If Nautilus uses his hands or body, without the anchor, he is still capable of reaching targets of up to mid-range from him. This giant of a warrior, possesses two abilities in all, the first is called Riptide, while the other is named Depth Charge. The first ability, named Riptide, is activated, when Nautilus slams his giant foot into the ground with such force, that he releases waves of chakra through the ground, which effectively causes 3 chains of explosions to occur in 3 perfect circles around him, going further away from him, for each chain explosion of earth. These chain explosions go into mid-range from where he stands, and he can choose where the chain explosions happen, as long as it is within mid-range. His most powerful ability, would be the Depth Charge, which is made through him slamming his giant Anchor into the ground with such enormous force that it will pulverize the ground beneath it, while sending an incredible powerful forward shockwave through the ground, which has a 4 meter width, making the earth seem to explode upwards in a straight line, all the way into long range.
Note:
  • Nautilus Riptide ability is equal to that of a B-rank technique
  • Nautilus Depth Charge ability is equal to that of an A-rank technique
  • Nautilus is capable of performing Riptide twice per battle
  • Nautilus is capable of performing Depth Charge once per battle
  • Nautilus abilities counts towards the move count
  • Nautilus stays on the field for three turns unless destroyed
  • Nautilus can only be created once per battle
Approved:
(Tama youshiki maruishi tooriame) Earth Style: Boulder Shower
Rank: S
Range: Mid-Long
Type: Attack
Chakra: 40
Chakra Damage:80
Description: The user picks up a rock then focuses his earth chakra to his hands. once he does that. he then crushes the rock to smiterings then blows it into hundreds of pieces. He then throws the pieces high in the air and does 4 hand seals, ending with the tiger. Once thats done the tiny pieces that are in the air turn into boulder size rocks and come crashing down on the enemy like mini size meteors.
  • Notenly can use once
  • Note: if not secure you can get hit with the boulder showers
  • Note: Can only use A rank earth and below after use
  • Note: Anybody in the Hidden Ash Can use this
Taught:
(Doton:Chanku Tama)-Earth Release:Earth Nails
Type: Attack/Supplementary
Rank: B
Range: Short-Mid
Chakra: 25
Damage: 40
Description: The user will gather his chakra in his leg and then stomp the ground with the same leg.That will cause a circle of an one meter radius of short earth spikes to emerge around and under the opponet,the spikes will emerge in three layers with the furthest one from the opponent first so he would have some time to react before his feet get stabbed.The spikes are about 5 cm long.The user can also by performing one hand seal make the spikes shout out from the ground directly upwards.
~Note:It can be used only three times per battle.
Taught:
(Doton: Tōki sakuhin) Earth Style: Pottery Work
Rank: B
Type: Defense/Supplementary
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user does 2 hand seal while channeling their doton chakra into their mouth. They then spit out a clay enriched earthen material jet stream that is used to absorb manipulated water attacks. Once the material makes contact with water it swells into a glob of earthen clay and then does a quick glide to the ground due to its added weight. If the globs happen to touch the opponent, it will absorb that body part or ensnare it, holding the opponent in place or slowing their movement down due to the added weight on their bodies. The user can release a succession of quick jet streams if targeted by a water attack that is numerous, but those streams can only travel up to short range of the user. After performing the 2 hand seal and taking a running start, the user can release the stream towards the solid ground where they then use the slippery surface to slide around the battlefield. This is a faster means of movement other than running and the user must follow the path that they make until they stop the jet stream.
Notes:
  • Can be used 3x per battle
  • This jutsu cannot work on a large bodies of water or techniques that require a large body of water no matter the rank
  • With a cooldown of 1 turn*
  • Must be taught by ZandaT
Taught:
Doton: Pirania Kyobou|Earth Release: Pirahna Frenzy
Rank: S
Type: Attack
Range: Short-Mid
Chakra: 40
Damage: 80
Range: Short-Mid
Description: The user concentrates his doton chakra and does a single handseal creating an infinite number of pirahna's made of earth.These pirahna's are of the same size of the actual pirahna's and can only travel under earth and can jump a height of 1m above the ground.They swarm upon the enemies and devours them and can not be destroyed while in ground as any damage to the pirahna is regenerated as long as there in ground
♦ can only be used twice per battle
♦ Cannot use any suiton jutsu of A-rank and above for 2 turns
♦ Cannot use any doton jutsu of S-rank and above for 1 turn
♦ Pirahna's lasts for a full turn
♦ Pirahna's doesn't harm the user
♦can only be taught by Igneel
Taught:
[Doton : Kichigai Gurando] - Earth Release : Mad Ground
Type: Attack
Range: Short-Mid
Rank: S-Rank
Chakra: 40
Damage: 80
Description: The user gather great amount of his doton chakra , then he channel it onto his hands , slamming his hands on the ground and focus it onto the ground that surround the opponent , and then he make from the surrounding ground 10 sharks that surround the opponent from all sides and angels and then he direct it towards the opponen
Note: Can only be used 2 times.
Note: Must master Doton.
Note: Can't use any Doton jutsu at the same turn.
Note: Can't use Doton jutsu higher than b rank for the next turn.
Note: Must take the permission from Kamishiro to use it.
Taught:
Earth Release: Explosing Rocks (Doton: Bakuhatsuteki Iwa)
Rank: B
Type: Offense
Range: middle - long
Chakra: 40
Damage: 60
Description: The user molds his Earth Chakra in his hands. Then he slaps his hands on the ground releasing the chakra he has molded and puts 2 explosive tags on the ground. As a result 2 large rocks are formed, taking the 2 explosive tags inside them. Then the user can send the rocks against the enemy. After the rocks come closer to the enemy the explosing tag inside the rock explode and doing some damage to the enemy.
Note: Can only be taught by PowerOfDarkness*
Taught:
(Doton: Kyakkan toremāzu)- Earth Release: Objective Tremors
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: The user will release their earth chakra into preexisting earth techniques(Takes one move), or beforehand activate this ability (instant activation due to it being stand alone, and does not grant ability until another tech is used that works with it), to apply to all earth-like structures (KG and CE alike). A technique deprived from Earth Release: World Shaking technique, the user will have these objects begin to shake/vibrate violently. Localized, only for those techniques, and not surrounding area. What this insures is the user will be able to argument a different form of offensive for their techniques, creating worse wounds from an earth spike puncturing the opponent, or make the punch of a Golem that much more dangerous. However, this is just a simple free-form ability, and does not add onto the damages of the technique, it is mainly cosmetic and creates a more unique damage output. The shaking will also provide a unique defense, where the shaking of the objects can push away material such as dust or gas that might be lingering over the technique/structure, liquid or chemicals that might be on the technique, remaining dormant, or anything of similar matter. The push is not directed or aimed at, and is simply pushed back from where it came from, or in random directions. This shaking can also provide friction when clashes or rubbed against other solid, or certain flammable material (depends on it logically, coal might suffice, or condensed ash) which can set sparks of unfocused lightning, or even ignite flammable solid objects. There are certain drawbacks from this technique, the user obviously loses the sense of surprise, since their structure becomes easier to notice due to their vibration and can create noise, easily detected by anybody. This technique applies to logical ones that can co-exist with it, obviously any earth-based technique can be used from it, and with different sizes (as small as spikes, or as big as Golems), its size also plays a role in its abilities, but the shaking will always remain localized to the structure itself, and never to the terrain. This technique can also be used with regular metal weapons as well.
Note: Can only be taught by Noni
Note: Can only be used two times
Note: Activation lasts three turns, can be turned off any time
Note: Can only be applied to earth techniques with solidity, and that erect from the ground
Note: Can only be used on S-Rank and below earth techniques
Taught:
(Doton: Ōkami no Fukkō)- Earth Release: Wolves Reconstruction
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A (depends on the technique)
Description: The user will gather their earth chakra and manipulate it so it activates an ability (instant activation due to it being stand alone, and does not grant ability until another tech is used that works with it), where certain structures of earth techniques; when protruded from the ground, out of the user's body or from the sky, will have mud infused into the body of the structure, as a passive ability when being released (still costs a move to activate). What this means is the structure of earth will have the same appearance physically but instead of being completely solid will have a substantial amount of mud inside its physical structure masking its appearance from the opponent's view (will not fool certain dojutsus and sensory). The structure will be able to remain stable since the mud will be compressed and its body structure will still be solid allowing it to remain its base of movement and operation. This technique takes on the basic earth jutsu Earth Release: Mud Wolves and expands on it. What will occur, when the users earth techniques are destroyed, the mud will forcefully erect out and reform to take the shape of the previous technique. The mud can reform specific parts of the earth structure, or its whole body, but can only be used once, both for the body and body-parts. The mud will reform the technique as soon as the initial reason of the previous techniques destruction is finished. Meaning, the moment a projectile technique that had destroyed the users original technique bypasses, the mud will begin to jump out and reform, if the technique used to destroy the technique was streaming based, the mud will once again move around/over the streaming tech and reform. The creation of the technique back is passive, just the the original technique of the mud wolves. The technique will then now be slightly weaker (one rank less) then before, and lose certain amount of its stability/hardness, it still has brute force damage of mud, and can engulf the opponent entirely. This technique applies to logical ones that can co-exist with it, obviously any earth-based technique can be used from it, and with different sizes (as small as spikes, or as big as Golems), the mud will also remain to have the same basic ability and movement that the previous technique had.
Note: Can only be taught by Noni
Note: Can only be used two times
Note: Requires two turn cool down before re-use
Note: Must have earth mastery
Note: Reformation is done only once per technique
Note: Activation lasts three turns, can be turned off any time
Note: Can only be applied to earth techniques with solidity, and that erect from the ground
Note: Can only be used on A-Rank and below earth techniques
Taught:
Earth Release: Hidden earth trap (Doton: Hitoshirezu daichi wana)
Type: Supplementary
Rank: C
Range: Mid - Long
Chakra: 15
Damage: N/A
Description: The user performs the snake hand seal while channeling his earth chakra into the ground and creates a large empty cavity beneath the earth surface wherever the user desires, within the range by compressing the earth on all sides using his chakra to create an empty cavity without disturbing the surface of the ground. In doing so, the opponent just feels a mild tremor coursing through the ground if he is in contact with the ground. The size of the cavity can vary from a minimum of 3 feet in all dimension to a maximum of 15 feet in all dimensions whether be it in a spherical or cuboid shape or tubular shape or irregular shape and the cavity is created just 2-5 feet beneath the ground surface with intact surface strong enough to support the opponent or things at that time. Because of this thin surface over the underlying cavity whenever significant added weight (for example water, earth, extra weight due to clones/summoning animals or explosions) or when added force occurs over the area like jumping, falling occurs over that area, the thin surface gives away and breaks drawing them all into the pit. The surface also will break when certain lightning jutsus which travel through the ground like Chidori thunderstorm as they will destroy the superficial earth in their path as they proceed.
Note:
Can only be taught by me (-Jiraiya-).
Taught:
Earth Release: Pillar section launch (Doton: Chuuseki setsu ranchi)
Type: Offensive/Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description: The user channels his earth chakra while standing atop an earthen pillar created by an earth jutsu or any naturally occurring tall earthen structures will perform a forward thrusting action in a direction using his hand and launches 1 to 3 sections of earth slabs in quick succession out of the standing pillar. The earthen slabs are cut out from the earth pillar on which the user is standing.
The earthen slabs have same length and breadth as that of the pillar from which they are launched but the thickness of the earth slabs and the level from which they're are launched from while standing on the pillar depends on the user and lesser the thickness of the slab, faster is its movement while traveling in the air.
After launching the earth slabs out of the pillar, a deficiency is created in the pillar and upper part pillar(the part of pillar above from where the earthen slabs are launched) just rests on the lower part of pillar thus reducing the total height of the pillar which depends on the thickness of the earthen slabs fired out of the pillar.
Note(s):
Can only be used when standing on an earthen pillar or similar structure.
Can only be taught by me(-Jiraiya-).
Can't use this technique in earth structures made by the opponent that are above B-rank.
Taught:
(Doton: Kenban)- Earth Release: Rotator Plate
Type: Supplmentary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user will first perform a series of two hand seals, while having constant contact with an earth source. After sending their chakra racing through the earth, the ground under the opponent in a circular shape will rapidly spin at high speeds, like a top. This high speed of rotation has enough power behind it to throw the opponent severely off balance, and fling them hard onto the ground up to several meters away. The diameter of the affected circle is approximately two meters. The spinning motion will last as long as the user concentrates on the spinning the earth. However, this technique can be cancelled in an instant.
*Note: Can only be taught by Selendrile
*Note: Usable four times per battle
*Note: The user cannot use any other techniques while concentrating on the spinning earth.
Taught:
Doton: Beatorappu | Earth Style: Bear Trap
Type: Attack
Rank: B
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user focuses chakra beneath the opponent and manipulates the earth around that them. The user makes the earth from two parallel directions quickly pounce up on the opponents leg(s). The two slabs are full of spikes on the inside and moulds to the opponents leg upon clamping to it. The height can range from the top of the thigh to just the ankle. It happens in a quick, surprising action, like a bear trap.
Restrictions
– Can only be taught by Kryptiic
– Can only be used three times per match.
Taught:




❖ 火薬遁 | Gunpowder ❖​

9 techniques | Created, 0 EXP​

( Kayakuton: Kamigami no ikari ) | Gunpowder: Wrath of the God's
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A ( 20 Damage/+1 Rank to Explosion )
Description: This is a jutsu that is used alongside a Gunpowder technique. This can be used in the same timeframe as a Gunpowder technique being forced to explode or when an outside source causes it to explode. What this technique does is it allows the user to use precise chakra control to control the detonation of the Gunpowder, using their chakra to create their own form of a "gun-like barrel," to channel the explosion and the shockwave itself. Due to using this to focus the explosion, it will increase the damage of the detonation by 1 rank or 20 damage. This technique is used purely to control the blast, allowing the user to focus it in any direction he wishes, be it an 180° angle from where the blast occurred, upwards, etc. This technique can be used to force the denotation through a spark and control the blast and the resulting shockwave in this manor. This technique is usable four times per battle.
Approved: Link
Kayakuton: Kono burō | Gunpowder: Blow This
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra: 15/40
Damage: 30/80
Description: The most rudimentary technique of the element. By focusing Gunpowder chakra throughout their body, into the surrounding ground, the user is able to create tools and constructs made of Gunpowder. These can range from kunais to full length swords and spears for close combat. It may also include different traps such as rising gunpowder from beneath the enemy similarly to the water imprisonment technique. This also includes pillars, walls and other complex constructs. Whenever the user is in physical contact with his creations, he can at will make it change its shape and form; from a sword to a spear or a pillar to an orb etc. (this does not include rank of the jutsu which remains the same no matter what the technique morphs into). The techniques vary in size and power depending on the amount of chakra utilized, where the S-rank version of this technique allows someone to make jutsus as big as the canon ‘Destructive Earth Rising Pillars’. However when these constructs come into contact with any form of fire or an element that can create heat or a flame, these constructs explode immediately. The user can at will cause a weapon in his hand or any construct on the field, which he has made through this jutsu, to immediately explode (costing 5 chakra). The user can make multiple objects but the power is divided between them, for example if the user makes two swords with the A rank use, each sword will be B rank in power.
When these constructs explode, with the explosive power of gunpowder, the release shockwaves around proportional to the size of the technique that was detonated. These shockwaves contain no chakra and are just a result of the detonation, carrying the same rank as the jutsu used. Techniques B rank and below release a shockwave 5m around the gunpowder. A ranks release an shockwave up to 10m around the blast. S ranks and above release a blast 15m around the explosion.Should the user create an A rank construct, when it's detonated but the user or another means, the blast will release a shockwave 10m around, which is a double edge blade, as the user will be struck if within range.
Note:
  • S-rank versions can be used 3 times per match. With 2 turns between uses. No gunpowder above A rank in the following turn. A-rank can be used 4 times per battle.
  • C-rank can be done with hand gestures. B-ranks require a single hand seal. A-ranks require 2 hand seals. S-ranks require 3 handseals.
Approved: Link
Kayakuton: Bankā basutā | Gunpowder: Bunker Buster
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The Bunker Buster technique requires the user to perform three hand seals. Afterwards a highly condensed pillar of Gunpowder will come through a small portal 15 meters above the ground and come plummeting down towards the ground. The pillar measures 2m in width and 5 meters in length. The only thing that controls the falling pillar is the pull of gravity and highly condensed mass which makes it very heavy. The pillar comes down with enough power to splinter trees; shatter rocks and leave a 20 meter wide and deep crater within the ground. Once the pillar hits the ground the gunpowder pillar explodes violently with a massive force of a shockwave 15m all around the detonation and sends boulders and rocks flying in all directions up to long range from the impact area. This shockwave will contain no chakra blasting everything around along with causing burning damage to anything within the blast. However if the pillar is struck or hits something in the air it will explode upon impact with that, creating the 15m explosion/shockwave all around from the point of its detonation applying its full force and power upon that object or person, still creating a massive shockwave powerful enough to devastate anything within mid-range of its explosion range. The second way this can be used is the user will perform a single hand seal and cause the pillar instead to shoot up out of the ground of the same size, then releasing their chakra into it they can cause a spark, detonating the gunpowder in a powerful explosion destroying everything within the 15m range releasing the shockwave from the point of creation. This can be created in the earth at any depths.
Note:
  • Can only be 3 times per battle with 2 turns between uses
  • No Gunpowder techniques of A-rank and above for two turns
  • The user can passively create the spark in the pillar causing it to ignite/detonate at any point, even in the same timeframe as the pillar being created. Though it can't be made within 5m of the opponent.
Approved: Link
Kayakuton: Furagumentēshon kōzan | Gunpowder: Fragmentation Mine
Type: Offensive
Rank: A/S
Range: Short-Long
Chakra: 30/40
Damage: 60/80
Description: The Fragmentation Mine Technique is a very unique technique where the user will channel his gunpowder chakra through the earth performing one hand seal, creating a field, which has the enemy as the epicentre, where the entire ground beneath the surface turns into a unique mine made of gunpowder, however this does not change or make the ground shift or shake in anyway, meaning there would be no feeling of change on the surface, where any sort of change in pressure on the ground will cause an explode. This meaning if the person moves as much as lifting a foot, or shifting his weight and balance, it would detonate as it would change the pressure as well as create friction beneath the surface, causing the sparks that would ignite and cause the explosion. As such this area which covers a field of up to mid-range from the enemy will make an explosion of fragments. The explosion itself is an upwards explosion that happens immediately as the pressure changes, creating a massive upwards explosion of earth and rock fragments combined with forceful shockwave from the explosion itself, tearing through bones, flesh, metals and everything due to the explosion and the shockwave caused by the initial blast, this shockwave would travel 15m upwards containing no chakra, throwing everything above the detonation into the air carrying the full damage of this technique's chose rank. This technique can be used as one large Fragmentation Mine (S-rank version), or as three separate Fragmentation Mines which are spread out anywhere on the field of the users choosing (A-rank, with each of the three fields gathering up to A-rank). When it is the A-rank version of the technique the three different mines covers a short range around them on the field each. The sheer force of the explosion would be able to rip through A/S-rank metals respectfully to the rank used of this technique. Additionally, with a single hand seal, the user can cause any of the mines to explode by creating a spark within the gunpowder passively detonating the gunpowder.
Note:
  • The S-rank version of the technique can be performed twice per match
  • Must have a 2 turn cooldown between each use, when using the S-rank version
  • The A-rank version may be performed three times per match
  • The user can cause the Fragmentation Mine(s) to explode with a single hand seal and a move cost
  • No Gunpowder jutsu above A rank in the following turn if the S rank variant is used
Approved: Link
Kayakuton: Tochi No Tenkan | Gunpowder: Conversion of the Land
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user of this Jutsu will begin by perfroming a single handseal molding their earth and fire chakra together and permeating it in to a preexisting source of land. This land doesn't specifically need to be earth. But does need to be earthen in nature meaning it can work on terrain such as sand or elements composed partially of earthen materials such as some metals such as steel. The technique works by breaking down the material in to gunpowder in a similar method to Gaara grinding earth in to sand while adding the chakra to create the right balance for gunpowder. Due to the nature of this technique it can be used both as a stand-alone and an enhancing technique. The former stand-alone version being used to create pillars and various formations of gunpowder. Due to the somewhat sticky nature of gunpowder the constructs can be quite malleable allowing them to be controlled and shaped further with hand movements and upon striking an object, a spark caused by the friction of the impact will cause the gunpowder to explode violently. Additionally by clapping their hands the user can detonate the gunpowder remotely by causing a spark of fire to form in the powder. The enhancement version can be used to enhance other techniques as the name suggests. With a clap of the hands during another Jutsu the user can cause it to become laced with explosive gunpowder enhancing the Jutsu by +20 when it detonates or strikes something (host technique retains original S/W). Due to the nature of gunpowder it can be combined with a lot of elements of earthen composition or even wind techniques. However it doesn't combine primarily with some elements. . However this technique cannot convert other C.E. terrain into gunpowder, however in that case the technique will create a layer of gunpowder across the landscape. The user can use this to break down earth release jutsu by over powering them, working on the same rank or below.
Note: Usable 4 times
Note: Usable once ever two turns
Note: Can be applied during the creation of a technique acting in the same timeframe
Note: No A-rank or above gunpowder techniques the following turn
Note: Controlling or reshaping the technique costs a move count
Approved:
(Kayakuton - Erisu No Ringu) Gunpowder - The Apples of Eris
Type: Supplementary/Defensive
Rank: S
Range: Short - Mid
Chakra: 40 (-5 per turn)
Damage: 80 (overall, divided between the orbs)
Description: This infamous Gunpowder technique is named after the apples of Eris, some legendary artifacts of an ancient deity. When the technique is activated, with 3 hand seals, it causes four orbs to form around the one whom utilized it. These orbs are constructed of both earth and fire elements to generate orbs of gunpowder. These orbs are the size of a bowling ball, they are condensed and dark grey in appearance. These orbs are unique in the way that they are malleable, they are capable being changed in shape at the users digression passively . If anyone besides the user comes into contact with any of the specified orbs, The orbs will cause a spark on contact with the orb or orbs causing an explosion of significant size, exploding outwards away front the user. Like it was mentioned before, the orbs can still generate various shapes and objects and can be commanded around the battlefield of up to mid-range from the user of the technique, the shapes and objects will be as large as a two handed sword or spear if one orb is used, but if all are combined the can form large objects. These movements of the orbs are commanded without the necessity for utilizing a move, however if the user wishes he can perform a single hand seal causing one or more of these orbs to explode, controlling them to explode in a chosen direction. Each turn these are active they Will take up one of the users three moves per turn. The power is divided between the orbs though they can be combined at any time to increase their strength.
Note: Usable twice, lasting up to 4 turns.
Note: No gun powder in the turn following the end of this.
Note: Two turns between uses.
Note: No jutsu above S rank in the same turn
Note: Controlling the direction and shape is passive but causing them to explode costs a move.
Approved: Link
(Kayakuton - Ragunaroku, Kamigami No Hakai) Gunpowder - Ragnarok, The Destruction of the Gods
Type: Offense
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: A newly developed technique which has become known as Ragnarok, the destruction of the gods, for its sheer power and destruction. The technique relies heavily on the utilization of a massive amount of the users energy. The technique is initiated by the user after performing three hand seals, where then everything will commence. Beneath the surface, the ground will be grounded into almost dust particles, they will be combined with both fire and earth chakra, causing the formation of gunpowder within the earth itself. All of it will converge and form one enormous condensed orb of gunpowder within the ground at the users desired location, normally about 10m underground making it hard for doujutsu users to see it for the most part but not impossible for the likes of the Byakugan. With the orb forming, the user can passively create a spark within the gunpowder itself, this will cause the orb in the ground to instantaneously explode out in all directions, without warning, it will cause the earth beside and above it to violently explode out in all directions, ripping and tearing through everything in its path, trees, plants, buildings and people will be shredded and torn to nothing as the explosion and the shock wave moves across the land. The technique is large enough to hit everything 30m all around the point of detonation, the explosive crater large enough to take out a village, while the shockwave and after effects of the explosion will destroy everything around the area, blasting trees from the ground and causing buildings to come crumbling down. Should the user get caught in the blast, he will suffer the same damage unless he defends himself from it. The shockwave carries the full damage of the technique pushing everything outwards and scorching it in the process.
Note: Usable twice per event. Two turns between uses
Note: The user can't use gunpowder jutsu A rank and above in the following turn
Approved: Link
[Kayakuton: Rindowamu No Fafuniru] - Gunpowder: Fafnir the Lindworm
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40(-10 per turn)
Damage: N/A
Description: Fafnir the Lindworm is conjured after the user has performed a set of two hand seals. As a result, the users chakra will seep into the ground, causing the earth below them to transform into gunpowder and be manipulated into the form of a Lindworm. A creature like that of a wyvern, it has two legs and wings, and a serpent like body. Its tail has spikes of gunpowder across it, which can be used to swing at their target with a reach of long-range and condensed to the point it is capable of piercing through someone. The lindworm, is capable of flight and it moves with a nimble and quick body. As it is conjured from below the user, it will rise, with him standing on top of it, however the user can create it somewhere within short-range of them instead. The creature that is called Fafnir, can attack its target by biting down and curling itself around them, while then causing itself to ignite and explode with the full force of the technique [80 Damage]. The user is also capable, with a single hand seal, of causing it to explode prematurely, with a powerful shockwave and fire.
Like dragons, the lindworm Fafnir, is capable of releasing what for a dragon would be a fireball, but in this case, it would be a ball of gunpowder. The dragon would generate a ball of gunpowder within its bowels, which would be released towards their target at intense speed, faster than a normal fireball. The ball of gunpowder is somewhat malleable, as it will upon impact loose its composure and sort of splatter across the target and surrounding area, with just about a second or two delaying the explosion itself. As a result, it is like that of a bomb with an extended ignition cord, while after it strikes and splatters the target it will explode about a second after, causing a massive shockwave and destruction of the area [A-rank: 60 Damage].
Usable twice and lasts for four turns
No S-rank or above gunpowder the following turn
The ball of gunpowder is considered A-rank and the Lindworm can utilize it three times in a fight
Approved: Link
[Kayakuton: Atorantisu no Sainan] - Gunpowder: Calamity of Atlantis
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30(-10 per turn)
Damage: N/A
Description: Calamity of Atlantis is a technique that causes it to rain down with gunpowder the size of regular rain droplets, taking command of the skies, it will require the user to perform a single hand seal, while then it will appear as if black rain is falling across the area, or simply in specified areas of the battlefield, the sky having turned black from above. These pebbles of gunpowder will continue to fall upon the field and at the user’s discretion, he can cause the pebbles to explode, creating what will seem like an endless chain reaction of explosions, never losing its potency as it continues to rain and explode [A-rank damage]. Of course, if any form of energy-based techniques is used like lightning, fire or energy-based techniques, it will cause the pebbles to react and begin a chain reaction of explosions with severe results. The chain reaction of explosions will occur for as long as the rain is falling. In addition to the fact that it prevents energy-based techniques usage, the rain of gunpowder can also be utilized as a medium for other gunpowder-based techniques. In addition to the fact that it can be utilized as a medium for gunpowder techniques, if the rain is falling and other gunpowder based techniques are utilized, the pebbles of gunpowder that falls will either add to the strength of the explosion or it will attach itself to the moving projectiles or creatures created by gunpowder [Adding a total of +20 to other gunpowder techniques up to A-rank, +10 for S-rank and above].
Technique is active for a total of 3 turns
Usable twice per battle
Has a two turn cooldown
Approved: Link




❖ 忍術 | Ninjutsu ❖​

4 techniques | Created, 0 EXP​

(Senbon Kusa)-Grass Senbon
Type: Atack
Rank: D
Range: Short-Mid
Chakra: 10
Damage: 20
Description: The user sends his chakra into the grass near him and hardens it.After that the user would be able to fire the hardened grass from the ground like senbons at the oponent.
~Note:Can be only used on terains with short grass.
Approved: No link on record (pre-reboot custom). Listed in The Archive.
(Ninjutsu no sutairu: Māku senjō) Ninjutsu Style :Marked Battle Field
Rank: A
Range: Short-Mid
Chakra: 30
Damage:
Description: The user bites his thumb and uses and sucks the blood from it , similar to if he was about to commence a summoning. He draws the blood and sticks it on the ground then then focuses on his chakra for some time channeling it up in massive quantities. After this the user then releases his chakra along with the blood and channels his chakra around the ground this can be extended up to 11 meters but can not go larger than that.When done this jutu will allow the user to sense and pick up on any sneak attacks or uNderground movements done by the opponent within the range which has chakra has bee distributed on.
Can be used 3 times a battle
The user must wait three turns to use again.
Can not use a rank and above for the next turn.
Taught:
Ninja Arts: Spirit Arts = Ninpou: Supiritto Gijutsu
Rank: A
Type: Supplementary
Range: short-long
Chakra: 30
Damage: 60
Description: The user will concentrate his elemental chakra and will create a spirit of the certain element. This spirit represents some kind of animal with the size from average person to the size of Gamabunta. It is naturaly made from the ceratin element (e.g made of fire, water wind etc.). It has the ability to use techniques from the certain element without any hand seals much more faster than usuall, and it applys the normal elemental weaknesses. However if made of fire the spirit will be extremly vulnerable from water attacks and even 2 ranks lower techniques of the elemental weakness of the spirit, would be able to destroy it. Also the spirit can only perform techniqes that does not require hand seals. *
*Last for 3 turns
*Can only be taught by PowerOfDarkness
*No taijutsu and genjutsu while the spirit is on the field
*Ryuji is the co-creator of this and all spirit arts.
Taught:
(Ninjutsu: Misshutsu)- Ninja Art: Closed Doors
Type: Defense/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: A very simple ninjutsu based technique. The user will release an omnidirectional pulse of chakra that moves at amazing speed, an opponent would be unable to physically or use a technique stop the pulse, and the pulse appears in a light blue pulse. The pulse will cover the entire terrain to long range, mixing in with any sort of non-chakra infused material. After the pulse is set, the user will not be able to see the chakra no longer (won't fool most forms of dojutsu and sensory). The pulse purpose is simple, to create a barricade, preventing material of any sorts from phasing in those objects and hiding away from the user. Techniques like Tag Hiding Technique, hiding in a rock, etc will be completely rendered useless, due to the chakra preventing people from phasing physically in. A great defense to prevent most stealth attacks. Despite its great defensive purpose, it does not extend to S/T phasing (Obito ability). A by-product of using this technique is that anything inside/merged into a medium will be forcefully surfaced from the ground if the user's chakra overpowers their own. The extraction happens as a result of using this technique and the user does not control what can be extracted, it surfaces whether the users wants it to or not.
Note: Lasts four turns
Note: Can only be used twice
Note: Can only be taught by Joker
Note: Can not use regular ninjutsu above B-Rank after technique ends
Taught:




❖ 幻術 | Genjutsu ❖​

6 techniques | Created, 0 EXP​

[Genjutsu: Hogo no te] Illusion Art: Hand of Protection
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 (-10 per turn)
Damage: 80 (mental damage)
Description: The user will perform single hand seal or thrust their hand out to induce this illusion. The other method is for them to create a bright light such as a flash bomb or the cannon lightning blinding technique, focussing their chakra into the light as a medium to induce the gen, if a flash bomb is used, the user will need to perform a seal still. In creating this flash of light the user will bind themselves and their targets within an illusion of purity. They will see the user's eyes burn bright with light as their hands glow bright. The ground will crack and shake under the user but they will not lose balance, giving the ambiance of power, light and purity. As the targets of the illusion see the light, it will be light the light ignites in their retina, taking hold of their body. The illusion would bend their vision so that they the light grows brighter, like a torch within their own eye shining brighter and brighter, but at the same time growing hot, burning. This hot feeling would flow into their head and then through their entire body, through their veins as their sense of touch is control to create a burning heat, their their veins have caught fire burning bright with light, creating the illusion of intense pain. Following this they will feel the fire grown in their throat pushing upwards and out of their mouths pushing upwards, forcing its way out going upwards, which their body would react to by tipping their head upwards to release this fire. Due to the mental strain on the user from feeling so much pain through their body, if this isn't broken within the second turn, they will pass out from exhaustion, and the illusion will end.
Note: Useable twice with two turns between uses.
Note: No genjutsu in the following turn
Note: No genjutsu above A rank in the second turn after this is used
Note: Lasts for up to two turns
Note: Cannot be used to induce eye contact.
Approved:
(Genjutsu: Sen Soutei) Illusionary Technique: Wire Binding
Rank: B
Type: Offensive
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user will perform 3 handseals and the opponent will then feel as if several needles with metal wires attached have pierced through their limbs and the wires have wrapped around the limbs and pulled back as to leave the opponent with their torso thrust forward and their limbs behind them. Their body mimics the illusion in real life as the opponent's limbs pull back and they find it very hard to move. A strong enough ninja can fight back against the illusion and free themselves much like Demonic Illusion: Shackling Stakes. The stress on the body and the realistic illusion causes the opponent minor harm.
  • Twice per battle.
  • Lasts two turns.
  • Only taught by Professor Sarutobi.
Taught:
Illusionary technique: Acid rain (Genjutsu: Sui ame)
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40 (Due to mental stress because of pain)
Description: The user performs the Tiger -> Snake hand seal and puts the opponent under illusion where he will see and perceive that dark rain clouds gather above in the sky and starts pouring rain which is corrosive to their flesh and the surroundings like grass, plants, etc which gets charred as well. The user can control the range and density of the rainfall within the illusion.
In the illusion as the acid rain pours over the opponent and the surroundings, a greyish white smog forms seemingly due to the reaction of the acid rain with the things on ground including the opponent himself and eventually covers the entire area with greyish white smog which gets thicker and thicker as the time passes by leaving the opponent with zero visibility due its thickness.
Also in the illusion the opponent will also see that the user's entire body glows blue just as the rain begins to pour like as if the user has gathered his chakra all over his body & emitting it and stays unharmed from the acid rain.
Thus in the illusion the opponent feels severe burning pain as the acid rain falls over his body and chars his body producing smoke which smells of his burning flesh and blinded by the smog. Eventually their flesh starts to melt down as the rain continues to fall over them exposing their bones and produce very severe burning pain. The damage is due to stress on the brain due to severe pain produced in the illusion.
Because of the increasing smog within the illusion, in reality the opponent progressively loses his real eyesight as the illusion carries forth and starts to create the smog. He is, however, not paralyzed or hindered and can easily move both in the illusion and reality, both actions mimicking each other. This stands so as a visual illusion, despite affecting other senses.
Note(s):
  • Can only be taught by me (-Jiraiya-).
Taught:
(Genjutsu: Moeru Pesuto) Illusion Art: Burning Plague
Type: Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 ( + 10 per turn )
Damage: N/A
Description: This is a unique genjutsu in the way that it's placed on the chosen target/targets, as well as the user. The user will perform a single handseal or release a wave of chakra over their body, visible like the rasengan, but not offensive, purely a medium for inducing the genjutsu. In doing this, the user will bind themselves and any other's they wish in an illusion, where they will see thick, green smoke pouring from the users body. The area around would gain a green hue to it as the illusion takes control of their senses to bend the world around them. With this the target(s) would smell a horrid smell like rotting flesh, and feel a chill go through their bones. With the introduction to the illusion, they will hear a demonic voice in their head "Welcome to my Domain". They will see the user's eyes glow green as their skin begins to show what look like cracks of pure green energy flowing through their body. It will be as though the world around them has warped into a demonic realm under the users control. As this all happens, within the illusion, bolts of green lightning will shoot up from the ground, stabbing into the targets arms and legs, like spears of solid lightning to pierce them and hold them in place. From these spears, green smoke spreads over their body as the user bends their senses to feel searing pain as though the smoke is acidic as their see their flesh burn and mutate, taking on a mutated demonic look. After one turn if the target hasn't broken the illusion, they will see their limbs start to change, one by one, in the turn after being bound, they will see their arm become one giant mutated claw and lose their sense of touch from that arm as the demonic arm shoots up grabbing them around the throat beginning to choke them. On the second turn after being bound, if the target(s) are still within the illusion they will pass out due to their body reacting to not being able to breathe within the illusion. All this is done through bending their sense of touch and sight so they see the mutation and feel the burning pain and then the user removes their sense of touch in their arm while creating the illusion of them being choked. All the while the user will be looking on, laughing at them. Due to this being cast on the user too, following the layering genjutsu rules, it will free the user from any weaker genjutsu, though the user will have to have logical reasoning or notice the genjutsu in the first place that they are in through methods of sensory or deduction. Within the illusion the user can bend and control the smoke around them for addition effects.
Note: Useable twice with two turns between uses.
Note: No genjutsu in the following turn
Note: Can only bind up to 3 targets
Note: No genjutsu above A rank in the second turn after this is used
Note: Lasts 4 turns. Each turn, the chakra renewal will flush out every previous gen one rank bellow ( B rank, then C rank, then D rank ).
Taught:
(Genjutsu: Moeru Gundan) Illusion Art: Burning Legion
Type: Defensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: This illusion can be applied in three ways, the first off is with a single hand seal, the second is through making a slashing method with the users weapon which requires the target to see, and the final method is striking the ground or slamming their hand on the ground. Only one method is needed, all need to be visually seen apart from if inducing this technique with a hand seal. Following this, the user will have bound their target(s) in an illusion, where all forms of nature short range around them wither up and die at a rapid pace. This would include any insects they could see, small animals, trees, grass, anything within nature around them. If stood on a water source like the ocean they would see fish float to the surface as though they had all died in masses, if in the air, birds falling from above them dying, the user will give specific details based on the scenario, giving the aspect of pure death all around. From everything that dies like this, it will be as though their life is being dragged out of them in a dark green smoke, that makes the target feel cold and stiff (through the user taking control of their sense of touch to feel the cold, and through this sense of feeling cold, their body will replicate the effects of being stiff with cold) giving an illusion of being frozen with fear. This smoke is released from everything they see dying in the same instance in the illusion, which gives off the feeling of pure evil making the target(s) go cold and stiff like fear. Without wasting a moment this dark green smoke shoots up wrapping around the target(s) acting as a further binding bending their sense of touch so they feel as though the smoke has a physical form binding themas the smoke sinks into their skin, shoots down their throat, into the ears, any way it can to get into their body, turning their skin green in the process. All of this happens within moments like the life force of everything around the target(s) was ripped out and poured into them in a dark manor. The smoke that goes into them will make their entire body as the illusion is controlled as though through bending their senses so they feel though they burn with pain as it touches them and sinks into them, like it's purging their body. As this smoke does this the target(s) will hear voices in their heads, dark, demonic voices that snarl encouragement of rage, anger, destruction. "Kill, burn destroy...". Their eyes will cloud over red then green as their muscles tense up, it will be like they are filled with power through their muscles feeling bigger and tenseyet not able to control it and so they will be held in place, like a possession of an outside power. With this the smoke within the illusion causing the pain and holding them in place like it's trying to take over their body, if they do not break the illusion within two turns, they will pass out from the strain on their body.
Note: Usable 3 times with two turns between uses.
Note: No genjutsu above A rank in the following turn.
Note: Can bind up to 3 targets (Can only be used once if used on 3 targets at once, twice if used on two).
Taught:
(Genjutsu: Moeru Jūjigun) Illusion Art: Burning Crusade
Type: Defensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: This illusion can be applied in three ways, the first off is with a single hand seal, the second is through making a slashing method with the users weapon which requires the target to see, and the final method is striking the ground or slamming their hand on the ground. Only one method is needed, all need to be visually seen apart from if inducing this technique with a hand seal. Following this, the user will have bound their target(s) in an illusion, where the user bursts into a burst of dark green smoke, appearing in front of the target, with their hand on the targets chest, their eyes glowing green flowing like smoke, then in the next instant they would burst into a puff of green smoke once more that smells like death itself, surging around the target like green smoking flames engulfing them, but suddenly they can't move, as they try they will feel a force binding them, though it's not the smoke, then they will hear the users voice in their head. Through this the user can say what they wish within the illusion and the target will hear it in their head, like the user is within their body. This is to give the illusion that the user has taken over the target's body. What's different about this illusion is the constant smell of death and rotting from the moment the user appears in front of the target. From here, although unable to move the target will feel as though their energy is fading away, like the possession is draining their life, if they look at their body they will see their own bod rotting. One thing they will hear the user say is "It seems your body is too weak to hold my essence" to give the full effect to the illusion. Their body would throb, but they wont be able to move it as they feel a force tugging at them on the inside. They will see their hands held up to their eyes, but it wont be their doing, they will feel a force forcing their hands up. Their hands rotting while they are still alive at a rapid pace. In reality, the user will still be where they were before, and the target stood where they were at the time, just motionless in the same position when the illusion was cast.
Note: Usable 3 times with two turns between uses.
Note: No genjutsu above A rank in the following turn.
Note: Can bind 1 target
Taught:




❖ 戦闘流派 | Fighting Styles ❖​

5 techniques | Created, 0 EXP​

(Eagle Claw style: Ripping limbs)
Rank: A
Type: Defense/Offense.
Range: Short.
Chakra: 30
Damage: 60
Description: Once the target physically attempts to kick or punch you, you will use your upper body strength, andspeed to grab the opponents limb. Once you've got ahold of the limb, you will harshly twist it untill the bone is completely broken or out of place.
Approved: No link on record (pre-reboot custom). Listed in The Archive.
(Wing Chun: Bakushindou) - Eternal Springtime Style: Explosive impact
Rank: S
Type: Attack
Range: Short
Chakra: 40
Damage: 80
Description: In a close range battle, or during hand to hand combat, the user will pull both of his/her arm's back while squatting as if he were pulling back a samurai sword. While this is happening the user is focusing massive amounts of chakra within each arm. In a split second the user will thrust his/her arm's forward with great force with the bottom of the wrists together and the hands open (second knuckle's bent down). When you're hands make impact with the target the concentrated chakra is released at the same time, this causes a fierce impact that could even level Doton.
Note: Can only be used once per battle.
Note: Cannot use your hands for anything in the next two turns, including handseals.
Approved: No link on record (pre-reboot custom). Listed in The Archive.
(Wing Chun style: Deadly 3 hit combo)
Rank: S
Type: Offensive.
Range: Short.
Chakra: 40.
Damage: 80.
Description: When the user has a perfect opening, he will punch the opponents face downward diagnally with jaw crushing power. The user will do this at an angle, to where the opponents face will go in the desired location, and that location is headed for the knee, once the opponents face gets low enough the user will bring up his knee with great force making impact with the the targets face sending it back upward. Quickly after the knee in the face the user completely spins around while infusing his leg with chakra, you will see the chakra surrounding the users leg, this is how much power is put in to the final blow. The user kicks the opponents torso in the desired location with sheer force. This will knock the life out of any opponent an send the flying, and may even go through a weak enough opponent.
*Can only be attempted twice in one battle.
*Can only be landed once.
*The user is exhausted after this move, can only use two jutsu in the next turn.
Approved: No link on record (pre-reboot custom). Listed in The Archive.
(Chángquán: Kagehandō) - Long Fist Style: Shadowless Kick Technique
Rank: S
Type: Attack
Range: Mid - short
Chakra: 40
Damage: 80
Description: The user from mid-range(or short) Quickly dashes in front of the opponent, to the opponent to his surprise and assumes the crane stance where he then jumps and kicks the opponent in the chin with the upper most top part of his foot. The opponents head will be forced upwards and thats when the user quickly dashes around the opponent, ending up behind him. Where he then delivers a strong kick to the opponents side, connecting his shin to opponents rib cage. The user then dashes around the opponent again, back to front and kicks them dead in the chest with a chakra infused foot. Quickly incapacitating the opponent or among certain situations brings upon death.
Note: This can only be attempted twice per battle.
Note: Can only be landed once.
Note: Since the user uses all of his speed, he is exhausted and can only preform two jutsus in the next turn.
Approved: No link on record (pre-reboot custom). Listed in The Archive.
(Chángquán Style: Heavenly Wind Kicks)
Rank: A
Type: Attack
Range: short -mid
Chakra: 30
Damage: 60 (plus 10 every kick)
Description: The user begins by doing cartwheel into a high spinning corkscrew kick which he uses to jump over the opponent, ending up behind them. After the user successful lands behind them he begins backflipping into the opponent. The users puts his hands on the ground and flips backwards, successfully driving their feet into the opponents head. The user will do approximately 5-8 kicks and the last part ends with the user quickly flipping over the opponent again and placing one hand on the ground and kicks the opponent dead in their chin sending them backwards. With each kick the opponent gets pushed back, and with the last kick ends up in mid-range.
Note: The user can do however many kicks he likes with the maximum of 8.
* After the technique has been executed, the user is in pain from the strain it put on his legs and back. Slowing his movements down.
Approved: No link on record (pre-reboot custom). Listed in The Archive.




❖ 蝦蟇 | Toad Summoning ❖​

7 techniques | Created, 0 EXP​

Kuchiyose no Jutsu: Meikai no Otamajakushi | Summoning Technique: Tadpoles of the Underworld
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user will perform the summoning technique ending it with slamming their palm upon the ground. The ground beneath and around the opponent will begin to swarm with tiny tadpoles no larger than the thumb of a human. These tadpoles have but one purpose, that purpose being to swarm the opponent or other summoning animals, attaching themselves to them, consuming them inside a massive swarm of tadpoles. Besides consuming the target making it very difficult for them to move as well as suffocating them and adding significant amount of weight to their entire body, the tadpoles hold a unique ability to suck out the chakra of any living being that they attach themselves to, effectively draining the target from chakra. Furthermore these tadpoles when consuming the targets chakra they will grow in size, adding more weight and pressure on the target over time. This technique may also be used in a more stealth way, where the user only makes a few tadpoles that will attach to the targets feet or clothes. From there the tadpoles will create a resonating yet very low frequency of sound similar to that of the chatter between toads. This will make for a unique way of locating the target, as the user will be capable of hearing this sound due to his knowledge and training with the toads, so that he can during anytime find his target even if vision is taken away. Yet this sound coming from the tadpoles are on such a low frequency that only the user and those who have signed the toad contract can hear it, and some special shinobi whom have higher level of hearing than a normal ninja or samurai etc.
Note:
  • Must have signed the Toad Contract
  • May only be performed twice per battle
Approved:
Hikigaeru no Ibo | Toad Warts
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: A unique toad technique, where the user will perform the Boar hand seal. This will cause warts to appear all over the user. These warts will rapidly grow in size. The warts may all vary in size so that they can range from the size of a fingertip to the size of a hand. These warts can be created all over the user’s body or simply in specific parts. These warts all contain a unique acid similar to that of the acid that is found within the toad’s stomach as seen when Jiraiya drags one of Peins bodies into the pit of a Toads stomach, filled with Acid. These warts will protect the user from incoming Taijutsu attacks as well as being compatible with Taijutsu moves, making your moves more lethal. As said if the warts hit a surface like the opponents body or cloth, or if the opponent hits the warts with an attack it will splash open releasing the acid upon the surface that hit it, causing immediate acidic damage upon the area. Another way of using this technique is more used by the Toads, where they will utilize the Toad Warts jutsu on their tongue while using it in combat, to make their tongue dangerous and maybe even lethal. A side note to this technique may be that Toads have a natural resistance to their own acidic insides and due to the signers of the contracts having been trained by the toads and having spent many months with them on Mount Myoboku, they have gained the same resistance towards the acidic substance so as to say they take no damage if any acidic liquid were to touch them. This technique has a short ranged reach, but when utilized with the reach of the toads tongue as an example, it would have the same reach.
Note:
  • The Toad Warts technique can be used both by signers of the toad contract and the toads themselves
  • The technique may only be used trice per battle
  • Resistance to the wart acid does not extend to any other substance or acid.
Approved:
(Hikigaerusuraimu) - Toad Slime
Type: defensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The toads of Mount Myoboku have glands that produce a slime that serves many different purposes. This is something that Jiraiya studied for many years before he perfected into a technique of his own. The toads produce this goo like substance from their glands all over their body, making them very slippery which could not only make it more difficult for an opponent to strike the user of this technique with Taijutsu, seeing that this slippery feature could be used to let the strikes somewhat slide off of him. Furthermore this slime like substance also makes the user taste and smells revolting to anyone who may taste or smell him. This would turn out to be quite troublesome for opponents such as the Inuzuka or anyone with enhanced smell and taste, as they would be able to experience the foul smell and taste of the Toad Slime to its fullest, causing them to feel their stomachs turning and making them vomit as well as feeling sick of the foul stench having difficulty in concentrating when smelling the toad slime for the first time. The smell and taste overwhelms someone like the Inuzuka and Gamni for a short duration after their exposure before they will be able to compose themselves, leaving them open for a short moment. For someone with enhanced smell or taste this can be tasted or smelt all the way into mid-range from the user of this technique, yet for normal people it is only going to affect them if they are within short-range. The final feature of this technique is that this Toad Slime that the user may produce from his glands keeps his body moist, and it also serves as a sort of barrier which prevents infections and fungus and other sorts of illness that may come from the outside to harm the user. The user himself is resistant towards the smell and taste it emits, similar to the toads whom are also naturally resistant towards it themselves.
Note:
  • This technique requires signing the Toad Contract
  • The technique may be performed thrice per battle
  • When activated the technique stays active for 4 turns
  • This technique makes the user resistant towards C-rank and below Taijutsu
  • This technique may be used by the user or any of the toad summonings
Approved:
(Hikigaerubōkarusakku) - Toad Vocal Sac
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: This technique was invented by the toads themselves and taught unto the ones who have signed the toad contract. The vocal sac of the toads is generally used to emit their frog calls from, yet it can also be used in another way. This technique requires the user to perform the Boar hand seal, while then with a powerful inhaling action, he will form a vocal sac similar to the one the toads have, inhaling and storing incoming techniques of intangible matter, such as mist, smoke, gasses and the likes. Storing it inside the vocal sac where it will then cause no harm to the user, while then the user is capable of redirecting the entire gas, mist or smoke in any direction he desires, in a powerful stream like fashion, and depending on the technique or tangible matter that is stored in the vocal sac, it may cause harm to the opponent if sent directly back at him. This technique is also usable by Toads. The technique only allows a toad or user to suck up A-rank or below intangible techniques like mist, gas and smoke, and release it back towards the enemy. The toads are not immune to poison or venom from other creatures or techniques, meaning that they cannot perform this technique on poisonous techniques without having the risk of being infected and ultimately die of the poison. A toad or user may use this technique on poisonous techniques in battle, but they will without a doubt be affected by it.
Note:
  • This technique requires signing the Toad Contract
  • The technique may be performed trice per battle
Approved:
(Hikigaeru No Shita Baindingu) - Toad Tongue Binding
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: A unique technique developed by the toads and taught unto the ones who have signed the contract. The toads can utilize this technique without using any hand seals or hand gestures, while the user is required to perform the serpent hand seal. This technique allows the user or a toad to release their tongue out, extending its width and length drastically, shooting out of their mouth at intense speed, like when a frog attempts to catch a fly with their tongue, a high speed reflexive movement. The tongue of both the user and the toads using it, have the unique toad characteristics, as they are extremely sticky and it is used to catch and wrap around the opponent. This would effectively render the opponent incapable of moving at all, due to the tongue wrapping around every single limb, while strangling them. To make this technique more lethal towards the enemy, the toads developed a unique property that allowed the toads and the ones who signed the contract to change the properties of their own tongue after having caught the opponent. This is done by the user releasing a wave of chakra through his tongue, which then causes the tongue that is wrapped around the enemy to change into the same flesh like substance as the one found inside the fire breathing toad, causing the tongue to swell up rapidly consuming the enemy while digesting them completely. Another ability of this technique may be that during the entire time that this technique is utilized, the tongue will release acidic stomach liquid from itself, similar to the one found in the Fire Breathing Toads Stomach, which corrodes and melts through human flesh and bone. When the technique is used and the tongue is shot out, the user is capable of maneuvering between objects with his tongue and aim for his target.
Note:
  • May be performed trice per battle
  • Can be used by both the user and Toads
  • Must have signed the Toad contract
Approved:
(Hikigaeru Kyūshū Nō) - Toad Absorbing Ability
Type: Defensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The toads have a unique property to their genes, which means that they do not drink water; they rather absorb the liquid through their skin. This fact was first seen as having no potential, until Fukasaku developed this technique together with a few other toads. The technique focusses on the ability that the toads have to absorb water to hydrate their body, and enhancing the ability ten folds. This allows a given toad to be able to absorb an immense amount of water into their body, from rivers, rain and even from other water based techniques, leaving some techniques useless against toads. Of course this technique applies that the water absorbed is proportionate to the toad in question. The absorbed water can be utilized to perform a water based technique of same rank and size, as an example you could essentially take the impact of a water bullet, absorb it and then redirect it.
Note:
  • Can be performed by both toads and the user
  • Can be used twice per battle
  • Can absorb water from C-A rank water techniques rendering them useless
  • The user is capable of doing so with B-rank and below water techniques
  • Must have learned the toad contract and toad arts
Approved:
(Hikigaeruātsu: Ima Hizu Hikigaeru no I) - Toad Arts: Stomach of the Great Water Toad
Type: Offensive | Defensive | Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The justu, being almost identical to the '(Gamaguchi Shibari) - Toad Mouth Binding' technique, summons the belly of one of the Great Water Toads. The stomach walls posses the same abilities as the original, being able to digest/capture the opponents within them. It also has the ability to absorb water from the outside and inside. Another of its abilities is that it can produce its own water within the stomach. Either upon summoning or on command, water fills the cavity, much like an advanced '(Suiton: Funshutsu Mizu Kinko) - Water Release: Gushing Water Imprisonment'. The water can either be dense, restricting movement or free flowing allowing movement. The toad also has ability to section off portions where the water is produced, allowing the summoner to be safe in a different part of the stomach should they also be inside. While this toad is unable to produce flammable oil, it does have the unique ability to change the acidity of the water within its stomach. The acidity isn't capable of immediately burning away flesh, though if caught in the water the burning sensation becomes increasingly worse as the first layers of flesh are slowly removed.
Restrictions
– Usable twice per match
– Can only be taught by Kryptiic
– Needs to have signed the Toad contract.
– Capable of absorbing A ranked and below water jutsu.
Taught:

Back to the overview in Post 1.​
 
Last edited:
Top