[YY] Guru

Jᴀʏ

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Essentially a parasite you can infuse into your techniques thats capable of draining, and reducing the overall power of the technique it comes and contact with as well as future techniques the opponent uses for four turns. Can only be used for S rank and below techniques
 

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Do you think this technique can be applied to something like Moving Earth Core? Basically techniques that make instant contact with your opponent? What about if you had your opponent directly come in contact with the Hungry Ghost? Essentially removing the medium of technique tether. Do you think that would work?
 

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Yeah. Pretty much. You'd think that it would be able to do it through direct contact. And that is possible. I achieve that in my CFS, for instance. But this technique alone cannot achieve that level. Now that said, this also can't work through 'instant' contact techniques like Genjutsu or physical techniques like Moving Earth Core. There has to be a normal and stereotypical clash between two techniques.

(Inton: Dai Mugen Ryu) - Yin Release: Great Phantom Dragons
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 150
Damage: 80 (per dragon) | 100 (for multi-element)
Description: A more powerful version of “Yin Release Hungry Ghost Technique.” Rather than the user arbitrarily adding their Yin Release chakra to a specific technique, the user will create a number of large, elemental dragons using any of the basic elements plus their Yin Release chakra. The user can create up to 5 serpentine dragons which, once created, can act independently according to the user’s will. Due to the user being able to manipulate multiple elements at once, each dragon created can be of a different nature. Each dragon will also have the absorption properties of “Hungry Ghost,” thus becoming even more dangerous. However, due to the massive amount of chakra and control needed to use these dragons, the user can only control two dragons at any given time. While the dragons are present, the user cannot use any Yang Release or elemental techniques that currently exist within the dragons. Yin Release masters can combine two natures together in order to make a multi-elemental dragon or even a dragon consisting of an advanced element or CE that they know. However, in doing so they will only be able to create two dragons.
Note: Can only be used 2 times per battle.

Next on the list is one of the bigger ones. Your thoughts?
 

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Basically elemental dragons with the hungry ghosts effects, you can combine elements to do more damage but you cant use any elements of the nature utulized to create the dragons.
 

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(Inton: Dai Mugen Ryu) - Yin Release: Great Phantom Dragons
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 150
Damage: 100 | 120 (for multi-element)
Description: A more powerful version of “Yin Release Hungry Ghost Technique.” Rather than the user arbitrarily adding their Yin Release chakra to a specific technique, the user will create a number of large, elemental dragons using any of the basic elements plus their Yin Release chakra. The user can create up to 5 serpentine dragons which, once created, can act independently according to the user’s will. Due to the user being able to manipulate multiple elements at once, each dragon created can be of a different nature. Each dragon will also have the absorption properties of “Hungry Ghost,” thus becoming even more dangerous. However, due to the massive amount of chakra and control needed to use these dragons, the user can only control two dragons at any given time. While the dragons are present, the user cannot use any Yang Release or elemental techniques that currently exist within the dragons. Yin Release masters can combine two natures together in order to make a multi-elemental dragon or even a dragon consisting of an advanced element or CE that they know. However, in doing so they will only be able to create two dragons.
Note: Can only be used 2 times per battle.

Note that this technique was updated slightly yesterday, taking a relatively noticeable overall damage reduction to it.

What do you think it means when it says you can create up to 5 dragons, but you can only control two dragons at any given time?
 

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Yeah, that's pretty much it. Next up, and please do a thorough job on analyzing this one and asking questions: Hands of Sloth.

(Inton: Namakemono no Ude ) Yin Release: Hands of Sloth
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short – Mid
Chakra Cost: 100 (110 w/ YY: Hands of Sloth) -50 per turn
Damage: 120
Description: This technique gets its name from one of the deadliest sins, sloth. The user begins by clapping their hands and focusing their Yin Release chakra behind them. The user creates several chakra arms (up to 8) behind them which are spiritual in nature. They do not appear to the naked senses, only Sage Mode users, Rinnegan and other Yin-Yang Release users can detect these hands. The best way to describe this technique is in relation to Madara’s Boader Jail technique. The arms are capable of physically interacting with the world and attacking or defending against physical constructs. However, the user can freely turn them completely intangible if they wish to bypass physical obstacles. The base usage of this technique allows the user to attack or defend covertly by freely manipulating the invisible arms. However, in their second form the user can add the “properties of sloth” to the hands which are dejection, idleness, and sleep. Dejection is a loss of will and focus translated in causing a victim to lose coherent perception of the world around them and weaken their ability to defend against genjutsu. Idleness is a loss of action which is translated to a hampered ability to cast techniques. Sleep is a loss of consciousness which is translated in a comatose state brought about by the sealing of one’s spirit if they are not sufficiently healed. The third and final form of this technique is brought about when the user introduces their Yang Release chakra which essentially makes the hands quasi-sentient and self-sufficient without the user’s mental input.
Note: all Yin Release users can use the base form of this technique. Yin Release masters or Yin-Yang users can use the second form. The final form of this technique can only be used by Yin-Yang users with a Yin affinity.
Note: The properties of sloth are spiritually degenerating properties. The more a victim interacts with the hands the worse they become. When touched by the hands once, the victim enters dejection and becomes unable to deduce A-rank and above genjutsu and unable to break S-rank genjutsu by any means. When touched twice the victim enters idleness and they become unable to perform techniques within a single time-frame. When touched thrice, the victim’s mind is sealed over the course of 2 turns and they enter a genjutsu that renders them a mindless puppet to the user. The properties of sloth can only affect victims if the hands are tangible. Switching between tangibility and intangibility requires a move.
Note: Genjutsu specialists and other Yin-Yang users can resist the properties of sloth through the use of counter genjutsu or Yin Release techniques like Yin State.
Note: This technique can be used once per battle. While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.

This was recently changed to reflect overall damage, rather than damage per hand. So it was a net damage nerf to the technique, while 8 Branched Giant Snake (it's Yang companion), also received the same nerf. This is a very potent technique that will totally overwhelm most lower tier opponents that lack things like the Rinnegan, Sage Mode, or Yin, or Yin-Yang. And it sets dirty precedent for customs that usually will be restricted very heavily by LoK (for good reason too).
 

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Essentially there are hands that you can create up to eight, but will split the 120 DMG, essentially the hands can transform into an intangible state and cannot be sensed by normal means, the hands also have special effects depending on the number of times you touch the opponent. The hands have up to mid-range reach, first time you touch they have trouble countering genjutsu, second time they can't use techniques that can be used in a single time-frame (I think this means they can't use two techniques in the same time-frame), the third time their touched they essentially become a mind-less puppet. because their mind is sealed !

Its fucking fire !
 

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Regardless of whether or not the hands are intangible or not, they will always evade basic senses. The tangibility only dictates what the hands can or cannot do at that time, not how they are sensed. So while intangible, they can't actually cause any harm - physical or spiritual. While tangible, they are still invisible to basic means of sensory, but can cause physical damage and, with the second state of this technique (Yin mastery, Yin-Yang users), cause spiritual damage.
 

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Regardless of whether or not the hands are intangible or not, they will always evade basic senses. The tangibility only dictates what the hands can or cannot do at that time, not how they are sensed. So while intangible, they can't actually cause any harm - physical or spiritual. While tangible, they are still invisible to basic means of sensory, but can cause physical damage and, with the second state of this technique (Yin mastery, Yin-Yang users), cause spiritual damage.
Ight ight.
 

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(Inton Modo) - Yin State
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 200 (-40 per turn)
Damage: N/A
Description: Based on Hagoromo's Six Paths Sage Mode, those who have completed Yin can enter this mode to elevate their prowess but only in their spiritual capabilities. The lack of the Juubi’s monstrous chakra and natural energy makes it impossible for proper balance of both Yin and Yang natures simultaneously at such a high level. When entering this mode, users first gather their five basic nature chakras and their Yin nature. They then manipulate the ratio of their Yin to Yang chakra such that one nature almost completely overshadows the other, done almost instantly and effortlessly. The result causes the user to enter Yin State. Yin State is the state entered by users when they emphasize their Yin chakra over their Yang. In this state the user is endowed with a pitch-black chakra cloak with white magatama down the center, along the collar and sleeves. The cloak reaches down to the user’s ankles and covers a jet-black jumpsuit is underneath. The user’s nails, lips, hair, and sclera also become jet black. Along with the 4 Truth-Seeking Orbs the user will also gain a Shakujo consisting of the same energy and abilities of the orbs. The main attributes that users gain in this the technique Kuninotokotachi. Kuninotokotachi is a genjutsu technique that grants the user prowess on par with the Uchiha’s Mangekyou Sharingan. When casting genjutsu, the user’s techniques become strong enough to hypnotizes and almost completely control their opponent’s actions like Kotoamatsukami. The user also gains a nigh impenetrable spiritual defense through the shifting of balance, making him immune to any A rank and below Genjutsu none Doujutsu or Yin Genjutsu and a complete defense of up to S rank for other spiritual/mental based abilities ( not counting ones that deal physical damage ). The drawback to this state is that the disproportional amount of energy makes users incapable of using Yang Release techniques and other physically elevating techniques. Advanced forms of taijutsu movement (anything that requires chakra or is B-rank and above) also become unusable.
Note: This technique only last 6 turns and can be used only once per battle.
Note: One must have completed Yin Release in order to use this technique. The user can only use either Yin or Yang state on any bio.
Note: Once the technique ends the user’s spiritual or physical chakra is drained to the barest minimum for their survival, thus making them incapable of using Yin, Yang, or Yin-Yang Release techniques for 10 turns and incapable of using Genjutsu or spiritual abilities for 5 turns.
Note: Likewise, users are unable to use techniques above A-rank for 4 turns.

Tell me what you know, what you think you know, and any questions you have before I explain this pinnacle technique. Then we will move onto its sub-techniques, Kunino and Yin Truth-Seeking Orbs.
 

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Essentially the Yin version of Yin-Yang Mode, upon activating it we get enhanced spirituality can detect up to A rank gen and we get a nigh impenetrable spiritual defense. Alongside this the TSBs are summond and we gain unique effects to our genjutsu.
 

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(Inton: Gudodama) Yin Release: Truth Seeking Ball
Type: Supplementary/Defensive
Rank: S
Range: Short - Mid
Chakra Cost: 70 (-140 to opponent on contact)
Damage: N/A
Description: This is a version of the Truth Seeker Ball capable only to users within the Yin State. These orbs possess the five nature elements plus the user’s Yin Release chakra. The ratio of Yin chakra that exists within these orbs is greater than that of the parent technique and thus has more spiritual qualities to compensate for the lack of Yang and natural energy. These orbs are around the size of a fist and are dim, translucent, and gray/black. These orbs are malleable like the parent jutsu due to the collection of nature chakra within them, however they interact less with matter because of their spiritual qualities. As a result these orbs have the ability to absorb chakra and energy (minus natural energy). These orbs can absorb chakra from ninjutsu be it energy or physical matter based. As well, if anybody beside the user comes into contact with the orbs, their chakra will be absorbed into the orbs. Only techniques exceeding forbidden rank in strength (100 damage and higher) can overwhelm the orbs enough to destroy them. Like the parent technique the user can still generate various shapes and objects as well as interact with them physically and command them up to mid-range. The user can also expand these orbs to create a mid-range level explosion that absorbs the chakra in the area. With a single hand seal, the user can take the chakra from one of the orbs and uses the chakra to boost theirselves or others which will increase the rank of their techniques by one on jutsu up to S rank while adding +20 damage to Forbiddens. This application can be used twice (only once on themselves), sacrificing up to two spheres which do not regenerate. The application can only be used once every three turns, however. Again, like the parent technique the user can only manipulate the jutsu for 2 turns at a time before they go on standby. After using one of the orbs to boost their chakra, they cannot use the orbs for 3 turns.
Note: The orbs are created when the user enters Yin State and last until destroyed or when Yin State ends.
Note: The user can command the orbs up to mid-range, beyond that they cannot actively manipulate them other than to call them back. If the orbs go beyond 20 meters, they will remain stationary until the user gets close enough to call them back.
Note: The user gains 4 orbs which surround them in a fashion of their choosing upon creation.


Same thing big fella.
 

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Six Orbs of chakra that can't interact with physical matter outside of the user, the orbs are composed of the 5 Chakra Natures and Yin. The orbs can absorb 140 chakra upon contact but Senjutsu Infused techs are unaffected.

The orbs are each 100 DMG can be controlled up to mid range, should the orbs get to 20m away the user has to get in range to have any control over them again.
 

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Six Orbs of chakra that can't interact with physical matter outside of the user, the orbs are composed of the 5 Chakra Natures and Yin. The orbs can absorb 140 chakra upon contact but Senjutsu Infused techs are unaffected.

The orbs are each 100 DMG can be controlled up to mid range, should the orbs get to 20m away the user has to get in range to have any control over them again.
It was actually recently changed to four orbs. The orbs are not 100 damage. They don't "clash" like normal techniques do. What they actually achieve is chakra absorption. An orb can absorb chakra from any technique as long as that technique doesn't have damage exceeding forbidden rank, so basically 100 damage.
 

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It was actually recently changed to four orbs. The orbs are not 100 damage. They don't "clash" like normal techniques do. What they actually achieve is chakra absorption. An orb can absorb chakra from any technique as long as that technique doesn't have damage exceeding forbidden rank, so basically 100 damage.
Alright got it.
 

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( Kuninotokotachi ) - Kuninotokotachi
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: This technique is the strongest non-kekkei genkai genjutsu in existence. Kuninotokotachi gives the user’s genjutsu powerful hypnotic and influential abilities and puts them on par with the ocular powers of the Mangekyou Sharingan. The user hides manipulative thoughts and suggestions within their genjutsu such that, when cast on an opponent, they are indistinguishable from their own thoughts. The effects of this technique are strongest the closer one is to the user, allowing the user to influence the actions of others even subliminally. Long enough exposure to the user’s genjutsu while under the affects of Kuninotokotachi will eventually render victims completely unconscious, unable to respond at all. At such a point, the only ways to release the hold of Kuninotokotachi would be for the user to release it themselves, for the user to die or an outside source to transfer at least 150 chakra from Yin techniques or 75 chakra from Yang techniques to balance. Because of the strength of Kuninotokotachi, abilities designed to prevent genjutsu such as mental resistances, barriers, and other seals of the like are ineffective. With this technique the only way to avoid genjutsu would be to prevent them from happening or stay out of range. On the defensive side, Kuninotokotachi allows for the user to reverse genjutsu like Sharingan Genjutsu and even release the affects of techniques like Tsukuyomi.
Note: The hypnosis of this technique allows for the user to mask holes within a genjutsu that would ordinarily cause speculation. For example, if using false surroundings for a sudden drastic environment change, the user could implant a suggestion that would force the opponent not to question how suddenly the environment changed or to ignore certain aspects such as “the water isn’t wet.” However, these suggestions must be spelled out within the user’s move and must pertain to the affects of the genjutsu. A user cannot force opponents to forget how to defend against x-element or make them use y-technique if the genjutsu’s foundation does not establish such foundations.
Note: The effects of this technique are strongest the closer one is to the target. Within short-range users can capture others within their hypnotic spell and completely take over their body within 2 turns. At mid-range the hypnotic spell takes 3 turns, and long range is ineffective. Those with genjutsu specialty can resist for an additional turn while other Yin Release masters can resist for another 2 additional turns are unaffected at mid-range and beyond.
Note: The user can reverse genjutsu with this technique once per turn (one turn cool down for S-rank and above). Should the user fall under the spell of Mangekyou tier genjutsu the user can release the affects at the cost of a move but become incapable of using genjutsu for two turns after the fact.
Note: This technique remains active for as long as the user is within the Yin State of Yin-Yang Mode.

Kunino time. This is the means at which you achieve Genjutsu prowess through Yin State on the same level as Tsukuyomi. This is a passive enhancement that essentially is applied to all your Genjutsu, its effects varying depending on the distance between you and your target. The closer they are to you, the more drastic and potent this technique becomes. What do you think about it?
 

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Passive ability activated when you use Yin, it essentially hypnotizes the opponent and makes them forget certain keys to break the genjutsu. For example you could hypnotize your opponent into believing they were born blind while using Bringer to Darkness. The Kunio is stronger the closer one is, additionally you cannot break the Kunio itself. But if you break the genjutsu I'm pretty sure that breaks the Kunio. Short Range takes 2 turns to take over, Mid Range takes 3 turns, long range ineffective. You can also reverse genjutsu up to S rank and release Mangekyou Level Gen with Yin State active.
 

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Passive ability activated when you use Yin, it essentially hypnotizes the opponent and makes them forget certain keys to break the genjutsu. For example you could hypnotize your opponent into believing they were born blind while using Bringer to Darkness. The Kunio is stronger the closer one is, additionally you cannot break the Kunio itself. But if you break the genjutsu I'm pretty sure that breaks the Kunio. Short Range takes 2 turns to take over, Mid Range takes 3 turns, long range ineffective. You can also reverse genjutsu up to S rank and release Mangekyou Level Gen with Yin State active.
Yeah, that's correct. Breaking the illusion itself, which is specified in how to do it through Kunino, will release the afflicted target from the illusion and the influence of Yin Release.

So yeah, reversing practically any illusion is possible with Kunino. However, I highly recommend using that as a literal last resort. Yin State only lasts for six turns, which normally would be long enough to finish an opponent off with a variety of illusions that I'm sure many Yin masters have. But using the Genjutsu reversal of Kunino will consume a total of three turns of your Yin State. It doesn't literally shorten Yin State, but it effectively renders it basically worthless since you can't cast Genjutsu for 2 turns, and the turn where you reverse the illusion. So be very cautious in how you use this. Because once Yin State expires, you're gonna be pretty gimped for 4 turns afterwards.

Also remember you can't use physically elevating techniques while in Yin State. Negative Zone, a Yin-Yang technique that previously existed before the changes, compensated for this by altering an opponent's sense of space and time. It basically allowed you to cross gaps very quickly, while your speed hadn't actually changed. But it was perceived differently. Without that it becomes relatively easier for an enemy to maneuver themselves away from you.

If you have no questions, then we're done. You've mastered Yin Release.
 
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