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-Haku Yuki-

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is quite unorganized so I'm making a new one. (Note: Many of these customs were taught before the new rules to many people they are still allowed to use them, however the only people I know they've been taught to after the new rules are listed if I forgot your name please vm me)

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MINE


Mine


# 1: Donated to Canon list

New #1

Raiton: Zettai no Ikazuchi) Lighting style: Lighting of absolution
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will hold his arms out at his sides and focus his lighting chakra around the back of his head. The Chakra will be manipulated using shape manipulation until it turns into a white viable halo of lighting that will begin to fly into the air, taking the user along with it. The user will then push his hands forward infront of him making the halo expand infront of him as it fires hundreds of spikes towards the ground purposefully missing the enemy so that the spikes land in a circular formation around the target leaving the enemy trapped inside the circle of lighting. The lighting will explode in a 360 shock wave hitting everything on the ground, once the lighting explosion has gone off the user will fall back towards the ground.
Note: Can only be used twice
Note: the user can chose to stay on the ground and let the Halo rain the lighting down upon both him and the enemy
Note: If already in the air the user will not float up higher, also the user can chose to release the jutsu from the ground but the spikes will go straight for the enemy rather then make a circle around him.
Note: No lighting jutsu in the same turn, no lighting Above A rank next turn

Approved


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#2: Free
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#3 UPDATE
Hyouton shimo hitonomi gekido ) Ice Release: Frost Bite Rage
Type:Supplementary
Rank:S
Range:Self
Chakra Points:50(-10 per turn to keep active)
Damage Points:N/A +1 rank to ice jutsu
Description: The user will release a large amount of water and wind chakra around him gathering all the moisture in the air of a 10 meter radios and cover himself in it. This will look like the user skin tone is becoming lighter til it becomes pure Bluish-white, which in turn raises his/her defense due to be covered in ice(Basically able to block shurikens and kunais without special properties). In this form all Ice techs released from the user are 1 rank stronger and when he touches something, it causes a minor case of frost bite, making taijutsu more effective. The user can not be harmed by fire of B rank or below as the ice around him would keep him cold and not injured.
Notes:
-Can only be used thrice
-Last 4 turns
-No more ice Jutsus above A rank for 2 turns after jutsu ends
-can only use ice jutsu Water jutsu, wind jutsu and taijutsu while in this mode
-User will suffer a -10 to their health after the jutsu deactivates

Approved here:

Taught: inch,goddess
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#4: Free


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UPDATED

5 Hyouton: Koori Bakudan)- Ice Relase: Ice Bomb
Type: Offensive
Rank: Forbidden
Range:Short-Mid
Chakra Cost: 50
Damage Points: 90 (-20 to the user from the blast)
Description: The user will make 5 hand seals while building up a large amount of ice chakra. He then condenses it into a white sphere between his palms made of compressed pure ice chakra the size of a small egg. He then releases his control on the sphere, releasing that huge amount of chakra in a form of an ice shockwave that freezes all non-organic matter up to mid range, leaving only a frozen small crater with the user in the middle.

Note: Can't use any more ice jutsu Above B rank for 2 turns and water or wind above A-Rank for 2 turns
note: user can't perform taijutsu during the next turn
Note: Usable once per match
Note: can only be taught by -Haku Yuki-


update approved here:

Taught: Inch
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Toukan no Wa | Frost Ring
Type: Weapon
Rank: S-Rank
Range: Short
Chakra: N/A
Damage: N/A
Description:
The ring of the frost giant king of the north. Its made of a special metal that can channel Water, Wind and Ice chakra. Wielding the ring gives the user greater power for his Water, Wind and Ice jutsu and gives him the unique ability to materialize a weapon made of either one of these elements in the hand the ring is. For example, the user can materialize a hammer, a sword, a whip, a glove, a bow, etc. User must choose which weapon is materialized, and only one weapon may be used per turn.In the case of a bow, both the bow and arrows are formed with a max of 4 arrows made alongside the bow.
Abilities:
+5 damage to Wind and Water
+10 damage to Ice
The elemental weapons that can be created are equal to S-Rank elemental jutsu
Restrictions:
Creating the weapons counts as a turn
Weapons maintain themselves until destroyed or released
While wielding an elemental weapon, user can't make hand seals. Should the user have a Haku bio, he is able to make one handed seals for some Ice jutsu but can't use fire jutsus while holding the weapon.
Weapons can be thrown but to use another one, the thrown one must be destroyed or released.
Note: Can't channel fire chakra while using elemental weapons
notes: credit goes to scorps for the originals creation


Update approved here:

taught: Inch
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#6: (Hyouton/Futon: Buriza-do)- Ice Release/Wind release: Blizzard
Type: Supplementary
Rank:A
Range:Short-long
Chakra Cost:30 (-15 per turn)
Damage Points: N/A
Description: The user will form one hand seal and focus his water and wind chakra into the already snowing area. The snow will begin to fly sideways at very fast speeds until it becomes a harsh blizzard. The sound of the blizzard will block all sound and the vision will be brought to zero basically leaving the user and the enemy with nothing but smell as vision is blocked sound is nothing but raging wind and feel they will become numb with frost bite after 2 turns in the storm. The user is used to cold temperatures and will feel little to nothing, but those unused to frost bite/freezing temperatures will have decreased hand seal speed, and their regular running speed will decrease by one rank as well.
note: Neither the user nor the enemy can see hear where they are in the storm, unless they have sensory ninjutsu
note: Sharingan up to and including 3t can't see through it,but Byukugan and Rinnegan can.
note: Can only be used 2 times
note: Lasts 4 turns
note: After 2 turns the enemy will become numb ( but will not affect anything other then feeling )
Update approved here:

Taught to(after new rules) : Blizzard,Mcrazor, sliva, inch
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7:
Suiton: Mizu Tekishutsu) Water Style: Water Extraction
Type: Supplementary
Rank:B
Range:long-short
Chakra Cost:30(-5 per turn)
Damage Points:n/a
Description: the user will make 1 hand seal and focuses his chakra into the ground using his chakra he will force up any trapped water beneath the ground to surface as high as the users waist, and becomes a usable water source to the user alone aslong as he keeps pumping his chakra into the water every turn to prevent others from using it.
Note: can only be used 3 times per battle


Update approved here:

Taught to: Inch,Answer ( after new rules few people learned it before the new rules)

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UPDATED
#8:Hyouton: Koori Yoroi)-Ice Release: Ice Armor
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30(-10 per turn to keep active)
Damage Points: N/A
Description: The user will make the hand seals tiger dog boar and focus his wind and water chakra to every cell in his body he will then make the tiger hand seal once more and release the chakra and the chakra will take a form around the users entire body in the form of armor ( like the armor in the the land of iron only made of ice) The special part about this armor is that where the joints are, the armor is made of movable snow so that his movement is not hindered.

Note: Only lasts Four turns
Note: Usable three times per battle
Note:After the jutsu wears off the user can't use it again for 2 turns
Note: User is only able to use Water,Wind, Ice,ninjutsu and taijutsu while using this armor.
Note:After the jutsu wears off the user can't use it again for 2 turns

update approved here:

Taught to: Tybone, sliva,inch,goddess
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#9:

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#10:


People who have learned this jutsu: Edward,Omega5,-vegeta, Prof.Sarutobi,Korra/now everyone with wind mastered


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#11:
Hyoton: Anivia no ikari) - Ice Release: Anivia's Wrath
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (-30 per turn to sustain)
Damage: 80
Description: The user will begin by first, sending a large amount of water chakra in the air directly in front of them. Then, as the water molecules multiply, the user will manipulate it with wind chakra to create ice chakra. With the use of nature transformation, they would harden all the water molecules present in front of the user, and shaping it into a fairly large bird, made completely of ice. The bird is about two times the size of the user, with a 4 meter wingspan. This bird is extremely versatile in terms of usage. Like a bird, it has the ability to fly, about the same speed as an eagle and can fly with one person on its back. This bird made of ice has an extremely large and sharp beak, made of ice as well and as such, can pierce through human flesh with ease. This beak counts as a B-rank, and a move of course. It can be used to attack by flying towards an opponent, and directly piercing the target or using it as a projectile, de-attaching from the target and reaching up to mid-range. Secondly, it has the ability to release either, four balls of ice at high speeds, which all explode upon impact, into many icicles with slicing properties, or one large ball of ice that, upon impact, would explode into large, and more icicles. This would also count as a move, and as an A-rank ice technique. The four spheres of ice would each be the size of a basketball, while the single bigger ball of ice would be half the size of the bird. Lastly, if commanded, it can flap its wings to cause the molecules in any particular area, preferably around the user, to multiply and solidify, creating a wall of ice that can defend from certain elemental and physical techniques. (A-rank wall, counts as a move and goes according to elemental strengths and weaknesses.) The bird is also unaffected by B-rank or below techniques. (Lightning excluded)
Notes & Restrictions:
- Can only be used twice with a two turn cooldown.
- Anivia lasts for 3 turns in the battlefield; it can be deactivated at any given time.
- Cannot use any S-rank or above Ice techniques in the next turn, or any Forbidden rank water/wind techniques.
- All of its techniques/abilities count as a move from the users move count and consume the users chakra to use (according to the rank of the technique)


Approved here:

Taught too: edward,tybone,inch

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#12:
Hyoton: Fraust no shūjin) - Ice Release: Prisoners of the Frost
Type: Offensive/Supplementary
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: With the use of their ice chakra and three handseals (Boar → Rat → Tiger), the user will channel ice that chakra approximately 3 meters behind the target. The ice chakra would serve to cause the water molecules to multiply to create an ample amount of water, then harden to be formed into ice. With the use of shape manipulation, the user will be able to shape the ice into a tomb, about the size of the target. With further shape manipulation, the user can shape four shackles with chains attach to them, and with a wave of the hand, cause the shackles to extend and bind to the opponents limb, while pulling them back abruptly, and locking them into the tomb. With the use of another handseal, the user can cause the inside of the tomb to create icicles, stabbing a target who is inside and possibly killing them.

Notes & Restrictions:
- Shackles can extend up to 10 meters
- Can only be used three times, with a two turn cooldown. No S-rank wind/water for the next turn, and no S-rank Ice either.
- The tomb can stay at the battlefield for two turns without being used, however, on the third turn, it will simply melt.

Approved here:

Taught too: Edward,inch
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#13
(Hyouton: Tou Ue)- Ice style: Freeze up
Type: Supplementary/Defensive
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: After many years living in the mist alongside the Hozuki the Yuki had seen their unique ability to become completely water. The Yuki sought out a way to replicate that power but with their own kekki genkai after many years they figured out a way to become ice itself. The user will focus their ice chakra throughout their body merging it into every cell and constantly will pump the chakra in and out the user will begin to take the appearance of ice and will continue this process until the user is solid ice. Unlike the Hozuki who are unable to maintain human shape, the user will maintain their shape due to ice being solid. While the user is like this they will also take the properties of ice being resistant to wind and water neutral to fire and weak to earth and lighting. The user will still be able to move around while they're ice and if shattered the user will still be alive unless they return to their human form but will still be able to perform ninjutsu if the jutsu used as long as they don't require handseals. If shattered (as in into pieces not just an arm or a leg) the user will not die unless they turn back to their human state but even if shattered into pieces the user will be able to preform water wind and ice jutsu still as long as they don't require handseals. (once again that wouldn't count it just a leg was shattered you would still be able to make handseals if your arms are intact). While this is active, the user can only use Ice, Wind, Water and any KG/CE combinations of the aforementioned elements as well as non-elemental abilities (Nin, Gen, Tai, Ken, etc).

Note: User can remain as ice for four turns
Note: can only be used thrice per battle



taught to: Mcrazor,inch


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#14 UPDATED

Hyouton: Koori Koukai)-Ice Release: Ice reform
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This jutsu is a sister jutsu to Ice release: freeze up, and is used only after the user has been shattered either by alittle bit like losing an arm or alot like being completely turned into little pieces of ice. The user will focus his chakra into one piece of the Ice which will become the center piece or the brain the chakra spread will out from the center piece like a spider web one string of chakra attached to each piece of ice. Then using his chakra he'll pull the pieces back together and using the spider web like chakra will repair cracks reforming the jutsu to how it was before breaking. The user can also reform from having been melted, the process is similar in that the user will spread his chakra amongst his body and pull it back together but in order to fully reform he'll also refreeze himself using his Wind chakra. Unless the moisture is vapourised

Note: Can only be used three times per battle
Note: The user can use this for a single limb or their entire body,meaning if you lose an arm last turn and the next turn you shatter completely this jutsu will bring everything back together.

Approved here:

Taught to: Mcrazor,inch
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#15
Suiton: Primal umi juugan)- Water style: Primal sea bullets
Type: Offensive
Rank:A/S
Range:Short-long
Chakra:30/40
Damage:60/80
Description: The user will make a single handsign while focusing their water chakra into several spheres made of water each the size of a bullet,The user can choose to create the bullets around the enemy using the moisture in the air, or create them in short range of himself if he so wishes, he can form them anywhere as long as there is moisture in the air,or a water source if no moisture is present. With a snap of the users fingers each one will release a stream of highly pressurized water at the enemy from all sides. This jutsu can also be used directly from infront of the user as a frontal attack rather then a surrounding one. When the User creates a single one it is A rank in power, if more are made it is S rank. When the user makes a single one he can manipulate it more freely to go wherever he wants and then make it release its stream.

Note: In total there's 10 water spheres/bullets, that will surround the enemy, two on the left, two on the right, two above two infront of and two behind.
Note:S rank version Can only be used twice per battle A rank version can only be used thrice per battle
Note: No Water jutsu Above A rank in the same turn, or the following turn
Note:Each Water Sphere is A rank by itself, this does not stack when making more then one, the user can only make 1 (A rank) or 10 (S rank) the 10 water spheres does not equal 10 A ranks but one S rank

Update approved here:

Taught to: Nakiri,Vegeta,Howard,
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#16 Doton/Fūton/hyouton: aisu kanketsusan)-Earth/wind/ice style: Ice geyser
Type: Offensive
Rank: S
Range: mid-Long
Chakra: 40
Damage: 80
Description: the user will tap his foot on the ground 3 times, the first time he is using his earth chakra to hallow out the ground beneath the enemy. The second will then create ice shards inside the hole and finally the third will force wind chakra upwards beneath the ice forcing ice come up by sending his wind chakra under the ice forcing it up creating a large barrage of ice shards and wind come up from beneath the enemy tearing them to shreds.
Note: the ice and wind together equal s rank, the earth chakra is for hallowing the ground and that's it.
Note: can only be used twice per battle
Note: no earth, or wind or ice jutsu above S can be used in the same turn
Note: two turn cool down before second use
Note: No ice above A rank in the next turn

Approved here.

Taught: Inch

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#17 Hyouton/Suiton: Hyouketsu Nami)-Ice/Water release: Freeze wave
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (-20 from the user)
Description: The user will focus his Water and Wind chakra in his belly. There he will use his wind chakra to cool the water chakra down to the point where its extremely freezing with ice crystals inside the water, but are to small for the normal human eye to see. This water will force its way out of the users mouth due to the sheer volume and pressure it puts on the users chakra and body, it must burst out on its own or with the users own intent because otherwise it would freeze inside the user. It will come out as a large wave of water heading towards the opponent. The water is so freezing cold that any water that touches it will freeze and be shattered into nothing by the wave and any fire jutsu that touches it will have no effect. Once the water settles it remains freezing turning the entire battle field into a cold lake as high as 10 meters, and as wide as 24 feet. The lake is cold to the touch and can cause numbness on contact slowing down the person that touched it by one speed rank. After 3 turns the lake will freeze due to how cold it is before then the lake can be used for water jutsu that will all be combined with the ice particles inside the water however after the lake settles it is no longer immune to fire, only the use of the jutsu itself is. The enemy will be able to use this water source as well even with the ice particles inside the water.
Note: No other ice/water jutsus above A rank in the same turn or following turn
Note: Can only be used twice.
Note: On second use the lake will not gain an extra 10 meters, it will simply disappear if a liquid lake from the last use is still present.
Note: The user cannot use fire jutsu next turn
Note: No fire jutsu can evaporate this lake In the turn it's made, after that S rank fire will be able to counter it.
Note: The user will be safe from the jutsus cold effects due to his training with ice.
Note: one turn cool down after use.
Note: After the lake it main, the water is treated as normal water that is cold, and so any jutsu made from this water gain no benefits.

Approved here:

taught: Inch

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# 18
Fūton/ Suiton/hyouton: tatsumaki) Wind/Water/Ice: Tornado
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will make a single hand seal and create a tornado of water around the enemy spinning clock wise then with another hand seal the user will create a wind tornado directly outside the water tornado spinning counter clock wise. The force of the two tornados will force the enemy to the ground and then they will enclose on the enemy and freeze trapping them inside the frozen tornado before the user blows it up using the tiger hand seal.
Note: Can only be used twice
Note: the water wind and ice are all see through
Note: No wind water or ice above A rank in the same turn
Note: no S rank ice next turn

Approved here:

taught: Inch
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#19 (Futon: Kaze Heki)-Wind style: Wind Burst
Type: Offensive/Defensive
Rank: S-rank
Range: Short-long
Chakra: 40
Damage: 80
Description: The user will inhale deeply until their chest puffs up so large it rips their shirt open. As the user inhales this air he will infuse chakra into his chest and stomach aswell as the rest of his body but not as large quinaities as in the chest and stomach. The user will rotate the wind inside. The wind will then release from the users ears when he closes his mouth, this will block anything attacking him from his sides but if he rotates while releasing this jutsu the attack could go 360 blocking everything weak to wind around the user.
Note: Temporary hearing loss comes with this jutsu, the user will regain his hearing after 3 turns.
Note: No wind jutsu in the same turn
Note: Only 1 other jutsu can be used in the same turn
Note: Can only be used thrice

taught to: Korra

Approved here:
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#20 Futon: Kaze Baburu)-Wind style: Wind Bubble
Type: Offensive
Rank: F-rank
Range: Short-Mid
Chakra: 60
Damage: 90
Description: Said to be the ultimate wind style ninjutsu, The user will clap his hands and form a bubble of wind around himself and the enemy. The wind,through,suction, will pull them each to opposite sides of the bubble slamming them into the wall of wind altough this causes sharp cuts and bleeding it will not kill either person. From here the wind bubble will begin to spin going at great speeds cutting and tearing apart the skin and muscle of both people and launch both out at fast speeds crashing them into the ground at long range. After the jutsu has finished the wind will disperse into a gentle breeze that can be felt hundreds of miles away but does no damage.
Note: If the user does not defend himself as well he risks death
Note: Can only be used once
Note: No wind jutsu can be used after the turn ends for 3 turns
Note: No Wind jutsu Above A rank can be used in the turn Pior
Note: No F ranks for 3 turns

Approved:

taught to: Rexii
 
Last edited:

-Haku Yuki-

Active member
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Joined
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Messages
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Water release customs

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water




Water release: Tears of Sorrows = Suiton: No namida wa, kanashimi
Type: Defensive/Supplementary
Rank: A
Range: Self/Short
Chakra cost: 25
Damage points: 40
Description: the user focuses water chakra in his/her hands, then the user places the hands in front of his/her face, like if he/she was crying. The user will emit a lot of water, from their mouth and water chakra that just appears to be tears from their eyes. The water will begin to take form, and will quickly grow, into a three meter tall, faceless, human looking, clump of water, with very big arms. The water will place it’s arms in front of the user, thereby shielding the user from harm. This is all done in one fluid motion.
Notes:
• Can only be taught by ZeroGarra.
• Can only be used three times per battle.
• This jutsu lasts for 1 turn.

Method of obtaining: unofficial villager killers
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Water style: Oil clone Jutsu ( Suiton: sekiyu Bunshin )
Type: Supplementary
Rank: A
Range: short –mid
Chakra Cost:30
Damage Points:60
Description: The User creates a clone out of oil that when it disperses it splatters near by objects with flammable oil. You can only summon three of them at a time. The clone can only use techniques using oil and cannot move past mid-range from the user's position.

Method of obtaining: unofficial village killers
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Water Release-Octopus Tendrils(Mizu rirīsu - tako no shokushu)
Type Defensive/Offensive
Rank:A
RangeShort
Chakra Cost:30
Damage Points:60
Description:The user will create a orb of water around the to protect themselves.The can split the dome into many tendrils that can whip, slash and pierce nearby enemies.
* While inside the dome you are very open to b rank raiton techs*
*Can Only Be Taught By ROTM*

Method of obtaining Unofficial village killers
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[Mizu Fuukaku: Mizu Sumasshu] Water Style: Water Smash
Type: Attack
Rank: A
Range: Short/Mid
Chakra Cost: 30
Damage Points: 60
Description: User While in Mid Air right above his/her opponent manipulate Water Chakra in his/her feet and creates a giant Water feet and smashes that on his/her opponent. Its thrust severely damages the opponent.
♦ Can only be taught by -Blizzard-

Taught here:

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Suiton Release: Unsanmushou no Jutsu (Water Release: Vanishing Mist)
Type: Supplementary
Rank: A
Range: Short/Mid/
Chakra Cost: 30
Damage Points: N/A
Description: Doing two handseals, user creates a slightly dense mist that can conceal his and his Summoning’s Chakra for 3 turns only. User can dispel the mist at will by doing the two handseals in reverse order. The mist is made of extremely dense water chakra, so the mist's own chakra signature cloaks user's and his Summon's chakra. When the mist is in effect, the User cannot sense his opponent's chakra.
Note: Can only be taught by Loki.
Note: Can only be used once per battle.
Note: Dispelling the Technique does not count as one of the 3 moves in one turn.

Method of obtaining: trade with Loki(before new rules)
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Suiton: Kurōsumasshu) - Water Release: Claw Smash
Rank: A
Type: Offense
Range: Short
Chakra Cost: 30
Damage Points: 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

Obtained from korra before new rules
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(Suiton: Mizu fenikkusu) - Water Style: Water Phoenix
Rank: A
Type: Attack/Defence/Supplementary
Range: Short-Mid
Chakra cost: 30
Damage Points: 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.

Obtained from korra before new rules
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Suiton: 10 Mizu fenikkusu no arashi) - Water Style: 10 Water Phoenix Storm
Rank: S
Type: Attack
Range: Short-Mid
Chakra cost: 40
Damage Points: 80
Description: After the user does the require hand signs this technique that utilizes water to create 10 water phoenixes that is send to the enemy in different angles and directions. The phoenixes are big as Itachi's crows when he uses Genjutsu.
Note: Can only be taught by ~Johninto Uchiha~
Note: Can only be used 2 times a battle.
Note: Can't use B rank or higher water jutsus for the next turn

Obtained from korra before new rules
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Suiton: Suiton Bu-Meran (Water Style: Water Boomerang)
Type: Supplementary/Attack
Rank: S
Range: Short/ Mid/Long
Chakra: 80
Damage: (-20 of the original jutsu)
Description: With a flick of the User’s hand, the User is capable of manipulating/redirecting a preexisting Water jutsu. The User pulls the water jutsu back towards the enemy (after having missed them) at the expense of making the jutsu weaker.
Note: Water jutsu must have either missed the enemy or appeared behind them in order to use successfully.
Note: If Attack is unsuccessful, User must defend against the attacking jutsu as if the opponent were attacking him.
Note: Lowers the level of the jutsu used by one rank.
Note: -20 the attack points of the jutsu
Note: Can only be used twice per battle.
Note: Can only be taught by Loki.

Method of obtaining: Trade with Loki (Before new rules)
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Suiton: Chika Enkai no Jutsu)- Water Release: Underground Ocean
Rank: S
Type: Offensive/Supplementary
Range: Short-long
Chakra cost:40
Damage points: 30(damage a geyser would inflict if hit by one)
Description: The user forms the snake hand seal and holds it while stomping on the ground twice releasing water chakra into the ground across the battlefield. For the next 3 turns the ground one foot below the surface begins turning into water, breaking down all the earth resulting in a muddy ocean a foot under the surface. After the end of the 3rd turn the pressure of the huge amount of water will crack the ground and result in several geysers at all ranges which begin flooding the field. If the surface is opened before the 3rd turn by an earth technique that creates holes (hiding like a mole for example) the user of it will be thrown back above ground by a geyser. The water can only be used as a water source for other water jutsu by the user because it is filled with his chakra.
-Once per battle.
-Takes 3 turns to fill underground and erupt up.
-Can only use 2 jutsu the turn this begins
-Only taught by Professor Sarutobi.
-No water techniques the same and next turn.
-Dojutsu and sensory ninjas can see/feel the water beneath the surface.

taught here:

Suiton: Phorcys Touji † - Water Release: Phorcys' Reign † »
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: While underwater, the user picks a focal point where he will focus his chakra upon. While focusing his chakra on to the area, the water pressure begins to increase drastically. This can be detected by bubbles being formed and rising to the surface of the water source. In the second stage of the jutsu, the user adds in shape manipulation causing a miniature whirlpool to form with the addition of more chakra. This causes the whirlpool to finally collapse on itself crushing the target under the pressure of the water. This jutsu, however, has a small area of effect despite its range, being only able to effect a 5m radius around the targeted area. This allows the opponent to avoid the jutsu rather easily if they can notice the jutsu forming before the second stage of the technique is initiated. This jutsu is great for underwater swarming jutsu such as 5 shark feeding frenzy. The jutsu can also be used on targets that reside on the surface, adding a secondary usage of the technique. While the user underwater again, the user focuses chakra beneath the target forming a whirlpool with the ability to suck targets down into it. The whirlpool then functions the same as in its initial use. The whirlpool collapses in on itself crushing the target.
Note: Can only be done three times per battle; 2 turn cooldown between usages.
Note: Cannot use Water above S rank next turn.
Note: Can only be taught by Daemon.
Note: Must be underwater

 
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WIND


Wind Style: Chakra Sensing Breeze(Fuuton: Chakra Kenpa no Kaze)
Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage: N/A
Description: A wind technique similar to the chakra sensing rain technique, the user infuses their chakra into the surround air create a light breeze across the battlefield. This breeze is capable of sensing the chakra of people or objects it comes in contact with. The breeze will die out after three turns once activated and can only be used twice per battle.
~Deactivates after three turns.
~Can only be used twice per battle.

Trade with typhon (nanaki) before new rules
________________________________________________________________


Fuuton: Kaze Kei Kadou) Wind Release: Wind Whip Vortex
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will begin to compress a large amount of chakra into their hand, forming it into a whip made out of the wind. The user will then swing the whip towards the opponent, releasing multiple vortexes of wind towards him.
Note:
-After the vortexes are released the whip will dissipate
-can only be used 3 times per match

allowed by unoffcial village killers

______________________________________________

Kaze Fuukaku: Kaze Nami) Wind Style: Wind Tsunami
Type:Attack
Rank:A
Range:Short/Long
Chakra Cost:30
Damage Points:60
Description: User Emits huge amount of Wind Chakra in shape of a giant tsunami wave from his mouth which covers the battle field and shields the user from many weak ninjutsu's. When it comes in contact with anything it inflicts a severe blow.

*Can only be used thrice per battle*
*Can only be taught by -Blizzard-*

Trade with blizzard before new rules
____________________________________________________

Fuuton : Rippou of Katto Uindo ) Wind Release: Cuboid of cutting wind
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user will make two hand seals and then create a small cuboid of wind chakra that is compressed and then release it at the target. The user will then make another hand seal to expand the cuboid to surround the target. The target will then deal cutting damage from blades of wind attacking them when they are caught inside the technique.
-Co creator Zen.
-Can only be taught by Zen and Yard.


trade with yard before new rules
__________________________________________________________________

(Fūton: haipa tatsumaki) – Wind Release: Hyper Tornado
Rank: A
Type: Offensive
Range: Short – Long
Chakra cost: 30
Damage points: 60
Description: The user focuses their wind chakra into their hands and sends it to the sky. They use that chakra to gather clouds above the opponent and alter the weather conditions to the point of which wind will start to spin around the opponent until it turns into a tornado around the opponent.
The opponent will be caught in the eye of the tornado so he/she will be trapped inside and so the user throws a large amount of shuriken into the tornado and uses their wind chakra to control the blades. After doing so the user controls the shuriken with their wind chakra and uses them to violently cut their opponent.

-The controling of the shuriken counts as one of the users turns
-Can only be taught by ~Yard~

Trade with yard before new rules
______________________________________________________

Fuuton: kochou bure-do) Wind Style: Butterfly Blades
Show
Type: Attack
Rank: A
Range:Short/Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will cup his/ her hands infront of their chest focusing wind chakra to the palms of their hands, they will then throw their hands up into the air releasing 5-10 wind manipulated butterflies. The user can then manipulate the wind butterflies around the battle field to wherever they want within range, the user can then snap their fingers at any time of their choosing and instantly manipulate the wind from its butterfly state to blades which then hurl towards the target(s) at extreme speeds from where ever the butterflies where last situated.

Note: when the butterflies are changed to blades they are almost impossible to see by an ordinary ninja due to they're small blades of wind.

Note: this jutsu takes a few seconds when sommoning the wind chakra and manipulating the butterfly shapes to the disired location

Taught here:
________________________________________________________________________

Fuuton: tora no Kamikaze) Wind Release: Tigers of the Divine Winds
Type: Offensive
Rank: S
Range:Short-Mid-Long
Chakra Cost: 40
Damage Points:80
Description: After a series of four handseals, the user will release his chakra on the atmosphere, shaping the wind from his surroundings into 4 tigers. The tigers then will run at high speeds towards the opponent (at approximately the same speed of a living healthy tiger). The user predetermines where and how the tigers will run towards the opponent, then after releasing the tigers, the user is unable to alter their curse, as they go auto. When the tigers (or the closest tiger) come(s) into short range of the opponent, he/they launch himself/themselves like a torpedo, rotating at high speeds slashing and hitting the target.
-Can only be used twice per battle
-No other wind related techniques on the same turn and the following
-Can only be taught by Gin-San

Allowed from unoffcial village killers
_____________________________________________________________

Fuuton:kaze hando|wind style: hand of wind|
Type: Offence/defence
Rank:S
Range:short
Chakra:40
Damage:80
Description: The user concentrates fuuton chakra into his hands creating a vortex of wind around his hands.This vortex of wind is as sharp as a blade.Now the user can attack the his opponent only head on and he can use his hands to defend even against lighning justsu's of rank S and below and it can also be used to deflect kunai's and shurikens
NOTE:
can only be taught by igneel
no hand seals required
cannot use any wind jutsu of A rank and above for 2 turns
Can only be used three times

Obtained from unoffcail village killers
______________________________________________________

Fuuton: Mizu debaida (Wind Release:Water Divider)
Type: Defence
Rank:S
Range:Short- Long
Chakra cost:40
Damage Points:N/A
Description:The user performs one handseal, after that, he releases a wave of wind which parts any technique consisting of water eg.waves.
★Can only be used three times per battle
★can only part S Rank and lower water techniques.

Trade with drizzy before new rules
__________________________________________________________________

Futon: Furaingu Fūjin no Jutsu (Wind Release: Flying Wind God Technique)
Rank: S
Type: Supplementary
Range: Short/Long
Chakra cost: 60 (10 every turn it’s active)
Damage points: N/A
Description: By using wind chakra to create wind bubbles beneath the user’s feet, the user will mimic flight by using the air bubbles created to literally run on nothing more than air. The air bubbles are invisible to the naked eye. This technique can be used to evade some technique.
Notes:
Can only be used twice.
Lasts for 5 turns.
Can only be taught by Leeroy G. Zero

Obtained from trade with zero before new rules
__________________________________________________________
 
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Fire


Katon: Kasai Tenshi Tsubasa )-Fire Style: Fire Angel Wings
Type: Defence
Rank: B
Range: Mid-Long
Chakra Cost: 50
Damage Points: N/A
Description: The User concentrates his/her Fire chakra in his/her shoulders.
Then, the user shapes it into two (angel) wings made out of Fire. The user can use as a fire shield against wepons like Kunai's, Shuriken's Etc. This, jutsu can also alllow the user to Fly into the air.
.Note: This, jutsu can be used once per battle.
.Note: This, jutsu lasts two turns.
.Note: The user must be Sannin rank or above

Allowed by ichigo before new rules
___________________________________________


katon: kouen kei) fire release: flame whip
Rank: A
Type: Attack
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60 (additional 15 to make it whip)
Description: the user preforms 3 handsigns then shoots a long flame out of his mouth that looks similar to a flamthrower however by doing one more handseal you can make the flame can whip making it extremly difficult to dodge this jutsu
-if handsign is done before hand can hit someone trying to dodge with hurrican fist or doton pillar
-can only be taught by foamy

Obtained from unoffcial village killers
_____________________________________________________

Katon: sune-ku gogyou tatsumaki)-Fire Style: Fire Snake Tornado
Type: Attack/Defense.
Rank:A
Range: Mid Range.
Chakra Cost: 30
Damage Points: 40
Description: The user gathers fire chakra around him/her and then creates a giant tornado around him/her. And, after that it form it self in the form of a giant snake/hebi and forms a shield around the user it self a shield of fire. And, your oppont can not touch you.
.Note: The User Can Only Use This Jutsu only once a Battle.

Allowed by ichigo before new rules
______________________________________________

(Katon: Hisan chourui)-Fire Style: Flying Birds
Type: Attack
Rank: A
Range: Mid Range/Long Range.
Chakra Cost: 25
Damage Points: 50
Description: You, concentrate your chakra into your hands and then release a wave of fire. Once, you're done you make flying birds (10) out of the wave of fire and direct them to at your opponent. When, it hits your opponent they start exploding. And, turning you're opponent to dust.
But, on the other side this jutsu can be canceled by a stronger water jutsu.
.Note: The User Can Only Use This Jutsu Twice A Battle.
.Note: The, user must be Sannin or above.

Allowed by ichigo before new rules
_____________________________________________

Katon: Enkou Bu-Meran (Fire Style: Flame Boomerang)
Type: Supplementary/Attack
Rank: S
Range: Short/ Mid/Long
Chakra: 80
Damage: (-20 of the original jutsu)
Description: With a flick of the User’s hand, the User is capable of manipulating/redirecting a preexisting Fire/Lava jutsu. The User pulls the fire/lava jutsu back towards the enemy (after having missed them) at the expense of making the jutsu weaker.
Note: This can only be used/taught by BloodLust Loki
Note: Fire/Lava jutsu must have either missed the enemy or appeared behind them in order to use successfully.
Note: If Attack is unsuccessful, User must defend against the attacking jutsu as if the opponent were attacking him.
Note: Lowers the level of the jutsu used by one rank.
Note: -20 the attack points of the jutsu
Note: Can only be used twice per battle

Trade with loki before new rules
______________________________________

Katon: Kuroi Kashou)Fire Style: Black Burn
Rank: S
Type: Attack/Defence
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user releases crows of flame that appear out of the user, and start to form blasts of fire, the user also turns into black flames that dissapear and then appear where the user set any crows, and can decide which crow to appear to, when the user reaches the target, the user turns into the users normal self and release black flames that attack the opponent.
Note: The user can keep it as armor, that will hurt anybody who touches it.
Note: Can only be used twice per battle
Note: Only People Taught by SinRival Can use it


_________________________________________________________

(Katon: Fenikkusu Ki) – Fire Style|Phoenix Tree
Rank: S
Type: Attack
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: Performing the Tiger, Horse, and Rat handseals the user will concentrate a massive amount of fire chakra deep into the ground below the enemy. Like an eruption the fire will burst through the ground and take the form of a rapidly growing tree that expands upwards (up to 15 meters) ripping and scorching through the earth and burning everything near it. After the technique is over, it leaves the area a barren scorched land.

Can only be used once per battle
Must be taught by Omega
No S rank fire next two turns.


___________________________________________________

(Katon: Ai No Sono Kaen)Fire Style: Eye of the flame
Show
Rank: S
Type: Offensive
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: The user will make 4 handseals and gather all their Katon chakra into the palms of their hands in a compressed ball , they will then clap their hands together above their head and send a blast of fire all around them in one huge dome shape wave. The jutsu emits extreme heat from the fact that its katon and also because the katon chakra is compressed before it is released and is hence capable of burning down large trees, scorching boulders and even evaporating very small ponds and streams that get caught in the blast
Note: Can only be used twice per battle.
Note: This jutsu counts as 2 of the 3 per turn
Note: No katon of A rank or higher on the next turn.
Note: must wait one turn before using this jutsu again.
Note: If used twice, no katon on the next turn after used twice.

 
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-Haku Yuki-

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Earth


Doton: oshi sacchi) Earth Release: Pressure Sensing
Rank: C
Type: Supplementary/Defense
Range: Short-long
Chakra cost: 20
Damage Points: N/A
Description: The user sends small amounts of chakra through ground around him so he can sense the pressure in certain locations of the battle field. By doing this the user can sense where his opponent is standing and where his opponent is if he/she is underground.
-User must make contact with the ground while using this jutsu.
-Must be taught by Sinderella23

Allowed from yard before new rules
_____________________________________________

Doton: tsuchi heika) Earth Release: Earth swords
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra cost: 30 (when making the sword)
Attack points: 40
Description: The user cups their hand as if they were holding a handel and molds a strong sword using their earth chakra.
since the earth used is made from the users chakra it can cut through C rank earth.
-The user cannot use any jutsu that require hand seals while holding the sword.
-Sword takes 3 seconds to make.
-Must be taught by ~Yard~

Obtained from yard via trade before new rules
______________________________________________________

Doton: tsuchi heika) Earth Release: Earth Arms
Rank: B
Type: Supplementary/Attack
Range: Short-long
Chakra cost: 40
Damage Points: N/A
Description: After making 3 hand signs the user sends his earth chakra into the ground around his opponent and raises arms from the ground that can grab his opponent and hold him/her in place.
-The user must make contact with the ground in order to use this jutsu meaning he/she cannot use this while being in the air.
-Must be taught by ~Yard~
-Must have a proper understanding of earth jutsu meaning you must be able to use B rank earth to learn this jutsu.
Note: If used in short-mid range you can add more chakra to the arms of earth and use them to crush the limbs of your opponent.

Obtained from unoffical villager killers (and trade)
______________________________________________________

oton: Chikyū Bōru) Earth Style: Earth Ball
Type: Offensive
Rank: B
Range: Short-Long
Chakra Cost: 25
Damage Points: 40
Description: User does 3 handseals and kicks the ground, making a spiked ball of rock pop up in front of him (about 3 meters wide). User can then channel doton chakra into a fist or feet and punch/kick the ball towards the opponent. The ball quickly rages towards the opponent (ball moves only a fraction slower than a normal full running speed of a ninja), gaining size as it gathers rubble from the ground.

Note: Can only be used 4 times
Note2: Can only be used on earth/rock ground
Note3: Ball is created within short range of the user
Note4: can only be taught by the norwegian.

Obtained from norwegian before new rules

___________________________________________________

Doton: Tsuchi Kurassha) Earth Release: Earth crusher
Type: Offensive
Rank: A
Range: Short-mid
Chakra Cost: 30
Damage Points: 60
Description: Like "Earth Release: Mud Fall" and "Earth Release: Dropping Lid" the user will make 3 handseals "Rat" "Tiger" "Boar" as they send earth chakra to above the opponent or target and will make a rift above them. What comes out is not mud nor a lid but a huge stone that falls from the rift and crashes down onto the opponent (see picture for the size of said stone). The stone is created several meters above the opponent, leaving enough time to react.
- Can only be used twice per match.
- Must have mastered at least A rank earth.

Obtained from yard before new rules
_________________________________________________________________
Doton&Fuuton:Kuutaichimisairu Doroppukikku)-Earth&Wind Release: Air-to-surface Missile Drop-Kick
Rank:A
Type:Attack
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user, While in the air focuses a large amount of wind chakra below their feet to push off the air behind them rocketing them downwards towards the enemy the user then directs their feet in front of them pointed at the enemy and focuses earth chakra into their feet and legs to harden them increasing the damage on contact.
-Can't use for 3 turns afterwards and no A or above Taijutsu next turn.
-Only taught by Professor Sarutobi

Obtained from professor sarutobi before new rules

___________________________________________________________________

Doton/Fuuton: Shouchikubai Ashibishi (Earth/Wind Combo: Elevated Stepping Stones)
Type: Defense/Supplementary
Range: Short-Mid
Rank: A
Chakra Cost: 50
Damage Points: N/A
Description: 5 Large patches of earth infused with wind chakra raises out of the ground elevating the user. Can be used to catch the user while plummeting from the sky. Jutsu last for only 1 minute, before slowly sinking back into the ground.
Restricted to 3x per battle.
Note: Can only be taught by Loki

Trade with loki before new rules
__________________________________________________
Doton: Kyokan Mukade)-Earth style: Giant Centipede
Type: Attack
Rank: A
Range: Short/Long
Chakra Cost: 30
Damage Points: 60
Description: After preforming the required hand seals the user will pick a spot anywhere on the ground and focus chakra on it. A huge centipede made from rock will emerge from that spot and lunge at a target with its jaws open. If the target is not quick enough, the centipede will capture in its jaws and a slam it back into the ground. Once the centipede hits the ground it will crumble.
*Note: Can only be used 3 times per battle.
*Note: Faust can only teach this.

obtained from unoffcial villager killers

__________________________________________________
(Doton/Fuuton: Nīdorutaretto)- Earth/Wind Release: Needle Turret
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: The user slams his hands on the ground and raises a 10x10 block of earth from the ground with many small holes in it that shoots countless needles of earth in any direction that are cloaked in wind to greatly increase their speed and piercing ability. As long as the user's hands stay on the ground, the turret can continue to fire. The user can use the same turret again later but it will count as another move.
-Can be created 3 times per battle
-No A-rank or higher wind and earth the turn after use

Obtained from unoffical village killers
________________________________________________
Doton Taijutsu - Supēdo no 3) - Earth Style Body Arts - 3 of Spades
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30(-10 per turn used)
Damage Points: 60
Description: By molding doton chakra to their feet, the user releases it below each foot manipulating the ground just below each one, about 4 inches deep in the exact shape of their shoes/boots/whatever they are wearing or their bare feet. As they do so, they use the chakra to stick each foot to this section of ground while also dislodging the piece of earth, manipulating it hardening it's consistency to stone like. When the user lifts their feet, they will have the earth stuck to the bottom and can strike with kicks or walk/run/stand with the earth remaining connected to their feet.

~Notes~
- Can be used 3x per battle
- No A rank or above Taijutsu the same turn
- Must be taught by -Vegeta

learned:
______________________________________________________________________

Doton: Doro Rappu) - Earth Style: Mud Wrap
Type: Supplementary
Rank: A
Range: Short ( of mud )
Chakra Cost: 30
Damage Points: N/A
Description: The person takes hold of Chakra infused mud already in play due to the chakra already found in the mud it can be slightly manipulated to surround the opponent. It basically blasts out and around the opponent covering their body in mud. This makes moving harder as well as restricts breathing. This is due to the chakra infused mud that covers the opponent It has the same effect as Swamp of the Underground as it makes movement harder. The mud can possibly asphyxiate the opponent if it successfully covers the opponent completely. The mud can be controlled slightly and forced to surround the opponent's head making it's way into their nose, mouth and eyes. The user must have used a Mud based Earth jutsu prior to this jutsu.
Notes:

-Must have already used a mud based jutsu such as Swamp, Mud Fall, or mud bullets
-Must be able to manipulate up to A rank Earth to use this
-Must be the person's own Chakra infused Mud

Learned:

_________________________________________________________________________
Doton: Koumaru No Ishi) Earth Release: Balls Of Stones
Type: Offensive
Rank: S
Range: All
Chakra Cost: 40 (+20 more for each 2 additional balls)
Damage: 80
Describtion: The user makes 4 hand signs and than he focuses his chakra into his hands and he launches 1 ball of stones from each hand at his opponent whose speed can be increased by Wind Techniques of B-rank and lower. This technique can be used with Hurricane Fist which destroys balls and makes small stones which will fly at high speed at opponent with same strength.
Note: Can only be used 3 times in battle.
Note: User can´t use any Water Technique in next 4 turns.
Note: Can only be taught by Migualon J.J.

Obtained from unoffcial villager killers
______________________________________________________

Doton: Enchou kangoku) – Earth Style: Dome Prison
Rank: S
Type: Supplementary/Defense
Range: Short-Mid
Chakra cost: 40
Damage Points: 80
Description: This jutsu is used to trap an opponent in a dense dome of rock that rises up and imprisons the them, which can be further manipulated so that spikes will protrude from the inside of the dome piercing the target. The spikes cannot penetrate targets of greater density.
*Note: Can only be used 3 times per battle.
*Note: No S rank earth techniques the following turn.
*Can only be taught by McKnockout

Obtained from unoffical villager killers
_____________________________________________

Doton: Keiri | Earth Release: Executioner
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user sends his earth chakra into the ground beneath his opponent and raises his dominant arm with the palm facing up creating a cage like construct around the opponent with the only possible way to escape being up. The cage is two meters in height and each side is one and a half meter wide and unlike a regular cage each of the four pillars that hold it together are connected to eachother by 1.5 meter long blades with a small socket in the pillar where the tips are. Every pillar contains a total of ten blades, each being roughly 5 centimeters in width at the back end meaning there's roughly a space of 15 centimeters between each blade and when looking directly at one of the four sides the tips of the blades would be pointed towards the right. They are however not identically placed on each side so that the blades can freely pass eachother when the user executes the true purpose of this technique. Upon creating the cage the user, by a flick of his wrist rotates his wrist in a 90 degree angle so that their thumb would now be facing upward and upon executing that simple movement all four pillars rotate inward at a 90 degree angle, chopping through the opponent with the blades.
Note: Can only be taught by Tybone.
Note: No Doton above A-Rank in the same turn or the next.
Note: Can only be used twice per battle.

Learned here:

____________________________
Doton:Sakashima Ishi Shawa)Earth Style: Reverse Stone Shower
Show
Rank: S
Type: Offensive
Range: Mid
Chakra Cost: 40
Damage: 80 (+15 if hit by the falling rocks)
Description: The user will make 2 hand seals and slam their hands to the ground channelling their Doton chakra into the ground and spreading it evenly all around the underneath of their opponent, the user will then make a further handseal and hundreds of sharp edged, torpedo shaped, pointed, chunks of rock will fly up from the ground underneath the opponent hitting the opponent with enough force to make deep lacerations and cuts in the opponents skin. The chunks of rocks that are saturated in the users doton chakra will then fall back to the ground due to earth's gravitational pull the speed at which the rocks fall can be increased slightly by the user making them fall faster. The rocks will hit the opponent as they fall and cause further damage.

Note: Can only be used twice per battle
Note: No other earth jutsu in the same turn
Note: No S ranks in the same turn



---------------------------
Doton/Fuuton: Chika kaze kaze) Earth/Wind Style: Underground Air Grave

Show
Type: Attack
Rank: Forbidden
Range: Mid-Long
Chakra:50
Damage: 90 (-40 to user)
Description: A very advance jutsu utilizing both wind and earth in conjunction. The user will channel massive amounts of chakra into their hand on a massive degree while slamming their hands on the ground. With precise chakra the user will crush the earth below the surface, not being noticible to the naked eye that the ground below was just crushed to rubble and stone 10 meters deep and 8 meters wide. The surface of the earth will become very weak but still elgible to hold the weight of several humans. The user will then do 2 handseals causing a massive tornado underground to form, causing the remaining earth (The surface) below the opponent to collapse, while sucking them in at the same time. The tornado has very little cutting capacity (though some but not lethal) the real damage comes from all the stones and rubble spinning inside the tornado doing major blunt and slicing damage to the opponent while the tornado spins violently. This jutsu causes a strain on the user body due to him channeling mass earth chakra to crush the earth below the opponent to stones and rubble thus causing fatigue.

Note: Can be used once
Note: Use 2 move slots
Note: Cant use Earth Or Wind In the next turn
Note: Cant use any jutsu above A rank in the next 2 turns

Learned here
 
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-Haku Yuki-

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Lighting

Raiton: Raikishu No Jutsu) Lightning Release: Lightning Rider Jutsu
Type: Supplementary
Rank: C
Range: Short-long
Chakra Cost: 20
Damage Points: N/A
Description: The user focuses lightning chakra into his/her feet, extends and rides it at extreme speeds from one point to another. As long as the user is touching a physical object, he/she is capable of moving in any direction he/she pleases.(If used with a short range attack, add +5 damage)
Note: Must be touching a physical object.
Note: Because of the extreme speed that this jutsu provides, the user can only distinguish objects as a blurred version of the object.
Note: Can only be taught by Uchiha91.

Obtained via trade with uchiha91 before new rules
___________________________________________________________
Lightning Release: Lightning Shoes (Raiton: Rai Hanka)
Rank: A
Type: Deffense/ Supplementary
Range: Short
Chakra Cost: 30
Damage Points: 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

Obtained via trade with Akisha before new rules
________________________________________________________
Raiton: Akaaka Ranpu no Rai = Lightning Release: Bright Light of Lightning
Type: Supplementary
Rank: A-rank
Range:Short
Chakra Cost: 30
Damage Points: N/A
Description: The user will start off by concentrating Raiton chakra through his body and through the air and then perform a short row of 4 hand seals. Doing this, will allow him to make all his lightning attacks glow in a blinding light, making the opponent hard to see through them. The lightning would be so bright that the opponent will barely be able to see through them. Yet, any Doujutsu can see through the light up easily. The lightning will blind anyone in short range from the lightning, but won't affect them past that distance.
Note: Lasts for 2 turns.
Note: Once per battle.
Note: Every wind jutsu that the user uses will be weakened with 1 rank (meaning if the user uses S rank wind – it will become A ranked)
Note: No S or above Lightning for 1 turns after this jutsu is over.

Obtained via tarde with akisha before new rules
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Raiton: Tenken no Kyuushou) – Lightning Release: Divine Punishment of the Ancient Laws
Rank: S
Type: Attack
Range: Short – Long
Chakra costs: 40
Damage points: 80
Description: the user will focus their lightning chakra and create surrounding them 6 rectangular blades of lightning which are then shot at the enemy target/s rotating in mid air and then with swift movements of the users hands they are then commanded to slice at will.
Note: Can only be used twice per battle

Obtained via trade with akisha before new rules
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Raiton/Doton: Enkei Nokogiri)- Lightning/Earth Style: Circular Saw
Type: Attack
Rank: S
Range: Short - Long
Chakra cost: 60
Damage Points: 20x3
Desription: User Creates a Lightning Disk, making it slightly larger, and instead of throwing it aerially at an enemy hauls it to the ground. The Lightning Disk acts as a Circular Saw, that splits into 3 different smaller Lightning Disk that follow one after the other with a 1 foot gap in between each.
Note: Can only be taught by Loki.
Note: Can only be used 1 time per battle.

Obtained from unofficial villager killers
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Raiton: Denki bakuhatsu) Lightning Release: Electric Explosion
Rank: S
Type: Offense
Range: Short-Mid
Chakra Cost:40
Damage Points: 80
Description: The user starts by sending large amounts of raiton chakra above the palm of their dominant hand and then concentrating it into one tiny ball. Then the user throws the ball at high speeds at the opponent and as it reaches the opponent the user detonates the ball, causing an explosion that effects anything within short to mid range. Direct contact is fatal while being in the blast range causes paralyzation.
~This Jutsu can only be used twice per battle
~This Jutsu can only be used every 2 turns
~Can only be taught by Naruto41698
~The user can't use any Lightning Jutsu until they can use this jutsu again

Obtained from unofficial villager killers
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Lightning Release: Internal Lightning Shock (Naibuteki raikou dageki)
Rank: S
Type: Attack
Range: Short
Chakra Cost: 40
Damage Points: 80
Descriptions: The user charges a large amount of raiton chakra into their fingers they then stab their fingers into an opponent at close range releasing the raiton chakra violently shocking the opponent's internal organs causing organ failure
~Can only be used once per battle~
~Can only be used by me and who I teach~

Obtained from unofficial villager killers
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Raiton: hekireki taihou) - Lightning Release: Lightning Cannon
Rank: S
Type: Attack
Range: Long
Chakra Cost: 40
Damage: 80
Description: The user points both of his palms together and gathers his lightning chakra in his palms while leaving a distance between them then the user uses shape manipulation to form the lightning into a very condensed sphere of lightning energy that's more condensed than the Rasengan and has the same shape, then the user release the lightning chakra all at once in the direction of the desired place releasing a large beam of lightning that thrust at fast speed in the direction of the opponent.
- 3 times per battle
- No Lightning techniques higher than A-rank for 2 turns
- Can only be taught by ~Crow~

Obtained from unofficial villager killers
________________________________________________________________


Raiton: Mitsudomoe) Lightning Style: Tri-Tomoe
Rank: S
Type: Offensive
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: After weaving the required handseals, the user will then focus their raiton chakra into their palm, using shape manipulation to create three tomoe's of lightning, connected in a triangular formation by smaller bolts of lightning. The user will then throw the triangle in a simmilar fashion to how Naruto throws the Rasenshuriken in Sage Mode. When the triangle makes contact with another object, it will errupt into a pillar of lightning one foot in diameter, streatching into the heavens.
Note: ~Can only be used twice per battle
~Can only be taught by Sharingdork

Obtained with trade from sharingdork before new rules
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Raiton: Raiden Bu-Meran (Lightning Style: Lightning Boomerang)
Type: Supplementary/Attack
Rank: S
Range: Short/ Mid/Long
Chakra: 80
Damage: (-20 of the original jutsu)
Description: With a flick of the User’s hand, the User is capable of manipulating/redirecting a preexisting lightning jutsu. The User pulls the lightning jutsu back towards the enemy (after having missed them) at the expense of making the jutsu weaker.
Note: This can only be used/taught by BloodLust Loki
Note: Lightning jutsu must have either missed the enemy or appeared behind them in order to use successfully.
Note: If Attack is unsuccessful, User must defend against the attacking jutsu as if the opponent were attacking him.
Note: Lowers the level of the jutsu used by one rank.
Note: -20 the attack points of the jutsu
Note: Can only be used twice per battle.
Note: Can only be taught by Loki

Obtained via trade with loki before new rules
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Raiton urazuma Bōru: Konekuto) - Lightning Release: Plasma Ball: Connect
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra cost: 30 ( -10 per turn)
Damage points: N/A (60 on contact)
Description: Derived the from Plasma Ball technique, the user generates a plasma barrier around themselves to primarily defend from incoming attacks. The plasma the user produces is a more compact and compressed form of energy giving it higher offensive and defensive properties. However unlike Plasma Ball the barrier does not span to the entirety of short range. This technique keep the barrier formed closer to their body almost fitting around their body like armor. While providing a defense against A rank techniques, with the exception of Wind release, it also restricts the user as well. Connect forces the user to only be able to use lightning release techniques as well as physical techniques such as taijutsu and kenjutsu. On the offensive side the shield can be used offensively like the parent technique by ramming into the opponent with the shield active. On contact, the shield does 60 damage. The shield can also be used offensively by using up the energy generated by the shield to fire a wave of lightning in one direction which would result in the shield dissipating.
- This technique lasts a total of 3 turns
- Can be used 2 times per battle with a 2 turn cool down between usage.
- Can not be used in combination with any chakra mantel/shrouds or such (raikage armor, etc included)

 
Last edited:

-Haku Yuki-

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Ice

Hyōton: Chakra Sensing Yuki) � Ice Release: Chakra Sensing Snow
Rank: C
Type: Supplementary
Range: Short-Long
Chakra Cost: 20
Damage Points: -
Description: The user will make snow to fall from the sky and will use it to sense the opponent�s location. After 3 turns the terrain will be covered by a layer of snow.

Obtained: Aisukagure group
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Hyouton: Kōri Kō Gihō)-Ice Release: Ice Propulsion Technique
Type: Supplementary
Rank: C
Range: Short-Long
Chakra: 15 (-5 per turn)
Damage: N/A
Description: When standing on ice, the user forces chakra from their feet in a manner that pushes them across the slick surface of the ice at an extreme speed. This works in a similar way to when someone uses chakra to push himself away from the ground with greater force. The difference is that the user releases the chakra without jumping, and it will simple propel them horizontally across the surface of the ice, without moving them into the air. The user is able to travel across long distances at great speed using this technique, but it only works if the user is standing on ice.

Learned:
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Hyouton: Yuki Tenkan)-Ice Release: Snow Conversion
Show
Type: Supplementary
Rank: B-Rank
Range: Long
Chakra: 20
Damage: N/A
Description: The user manipulates the snow on the battlefield that they created and uses their chakra to completely freeze the snow, causing it to become ice. Upon turning into ice, the newly turned ice will retain the same properties that it had before becoming ice. This includes, shape, rank, momentum, location, etc. Due to the small amounts of air in the snow and the increased density of ice, there will be slightly less ice after the snow is transformed.
Note: Can only be used four times per battle.

Learned:

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Hyoton: Aisukafusu)-Ice Release: Ice Cuffs
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user will perform a row of four hand seals, and use their chakra and naturally occurring water vapor in the air around their target to create a rectangular prism of ice surrounding and linking together two of the opponent's body parts, typically both hands or both feet, effectively restricting their movement. A body part that the prism attaches to is completely surrounded by ice, though it isn't actually stuck or attached to the ice, meaning ripping the body part away from the ice wouldn't hurt the skin. Though the prism of ice typically encases two of the opponent's body parts, it doesn't necessarily need to, and can instead just encase one if the user so wishes. No more than two body parts can be frozen into a single prism.The ice is however fairly brittle and easy to break, and forces of C Rank and above can break through it (follows elemental strengths and weaknesses).
Note: Can only be used thrice per battle.
Note: After usage, the user must wait 3 turns before using it again

learned:

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(Hyōton: Shattering Aisu) � Ice Release: Shattering Ice
Rank: B
Type: Attack
Range: Short-Long
Chakra Cost: 25
Damage Points: 40
Description: With a single hand seal, the user shatters all ice within short range of him. The ice shatters and send a circular hyouton chakra wave around it. Everything the shockwave touches freezes. The user can also do the same but instead of making a freezing shockwave, the portions of ice affected will simply make a large explosion.

Obtained: Aisukagure group
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Hyouton: hitoshirenu heki) ice release: useen tears
Rank: B
Type: Attack
Range: short-mid
Chakra Cost: 25
Damage Points: 40
Description: the user gathers suiton chakra into there hand making water droplets on there fingertips then flicks his/her wrist flinging the droplets at his/her opponent just before the water leaves his/her hand s/he turns the water into ice that is strong enough to pierce skin(when the water leaves the finger tips it takes the shape of a tear drop)
-can only be used by ice bios
-can only be taught by heavens blade

Obtained: Trade with hevans blade prior to new rules
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Hyouton: yobigoe)ice release: hail
Type: Supplementry
Rank: B
Range: Short-long
Chakra cost: 25
Damage Points: N/A
Description: the user turns the rain into ice making it hail this can be used to set up for other jutsu
-must be raining unless your from the yuki clan
-can only be used by ice bio
-can only be taught be Heavens Blade

Obtained: Trade with havens blade before new rules
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Hyouton: Aisu Gouryuu) Ice Release: Ice Merge
Rank: B
Type: Defensive/Supplementary
Range: Short-Long
Chakra: 20
Damage: N/A
Description: The user will meld himself with any type of ice to either evade an incoming attack or to quickly move to a different location at a tremendous speed. The user is also capable of melding himself into Ice techniques for surprise attacks or to withstand damage from an opponents ice technique.
Note: Must have either physical contact with the ice or come within contact of ice in order to with it. As well as the Ice being connected to the to the Ice you melded/merged into
Note: Can only be used by Zanji
Note: Can only be used 4 times.


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(Hyōton: Kyojin Nadare)� Ice Release: Giant Avalanche

Rank: A
Type: Attack/Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user does a row of hand seals and then slams both of his hands on the ground, while releasing his a considerable amount of Hyōton chakra. A giant wave of snow will appear in front of the user and will leave the field covered by a thick layer of snow.

Obtained: Aisukagure group
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(Hyōton: Bunshi Gyoushuu) � Ice Release: Molecule Condensation

Rank: A
Type: Attack/Defense
Range: Short-Medium
Chakra Cost: 30
Damage Points: 60
Description: With a handseal, the user will expand his Hyōton chakra on the area around him and will turn any turn any water or wind jutsu up to A-rank turn into ice. The user can make the opponent�s jutsu to turn into ice and fall useless on the ground or can opt to change one of his water jutsus into ice, to make them stronger.

Obtained: Aisukagure group
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Hyouton/Futon: Kaze Okan Nohara | Ice Style/Wind Style: Wind Chill Field
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: With a single handseal, immediately after using an ice jutsu, the user can coat the ice jutsu with a layer of wind, that will protect the ice from lighting attacks and prevent it from shattering. In order to successfully perform it, the user must train the handseal and be able to string it with the handseals of the ice jutsu, so that it seems like it's only one sequence of handseals. With the wind layer, ice can finally fight with lighting at the same rank. Since the wind is covering the ice, it still has the double advantage against water, meaning that is still can freeze it due to the low temperature, but it becomes weaker to fire attacks because the fire would use the wind coating as fuel to burn the ice quicker and before the melted water manages to evaporate the fire.
Note: The rank of Wind itself would be A at maximum potential
Note: Can only be used thrice per battle
Note: Only McRazor can teach this


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Hyouton: Tsurara Yoroi)-Ice Release: Icicle Armor
Type: Offensive/Defensive
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user focuses and manipulates their ice chakra within their body to make icicles grow out of various areas on their body. (These areas are chosen by the user on an individual basis.) The icicles are very sharp and dense.
Note: This technique can only be used three times.
Note: Only five icicles may be created per use.
Note: Only five icicles can be on one's body at a time. (Using this multiple times won't allow you to add icicles.)

Obtained: Trade with inchanto before new rules
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Hyouton: chinou furi-zu) Ice Release: Brain Freeze
Rank-A
Range-Short/Long
Type-Offensive
Chakra-30
Damage-N/A
Description-
The Ice User focuses his chakra into the area surrounding the opponent, causing the air surrounding them to drop in temperature severely and instantly, causing the air they breathe to freeze the saliva(can also be breathed in through the nose with a faster effect because the nasal passages are closer to the brain) inside of the opponents mouth to the roof of their mouth, causing a painful brain freeze that prevents the opponent from thinking for a few seconds(about five) as they are in pain(prevents build up of chakra also due to the focus being disrupted)
*Can only be used twice*
*No ice can be used the next turn*
*Can only be taught Be Icemyster*

Obtained via trade with icemyster before new rules
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Hyoton: Kōri no Risheipu)-Ice Release: Ice Reshape

Type: Supplementary
Rank: A-Rank
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user manipulates the chakra in ice that they created and begins manipulating it so that the ice will change shape according to the users will. The user selects a single point in the ice to be the 'center point' of the reformation. The only ice that can be manipulated is ice within 10 meters from this point. If more ice is attached, it is possible for this jutsu to have the ice being effected to break away from the non-effected ice. Because this isn't adding ice to the object, the mass must stay the same, although the shape is changeable.
Note: Can only be used on ice created by the user.
Note: This jutsu cannot be used to create momentum within the ice. Once the ice is reshaped, it's momentum is the same as it was before this jutsu occurred.
Note: Can only be used 4 times per match.


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Hyouton: Kiregire Fuyu)- Ice: Shards of Winter
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will Focus their wind chakra into their lungs and release water chakra from the palm of their hand, then blow out the focuesed wind chakra causeing the water chakra to freeze then is shot outward towards the opponent in a < formation (or buckshot formation if that makes better since).
Note: Can only be used 4 times per battle.
Note: Only -Tauburn can teach this jutsu.

Obtained from tauburn via trade before new rules
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(Hyouton: Katana)- Ice Release: Sword
Type: Supp
Rank: A-rank
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user will create a sword of Ice, which incases around his forearm then goes down from the forearm to the tip of the blade, which extends from the users figer tips another 20", the sword's strength is enough to fight normal swords.
- Can only use if taught by -Tauburn-.
- Can only be used 4 times per battle.
- Will only last for one round at a time or if the user releases it.

Obtained from tauburn via trade before new rules
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(Hyouton: Hikiba)- Ice: Ice Fang
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their water chakra outside of their body, then chill it with their wind chakra, creating a fang shaped ice cicle. Sending it flying at the opponent with their wind chakra.
- Can only be used 3 times per battle.

Obtained from tauburn via trade before new rules
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(Hyouton: Shittsui Bou)- Ice Release: Soring Fishnet
Type: Defense
Rank: S-Rank
Range: Short-Mid
Chakra Cost: 40
Damage Points: n/a
Description: The user will make the Bird handseal then serperate his hands while focus his water chakra into his hands, and his wind chakra into his throut. Then blow out all the wind chakra instantly chilling the water chakra, creating a fishnet made of ice. The fishnet will shot from the users hands and fall apon the opponent traping them.
-Can only be used 3 times per battle.
-Can only be taught by -Tauburn-

Obtained from tauburn via trade before new rules
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(Hyouton: Tsumetaikan)- Ice Release: Icy Veins
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 40
Description: The user will make 2 handseals then release their water and wind chakra through the ground, createing a vein of ice under ground out of sight of the opponent. As the ice approches the opponent, it becomes more visable from above ground but while under ground the vein of ice can pop out of the ground and split into five seperate points, able to attack the opponent from multipule spots. This jutsu will spring fourth from the ground and keep growing till the veins grow another 3yards, only able to reach upto mid range, no further. So once the veins spring out theyll grow another 3 yards then stop, but the growth happens quickly due to the user still focus chakra into them.
- Can be used 3 times per battle.
- Muxt be a member of the yuki clan.
- can only split into 5 max.
- Must have permission from -Tuaburn- to use.

Obtained from tauburn via trade before new rules
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Hyouton: Aisu bunshin no Jutsu) Ice Release: Ice Clone
Rank: A
Type: Supplementary
Range: Short
Chakra: 40
Damage: N/A
Description: Must know water clone prior to learning this ability. The clone is stronger allowing it to last longer


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Hyoton: Gokkan No Kaze)-Ice Release: Frigid Wind
Show
Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user makes two hand seals and manipulates the air above an opponent to move down upon them at a high speed. As the air moves down, several small, thin blades of razor sharp ice are created, which will cut into the opponent as the wind hits them, slicing into their body and causing external and internal damage.
Note: This does not necessarily have to be created over an opponent's head.
Note: Can only be used thrice per battle.

Taught:

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Hyouton: Hasai Hyōrō no Jutsu)-Ice Release: Crushing Ice Prison
Type: Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: This is an improved version of: Ice Release: Ice Prison Technique. The user will use their chakra to cause a jagged pillar of ice to erupt below the target. This pillar will move up into the target, but rather than pushing them, it will simply absorb them into itself, thus encasing them in ice. The user will then make a single hand seal, causing the ice in the pillar to move inwards on itself, thus crushing it's occupants.
Note: Can only be used twice per battle.
Note: Can only be taught by Inch.

learned here:

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Hyouton: yobigoe bouei)ice release: Hail Protection
Type: Attack/Defence
Rank: S
Range: Short-Long
Chakra cost: 40
Damage Points: 80
Description: after a single handseal the user creates a vortex around themselves which gathers all the nearby hail to protect the user as the vortex continues to gather more pieces of hail the hail begins to combine creating larger pieces of hail that can protect from larger attacks after two turns the hail is the size of a basketball (29cm) and is then shot out in every direction
-must be hailing
-only used by ice bios
-hail can be shot early and if done the attack will have the damage of a A rank jutsu
-if hail isnt launched by second turn the vortex stops
-first turn it can defend against up to A rank jutsu (strengths and weaknesses apply)
-second turn can handle S rank jutsu (strengths and weaknesses apply)
-user choses when during their turn to launch the hail
-can only be used twice
-user cant use any ice jutsu while this is in affect or for the the following turn
-can only be taught by heavens blade

Obtained: Trade with havens blade before new rules
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Hyouton: Aisuu~ēbu)-Ice Release: Ice Wave
Type: Offensive
Rank: S-Rank
Range: Short-Med
Chakra Cost: 40
Damage Points: 80
Description: The user makes four hand seals and stomps there foot on the ground. As they do so, they make a large 'wave' of icicles appear out of the ground, which are in turn directed at a target. The icicles are positioned so that the tips are pointed directly at the target. The icicles are extremely sharp and dense. The wave measures to be around 3 meters tall and 8 meters wide.
Note: Can only be used twice per match.
Note: No S-Rank or above Ice Jutsu next turn.
Note: Must wait three full turns before using again.


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Hyouton: Hyōga Shinkō) - Ice Release: Glacier Invasion
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 (-15 chakra per turn)
Damage Points: N/A
Description: Glacier Invasion is an adapted version of (Doton: Uitenpen) - Earth Style: Wheel Of Fortune, used to summon large amounts of ice to the battlefield in a similar manner to which the aforementioned jutsu summons earth. Just as with the parent technique, the user of this jutsu will bite their thumb in order to draw blood and perform a row of five hand seals before slamming their hand on a scroll in the ground. This jutsu combines principles from both the summoning technique and ice release techniques in order to achieve its goal. The user summons a large amount of ice from an immense glacier which he molds into the design that is present on the scroll whilst in the process of summoning it. This allows the user to generate large amounts of ice onto the train in the form of any structure composed of ice that he wishes. Should the user be defeated, the technique will abruptly end, causing all of the ice to simply vanish. Alternatively, the user can end the technique of his own free will prematurely, causing all of the ice to vanish.Like the jutsu it's derived from, Glacier Invasion only allows the user to manipulate the shape and position of the ice the moment the ice is first summoned when this jutsu is activated as dictated by the scroll. Further manipulation of the ice past what is drawn on the scroll must be accomplished through the usage of other jutsu.
Note: Can only be used once per battle.
Note: No S-Rank or above Ice on the turn this is deactivated
Note: Whilst active, the user will be limited to only performing Ice, Water and Wind jutsu.

Learned:
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Hyouton: touketsu souhou) Ice Release: Frozen Touch
Rank-S
Range-Short/Mid
Type-Supplementary
Chakra-40
Damage-N/A
Description-
After making one sign the user focuses his chakra into the air around a water source, causing it to almost instantly freeze by dropping the temperature inside of the molecules of the surrounding air causing the heat in the water to be pulled out of the water and into the air by conduction(much like the formation of demonic ice mirrors)
*Can Only Be used By Ice Users*
*Can Only Be Used Three Times*

Obtained: Trade with icemyster before new rules

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Hyoton: Reitō no Kami no Hari Chiryō)-Ice Release: Acupuncture of the Frozen Gods
Type: Offensive
Rank: S Rank
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user touches his index finger to his thumb and focuses their ice chakra between them, and creates a needle made of ice. The user then focuses a great surge of ice chakra into the needle, and manipulates the shape of the needle to rapidly elongate in a straight direction at a high speed. The tip of the needle is extremely pointy and sharp, thus allowing it to pierce skin/objects quite easily. Because it is a needle and is very thin, if the needle were to be pointed at someone since it was created, it would be very difficult to see;however, if it is slightly dark outside, this needle will be impossible to see. However, if a target possesses a doujutsu, they will be able to see the needle quite easily whether it be night or day. Because the needle is very thin and made out of ice, it is very brittle. As a result of this, it is weaker when attacked from the side, and thus, when an object of B-Rank or above that has shattering capabilities (IE taijutsu, earth jutsu, anything that can shatter ice, really) hits it from the side, although this does not hold true if the object hits the needle head on.
Note: Can only be used twice per battle.
Note: Can only be taught by Inch

learned here:
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[Hyouton: Kōri ryū no Hōkō] Ice Style: Ice Dragon's Roar.
Rank: S
Type: Offense
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user channels massive amounts of wind and water chakra throughout the air around them. Once this is done the user will bring the chakra up through the throat, and breathe in deeply before exhaling a gargantuan blast of ice and mist from there mouth barraging the opponent causing extreme damage.

►Can only be used Once per battle.
►No A rank or above ice techniques the following turn

Learned:
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Ice Release: Ten Thousand Blades Dance = (Hyouton: Juuman Ha Odori)
Rank: Forbidden
Type: Offensive
Range: Mid-Long
Chakra cost: 50
Damage points: 90
Description: The user will begin by performing a single hand seal and then creates an opening within the sky that seems like 2 large circles. The first one is 15meters wide and is representing the wind chakra, while the second one is 10m wide and represents the water chakra. Combining the 2 chakra natures the user makes the air around the opening extremely cold, making ice form into the atmosphere. Then by using shape manipulation the user forms thousands upon thousands of countless small thin but incredibly sharp blades of ice that almost look like light blue sakura petals. In a matter of seconds the blades will rain down through the 2nd oppening (the smaller one, which is 10m wide) piercing through everyone that is in the 10m radius and ripping them to shreds.
Note: If the user is in the 10m radius he will also be killed.
Note: Can only be used once per battle
Note: The user will take 20 damage after use due to the large amount of chakra used for the technique.
Note: The user needs to concentrate his chakra for 1 turn in order for the spikes to be fully formed.
Note: No Ice for 2 turns after this technique is used.
Note: No S rank or above water or wind for the following turn.
Note: Can only be taught by Akisha.
Note: After the jutsu is over, the user's speed is dramaticly increased for 2 turns. The user can not run, though he can walk, it would be very slow and painful.
Note: The user's reactions are also decreased for the following turn because of the large amount of chakra used.


Obtained: via trade with akisha before new rules

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Hyouton: Mayu | Ice Release: Cocoon
Type: Offensive/Defensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: A Yuki clan member overlaps both their arms like an 'X' and creates a spiked dome of ice which raises up around them in a rotating fashion at a rapid pace with spikes facing outward slightly angled to one side. Due to the spikes anyone within short range of the user would be skewered by them. Then, if the dome is still intact the user extends both arms outward upon which the dome breaks down, spinning in the opposite direction from which it rose forming a rapidly rotating circle of blades of ice around the user which keeps spanning outward until the blades reach a mid ranged radius from the user. These blades can be manipulated to attack omnidirectionally around the user, or manipulated to attack any direction the user wishes.
Note: Can only be taught by Yukihira.
Note: Can only be used twice per battle.

Learned:
________________________________________________________________

Hyoton: Mō Fubuki No Ikari)-Ice Release: Wrath of the Blizzard
Show
Type: Offensive, Supplementary
Rank: S Rank
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: After first using Hyouton no Jutsu, the user performs two hand seals and releases an Icy gust of wind which pushes the falling flakes at extreme speeds and while covering them with ice to make them about an inch tall and razor sharp. These enlarged, icey snowflakes are capable of piercing one's skin and drawing blood, however, if they hit the ground, they will break apart harmlessly. If the snow is not caught in the gust of icy wind, it will fall normally.
Note: Only one gust of wind can be created, although, this gust can be curved infinitely according to the user's will.
Note: The user is equally prone to the flakes, should he get caught in the gusts.
Note: Lasts two turns.
Note: Can only be used once,but the user can control the wind gust during the second turn of use.
Note: Due to the amount of chakra and attention this jutsu requires, the user can only use one other jutsu the turn this jutsu is activated, and on the turns that this jutsu remains active.
Note: Only usable by Inchato.

learned:
___________________________________________


Hyouton: Bakuhatsu Fuyu Uzu)-Ice Release: Explosive Winter Vortex
Show
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90 (-20 to the user)
Description: The user performs 3 hand seals and focuses a massive amount of chakra into a single point in the sky. After the hand seals are complete, the user will manipulate the chakra to form a fast-moving downward swirling vortex of ice, snow, and wind, and there is now hollow point in the middle of the vortex. The vortex is quite narrow at the point of the creation and becomes wider as it moves towards the ground. Anyone caught in the vortex will be rotated at great speeds and slammed into the ground, in addition to being impaled by the ice shards. The vortex can last one full turn if the user wishes. After the vortex ends, all of the snow, wind and ice shards within it will burst outward to a mid-range away from the vortex. Anyone caught in this explosion, including the user, will be knocked backward by the wind and snow, and impaled by the ice shards, though both effects aren't as powerful as they were in the vortex due to the now unfocused and spread out explosion.
Note: The user is only able to perform a total of 2 jutsu the turn this was used.
Note: The user will be unable to perform anymore forbidden jutsu for the next 4 turns.
Note: The user will feel exhausted the turn after this was used and will have slowed movements.
Note: Requires the user to have mastered ice.

Taught:

______________________________________________

Hyoton: Skadi No Reitō No Mori)-Ice Release: Frozen Forest of Skadi
Show
Type: Offensive
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: 90 (40 damage to the user)
Description: The user gathers a severe amount of Hyoton Chakra and performs a row of four hand seals, releasing the gathered chakra in a surge and causing a giant forest of pine trees made of pure ice emerge from the ground around the user. The ice is very hard and extremely cold, and the needles of the pine trees are razor sharp and are capable of dealing tremendous damage to those things that come into contact with them, especially as the trees are yet rising from the ground. As a result of the tree's coldness, the air around them also becomes extremely cold, causing discomfort and pain to anyone within it who doesn't warm themselves. Although the user is used to the cold temperatures of the ice, they will still feel discomfort and pain from the cold, albeit far less than that of a non-ice user. On average, the pine trees are 30 meters tall and the branches typically span six meters at their base. The pine trees have around 4-6 meters between each other, making maneuvering through the forest easy for a normal sized person. At the end of the third turn after the user uses this, the forest will return back into the ground. After using this, the user's body will be covered in minor first degree "cold burns" that aren't painful but hindering just the same.
Note: Lasts for three turns
Note: Can only be used once per battle
Note: Whilst active, all ice jutsu gain +10 damage.
Note: Due to the amount of chakra this technique consumes, only one additional jutsu may be used the turn this jutsu was used, and only two may be used the following turn
Note: After this technique ends, the user is unable to perform ice jutsu of A-Rank and higher and the user is unable to perform S-Rank and higher wind and water techniques for the following two turns.

Taught:

___________________________________________________________

Hyouton: Akuma no yōna kōri no meikyū | Ice Release: Demonic Ice Labyrinth
Type: Supplementary
Rank: Forbidden
Range: Short/Long
Chakra: 50
Damage: N/A
Description: The user takes out a pre-made scroll and channels chakra into it. After that he slams it on the ground and a labyrinth rises all around the battlefield. It's shaped as a circle and its walls are 3m tall and 0.5m thick with a ceiling of the same thickness and properties. It appears to be transparent but the walls can be distinguished after carefully looking at them. The labyrinth forms around the opponent, with him being in the epicenter (look at image for reference). This technique is similar to the Demonic Ice Mirrors. Barney, being a passionate ice user decided to take it to a new level and to give it a bit of his touch. When the labyrinth forms, its radius is equal to the distance between the user and the opponent. As the labyrinth forms in front of him he leaps into the walls and once in there, he can only move through them. On the other hand, the opponent can move only where there is no walls. The labyrinth, having the same properties as the ice mirrors allow him to move very quickly through the labyrinth, around the opponent from where he can freely attack. A huge drawback from this technique is that the user can only use ice jutsus while inside the walls of the labyrinth and while in there, only one per turn. The walls also serve as a resource for other ice techniques. Once formed on the battlefield, it stays, until completely demolished or until the user decides to collapse it with the Ice Release: Collapsing Ice Labyrinth technique.
Note: Only one jutsu can be used per turn while the user is merged with the labyrinth, due to the huge amount of chakra being used for creating the labyrinth
Note: The user can't use ice jutsus 2 complete turns after emerging/destroying the labyrinth
Note: This jutsu can be performed only once per battle
Note: Only McRazor can teach this

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Taught here:
_______________________________________________________________
Hyouton: Kōri no meikyū o oritatamu | Ice Release: Collapsing Ice Labyrinth
Type: Attack
Rank: S rank
Range: Short/Long
Chakra: 40
Damage: 80
Description: The user, after re-emerging from the labyrinth created using the Ice Release: Demonic Ice Labyrinth technique, can make the ice particles in the Demonic Ice Labyrinth to shatter and create a huge explosion similar to how Haku destroys his Demonic Ice Mirrors. The explosion is caused by the shattering of the ice which causes friction in between the ice particles. This is where the users chakra comes into place. He simply uses it as a trigger.
Note: Usable only after the user leaves the labyrinth walls
Note: This jutsu can be performed only once per battle
Note: Only McRazor can teach this

taught here:
 
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-Haku Yuki-

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Other kkg I have Cj's for

Yōton: Rensei Yougan Tama) – Lava Release: Drilling Lava Bullet
Rank:A
Type: Offensive
Range: Short – Long
Chakra cost: 30
Damage points: 60
Description: The User will concentrate on his (lava) chakra and then take a deep breath. Once, the user is ready he will quickly perform 4 handseals and, blow out Max. 5 bullets of Lava/Maguma and direct it at his opponent(multiple opponents). This jutsu is strong enough to do major damage to even a Summoning like Gamabunta.(size) It also melts objects surrounding the lava bullet like gras, kunais, shuriken etc.
.Note: This can be taught by Ichigo.
.Note: You must have a Kurotsuchi, Mei or Rõushi bio.

Yōton: Yougan Arashi) - Lava Release: Lava Storm
Rank: S
Type: Offensive
Range: Mid
Chakra cost: 50
Damage points: 75
Description: The user gathers a great deal of chakra within their body then the user performs various hand seals. And, take in a deep breath as they bring about the ideals of most fire exhaling jutsu into play. Upon exhaling, a burst of condensed lava emerges and is fired off at the opponent. But, as the user fires it at the opponent it explodes so creating a Lava storm. Also, this jutsu can harm the user due to the heat and force of the Lava (damage -20 to the user). And, this jutsu can be be used in combination with Magma Shower to make the Lava storm even stronger and more brutal thats why this jutsu is becomes forbidden it becomes even hard to encounter with a high level lightning jutsu.
.Note: This jutsu can be used once er battle.
.Note: This jutsu can only be used by Ichigo..And Igneel.
.Note: This jutsu can only be taught by Ichigo.
.Note: The user must be at Kage Level.
.Note: This jutsu can only be used by a Kurotsuchi bio.


Obtained both from Ichigo (name at the time) before new rules
 
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Ninjutsu/Genjutsu

Ninja arts: Spirt Arts = Ninpou: Supiritto Gijutsu
Rank: A
Type: Supplementary
Range: short-long
Chakra cost: 30
Damage points: 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.

Obtained via trade with Akisha before new rules

Genjutsu: Kuroi Shin'en) - Illusion technique: Black Abyss
Rank: A
Type: Supplementary
Range: Short - Mid
Chakra cost: 30
Damage points: N/A
Description: The user will cause the target to fall into an illusion where black shadows envelop the target from their feet and encase in complete darkness but then they fall into a endless pit. This technique is primarily used for the user to distract the opponent from the reality of the situation setting them up for a surprise attack on the target.
~ Only twice per battle

Obtained in trade with Akisha (before new rules)


Genjutsu: Kurage's Shisen) - Illusionary Arts: Medusa's eyes
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user will perform a series of three handseals: Dog → Tiger → Ram and inject their chakra into the targets chakra system, disrupting their normal flow of chakra and placing the target under an illusion. The illusion will make the target see the user's hair turning into snakes with bright eyes and his/her eyes turning red, much like Medusa's. Then as the target looks in the users eyes, they will feel and see that their lower body is turning into stone, which slowly moves higher until it turns the target into stone completely. This will paralyze them for a short duration.

Notes and Restrictions:
- The paralyzing effect lasts for one turn.
- Can only be used three times per battle
- Requires eye contact to perform.
- Paralysis begins when all the limbs are "turned into stone"

Trade with edward

Yuki Meimu)- Snow illusion
Rank: S
Type: Attack
Range: Short-Long
Chakra cost: 40
Damage points: 80
The user makes it snow at the start of the fight. The opponent thinks this is just normal snow, but the snow never stops. After 5 rounds of snow, if the opponent hasn't gotten rid of all the snow on the field, the user will make the snow spin around the opponent. When the snow spins around the opponent the opponent will belive that the snow are all shurikens and that if they move, they'll get sliced. This keeps the opponent trapped, and gives the user the oppertunity to strike a blow at the opponent.
~Note: Must have either a bio or a puppet that can use Hyuton and must have started training in Genjutsu
~Note 2: Must be Sannin or higher
~Note 3: Can only be used once per battle
~Note 4: Can only by used by ~The Norwegian~

Obtained via trade before new rules

Ninja art: Chakra Cannon (Seishou kyanon)
Rank: S
Type: Offensive/Defensive
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Descriptions: The user charges a massive amount of chakra into their index finger and aims at the opponent he then release the blast sending a blast of pure chakra at the opponent
~Can not use Ninjutsu techniques the next turn~
~Can only be used by me and who I teach~

Obtained by trading kumi with howard (back when kumi was a thing)

Heishi mune houmen) - Dying Will Release
Rank: Forbidden
Type: Supplementary
Range: Short
Chakra Cost: 50
Damage Points: N/A
Description: The user releases 90% of their remaining chakra into a force known as the user's "Dying Will", the user's 5 senses are pushed to the Max, also it greatly increases the users reaction time dramatically improved ten fold, but this jutsu takes alot of pressure on the user's body
Note: can only be used once per battle
Note: only lasts 3 turns
Note: after using this jutsu is cancelled, the user can only used B and below ranked jutsu

Method of Obtain: Unoffcial villager killers


Genjutsu: Gaia no Jishhikaitei) Illusion Technique: Embodiment of Gaia
Show
Type: Supplementary
Rank: A-rank
Range: Short-Mid
Chakra cost: 30
Damage points: N/A
Description: The user makes four hand seals causing an illusion to occur, to which once activate the opponent will see the user instantly slam their hands onto the ground. Once they do a blue summoning formula will appear on the ground under the enemy. A blue chain with a spear head will form behind the target and stab into the spine of the target, to which once it does it will spread out and latch onto the surrounding environment (such as trees, mud puddles,water etc). The chains that branch from the original will then seemingly begin to absorb the properties of the said surroundings and forcefully injecting back into the body of the target. The target will feel immense amount of pressure as they feel there bones being morphed into the same material being absorbed by the chains(changing the bones into tree bark, hardening like steel etc). In reality the target is unharmed but us under immense mental strain and will pass out after 2 turns if they don’t break the illusion due to the intense mental strain. The technique is highly versatile as it can be used in accordance to the actual environment, thus making it harder to decipher.

*Genjutsu lasts two turns*
*Can only be used twice per battle, leaving the user unable to use A-rank and above genjutsu until the the illusion ends*

Learned:
 
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Taijutsu/kenjutsu

Atsui-Appu: Warm-up
Rank: N/A
Type: Supplementary
Range: Short
Chakra: N/A
Damage: (Taijutsu +10)(Ninjutsu +5)
Description: The user jogs in place while punching the air, causing their blood to pump faster making them a little faster and stronger. Because of this early warm-up, the user is also more focused causing their reflexes to sharpen. With this blood pumping sensation, chakra also flows easier and faster, letting the user use jutsus faster.
Note: Can only be taught by Axle
Note: lasts 5 turns
Note: can only be used once per battle
Note: must be done at beginning of battle

Obtained via trade with axle before new rules
 
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Hot ice

Custom Element
Hot Ice

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Custom element Japanese name: Hottoaisu

Custom element English name: Hot Ice

The element is based on: Water + Earth + Fire
Facts that prove the element to be possible (in the manga context): Sodium Acetate, or as it will be called for the remainder of this submission, Hot Ice, is the combination of water to form the base, sodium in the earth to form the material, ( ), and fire to burn out any impurities and combine the two through heat in order to form the liquid substance that will now be explained. Hot Ice is very often used in the making of potato chips (which Choji is often seen eating) as a food additive and preservative. It is also used as a pickling agent because it stops or slow downs spoiling caused by micro-organisms. Foods to be pickled, like cucumbers , are very likely to be soaked in a solution of Hot Ice in order to complete the process. Chances are, Hot Ice is very abundant in the Naruto world. That being said, with elements like crystal, steel, and the like, it has been shown that a person is able to manipulate the contents of the earth, focus chakra into it, and ultimately use it for their advantage.

How it works: All at once the user will manipulate the earth so as to harness the natural salts within, use his water chakra to create water amongst said salts and form the base, while also using his fire chakra to heat it so that the salts will be absorbed into the water as well as burn out any impurities. What will be created and under the user's control as a result of this one action, is Hot Ice. Of course, by repeating the same process and using his fire, earth, and water chakra in lieu of the real thing, the user can create Hot Ice from his body. Hot Ice has a few differences from regular salt.

Hot Ice is initially a clear, water-like liquid. When met with even the slightest bit of aggravation it will immediately harden into a hard ice-like substance. Even gently pouring Hot Ice on itself will cause this reaction.
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Hot ice is known to neutralize sulphuric and other acids as it is used to keep pH scales in balance and treat waste streams. Hot Ice is a well known water sealant. Upon reaching the aforementioned crystallization, Hot Ice releases a heat of about 138 degrees Fahrenheit. For the purposes of this CE, Hot Ice can only be made and controlled as a solid element only, as when met with any sort of aggravation at all it will immediately solidify anyway.
Hot Ice in solid form

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Usage Examples:

Surprise
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user builds up Hottoaisu chakra in his hand and thrusts his fist at an opponent in short range. When this is done he will release a fist shaped block of hot Ice that will do heavy impact damage to them.

Armour King from Tekken
Type: Defensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user will form a hard and thick armor of Hot Ice around his entire body.

Conditions to be able to use it: Mastery over fire, water, earth

Is weak to:
  • Lightning/Lightning Based CE- Lightning has the destructive capability to rip Hot Ice apart and destroy it with ease.
  • Earth/Earth Based CE - Earth is stronger and harder than hot Ice and thus its impact will cause it to break.
Is strong against:
  • Water/Water based CE - Hot Ice is a well known water sealant and blocker
  • Ice/Ice like elements - Hot Ice releases well over enough heat to reach Ice's melting point
  • Sulphur - Hot Ice is able to neutralize Sulphur
  • Acidic Elements - Hot Ice is able to neutralize all acidic agents and elements
Co-creator: -Broly-
Students I passed this custom element on too: -Haku Yuki- & ?

P a t e n t C e r t i f i c a t e

I, Caliburn of the Custom Elements Bureau, by the power invested in me by Versuvio, Rei, Nexus and Zise, give you the following:

Nathan, our loyal member, gave on the date February 4th 2015 a request for a Patent on his custom element (Hot Ice); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned patent on this element by the following;​


Hottoaisu
Powered by Caliburn
Copyright 2015, Nathan, NarutoBase.net​









1.
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40
Damage: 20 – 80
Description: Through the use of a single handseal, the user will either manipulate the earth or their chakras in their own body to produce and manipulate Hot Ice or existing Hot Ice. This is the most basic application of Hot Ice Release which allows the user to create highly versatile constructs such as shields, swords, walls, pillars, waves, spheres, weapons, and other forms. These constructs can be produced from the user’s body or alternatively can be produced anywhere from the earth around the user. There are limitations to this technique. Depending on the quantity of chakra applied by the user they will only be able to use this technique in certain ranges. D and C-Rank applications can reach up to short-range from the user’s position. B and A-Rank applications can reach up to mid-range. And S-Rank applications can reach up to long range. Additionally, should the user wish to sustain the constructs produced they simply need expend an additional amount of chakra per turn. For applications D to B-Rank the user need only expend 5 chakra. For A-Rank applications the user need only expend an additional 10 chakra. And for S-Rank applications the user need expend 15 chakra per turn. S-Rank applications of this technique require the use of the Snake, Boar, and Tiger hand seals.
Note: The S-Rank application of this technique can only be used three (3) times per battle.
Note: The S-Rank application of this cannot be used on consecutive turns.
Note: The forms created are simply static constructs, not complex forms or dynamic creations.
Note: No other S-Rank or above Hot Ice on the turn the S-Rank version is used

2.
Type: Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-15 per turn)
Damage: N/A
Description: One of the more supplementary uses of the element, and using the unique ability of hot ice, that it is a powerful water sealant. Through the user’s chakra and by performing a set of four hand seals and releasing their chakra the user will create a shell of hot ice (or any type of hollow object), becomes capable of retaining water it comes in contact with, including water and water based techniques of the opponent within strengths and weaknesses. The capabilities of this technique are for example, the object can only store up to and including S-Rank techniques. There are limitations to this technique, however. The object has a limit on the quantity of water it can absorb at any given time. The object is only capable of absorbing up to it's rank in water and thereafter will reach its containment limit. If the containment limit is passed and the object absorb water again it will simply shatter and disperse causing the water within it to burst out and be released as a massive omnidirectional wave of water and terminate this technique. The user can also make use of the water absorbed by the object to make use as a water source for his or her own water techniques. The object can be sacrificed causing the water within it to be used for the water techniques of the user.

Note: Can only be used twice per-match.
Note: Lasts for four turns or until cancelled and released.
Note: The user cannot use this in consecutive turns.
Note: No A-Rank and higher Hot Ice techniques in the user’s next turn after this technique has ended.


3. (Hottoaisu: Hakamori no Manto) – Hot Ice Release: Gravekeeper’s Cloak
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn + -10x per layer)
Damage: N/A (80)
Description: Gravekeeper’s Cloak is a unique application of Hot Ice based upon “Earth Release: Hardening Technique.” Through the rapid release of Hot Ice chakra throughout the user’s entire body an armor of Hot Ice will form on the user’s body with the exception of their mouth and eyes, should the user choose to do so. This armor however is unique compared to the Hardening Technique in two aspects. The first is this armor is in essence living and responds to the user’s will. While the armor cannot move on its own the cahkra it drains from the user fuels its life. The second unique characteristic is that it is not a single layer of armor. Instead, the Gravekeeper’s Cloak is composed of four distinct layers of Hot Ice simply packed tightly together and held together by the user’s chakra. Each layer is equivalent to B-Rank and can offer defences within elemental weaknesses and strengths. For example, should an opponent attack the user with an A-Rank attack neutral to Hot Ice then two layers of the armor will be instantly shattered. Combining these two unique aspects offers the user powerful defensive capabilities. The continual feeding and sacrifice of chakra allows it to regenerate these layers should they be shattered. The regeneration of the layers simply requires the user to expend 10 additional chakra per layer that they wish to regenerate. Should all layers be destroyed in a single instance then the technique shall end entirely as the Cloak cannot regenerate at all should no layers be present. The layers of Hot Ice are produced in such a way to only slightly hinder movement causing the user’s speed to be reduced by two levels from their current level for the duration of the technique. In addition to this the user becomes unable to weave hand seals due to the sheer bulk of the armor and can only hold rudimentary weapons such as normal kunai, katanas, and longswords. He cannot hold ranged weapons like bows and arrows and utilize them proerply. The user’s sense of hearing is also distorted slightly causing them to have a slight vulnerability. Additionally, while shrouded in the Gravekeeper’s Cloak one can only mold chakra for Hot Ice, Earth, Fire, and Water techniques. On top of its powerful defensive capabilities the Cloak also offers some certain offensive capabilities. The user is capable of, at the cost of a move, produce from the armor pillars, blades, and spikes which can reach up to short-range from the user’s position. These offer various types of damage and can tear through powerful defenses within elemental strengths and weaknesses. They will emerge from the armor with incredible velocity granting them immense blunt or piercing power. As with all Hot Ice this technique comes with the high temperatures of Hot Ice allowing for limited burn damage to the opponent with extended contact.
Note: Can be used twice (2) per battle.
Note: can only be used once every two (2) turns.
Note: Once activated the Gravekeeper’s Cloak will last for four (3) turns.
Note: After this technique has deactivated the user cannot use Hot Ice techniques above A-Rank for two (2) turns.
Note: No jutsu above A rank in the turn this ends

4. (Hottoaisu: Daimosu no Kifu) – Hot Ice Release: Donation of Deimos
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: The purpose of the Donation of Deimos is to reconstitute and repurpose destroyed Hot Ice structures littering the field of battle. Through the use of a single hand seal the user can release their Hot Ice chakra from their body into the surrounding area up to long-range. Once it comes into contact with destroyed or abandoned Hot Ice remains the technique will infuse it with chakra and allow the user to bend it once again to his or her will. The chakra released can repurpose the Hot Ice allowing it to be infused yet again with the user’s chakra granting it A-Rank capabilities – meaning that if an S-Rank Hot Ice pillar was destroyed previously in a fight and this technique infuses it, it will now possess A-Ranked strength. The limitations on this technique are simple. The user can repurpose shattered Hot Ice structures and cause them to act as projectiles which are launched rapidly toward their target(s). Should the user infuse a pile of Hot Ice or multiple shards they will all be reanimated but will only have the total combined strength of A-Rank, it cannot exceed that strength. Additionally, with their chakra, the user can reshape the shattered Hot Ice either further sharpening it or blunting it allowing the user to experiment with many forms of damage. The technique can only reanimate shatter Hot Ice and reshape it into simple structures such as knives, pillars, etc. It cannot create complex forms.
Note: Can be used five (5) times per battle.
Note: Cannot be used within consecutive turns.

5. (Hottoaisu: Tarutarosu no Ryōken) – Hot Ice Release: Hounds of Tartarus
Type: Offensive
Rank: S
Range: Short – Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: Through the usage of a single Snake hand seal the user is capable of initiating the Hounds of Tartarus by swiftly converting and releasing copious amounts of Hot Ice chakra into the earth within short-range of the user or from the user’s body resulting in the formation of demonic hounds with enormous appetites. The size and number of the hounds can vary to the user’s discretion – in terms of the number of hounds created their total strength will always come to the sum of an S-Rank technique, never more and never less. In terms of size the hounds created can be as small as an average sized German shepherd or as large as Gamaken. The special quality of the hounds is that they are imbued with the user’s chakra and as such are granted a limited form of sentience allowing them, as long as the user is feeding them a small portion of his chakra per turn, to act independently and respond to the user’s will. As they are composed purely of Hot Ice the hounds respond to normal elemental weaknesses and strengths. Their bodies radiant with heat causing those to come in contact with them to suffer; prolonged contact with the technique will cause the target to suffer from burns and such on the afflicted area. The hounds themselves are equipped with sharp Hot Ice teeth and can be used to tear opponents to shreds should they get their strong grip on a target. The final ability imbued upon the hounds is that they are capable of consuming water techniques due to the absorptive characteristics of Hot Ice. The water can be consumed by the hound through their mouth generally and can consume up to their rank in water which will cause them to reach their containment limit. Of course, their containment limit decreases with each additional hound created. For example, should two hounds be formed (each sharing A-Rank strength) then each will be able to, separately, contain an A-Rank water technique within their body. If a water technique is widespread, however, the two can both consume it and split the water technique in half (assuming it is S-Rank and the two hounds are A-Rank) allowing both hounds to carry half the water technique within their body. Finally, with a single confrontation hand seal the user can cause the hound’s body to explode with the contained water within causing a potent Hot Ice/Water combination to burst out from the body. In a default explosion the combined elements will be an omnidirectional burst but the user can, with their chakra, angle the elemental combination away from them and toward their target(s), should they desire. The dangerous effect of this technique is that the user will only be able to access the elements which compose Hot Ice – that is Water Release, Fire Release, and Earth Release as well as Hot Ice Release itself.
Note: Can be used twice (2) per battle.
Note: The hound(s) will remain on the field for a total of four (3) turns.
Note: When this technique expires the user will be unable to use Hot Ice techniques above S-Rank for the following turn. No jutsu s rank or above when this ends


6. (Hottoaisu: Aetherius Uminoken) – Hot Ice Release: Aetherius, Sword of the Sea
Type: Defensive, Supplementary
Rank: Forbidden
Range: Short
Chakra: 50 (-10 per turn)
Damage: N/A (-20 to the user)
Description: The user will focus Hot Ice chakra throughout their entire body to produce a sword composed of pure Hot Ice in either hand. The sword is not a simple blade of Hot Ice; it inherits certain abilities which it is able to impart on the user. The sword itself is an attempt to bring mastery and oppression to the seas. The most basic ability the sword inherits is a limited form of sentience through the passive draining of the user’s chakra. While it is hot to the touch the sword is produced from the user’s own chakra and as such will not harm the user in the slightest, similar to produce fire from the user’s body without burning the creator. The Sword of the Sea can be created at varying sizes at the user’s volition and manipulated after creation. It can reach a maximum size of 10 meters in both length and width allowing for it to execute its abilities to oppress Water Release against numerous sizes and shapes of techniques. Changing the sword’s size, whether increasing or decreasing, will cost one of the user’s three moves per turn. The sword itself possesses a pseudo regenerative ability allowing it to regenerate itself to its original strength unless it is completely destroyed within elemental weaknesses and strengths. The third ability of Aetherius is its ability to effectively ‘petrify’ sources of water and ice through its strength over Water and Ice Release. This ability is very much akin to Earth Release’s ability to petrify mud. However, Aetherius is able to extend its influence over water instead due to its strengths. This ability works by converting the source in question into Hot Ice from the point of contact outwards at a fast pace. In the case of Water Release, it will be as if Water is freezing at an irrational rate yet it will retain a warm temperature to it which quickly heats up to reach the temperatures of Hot Ice Release. In the case of Ice Release, it will be as if the Ice retains its form and structure but will take the form and temperature of Hot Ice Release. When applied to a source of water or ice, either a technique or simple source void of chakra, this ability will cost one of the user’s three moves per turn. The final ability of Aetherius builds on its unique interaction with Water Release. Aetherius, as the oppressor of Water, is able to consume Water techniques through its tip at the cost of a move. For each Water technique consumed Aetherius reinforces itself with the consumed water increasing its resistances by 10 effective damage. When Aetherius, Sword of the Sea expires, released prematurely, or overpowered in combat the user will be unable to access Hot Ice Release chakra for the remainder of the fight. When this technique ends the user will be unable to produce Water, Earth, or Fire techniques above A-Rank for the same and following turn. Additionally, due to the strain on the user’s body the user will have their base speed effectively reduced by two levels. Aetherius, Sword of the Sea cannot be used by clones.

7. (Hottoaisu: Tōji) – Hot Ice Release: Winter Solstice
Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Short – Long
Chakra: 50
Damage: 90 (-40 to the user)
Description: A powerful Hot Ice Release technique involving the user focusing chakra throughout every point in their body and then releasing it in one immense omnidirectional blast. In essence the blast carries numerous small particles of Hot Ice carrying the heat of the technique and force akin to that of Wind Release rushing outward with immense concussive force blowing away anything in its path, respecting elemental strengths and weaknesses. The blast carries itself into long-range with ease decimating the terrain in the process. However, this technique, while devastating in raw sheer force carries with it a deceptive property. As the blast pushes itself further and further outwards it leaves in its wake Hot Ice particles leaving behind a sort of Hot Ice mist or haze. The Hot Ice mist leaves behind a warmth in the air although, compared to normal solid Hot Ice, it does not possess burning capabilities or can cause any suffocation; it is simply cosmetic. It also is unable to hinder normal eyesight on its own. The mist itself does carry a unique trait to it found in Hot Ice Release – it possesses the incredible ability to consume and absorb Water Release techniques. As such, while the lingering mist is present on the field Water techniques within elemental strengths and weaknesses are unable to be materialized in the air due to the Hot Ice mist absorbing the air moisture. Winter Solstice is also able to suppress the manipulation of water sources and the production of water from one’s own body. With this technique water produced and manipulated from a water source as well as from an opposing user will be suppressed and reduced by one rank in effective strength, (Effectively stops up S-rank opponent water). Because of the nature of Winter Solstice this technique takes enormous strain on the user’s body inflicting 40 damage on the user and causing them to experience a temporary full body pain lasting for a single turn. This technique can be used once per battle. After usage the user is unable to use Hot Ice techniques above A-Rank for the same and next turn. The user is unable to use Earth, Fire, and Water techniques above A-Rank for the same and next turn. In addition to this the user’s base speed rank is reduced by 3 levels for a single turn after this technique is used. The mist of Hot Ice particles will remain on the field active for four turns after this technique has been used.
 
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-Haku Yuki-

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Summons



#1 Kuchiyose no Jutsu: Rayquaza)-Summoning jutsu: Rayquaza
Type: Summoning
Rank: S
Range: Short
Chakra: 40(-5 perturn)
Damage: N/A
Description: Rayquaza was said to be one of their strongest summons in the world, this snake is said to be capable of flight and lives in the ozone layer, so if one who has signed the snake contract wishes to summon him they must find a way to him, or have him to come to the user through some method. Rayquaza is 23 feet long and using its extreme mastery of the wind nature is able to manipulate wind currents to make himself fly, however while he can do this normally he refuses to do it in battle without a chakra sacrifice from the user so the user must give 5 points of chakra to Rayquaza each turn hes summoned. Rayqauza is able to use all wind jutsu the user knows and once per battle can summon a large tornado force wind that blows away any lighting jutsu, and clears weather. The wind is strong enough to knock down anyone standing in the way to the ground, it is S-ranked.

Note: Can only be summoned once per battle.
Note: Stays on the field for no more than 4 turns.
Note: Every ranked ability counts as a move.
Note: No wind jutsu the same turn as Rayqauzas wind jutsu and no wind jutsu from the user the next turn.
Note: Each turn Rayquaza is flying counts as a jutsu out of the users 3 per turn.

Taught to: Korra, Vegeta, Howard

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Hebi Kuchiyose - Raditz ) Snake Summoning - Raditz
Type: Attack/Defense/Supplemental
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: 80
Description: By wiping blood on their snake tattoo and molding chakra, the user can summon Raditz to the field. Raditz is a snake that lives in muddy, murky environments near Ryūchi Cave and thrives in it being able to move swiftly thru-out it. He is 40 meters long and 3 1/2 meters diameter with black and brown scales and has a wide enough head to support several people. He is relatively older than most snake summons, however he doesn't seem like it as his speed is that of a Sage Ranked Tai specialist. Living in this muddy murky swampland he studied for years to master Earth release, becoming able to use all jutsu up to S ranks without the need for seals and can use Snake Ninjutsu as well. His years of studying Earth release in his natural environment has led him to gain some special abilities, he created his own techniques for using muddy environments in his attacks by coating his scales in a specially molded earth chakra. Instead of sinking in a watery/swampy or muddy environment as seen when Manda was assaulted, he is able to move about freely as if swimming with ease and doesn't sink. He is able to be summoned above ground as well as underground, and if he is summoned under a normal earthen environment, upon summoning him the area he is summoned in will be converted to mud upon his summoning, allowing him to emerge from below ground. Due to coating his scales in specially molded earth chakra, he is immune to attacks B rank and below following logic and S/W. Due to his immense size coupled with his scales, a melee attack from either his head or tail will do tremendous damage. A bite from him would cause paralysis after 2 turns to the affected area, and he is large enough to easily consume someone whole.

~Notes~
- Must be taught by -Vegeta
- Cannot be on the field if Manda is present
- Stays on the field for 4 turns or until dispersed
- In the turn summoned, no Snake Ninjutsu above A rank after Raditz is summoned
- If changing the consistancy of the ground during summoning, it counts as 2 moves though occurs in the same time frame

Learned:


(Sunēkuātsu: Sunēku no Sapōto) Snake Arts: Snake Support
Type: Offensive/Defensive/Supplementary
Rank: C-A
Range: Short
Chakra: 15-30
Damage: 30-60
Description: When the user is in close combat/hand to hand with the opponent the user will channel their chakra to a region of their body. Using the same principle as Hidden Snake and Hidden Multiple Snakes hand the user will have a snake or snake emerge from their body (while staying connected to their body) to attack the opponent or defend the user from taijutsu attacks. The snakes are connected to the users body and can emerge from any location of it like the back, shoulder, chest, etc. Depending on how much chakra the user channel more snakes can emerge at once. If the user channel enough for a C rank than only 1 snake can emerge. If enough for a B rank than two snakes and if enough for an A rank than 3 snakes can form from the user body. The snakes has venom that mess with the opponents nervous system the longer they are exposed/untreated. After 1 turn they will feel numb and after 3 they will have their electrical signals cut off and will become partially paralyzed. After 5 turns the venom blocks motor neuron pathways to skeletal (voluntary) muscles, causing full paralysis.
Note: Must know Snake Summoning
Note: Must be taught by Korra.
Note: Usable 3 times per battle with a 2 turn cool down of snake ninjutsu



(Hebiātsu: Hebi no Norowareta Niwa ) - Snake Arts: Cursed Garden of Snakes
Rank: S rank
Type: Offensive/Defensive/Supplementary
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description: The user will stomp their foot onto the ground and uses their chakra to create multiple tunnels through out the ground underneath the user and the opponent throughout the entire terrain. The user will then do the snake sign and have a snake come out of their sleeve and goes underground and travels throughout the tunnels laying up to 100 snake eggs throughout the tunnels. The snake eggs will quickly hatch and release many different sized snakes to come out of under the ground and attack the opponent and covering the entire terrain. The snake sizes are as big large size anacondas. The snakes all poses a basic venom that when they bite the opponent they cause numbness right away and after two turns if the snakes are still biting the opponent will cause paralysis.
Note: Must be able to summon snakes
Note: This jutsu takes two turns. One to completely set up and the next to actually be used.
Note: Usable twice with a 3 turn cool down between uses.
Note: All the snakes last for 2 turns.
Note: Must be taught by Blake Belladonna




(Nezumi Kuchiyose no Jutsu: Shu , Suraisu-fū) Rat Summoning Technique: Shu, The slicing wind
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Type: Summon
Rank: S
Range: Short
Chakra Cost: 40
Damage: N/A
Description: Shu is the weapons specialist of the Underland, standing at 10 feet tall with pitch black fur and red eyes. Unlike most Giant Ninja Rats from the Underland he appears clad in lightweight body armor with two swords that can connect at their hilts to create a spear. Shu is Ańbu Juniør's personal summon and is oriented towards Kenjutsu even though he has an affinity for wind, capable of releasing B-ranked slicing blades of wind from the swing of his Katanas or claws. He is also able to use up to and including S-Rank Kenjutsu techniques. One of Shu's abilities allows his to release his wind chakra to coat his body and causes his form to sway and flicker, which makes it difficult for opponents to properly judge his actual distance from them, but does not affect his speed. The Coat of wind also serves to protect him from B-rank and below lightning techniques.
~Can only be summoned once and stays on the field for four turns.
~All of Shu's abilities count as a move.
~The coat of wind can only be used once per battle and lasts for one turn.


Nezumi tonzura) Rat Escape
Show
Rank: C
Chakra: 20
Damage: N/A
Range: N/A
Description: Using your Summoned Beast you can Dig a whole into the ground to escape an on coming attack And it cost 30 chakra every turn to stay under there. (Max 2 turns)


Nezumi: Rat Clones
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Rank: C
Type: Supplementary
Chakra: 15
Damage: NA
Description: After summoning your Ninja rat. He can then Perform a Clone Jutsu. and the clone can do any Jutsu its original can.
*Note: Only Summoned Beast Can use


(Nezumi Anaboko)Rat hole
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Rank: B
Chakra: 25
Damage: 40
Range: Short/ long
Description: Using your Summoned Rat you can Then Dig a hole Into the Ground while riding on the back of it which causes the earth to shake so the user can't make Jutsu on account they would be shaking to much then using the rats hearing to pinpoint the enemy it can jump up and attack the enemy
*Note: Only Summoned Beast Can Preform
*Note: can't work on water


(Katon Sutairu: Nezumi Kataki)Fire Style: Rats Revenge
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Rank: B
Type: Attack/Defense
Chakra: 25
Damage: 40
Description: When hit with a wind attack you can use Fire chakra to create rats which travel down the wind and attack the enemy.
Note: Eats the wind making it harmless (Wind makes fire stronger as said by yamato so as they travel down instead of getting smaller they remain the same size)
Note: Can’t be used against any S-rank Jutsu


Nezumi: Rat Explosives
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Type: attack
Rank: B
Chakra: 30
Damage: 60
Description: By focusing you chakra you can blow up any rat based jutsu you control, summons, statues, anything shaped like a rat and is under your control.


Nezumi: Rat Flesh
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Rank: B
Chakra: 60
damage: N/A
Description: The user can summon a wall of rat flesh as defense or what ever else the user may find use for it. Much like the toad flesh wall It can stop things of the same rank or lower.
Note: Must have a contract with the rats.
Note: can build up to 2 walls at a time
Note: can only be used 3 times in a battle.


Nezumi: Rat flesh spikes
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Rank: B
Chakra: 50
Damage 50
Description: Rat spikes made of rat flesh, attack the enemy. It can be used off any rat or rat flesh you can see. sort of like earth spikes but with rat flesh instead a basic attack made by the ancients to save their country. Spikes extend maximum one meter from source of flesh.
Note: Only works on rat flesh jutsu's or rats themselves
Note: Must have contract with the rats
Note: Must have one turn gap at least between each use


Nezumi: Rat wave
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Rank: A
Chakra: 50
Damage: NA
Description: A huge wave of rats used to flood the field of rats and cover the enemy. This helps detect where the enemy is incase of a blinding jutsu or anything that may hamper my vision.
Note: Can be used only twice per battle
Note: Each time used, rats stay on battlefield for two turns before they automatically disappear.


(Nezumi) Rat hunger
Show
Type: Defence/supplementary.
Rank: A
Chakra:30
Damage: N/A
Description: Rats eat their way through walls.. And many different things so the bigger your rat the more he can eat. your summon can eat all the way up to S-rank wood jutsu making it harmless, or getting through a tough shield
Note: Only usable 3 times in battle
Note: Only rat summon Can use.


Summoning: Giant Ninja rat
Show
Rank: A
Chakra: 60
Type: Defense or attack
Damage: Depends
Description: A summoning Jutsu where a Human Makes a pact with a giant ninja rat, Equipped with a katana


(Nezumi kizu) Rat Slash
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Rank: A
Chakra: 30
Damage: 60
Range: Short
Description: After you summon the Giant Rat He Can then Use the Elements of its user to Combine with his blade to Slash his opponent with both katana.
*Note: Only The Summoned Beast Can use this.
*Note: You can use 2 elements 1 per blade. like lightning in one blade and water in the other or any other elemental variation you want


(Katon: Nezumi kataki)Fire Style: Rats Revenge Version 2
Show
Rank: S
Type: Attack/Defense
Chakra: 40
Damage: 80
Description: When hit with a wind attack you can use Fire chakra to create rats which travel down the wind and attack the enemy.
Note: Eats the wind making it harmless (Wind makes fire stronger as said by yamato so as they travel down instead of getting smaller they remain the same size)


Rat flesh surface
Show
Rank: S
Chakra: 70
Damage: NA
Description: By fusing you chakra into the ground you can summon a layer of rat flesh over the surface of the ground basically turning the ground you walk on rat flesh. (Not literally turning the surface into rat flesh) Much like the toad stomach where you summon toad flesh all around you, you have control of the flesh and can move it at your will to bind or trap opponents. The rat flesh is quite durable, but can be broken through by S ranked techniques. It cannot be repaired in broken areas.
Note: must have a contract with the rats
Note: Only usable 1 time a per battle
Note: Lasts 3 turns


(Nezumi Kuchiyose) - Thousand rat Summoning
Show
Rank: S
Type:Supplementary
Range:Short-Mid
Chakra Cost:15
Co-creator:Skye Kaguya
Damage Points:N/A
Description: A powerful jutsu, Ninpo Kuchiyose allows a ninja to summon animals, objects and the dead to fight on their behalf. The ninja normally signs a blood contract with the animal species, which allows him to summon different size and skill levels of creature.
Note:Must Have a signed contract with the animal you wont to summon. where many rats swarm out and can be used to do whatever you tell them, they are small and fragile but come in a mass quantity and watch out because they have a big appetite.


Nezumi: Rat Chakra
Show
Rank: Forbidden
Chakra: 80
Damage: NA
Description: By meditating with the rats they can transfer chakra from their body to yours. Both the user and the rat must be meditating back to back and should remain still. This jutsu does not last long, but while encompassed in the aura of the rat you achieve heightened sense of smell and hearing as well as a strength and power/speed boost equal to 2nd Gate. It does not last for long or give you much but it makes the rats better use collaboration jutsu with the user.
Note: Only usable 1 time a battle
Note: Only Rat summoners can use.
Note: After use you are slower, weaker, and all senses are extremely weakened.
Note: After Use you cannot use Forbidden ranked jutsu.
Note: Lasts 3 turns


Nezumi Shuhō: Ō no kaisan) Rat Technique: King's Dissolution
Show
Type:Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user will perform a single handseal and channel chakra throughout their body, upon which they will begin to dissolve into a multitude of small rats that scatter in all directions. Similar to how Jiraiya travels in small toads, the user would be stealthily concealed within one of the rodents, who move with great agility to cover large distances. While inside the rat, the user will be aware of his surroundings outside, and after reaching a safe distance he can have the rat release him from it's mouth. While within the rat, the user is unable to use any techniques, and must fully emerge from it in order to do so.
~Can only be use twice per battle
~Must sign rat contract to use
~Can only stay within the rat for two turns
~Rats used in this technique cannot be detonated


(Nezumi Kuchiyose no Jutsu: Sukauto) Rat Summoning Technique: Scout
Show
Rank: C
Range: Short - Long
Chakra: 15
Damage: N/A
Description: The user summons ten normal sized rats to use for either reconnaissance or communication purposes. One of the rats will stay on the user's shoulder while the rest scatter throughout the battlefield. They are able to communicate by emitting high frequency squeaks inaudible to normal shinobi (infrasound), that can reach an expansive range and are picked up by the rat on the user's shoulder who passes along the information. Since the rats are capable of human speech they can be given to other shinobi to act as a sort of intercom. This enable the user to pass along messages between himself and potential allies in the same area.
~Must Sign Rat contract to use
~Can only be used once per battle.
~Cannot use any rat based jutsu from these rats

Nezumi Shuhō: Sesshi Gantoretto) Rat Technique: Incisor Gauntlets
Show
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user summons two giant rat incisors over each arm that are as wide as the user's body when placed together, and span from two inches in front of the users fist, over his forearm and up to his elbow. Since the enamel of a rat's incisors is harder than Iron and platinum, the gauntlets allows to user to smash through solid techniques of the same rank, by punching at the incoming technique and utilizing the natural hardness rat teeth. However, since the hardness of steel varies, the gauntlets will crumble if used to block or attack a steel technique of the same rank that approaches with tremendous force. When used to attack an opponent the gauntlets would cause serious piercing damage due to their sharp edges. They can also be used in a defensive measure to block or stop incoming attacks by simply holding the gauntlets together in front of the user. While the gauntlets are active the user is unable to use other techniques tied to the rat contract, but they can also be dissolved whenever the user chooses, and they also don’t hinder the user from performing hand seals.
~Must sign the rat contact to use.
~Can only be used twice per battle.
~Lasts for three turns before dissolving.
Nezumi Shuhō: Hāmerun No Fuefuki) Rat Technique: The Pied Piper
Show
Type: Supplementary/Defense
Rank: S
Range: Short
Chakra: 40
Damage: N/A (-30 to user)
Description: The user summons a rat that specializes in chakra control, which will position itself atop the his shoulder. Once positioned the rat will cover it’s tail with chakra and insert it into the back of the user’s neck in order to connect to his chakra network. The pain from the tail being inserted is enough to break the user out of A-ranked or lower genjutsu, and once there the rat will begin to periodically insert its chakra into the user. Since the user’s chakra flow is being repeatedly altered by the periodic introduction of foreign chakra, he will be unaffected by S-ranked and below genjutsu techniques. After five turns of transferring all it's chakra, the rat will remove its tail from the user's body, shrivel up, and die.
*Note: Last for four turns.
*Note: Can only be used once per battle.
*Note: Can be used to combat up to S-ranked Genjutsu.
*Note: While this jutsu is active, no other rats can be summoned
*Note: Must Sign Rat contract to use.
 
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-Haku Yuki-

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Sarutobi Hi Ichizoku no Jutsu: Idaina Hai Hinotama) Sarutobi Clan Fire Technique: Great Ash Fireball
Show
Type: Offensive
Rank: C-A
Range: Short-Long
Chakra: 15-30
Damage: 30-60
Description: Being capable of mastering high-level techniques for various jutsu in Konoha, the Sarutobi Clan was known for their afinity towards Fire Release, namely those that revolved around their trademark technique, the Ash Cloud technique. After observing the Uchiha Clan's Great Fireball technique for many years, they decided to develop a similar technique and make it more deadly by combining it with their own skills. Through practice and diligence, they came up with the Great Ash Fireball technique. As the user channels his chakra inside his lungs, he makes the Boar → Horse hand seals. As the user exhales, he releases a large fireball enveloped in ash. The projectile created is a compressed fire ball, covered in incredibly hot ash, resembling a ball of red hot rock rather than a fire ball. Upon impact, the ash breaks and releases the compressed flames into a fiery mayhem which rips through anything caught within a mid range area around its impact. The effect is devastating as the ash augments the destructive power of the fire by adding a physical almost sand-like grinding effect to it and by quickly engulfing the area in a cloud of blazing hot ash. Alternatively, the user can perform only the Boar handseal and unleash a barrage of smaller, yet much faster, Ash covered Fireballs. In this case, the quantity can be such that it seems more like a stream of ash and fire rather than a barrage of individual projectiles. The more chakra added, the more powerful the ash fireball becomes.
Note: Can only be used by Konoha Ninjas
Note: If A rank version is used, the user must wait at least 2 turns before using again in any form.


2.
Summoning Technique: The Golden Branch Armor (Kuchiyose no Jutsu: Eda no Yoi Yoroi)
Show
Type: Supplementary
Rank: C-Rank
Range: Short-Mid
Chakra: 15
Damage: N/A (60 if used offensively)
Description:
All Konoha ninjas sign a contract which links them to a secret bunker inside the village. In this bunker, hundred of thousands of different weapons exist, from basic ones, to more elaborate ones, making the whole of the villages arsenal and armory. With a simple chakra cost and using the basic summoning method (blood + handseals + slam hand on air/surface) the user can call forth any number of these weapons to aid and use in battle. If he wishes, he can summon them anywhere around him up to mid range, which can result in damage if used correctly. However, as they are summoned they carry little to no momentum thus the damage is only possible if the user summons the weapons above his opponent which will enable them to fall under the effects of gravity and thus do damage (summoning a large amount of weapons more than 10 meters above the target will induce the mentioned damage). The technique can be used in tandem and in a fast sequence with the (Shuriken Kage Bunshin no Jutsu) - Shuriken Shadow Clone Jutsu, which doubles its damage and its lethality by multiplying the number of weapons almost to infinity. The list of weapons one can summon encompass any basic weapon known to exist in the ninja world though the most common variations are: Shurikens, Kunais, Knifes, Needles, Swords, Axes, Spears, Staffs, Shields, Bows, Nun-chucks, etc. The user can summon from each type specific weapons, like summoning a windmill shuriken instead of a normal one or a broad sword instead of a katana or a ninjato.
Note: Usable only by Konohagakure Ninjas
Note: The user can use this technique with (Shuriken Kage Bunshin no Jutsu) - Shuriken Shadow Clone Jutsu to double its damage, costing 2 moves but being done in the time frame of a single move


Kuchiyose: Kin-hi) - Summoning Technique: Kin-hi
Show
Type: Summoning
Rank: A
Range: N/A
Chakra Cost: 30
Damage: N/A
Description: Kin-hi is one of the five Guardians of the Golden Eagles. He is slightly larger than the toad Gama (first on seen in the series) and is able to carry up to two people. Kin-hi specializes in fire techniques and can use up to rank A fire jutsu that the user knows. He is also capable of releasing an A-ranked eagle shaped blast of fire once every two turns. Kin-hi is unique among the Guardians in the he can burn a target he touches and is immune to B-rank and below fire.

-Can only be used once.
-Lasts four turns once summoned.
-Can release an A-ranked fire blast every other turn which counts towards the user's three moves.


4.
(Fuuton: shikkyaku ha zansatsu) - Wind Style: Falling Leaf Massacre
Show
Type: Attack
Rank: D-A
Range: Short-Mid
Chakra Cost: 10-30
Damage: 20-60
Description: The user channels their wind chakra throughout a forest, or into any number of trees, and coats the leaves with a thin layer of wind chakra. This thin layer of wind gives the leaves the ability to cut deep into skin. Once the leaves are coated the user takes control of them and causes them to envelope the target or targets. The more leaves available to more deadly the attack.

-Can only be used by members of Konoha
-One tree is equivalent to rank D
-A few trees is equivalent to rank C
-A thin forest is equivalent to rank B
-A large forest is equivalent to rank A


Genjutsu: Minato No Izou) - Illusion Technique: Minato's Legacy

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Type: Offensive
Rank:S-Rank
Range:Short-Mid
Chakra:40
Damage:80
Description: After a short string of hand seals, and gazing directly into his opponent's eyes, the user disappears into a cloud of leaves. Almost immediately after, he will reappear in front of his enemy with a Rasengan in hand and slam it into him. While the enemy sees the user dissolving and disappearing into a burst of leaves, the user is in reality making the Rasengan and running at the enemy in a burst of speed.

-In order to use this jutsu, the user is required to have mastered his Genjutsu training
-Usable only twice per battle
-Usable only by Konoha Ninjas
-Requires user to know the Rasengan


7.
(Katon: Ryūsei-gun) – Fire Release: Meteor Shower

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Type: Attack
Rank: S
Range: Close-Long
Chakra Cost: 40
Damage: 90
Description: The user extends both arms in front of him, with the palm of his hands facing forward. Then, as he focus fire and wind chakra into both hands, two small but bright flames will be create in front of each palms. Immediately after, as the flames keep hovering centimeters away from the user, he will start punching those flames at a blazing rate. Each times he do so, a powerful jet of fire will burst from the flame and shoot itself toward the enemy(ies). Each of those fire blast are so fast and powerful that an untrained eye will only see flashes of light and the craters created where the fire hit it's target. The total amount of damage will be divided by the number of fire blast sent. This mean that if the user shoots 4 blast, they do 20 damages each.

-Can only be used twice per match
-Can only shoot up to 10 fire blasts and a minimum of 3 fire blasts
-Must at least be Sannin rank to use this jutsu


10.
(Sono Izō no Senju: Hachi Mie no Moji ) The Legacy of Senju: Trigram of Eight
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Type: Offensive/Supplementary
Rank: S-Rank (S-Rank)
Range: Short-Long
Chakra: N/A (40 per stage)
Damage: N/A (80 for the first stage)
Description: A simple yet devastating summoning technique, the Legacy of Senju was a technique designed by the Senju clan elders in the war thorn era of their feud with the Uchiha Clan. Designed to be effective against large enemies or large groups of enemies, the technique stands as a vicious and enormous attack using basic weapons to their fullest. The user will draw blood and perform the Rat+Tiger handseals while focusing copious amounts of chakra. As it glows red, the user will point his palm at a target. From 8 points around the target, in an octagon formation, 8 Senju Clan crests appear mid air, glowing in light blue. From them, a torrent of swords, daggers, kunais, shuriken, etc shoot out, faster than any ninja can throw them. As the technique triggers, above the target, a final symbol appears, the crest of Konoha, before a large octagonal prism is summoned, falling on the target from above. The prism will always be proportionate to the size of the target as are the weapons shot in the first stage of the technique. The prism is made of chakra conducting metal and has a smaller hollow area, allowing it to imprison the enemy inside. If the user knows fuuinjutsu, he can clap his hands upon the completion of the technique and focus a huge amount of chakra. The 9 crests will converge upon the prism and activate a powerful sealing technique, containing the target inside. The first stage of the technique carries 80 damage and is equal to an S-Rank Weapon attack, the second stage carries no damage but carries an S-Rank strength with it, while the sealing technique is a S-rank sealing technique, with 40 chakra cost. Sealing technique can be released by the user by spending 50 chakra points and doing the confrontation handseal. Enemies caught inside can release the sealing through whatever method is valid to release a sealing technique of that same rank.
Note: Each step counts as a move but the first two can be done in the time frame of a single one and simultaneously
Note: Cannot use summoning techniques above A-Rank for 3 turns; if the sealing technique is triggered, cannot use sealing techniques for the next 2 turns
Note: Can only be completely used once (with all three stages); however, one can use the first and second steps of the technique up to 3 times
Note: Can only be used by Konoha Ninjas


The Leaf Heritage: The Will of Fire & The Will of Darkness (Konoha Isan: Hi no Ishi & In'utsu no Ishi)
Show

Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage: +10 or +15
Description: More than a technique, ability or skill, the Will of Fire and the Will of Darkness are, instead, teachings and philosophical beliefs that induce specific ways of teaching and acting towards the protection of the Village.
The will of fire is an idea taught to and carried by all members of Konoha. It is the belief that only through love, understanding and decisive action can true peace be acquired, though never by attacking others and rather by protecting something the individual holds dear. The belief is a spiritual heritage that was created by Hashirama Senju and passed down to all the villagers and shinobi of Konoha. Shinobi who carry this belief love the village with all their heart and will fight to protect it even against the most significant odds. It gives them the strength to keep going even when the situation looks grim. When defending the village the Will of Fire gives the shinobi of Konoha the extra strength needed to defeat the invading forces and the will power to continue the battle after receiving damage, ensuring the Will of Fire is never extinguished.
Can only be used by members of Konohagakure who embody the Will of Fire.
Only usable when defending the village from external threats.
Normal members receive a +10 damage boost as well as a strength and speed boost equivalent to one rank (based on the NB ranking system). So for example a Jounin would gain the strength/speed of an S-Class Ninja, a S-Class Ninja would gain the strength/speed of a Sannin).
Normal members can continue after being hit by one B-rank or below attack but lose the bonus damage, speed and strength.
The Hokage and Village Officers receive a +15 damage bonus and strength and speed increased by one rank.
The Hokage and Village Officers can continue after being hit by one A-rank or below attack, but lose the bonus damage, speed and strength.
If the villager is fighting inside the village walls (Inner Village and Hokage Mansion) he gains access to an additional 10% chakra points.
A member of Konoha must make a notice in their biography's history as to which Will the character has inherited. This must be the same for both biographies.
The antithesis to the Will of Fire, the Will of Darkness is a school of thought that was developed by Shimura Danzo during the reign of Hiruzen Sarutobi and taught to the members of the Root (Ne). He instilled this will within members of his Root organization so that they would be able to carry out their missions successfully and without failure. The Will of Darkness holds the belief that one must protect what he loves by aggressive action and the destruction of all potential threats, no matter the moral cost or context. Where the Will of Fire is based on the defense of the village, the Will of Darkness is based on the attack of its enemies. After his death and the dissolution of Root, his will spread into other Konoha shinobi as former root members began to integrate themselves back into normal village organizations. People who have committed themselves to this school of thought understand the need to eliminate threats and do things that may be considered amoral for the greater good. As a result they battle without hesitation and with a greater ferocity when committing acts of aggression than those who adhere to the Will of Fire.
Can only be used by members of Konohagakure.
Only usable when attacking another village or enemy in accordance to an official mission.
Normal members receive a +10 damage boost as well as a strength and speed boost equivalent to one rank (based on the NB ranking system). So for example a Jounin would gain the strength/speed of an S-Class Ninja, a S-Class Ninja would gain the strength/speed of a Sannin).
Normal members can continue after being hit by one B-rank or below attack but lose the bonus damage, speed and strength.
The Hokage and Village Officers receive a +15 damage bonus and strength and speed increased by one rank.
The Hokage and Village Officers can continue after being hit by one A-rank or below attack, but lose the bonus damage, speed and strength.
If the villager is fighting outside the village walls (Inner Village and Hokage Mansion) he gains access to an additional 10% chakra points.
A member of Konoha must make a notice in their biography's history as to which Will the character has inherited. This must be the same for both biographies.


9.
(Fuuton: Arashi) – Wind Release: Tempest

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Type: Attack
Rank: Forbidden
Range: Close-Long
Chakra Cost: 50
Damage: 100 (-20 to user)
Description: The user will start by infusing a large amount of Wind chakra into a projectile (Kunai, Shuriken, Needles…etc). Then, after he throws it, he will perform one hand seal which will trigger the jutsu. A devastating spinning wind will be created around the kunai, merging with it. From the enemy’s point of view, it’ll look like an F-5 tornado is coming toward him, horizontally, and that the tip of that tornado is the kunai, which is now spinning at a furious speed. This jutsu will carve the very earth as it rushes toward its target, and it’ll leave the field devastated to the point where even the user will suffer damage and be projected long-range from his initial position. Even if the jutsu doesn’t directly hit the opponent, both him and the user are left with several cuts on their bodies, moderately bleeding.

-Can only be used once per match
-No S-rank and higher Wind jutsu next two turns
-Must at least be Kage rank to use this jutsu


11.
(Hijutsu: Konohagakure no Rō) Hidden Technique: The Law of the Leaf
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Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra: 70
Damage: 90 per each enemy on the field (-15 to the user)
Description:
A technique developed to protect the hidden leaf, ages ago, the Law of the Leaf is an offensive technique that has no equal in terms of power. The user will gather an immense chakra and mold it into his primary elemental chakra nature, focusing it in his hands and will clap them. Depending on what elemental chakra the user is primarily linked to, the effects will vary, though a unique characteristic will be kept: bearers of the Will of Fire or the Will of Darkness will suffer no harm from any of its variations. The technique itself is designed as a punishment to anyone who the caster sees as an enemy of the Hidden Leaf and was made specifically to fight more than one enemy at a time.
Earth: as the user claps his hands and the technique is triggered, the earth around the user shatters outwards in a gigantic shockwave-like effect (as if the earth was punched by a large, invisible fist from above). The jagged rocks lifted from the ground, rise up into gigantic spikes, chasms, fissures, plateaus, etc, altering the terrain in a dramatic fashion. As the ground is cracked outwards all around, the large rocks will converge upon any enemy nearby. The rocks will lift up and converge upon them with drastic force and speed, pilling themselves upon the enemy in rocky layers, eventually crushing the enemy within.
Water: as the user claps his hands and the technique is triggered, countless droplets of water materialize and seemingly grow out of thin air all around the field. The thick and gluey spheres of water rapidly converge upon any enemy on the field from all directions, first heavily impacting upon his body and then rapidly spreading across it. Once the enemy is fully covered in the gluey water, he'll begin to suffocate as the water, even when the technique ends, will retain its stickiness and be incredibly hard to get rid of. Seemingly simple, the speed of the small droplets and the sheer number of them add up to make one of the deadliest techniques.
Fire: as the user claps his hands and the technique is triggered, an inferno of flames rapidly rages outwards from his body in tendrils, waves and large arcs, as the user releases more and more flames. Rapidly resembling a sun, the user will shine in a bright orange color as the flame arcs and tendris spread chaos all around. The flames, once released will be attracted to any enemy on the field and surround them in a mayhem inferno of rotating flames and reducing them to ash.
Wind: as the user claps his hands and the technique is triggered, the air all around shifts as if a large shockwave passed through the field. As this happens, strong currents of wind ravage through the field seemginly out of nowhere in rapid speed as the skies darken and the weather shifts, converging upon any enemy around and rapidly surrounding them. Forming large spheres of ravaging rotating winds, the currents tear upon any enemy in the field, cutting and bashing their bodies inside until nothing is left.
Lightning: as the user claps his hands and the technique is triggered, electrical arcs span away from the users body as he glows in a golden light. Small minute electrical discharges will be felt all around the user and the sky will rapidly become charged with great amounts of electricity. Suddenly, Lightning will fall from above in the form of a large cylinder of golden light, hiting the ground with the user as its center. The effect is drastic and the speed ridiculous. Ravaging the field all around, the lightning will only affect enemies who will be electrified and killed if they can't defend or escape from the technique.

Note: Usable only once per battle
Note: The technique can only be used for the element in which the bio who is using it specializes (this means, the element it is able to use with one handseal). In the case a bio has no elemental specialty, the user will need to do 5 handseals prior to clapping his hands and pick one of the 5 elements above. Bios that can wield more than one elemental specialty can pick between the available ones to use.
Note: The element used for the technique cannot be used above B-Rank for 2 turns and the user cannot use any other Forbidden Rank techniques for 2 turns
 
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Rain release

Jutsu updated as of 8/23/16

(Ameton - Ame no rōpu) - Rain Release - Rain Ropes
Type: Supplemental/Offensive/Defensive
Rank: A
Range: Short-Long
Chakra Cost: 30 (-5 per turn to maintain)
Damage Points: 60
Description: By sending their chakra into the rain clouds, the user can condense rain drops together in the clouds, dropping them down from the clouds to whatever height the user desires shaped like long ropes, but its really just rain drops molded together. By manipulating their chakra in the rain ropes, the user is able to grasp hold of them and pull themselves upwards/whichever direction they are pulling towards and swing from rope to rope. Alternatively, the ropes could be used to wrap around and bind and opponent, squeezing them tightly crushing them over time.

~Notes~
- Ropes last 3 turns
- Usable 3x per battle
- Must be taught by -Vegeta




Ameton: Ame no Henkan) Rain Release: Rain Conversion
Type: Offensive/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will do the dragon sign and gather his chakra into the rain. They will then use their chakra to have the rain converge and gather on any point of their opponent they want. The rain will gather enough to form an orb of water around the point the user chooses. The user will use their to chakra to make the orb highly pressure making it hard for them to move whatever body part is covered, excessive force may harm the bone structure and shred the muscles around the region. The orb is the size of a basketball.
Note: Usable 4 times a match
Note: Must be taught by Blake Belladonna
Note: Must know Rain Release and must be raining.

 
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-Haku Yuki-

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Available Kumi 1000

Transaction Log:+1,000 - 7/26/2018 - Initial Kumi


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