Hashi's secrets

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Way of the Sai (Sai no michi)
Type
NinKenjutsu

Background

After Travelling the Ninja World Sokka learned to be able to use the Sai in a style kept between a group of Shinobi that resided in the Land of Lightning. This group didn't live inside Kumogakure, but inside a village - the shinobi of this village seemed to only know of this style and nothing else, a traditonal technique taught among them.

Description on the Abilities and Inner workings of the Style

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The Sai is split into different parts and all of the parts of the Sai have a use in this style (Labels shown in diagram above). The tsuka being the handle of the blade allows the normal grip that is made with the Sai, it is usually held in a reverse grip and with one in each of the user’s hand - this is the ordinary and the first stage of Sai Practice along with the use of the Saki. The Saki is the pointed tip on the end of the Sai, because it is a rounded blade, this is the main method of attack, it is primarily used as a striking weapon for short jabs into the solar plexus but it also has many defensive techniques. Users of this style with have the knowledge to be able to strike an enemy in the abdomen and cause collateral damage - instead of most people going for the head or neck, users of this style will aim for the area of nerves behind the stomach. If this area is hit it just with one jab it can cause spasms, harsher breathing and extreme pain. The Element of Wind can be used in combination with this to cause sever damage, expelling it through the Sai like a needle and shredding the opponent’s body.

The next part of this style is the use of the monouchi - this is the rounded part of the blade which means the user can hold it without it hurting himself. After practising in this style the user can freely switch from a Tsuka grip to a Monouchi grip, this allows the user to counter attacks quickly with great effect, by hooking the yoku over a blade and yanking it out of the way, this allows the user to then slash or thrust their opponent freely with the other Sai. This Monouchi grip also allows the user to block Taijutsu based attacks but also cause damage to limbs, by plunging the Yoku into the opponent’s arm or leg and again yanking it out of the way so you can freely attack your target and cause some damage (especially if you hit a muscle). The Butt end of the Tsuka is called the Tsukagashira and become a weapon that deals blunt damage when in the monouchi grip - though for extra damage, Lightning can be used in combination to cause a Paralysing smash, leaving the opponent open for a switch of the grip and a slit throat.

The Spinning Technique of the Sai is mainly used to switch from Tsuka Grip to the Monouchi grip in very quick speeds allowing a quick defence and then a quick switch to counter. The users of the style will be able to use this spin at very quick speeds, spinning them using the tip of his finger in the gap between the yoku and monouchi to manipulate this spin. There is also the fact that if a Sai is thrown, users of the style will throw it in a spinning motion so that the tip of the blade is affecting a bigger radius - this is just a simple technique.

Example Techniques

(Sai no Michi : Kitei no injekushon) Way of the Sai : Prescribed Injection
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description:
The User deals multiple blows towards the opponent’s torso with one of the Sai’s as a distraction, these blows don’t have to be offensive and it could be defensive again the opponent’s close combat attacks. They would then channel Wind into their spare Sai and step immediately to the side, stabbing the Wind Sai into the side of the abdomen and injecting the Wind Chakra through it and shredding the opponent from the inside of their stomach hitting their solar plexus, causing extreme pain and muscle spasms.



(Sai no Michi : Monouchi gurippu ) Way of the Sai : Monouchi Grip
Type: Supplementary / Defensive
Rank: A
Range: Short
Chakra: N/A
Damage: 60
Description:
The User utilizes the Way of the Sai fighting style and switches from their ordinary grip to a grip where they hold the rounded part of the blade (also known as the Monouchi), they will quickly counter a Kenjutsu / Weapon attack by hooking the Yoku around the blade and yanking it away from them, this gives the user and opening to strike the target with the other blade. They can also block Taijutsu attacks by plunging the tip of the Yoku into the attacking limb and again, yank it away so it gives them an opening to strike with the other Sai.​


Additional Effects and Restrictions

-Can only be taught by Shino500

-To be taught in this style you must have mastered elements lightning and wind

-Arm movements are slightly faster than the average Shinobi’s

- Approved :

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

-Shino-, our loyal member, gave on the date the 13th of July 2014 a request for a Patent on Custom Fighting Style (Way of the Sai). I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;​

Sai no Michi
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Copyright 2014, Madāra Uchiha, NarutoBase.net

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(Sai no Michi : Fōku fukushū ) Way of the Sai : Fork Vengeance
Type: Offensive / Defensive
Rank: B
Range: Short
Chakra: N/A (+20 Lightning)
Damage: 40
Description:
The User utilizes the Way of the Sai fighting style and switches from their ordinary grip to a grip where they hold the rounded part of the blade (also known as the Monouchi), and more adept users of this style can switch the grip instantly by spinning it on their finger in between the Yoku and Monouchi. The user can then counter a Kenjutsu/Weapon attack by hooking the 'Yoku' of the Sai around the blade and yanking it out of the way leaving them free to strike with the other Sai OR even disarming them by twisting it out of the opponent's grip and catching it for them self with a free hand (if they are only using one Sai) leaving their enemy completely defenseless.
This Grip can also be used to counter Taijutsu moves, the tips of the Yoku on the Sai are point and can easily pierce the human skin with enough force - and so by stabbing it into the attacking limb the user can move it out the way, putting their opponents in awkward unbalanced positions and leaving them open to being struck with the other Sai. This way of using the can be accompanied by lightning, it doesn't add any damaging properties and only comes into effect once the limb has been stabbed, it paralyzes whatever limb is stabbed and makes it useless for a number of turns (one).
~ Must Know Way of the Sai
~ Can only be taught by -Shino-
~ Can only be used 4 times
(Sai no Michi : Kuikkuhanmā) Way of the Sai : Quick Hammer
Type:Defensive/Offensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description:
Similar to Fork Vengeance this is a very quick counter attack switching to the Munouchi grip with BOTH Sai and using the Yoku to stab the attacking limb whilst at the same time striking with the other Sai and hitting the opponent with an electrified Tsukagashiri (butt end of the Sai) like a hammer to slam into the body of the opponent which sends a quick pulse of lightning through the enemies body paralyzing them for a turn leaving a big opening for attack.
- Must know Way of the Sai CFS
- can only be taught by -Shino-
- Can only be used twice
(Sai no Michi : Kage seriu) Way of the Sai : Shadow seil
Type: Offensive / Defensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description:
The user can channel channel the element of wind or lightning into either Sai or only a single one. Using one Sai and keeping the other sheathed or in their hand doing nothing, the user will defend attacks and distract the opponent using combos with the single Sai in CQC of their choosing by blocking attacks or hooking the crossguard of the Sai around a sword or limb etc. The distraction is all for the other Sai which is usually (depends on the user) channelled with Chakra whether it be lightning or wind will whip their hand forward (whilst unsheathing the Sai if sheathed) and flicking it forward with great precision all whilst attacking/defending with their other Sai. The hidden Sai will be done low around the waist area whilst the other is usually keeping the opponent's eye busy at chest area, the attack being sort of hidden and quick because of the close range. The lightning can paralyse whereas the wind can cause a internal damage by exhaling through the tip of the blade once it has stabbed the opponent.
- Must be taught by Professor Shino
- Must know Way of the Sai
- Paralysis if used lasts for two turns
- Can only be used twice
- No Way of the Sai in the same turn
- Two turn cool down
 

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Paw Arts

Bartholomew Clan


Paw Arts: Repel (Nykyujutsu: Oshi)
Type: Attack/Supplementary/Defense
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: A simple yet effective technique to use as both an attack as well as a defense. The user will repel a solid object or technique using one or both of his paws. He repels the targeted object or technique to another location, away from the battle field. This can be done to avoid techniques or attacks or to remove hindering objects from the battle field. However, its main ability comes with the ability to passively call forth that object once again to a different location on the field. This can be useful to attack an unsuspecting enemy or to provide a fast defense. The object will appear in any location of the field. The main thing to consider is, however, the lack of momentum the object will carry once it appears. In this case, to be used as an attack, gravity and other forces might be necessary to exploit to
give maximum effect. Techniques that are not physical or tangible in nature like fire, lightning or wind will not be able to be called forth as once they are repelled and sent away, they lose their shape and disperse wherever the user might have sent them. Fire and Lightning will also damage the user upon making contact with the paws making the paws unusable for 2 turns. The size of the target is relevant and proportional to the rank within the clan being that the maximum size it can affect is up to 2 times the users mass for normal Bartholomew, 5 times for Legends and 10 times for the Head of the clan. The point at which the repelled object can be called forth around an opponent is at least 5 meters from him except if the user is within short range of the opponent then it can be called at least 1 meter. Calling forth the object is passive but the user needs to spend additional chakra. Can affect techniques of one rank higher if they are tangible and physical in nature (Earth, Water, etc). if they are enemy techniques. Techniques of the user and his allies can be repelled regardless of their rank though they still must be physical in nature. Summonings and clones can be affected accordingly regardless of their rank, but the determining factor would be their weight. While something is repelled and awaiting to be called forth, the user cannot use the
technique at the risk of being unable to call forth the object. Object can be called forth inbetween 5 turns after the technique was used". This technique can't be used to repel enemy ninja to desired locations, however summoning and clones can be affected as such.
Paw Paw Arts: Impact Dial (Nykyu Nykyu no Mi: Inpakuto Daiaru)
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: Varies(Depends on the rank of the absorbed technique. When the absorbed force is expunged, it can cause 60 damage if previously used to absorb A-rank, 80 damage if used to absorbed s-rank force)
Description: The user takes advantage of their paws and, upon physical contact, any impact is absorbed instantaneously. This is seen by the clan members as an invert push. The impact is stored on the paw until the user is able to catch his opponent off guard, striking them with the full power of the absorbed technique. The absorbed force can be released also as a focused blast of air pressure from the paw that aborbed it. While the paw instantenously absorb the impact, the momentum of the jutsu or technique in question stops totally and either falls as a dormant entity or deforms while proceeding no further. The user can at the same instance, release the absorbed force instead of choosing to store it for a while. Alternatively, the user can use the paw in form of a suction through reverse repel action to stop a surrounding force be it push or pull by absorbing the closely embracing kinetic energy (only if they are close to the user) like any remote force, encapsulating the user. Also after absorption, he can release the absorbed force immediately.
*The user can simultaneously perform a Paw Paw technique to add damage*
*Can only absorb techniques one rank above maximum, higher than that, the paw will take half of the damage, and will be useless for 2 turns. This means it can absorb an impact from upto S-rank jutsu, if it is normal chakra, force, energy, tangible matter/entity, earth, water, wind or elements technique related to them but can only absorb upto A-rank impact from lightning and fire or elements similar or related to them, leaving the paw useless for 2 turns.
*Can only be used once every 2 turns for normal members why Legends can use this with no turn rest except when their paw receives damage*
*Normal members can use this only 4 times, using it on an S-Rank allows only 1 additional use*
*Bartholomew legends can use it 5 times per battle, regardless of what rank is used on*
Paw Paw Arts: Slapping Thrust Pressure Cannon - Nykyujutsu: Tsuppari Pad Hō)
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: Pressure cannon is a unique ability of the Bartholomew clan utilizing the air pressure specifics of paw abilities in an offensive manner. To make thrusts more efficient and faster than normal, the Bartholomew discovered that, by balancing their weight and center of gravity, they are able to push at speeds beyond what they can initially achieve. This makes slapping thrust a version of thrust that needs one to be completely still and firm on the ground to avoid recoil. The user first plant both their feet firmly on the ground by means of a sumo-style foot stomp. However this is only necessary should the user have no other means of balancing himself on the ground. For example, he could use a jutsu to firm his feet on the ground which could be a replacement of the sumo stance. They then throw/jab their palms forward upto 10 times depending on
the user, equally firing a number of "pressure shots" at the enemy depending on how many jabs were made. Slapping thrust is a thrusting open-handed strike about the upper chest and face, a technique in Sumo. Unlike "thrust", the speed at which the pressure bubbles move is thrice the user's speed. Slapping thrust requires one to spend S-rank chakra and can only be used 3 times per battle with a two turn rest inbetween usage. After using Slapping Thrust, the user can not use Paw Arts above A-rank in the same and next turn. Due to the stress on the arms, the user is not able to use arm related taijutsu above C-rank the next turn
Paw Paw arts: Pressure cannon (Nykyujutsu: Pad Hō)
Rank: C-S
Type: Offensive
Range: Short-Long
Chakra: 15-40
Damage: 30-80
Description: Bartholomew clan members repel the air around them, sending a devastating shockwave of compressed air towards their opponent. Depending on the chakra imbued into the paw, the shockwave can do damage ranging from concussive to lethal damage. The shockwave is extremely fast and can travel directly through the body of the victim and continue into the distance, leaving paw imprints in its wake. Anyone and anything that is in the path of the blast receives Extreme damage. Alternatively, the user can instead of repeling, create a paw bubble upto mid-range from himself and through the use of inverse repel, call it back to his paw at immense speed. The same affects also would occur interms of things standing in its way. However, at the end, it is absorbed back into the users paw.
~ S-rank level can be used 3 times per battle for normal Bartholomews while 4x for Legends
~ When S-rank level is used, the user can not use paw jutsu for the following turn

How it looks
Paw Arts: Train Wreck - Nykyu No Mi: Toren Keigei
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Despite the bulkiness of the founder of the clan, he is able to move as light as a feather. The trick behind this prowess is nothing but the paw's power to repel. A simple jutsu developed by the bartholomew to execute simple but swift movement. Using the repulsion power of the paws, a bartholomew is able to move or perhaps, cover a fair distance in a very miniscle amount of time, a feat way past the ability of a normal ninja. There are three variants of this art:

First Pilgrim
The first variation of the Bartholomew movement jutsu is a simple but rather delicate process which requires high level of skill and balance. The Bartholomew would focus chakra into his paw(s) and repel the air before them upto 15meters around a 90-180 degrees area originating from the user. The repulsion can not be blocked nor negated as it does not interact with anything but the surrounding air friction. Upon repulsion, he would have removed the entire air resistance/friction in the affected area for a very short period of time. By running within the affected area, a bartholomew member would be running without limits thus his speed increases 2 folds. Due to the area affected by this being narrow, the Bartholomew may be limited interms of movement, depending on how he wants to move. The removal of air friction however is temporary and only last for 2 turns before everything returns to normal. The affected area can only be utilized by Bartholomews that have received training in the art. This ability requires the user to spend chakra equivalent to A-rank and it can only be used once every 3 turns. A Bartholomew legend could use it once every 2 turns. Can be used 3x per battle for normal bartholomew while a legend is able to utilise this 4x per battle.

Second Pilgrim
The second variation of Bartholomew movement jutsu deemed as near instantenous due to its speed.
The Bartholomew focuses chakra into his paw and repels himself to a desired location upto a 200m distance if he so wishes. Unlike the first variant, the Bartholomew is not actually running but rather pushing himself at near instatenous speed. Just like (Paw Arts: Repel), upon repulsion, the bartholomew vanishes from view and appears at his destination in a near intanteneous manner. This ability requires the user to spend chakra worth of S-rank and can only be trained and used when a bartholomew have attained a legend title. This ability can only be used twice per battle with a 2 turn rest inbetween usage.

Last Pilgrim
The last variation of Bartholomew movement jutsu. This is normally used by the Bartholomew legends to traverse between very long distance e:g miles, without having to walk or go through traveling hassle. The Bartholomew focuses chakra into his paw and repels himself in the direction he wishes. Upon repulsion, he vanishes out of sight and moves at immense speed while he is coated in a rather tough paw bubble. The bartholomew encapsulated in the bubble, traverse through a space a little above the atmosphere, i.e: The troposhpere. Upon reaching the destination, the bubble containing the bartholomew descends and crashes on the ground leaving a fair crater in the shape of a bubble, though the user within the bubble would not be harmed in any manner. The bartholomew is able to use this to transport his comrade through long distance if he wishes. This ability is S-rank and can only be used once every 4 turns. This ability can be used only for oneself, allies or techniques/objects and can not be used to transport enemy ninja away from a position.

NOTE: When First Pilgrim is used, the user can't use paw arts above S-rank in the same turn
NOTE: When Second Pilgrim is used, the user can't use S-rank and above in the same turn. In the next turn, he won't be able to use paw arts above S-rank
NOTE: When Last Pilgrim is used, the user can't use any paw arts for 2 turns
NOTE: Second and Last Pilgrim can only be used by Bartholomew legends.
NOTE: Paw Arts used in the first pilgrim also are influenced by the no friction zone and thus their speed is increased two folds.

Illustration of 2nd and last
Secret Paw Art: Embrace of the Grotesque Martyr - Nykyu Hijutsu: Houyou no Igyou Junkyousha
Rank: C-S Rank
Type: Offense/Defense/Sup
Range: N/A
Chakra: 10-40
Damage: 20-80
Description: The Pinacle of Paw arts that the Bartholomew uses their paw art in a more supplementary and steathly way and at the same time augments their own offensive and defensive capabilities to its maximum. The technique itself which requires the use of a single paw or both paws follows 3 simple principles which dictates is usage offensively, defensively and its supplementary build up. The ability to repel matter as a whole and its inverse(absorb) are as well inbued together into one massive use though they now seem miniscle, they augment the simplest of things and increase their capabilities to the climax.
♦White Priest | Shiro Sou: Having a pure and a subtle state of mind, the White Priest is not aggressive and not able to harm someone so He prefers to stay and recieve/endure attacks. This is thus the defensive variation of the Martyr hands where the user uses his hands to absorb the impact in an inverse repel fashion, however, he is not directly using his paws like "Impacto Daiaru", he will only absorb the impact of a technique, through anything that he touches be it tools, weapons, clothes/attire, solid matter, etc and not the technique itself. Techniques that have no physical impact are immune to this ability. Having placed his paw/paws on the object, he creates a barrier that is fused with and surrounds the object and with this he can use inverse repel which is able to contain force within it. Though the user is not able to infuse himself directly to be able to absorb said force, he is able to use the technique on a clone by placing his paws on him and likewise, his clone can also fortify him. Since the force is not directly absorbed into the user's paws, it can not add up damage to a following paw art jutsu but the absorbed force can be used in conjuction with "Black Priest". In the situation where a clone/body is used as the absorber, it would increase their physical force for a one time usage thus adding the said amount of absorbed damage to their taijutsu, and this stays until they use it once and then its no more, although this does not in any way increase their speed. Apart from Bartholomew legends that can use "White Priest" on an S-Rank level, a bartholomew member with lower rank can only use it up to an A-rank level. If A normanl bartholomew uses it on an A-rank level, he has to wait 2 turns before he can used it again, however, using it for B-rank and below only requires a one turn wait. If a Legend uses this on an S-rank level, He has to wait 2 turns before reuse, however, using it on A-ranks requires one turn wait while B-ranks and below requires no wait.
♦Black Priest | Kuroi Sou: The Black Priest is known for his tyranny, an aggressive one coupled with his unrelenting hunger and thirst for blood. He is often found in horrific scene as he delights in his own evil demeanour basking in the gore of his enemy be it weak or strong. Thus this is the offensive variant where the user instead of using the inverse repel ability, focuses mainly on fortifying something using his repel ability. By simply touching something with his paws, the user is able to increase the lethality of the simplest of tools to the maximum by adding physical momentum and power to them by creating a repelling "aura" around them. The power of it is related to the chakra spent (varying from 20 to 80 damage points added by repelling effect). This can be used in conjuction with "White Priest" where the user after absorbing an attack with a said tool, he can then use the tool to attack with the absorbed damage however this also requires the user to use "Black Priest" spending a move but without spending chakra. Apart from Bartholomew legends that can use this on an S-Rank level, a bartholomew member with lower rank can only use it up to an A-rank level. If A normanl bartholomew uses it on an A-rank level, he has to wait 2 turns before he can used it again, however, using it for B-rank and below only requires a one turn wait. If a Legend uses this on an S-rank level, He has to wait 2 turns before reuse, however, using it on A-ranks requires one turn wait while B-ranks and below requires no wait. Once per battle though, legends and above can use this on a forbidden level but this makes them unable to use their paws for 4 turns after. Fortified weapon's power last 3 turns (if not used) or until when used once.
Restrictions and Drawbacks:
† Only a variant can be used per turn for a normal member but a batholomew legend is able to use at most 2 variants in one turn and that's if their individual restriction allows it although this does not apply to tools that combines the ability of the White and Black Priest as one which can be used by normal member but that is all that is to it. However using 2 variants in a turn(apart from the "White and Black Priest Combo") takes a toll on the user thus he can not use any paw art in the next turn.
† Black Priest carries up to S-rank damage(80 Damage Point) for Bartholomew legends and above while it carries up to A-rank damage(60 Damage point) for Normal members.
† A-Rank and above usages can only be done 4 times per battle.
† Can't use Ninjutsu above S-rank the next turn in which any variant is used.
Paw arts: Ursus Shock (Nykyujutsu: Urususu Shokku)
Rank: Forbidden
Type: Attack
Range: Short-Long
Chakra: 50
Damage: 100
Description: Bartholomew Legends gather air with their palms and compress it into a giant bubble which resembles a paw-print. Once the bubble is compact enough to fit within their hands, they releases the compressed air and sends it toward his opponent. The air quickly decompresses, causing a massive explosion in the form of a bear paw. This technique has the power to destroy entire islands near instantly. However the drawback is that it takes a considerable amount of time to compress the air and the user must remain completely still, But once the technique is launched it is nearly unavoidable, as the size and speed of the explosion is great, if the opponent isn't able to block it during the Compression time, he/she has only few instants to preform a jutsu to counter it. Nevertheless, the jutsu itself is basically a chakra explosion.
~Takes 1 turn to compress the air
~Once the user sends out the bubble, it travels to the opponent extremely fast. Furthermore it has been compressed so much that it is invisible to the naked eye(due to it being so small). Any doujutsu can easily see it though. And chakra sensor.
~While the user is compressing the air he must remain completely still
~does 40 damage to the user as it requires extreme concentration.
~Only one other paw jutsu for the rest of the battle
~Only 2 jutsu in the following turn
~No more forbidden rank techniques for the rest of the battle
Paw Arts: Pulsus Coration (Nykyujutsu: Chiyu Oshi)
Rank: S
Type: Supplementary/attack
Range: Short-long (If the bubble is directed at the opponent)
Chakra: 40
Damage: 80
Description: Bartholomew legends will put their hand on themselves or their kinsmen and using the power of their KG, they "push" any pain and exhaustion that they have endured through the entire battle. Once done, a huge red air bubble in the shape of a paw appears behind the person, containing all the pain and exhaustion extracted, which can be then redirected to a new person. If the bubble happens to burst without touching anyone (if hit with a strong enough power [S rank and above]) the bubble explodes violently and the damage inside the bubble will cause a catastrophic shockwave that can level a large area.
~This jutsu can only be done 1 time per battle, and the chakra strain will only allow the user to perform 2 jutsus in the next turn.
~If the user pleases he can direct the bubble at anything, whether it be the opponent or even a simple tree, once the bubble comes in contact with it, depending on the bubbles
size, it will explode.
~Can only be used after the two turns have passed.
~No Paw jutsu for the next 2 turns
Note: Pulsus Coration means Healing Push, in Latin.
Other CCJs
Sei-Ashi No Mi: Haiseki - Holy Paw Arts: Boycott
Rank: S
Type: Sup
Range: Short
Chakra: 40(-10 p/turn)
Damage: 0
Description: Boycott is the fate of a timid Priest who prefers to be alone thus drawing a line between himself and the sinful world around him. Bartholomew Priest discovers how to use the paws and its repel power in a grand but subtle non aggressive manner. The user repels with one or both his paws and quickly engulf around himself up to 5meters, in a subtle albeit translucent but visible paw bubble. The user is the center point of the bubble and the bubble moves with him. The paw bubble once made, stays and is self-sustaining for a short period. Though not agressive, anybody is able to move within and out of the bubble without any damage as it does not acts as a physical barrier though the air within the bubble is extremely dense that any physical matter moving within it becomes immensely slow. A close opposite of "Train Wreck"(instead of removing air friction like the train wreck, it increases the air friction in 100folds though alternatively affecting only non bartholomews as non-bartholomew can't also exploit the no-friction in train wreck, a closely opposing relativity). The user however, can move with his original speed within it thus making it look like he suddenly gains a drastic increase in speed which is not quite so. If a ninja target is caught within this, his overal speed drastically reduces x3. Jutsus moving within the barrier also becomes slow. Even the user's jutsu except paw arts, would be affected by this.
NOTE: While this is active, the user can't use Paw arts above A-ranks
NOTE: Last 3 turns
NOTE: 3 turn rest for normal Bartholomew but 2 turn rest for Bartholomew legend
NOTE: Can be used a maximum of 2 times for normal Bartholomew while Legends can use is 3x max.
NOTE: Works on physical entities and any jutsu that requires air as its medium of transport(Meaning, so far the jutsu is moving through the air, regardless of what form they may be, they'll be affected).
NOTE: Priest's personal ccj.
Nykyu Nykyu no Mi: Nykyu Engi - Paw Paw Arts: Paw Amplification
Type: Sup
Rank: S
Range: Short
Chakra: 40
Damage: N/A(adds a level to every paw jutsu except F-ranks)
Description: The user after making 3 handseals gathers large amount of chakra while synchronizing their spirit with their paws, this is followed by cladding their paws in several layers of paw shaped bubbles with the outer layer vibrating on a microscopic level. the bubble is totally unseen to eyes except from doujutsu as the bubbles are not chakra itself but pressurized air. while the bubbles are completely formed, This corrects the weakness of the paw. After rigorous research and practice, Priest now find a way to go beyond his paw's weaknesses whereby making this modification thus with this, they negate the paw's weakness beings unable to repel fire, lightning making this modification allows the paw through the use of paw techniques to be able to repel normally, intangible/energy based elements without taking any damage.Lastly since every paw jutsu requires the user to use his paws and due to the amplification of the paw, the enhanced paws gives a power boost to every paw technique used thus increasing every paw technique except for forbidden ones by a rank. eg: A-Rank Paw + Modification = S-Rank Paw
NOTE
-Useable only twice, with a 5 turn coldown for second use
-Lasts for 4 turns
-After mode ends, user can't use paws for 2 turns
-Only accessible to Bartholomew legends
Learnt Here
 
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Ways of an Avenger | Abenjā no hōhō

Type:
Bukijutsu
Background:
During the turmoil of the Third Great Shinobi War there were several battle hardened men who formed a group sworn to protect the weak in the midst of the warring land's confusion. It was a time of mass death in the lands, from war and the senseless deaths stemming from it, and these men would act as the barrier forming around those still alive but unable to do anything. These men were strong, swift, and agile, and all were noted as highly skilled warriors in their respective lands. Coming together these men built an art centered around the use of a shield combined with an unorthodox body movement, and with these shields these men made a guild called the Avengers. More than a pact was created amongst the men, it was a brotherhood that would thrive throughout the ages. Utilizing Ways of an Avenger, the Shield Alliance didn't only want to protect those in need, but the entire world as well. With these men now deceased and the battle over, the blueprints of this style were passed down from worthy shinobi to worthy shinobi allowing the art to live on.

Description on the Abilities and Inner Workings of the Style
Practitioners of this style wield a circular shield in battle that carries the same defensive properties of a basic weapon in battle, unless the shield is a CW where it will then hold its own unique properties stated in the description. The shield can be used to block/parry free form taijutsu, kenjutsu, and ninja tools as it serves its goal to protect its user while fighting. Now, to defend is not the only way or purpose of this fighting style, the shield is also utilized for offensive purposes in combat. The offensive shield acts of this art consists of throwing the shield, blunt strikes via swinging, utilizing various momentums to smash against the target, and thrusting. Users of this style must be strong, swift, and accurate as it requires them to get within close range of their target while defending things within reason in order to deal an overbearing heavy blow to their opponent. Practitioners of this style spend so much time training their body with their shield that they gain the knowledge of effectively throwing their shield in ways that it would deflect against the ground and rebound back to them while they perform basic taijutsu to serve as a distraction. However regular practitioners can rebound their shield off of a surface once, hitting the target before returning to them, while higher level practitioners can rebound their shield up to two times before returning to the user.

Although it has its basic usages, this art cannot be fully utilized without infusing chakra into one's shield. When the shield is infused with chakra its abilities are augmented defensively and offensively as it proves as a suitable tool to allow the user to simultaneously attack and defend in combat through moves of this style. With just a basic chakra implementation to the user's arm and shield the user can deal strength enhanced swings that can fracture/shatter bones or stun the opponent in certain cases all depending on the level of chakra used. Other than its basic chakra application, Ways of an Avenger has two unique abilities that can be utilized via shield once the chakra is manipulated correctly in unison with movements or no movement in certain cases.


Jūden|Charge: Utilized with full body surges, Jūden uses the chakra circulating throughout one's body and shield to temporarily boost their speed when in motion. This field is meant to deal great blunt thrusting damage to the target when hit with the built up force caused by the temporary boost in momentum. It's true ability stems from the chakra circulating throughout the body that is released to create a structure that engulfs the user while in motion. The structure can be created in various forms mimicking objects, weapons, and warriors acting as a shell that causes damage when ramming into the target. Elemental shells can be created as well depending on the chakra being surged.

Kakudai|Enlarge: Through channeling chakra into the shield and releasing it outwards out of the edges one can utilize the field of Kakudai. This field allows the practitioners to create a layer of chakra on the shield that expands outwards from its edges up to various sizes to be stated in the techniques. Depending on the size the layer created on the shield, it can be used in several ways ranging from augmented blunt swings, released as ranged shield projectiles, or for the greatest feat of this field which is when the layer is further manipulated to surround the user creating a chakra structure that surrounds them providing a suitable defense. The chakra structure that surrounds the user always resembles a knight in a defensive stance, and while this aspect is in use the user is robbed of their mobility. Like Jūden, the field of Kakudai is able to me utilized with elemental chakra for added effects related to the element in use.


Example Techniques




Additional effects and Restrictions
-Must have a circular shield stated in your bio, or equipped on the battlefield in order to utilize
-Mastery of the basic 5 & taijutsu is required
-Must be Sannin rank or higher to learn

Featherweight: Practitioners who have completed the ways of this art will gain the ability featherweight. Featherweight is a feat dealing with the body adjusting to added weight of one's shield in combat. With the completion of this art, learning every jutsu created excluding creator exclusives, the user will be able to move their body fluidly without the hindrance of one's shield weight.

Super Soldier: Specialist of this style gain the ability Super Soldier which grants them higher levels of strength and an increased field of perception over their Featherweight counterpart. With this increased field of perception, specialists gain the feat of an additional rebounding of their shield against surfaces.




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

Juha, our loyal member and sensei, gave on the 31st of May 2015 a request for a Patent on custom fighting style (Abenjā no Hōhō) Ways of an Avenger. I, Scorps of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


(Abenjā no Hōhō) Ways of an Avenger

Powered by Scorps
Copyright 2015, Juha, NarutoBase.net
Abenjā no hōhō Soshi Kakuda/ Ways of an Avenger Elemental Enlarge
Type:Supplementary
Rank:A
Range:Short
Chakra:30
Damage:60
Description: This is the standard elemental defensive core for the ways of the avenger. The user can envelop themselves completly in a sphere of elemental chakra. This is achieve by using the round shield as a catalyst for creating a barrier like sphere of defensive elemental chakra around the user. All the forms of the spheres can be slightly adjusted on the fly to focus higher concentration of chakra at points of impact as well. This form will stay active for one full turn and will move with the users shield and user.

Earth- when the user envelops an earth form of sphere chakra around themselves they will enhance anything the chakra touches. This chakra is the same as super light weight earth style, or super added weight earth style. Which will have a unique effect against any solids that come into contact with the sphere. It will remove the weight or add weight to solid objects making the impact against the shield or body minimal in damage or more detrimental.

Fire- this form of the sphere will encompass extremely condensed sphere of fire chakra. This will ignite things that come into contact with the sphere be it elemental interaction or taijutsu interactions.

Water- a core fundamental for defending this sphere of water chakra will water log and slow some force from the incoming jutsu's. This is achieved because of the highly condensed layer of water chakra being used that acts like a cushion of sorts.

Wind- this form of wind sphere chakra will work like a cutting zone. Very fine sharp blades of wind chakra will be circling the user and will slice objects that come into contact with the sphere of wind chakra.

Lightning- the Lightning form sphere is likely the most dangerous usage of this style. It has raw power and also paralysis type after effects as well. It can serve as a great taijutsu defensive ability or a swarming type of ability. Forcing yourself towards the enemy with this active will be a way to close the distance of range between yourselves. It has more of a net type of focus rather then cutting. Which will focus more on paralysis due to this aspect.

Note:
+each elemental form can only be used once per battle. Requires a two turn cool down before re-use.

Abenjā no hōhō Soshi Kakuda/ Ways of an Avenger Charge
Type: Offensive
Rank: B
Range:Short
Chakra: 20
Damage: 40
Description: This is one of the close range techniques of the avengers art, whenever an opponent launches a short range physical attack on the user e.g Taijutsu or small techniques like rasengan, chidori or even small fireballs, the user will release a short burst of chakra to temporarily increase their speed 2× while stepping in closer to the opponent after which the user slams the edge/flat end of the shield into the opponent (Imagine you trying to hit someone standing within arms length and the person suddenly moves faster than they do normally and gets up close, that cause you to miss). An alternative usage is for the user to sidestep and then move faster before dealing the blow.
Note: Can only be used once every 3 turns
 

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CUSTOM TECHNOLOGY


Archive | Akaivu
Type: Tool
Rank: A
Range: N/A
Chakra: N/A (-30 for active usage)
Damage: N/A
Description:
Archive is a smart device worn as a wrist watch. However this is due to technology improvement. It's prototype is a super computer which is quite big and not easy to move about. Archive is simply a massive brain and a reservoir for information. Having a microprocessor exceeding 100s of TeraHertz, an infinite memory space via an embedded fuinjutsu seal and an inbuilt holographic system which makes Archive display high resolution holographic images from its memory as a way of displaying it's output. Archive is also connected to the internet that it constantly and continually draw new information into itself and thus is quite updated all the time.
Archive's usefulness is the ability for the user to be able to draw information from it at any time in a freeform manner. This is quite easy as the user needs just touch a button or speak as Archive is built with biosensors and a voice recognition feature that only recognizes the programmed user. Like an electronic data card, The user is able to retrieve any ninja data, group/affiliation data landmark info and map, hospital and police records, bingo book, advertised upcoming events and tournaments . Retrieving a Ninja's data is done by searching through its extremely wide database and instantly locating the data and displaying it via a hologram.
There are two ways that Archive gets and updates it's information. For the passive acquisition of info, automatically, Archive would download any ninja's data information that are freely advertised or publicized. For example; Bounties and Wanted Ninja have their name and known information placed in universal Bingo Books. Archive can only get information if the user happens to make acquaintance with such ninjas or the user happens to traditionally gather intel which he can then give Archive to store. The Ninja World Map would automatically be in Archive's database but the landmark description and topology/inhabitants can only be stored when the user has passed through the landmark during his travels. Major landmarks like the Witchhood Arena and The NW Market would have their full detailed information within Archive though. If any ninja has his data already in Archive or a particular object/landmark has its information within Archive , Archive would upon mid-range proximity to them , match their appearance with those in it's database and immediately display their data for the user to see and this is done even without the user's consent.
Learnt here




(Akipa-ruk)
Type:
Tool, Supplementary
Rank: S
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: Akipa is an autonomous puppet forged by Kurapika himself to deceive foe and friend alike. The puppet is a spitting image of Kurapika easily mistaken for a shadow clone, under the false skin Akipa is made up of layers of chakra saturated metals and rubber which prevents foreign users of both elements to manipulate Akipa's components. Unlike most autonomous puppets that have one central CPU, every section of Akipa's body has it's own backup processing unit which allows parts of Akipa to function independently even when detached from the main body. To further make him indistinguishable from Kurapika, Akipa is programmed with Kurapika's memories and personality. This allows him to effortlessly act and speak like Kurapika. Akipa is capable of using all non-bio specific Taijutsu and puppetry techniques and has inbuilt thermal and chakra sensors.

Akipa's batteries gives it a base 250 chakra pool which he can use to power his abilities. The chakra pool can be manually recharged by transferring chakra to it via physical contact or in the case of an enemy, Akipa can forcefully absorb 50 chakra through physical contact. To prevent damage from the more potent forms of chakra, the absorbed chakra is broken down before being saved in the batteries. Similarly to its CPUs, Akipa's batteries are also situated all over his body to allow detached parts have power to function and also to fool traditional chakra sensors (sharingan and rinnegan included) seeing as he'd also be sensed as a mass of chakra like his user.

Core ability:
Akipa can release chakra from his palm, his feet and his mouth. The released chakra can be in the form of a blast, a wave or even to form non-complex structures (A or S rank strength) e.g pillars/hands/tools etc that can travel up to longrange from Akipa. Due to the shape manipulation of the structures, they are neutral to all elemental techniques (Similarly to rasengan).
The released chakra can also be used as a propellant for Akipa to dodge attacks and/or initiate his own (A rank, adds +30 damage if used with a Taijutsu move), capable of taking him from short range to long range at 2 times his normal speed. Like normal ninjas, Akipa can passively walk on water/walls/ceilings etc.

Defensive ability:
Akipa is very durable due to its build up, Freeform attacks and C rank and below jutsus don't affect him. He has an S rank durability meaning he'll be knocked out after being hit with an S rank or 2 A ranks or 4 B ranks. However, should the attack specifically target only one part of his body(with the exception of torso or head), the other parts can continue functioning.

Note:
- At any point, the user can take manual control of Akipa using the puppetry chakra string.
- Rubber protects the puppet from all non-focused electricity A-Rank and below 3x per fight
- Dodging attacks with chakra propellant can only be done once a turn and it counts as a move.
- Recharging Akipa's pool (Both forms) can be done in the same timeframe as another chakra-related move however recharging chakra from opponent counts as a move.
- Due to his non organic mind, Akipa is immune to Genjutsu.
- Akipa's moves at the base speed of a jonin
- Akipa can also be carried in a scroll
- Takes up one of the user's auto puppet slots
- When used by another bio. This puppet is made in the bio's form and is programmed with the bio's memories/personality.
Approved Here

Builder Bot
Type:
Supplementary
Rank: A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: The builder bot is a black rectangular shaped box the size of a modern cellphone. Lacking offensive and defensive capabilities, the bot is entirely supplementary in its nature. The user attaches it to other gadgets or technologies either by attaching it manually or by having the builder bot hover at lightning speed towards its intended target.

On reaching the intended target, the builder bot would fuse itself to the intended technology and fulfill one of 2 purposes depending on the user's command. For the user's or ally's tech such as Autonomous Puppets, drones etc the bot serves as a power booster working with the same principle as the chakra transfer technique albeit for technology. When the technology performs a jutsu/ability, the builder bot would passively absorb chakra from the technology and then infuse said chakra(+10) back into the technology to make the technique stronger (+20 damage /+1 rank or effectiveness).

If it is attached to a foreign tech, the builder bot would integrate itself into the technology's system making it impossible to detach/damage it without damaging the technology it's attached to in the process, while attached it would passively absorb chakra from the technology and then infuse said chakra(10) into the enemy technology when it's about to perform a jutsu/ability slightly disrupting the technique's formation. The chakra would be used to reduce the effectiveness of the opponent's tech jutsus (-20 damage/ -1 rank or effectiveness).


Note:
- The buff/nerf is passive and doesn't count as a move
- The nerf/buff only works on abilities that require chakra.
- Due to the nature of cyborgs themselves, both of the builder bot's purposes can be used on the cyborg's body although boosting their own techniques using the builderbot costs a move.
- Once fused to an enemy tech, the builder bot fully integrates into the enemy tech but can be removed through the usage of an A rank lightning technique.
- Takes 1 of the user's Scientific Ninja Tools and must be stated in bio.
- The user carries 2 of these however only one can be used on the user's/ally's tech.
Approved here
 
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RAIN
Ameton: Arashi no Kuro | Rain Release: Black Storm
Type:
Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (+10 per turn to focus)
Damage: N/A
Description:
A powerful rain release technique that summons forth jet black clouds that cover the battlefield, producing a fierce storm and rain. They create powerful winds comparable to gales and tornado's, although lack any damage capabilities. However, due to the severity and power of the rain falling combined with the powerful winds blowing, it reduces all fire/heat based elements and wind/wind based elements from the opponents by -20 damage. The reason being that the rain falling begins cooling and dousing all fire, while the sheer power from the winds begins to miss shape and redirect all winds. Additionally, this makes any ranged ninja tools B rank and below rendered useless. The technique lasts four turns.
Notes:
-Can only be used twice
- Two turn cooldown inbetween uses on ending
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Djinn Clan Techniues
1. Kariru ✽ Borg
Type: Defensive | Supplementary
Rank: A
Range: Short
Chakra: N/a (-30 for initial use, -10 for each usage afterwards)
Damage: N/a
Description: Borg is the only technique that acts on its own, as it responds to the rukh around the user if they are in any danger. Once an attack is launched towards the user, in order to protect the user, the rukh will respond and form/erect a borg, or what others may perceive a barrier yellow in color. The borg only reacts to non rukh techniques, meaning it wont activate if fighting against somebody of the Djinn clan. The borg expands several feet outwards in all directions, protecting the user from oncoming threats. This allows for attacks of equal rank or below to be easily defeated. This technique can be used without the automatic activation, being used as a means of transpiration, allowing it to float and/or soar through the air by controlling it.
Note: Follows the Strength and Weakness Of The Djinn Clan
Note: When active, it always use one of the users turn and lasts up to 4 turns. This can be used up to 5 times a battle.
2. Kyohi no rūku ✽ Rukh Of Rejection
Type: Offensive | Defensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This technique is an advance version of the "Borg" technique, but alot more stronger and has an offensive application to it which can be activated similar to that of the borg technique. When this technique is activated, the borg barrier will form around the user. Doing this anything or person that comes in contact with it will be forcefully pushed back with incredible force, being able to deflect or even shatter the bones inside said human being that was pushed back due to the force alone. The force alone is able to deflect S rank physical materials or halt the progression of it and completely destroy that below S rank while dispersing techniques of other elements and nature.

Note: Can use a max of two turns per battle.
Note: This technique can be made to lay dormant. This is achieved by spending the initial chakra cost and triggering it mid battle. This must be mentioned in the users bio to be valid.
Note: Cant use any Djinn Techniques of S rank and above in the same turn.
Note: No Djinn techniques of S rank and above in the following turn

3. Har-Har Infigar ✽ Scorching Heat Double Palm
Type: Offensive
Rank: Forbidden
Range: Long
Chakra: 50 (-30 to user)
Damage: 90
Description: Har-Har Infigar is one of the strongest technique including rukh in itself. Controlling Rukh in the air, the user uses it similar to how chakra is used but in an more destructive way and can only be done by King canidates, and Magis. The user will do four handseals causing the rukh around them to heighten, erupting from their body. The user will then channel this rukh into the ground beneath them, creating three fifteen meter humanoids from the earth while also coating it in the rukh. Due to the rukh inside and out of the humanoid, it wouldn't be weak to lightning. Once the humanoids take a form, each of them will extend their hands (can target up to three targets). The user will then channel their chakra inside the hands of the humanoids creating a type of fiery Rukh. The humanoids will then shoot off the gathered Rukh towards any direction, creating a huge and devastating blast upon impact, enough to destroy a mountain and create a crater 15 meters long, though the damage is reduces upon separating the attack in 3s.
Note: Can only use once per battle.
Note: Can only be used by Kings Canidates and Magis
Note: Doing a collective attack (meaning they attack at one location) does forbidden, if it split, it does S rank
Note: Due to the huge strain, this restricts the user from using any rukh technique for one turn after the use of this turn
Note: This technique takes two move slots

4. Danjon Djinn ✽ Dungeon Of Djinns
Type: Supplementary
Rank: S
Range: Long
Chakra: 40
Damage: n/a
Description: This technique is one of the core "techniques" of the clan, giving other people access to the homes of the "Djinn Beings". The user will simply reverse summon them and/or their opponents into a dungeon that is the home of the users Djinn. The inside of the dungeons take the look of a labyrinth, looking like a small city, with doors, rivers, etc. Once inside the dungeon, you dont have access to the outside world (unless you are a Djinn clansmen, or a s/t user that is able to teleport). Due to this being the home of the Djinn Beings and being made purely of Rukh, It not only allows the Djinn beings to manifest in a physical form (This is excluded if a Djinn Equip technique is in play) , but they are able to manipulate the terrain, from something as creating walls,houses or even cracking the earth below them, all the way to manipulating the earth causing it to bend like rubber, being used for both offensive, defensive and supplementary. The Djinn cannot manipulate areas of the terrain within five meters of the opponent/opposing living beings.

When this technique is used, by reversing the user it allows the djinn beings to be able to fully manifest without needing a vessel. Doing this, they are able to fight alongside their masters. When they fight, they are linked by sharing the chakra and health system as the user, only being able to use their perspective element and Rukh. This means if the user takes 80 damage, the Djinn also takes this and vice versa. Depending on how powerful the Djinn Clansmen depends on how many they are able to fight with

Note: Can only use once per battle
Note: Djinn beings share the strength, speed, chakra nature, and health points of the user
Note: Magi Rank can fight with three Djinn (Must Specify Which Djinn (Djinn Equip Technique Must be made for the Djinn)). Kings Candidate can fight with two, every other can fight with one, and can switch out the Djinn once every three turns at the cost of a move
Note: Each Djinn Being have access to their exclusive technique (Specified Djinn Equip Technique) and follow the same guidelines as such.

5. Dorīmukonbājon ✽ Dream Conversion
Type: Offensive |Defensive
Rank: C-S
Range: Short - Long
Chakra: 15-40 (- 10 to sustain) (-5 to add elemental chakra for affect)
Damage: 30-80
Description: Dream Conversion is one of the most used techniques in both offensive and even defensive ways. By utilizing the rukh in the area and/or from their body they will create a technique that can be used against their opponent. The user is able to manipulate and constrict the rukh in such way where it can take on shapes of animals the size of manda, physical constructs as big as mountain smash, or even energy techniques the size of majestic annihilation.. Due to the structure and color of rukh taking the colors of black and light colors, the user is able to fool their opponents into thinking its elements such as regular lightning, black lightning, or even black fire (amateratsu). The unique thing about this technique is that, the user (If they have access to the base elements) can add elemental chakra inside said technique giving it affects of the element. Fire like rukh would have a burning affect, lightning will have an electrocuting affect, water will have a wet affect, and earth would have a blunt/impale affect. The only thing that is not able to be created or mimicked is wind techniques. If the user dont want to add elemental affects, it does simple damage depending on the description of the technique.
Note: A and S rank can be used a max of 5 times collectively with one turn cool down
Note: Cant create below the earth but is able to be created above the ground, and even under water.
Note: A Rank requires two handseals, S rank requires three handseals

6. Jin sōbi ✽ Djinn Equip
Type: Supplementary
Rank: S
Range: Self
Chakra: 40
Damage: N/a
Description: Djinn are lifeforms created from the Rukh. Their power and even themselves can reside inside vessels that the users wear be it, bracelets, earrings, swords, armor etc, but through the vessels is the dungeon, making it essentially a median for them to get their powers to the user without direct access to the dungeons. The Djinn beings serve their masters, but most of them look to Djinn being as partners. After countless training and fighting alongside each other, they are able to go beyond using their powers through the median, but able to essentially "fuse" with their Djinn beings through their median (metal vessel), creating what is called Djinn Equip. This is when the user gains characteristics and aesthetics of that particular djinn, while also gaining the abilities they harbor as well. There are some special Djinn beings that only certain people can harbor. When the user equips they gain the elemental attribute, but due to the rukh, the elements follow the weakness of the clan being infused with rukh

✽Baal: Baal is the lightning Djinn Being. His appearance is similar to that of a dragon, with bat-like wings, scaly skin, and horns. He has dark, shaggy hair and a third eye in his forehead. He wears two necklaces and a belt. In this equip, the user takes on the appearance of a dragon and gets two horns and a jewel on his forehead and an elaborate necklace along with blue scale-like armor over parts of his body which grants a -20 to all incoming damage and a long tail. During this form, the user gains immunity to all lightning techniques up to S rank and can tank one F rank lightning per battle. The user also gains +1 Rank to all lightning jutsu and/or +25 to S ranks. Once per battle the user can use a Djinn Exclusive lightning technique called where the user draws lightning from the sky into a sword, polearm, or any weapon. After one turn the user can release it causing an enormous lightning blast able to fill the sky with light (Reaches long range).

✽Vinea: Vinea is the water Djinn Being. Vinea has the appearance of a snake like seahorse. In this equip, the user takes on the appearance of a water dragon, gets gills and fins in her body allowing the user to breathe under water and hair color changes to blue. During this equip the user gains complete immunity to water techniques of S rank and lower and can tank one F rank water technique per battle. The user also gains +1 rank to all water techniques and/or +25 to S rank and above. Once per turn they can use a Djinn exclusive water technique called where the user summons hundreds of water spears in the sky that are capable of spearing an opponent in multiple places at once. (Reaches long range)

✽Amon: Amon is the fire djinn Being. Amon is a Djinn with the appearance of a bald, bearded old man. He wears a white cloth that covers his back and arms. Amon has long claw-like nails and, like all the Djinn, he has a third eye on his forehead. During this equip the user has black metalic like armor on their arms and legs, flame-like protrusions from his arms and legs that destroys all moisture within short range of themselves causing close range combat to be lethal after one turn, a third eye on his forehead and a naval piercing. During this equip the user gains complete immunity to fire techniques of S rank and lower and can tank one F rank fire technique per battle. The user also gains +1 rank to all fire techniques and/or +25 to S rank and above. Once per turn the user can use a Djinn Exclusive Fire technique called where the user summons and concentrates a large amount of flames around their metal vessel. This turns it into a vortex of flames capable of incinerating everything it touches instantly. (Reaches long range)

✽Focalor: Focalor is the Wind Djinn being. Folcalor appears to be very handsome and attracts many women to his side. He has long hair that sticks out with feathers around his body. He wears lots of jewelry, and has feather markings beneath his eyes. During this equip the user takes on the appearance of a bird, with dark feathers covering various parts of his body which grants the user flight. Hair grows longer and is feather-like at the ends. They adorned with a golden collar and gains a third eye on the forehead. During this equip the user gains complete immunity to wind techniques of S rank and lower and can tank one F rank wind technique per battle. The user also gains +1 rank to all wind techniques and/or +25 to S rank and above. Once per battle the user can use a djinn exclusive wind technique called Magul Al-Hazard which creates a huge tornado with the user in the middle. The tornado starts to spiral and destroys everything in its path (Reaches long range outwards)

✽Agares : Agares is the earth djinn being. Agares resembles a fox, having crocodilian scales as skin and jewelry on their body. During this equip the user hair becomes wild and resembles a lion, like the Djinn the user will appears childlike. The user left or right hand transforms into a demon-like hand, with scales, claws and the Djinn circle on the back that is able to use and control earth techniques without having contact with the ground (Even beneath water sources). While also they grow a tail. During this equip the user gains complete immunity to earth techniques of S rank and lower by being able to break it and can tank/break one F rank earth technique per battle. The user also gains +1 rank to all earth techniques and/or +25 to S rank and above. Once per turn the user can use a djinn exclusive earth technique called where the user takes out a pole arm (or create one with earth), holding it like a bow and arrow, firing off multiple earth dragons that appear out of portals (similar to earth mud drop) which can take the form of the mud like dragon or hard earth like dragons (Can only create up to five and can be controlled up to long range.

Note: Can use each equip twice per battle with a 2 turn cool down. After use, the user cannot use S rank or higher Magi techniques for 2 Turns.
Note: User cannot use techniques from other Elements that I'd not the Djinn in use.
Note: Each form last a max of three turns
Note: Each Special attack is classified as S rank
Note: Each Equip gains a +3 to speed

7. Jin sōbi V2 ✽ Djinn Equip V2
Type: Supplementary
Rank: S
Range: Self
Chakra: 40
Damage: N/a
Description: Djinn are lifeforms created from the Rukh. Their power and even themselves can reside inside vessels that the users wear be it, bracelets, earrings, swords, armor etc, but through the vessels is the dungeon, making it essentially a median for them to get their powers to the user without direct access to the dungeons. The Djinn beings serve their masters, but most of them look to Djinn being as partners. After countless training and fighting alongside each other, they are able to go beyond using their powers through the median, but able to essentially "fuse" with their Djinn beings through their median (metal vessel), creating what is called Djinn Equip. This is when the user gains characteristics and aesthetics of that particular djinn, while also gaining the abilities they harbor as well. There are some special Djinn beings that only certain people can harbor. Unlike the brother technique, this technique is not elemental but follow the unique patterns and abilities of them from a basic standpoint such as kenjutsu, taijutsu etc.

✽Leraje : Leraje is the Kenjutsu Djinn Being. Leraje's hair seems to be made of some type of crystal, and some parts of her body are also covered by crystals. She has pointed ears and wears make-up that always seems to be melting .In this form, Kouha's hair grows longer and turns a lighter shade. He has spikes coming out of his back that take the shape of wings. He gains a sideways third eye in the middle of his forehead. His arms and legs are both become clad in spikes. The user sword gains the ability to extend and grow up to long range being able to cut. During this form, the user gains immunity to all Kenjutsu techniques up to S rank and can tank one F rank Kenjutsu per battle. The user also gains +1 Rank to all Kenjutsu and/or +25 to S ranks. Once per battle the user can use a Djinn Exclusive kenjutsu technique called where the user takes to the sky creating a large symbol that reaches long range while converting the sword into a large pink scythe. They will then swing the scythe downards creating a powerful sharp air pressure that even slams down on the opponent, enough to cause craters 10 meters deep with enough sharpness to cut through harden materials of S rank and below(Reaches long range).

✽Zurmudd : Zurmudd is the Taijutsu Djinn Being. Zurmudd has the appearance abnormally muscular human with black scales all on its body. Like all Djinns a third eye. In this equip the user gains black latex cloth around his body with white patterns with two huge arms (Four times the size of regular arms reaching five meters out) protruding out their shoulders which is able to be used for taijutsu in the same rank as other techniques passively. During this equip the user gains complete immunity to Taijutsu techniques of S rank and lower and can tank one F rank Taijutsu technique per battle. The user also gains +1 rank to all Taijutsu techniques and/or +25 to S rank and above (The arms on the users shoulders deal D rank damage freeform). Once per turn they can use a Djinn exclusive taijutsu technique called where the user slams the hands from their shoulder into the ground. Doing this will create multiple large arms that reach up to long range to spawn across the battle field. They will attempt to capture the opponent in their hand with an attempt to simply crush their body. (Reaches long range)

✽Belial : Belial is the Genjutsu djinn Being. Unlike most Djinn, Belial has five eyes: one pair in the usual place, another pair above them, and a single one on his forehead. He also wears elaborate jewelry and has many bones, which appear to be from that of a dragon, that covers his upper arms and some of his hair. . During this equip the user the user hair changes including the color and length. Unlike most djinn equips he has not one but two eyes on the forehead that he is able to use as a median for genjutsu, allowing that if its in reach of the users eye sight then it can be casted. Also he gets black wings with a skeleton armor that covers his backside with a dormant dragon made from rukh around his neck like a scarf . During this equip the user gains complete immunity to Genjutsu techniques of S rank and lower and can dispel one unique style of genjutsu (Sound, Sharingan etc) technique per battle. The user also gains +1 rank to all genjutsu techniques and/or +25 to S rank and above. Once per turn the user can use a Djinn Exclusive Genjutsu technique called Belior Zakera where the dragon that is around the user neck becomes active. It will then grow in size in the sky (Manda size) And release a very powerful roar. This roar will induce a genjutsu where a massive black dome long range that would form around those caught in it, while inside the dome the targets would lose all their senses (Sight, Chakra sensory, Sound, Scent etc) except their sense of touch.


✽Zepar: Zepar is the ninjutsu Djinn being. Zepar has the appearance of an imp, with a potbelly, horns sprouting out of his head and bat wings on his back. . While in this Equip the user has the appearance of a small imp with dragon wings (Which grants flight), hooves, two pairs of horns, a furry tail, and a third eye Due to his small nature they are a master of mastering rukh and chakra, allowing them to use -20 less chakra for all of their techniques. His voice also becomes childlike . During this equip the user gains complete immunity to Ninjutsu techniques of S rank and lower and can tank one F rank Ninjutsu technique per battle. The user also gains +1 rank to all Ninjutsu techniques and/or +25 to S rank and above. Once per battle the user can use a djinn exclusive Ninjutsu technique called which the user creates a shape resembling a kaleidoscope from dark rukh (Black in color) on the ground. This will send a disturbance to everybody caught in it, reducing damage by -10 while also decreasing the rank of each technique by one. (Reaches long range outwards)

✽Dantalion : Dantalion is the Fuinjutsu djinn being. Dantalion resembles a large woman with horns coming out of her head and sharp teeth. Koumei has curly horns on each side of his head, and his hair is loose. He wears some kind of armor and has the eight pointed star symbol on the back of each hand in which he is able to force chakra sealing upon physical contact passivley. During this equip the user gains complete immunity to Fuinjutsu techniques of S rank and lower by being able to disrupt it and dispelling it due to the rukh. While being able to dispel one F rank Fuinjutsu technique per battle. The user also gains +1 rank to all Fuinjutsu techniques and/or +25 to S rank and above. Once per turn the user can use a djinn exclusive Fuinjutsu technique called : Where the user instantly erects a barrier from around them 2 meters out. Anything that comes in contact with this barrier (Excluding the user) Will be completely incinerated making this a very dangerous barrier(living targets take 80 damage). (Technique last for 2 turns)

Note: Can use each equip twice per battle with a 2 turn cool down. After use, the user cannot use S rank or higher Magi techniques for 2 Turns.
Note: User cannot use techniques from other variants of this jutsu that Is not the Djinn in use.
Note: Each form last a max of three turns
Note: Each Special attack/technique is classified as S rank
Note: Each Equip gains a +3 to speed (Excluding Taijutsu which gives x2 and kenjutsu that gets x1.5)
8. Soromon saigo no negai ✽ The Last Wish Of Solomon
Type: Supplementary
Rank: Forbidden
Range: Self
Chakra: 50 (To Activate) (+10 to all techniques, +20 To Rukh techniques)
Damage: n/a (-15 per turn)
Description: This technique is the last technique to ever be used by the Djinn clansmen, needing to either be uncious via health, or chakra exhausting, in which the technique automatically activates. This technique is essentially a forced activation of Djinn equip, but more unique in its usage. By doing this, they forced their bodies inside the user and take it over due to them always having a mental link. This is similar to that of Kurama when he took over naruto body to speak. While in this state the Djinn is able to speak to the unconscious mind mentally. Unlike the brother/sister techniques they dont take on any physical traits of the Djinn being. The area around the pupil turns black while the eyes become oval in shape and deep red. Several Scar markings on their face and body. The personality depends on the Djinn being used to take over (The Djinn must be approved via the Djinn Equip techniques in which they will mimick the tone and personality that way). Due to the Djinn essentially having their own body as a vessel their rukh becomes alot more powerful, causing them to glow constantly and even move via levitation. Though this does not come without great cost to the humans body. As this technique is active, the users body constantly takes damage. Once damage reaches it limit again or chakra consumption the Djinn is kicked out of the body, losing the battle indefinite. If the user became unconcious due to Chakra the djinn will take over with 1000 chakra and whatever the amount of health they normally had. If its due to health, they will spawn in with 150 Healty and however else chakra they left off with.

Note: Can only use once
Note: Technique ends once health depletes or chakra depletes
Note: Cant use any form of Djinn Equip in this form as Djinns cant merge together
Note: Each turn the user takes Damage, while every attack dealt to the user deals an additional +10 Damage.
Note: While possessing the user, the Djinn can only utilize Rukh/Djinn CCJ, three of the user's basic five elements(and any CE/AE they make up, and three advanced fields such as Fuuinjutsu, Yin-Yang, etc)
 
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Lytes

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- Fleshed out the Strength/Weakness and removed "and variations"


Custom element Japanese name: Serenton

Custom element English name: Selenium Dust Release

The element is based on: Earth + Fire + Advanced Chakra Control.

Facts that prove the element to be possible (in manga context):
First, there must be proof that Selenium exists in the Naruto universe: Selenium is a nonmetal element that functions as cofactor for reduction of antioxidant enzymes in animals and plants, an enzyme that occurs in all living organisms. It is an essential micronutrient for animals, naturally existing in domestic livestock (Pigs, Cows, Turkey, Chickens, Fishes). It is also readily present in the thyroid gland that exists in the human body (The selenium content in the human body is believed to be in the 13–20 milligram range) and research (In 1957) has shown that it is essential for mammalian life. In plants, it occurs as a bystander mineral existing in bananas, cashews, lentils, spinach, mushrooms etc. Research has also proven Selenium is present in the soil and in mushrooms. Significant amount of selenium can also be found in ocean water.

As far as Naruto goes, there isn't really anything to lead anyone to believe that the makeup of Naruto's earth, especially the plant and organic life there, is any different from our earth. Not only that, but there is also no reason to believe that, without chakra intervention, the organs and chemicals within a normal human beings or animals body in Naruto is any different than ours. If the plant life and the human and animal life in Naruto are all the same (and there is not much as far as reasoning that it wouldn't be) then it stands to reason that Selenium exists in Naruto.

A complaint as to how viable this element lies in the amount of Selenium that can even be extracted. Would it be enough to actually combat other opponents? Consider another element, Wood Style. In real life, it takes many years, if not decades, for full grown trees and forests to grow. Yet Hashirama and Yamato have been shown to accomplish completing this feat in mere seconds or less. Another example would be Crystal Release. In order for the amount of crystals that can be created from the ground with this element to naturally occur, decades if not centuries would have to pass. Yet Guren can create a massive amount of crystals from the ground in an instant. The point here is that with chakra being the engine behind the growth of substances, the growth rate can be exponentially increased.


How it works:
Selenium exists in 3 forms, however this CE focuses mainly on the amorphous red brick powder state. It is created by manipulating the consistency of the user's Fire chakra and adding Earth chakra to create the base of the element, which results in a red powder being produced, after which advanced chakra control is introduced to exponentially increase its growth rate and toxicity. Selenium can be released from the user's body, the ground or from water sources by channeling the chakra into the earth/water.

Selenium has an high melting of 221 °C making it durable against heat based elements. Should Selenium get to this temperature, it'd be converted into its black form and the user becomes unable to manipulate it. Selenium possesses both a photovoltaic action (It converts light to electricity) and a photoconductive action (Its electrical resistance decreases with increased illumination) which makes it weak to lightning and strong to non-electric light releasing elements. Despite selenium being essential for mammalian life, it is highly toxic when consumed in high quality. As such if one were to absorb the substance, whether it be orally, directly into the bloodstream, or even by inhaling it, it causes a number of effect depending on the amount absorbed. Exposure to the eyes also causes irritation and eventually blindness.

Toxic effects of Selenium include:
Nausea
Vomiting
Fatigue
Irritability
Headaches
Myocarditis
Death

Usage Examples:
Red wedding:
The user slams their hand on the ground and use their serenton chakra to create a wave of red sand from the ground, the wave would slam into the opponent crushing them and poisoning them.
Conditions to be able to use it:
Must be atleast Jonin rank
Must have mastered Earth, Fire and Basic Ninjutsu

Weak to:
Lightining: Due to Selenium's photoconductive action (Electrical resistance decreases with increased illumination). It becomes extremely conductive when exposed to lightning jutsus that produce bright lights and as such it reduces its efficiency against lightning techniques. It is neutral to black lightning seeing as that form of lightning doesn't produce light.
Water: Similarly to Sand release, Water makes it harder to control

Strong to:
Light release techniques and abilities that produce a lot of light (e.g Noldor's Holy Fire)
: Due to Selenium's photovoltaic action (converts light to electricity) any non-lightning jutsu that produces tremendous light would cause the red powder to produce electricity that further boosts its offensive and defensive capabilities
Fire release: Due to Selenium's high melting point and its photvoltaic action (see explanation above). It is strong against fire elements.
Scorch: Similarly to earth, Selenium lacks moisture for Scorch to evaporate and it's high melting point.
Organic Materials such as Wood, Aburame bugs, Bones etc due to its toxicity
Earth: Similarly to sand release, Selenium dust can be used to grind Earth or to become dense enough to compete against even the hardest rocks.
Lava: Due to Selenium's strength to both fire and earth (See descriptions above), it's is only natural for it to be strong to lava

Co-creator:
N/A

Students I pass this custom element on to: ? & ?

☣ P a t e n t C e r t i f i c a t e ☣

I, Punk Hazard, moderator of the Custom Elements Bureau, declare for all men to hear that I give you the following:
Lytes, our loyal member, gave on the date June 28th, 2020, a request for a Patent on his custom element (Serenton); 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;
Serenton

Powered by Lord of Kaos

Copyright © 2020, Lytes, AnimeBase.me​
CEJ 1 - 3 Approved here
1. Serenton: Don'yoku | Selenium Dust: Greed
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra: 15 - 40 (-10 per turn to sustain)
Damage: 30 - 80
Description: The most rudimentary technique of the element. By focusing Serenton chakra, the user is able to create tools and constructs made of Selenium dust. Due to the nature of the element, it can be created from the user's body, the ground, and water bodies. These can range from kunais/swords/spears etc for close combat to free flowing waves/constructs. This also includes pillars, walls and other complex constructs only limited by the user's imagination(each rank cannot exceed the size of canon techniques of the same rank.) Using hand gestures, the user can at will change a construct's shape, form, direction; from a sword to a orb or a cube to a serpent etc. (this does not include rank of the jutsu which remains the same no matter what the technique morphs into). The user can make multiple objects but the power is divided between them, for example if the user makes two orbs with the A rank use, each orb will be B rank in power. Once a match, the user can use this on an F rank level (50 chakra, 90 damage) after which the user wouldn't be able to use Serenton in the next 2 turns.
Each creation of Serenton of course would administer side affects upon touching, ingesting it, inhaling it or even when it comes into contact with an opponent's eyes, though the user himself wouldn't be affected seeing as it is directly made from his chakra and body. These effects range from Nausea, Vomiting, Fatigue, Irritability, Headaches, Myocarditis, Blindness and even Death (All mentioned in submission). Due to the photovoltaic nature of the element(mentioned in submission), whenever it's exposed to light (sunlight or other forms of light), A rank and above usage generates electricity which gives it a paralyzing effect on par with Chidori Nagashi.

Note:
- Each creation of Serenton can be passively maintained for a total of 3 turns by sacrificing 10 chakra per turn
- For Sunlight to boost a Serenton technique, the weather must explicitly be stated to be sunny.
- S-rank can be used 4 times per match and requires 3 handseals.
- A-rank requires 2 handseals.
- Changing shape of a weapon or construct requires a move slot.
- After utilizing the S-rank version you cannot use any A-rank or above Serenton techniques the following turn.

2. Serenton: Ikari | Selenium Dust: Wrath
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
Serenton is an armorphous element that not only has physical properties but also comes along with a variety of toxic effects(mentioned in submission) no matter the form it takes. The following effects are references to the effects that would take place if one were to absorb the substance; Whether it be orally, through the skin, directly into the bloodstream, inhaling it or even by it coming into contact with the eyes. The effects of the toxicity is determined by the rank of the dust technique in use i.e Higher rank selenium dust techniques are more toxic than lower rank selenium dust techniques regardless of size.

D-C Rank: Absorbing Selenium dust of these ranks through means mentioned causes minor effects such as headaches and irritability, enough to cause the affected to stumble or fumble with their weapons, or mess up the aim of thrown techniques.

B-A Rank: In addition to previous effects, the target would feel extreme nausea along with partial blindless, they'd also suffer from the effects of Myocarditis. The nausea causes them to be unable to spew out techniques from their mouths that are S ranks or above due to the queasiness overwhelming them whenever they attempt to inhale or exhale too deeply. This would include Sound techniques or any other techniques of the nature that requires the user to inhale/exhale via yelling and such. The Myocarditis reduces the target's heart's ability to pump and also causes rapid or abnormal heart rhythms, this causes a decrease to a target's physical feats - Speed is reduced by one level and all techniques that rely on a target's physical feats get a -20 damage debuff. The partial blindless translates to an inability to see past mid range.

S Rank and above: In addition to previous mentioned effects, the targets, if exposed to Selenium dust of this rank would suffer stronger forms of previous effects. Immense Headaches coupled with Irritabilty and complete blindness would reduce the target's overall tracking to half of its previous value. The immense nausea would render the target unable to spew out techniques that from their mouths that are B ranks or above (This would include Sound techniques or any other techniques of the nature that requires the user to inhale/exhale via yelling and such). The Myocarditis would translate to target's speed being reduced by two levels and the target becomes incapable of using Taijutsu beyond B-rank basics.

Note:
- By spending 20 chakra, the user can passively rid a target's body of excess Selenium so as to remove the effects. This requires the target to be in short range of a user.
- After being effected, the targets can't lessen nor rid the effects unless they somehow cleanse the element from their system, though removing themselves from exposure would have the effects not further worsen.
- The effects stack i.e Getting exposed to 2 C ranks would incur B rank effects. Getting exposed to 2 A ranks would incur S rank effects and so on.

3. Serenton: Ōkui | Selenium Dust: Gluttony
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description:
A supplementary use of Serenton release. Due to the red sand's unique properties, the dust can be used to augument other elements through several means.

Water
Due to the ability to form Selenium from water sources, the ground and the user's body. The user when creating a water technique can infuse serenton chakra to form selenium dust into said water technique giving it a reddish hue. The infused selenium dust not only makes the water technique denser/heavier. The infusion translates to a +20/+1 rank boost in the water technique's strength. This can be used on other logical water related elements such as rain.

Fire
When creating a fire technique from the ground or from the user's body, the user creates a solid core of selenium to said fire technique. Due to Selenium's high melting point, the solid core wouldn't be melted by the flames. However, the selenium core would continuously release a burst of fine red sand that causes non stop dust explosions which strenghens the flames and by extension the fire technique. The infusion translates to a +20/+1 rank boost in the fire technique's strength. However, being hit by an enhanced fire technique administers no selenium related side effects.

Wind
Similarly to the water usage, the user infuses selenium dust into their wind techniques giving it a reddish hue which not only makes it denser/heavier. The infusion translates to a +20/+1 rank boost in the wind technique's strength. This can be used on other logical wind related elements such as Typhoon etc

Earth
The user either coats his earth technique in selenium dust or creates the selenium in the core of the earth technique, the former method gives the technique a reddish hue. The infusion translates to a +20/+1 rank boost in the earth technique's strength. This can be used on other logical earth related elements such as lava(Selenium dust's high melting point allows it to coexist with lava techniques) etc.

Lightning
The user when using a lightning technique also releases fine selenium particles giving the lightning technique a slight reddish hue. The particles auguments the lightning technique due to Selenium's photovoltaic action (Converts light to electricity) and its photoconductive action (Its electrical resistance decreases with increased illumination). The photovoltaic action means light from the lightning technique gets converted to electricity in the particles which in turn boosts the lightning technique. The photoconductive action means the the particle's electrical resistance decreases from the light produced by the lightning technique, this allows the lightning technique to freely be conducted through the selenium dust particles slightly increasing its size. The infusion translates to a +20/+1 rank boost in the lightning technique's strength. This can only be used on lightning techniques produced from the user's body or the ground. It can also be used on other lightning related elements such as Storm release etc. It however can't be used on Black Lightning since that form of lightning produces little to no light.

Note:
- Each infusion can only be used 5 times per battle with 2 turn cooldowns.
- The S/W of the boosted technique isn't changed.
- It's a passive technique that's performed in the same TF as the boosted technique, but occupies a move slot.
 
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