Hayate's Customs

Illyasviel

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Joined
Dec 7, 2011
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Techniques made by me will have a colored number above them.


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Fire Release
1.
(Katon:Hitoshirenu Hisaki):Fire release:Hidden Flames
Type:Supplementary
Rank:C
Range:Short
Chakra cost:20
Damage: (15 whenever it's steped on)
Description:The user spits out tiny bearly visible sparks to the ground. They will continue to burn as tiny flame sparks almost invisible. If anybody steps on a spark it would engulf the persons feet/legs/lower body in a sudden burst of flames.
Approved here:




2.
(Katon:Ume no Kaki)- Fire release:Rope of fire
Type:Attack
Rank:B
Range:Short-Mid
Chakra:20
Damage:40
Description:The user will exhale a condensed fireball the size of about the humans stomack into the air above him.Then he will attach a rope of chakra from his fingers to the fireball and once he does that he will be able to swing the fireball around as a mace.The fireball upon impact with an solid object will explode in a sudden burst of flames,big enough to engulf someones whole body in fire.
~Note:Can be used twice per battle.
~Note:The user must wait 2 turns before using it again
Approved here:

3.
(Katon:Fudou Faia Bakudan)- Fire release:Floating Fire Mines
Type:Attack
Rank:B
Range:Short-Mid
Chakra:20
Damage:40
Description:The user will perform the Tiger hand seal and exhale a medium sized fireball a little more than half the size of the Great fireball technique into the air a little above him and his opponent but closer to the opponent.The fireball when it is close to the opponent will split into around 12 fire orbs the size of a coconut wich would float around the opponent in mid air.If the fireball comes in contact with an solid object it will explode and also detonate the other mines around.The fire orbs are like the Exploding Flame Shots so they can't engulf someone in flames but cause damage to him by exploding.
~Note:Can be used twice per battle.
~Note:The user must wait 2 turns before using it again
~Note:If the orbs don't explode thay can remain on the battlefield for one moreturn.
~Note:No S rank fire techniques the same turn this is used.
Approved here:




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(Katon: Kaki Kyuutai Kurushimi) Fire Release: Fire Orbs of Pain
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will first pull out a single shuriken, whereas the user will channel their katon chakra into the center of the shuriken creating an orb of fire in it. Then the user will throw the shuriken towards the opponent, and at the same time, the user will use “(Shuriken Kage Bunshin no Jutsu) - Shuriken Shadow Clone Jutsu”, making it multiply in midair into 100 shuriken with the fire orbs as it will collide and spread out around the field surrounding the opponent. Then as the shuriken are scattered across the field, the user will perform the Snake – Ox – Tiger hand seals, where all the 100 orbs will immediately be shot from all directions at high speed towards the opponent. Then as the small projectile like fire orbs come in contact with the opponent or the surroundings they will explode into small flames which all of them will cause heavy burns on the enemy’s body.
Note: Can only be taught by JiraiyaEroSennin
Note: Can only be used 3 times per battle
Note: Can not use A-rank or above fire jutsu the next turn
(Katon: Reza-Ken) - Fire Release: Razor Blade
Type: Offensive
Rank: B
Range: Short - Long
Chakra cost: 20
Damage points: 40
Description: The user will raise one hand into the air with an open palm, while assembling a good amount of fire chakra in their open palm. Then while assembling the chakra, the wielder will manipulate the chakra into, turning into a blazing hot circular blade that spins in the air just above the wielders palm, making it look like a circle of pure fire, which can be thrown at the enemy with great speed and accuracy.
Note: The blade is capable of cutting through C-rank earth
Note: Must be taught by Gutsy Jiraiya
Both learned here:
(Katon: Ke-shō Doroppukikku) - Fire Release: Singeing Dropkick
Rank: B
Type: Attack
Range: Short- Mid
Chakra: 20
Damage: 40
Description: The user after performing the required hand seals Dragon→Horse→Rat→Hare→Tiger, sends fire chakra into their dominant foot and uses shape manipulation to create a flaming pillar that rises them up 5 meters into the air and detaches from the ground. After doing so, the user immediately performs a quick front flip, with the fire still attached to their foot and does an aerial drop kick. When the user’s leg is lowered from doing such kick, the long pillar of fire slams to the ground and incinerates their opponent upon impact.
Note: Must be taught by Yānks.
Note: Can only be used 3 times per battle
Taught here:
(Katon: Kuzuryūjin) - Fire Style: Nine-headed Dragon Array
Type: Offensive
Rank: A-Rank
Range: Short-Long
Chakra: 30 Chakra
Damage: 60 Damage
Description: After stabbing the user's sword into the ground and by inserting his katon chakra into the ground, he/she will make 8 lines of flames around the sword each line is 1 meter long and between each 2 adjacent lines 45 degrees angle. 8 dragons will emerge out of the 8 lines (1 dragon per each line) but they'll stay attached to lines until they reach the end of it, whereas they will then materialize into fire dragons. The user has the ability control the 8 dragons and direct them towards their target/s. The user can make the 8 dragons combine into 1 bigger dragon.
note: each dragon is C-Ranked and the big dragon is A-Ranked
note: the user can make the big dragon three times per battle
note: only FeeLPaiN can teach this jutsu
Taught here:
(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.
Taught here:
Katon: Jigoku sukaru) - Fire Release: Hell Skull
Type: Offensive
Rank: S
Range: Short-Mid
Chakra cost: 40
Damage Points: 80
Description: After several battles, Hidan great love for Fire made him devised a technique aimed to finish his opponents. After performing the Tiger hand seal, the user will mold a large portion of their Fire chakra and then channel some of this fire chakra at base of their feet whilst condensing it. By releasing it against the ground below, the user would create a upthrust force, that would enable them to be able to propel themselves upwards in a height 7 meters. At that moment in the air, the user would then channelall their fire chakra into their lungs whilst using shape manipulation simultaneously and transforms it into a condense fire Skull. When this is done, the user would then expel out the condense fire Skull aimed at the opposing target. Just as the Fire skull gets about 1 meters towards the target, The user will manipulate it in such a way the skull would open its mouth, and swallow the target whole thus burning them into ashes. The fire skull is quite huge having a height of 4 meters and a diameter of 3 meters.

Note:
• Can only be done twice per battles.
• No S-Rank or above Fire in the user's next turn
• Can only be taught by Savage.
Taught here:
(Katon: Nan Hōchō) - Fire Release: Flame Cleaver
Type: Defensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Similar to the Wind Return technique, this technique is meant to counter a Fire jutsu launched against the user. While channeling their chakra into the ground, the user will weave the necessary hand seals [Ram → Snake]. After doing so, they will clap their hands together, which results in a 3 meter tall flame pillar quickly emerging from the ground, 2 meters in front of the user. When the opponent's fire technique comes into contact with the pillar, it will automatically spilt in two; thus splitting the opponent's fire technique in two & is directed away from the user.

◊ Must be taught by Yānks
◊ Can only be used 3x per battle
◊ Can only block Fire techniques up to A-Rank
◊ Can't be used to defend against multi-projectile techniques
Taught here:
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Earth Release
4.
(Doton:Chanku Tama)-Earth Release:Earth Nails
Type:Attack/Supplementary
Rank:B
Range:Short-Mid
Chakra Cost:25
Damage Points:40
Description:The user will gather his chakra in his leg and then stomp the ground with the same leg.That will cause a circle of an one meter radius of short earth spikes to emerge around and under the opponet,the spikes will emerge in three layers with the furthest one from the opponent first so he would have some time to react before his feet get stabbed.The spikes are about 5 cm long.The user can also by performing one hand seal make the spikes shout out from the ground directly upwards.
~Note:It can be used only three times per battle.
Approved here:




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(Doton: Heahorudo) Earth release: Hare Hold
Type: Supplementary/defensive
Rank: C
Range: Long.
Chakra: 15
Damage: N/A
Description: The Jutsu is to be used in conjunction with Earth Release: Earth Flow River. While the previously mentioned Jutsu is active, the user then performs the Hare hand seal. From the mud four Hares made of mud emerge being able to move freely. These Hares are smaller and lighter so can move much faster, although have no real damage dealing potential. The hares hit the enemy, causing the mud nature of the hares to slow the enemy, especially if directed at the feet or legs. This Jutsu can also be used to stop projectiles, both physically thrown or Jutsu in nature. Once the mud has made contact with the enemy it can then be reformed back to its natural earth state. Once the Hares hit the target they cannot be used again.

Notes:
Lasts for 3 turns, if the Hares don't hit anything within the three turns then they turn back to rocks.
Taught here:
(Doton: tsuchi kurasuto no jutsu)- Earth release: earth crust restriction technique
Type: Offensive/Supplementary
Rank: A-rank
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user will stomp his foot on the ground and channel his doton chakra into the ground and mold their chakra into earth and use shape manipulation to make a slightly thick (enough for ninjas to walk on top of it) "crust" of earth cover the surface of a nearby water source (one that is in the ground and surrounded by earth on all sides). It would acts as a barrier for the use of water from that pond, rendering any water source unusable. This can be used to prevent water type techniques.
Note: can only be used thrice a battle
Taught here:
Lightning/Earth Release: Electro Limb Armor/attack(Raiton/Dotpn:eda bugu/batsu)
Type: Defense
Rank: C
Range: Short
Chakra: 15
Damage: 30
Description: The user will uses his earth chakra to form an armor around a certain limb of his body then he will use his lightning chakra around the limb so that the lightning chakra travels on the covered limb the user then can hit his opponent with his limb causing the opponent to get electrified
-usable only twice per battle
Taught here:
Doton keiyou toku - Earth Release Hovering Shield
Typeffensive| Defensive
Rank:B
Range:Short-Mid
Chakra:20
Damage:40
Description: A very simple technique in which user spits out some earth base chakra from his mouth and manipulate it into a big disc which has a diameter of 2 m and uses it as a shield by making it hover in front of any of his body part,By providing it with some extra chakra user can manipulate it when it is shore range to him just like the Ninjutsu which is used to make the kunai hover the opponent and user can also use it like a flying disc to attack an opponent with in range.So it basically works as a defensive and an offensive medium

Note: Can be used 4 times only
Taught here:
Doton - Pesuku Riritu Obitu : Earth Release - Pesky Little Hobbits
Type: Offensive/Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Point: 60
Description: The user spreads his doton chakra and does 2 hand seals, he then makes up to 10 earth dwarfs(1meter height) emerge from the ground. The dwarfs however can't use any jutsu but they are very fast and each of them holds a kunai which can be used to stab the opponent. The dwarfs are as fast at running as they are when digging and moving through the ground where they can hide objects or lay traps or perhaps hide themselves from prying eyes.

-useable only 3 times
-they stay on the battle field for 3 turns and unless destroyed
Taught here:
(Doton: Ōkami no Fukkō)- Earth Release: Wolves Reconstruction
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A (depends on the technique)
Description: The user will gather their earth chakra and manipulate it so it activates an ability (instant activation due to it being stand alone, and does not grant ability until another tech is used that works with it), where certain structures of earth techniques; when protruded from the ground, out of the user's body or from the sky, will have mud infused into the body of the structure, as a passive ability when being released (still costs a move to activate). What this means is the structure of earth will have the same appearance physically but instead of being completely solid will have a substantial amount of mud inside its physical structure masking its appearance from the opponent's view (will not fool certain dojutsus and sensory). The structure will be able to remain stable since the mud will be compressed and its body structure will still be solid allowing it to remain its base of movement and operation. This technique takes on the basic earth jutsu Earth Release: Mud Wolves and expands on it. What will occur, when the users earth techniques are destroyed, the mud will forcefully erect out and reform to take the shape of the previous technique. The mud can reform specific parts of the earth structure, or its whole body, but can only be used once, both for the body and body-parts. The mud will reform the technique as soon as the initial reason of the previous techniques destruction is finished. Meaning, the moment a projectile technique that had destroyed the users original technique bypasses, the mud will begin to jump out and reform, if the technique used to destroy the technique was streaming based, the mud will once again move around/over the streaming tech and reform. The creation of the technique back is passive, just the the original technique of the mud wolves. The technique will then now be slightly weaker (one rank less) then before, and lose certain amount of its stability/hardness, it still has brute force damage of mud, and can engulf the opponent entirely. This technique applies to logical ones that can co-exist with it, obviously any earth-based technique can be used from it, and with different sizes (as small as spikes, or as big as Golems), the mud will also remain to have the same basic ability and movement that the previous technique had.

Note: Can only be taught by Noni
Note: Can only be used two times
Note: Requires two turn cool down before re-use
Note: Must have earth mastery
Note: Reformation is done only once per technique
Note: Activation lasts three turns, can be turned off any time
Note: Can only be applied to earth techniques with solidity, and that erect from the ground
Note: Can only be used on A-Rank and below earth techniques
Taught here
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Lightning Release
26.
(Dai sanji no keshin) Lightning Style: Catastrophe Incarnate
Type: Offensive/Supplementary
Rank: S
Range: Mid
Chakra Cost: 40
Damage Points: 80
Description: The user first performs three hand seals and then gathers their lightning chakra towards their feet.Once this happens,he releases the chakra which quickly extends from the base of the users feet in the form of three currents of lightning.Two of them go to both sides of the target and as they move swiftly rise up to ten meters from both sides of the target as a thick wall of lightning. This lightning wall is placed 5-10m away from whatever the target is, and stays in place as long as the user is channeling chakra.The third current would go rip into the ground and move underground a few feet away from the user.It goes through the ground directly towards the target.Once underneath the target,after a slight shaking and rumbling noise,the ground five meters around the target would weaken and dislodge,this is done by the lightning expanding underground and cutting through the earth.Essentially, the platform five meters around the target will break apart leaving them to fall into a collection of Lightning swords which are formed underground below the target.The swords will be formed into that of a cone like structure and continue to emerge and close in on the target from a tilted angle which happens quite quickly. Simultaneously, as the swords are erupting or upon their own emergence,the user can manifest from the walls,several tendrils of lightning that can be directed towards anyone between them if they can not find a target they can merge with the swords instead,in order to add to the total S-rank damage of the technique. The swords continue to emerge from the ground until it has reached five meters above the target where the swords will then snap close and explode into a gruesome explosion spanning towards everything five meters of it.

Note: Can only be used twice with a two turn cool down.
Note: No lightning above A-rank next turn.
Approved here:
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(Raiton- heki zairu) Lightning Release- Rope of Bolt
Type: Offensive/Attack
Rank: C-Rank
Range: Short/Mid Range
Chakra: 15 Chakra
Damage: 30 Damage
Description:
The user making the necesary handseals (horse→snake→rat→snake) raises his clenched fist in the air and with lightning chakra creates a large bolt of lightning wich then is thrown up in the air, and by using lightning chakra the user creates a rope like from the large bolt to his hand, and can us it to swing the bolt from any direction against the target.
Taught here:
Raiton: Dendou Hora Ryouiki (Lightning Style: Electric Mine Field)
Type: Defense/Attack
Rank: B
Range: Short-Mid Range
Chakra: 20 Chakra
Damage: N/A (10 Damage if stepped on)
Description:
The user concentrates on his Raiton chakra. The user then molds his chakra and channel it to his mouth while squishing it into small flatly round pellets. The user then spits out the small lighting pellets (about 30) to the ground in a wide area (8ft-13ft). When the opponent steps on the pellets they will send off a electrical signal through the air as well as shocking the opponent. These pellets are rather small and are usually unnoticeable to the naked eye. When these pellets go off the user can sense the electrical signal in the air by using his Raiton chakra within him/her to locate the enemy. This jutsu is very useful due to the fact that the user can locate the enemy in a split second and counter the opponent unsuspectingly or to set up a ambush for the unsuspecting enemy.
~Can only be taught by Kwalker394
~May also cause the user damage as well if stepped on
~Sensing only happens if the user is within mid-range of the pellets.
Taught here:
(Raiton: Kyuuzou Furea) – Lightning Release: Surging Flare
Rank: S
Type: Offensive/Supplementary
Range: Short (Long range vertical reach)
Chakra Cost: 40
Damage Points: 80
Description: The user after channeling their raiton chakra throughout every chakra point in their body and performing the handseal sequence of Dragon → Serpent → Tiger, throws both of their arms upwards to release the chakra as a vertical cylindrical column of lightning which surrounds their body and travels up towards the sky. The column encases the user's body as its released and can be altered to have up to a radius of five meters around the user. If the opponent comes into contact with the column, they are suddenly thrown upwards and overloaded with a dangerous amount of raiton chakra, leaving their body paralyzed for two turns. The raiton chakra released via this method is oppositely charged to that of natural lightning, allowing this technique to be used to discharge storm clouds and hence prevent any lightning strikes. As a result, this technique is exceedingly useful in negating the conditions required for Kirin.

Note: Can only be Used Twice Per battle
Note: Can only be Taught by Negative Knight
Note: No S-Rank or above Lightning in the user's next turn
Note: Deals 20 damage to the user.
Taught here
(Raiton: Nechinechi Tekidan) Lightning Release: Sticky Grenades
Rank: A
Type: Offensive
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user begins by performing two hand seals, once done he uses shape manipulation to change Lightning Chakra into the form of 5-10 tiny birds, which resemble the appearance of Deidara's explosive clay birds, the user then provides it with static properties. Upon finishing the steps above, he then throws them at the opponent with excellent precision and upon contact due to the static nature of the birds, it sticks to them and causes a short range explosion.

Notes: Can only be taught by Ezio..
Notes: Only usable twice per battle
Notes: No Lightning jutsu higher than A-rank, next turn.
Learned here:

(Raiton: Nori sono Kumo)-Lightning Release: Law of the Cloud
Type: Offensive /Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (+15 per turn)
Damage: 80
Description:To begin the user will form three hand seals and focus their chakra into the air in an area of their choice but at least 5m away from the opponent. By doing so they form a small flat disc of pure lightning, this disc possess a single function that revolves around offensive jutsu that occur after its creation. For whenever the user would form or release an offensive jutsu at a target the disc would automatically launch a single focused spear of lightning at the target (A ranked in power) which has great piercing properties. The disc will continue to do so for each offensive jutsu the user employs until it ends or is destroyed(Max of 2 spears per turn). The disc passively takes a constant toll on the users chakra to retain its energy and angle itself at its target.
Note:
-Lasts for 2 turns
-Can only be used 2 times
-Can only launch a maximum of 4 spears before it ends, each counting as one of the three jutsu per turn
-Can only use lightning while active
-Can only be taught by Sasori
Learned here:
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Wind Release
5.
(Fuuton:Senpuku Senbon)-Wind Release:Whirlwind Needles
Type:Attack
Rank:A
Range:Mid
Chakra:30
Damage:60
Description:The user will perform a single hand seal and exhale his wind chakra into his into his hand.The exhaled chakra will continue to flow around the users hand.Then the user will slash through the air horizontaly with the hand in wich he had exhaled his wind chakra to and launch dozens of sharp wind senbons from the pattern he had slashed the air.
~Note:No A rank or above wind technqiues in the same turn.
~Note:Can be used twice per battle.
Approved here:




6.
(Fuuton:Shibu Kaze)-Wind Release:Branching wind
Type:Attack
Rank:A
Range:Mid(only)
Chakra:30
Damage:60
Description:The user will perform two hand seal and exhale a thick and powerful stream of wind.When the wind gets to around the end of short range the stream will branch into 7 smaller,streams of wind that are very sharp at the top.3 will go to the left of the opponent,3 to the right and one above.Once they get to the line of the opponent they will turn towards him,punching and cutting him where they hit.
Note:Can be used only once per battle.
Note:No above A rank wind the same and next turn.
Approved here:


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(Futon: Jixyoushou)-Wind Release: Updraft
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description:The user will clap their hands together sending out a powerful transparent pulse of wind, the wind will travel towards the target while staying close to the ground. Winds natural intangibility allows this technique to travel over and around small obstructions and still stay on course. As it reaches the target it creates a powerful updraft that goes straight up, blowing the target ten meters up into the air.

Note:
~Can only be used 3 times
~ The nature of the updraft sends the target spinning and twisting into the air, making it very difficult to get ones bearings once the technqiue has hit.
~Can only be taught by xHoudinii
Taught here:
Fuuton: Amatsu no Murakumo - Wind Release: Heavenly Gathering of Clouds
Type: Offense
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user gathers winds around his hands, which he then raises over his body, creating feather-like shaped winds from his arms and then sends large streams of them at the target in the form of wings, the feathers can cut the opponent.
Taught here:
(Fuuton: Kaze no yūrei) - Wind Release: wind ghost
Type: Offensive
Rank: B-Rank
Range: Short-Long Range
Chakra: 20 Chakra
Damage: 40 Damage
Description: After releasing the gathered fuuton chakra throughout the user's mouth. the released wind will be shaped into a ghost's upper body (of the same size of a mature man) then a second before reaching the target it will turn into a gust of wind strong enough to make a four meters tall tree fall down. the user is able to create up to 2 ghosts in one time
note: if the user makes 2 ghosts each ghost is equal to C-Ranked fuuton jutsu
note: only FeeLPaiN can teach this jutsu
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[/JUTSU]
Taught here:
(Fuuton: Chishi) - Wind Release: Fatality
Type: Offensive
Rank: A
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user will infuse two weapons with wind chakra by simply touching them, the user will then throw them at opposite sides of the opponent completely missing them, at the moment the weapons pass by the opponent the user will perform an handseal connecting thefuuton chakra from both weapons forming a dense green coloured line of fuuton chakra which has the same cutting power as the Wind Blade technique between both weapons cutting the opponent. The maximum distance that can be between these two weapons for this technique to work is mid-range (fifteen meters).
~Can only be taught by Mako.
~Can be used thrice in a battle.
Taught here:
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Water Release
25.
(Poseidon no chūsei) Water Style: Loyalty of Poseidon
Type: Supplementary/Offensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user starts off by performing three hand seals and gathers their water chakra into their mouth. Moments later they will expel a copious amount of water forwards that manifests into that of a massive fifteen meter tall/wide wave of water. As this is done, the wave is commanded towards the location of an enemy. Once the wave takes off, a wide array of warriors composed of water can be seen morphing into existence on all around it,they are around 2 m tall. These constructs possess a variety of tools in hand such as swords and spears and constantly slide on top of the of the wave in a sporadic manner. When ready the user can command the warriors of water to leap into the air (Up to ten meters) and can control them to crash down upon the target hitting them with slicing and crushing force. If desired it is also possible for the user to control the wide array of soldiers in order to attack aerial targets by utilizing their tools which can be used for direct melee attacks or can be thrown up to ten meters as an aerial projectile. The user can also choose to control the array of warriors while still on the wave of water in order to deal precise damage towards a target close range of it, and can also throw their tools as projectiles just as previously mentioned. When leaping into the air, the soldiers create a massive shadow over the target as they quickly cover the target from all angles above making aerial escape nearly impossible. Immediately after the warriors have left the water,the rest of the wave just disperses uselessly across the ground.
Note: Can only be used twice with a two turn cooldown.
Note: No Water above A-rank next turn.
Approved here:
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Water: Giant Hand (suiton:kyojin hando)
Type:Attack/Supplemantry
Rank:A
Range:Short-Long
Chakra Cost:30
Damage Points:60(+5 with lightning)
Description:The user creates a giant hand out of water that can be hard for a punch or sharp to act as a claw it can also be used to grab the enemy. Can be mixed with lightning techniques to make it stronger.
*Can only be used by Rain of Hell or if thought by Rain of Hell
Taught here:
(Suiton: Nensei gan) Water Style: Viscous Gun

Type: Offensive
Rank:C-Rank
Range:Short-Mid Range
Chakra:15 Chakra
Damage:N/A
Description: after preforming the Ram → Tiger the user focuses his suiton chakra into his both hands and after he puts enough amount of chakra his hands will get wet like they're just out of water the he launches many fist-sized water balls "up to 5" from his hands the water balls when they hit a solid object they turn into chakra-infused highly- viscous water the same as (Water Style: Starch Syrup Capture Field), the water of each ball covers only a small area of 3 meters in radius
note: only usable 5 times per battle
note: must have 2 turns cool between each usage time
note: can only be taught by Pain...
Taught here:
Suiton: Pengin no Kōgeki - Water Style: Penguin's Offensive
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: After performing the Bird hand seal, the user releases chakra one meter away from the opponent, in as many as four different spots. The chakra in the air starts gathering moisture, forming many golf ball sized penguins up to fifty count at once. The penguins themselves may be small, but are as sharp as razors. The penguins then charge/descend at the opponent as soon as they take form.

Note: Can only be used four times.
Note: Can only be taught by Penguin.
Taught here:

Water Release: Disparity in Nature | Suiton: Shizen-kai no kakusa
Type: Defensive/Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: N/A
Description:
Performing three handseals, the user extends his one or both hands and apprehends an enemy Suiton technique to manipulate the cohesive bonds of water molecules; altering it to a large extent and effectively removing its ability to exist as "drops". This causes the water technique to "shatter", losing its force and structure. The water regains its physical form nigh instantaneously becoming a regular source of water that can be used for other water techniques. However, using this on larger water techniques can prove to be a double-edged sword since the water could just as easily wash the user away after it’s reconstruction due to the water’s ever moving nature.
Note: Only works on water Jutsus composed of less than 20 chakra points
Requires a cooldown of one turn after using it twice
Taught here:
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Steel Release
14.
(Koton:Kyojin Akuma)-Steel Release:Giant Akuma
Type:Supplementary
Rank:Forbidden
Range:Short on creation (Long Range reach)
Chakra:50 (-30 per turn to sustain)
Damage:N/A (melee attacks do 90 damage) (-10 to the user)
Description:The user will perform a sequence of 3 hand seals:Bird->Ram->Boar while gathering a vast amount of chakra which he then channels towards his hands.Once done,the user will slam both his hands to the ground and release all of the previously gathered chakra into it.Due to the large amount of the chakra focused,this would take a couple of seconds to do.Due to the large amount of chakra focused in a rather small area and then it being rapidly released,the users hands will suffer some damage while using this technique.As he is finished with releasing his chakra,the user will form a huge humanoid creature made out of black steel to rise from the ground behind him.The creature is half the size of Gamabunta(meaning around a 50 meters tall).Although the creatures movements might appear slow,his huge size allows him to cover ground quickly.It can move and serve the user as a basic warrior.It also has a special ability to create a dozens of huge black steel cables from it's back and launch them towards the opponent in a widespread attack (S-Rank damage, Long-range, counts as a move, usable twice).Each cable is around half a meter thick. It has incredibly tough armor and can fully withstand S-Rank techniques from Earth, Water or Wind undamaged. Once created,the creature stays on the field until it's destroyed.
~Note:Can be used only once per battle.
~Note:Can't use any technique above C rank technique,the same turn this is used.
~Note:No Steel release techniques same and next turn
~Note:Using this leaves the user in a drained state and he can't use above A rank techniques next turn
~Note:Due to the user being drained,he will be slower by one rank on the speed chart(if he is a Sannin he will have S-Class speed and so on).
~Note:Launching the threads counts as a move in the users turn.


Approved here:
15.
(Koton:Fuwatto tama hagane)-Steel Release:Floating Balls of Steel
Type:Defensive/Offensive
Rank:A
Range:Short-Mid
Chakra:30(-10 per turn to sustain)
Damage:60
Description:The user will perform the bird hand seal and creates up to 14 handball ball sized balls of black steel from the ground which can float around the user anywhere in short range.The user has full control over the balls and can direct them anywhere within short range,thus this can be used to intercept attacks.The user can also,after creating the balls,perform the Ram hand seal and release all the balls at once,towards the opponent.If they are not destroyed or released,the balls can remain around the user for 2 whole turns.
~Note:Can be used three times per battle.
~Note:No above B rank steel release techniques in the same turn this is used.
~Note:Requires a turns cool-down between uses.
16.
(Koton:Sureddo Tori)-Steel Release:Threaded Bird
Type:Offensive
Rank:B
Range:Long(created in short)
Chakra:20(-5 per turn to sustain)
Damage:40
Description:After performing the Bird hand seal the user will create dozens of black steel threads(each being about 75sm's thick) from his fingers which will quickly arrange themselves into a large bird(half a normal persons size)which would stand beside the user.The bird can fly around the battlefield and attack opponents with it's sharp beak and claws.With an additional,Snake hand seal the user can make the threads the bird is made of untangle and then wrap around the opponents body,binding him.
~Note:If the birds aren't destroyed they can remain on the field for three whole turns(until the third opponents move is finished)
~Note:There can be up to three birds on the field at a time,each counts as a move in the users turn.
~Note:Can be used five times per battle.


Both approved here:
17.
(Koton:Barike-do Kei)-Steel Release:Barricade System
Type:Defense
Rank:S
Range:Short-Mid
Chakra:40
Damage:N/A
Description:The user will channel his chakra towards his dominant foot and after that stomp the ground with the same foot,releasing the previously gathered chakra into the ground.He will then manipulate the chakra so it forms a series of walls made out of black steel that will rise from the ground.The walls must be at least three meters away from each-other and they are created only in the direction the user stomps his foot.Because of the range of the technique and the needed spacing,there can be created a maximum of 3 walls at a time.The walls are three meters high and 30 centimeters thick,each having A rank steel strength.
~Note:Can be performed three times per battle.
~Note:No above B rank steel release techniques the same turn this one is used.
Approved here:
18.
(Koton:Kusari Kanshu)-Steel Release:Chain Warden
Type:Supplementary
Rank:S
Range:Created shorth with long range reach
Chakra:40
Damage:80
Description:The user will perform a single hand seal whilst channeling chakra into his hands.He will then proceed to slam both his hands to the ground,releasing the previously gathered chakra into it.He will then manipulate it to create a large humanoid warrior made completely out of black steel with steel spikes for fingers.The warrior is two and a half meters big and quite massive.He can move around the battlefield at the users will.The inside of the the warrior is,however hollow,housing winded up chains.The chains exit the warriors body in each of his fingers along with the spikes on the top of them.The spiked chains can be directed to attack the opponent,stab him or bind him.The warrior can also spin them at great speed,creating a sort of shield in front of him,to block incoming attacks.The chains are quite long and they have mid range reach from the warrior,they are also thick and heavy,having A rank steel strength.All five chains from one arm can also be wrapped together into one big chain for the warrior to utilize a S rank attack.
~Note:No above B rank steel techniques for two turns.
~Note:Can be used once.
~Note:Lasts 3 turns.
Note: Using the chains to attack counts as one of the three moves per turn.
Approved here:
19.
(Koton:Shādo)-Steel Release:Shards
Type:Supplementary/Offense
Rank:C
Range:Mid
Chakra:15
Damage:30
Description:The user will gather chakra into his dominant foot and proceed to stomp the ground with it,releasing the previously gathered chakra into it.He will then use it to create a large amount of triangular black steel shards from the ground.The shards begin erupting first just in front of the users foot and then span outwards in the desired direction.As they come from underneath they move the soil as they are created and also are created like a wave moving in the same direction they can be spotted.They can either be erected so the unwary can step on them,piercing their feet.They are quite difficult to spot especially in the dark as they are black and don't reflect much light.Or they can just be created to lie latent on the ground like somebody left them there.In which case,the user can use some wind or water technique of adequate scale and form to carry the shards at the opponent,adding to the damage of his techniques.Depending on the strength of the carrying technique,the shards can shred skin and muscle from the opponents body as they cut him.However nothing prevents the opponent from utilizing the steel shards in the same way against the user.
~Note:Can be used three times.
~Note:The shards can be created to span up to mid range from the user,however as a technique picks them up,they don't effect that techniques range in any way.
Approved here:

20.
(Koton:Sentou Yanagi)-Steel Release:Whomping Willow
Type:Offensive/Supplementary
Rank:S
Range:Short-Mid
Chakra:40(-20 per turn to sustain it)
Damage:80
Description:The user will focus his chakra towards his hands and after that he will slam both his hands to the ground and release the chakra into it,creating a tree,namely a willow of black steel,from it.The main stem of the tree is about 10 meters high.It is composed out of several large chains (around 50cm width each) twined around each other.At it's top there can be up to five large branches (30cm width) and on each of them dozens of long but thin whip-like chains (up to 5cm width) that get swung around as the larger parts of the tree move. .The tree can swing the large branches and the whips on them at high speeds in order to attack the opponent,it can even bend the main stem and attack with it's whole body but that type of attack is only short ranged.If the main stem of the tree or one of the five main branches is destroyed,the user can channel his chakra to the whip-like branches and gain control of them.The user can control the branches as large vines of steel.He can move them around the battlefield and use them to attack the opponent by wrapping them around him,binding and suffocating him.The user can control the branches up to mid range from him.They have only C rank steel strength,however.If the user stops channeling his chakra to the tree it will remain on the battlefield but would be immobile.
~Note:Can be used two times per battle.
~Note:No Steel release techniques in the same turn.
~Note:Lasts for two turns.

21.
(Koton:Ari)-Steel Release:Ants
Type: Supplementary
Rank: C
Range: Short-Mid
Chakra: 15 (+5 per turn)
Damage: N/A
Description: The user makes a handseal, then will create several hundred little, ant-sized creatures in their vicinity. They don't really resemble ants as they are just a small and hollow ball of steel with six little legs. The ants move in a group and there is enough of them to fill the whole area of short-range around the user, although they could be sent further in different formations.The ants have no battle capability but they contain small bits of the users chakra and are connected to the user. Their bodies are very weak and when stepped on,they break,allowing the user to pinpoint foreign movement.

~Note:Can be used three times.
~Note:Last for three turns unless destroyed or carried to long range from the user.

22.
(Koton:Fenikkusu)-Steel Release:phoenix
Type:Offensive
Rank:C
Range:Mid
Chakra:15
Damage:30
Description:Mostly used for distracting the opponent.The user will create a medium sized bird with a body length around 1 meter,not counting the long tail made from steel strings behind it.The phoenix is too small to enable the user to fly on it,but it flies fast (normal Kage running speed) and has a sharp,dagger like beak with which it can stab the opponent.The phoenix once destroyed can be reformed with the user performing another hand seal(doesn't count towards the 3 jutsu per turn limit).It can be reformed from no matter how small the pieces of steel but they have to be within mid range of the user.
~Note:Can be performed twice per battle, and each can be reformed twice.
All approved here:

23.
(Koton: Gyanburā Shikake) - Steel Release: Gambler's Gimmicks
Rank: B
Type: Offensive,defensive,supplementary
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: The user will clench his fist and in it create up to 3 regular sized,either coins,dice or cards made out of black steel.The user can then manipulate the creations and make them grow exponentially.As the growth is triggered,they grow to a fixed size.The sides of the enlarged dice are 2m,the coins have a 2m radius and are 30cm thick while the cards are 2.5x1.75m in size and around 20cm thick.For the user to trigger the growth he has to be in contact with what he decided to make,but he can trigger it and throw them and they will continue to grow in the air.They don't take long to grow,around the time they reach mid range from the user they would be full sized.They can be thrown as a weapon or to create an obstacle between the user and the opponent.The gimmicks always grow outward from the user.
~Note:Can be used three times.
~Note:Once they are created they have to be grown either in the same or next turn.
Approved here:
~~~~~~~
(Koton: Hagane yari) Steel Release: Steel Spears
Type: Attack
Rank: B
Range: Mid
Chakra:25
Damage:40
Description: The user will gather there Koton chakra and create a 5 steels spears and throw them diretly at the opponent.
Note:Must have Steel Release
Note: Must Be Taught by ~Johninto~
Taught here:

(Katon: Pisuton no Jutsu) Steel Release: Piston Technique
Type: Offensive
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60
Description:
forming the hand seals Tiger → Hare → Rat → Dog → Horse, the user coats their arm in metal and creates a piston-like attachment around it. When used as a taijutsu measure, the user can punch the opponent with the end of the piston and use their chakra to force their fist into the piston and hit the target with a second, harder impact. Also, if the user hits the ground with the piston, the second blow and can cause a mini-quake that can result in tremendous damage to the surrounding area. However, the piston is usually very heavy, so caution and precise timing must be used when utilizing the piston.
Notes:
- While the piston is active, the user is unable to perform any handseals.
- Can only be used twice per-match.
- Must wait three turns before you use it again.
- Can only be worn for two turns due to how heavy the piston is.
- Can only be taught by Nathan.
Taught here:

(Kōton: Doragon Kourin) Steel Release: Dragon Advent
Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Mid
Chakra: 50
Damage: 90 (-40 to the user)
Description:
The user first performs the hand seals Tiger → Dog → Boar → Rat → Monkey → Dog → Dragon → Serpent → Rat, the user exudes a large aura of steel chakra, resembling a dragon. They then manipulate as much metallic objects as they can sense and gathers them around them. They then shape the metal around them until everything except their face and some distance around them is covered by metal. The user then utilizes their chakra to form the mass of steel into the shape of a bipedal dragon. This technique coats the user in a suit of metal, similar to armor, and reinforced by chakra. Taijutsu blows are far stronger than normal and the armor is durable to many attacks. If some of the metal is destroyed, the aura left in its place will refuse the metal. The dragon can also create and launch a storm of projectiles at the opponent. However, this jutsu is extremely risky to use. For one, it changes the user's posture into a dragon-like stance. Secondly, the chakra needed for this technique is incredible, especially the restoration process. Third, the armor is incredibly heavy, weighing almost 300 pounds. The chakra aura negates the weight, but only for so long, giving the technique's effectiveness a strict time limit otherwise the user may get crushed. Finally, the metal coating the user makes them very vulnerable to Fire Release techniques.
Notes:
- The storm of projectiles counts as 1 of the 3 moves.
- The chakra aura negates the weight for two turns.
- Can only rebuild itself once, per use.
- Can only be used once per battle.
- No steel related jutsu's for four turns after the use of this.
- The user will be completely drained, can only use B-rank and below techniques.
- Taijutsu up to S-rank are made renderless.
- A-rank fire jutsu will be able to give major damage to the user of this.
- Can only be taught by Nathan.
Taught here:
(Kōton: Harinezumi) - Steel Release: Hedgehog
Type: Offensive
Rank: B-Rank
Range: Short-Mid Range
Chakra: 20 Chakra (+5 for shooting the needles and aiming them)
Damage: 40 Damage
Description: The user will first do one handseal (Bird) and then, by using the Kōton chakra the user will make a lot of steel needles to emerge from his body according to his/her requirements. the user can shoot the needles from his body and guide them towards the target by using chakra making evading from the needles very hard. the needles are 7 centimeters long and they're very hard and able to penetrate through a steel shield of 3 centimeters thickness
note: only Pain... can teach it
(Kōton: Suchīrushīrudo) - Steel Release: Steel Shield
Type: Defensive/Supplementary
Rank: C-Rank
Range: Short range
Chakra: 15 Chakra
Damage: N/A
Description: after performing the Bird → Horse handseals the user will make his/her Kōton chakra form a shield made of a black steel that sticks to the user's forearm (either left or right forearm depends on the user). the shield is tall enough to hide from the user's eyes to his/her hip and it is hard enough to block all non chakra-infused ninja tools. the shield has the ability to block all regular swords but it can't break them. The is also strong enough to block all C-Ranked and weaker normal taijutsu techniques
note: the shield remains on field till it is destroyed or the user cancels the jutsu
note: can be used 4 times per battle and requires 1 turn cool down between each usage time
note: only Pain... can teach this jutsu
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(Kōton: Hyaku baindo mojiretsu) - Steel Release: one hundred binding string
Type: Offensive/Supplementary
Rank: B-Rank
Range: Short-Mid range
Chakra: 20 Chakra
Damage: 40 Damage
Description: once the target comes in range the user will perform the bird handseal then by using his steel chakra he/she will make up to 100 very thin strings (seen by naked eyes) to emerge out of the ground or any solid earthen structure around the target. The strings have arrow points that allows the strings to pierce through clothes and hardened skin (either by steel release or earth release) and allows the strings to cling to the target's skin. The strings are very hard and unstretchable but they're flexible. This jutsu can be used to completely bind the target and preventing him from moving at all.
note: can be used 6 times per battle with only 1 turn cool down between each usage
note: can only be taught by FeeLPaiN
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All taught here:
(Kōton: Ya no ame) - Steel Release: Rain of Arrows
Type: Offensive
Rank: B-Rank
Range: Short-Mid Range
Chakra: 20 Chakra
Damage: 40 Damage
Description: The user will release very fine particles of steel in the air that can be seen by naked eyes as dust particles and by using steel chakra the steel dust will be carried into midair and condensed into arrows made of steel. After making the arrows the user will shoot use his chakra to shoot the arrows at the desired target. the user can make up to 30 arrows with each usage time but the user can only focus on using 10 arrows in the same instant but he can use all 30 in the same turn. an arrow is 20cm tall and able to penetrate hard elements up to C-Rank. if the turn ends before using all 30 arrows then the usage time is over.
note: can be used 5 times per battle
note: the user must wait 1 turn after each usage time to use the jutsu again
note: only FeeLPaiN can teach this jutsu
Taught here:

(Kōton: Doragon bubun tōrai) - Steel Release: Dragon Partial Advent

Type: Offensive, Defensive, Supplementary
Rank: S-Rank
Range: Short (on self)
Chakra: 40 Chakra
Damage: 80 Damage (+10 Damage to Taijutsu based on punches and/or kicks)
Description: A partial version of (Kōton: Doragon Kourin) Steel Release: Dragon Advent Jutsu. The User will perform Tiger → Boar → Rat → Monkey → Dog → Dragon → Serpent → Bird handseals then exudes a large aura of steel chakra that envelops a part (or two parts at maximum) of the user's body. They then manipulate as much metallic objects as they can sense and gathers them around the part enveloped with steel chakra. The user can manipulate the aura of Chakra and move it to coat another part(s) of the body according to the user's needs and once the chakra aura is moved the metals will follow it and move, taking a new shape to adopt to its new location. since the original version would make an armor that looks like a bipedal dragon, this version will only create a part of that bipedal dragon but with each part of the user's body coated with steel chakra it has different abilities.

The head: If the user coats his head with the chakra, the metals will cover the whole head part along with the neck, with the exception of eyes, and nose. However, after the armor stops coating the user's head, the user will suffer from a headache due to the pressure that was acting on it and suddenly disappeared. the headache will last till the end of the match or till the user takes a medicine.

The Torso: Once the user coats his torso, his/her moving will get slower due to the weight of the armor however the armor will create a very strong defense for the user's torso that will only fall for the lightning jutsus strong enough to cut through it. The user can extend a tail from his/her bottom and can be modified to the user's imagination and the user can whip the tail around and use it as if it was his/her own body's tail. the tail, however, is 2 meters tall at maximum.

The Arms: if the arms are coated the user will be able to deal extra damage with punches and can lift big rocks easily. The dragons arms will give the user a one-time ability to shot a storm of steel projectiles at the opponent with very high-accuracy. The user can coat the two arms at once or just one arm at time.

The Legs: coating the legs will give the user double running speed and can make the user jump higher than usual by double and it will also enable the user to deal extra damage to taijutsu techniques based on kicks. Due to the huge weight in the user's legs, each step the user makes create a small crater under them.
note: if a part of the armor was destroyed it will regenerate but this ability can be used once per usage time.
note: when the user changes the location of the armor it counts as a jutsu and can't move the armor back to the former location during this usage time.
note: The storm of projectiles can be used once per usage time and acts as a jutsu with A-Rank abilities and up to mid range reach
note: the user must have learned (Kōton: Doragon Kourin) jutsu first
note: if (Kōton: Doragon Kourin) was used once, the user can't use this jutsu.
note: this jutsu can be used twice times per battle.
note: the coating lasts for maximum of two turns.
note: if this jutsu was used more than two times, (Kōton: Doragon Kourin) can't be used till the match ends.
note: while coating the arms, the user can only use steel and earth based jutsus.
note: only FeelPain can teach this jutsu
(Doton/Kōton: Jūryoku koa) - Earth/Steel Release: Gravity Core

Type: Offensive/Supplementary
Rank: S-Rank
Range: Short-Range
Chakra: 40 Chakra
Damage: 80 Damage
Description: Being already in midair, the user will perform Bird → Snake handseals and create a big sword made of steel. Although the sword is already heavy since it's made of steel and its size is very big, the user will use the (Doton: Chō Kajūgan no Jutsu) - Earth Release: Super Added Weight Rock Technique to increase its weight drastically. Due to the sword's weight, the user will get pulled downward swiftly due to the effect of gravity and as the sword hits the ground it will cause a tremor (which effect up to mid range around around the user) due to the impact, strong enough to make big summoning of Gamabunta's size lose their balance and fall down, and will make a big cloud of dust and sand to cover the whole field. The impact of the sword is strong enough to destroy any S-Rank or weaker steel structure, very strong S-Rank or weaker Earth structure, A-Rank or weaker structures made of solid elements harder than steel. The sword is destroyed upon impact with the ground or a structure of rank equal to it, elemental weaknesses and strengths are applied.
note: can be used 2 times per battle.
note: the user must be in midair and fall from at least 5 meters high to cause the tremor.
note: only Beifong can teach this jutsu.
(Kōton: Batchiri seikō) - Steel Release: Nailed it

Type: Offensive
Rank: B-rank
Range: Short-Mid Range
Chakra: 20 Chakra (+5 for shooting the nails)
Damage: 40 Damage (+10 for the nails)
Description: The user slams their foot or hand onto the ground, channeling chakra into the ores of steel in the ground below. By precise chakra manipulation, the user separates the metal from the ore and brings it to the surface in a wide area in the form of hundreds of nails. They would pierce anything on the immediate surface, and then through more manipulation would shoot up out of the ground, piercing anything in the sky up to mid range.
Note: Can be used four times per battle
Note: only Beifong can teach this jutsu
(Kōton: Saboten no mori) - Steel Release: Cactus forest

Type: Offensive/Defensive/Supplementary
Rank: C-A-Rank
Range: Short-Mid Range
Chakra: 15-30 Chakra (+5 chakra for shooting the needles)
Damage: 30-60 Damage (+10 damage of the needles for both opponent and user)
Description: The user will perform the Snake → Monkey → Bird handseals and will start channeling steel chakra to the desirable area. the user will use the steel chakra to make a number of cacti rise from the ground. the size of cacti goes from a small 20 centimeters tall cactus to a 2.5 meters tall one and by using this jutsu the user is able to make a single cactus or a small garden of steel cacti that covers a mid-range area around the user which can have up to 8 cacti of maximum size, 15 of medium size or 30 of minimum size. As any normal green cactus, the cacti have large numbers of steel needles covering their bodies, the needle is 10 centimeters tall at maximum and 5 centimeters at minimum. After performing seal of confrontation, the user is able to make some or all of the cacti shoot their needles in all directions making a barrage of needles similar to that of Amegakure's umbrella. However, the user isn't able to control their directions with chakra. Shooting the needles can harm both the opponent and the user, anyhow, the user can protect himself by using proper steel release jutsu. After making the cacti, they stay on field as a natural structure or till they're destroyed. With this variety in sizes, the cacti vary in their ranks, The maximum size is A-ranked and it's needles barrage is C-ranked, The medium sized is B-ranked with D-ranked needles barrage and the minimum size is C-ranked with E-ranked needle barrage. The user can make up to the numbers said before for each size, however, the user can also make a combination of the sizes equivilant to 8 A-ranked Cacti which means the user can create 4 A-ranked and 8 B-ranked Cacti with the same jutsu slot, or 2 A-ranked, 4 B-ranked and 15 C-ranked Cacti and so on.
note: the cacti-making jutsu can be used three times per battle.
note: the needles barrage counts as a move and can be done once per cactus.
note: only Beifong can teach this jutsu
(Kōton: Fenikkusu) - Steel Release: Phoenix

Type: Offensive/Defensive/Supplementary
Rank: A-rank
Range: Short Range
Chakra: 30 Chakra
Damage: 60 Damage
Description: The user after performing Bird → Rabbit → Dog → Horse the user will create a medium sized bird made of steel wires and plates of one meter body length, not including its one and half meters long wire-ish tail, and one and half meters wing span. The body of the phoenix is hollowed thus it can fly very fast however reduced when the space inside its body is occupied by either scrolls, tags or anything within the logical size. The main purpose of creating the phoenix in battle is distracting the opponent with its high flying speed, although it can also participate in damaging the target with its sharp claws, wrap its long tail around the opponent's neck till they suffocate or throw a barrage of its feathers (short-mid range, C-ranked, 1 turn cool down, counts towards the 3 jutsus limit). A special ability of this phoenix is that once it's destroyed it can be reformed with the user performing another hand seal (does count towards the 3 jutsu per turn limit). It can be reformed from no matter how small the pieces of steel after getting hit by A-ranked or weaker jutsu but they have to be within mid range of the user.
note: can be used 3 times per battle
note: the reforming ability can be used only once per phoenix
note: only Beifong can teach this jutsu
(Kōton: Hoshikuzu no ame) - Steel Release: Stardust rain

Type: Offensive
Rank: S-Rank
Range: Short-long Range
Chakra: 40 Chakra
Damage: 80 Damage
Description: The user will release steel chakra into the sky above and after performing the bird handseal, the released steel chakra will be condensed into a huge cloud of small spiked steel balls which will rain down on the whole battle field for one turn. The stardust will rain randomly on the terrain which means it can harm enemies, allies and the user unless protected by suitable defense. The momentum gained by falling allows the stardust to penetrate through solid structures equivalent to B-ranked steel jutsu (w/s applied). On each area of five meters radius (short range) 10 spiked balls will fall per usage.
note: can only be used once per battle.
note: only Beifong can teach this jutsu
(Kōton: Ankā-dan) - Steel Release: Anchor Bullets

Type: Supplementary
Rank: B-Rank
Range: Short-Long
Chakra: 20 Chakra
Damage: N/A
Description: an off-shoot of (Kōton: Tama Ishuu ) Steel Release: Bullet Swarm Where the user will be able to shot out up to a dozen metal bullets from his/her body after performing the Bird → Tiger handseal. However, what makes this jutsu differ from the original one is that when a bullet hits its target it doesn't pierce it or deal damage, it instead sticks to the hit area and grows into a large heavy steel rod of 15 kilograms weight which may be enough to either slow down the target or completely immobilize it.
Note: can be used four times per battle
Note: only Beifong can teach this jutsu
All learned here:
Typhoon Release
27.
(Taiton:Arashi Bēru) - Typhoon Release:Storm's Veil
Type: Supplementary
Rank: B
Range: Self
Chakra Cost: 20
Damage Points: N/A
Description: A technique made by typhoon release users that allows them to be more indiscriminate while destroying their surroundings with other typhoon techniques.Once activated,it enables the user to draw in a small part of the wind in his own typhoon techniques that pass over him and then cover his body with it like a veil of sorts.The rest of the technique will then slide across the veil,not harming the user in any way while maintaining it's destructive properties towards other objects and beings.This however doesn't leave any lasting defense against other techniques,as the typhoon technique passes over the user,the veil would be drawn back into it.As such it should be viewed as a slight modification to the typhoon technique rather than a barrier connected to the user.
~Note:It is useful only for large scale typhoon techniques,the ones that would envelop the whole user as they move towards the target.
~Note:Can be used two times per battle and each use lasts two turns with a turn cooldown between uses.
~Note:Each use costs chakra and takes and counts as 1/3 jutsu per move.However it's activation is instantaneous and the effects are only activated when the user gets in contact with his own typhoon techniques.
28.
(Taiton:Nagareru Sora) - Typhoon Release:Flowing Skies
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user will perform two hand seals and release his chakra high into the air.He will then use it to form up to 10 boomerang shaped structures of the typhoon element.Each structure has a span of around 3 meters and the width and height being around 2 meters.As the name suggests,these structures will flow around between 10-20 meters in the air above the battlefield.As they move over the battlefield they will make turns and circles so they won't ever go too far away but will stay above the battlefield,they move quickly.Also they move each above/bellow one-another so they never collide.They can maintain their structure and movement for 3 turns,prohibiting anyone who doesn't intend to be hit by them from getting airborne and also blocking techniques that come from above or are intended to go into the air.At any point the user can perform a hand seal to bring these structures crashing down towards the target. On impact they carry tremendous force and can break through strong defenses.As they will be in different positions in the air,some of them will come from different sides of the opponent.
~Note:If they aren't send towards the ground offensively they will just disperse after two turns.
~Note:Can be performed twice per battle,but while one usage is active the user can't use it again.
~Note:No above A rank typhoon techniques the same and next turn.
Both Approved here:
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Aburame
7.
(Shuriken Dokudokushi Suki Mushi)-Poisuonos Nano-Bug Shuriken

Type: Offensive/Defensive
Rank:S
Range:Short
Chakra Cost:40
Damage Points:80
Description: The user first takes out a hollow shuriken and holds it tight in his hand so the edges of the shuriken cut it.The user must hold the shuriken like that for 1 turn and whilst holding it the user sends his poisunous nano-bugs in to the empty part of the shuriken and around it wich causes that the shuriken becomes dark purple color making it easily distinguished from a regular one.The user will then throw the shuriken at his target as the shuriken is hollow and filled only with bugs it can travel only short range .The main flaw of the technique is that it can be countered by a mere shuriken while the nano bug shuriken is in the air.When the shuriken hits something solid it will open the tipes of the shuriken edges and out of them spray the nano bugs up to 10cm away wich can be easily noticed.If the poisonuos nano-bugs get onto any part of the targets body the bugs will get into his body,causing a very painfull but quick death.
~Note:Must be a member of the Aburame Clan.
~Note:Must have a Torune or Shikuro biography.
~Note:Can only be used twice per battle.
~Note:Can not use the Poisunous Nano Bug Technique for 2 turns
~Note:Can not use any Aburame technique for the turn this jutsu is used.
~Note:The shuriken must be held in the hand for one whole turn.
~Note:While the shuriken is held in the hand the user has reduced hand seal speed.
Approved here:
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Ninjutsu
8.
(Senbon Kusa)-Grass Senbon
Type:Atack
Rank: D
Range:Short-Mid
Chakra:10
Damage:20
Description:The user sends his chakra into the grass near him and hardens it.After that the user would be able to fire the hardened grass from the ground like senbons at the oponent.
~Note:Can be only used on terrains with short grass.
Approved here:





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(Aisu Joō no Hōrudo) The Ice Queen's Hold
Type: Supplementary
Rank: B Rank
Range: Short - Mid
Chakra: 20
Damage: N/A
Description: The user will use their sword and channel chakra into it. The user will swing their sword in a circular motion using the chakra in the sword to create 6 star figures of chakra, double the size of normal shurikens, in front of them. The user will then point the sword at the opponent and have the stars launch at the opponent when the starts get to the opponent the stars form into a collar like object that attaches onto the opponent and then squeezes the opponent and bind them so that the user can strike them. The user has control of the stars and can make them change direction mid air so if an opponent jumps out the way the user can change the stars directions to get to the opponent. If the opponent has strength like A, 3rd Raikage, Tsuande, Sakura, etc. the opponent can break free of the bind.
Note: Usable 4 times a match
Note: Bind last for 1 turn.
Note: Must be taught by Korra
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Taught here:
(Kuchiyose: Go-rudo Neko)-Summoning: Gold Cat
Type: Offensive, Defensive, Supplementary
Rank: A
Range: short/mid/long
Chakra: 30
Damage: 60
Description: The user tosses a large scroll into the air above the targets head and forms the snake hand seal to summons a large golden statue of a grinning cat that drops down onto the target, crushing them. The statue is the size of a standard toad statue found in Mount Myoboku. Alternatively, the user can choose to have the scroll shoot/rain down four smaller sized versions of the statue to crush multiple targets rather than a single or large target, display it as a treasured item to draw targets in, especially if the target (s) has a greedy personality and is entranced with treasure or unravel it and summon the statue in front of them to block attacks of the same rank.
Restriction:
- Can be used three times per battle.
-Can only be taught by fang.
Taught here:
( Ninjutsu: Tatsu Kaze ) Dragon dive
Rank:A
Typeffensive
Range:Mid-Long
Chakra cost:30
Damage points:60
Description:The user performs the tiger handseal and starts by concentrating their raw chakra into the air above the opponent. After this, they then use this chakra to form several golden arrows about ten meters above the target that shower upon the ground at the user's command. They will first pierce through the opponent and then finally explodein a small radius upon the area it dropped onThis jutsu can't be performed short range of the user so as not to damage themselves.
Note: A maximum of fifteen arrows can be created
Note: Can only be performed 3x in a battle with one turn cooldown
Note: Can only be taught by Hashirhamha
Taugh here:
(Burūsouruseibā) - Blue Soul Saber
Type: Attack, Supplementary
Rank: A
Range: Short to Mid
Chakra: 30
Damage: 60
Description: Burūsouruseibā is a ninjutsu that sends a threadlike object of chakra to pierce the target. The user initially gathers chakra in the shape of a sphere in between their hands. The chakra is used as a medium to send forth threads. These threads are materialized with pointed tips. The thread's characteristics are light color with a blue hue and 1 inch in width, and have the ability to bend and stretch. They are controlled by the users will and is able to travel in every conceivable direction up to mid-range from the sphere's position. They vary from penetrating the target's body to closing in and bind the target tightly. Multiple threads could be created as a web to pierce the target's body at all directions or warp around the target like a body cast, trapping them in a cage. Due to the advanced shape manipulation, it can play on par with elemental techniques.

~ Usable thrice per battle
~ Only taught by Anubis
Taught here:
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Genjutsu
9.
(Genjutsu:Explosive Cat):Bakuyaku Neko
Type:Attack
Rank:B
Range:Short-Mid
Chakra Cost:25
Damage Points:40
Description: The user makes the enemy see a scared cat coming towards them and it hides behind the enemy the cat is actualy a few explosive tags tied together that the user will throw and they can explode at the users will.
Approved here:


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(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
Taught here:
Genjutsu sutairu: Bāningudōruhausu: Genjutsu Style :Burning Doll House
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description :The user performs two hand seals[Tiger and Dog] and then inserts his chakra into his opponent mind,casting him in a genjutsu where he believes he has been trapped in a huge doll house, that rises from the ground around him as if materializing around him, which is then set ablaze by fire[although he is still able to move] the opponent shortly after some time begins to experience difficulty breathing due to the toxic fumes from the smoke, which is off course an illusionary effect as the user is left unharmed.

Note:Can only be done twice in a battle
Note:Must be taught by thunderbolt to use
Taught here:

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Explosive Clay
10.
(Bakuton:Kyasuto Ami)-Blast Release:Cast Net
Typeffensive/Supplementary
Rank:A
Range:Short
Chakra:30
Damage:60
Description:The user from the air will create a circular net made out of clay and infused with the users chakra.The user then when he is above the opponent will throw the net wich will inlarge into a net with a 2m radius.When falling onto the opponent the ends of the net will burrow underground preventing the opponent from simply shaking it off.The net is also hard to cut because it is infused with the users chakra.The user can then perform a hand seal and detonate the net.
~Can be used only from above the opponent.
~Twice per battle only.
~Can be used only by Deidara bio's

11.
(Bakuton:Nendo Sitora)-Blast Release:Clay Stitches
Typeffensive/Supplementary
Rank:A
Range:Short
Chakra:30
Damage:60
Description:The user from the maximum Distance of 2m from the opponent will release two streams of clay that resemble ropes down his feet into the ground.The ropes of clay have needle like,very sharp tips and they are of 1cm radius.The ropes of clay will then emerge from the ground and sew the opponents feet (or any other body part that has contact with the ground) to the ground so the opponent can't move.The user can then detonate the stiches blowing up a large part of the opponent's feet.
~Can be used only twice per battle.
~Can be used only by Deidara bio's.
Both approved here:


24.
(Bakuton:Tō gyōsha ni yotte shōhi sa reru)-Blast Release:Consumed by the Art
Type: Offensive
Rank: B
Range: Short(for creation)
Chakra Cost: 20
Damage Points: 40
Description:After infusing his special explosive clay with chakra,Deidara will through hand contact envelop a solid object with the previously prepared clay which he can later detonate with his hand seal,preferably when out of range of the explosion.He can for example cover shuriken and then throw them with the explosive clay on them,put his hand on the ground to cover a small portion of it with clay setting a trap of sorts,maybe set it on a nearby earth technique before sending it towards the opponent or even leave it on the opponent.The clay exits through the mouth and spreads over solid objects thus contact is needed,however he can for example spread it via his sword onto the opponents sword and if they separate,he can selectively detonate the opponents part.He can't cover large objects completely as only a small amount of clay can be released at once,for reference,if released onto the ground there is enough to cover a circle of a half a meter radius.
~Note:The blasts engulf the short range area around them.
~Note:Can be used only by Deidara bios
Approved here:

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Weapon
Doesn't count
(Kuro Henshintan)-Black Shapeshifter
Type:Weapon
Rank:A
Range:Short
Chakra:N/A(30 for every shape change)
Damage:N/A
Description:The Black Shapeshifter is a weapon made of rare metals that can be found only on high mountains.The weapon can change into two diferent forms.It's primary form is a form of a long black katana.The second form is a form of a long black scythe with a red edge that has a long thick wire conected to it that is held on the back of a shinobi.

~Note:The weapons form can be changed only twice per battle.
Primary form:
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Approved here:

12.
(Rensa Raikou Baindo)-Chain Lighning Bind
Type:Supplementary/Atack/Defence
Rank:B
Range:Short
Chakra:25
Damage:40
Description:The user using his Black Shapeshifter in it's scythe mode spreads the thick wire around the battlefield in a shape that looks a little like a spiderweb.When the opponent inside the last line of the chain the user slams his scythe to the ground and the wire wraps around the oponent emiting electricity,shocking the oponent.The force of the electric atack is equal to a B rank lightning atack.
~Note:Can only be used with the Black Shapeshifter in scythe mode.
~Note:Can only be used 3 times per battle.

13.
(Kurenai Raikou Bakuha)-Crimson Lighning Blast
Type:Atack
Rank:A
Range:Short
Chakra:30
Damage:60
Description:The user using his Black Shapeshifter in sword mode sends his chakra to the sword.Crimson colour electricity will start spining around the blade of the sword. When the enemy is hit by any side of the blade of the sword,the electricity will enter the oponents body,badly damaging his inner organs.The user can cause damage to himself if he touches the blade of the sword.
~Note:Can only be used with the Black Shapeshifter in it's primary form.
~Note:Can only be used twice per battle.
Both approved here:

Otter SummonsDropped(for now)
I am currently holding the contract and there is one open spot for signing.Summons made by me will also have a colored number above.
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Summoning Animal: Giant Otters
Scroll Owner: Jubi Sama
Other Users who have signed contract:N/A
Summoning Boss if existing:
Other Summoning Animals tied to contract:N/A

Description: The giant otter are the biggest type of otter who can reach up to 7ft in length and are stronger then most otters. the biggest and strongest of the giant otters is their boss Kyojin kawauso which means Giant otter who is 15ft long and is 20ft tall. these otters reside in the sea in The rain village.
Those who sign this contract must get this tattoo on the left side of their neck:
Here is a link to wikipedia to show they are real:

Contract approved here:

1.
(Kawauso Kuchiyose No Justu:Shikatsu) Otter Summoning Technique:Shikatsu

Type: Offensive/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The user smears blood on his Otter Tatoo and then they slam their hand on the ground which summons Shikatsu the otter.Shikatsu is 4ft tall and is 10ft long and is very strong. But due to his length and strength his speed is not that good.He has an affinity to the Fire element and can preform Fire S-rank jutsu and below without hand seals.Also he has developed resistance to C rank and bellow fire techniques.

~Note:Can only be used by the otter contract signers.
~Note:Can be summoned once per battle.
~Note:Shikatsu stays on the field for 4 turns before returning to the seas of Amegakure.
~Note:Every technique used by Shikatsu counts to the users 3 moves per turn.
~Note:Can use up to S rank fire techniques that the summoner knows.

2.
(Kawauso Kuchiyose No Justu:Kazuma) Otter Summoning Technique:Kazuma

Type: Offensive/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The user smears blood on his Otter Tatoo and then they slam their hand on the ground which summons Kazuma the otter.Kazuma is 4ft tall and is 10ft long and is very strong. But due to his length and strength his speed is not that good.He has an affinity to the Wind element and can preform Wind S-rank jutsu and below without hand seals.Also he has developed resistance to C rank and bellow Wind techniques.

~Note:Can only be used by the otter contract signers.
~Note:Can be summoned once per battle.
~Note:Shikatsu stays on the field for 4 turns before returning to the seas of Amegakure.
~Note:Every technique used by Kazuma counts to the users 3 moves per turn.
~Note:Can use up to S rank Wind techniques that the summoner knows.
Both approved here:

3.
(Kawauso Kuchiyose No Justu:Spike)-Otter Summoning Technique:Spike
Type:Summon
Rank:B
Range:Short
Chakra Cost:25
Damage Points:40
Description:The user smears blood on his Otter Tatoo and then they slam their hand on the ground which summons Spike the otter. Raikou is 4ft tall and is 10ft long and is very strong.He is also a little faster than the other otters.His tail is the source of his strength and can knock a grown man out cold when it is swung.He doesn't have any elemental affinity but he posses the ability to harden his fur so they become as hard as steell because of that he hardens every hair individuately he looks like he has countless short spikes on his body.He can also fire some of his fur twice per battle like short senbons.Due to his ability to harden his fur he is imune to C rank and below regular ninjutsu when he has hardened his fur.

~Only signers of the Otter contract may use him
~His shooting of hairs counts for the users 3 jutsu per turn.
~Spike stays on the field for 4 turns before returning to the secret palace in the seas of Amegakure
~He can fire some of his fur twice per battle
~Can only be used once a match

4.
Kyuouise No Justu: Raikou Oni

Type: Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user smears blood on his Otter Tatoo and then they slam their hand on the ground which summons Raikou the otter. Raikou is 4ft tall and is 10ft long and is very strong. But do to his length and strength his speed is not that good. His tail is the source of his strength and can knock a grown man out cold when it is swung. He has an affinity to the lightning element and can preform Lightning C-rank and below if the user creates the hand seals needed.
Once every two turns Raikou can Fire a lightning bolt from his tail that is equivilant to a B-rank Lightning attack.

~Only signers of the Otter contract may use him
~Every technique used by Raikou counts to the user 3 moves a turn
~Raikou stays on the field for 4 turns before returning to the secret palace in the seas of Amegakure
~Can only be used twice a match

5.
(Kawauso Kuchiyose No Justu:Ryūjin ) Otter Summoning Technique:Ryūjin
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user smears blood on his Otter tattoo and then they slam their hand on the ground which summons Ryūjin the water otter. Ryūjin is 4ft tall and is 10ft long. Although most otters can move with great speed on land and water Ryūjin tends to be quicker in water. Having a Natural affinity to water he is able to do Suiton jutsu up to B rank without hand seals. When summoned Ryūjin will stay around until he is no longer able to continue, he will also allow his summoner to ride on his back if they are on water.

Restrictions:
~Only signers of the Otter contract may use him
~Every technique used by Ryūjin counts to the user 3 moves a turn
~Ryūjin stays on the field for 5 turns before returning to the secret palace in the seas of Amegakure
~Can only be used once a match.
~Can Use up to B rank suiton jutsu the user knows.

6.
Kawauso Kuchiyose No Justu: Ōkuninushi) Otter Summoning Technique: Ōkuninushi (Great Land Master)

Type: Offensive/Defensive

Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The user smears blood on his Otter Tatoo and then they slam their hand on the ground which summons Ōkuninushi the otter. Ōkuninushi is 4ft tall and is 10ft long and is very strong. But due to his length and strength his speed is not that good. His body is the source of his durability and can defend against up to B-Rank Suiton (Water) jutsu. He has an affinity to the earth element and can preform Earth A-rank jutsu and below if the user creates the hand seals needed.

~Can only be summoned and used by Koto or with his permission; must be an otter contract signer to use
~Every technique used by Ōkuninushi counts to the user 3 moves a turn
~Ōkuninushi stays on the field for 4 turns before returning to the secret palace in the mountains.
~Can only be used twice a match
~Note:These three summons were given to me before the new rules.



Snake Summons and Ninjutsu
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(Hebi geijutsu: Azamuku hebi no) - Snake Arts: The Deceiving Serpents
Rank: A
Range: Short - Mid
Type: Offensive/Supplementary
Chakra: 30
Damage: 60
Description: The user performs a single hand seal before thrusting his left arm upwards and releases a single snake from his left sleeve and in the direction of the target, this is used as a distraction, and while the user is releasing the snake into the air he also releases another one from his right sleeve which quickly slithers across the ground and coils around the targets body, before constricting and paralyzing the target.

Notes - Must have signed the snakes contract
- Can only be used 3 times per battle
- Paralysis lasts for 2 turns
- The snakes are large enough to completely coil around a full grown humans body
- Can only be taught by -Yashiro-
(Hebi geijutsu: Hebi kiba senbon) - Snake Arts: Snake Fang Needles
Rank: S
Range: Short - Long
Type: Offensive
Chakra: 40
Damage: 80
Description: Once Manda is summoned onto the battlefield the user manipulates him into gathering a large amount of his chakra and compressing it all into his fangs, then in a burst Manda releases the chakra all at once from his fangs in the form of thousands of fang shaped needles, the needles cover a wide range of the battlefield and can be used to attack multiple targets, also due to the natural venom which a snake carries within its fangs, the fang needles would be able to numb multiple parts of the body (All parts that come into contact with the fang needles) and paralyze the target.
Notes - Must have signed the snakes contract
- Can only be used with/by the Manda summoning
- Can only be used 2 times per battle
- Paralysis and numbing lasts for 2 turns
- Can only be taught by -Yashiro-
(Hebi Kuchiyose: Asmodeus) - Snake Summoning: Asmodeus

Rank: A
Range: Short
Type: Summoning
Chakra: 30
Damage: N/A
Description: After performing the necessary requirements for performing the summoning technique, the user summons Asmodeus which is a small black and white snake about 50 cm in length, Asmodeus doesn't have any combat skills and can't be used for any type of defensive measures like majority of the other snake summons, but Asmodeus was born with a special gift that makes him just as important as any other powerful snake, Asmodeus' snake senses are almost double as sensitive as regular snakes, he is able to detect even the slightest bit of a vibration 120 meters away, Asmodeus can still however travel underground like all snakes and thanks to his miniature size he wouldn't be easily detected by regular ninja even if he travels close to the surface of the ground, Shady also has the ability to contact any other snake summoning via telepathy as well as its summoner.

Note - Can only be summoned once per battle.
- Lasts for 4 full turns until automatically dispersed.
- Summon is able to detect any vibration (this includes any movement and any sound since sound is produced through high frequency vibrations.) across the entirety of the battlefield, And also up to 120 meters maximum, but cannot sense any chakra.
- When traveling underground the summon can only be detected by Doujutsu users and those with Sensory abilities.
- Can only be taught by Yashiro.
All taught here:

(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
Taught here:
(Hebiātsu - Akireusu no shi) Snake Arts - Death of Achilles
Type: Offensive
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: 40 (15 per turn after initial bite)
Description: By molding chakra and wiping blood on their summoning tattoo, the user summons 2 snakes 1 inch in diameter and 1 foot long that travel down the users pant legs entering the ground behind each heel. Being small in size, it takes the 2 snakes 1 turn to travel to mid range, and 2 turns to travel up to Long range. the snakes are fairly weak, and only live for 2 turns as is but they have 1 purpose in life upon being summoned, to seek out the opponent and bite into their Achilles tendon on each of the opponents legs. Upon biting, they pump venom into the enemy that begins to numb their legs. After 1 turn movement speed will drop 1 rank and after 2 turns the legs begin to go completely numb making speedy movements impossible. After 3 turns the victim will have the same limitations as the 1st turn, then on the 4th turn they will return to normal speed.

~Notes~
- Can be used 4x
- Must be taught by -Vegeta
- Must have signed the Snake contract and completed Snake Ninjutsu training to use
Taught here:

 
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Illyasviel

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Customs created by me:
1.(Katon:Hitoshirenu Hisaki):Fire release:Hidden Flames
2.(Katon:Ume no Kaki)- Fire release:Rope of fire
3.(Katon:Fudou Faia Bakudan)- Fire release:Floating Fire Mines
4.(Doton:Chanku Tama)-Earth Release:Earth Nails
5.(Fuuton:Senpuku Senbon)-Wind Release:Whirlwind Needles
6.(Fuuton:Shibu Kaze)-Wind Release:Branching wind
7.(Koton:Kyojin Akuma)-Steel Release:Giant Akuma
8.(Koton:Fuwatto tama hagane)-Steel Release:Floating Balls of Steel
9.(Koton:Sureddo Tori)-Steel Release:Threaded Bird
10.(Koton:Barike-do Kei)-Steel Release:Barricade System
11.(Shuriken Dokudokushi Suki Mushi)-Poisuonos Nano-Bug Shuriken
12.(Senbon Kusa)-Grass Senbon
13.(Genjutsu:Explosive Cat):Bakuyaku Neko
14.(Bakuton:Kyasuto Ami)-Blast Release:Cast Net
15.(Bakuton:Nendo Sitora)-Blast Release:Clay Stitches
16.(Rensa Raikou Baindo)-Chain Lighning Bind
17.(Kurenai Raikou Bakuha)-Crimson Lighning Blast
18.(Koton:Kusari Kanshu)-Steel Release:Chain Warden
19.(Koton:Shādo)-Steel Release:Shards
20.(Koton:Sentou Yanagi)-Steel Release:Whomping Willow
21.(Koton:Ari)-Steel Release:Ants
22.(Koton:Fenikkusu)-Steel Release:phoenix
23.(Koton: Gyanburā Shikake) - Steel Release: Gambler's Gimmicks
24.(Bakuton:Tō gyōsha ni yotte shōhi sa reru)-Blast Release:Consumed by the Art
25.(Poseidon no chūsei) Water Style: Loyalty of Poseidon
26.(Dai sanji no keshin) Lightning Style: Catastrophe Incarnate
27.(Taiton:Arashi Bēru) - Typhoon Release:Storm's Veil
28.(Taiton:Nagareru Sora) - Typhoon Release:Flowing Skies
 
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Illyasviel

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Bartholomew Clan
Paw Arts: Repel (Nykyujutsu: Oshi)
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 arts: Slapping thrust pressure cannon (Nykyujutsu: Tsuppari Pad Hō)
Rank: A
Type: Attack
Range: Short-mid
Chakra: 30
Damage: 60
Description: Bartholomew clan members first plant both their feet firmly on the ground by means of a sumo-style foot stomp. Then, throwing their palms forward multiple times, they fire a vast number of "pressure shots" at the enemy. The way they push their palms forward and the stance they take while performing this technique resemble those used commonly in sumo wrestling. Tsuppari is a thrusting open-handed strike about the upper chest and face, a technique in Sumo.
~3 times per battle
~no paw arts 2 turns after usage
~The pressure shots move extremely fast, only sharingan of 3 tomo can predict them or any other sensoring ability.
~Because The stance is sumo-style one must remain completely still to preform this technique. Leaving him/her open to attack.
~only three tomo sharingan can predict and avoid the pressure shots.
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
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.
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.
 
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