Inside the Professor's Mind

Professor Sarutobi

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Jutsu I Created​


Custom Weapon

Maken Ragunaroku-The Demon Sword Ragnarok
Type: Weapon
Rank:S
Range:Short
Chakra: N/A
Damage: N/A
Description: Ragnarok is a weapon created by the ancestors of the Hozuki Clan using their knowledge of the Hydrification Technique combined with their Ninjutsu used in forging swords, creating a sword that uses its masters body as its sheath. Ragnarok is a weapon capable of using a modified version of the Hydrification Technique and is capable of mixing itself with its users blood when not in use. Ragnarok bonds with its users chakra allowing them to will the blade to shift between liquid form and solid form with a thought. While in full liquid form Ragnarok forms a puddle that covers short range around its user. When in solid form the blade is nearly indestructible (can be destroyed by S ranks). Ragnarok takes the form of a large black Scandinavian broadsword with a grey hilt, a white stripe down the middle and spikes around the guard. Ragnarok carries within it several techniques.

Black Blood- The user wills Ragnarok to change into a solid state while inside their body while wrapping around the user's muscles and veins just under the skin in order to create a subdermal armor capable of making the user immune to B rank attacks and below. (Following elemental interrations)

Blood Needle- Ragnarok will liquefy itself and then reform itself into several spikes before hardening itself rapidly in order to strike an enemy. Blood Needle deals A rank damage and can only be used once every two turns.


-Each technique counts as one of the user's moves and costs 30 chakra per use. Changing from liquid to solid form costs chakra but not a move.
-Only able to be held by Professor Sarutobi. Ragnarok will begin attacking anyone else touching it.
- Can only be used by hozuki bios.

Approved here:

Swift

1.
Hayaton:Shinsuu Kobushi Panchi) Swift Release: 10 Fist Punch
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage Points: 60
Description: The user releases swift release chakra into their arms to increase the speed of their arms substantially for a few seconds, allowing them to throw 10 punches but in a burst of speed so that it appears to only look like one punch was thrown.
-Only taught by Professor Sarutobi.
-Can only be used by a swift user bio
-Only useable once per turn

Taught to Waki here:

2.
(Hayaton: Shinsuu Fi-to Hitokeri) Swift Release: 10 Feet Kick
Rank: A
Type: Offensive
Range: Short
Chakra cost:30
Damage Points: 60
Description: The user releases Swift release chakra into their legs to increase the speed of their kicks substantially for a few seconds, allowing the user to throw 10 kicks but in a burst of speed so that it appears to only look like one kick was thrown.
-Only taught by Professor Sarutobi.
-Can only be used by a swift user bio
-Only useable once per turn

Taught to Waki here:

3.
(Hayaton:Hayai Undoushinkei)Swift Release: Swift Reflexes
Rank: C
Type: Offensive, Defensive, Supplementary
Range: Short
Chakra cost: 20
Damage points: N/A
Description: The user releases a quick burst of swift release chakra to a single limb to heighten their reflexes substantially for a few seconds.
-Only taught by Professor Sarutobi.
-Can only be used by a swift user bio.

Taught to Waki here:

4.
(Hayaton:Tatsumaki Haijo) Swift Release: Tornado Rejection
Rank: B
Type: Defensive
Range: Short
Chakra cost: 25
Damage points: 10
Description: The user grabs onto their enemy's arm or leg and spins at great speeds, releasing the enemy after spinning them several times, leaving them disoriented and skidding across the ground, eventually stoping 10meters away from the user.
-Only taught by Professor Sarutobi.
-Can only be used by a swift user bio.
-Can't be used to defend against A rank or above taijutsu
-Only useable once per turn

Taught to Waki here:


Genjutsu

5.
(Genjutsu: Kousen Mugen no Jutsu) Illusionary Technique: War Visions
Type:Attack
Rank:S
Range:short-long
Chakra Cost:40
Damage Points:80
Description: User locks eyes with the target and asks "Would you like to see true war?" and the area around them changes to look like the middle of a bloody war between armored ninja clans. As the target is witnessing untold violence from the battle, a huge shadow with glowing dark red eyes appears behind them the target turns around and is grabed (paralyzed in reality now) in the shadow's giant hand before the shadow says "Gaze into the unending war!" a sword then extends out of its left eye and peirces the target's chest, the tip sticking out of the target's back. When the Illusion ends the target comes back to reality to realize the user has stabed them through the chest in the same spot the shadow did.
-Only used once
-Only taught by Professor Sarutobi

Taught to Teno here:
Taught to -Venom- here:
Taught to Madara Uchiha here:
Taught to Vayne here: .
Taught to Littlefinger here:

(Genjutsu: okashi sen) Illusionary Technique: Candy Beam
Type:Attack
Rank:A
Range:Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: User points at the opponent which places a genjutsu on them which makes it seem as if a pink beam of energy is fired from the user's finger at lightning fast speed which transforms the opponent into a candy version of themselves, paralyzing them since food can't move.
-Only taught by Professor Sarutobi
-3 times per battle.

Taught to Rain of Hell here:
Taught to Lili here:
Taught to Priest here:
Taught to Baldy here:
Taught to Solf here:
Taught to Vision here:

7.
(Genjutsu: Douzen Ada ) Illusionary Technique: Natural Enemy
Type: Defence
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: n/a
Description: User does 5 hand seals and places his opponent's summoning in a genjutsu that makes them see the user summon their natural predator four times the size of them (the opponent's summon), paralyzing them with fear and causing them to reverse summon away to safety.
-Doesn't work on boss summons
-Twice per battle.
-Can't use A-rank and above Genjutsu for the next two turns after this jutsu
-Only taught by Professor Sarutobi.

taught to Erzo here:
Taught to Madara Uchiha here:
Taught to Nakiri here:
Taught to Houdinii here:
Taught to Littlefinger here:

8.
( Genjutsu: Kanzen Saimin ) Illusionary Technique:Complete Hypnosis
Rank: S
Type: Supplementary
Range: Short - Long
Chakra cost:40(+20 per turn active)
Damage points: N/A
Description: After summoning the Giant Clam, the user holds his palms on to the clam's shelland focus his Yin chakra into it allowing it to exude a powerful mist from its siphons with a stronger chakra concentration than its mirage technique. The genjutsu generated through this stronger mist is capable of wiping both the Clam and the user and any clones of the user from the target's five senses completely, instead of replacing them with mirages, effectively making it seem as if all of them no longer exist. It controls the five senses to the point that it can make the target misinterpret another person's form, shape, mass, feel and smell to be that of the enemy. If the enemies are able to touch the user or Giant Clam they will be able to dispel the genjutsu, this technique however is strong enough to fool average sensor ninjas but not exceptionally skilled ones such as Muu or Karin.
Note:
~Can only be used once per battle
~Only lasts 3 turns
~Only A-rank and below jutsu may be used while this jutsu is active
~Can only be used with a Second Mizukage bio
~Can only be taught/allowed by Professor Sarutobi or Sharingdork

9.
Genjutsu: Ningyo Shou ) Illusionary art: Mermaid's Call
Type: Offensive/Defensive
Rank: B
Range: Short-mid
Chakra cost: 20
Damage Points: N/A
Description: The user makes the Snake hand seal and uses his chakra to control the sight and hearing of all opponents.Using a water source within short-mid range of both user and opponent as a medium, the user will make the opponents hear a beautiful voice and see a rainbow of bright colors coming from a beautiful mermaid in the water. As soon as they hear the mermaid singing, their bodies are fooled into releasing several relaxing chemicals, inducing a state of calm and oblivion that sets itself until it induces complete sleep. This is done by fooling the opponents brain into hearing the calming music and soothing voice of the mermaid, that will relax them and induce a state of bliss, responsible for the eventual sleep state
-Takes 2 turns to induce full sleep if not released.
-The mermaid can only appear inside a water source that is in short-mid of both user and opponent.
-Only taught by Professor Sarutobi.

Taught to Lili here:
Taught to Madara Uchiha here:

10.(Genjutsu: Sen Soutei) Illusionary Technique: Wire Binding
Rank: B
Type: Offensive
Range: Short-Mid
Chakra cost: 20
Damage points: N/A
Description: The user will perform 3 handseals and the opponent will then feel as if several needles with metal wires attached have pierced through their limbs and the wires have wrapped around the limbs and pulled back as to leave the opponent with their torso thrust forward and their limbs behind them. Their body mimics the illusion in real life as the opponent's limbs pull back and they find it very hard to move. A strong enough ninja can fight back against the illusion and free themselves much like Demonic Illusion: Shackling Stakes. The stress on the body and the realistic illusion causes the opponent minor harm.
-Twice per battle.
-Lasts two turns.
-Only taught by Professor Sarutobi.

Taught to Lili here:
Taught to Priest here:
Taught to Saikyo here:
Taught to Gutsy Jiraiya here:
Taught to Madara Uchiha here:
Taught to Nakiri here:

11.
Genjutsu: Fuhenteki Youbai) Illusionary Technique: Universal Solvent
Rank: A
Type: Offensive
Range: Short-Mid
Chakra cost: 30
Damage points: N/A
Description: The user forms 2 seals and induces an illusion into his opponent where once their body touches water they will begin to break down, dissolving into the water over a short time. Once in the illusion their body has completely dissolved the opponent will lose consciousness in reality. While dissolving in the genjutsu their body is paralyzed in reality.
-Twice per battle.
-Takes two turns to render opponent unconscious, until then the victim may act freely within the scenario of the illusion.
-Opponent must be partly or fully submerged in water for illusion to trigger.
-Only taught by Professor Sarutobi.

Approved here:

Taught to Erzo here:
Taught to Madara Uchiha here:
Taught to Loki here:
Taught to Vayne here:
Taught to Nakiri here:

Hyena

12.
(Doton: Haiena Ouchi) Earth Release: Hyena Pit
Type: Attack
Rank: B
Range: Short-mid
Chakra Cost: 20
Damage Points: 40
Description: User makes 2 hand seals and makes the ground in a 10x10 meter area drop straight down to form into a large pit, once the pit is formed several Hyenas made of stone are formed at the bottom which wait to devour the first thing dropped into it.
-only people who have signed the hyena contract can use

13.
(Crocotta no jutsu: gosunkugi toku) Hyena Technique: Spiked Hide
Type: Defence
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 30 (if opponent strikes the user's hide with this technique in use)
Description: The user uses chakra in their hide to change the spots on their hyena hide into small, extremly hard spikes. This technique can be used very fast.
-only people who have signed the hyena contract can use
-Hyena summons can use this
-User must be in Hyena mode (or a hyena summon)

14.
(Doton: Haiena Kase) Earth Release: Hyena Shackles
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: User makes 2 hand seals and makes the ground around the opponent's feet form into the heads of hyenas with the opponent's feet inside the mouths. the earth heads close their jaws on the opponenet's feet, forcing them to stay stationary while biting into their shins.
-only people who have signed the hyena contract can use

15.
(Crocotta: supaiku seisha ) Hyena Technique: Spike Volley
Type: Attack
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: After having used Hyena Technique: Spike Hide the user can condense the chakra even greater into the extremly hard spikes and fire the spikes as projectiles in a 360 degree volley.
Note: Usable 3 times.

16.
(Kuchiyose no Jutsu: Hone Assaiki) Summoning Technique: Bone Crusher
Rank: S
Type: Supplementary
Range: N/A
Chakra Cost: 30
Damage points: N/A
Description: After doing the necessary hand seals and wiping blood across their hand, the user summons a huge hyena the size of gamahiro who is said to have the strongest jaws of any living hyena in the world. Like most other hyenas Bone Crusher is able to use A rank genjutsu and his laugh places all opponents on the field in a movement restricting illusion as long as they hear it, twice per battle.
-Bone Crusher can bite through anything up to S rank but can't use any elemental jutsu.
-Genjutsu use counts as one of the 3 moves that turn.
-Due to the hyena's thick hides it takes A rank lightning to harm him
-Must have signed the Hyena contract to use
-Lasts for a maximum of 4 turns.

17.
Summoning Technique: Garp
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40 Damage points: N/A
Description: After doing the necessary hand seals and wiping blood on their hand the user can summon Garp a giant elder hyena half as tall as gamabunta with grey and black fur who has unnaturally strong willpower and amazing strength and durability able to smash through anything earth based B rank and below without slowing down. Garp also has an incredibly thick hyde making him resistant to Lightning B-Rank and below
-Once per battle
-Lasts for 4 turns
-Can only be used by those who have signed the Hyena contract.

Wind

18.
(Doton&Fuuton:Kuutaichimisairu Doroppukikku)-Earth&Wind Release: Air-to-surface Missile Drop-Kick
Rank:A
Type:Attack
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user, While in the air focuses a large amount of wind chakra below their feet to push off the air behind them rocketing them downwards towards the enemy the user then directs their feet in front of them pointed at the enemy and focuses earth chakra into their feet and legs to harden them increasing the damage on contact.
-Can't use for 3 turns afterwards and no A or above Taijutsu next turn. -Only taught by Professor Sarutobi

19.
(Fuuton: Rankyaku)- Wind Release: Storm Leg
Rank:A
Type: Attack
Range:Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user focuses wind chakra into one leg and releases a kick at very high speeds and strength, sending out a sharp compressed air blade that can slice objects and greatly damage a human body.
-Can only be used by taijutsu specialists and masters.
-Can only use 3 times per battle.
-Only taught by Professor Sarutobi.

Taught to Solf here:
Taught to Littlefinger here:


Lightning

20.
(Raiton:Keika)- Lightning Release: Firefly Light
Rank:A
Type:Attack
Range:Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user focuses lightning chakra in both their palms then holds their hands out and releases the chakra as 20 condensed balls of lightning that spread out around the field and as soon as they come in contact with a person besides the user they burst, paralyzing the target for 1 turn.
-Balls float around for 2 turns before losing shape and harmlessly dispersing.
-Can't be used for 2 turns afterwards.
-Can only be used 3 times per battle.
-Only taught by Professor Sarutobi.

Taught to Priest here:
Water
21.
( Suiton: Chika Enkai no Jutsu)- Water Release: Underground Ocean
Rank: S
Type: Offensive/Supplementary
Range: Short-long
Chakra cost:40
Damage points: 30(damage a geyser would inflict if hit by one)
Description: The user forms the snake hand seal and holds it while stomping on the ground twice releasing water chakra into the ground across the battlefield. For the next 2 turns the ground one foot below the surface begins turning into water, breaking down all the earth resulting in a muddy ocean a foot under the surface. After the end of the 2nd turn the pressure of the huge amount of water will crack the ground and result in several geysers at all ranges which begin flooding the field. If the surface is opened before the 2nd turn by an earth technique that creates holes (hiding like a mole for example) the user of it will be thrown back above ground by a geyser. The water can only be used as a water source for other water jutsu by the user because it is filled with his chakra.
-Once per battle.
-Takes 2 turns to fill underground and erupt up.
-Only taught by Professor Sarutobi.
-No water techniques above A rank the same and next turn.
-Dojutsu and sensory ninjas can see/feel the water beneath the surface.

Updated:

Taught to Loki here:
Taught to Haku Yuki here:

Taught here:

Hozuki Techniques

22.
(Suiton:Koudai Bodi no Jutsu) - WaterRelease: Huge Body Technique
Rank: A
Type: Supplementary
Range: Short
Chakra cost:30
Damage points: N/A (+10 to taijutsu damage)
Description: Using the Hydrification Technique, the user merges with a large body of water and spreads their chakra out to take control of all of it then forms it to replicate a huge version of the user, equal to the size of Choza using his Multi-size Technique. -Can't use water techniques above A rank while this jutsu is active
-Can only be used 3 times per battle
-Only lasts for 1 turns.
-Can only be used by members of the Hozuki Clan.

Taught to Moofy here:

23.
(Suiton: Gen'yu Nami no Jutsu)-Water Release: Oily Tsunami Technique
Rank: A
Type: Attack/Supplementary
Range:Short-long
Chakra Cost: 30
Damage Points: N/A
Description: Using the snake hand seal the 2nd Mizukage releases a small oceans worth of his unique Oily Water that floods the area
-3 times per battle.
-Can only be used by a 2nd Mizukage bio.
-Can only be taught by Professor Sarutobi.

24.
(Suiton:Ōhamaguri) - Water Release: Giant Clam Technique
Rank: A
Type: Defense
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The 2nd Mizukage makes the snake hand seal and sends his water chakra into the air around him making water materialize and form into a clam shell the same size as his personal summoned Giant Clam. This water is heavily compacted and after being formed the 2nd mizukage mixes his unique Oily water into it. This allows the clam to withstand being pierced by A rank and below Earth techniques and seep into any sand in contact with the shell and make it crumble.
-3 times per battle.
-Can only be used by a 2nd Mizukage bio.
-Can only be taught by Professor Sarutobi.

25.
(Suiton: Dokomo Metsuki no Jutsu) - Water Release: Everywhere Eyes Technique
Rank: A
Type: Supplementary
Range: Short
Chakra cost:30(+10every turn active)
Damage points: N/A
Description: The user concentrates chakra into his head and using the Hozuki's unique anatomy creates 4 eyes made of water that emerge from his skull,1 eye on each temple and one on the back of his head and finally one on the top of his head looking straight up, these are all connected giving the user 360 degree vision.
-Only lasts for 3 turns.
-Can only be used twice per match.
-Can only be used by members of the Hozuki Clan.

Taught to Rain of Hell:

26.
( Suiton: Kyousei Mizu Kataino Jutsu)- Water Release: Great Water Leg Technique
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: (+20 to physical attacks done with legs)
Description: By putting the Hydration Technique into practical use, the muscles in the user's legs are temporarily enlarged and strengthened. Moisture is gathered from the whole body and compressed into the both legs. However, because it is essential to properly control the moisture balance inside the body, this technique's degree of difficulty is very high.This jutsu gives the user slightly enhanced speed the user is also then capable of crushing both rock walls (c rank and below) and making large dents in steel doors with a single kick.
Can only be used 3 times per battle
Lasts 3 turns.
While in use the user can't use elements other than Water.
While in use the user's arms are weaker then normal, preventing Arm based taijutsu.
Increases user's running speed by x1.5 their normal speed

Updated:

Taught to Moofy here:

27.
(Suiton: Kyousei Suiton Bodi no Jutsu) - Water Release: Great Water Body Technique
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: N/A (+20 to physical attacks)
Description: By putting the Hydration Technique into practical use, the muscles in the user's entire body are temporarily enlarged making the user about the size of A and strengthened. Moisture is gathered from an outside water source and focused into the muscles. However, because it is essential to properly control the moisture balance inside the body, this technique's degree of difficulty is extremely high. This jutsu gives the user enhanced strength and slightly enhances speed.
Note: Must use Hydration Technique before hand and have a Hozuki bio.
-Once per battle, 4 turns.
-While in use can't use elements other then Water and can't use ninjutsu or genjutsu above C rank
-requires user to merge with a water source to use. (small lake or larger)
-after use the user can't use taijutsu for 4 turns and is slower then normal in those 4 turns
-Only taught by Professor Sarutobi.

Taught to Moofy here:

Ninjutsu

28.
(Ninpo: yajuu Ishiki ) Ninja Art: Senses of The Beast
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: User sends chakra to his 5 senses to increase them substantially increasing his hearing,touch,smell,sight and taste,allowing them to detect incoming attacks more quickly (sight,hearing,touch) and track his opponent's movements even in dense surroundings like a jungle or mist.(sight,hearing,smell)
-Once per battle
-Only taught by Professor Sarutobi
-Lasts for 5 turns or until canceled.
Increases user's reaction speed x1.5

Updated:

taught to Gitanshu here:
Taught to Erzo here:
taught to Kamishiro here:
Taught to Selendrile here:
Taught to Detective L here:

29.
(Ninjutsu: Oto Kaimen) Ninja Art: Sound Sponge
Type: Defense
Rank: A
Range: Short
Chakra cost:30
Damage Points: damage of absorbed jutsu +one rank
Description: User releases chakra into the air to redirect sound waves around them into their Melody Arm where the sound is absorbed and amplified and then released back to the opponent(s) at one rank higher in strength.
-Must Have a sound wave amplifier on arm to use this jutsu.
-Can only absorb and redirect up to B rank sound techniques
-Can only be used twice per battle.
-No non-element ninjutsu next turn.
-Only taught by Professor Sarutobi
 
Last edited:

Professor Sarutobi

Active member
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Joined
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Jutsu Taught by others​

Swift

1.
(Hayaton: Hayai Ishiki Jutsu)- Swift Release: Swift Senses Technique
Type: Supplement
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user jump starts their senses with swift chakra to extreme limits, the result of which being a sensation where ordinary movements appear sluggish and dull and hyper speed movements appear as normal ones, though normally if a user's senses surpass their speed of movement they wouldn't be able to take action as their super speed senses outpace ordinary movements but when this technique is used during other swift release jutsu like "shadow less flight" as example it enables them to maneuver at their high speeds for very brief windows. This technique allows a swift user to be capable of tracking movements of shadow-less flight's speed.

Notes:
- Lasts 3 turns
- This jutsu doesn't increase the users speed, only senses.
- this jutsu can be used to speed read/ track movements at inhuman levels.
- Can only be used once per battle.
- Must have a swift bio.
- No wind or lightning jutsus can be used in the same turn as activation.

Genjutsu

2.
(Genjutsu:Kaihou Omoi ) - Illussion
technique: open mind
Rank: S
Type: deffence
Range: mid/long
Chakra Cost: 40
Damage Points: N/A
Description: The user casts an illusion
on the target,that forces him to mumor
anything he has in mind momentarily,
to the hearing of the user.The target
would doubt what had just
happened,because the jutsu lasts for
only a second.This technique is usually
used by village gate guards to
interogate any suspicious target
without violence.
-twice per battle .
-lasts for a second.

3.
(Sono Chou Tegotae ) - Illussion
technique: The butterfly effect
Rank: S
Type: deffence/offense
Range: mid/long
Chakra Cost: 40
Damage Points: N/A
Description: The user casts an illusion
on his/her foe,of rare beautiful
coloured butterflies scattered around
the battlefield.once the targets eye
comes incontact with the pretty
creatures,he is stunned and pleased at
what he/she is seeing,stoping him/
she from thinking about anything else
but the creatures therefore completely
restricting the movement of their
whole body.
-last for a turn and useable twice per
battle.
-No A-rank genjutsu next turn

4.
(Genjutsu: Han-Genkaku ) - Illussion
technique: anti- illussion
Rank: S
Type: deffence
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: The user casts an illusion
on him/herself that prevents the user
from getting caught in any other
genjutsu.The genjutsu is just to block
other genjutsu but keeps the user's
vision of reality.
- lasts for 5 turn
-useable twice
-can't block forbidden genjutsu or A
rank and Above Doujutsu

5.
(Genjutsu-genshuku songai)Illusion technique-gravity damage
Rank: A
Type: Defence/Offense
Range: long
Chakra Cost:40
Damage Points:60
Description:This technique,requires the target to be in mid-air,then the user casts an illusion that makes the target think his or she is floating in the air but for some reason they are unable to move a single muscle due to gravity,where as in reality he or she is just falling.after crashing unto the ground the illusion desperse but leaves the foe badly wounded,depending on the height of the fall.
-lasts for a turn
-twice per battle

6.
Genjutsu: Shinigami Bun'ya (Illusion Technique: Shinigami Realm)
Rank: A
Type: Supplementary/Attack
Range: Short-Long
Chakra Cost:30
Damage Points: N/A
Description: Traps opponent in an illusionary world where everything is dead. When the opponent is trapped in the illusion the user can create clones of himself to help him attack the opponent. He and all the clones will look like Shinigami because of the illusion, and all weapons will also look different and will be less easy to defend from. The user (and clones) will move to short range from the opponent and stab him with swords or other ninja tools, thereafter all jutsus can be used again.The opponent can only use jutsus up to B-rank while trapped.
- Note: The genjutsu will last for 3 turns.
- Note: Creating clones counts as one of the three moves a turn.
- Note: A jutsu will count as one of the three moves a turn.
- Note: Can only be taught by Crimson.
- Note: Can only be used 3 times
- Note: cannot use A rank or above Genjutsu the following turn.

Taught by Reborn:
7.
Genjutsu: Souzoubutsu Joushou Tora no Jutsu (Illusionary Technique: Manifest Rising Tiger Technique)
Type: Offensive/Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: 60 (At the end of the 2 turns)
Description: After preforming the necessary seals (Hare → Boar → Dog → Tiger) The caster creates the illusion of four large bangle tigers rising from the ground below their opponent. The tigers will then proceed in a formation formation to pin down the opponent, sinking their claws and teeth into the legs, and upper body of their opponent (tigers may attack by biting into the lower ribs and kidney areas, the pectoral, arm and/or shoulder regions...will be specified by caster).The victim experiences several hundred lbs of force applied to them not to mention a powerful jaw strength, pinning them to the ground. The victim will naturally topple over in the real world from the illusion and the perceived force applied to him.
~Can only be taught by Reborn
~ Jutsu lasts 2 turns
~Renders victim unconscious after 2 turns from pure trauma (almost 2 tones of pressure, blood loss perceived)
~Can be used 2 times per battle

8.
(Genjutsu : tenma sazanami) Genjutsu : Demon Hands
Type: Sup
Rank: A
Range: Short-Mid
Chakra Cost:30
Chakra Damage:N/a
Description: The User Takes out a Staff Or Sword and Stabs it in the ground infront of him. If the opponent looks at the staff/sword as it stabs the ground, Soon As the sword hits the ground a Huge Demon hand will emerge from the ground, grabbing the opponent restricting his/her movements. The Demon hand will start to squeeze the opponent crushing their bones in the genjutsu but in reality just stunning him

-Can only use twice
-Must have a staff or sword to use this
-Cant use genjutsu in the next turn
-Only Taught By General Phaze

9.
(Genjutsu: Mizu Ei ) - Illusion Technique: Water Wrap
Rank: B
Type: Supplementary/Defensive
Range: Short- Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user releases his chakra and inserts it into his opponents brain whilst performing the snake hand seal, making it seem as if a long thick rope of water has suddenly materialize out of nowhere and wraps it self around the opponent, constricting the opponents movement, the rope would be so tight that the opponent wouldn't be able to move any parts of his body, thus preventing him from performing any hand seals, in reality the opponent would just be standing still struggling to move since he thinks a rope of water has tightly wrapped itself around his body.
Note: Can only be used 4 times.
Note: No other genjutsu in same turn.
Note: Lasts for 2 turn if the opponent hasn't managed to figure out it's a genjutsu and release himself.

Taught by Erzo here:

10.(Genjutsu: Raitoningu O Gyakuten) - Illusionary Technique: Reverse Lightning
Rank: A
Type: Supplementary
Range: Short - Mid
Chakra cost: 30
Damage points: N/A
Description: The user performs the Tiger ~> Rat and Ox hand seals whilst releasing their chakra into the opponents brain, activating this genjutsu which stays dormant until the opponent uses a Lightning jutsu, however, the moment that happens, the user would see his own Lightning jutsu turn back and form into several Lightning ropes which go on to bind his whole body, wrapping tightly around it, numbing the opponents whole body completely preventing him/her from continuing with whatever was planned. In addition, the lightning ropes would go on to wrap around the opponents body in a way that causes him/her to face slightly upwards, making sure he can't see what's in front or around him. Despite this being a genjutsu, the opponents jutsu wouldn't go on to happen due to the sudden interruption, which would prevent the focus of chakra into the specific jutsu, causing the chakra to simply disperse not doing any harm to anyone.
Note: Can only be used 3 times.
Note: No S-ranked genjutsu in same or next turn.
Note: Like most genjutsus, it stays active for 2 turns if not released by the opponent, or it has completed it's purpose.
Note: It only works on lightning techniques that are released from the opponent's body, if the opponent utilize a lightning technique that comes from the sky or the ground it won't be affected by the genjutsu, but it won't deactivate the genjutsu either.

taught by Erzo here:

11.
(Genjutsu: Mikkoku Kurouido) Illusion Technique: The Betrayal of the Black Widow
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: The user performs 3 handseals and creates a genjutsu that latches onto the opponent's brain, gaining control of the user's chakra. It will suddenly and powerfully make the opponent fear his own jutsu, which will translate in seeing the jutsu transform into something menacing or deadly to the user. For example, turns a dragon fireball around and has it attack the opponent, turns an earth armor into a spiked one, where the spikes grow inwards instead of outwards, etc etc. This only works on jutsus of the same rank as the technique. Genjutsu specialists will be able to affect 1 rank above. As the genjutsu kicks in, the target will hear a loud church bell ringing on their ears, and they'll see their jutsus stop. Then, a few seconds later, a second ring will be heard, and the jutsu will turn on them.
In case of the Kurama, the effects actually become real. By latching itself on the part of the brain that controls the chakra, shortly after preforming the technique, the genjutsu will have the opponent resume the contact with the jutsu and have it's own chakra reshape, re-manipulate the jutsu into what the genjutsu is creating.
*Affects 1 person per usage*
*In case of the Kurama, the genjutsu is short-ranged*
*Can only be used once every 2 turns*
*Can only be used 3 times*
*Kurama's restrictions only apply when the Inner Demon is activated

Taught by Lili here:

12.
(Magen: Kūdaka Sekai) - Demonic Illusion: Shattered World
Rank: S
Type: Offensive
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: This Genjutsu affects the opponent by attacking their sense of touch and sight, by causing unbearable pain. The user will perform three hand seals (Dragon → Horse → Tiger), and then channel their chakra into their opponent’s nervous system, taking control of their senses. This jutsu then traps the opponent in a world where literally everything is made out of glass, that breaks down in sharp glass spikes with the slightest move, even by breathing. So if the victim trapped in the genjutsu would breath, it would feel if glass was piercing their lungs over and over again, even if the victim would blink, it would feel like there are small pieces of glasses stuck within the victims eyes. If they would take a step, it would feel like their leg was pierced and so on. This jutsu has been known to be extremely painful, if the victim does not break out of this technique within one turn, then he or she will pass out due to the constant pain.

♦ Note: This technique can only be taught by Lucifer.
♦ Note: This technique can only be used once per battle.
♦ Note: The user cannot perform any type of Genjutsu for the following two turns.

taught by Lucifer here:

13.
(Genjutsu:Matenrō) - Illusionary Arts:Skyscraper
Type: Supplemnetary
Rank: A
Range: Short-Mid
Chakra: 30
Damage:60 [mental damage]
Description: The user either performs one hand seal or stares directly into the eyes of his opponent creating the illusion that the ground is destroyed and the enemy is propelled several hundred meters into space. The enemy is then tied up with four belts and a frog-like, dragonic demon opens a hole in space and comes out of it, reaching to attack the enemy. This jutsu is used to break down the mind of the enemy or distract them long enough to prepare another attack, the enemy is unable to move while he is under the genjutsu, He also suffers a mental pain thanks to the belts squeezing him tightly this in result breaks him free of the genjutsu at that point.
Note:
-can only be taught by -Gitanshu-
-can only be used 2x
Taught here by Gitanshu:

14.
Magen: Rosuto Sorrisu no Garathorne -
Demonic Illusion: Lost Souls of Galathorne
Rank: A
Type: Attack
Range: Short-Mid
Chakra: 30
Damage: 60
Description: After making 6 handseals, the user casts a genjutsu upon an opponent while he
immediately follows up with water manipulation.
This is an advance genjutsu/water combination
where the opponent immediately sees himself
bound from behind(like pretta path holding
sage-Naruto while sucking his chakra) by an earthy creature that looks like an elvish golem
which becomes stiff immediately leaving the
opponent bound and unable to move. At the
same time he is bound, another elf would rise 5
meters infront of the opponent holding a
katana. This Figure is fully erect split seconds after the oponent is bound, then it pushes
forward stabbing the opponent with its earthy
katana. The katana would pierce through the
opponent and into the first earthy figure
binding the opponent and it becomes stiff too
leaving the katana hanging through the opponent. In real life as soon as the genjutsu is
trigered, the user kneads his suiton chakra
underground, making an elvish humanoid golem
made of water to rise from beneath/behind the
opponent restricting him just like in the
genjutsu. Everything in the genjutsu happens in real life but the only difference now is that both
figures are made of water meaning the
opponent takes the full damage the katana stab which in real life would be a katana made of water.
++No A-rank Genjutsu and water in the next turn
++it takes the same time to perform this as it
takes to perform 2 techniques and it counts
as two techniques
++Useable only twice per match
++Does not require water source
++Must be taught by Priest

taught by Priest here:

15.(Genjutsu: Seishi Gazō ) - Illusionary Technique: Still Image
Rank: B
Type: Supplementary
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user would release his chakra into the opponent's brain after doing 3 hand seals and disrupt his chakra flow, catching him in this genjutsu which affects the the opponent's vision, making him see the battlefield and the user of this jutsu exactly as they are, making it seem as if the world suddenly stopped like in a still image. Furthermore, the user would manipulate the chakra further, so that if the opponent turns around, it'd still look exactly as it was, due to the user linking his vision within the chakra, and making his opponent see the same thing he was seeing. This allows the user to throw Kunais or perform hand seals without his opponent being aware of what's going on/being performed, which in return would slow down their reaction time greatly, since they (opponent) would have no idea something is even coming towards them. However, this genjutsu only affects vision, so every other sense the opponent has is still intact and can be used to figure out that they have in fact been put in a genjutsu.
Note: Can only be used 3 times.
Note: Can only be taught by Erzo
Note: No S-rank Genjutsu next turn.

Taught by Erzo here:

16.
(Genjutsu : Chimei Tekina Kama) - Illusionary Arts: The Fatal Scythe
Type: Supplementary
Rank:B
Range:Short
Chakra:20
Damage:40 (mental stress)
Description: The user will trap the opponent within an illusion where the user appear to have transformed into 20ft tall reaper, donning a black cloak. The reaper then will take his scythe and drive it into the opponent's chest, leaving them to believe to had been injured and hanging from the scythe of a reaper. The resulting stress on his mind causing damage.

Restrictions:

- Only teachable by Saikyo

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Taught by Saikyo here:

17.
llusion Arts: The Beach Life (Genjutsu: Bichiraifu)
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user makes five hand seals and cast an illusion on their opponent. The opponent's mind believe they are on a beach laying in the sand with their friends and has just had a dream of fighting(the fight they are in right now). In reality the opponent is just immobilize.

Taught by Solf here:

18.
(Genjutsu: Butsuri Haipā) Illusionary Arts: Physical Hyper
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user will perform a pointing jesture at the opponent while in short range. This will induce a genjutsu on the opponent where the opponent will feel an illusion where their skin is hyper sensitive. Not for something subtle for example feeling the heat of the sun but for any physical attacks that the opponent might receive. This is a one time genjutsu where it will stay active unless broken by the opponent or the user when landing a physical attack. Soon as the user is able to land a physical attack anywhere on the body, the opponent will feel three times more pain than the original strike. For example, the opponent getting hit in the face with a punch will only feel a blunt force trauma for only a short period of time. However when under this genjutsu the opponent will feel broken cheek bones and broken blood vessels. In turn the pain that it is caused will knock the opponent out of the genjutsu after feeling the three times the pain. The feeling will then return to normal. The strain on the brain for one time use is not that destructive, however when hit a few times under this genjutsu the brain will take immense stress and strain from the extreme pain. Thus after three hits under this genjutsu the opponent’s physical capabilities will be slower, speed, reflex will all be reduced.

-Able to use thrice per battle.
-Have to induce the genjutsu each time for three hit bonus to take effect
-Last 3 turns if a physical attack hasn’t been landed
-Can only be taught by Solf J. Kimblee

Taught by Solf here:

19.
Genjutsu: Kusari Naraku] - Illusionary Arts: Chains of Hell
Type: Attack
Rank: A-rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user transfers his chakra into the opponent's mind meanwhile performing a single handseal, the "Ram" handseal, casting an illusion into the opponent causing him to see the ground below him divided into two sections, a right section which moves at the right direction of the opponent and a left section that moves at the left direction of the opponent, leaving the opponent without any solid ground. Meanwhile the ground is moving countless chains shows up from the space that is left by the divide of the two earth sections. These chains are manipulated by the user, giving him the capability of binding the opponent with the chains, inflicting damage with the chains etc.. . Leaving the opponent open in reality and inflicting damage to him because of the amount of stress caused form the illusion.
Note: Can only be taught by Kamishiro
Note: Can only be used 3 times a battle
Note: Can't use any genjutsu technique higher than A-rank at the same turn

Taught by Kamishiro here:

20.
Genjutsu: Watatsumi Chishio| Illusionary Arts: Oceans of Blood
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user perform a single handseal and places a genjutsu upon the opponent. In the illusion, every time the opponent spews a Suiton technique from their mouth, they'll instead see themselves utilize their own blood for the technique. Due to this, should the opponent continue with the technique, they'll immediately feel the numerous and severe effects of major blood loss in the illusion. These effects include the opponent collapsing, breathing extremely heavily, paling of the skin, weaknesses of limbs and dizziness. In reality, the opponent's brain is so well fooled by the illusion into believing that the body is actually losing gallons of blood, that the brain causes the body to react accordingly, causing the target to undergo hyperventilation, weaknesses of limbs, and dizziness, often leading to collapsing, just as in the illusion. Due, however, to the difference in scales from the volume of blood a body has and a volume of water a normal technique may have, the effects aren't directly proportional and will only be fully experienced if the target uses water techniques or maintains water techniques in use for the duration of the technique, with the symptoms gradually setting it. Being such an advanced form of genjutsu, this technique controls the sense of sight,taste and smell,meaning the blood produced by the technique is difficult to distinguish from the real thing.

♦Can only be Taught by Igneel
♦Can only be used once per battle
♦Genjutsu lasts for three turns unless dispelled

Taught by Igneel here:

21.
Genjutsu: Chien Taimu | Illusionary Technique: Time Delay
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user will cast a genjutsu towards the opponent by disrupting their chakra flow in their brain. The user will simply point towards the opponent and make a single hand seal Tiger to put them under this genjutsu. While the opponent is under this genjutsu, any action performed will be delayed by two seconds. Either it's a jutsu, any form of taijutsu, or even running. The person under this genjutsu, they will think that they are performing the action right away but may not notice what is actually happening. Whatever is performed it will be delayed by two seconds.


Note: Able to use three times in battle
Note: Must have Mastered genjutsu
Note: Lasts two turns unless broken
Note: Can only taught by -Vision-


Taught by Vision here:
Update of jutsu since I was taught it:


(Sukārettogen : Chou no Odayaka na Fukkatsu) Scarlet Illusion: Gentle Rebirth of the Butterfly
Show
Type: Supplementary | Offensive
Rank: A
Range: Short - Mid
Chakra: 30 (-10 chakra to maintain)
Damage: N/A
Description: The user will make two hand seals before channeling chakra into the brain of the enemy inducing an illusion. Once this happens, the effects of the illusion will not occur right away as it would rather stay dormant until the trigger is met. When the user attacks the with a ranged ninjutsu and they managed to counter it, the illusion kicks in at this time where the technique when countered will “repair” itself and reform after being destroyed. This allows the user to fool the enemy into thinking that their techniques have a sort of self-revival mechanism behind it. The user however is in full control of the illusion, and as such can control the minor details such as the technique turning paths to re aim towards the enemy , all the way to splitting the technique down into small versions after it revives. This adds uniqueness towards the illusion’s power and allows for many different forms of tactics from the user. While the technique is reforming, a small chime/bell like sound is heard as well as time slowing down each time. This although minor, gives the enemy some sort of “indication” of it being an illusion as the chime is heard every time with no true source of the sound.

*Can be used four times per battle*
*Remains dormant for two turns before dispersing naturally, lasts two turns once the effects are triggered*
*No Genjutsu above B -rank in the same turn*

Taught by Nakiri here:

Genjutsu: Naraku-Ryouken de Akunochimata|Genjutsu: Hellhounds of the Underworld
Rank: S
Type: supplementary
Range: Short - Mid
Chakra Cost: 40
Attack Points: N/A
Description: The user will bite his hand and form five handseals and slam his hand on the ground, causing the opponent to believe he is performing a Summoning of some sort. In all actuality, it is a Genjutsu. By slamming his hand onto the earth, the user activates the Genjutsu. Upon activating, the opponent starts to hallucinate and thinks he has seen the user summon creatures from deep within the Underworld called Hellhounds. The user then makes the Hellhounds rush at the enemy, seizing each of their limbs, negating movement. What really happens is the oppoenent's movements are restricted and the enemy cannot move. *Can only be used once a fight*
*After using, the user cannot use Genjutsu for three turns*
*Since the opponent will think it is a summoning, he might be tempted to throw kunai and other objects as the hellhounds. If this happens, the kunai will just appear to bounce the hellhounds and they will keep going*
*No other S-rank jutsus can be used that turn*

Learned from Madara Uchiha here:

(Genjutsu: Hatsuchi Hanshouko) - Illusionary Arts: Mother Earth's Breed
Type: Supplementary
Rank: A rank
Range: Short - Mid
Chakra: 30 Chakra
Damage: 60 Damage
Description: The user will perform 3 dumb handseals (bird > rat > snake) and focus chakra into the target's mind, putting them under an illusion where they will feel as if butterflies were moving inside their stomach, when truly it's flies what is moving inside them, thousands of flies, then due to the huge amount of flies inside of them, they will start to come out from the target's ears, mouth, and nose aswell as start flying around them randomly, while many that still remain inside them, will begin to eat their internal organs, this will cause the target to feel disgusted and tormented by the flies eating them from within as well as crawling out of their face.
- May be used x2 per battle, but not in consecutive turns.
- No B rank or higher genjutsu the next turn.
- May only be taught by Lokí

Learned from Loki here:

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

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

taught here:

Genjutsu: Dementor's Seppun(Illusionary Arts: Dementor's Kiss)
Type: Offensive
Rank: A rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: After performing four hand seals, the user places the target in an illusion through sending his/her chakra to the targets brain. Inside the illusion the target would see a cloth-like being descend from the sky towards them. The target, upon the appearance of the being, would be unable to move due to ice emerging from the ground encasing them completely and preventing their movement(Target's head does not get encased with ice). As the being gets closer to the target, (s)he would begin to feel colder, the ice would seem to strengthen and tighten as it gets closer. As the being, named dementor, reaches the target it begins to 'suck' out the targets 'soul' through a 'kiss'(not necessarily a actual lip on lip kiss, it can be performed with the dementor's 'mouth' a few inches away.) The target would see a light blue line emerging from their mouth through the ice, said line would represent the target's 'soul'. As the 'soul' is being 'sucked', the dementor would fabricate fake illusions which the target would experience. The illusions would be intense enough to cause mental damage. Said illusions would usually be of anguish, torture, and sadness, of course the scope of the illusions intensity depends on the user's desire. Furthermore, the ice that had been strengthening and tightening as the dementor got closer would shatter inwards when the mental damage is delivered, this deludes that target into believing that (s)he had experienced both mental and physical damage, while in reality it was only mental damage.
-Usable 3X per battle.
-Must have illusionary arts training completed.
-No illusionary arts above A rank can be used in the same and next turn.

Taught here:

(Genjutsu: Baghuul no hōyō) | Illusionary Arts: Baghuuls Embrace
Type: Supplementary
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: N/A
Description: The user will start off by forming three hand seals, and induce a dormant Genjutsu on the opponent. The Genjutsu would cause the opponent experience effects based on the materials they come into contact with, as it encompasses three materials, namely; mist, dust, and steam. Through either the opponent's mist, or the users, the opponent will experience the mist to become colder to the touch and start to constrict them as it gets more compressed, and presses against their body, limiting their movements within the mist and making it difficult for them to traverse through it. Through dust formed with Earthen/Wind techniques, or the user/opponent's, and when under the effects of this Genjutsu, the opponent will encounter a tingling sensation, as it feels like the dust enters into their pores, or through every open orifice and drastically increase the opponent's weight, of their clothes and their own body, making them slower as they perceive themselves to be heavier, and causing them to move at two ranks lower than their normal rank when affected by the Genjutsu. Through either the opponent's steam, or the users, or when two techniques clash and create steam, the Genjutsu will take effect. The opponent would perceive the steam as having acidic properties, as their skin begin to form boils and sores, and the acidic nature of the steam would affect the opponent's clothes as well. In reality, nothing happens to the opponent, only within the Genjutsu. Only one of the effects can be done at a time, and after doing so, there should be a two turn cool down between them.

Notes:

-Can only be taught by Detective L.
-Can only be used three times a fight.
-No A rank and above Genjutsu in the next turn, and S rank and above in the one after that.
-A two turn cool down between each effect of the Genjutsu, and only one effect at a time.

Taught here:

Genjutsu Ogi: Itazura) Secret Illusion Arts: Prankster
Type: Offensive | Defensive
Rank: A -Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description:
The user will form 3 handseals, causing a genjutsu to occur. While the target holds a weapon or instrument(anything you can hold), the user is able to use this genjutsu to make it appear as if the held object turns into an animal(based on the user's contact). The illusionary animal then attacks the target, grabbing there limbs and preventing them from moving. This can also work on elemental techniques used by the enemy, having the technique appeared to have changed into a animal as well. This adds some uniqueness as the user can make the animal appear as if it was created from the element its self, meaning creating a fire fox if used on a fire technique etc as an example. The technique lasts for 3 turns to which the user can transform as much objects as they want within this interval. The user can also add extra effects like smoke , heat(for fire) and so forth as well to add more realism.

*Each usage lasts 3 turns*
*Can be used twice per battle*
*Can only be used by signers of an animal contract*

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

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

Taught here:

Hyena
Summoning Animal: Hyena
Scroll Owner: BloodLust Loki
Other Users who have signed contract: Professor Sarutobi.
Summoning Boss if existing: Grand Crocotta
Other Summoning Animals tied to contract: Crocotta, Pachycrocuta, Eucrocuta, and Aardwolf

22.
Summoning Technique: Kaijin (Grand Cotta Summoning)
Rank: S
Type: Supplementary
Range: N/A
Chakra Cost: 60
Damage points: N/A
Description: After doing the necessary hand seals and wiping blood across the tattoo on Oraan's left arm, Oraan summons Grand Cotta. Grand Cotta is the largest Hyena of them all. He is the same size as Gamabunta. He is the only Hyena capable of using Jutsu other then Genjutsu, consisting primarily of Fire and Lightning. Because Grand Cotta has a very thick hide if attacked with Lightning, only an S Ranked or above Lightning jutsu can kill him (Unless a water technique is used in conjunction to cause the lightning techniques to be powered up through the conduction allowing A ranked lightning techniques to cause damage). Grand Cotta has a helmet made of Manganin, which is a metal that is very resistant to lightning. The helmet, and the hide, are why it is so hard to kill Grand Cotta with Lightning abilities.
Note: Can only be summoned once per battle.
Note: Lasts for a Maximum of 4 turns.
Note: Can use all Lightning Techniques that the User knows that doesn't require hand seals
Note: Can use all Fire Techniques that the User knows up to S Rank that doesn't require hand seals
Note: Must have signed the Hyena Contract to use.

23.
Summoning Technique: Kaijin (Crocotta Summoning)
Rank: A
Type: Supplementary
Range: N/A
Chakra Cost: 30
Damage points: N/A
Description: After doing the necessary hand seals and wiping blood across their hand, Oraan will wipe his hand on his sword blade and stab it into the ground summoning Crocotta, the Hyena King. Crocotta is a large Hyena about 7 feet tall and 800 pounds. He is capable of producing a laugh that mesmerizes a target; which is a form of Genjutsu. Can only stay on the field of battle for 2 turns.

24.
Summoning Technique: Haiena (Pachycrocuta, Eucrocuta, and Aardwolf Summoning)
Rank: A
Type: Supplementary
Range: N/A
Chakra Cost: 30 (10P, 10E, 10A)
Damage points: N/A
Description: After doing the necessary hand seals and wiping blood across their hand, Oraan will wipe his hand on his sword blade swing it in a wide arc summoning P.E.A, Generals of the Hyena King. They are smaller Hyena, and in order of names are 4, 3 and 2 feet tall and ranging from 300 to 500 pounds. They are capable of producing a laugh that confuses a target as to the whereabouts of each animal. They may only stay on the field for a maximum of 3 turns.

25.
Summoning Jutsu: Kousou (Confused Fighting Genjutsu)
Type: Supplementary
Rank: A
Range: Short/Mid/
Chakra Cost: 30
Damage Points: N/A
Description: P.E.A produce a laugh which confuses a target(s) as to the whereabouts of each animal. This technique is normally used in conjunction with a mist producing Technique of Oraan’s that conceals their chakra.
Note:Can only be used when Suiton Release: Unsanmushou no Jutsu: Water Release: Vanishing Mist is in effect. This effect is stopped when Vanishing Mist is no longer in use.

26.
Kaijin (Hyena Mode)
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 80
Damage Points: N/A
Description: User is coated in an armor of thick Hyena hide, belonging to Grand Cotta. The User gains a helmet made of Manganin, the same metal used as Grand Cotta's protective headgear. The Transformation into Kaijin (Hyena Mode) takes a the time it takes to perform hand seals for the next jutsu to form, the Manganin helmet is the last to form. While this is active, Hyena mode has these effects.
*Decrease all Lightning Jutsu damage by 20.
*Lightning jutsu that hit the user does not cause Paralyzation due to the hide of the Hyena.
*User's Peripheral vision is impaired due to Helmet.
*User cannot use any clone techniques while in this mode.
*Must have signed the Hyena Contract to use.
*Lasts for 5 turns
*Can only be used 2x per battle[/B]
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27.
Kami no Hidari-te Akuma no Migi-te (God's Left Hand, Devil's Right Hand)
Rank: S
Type: Supplementary
Range: N/A
Chakra Cost: 80
Damage points: N/A
Description: User, while in Kaijin (Hyena Mode), summons (by way of handseals) what appears to be two clones of the user. The only difference between the three is that one has A yellow Manganin helmet, while the other has a red Manganin helmet, and the user's helmet is brown. The God's left hand(Kami) has all Lightning Abilities and is capable of using all the Lightning Techs that the user knows. The Devil's Right Hand(Akuma) has all Fire Abilities, and is capable of using all the Fire Techs that the user knows.
Note: Usable only in Kaijin (Hyena Mode)
Note: Must have signed the Hyena Contract to use.
*Vision impairment still applies for Each "clone".
*Each "Clone" is immune to attacks of their element S Rank and Below.
*User cannot use any Lightning or Fire Techs while each respective "Clone" is on the field.

28.
(Kami/Akuma: Kurama Bushuugi)- God's Left Hand/Devil's Right Hand: Wheel of Misfortune
Type: Attack
Rank: Forbidden
Range: Short - Long
Chakra cost: 60
Damage Points: 80
Desription: A combination of Kami's and Akuma's natural elements. They stand back to back and shoot a fireball and lightning ring, which combine and travel toward the opponent, gaining speed as it goes.
Note: Can only be used 2x per battle
Note: Counts as two of the 3 moves in a turn.
Note: Must have signed the Hyena Contract to use.
Note: Can only be used in Kaijin (Hyena Mode).

29.
Summoning Technique: JawBone Fossil Shield
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage points: N/A
Description: User summons a shield made of Fossilized Jawbone from the largest and strongest of Hyena. The Jawbone protects the user from all A Rank and below direct attacks for the turn that it is used.
Note: Can only be used 3x per battle
Note: Only a person who has signed a Hyena Contract can use

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

Wind
31.
Fuuton: Kaze disuku (Wind Release: Disks of Wind)
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user channels wind chakra to the palm of his dominant hand, manipulating the chakra to create high rotation speeds. This creates a small rotating disk that can be thrown at the opponent. The disk travels at a fairly fast speed.
★can only be taught by ddkcwill
★Needs to have Wind Mastered
★Can only be used twice

32.
Futon: Furaingu Fūjin no Jutsu (Wind Release: Flying Wind God Technique)
Rank: S
Type: Supplementary
Range: Short/Long
Chakra cost: 60 (10 every turn it’s active)
Damage points: N/A
Description: By using wind chakra to create wind bubbles beneath the user’s feet, the user will mimic flight by using the air bubbles created to literally run on nothing more than air. The air bubbles are invisible to the naked eye. This technique can be used to evade some technique.
Notes: Can only be used twice.
Lasts for 5 turns.
Can only be taught by Leeroy G. Zero

33.
(Futon: Taisan) Wind Style : Disperse
Type : Defense/Supplementary
Rank : A
Range : N/A
Chakra cost : 30
Damage points N/A
Description : The user is able to disperse his body into the wind, making the user one with the wind.The user can decide where he wants to reform back to his original state. Can be used to avoid incoming attacks.
Note : Takes time to reform back into user's original state.
Note : Dojutsus such as sharingan and byakugan can see the user of this jutsus chakra flow as he disperses into the air.
Note : Can only be used Once per battle
Note : Only used/taught by ~Yondaime~

34.
(Fuuton: Kaze Kei Kadou) Wind Release: Wind Whip Vortex
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will begin to compress a large amount of chakra into their hand, forming it into a whip made out of the wind. The user will then swing the whip towards the opponent, releasing multiple vortexes of wind towards him.
Note:
-After the vortexes are released the whip will dissipate
-can only be used 3 times per match

35.
(Fuuton: Meimei Bakuha no Jutsu) -
Wind Style: Divine Blast Jutsu
Rank: S
Type: Offense/defense
Range: short-mid
Chakra Cost: 40
Damage Points: 80
Description: The user makes a snake
hand seal and releases a strong 360
degrees wind blast from his/her body,
that flattens every thing at mid- range
to the him/her.
-can only be use 2 time per battle
-No A-ranked wind jutsu next turn

36.
( fuuton: mei mei din kikku no Jutsu) -
Wind Style: Divine Dropkick Jutsu
Rank: S
Type: Offense/defense
Range: mid
Chakra Cost: 40
Damage Points: 80
Description: The user concentrates a
large amount of wind chakra into his/
her leg and jumps up,doing a front flip
with a leg dropkick that instantly
sends down a strong,large wave of
wind to impale the target.
This jutsu is best in mid-air .
-3 times per battle.
-no A rank wind next turn

37.
( fuuton: mei mei kikku no Jutsu) -
Wind Style: Divine Kick Jutsu
Rank: S
Type: Offense/defense
Range: mid
Chakra Cost: 40
Damage Points: 80
Description: The user concentrates a
large amount of wind chakra into his/
her leg and does a back flip kick that
instantly elevates anything in the users
path and is able to knock a Target
unconscious.
-Useable 3 times per battle
-No A-rank wind next turn

38.
(futon: mei mei mikku no Jutsu) - wind
Style: divine stomp Jutsu
Rank: S
Type: Offense/defense
Range: long
Chakra Cost: 40
Damage Points: 80
Description: The user concentrates a
large amount of wind chakra into one
of his/her leg and stomps on the
ground thus releasing a
powerful,large wave of slicing wind
raging through the ground with great
speed, towards the Target. Doing
major damage to his/her leg.
-Useable 3 times per battle
-No A-rank wind next turn

39.
(Fuuton: Sukai Toku) - Wind style: sky shield
Rank: S
Type: defense
Range: N/A
Chakra Cost:40
Damage points: N/A
Description: The users focuses and channels a certain amount of wind chakra into their head,then he or she manipulates the chakra into a large flat sphere of wind,more like a flat hat atop the users head,which is large enough to shade the user's whole body and acts as a barrier against attack from skywards.
-useable twice.
-lasts for 3 turns

40.
(fuuton-mimi juuten)wind style-ear plugs
Rank: S
Type: Defense
Range: N/A
Chakra Cost:40
Damage Points:N/A
Description:The users concentrates and channels small amount of wind chakra into both of their ears,manipulating it to gain a tiny sphere like shape.this renders them completely deaf.Thus,making sound based attacks useless but leaving he or she open for surprise/sneak attacks.
-Twice per battle
-lasts for 5 turn

41.
(Fuuton : Rippou of Katto Uindo ) Wind Release: Cuboid of cutting wind
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user will make two hand seals and then create a small cuboid of wind chakra that is compressed and then release it at the target. The user will then make another hand seal to expand the cuboid to surround the target. The target will then deal cutting damage from blades of wind attacking them when they are caught inside the technique.
-Co creator Zen.
-Can only be taught by Zen and Yard.

42.
(Fūton: haipa tatsumaki) – Wind Release: Hyper Tornado
Rank: A
Type: Offensive
Range: Short – Long
Chakra cost: 30
Damage points: 60
Description: The user focuses their wind chakra into their hands and sends it to the sky. They use that chakra to gather clouds above the opponent and alter the weather conditions to the point of which wind will start to spin around the opponent until it turns into a tornado around the opponent.
The opponent will be caught in the eye of the tornado so he/she will be trapped inside and so the user throws a large amount of shuriken into the tornado and uses their wind chakra to control the blades. After doing so the user controls the shuriken with their wind chakra and uses them to violently cut their opponent.
-The controlling of the shuriken counts as one of the users turns
-Can only be taught by ~Yard~

43.
Doton/Fuuton: Shouchikubai Ashibishi (Earth/Wind Combo: Elevated Stepping Stones)
Type: Defense/Supplementary
Range: Short-Mid
Rank: A
Chakra Cost: 50
Damage Points: N/A
Description: 5 Large patches of earth infused with wind chakra raises out of the ground elevating the user. Can be used to catch the user while plummeting from the sky. Jutsu last for only 1 minute, before slowly sinking back into the ground. Restricted to 3x per battle.
Note: Can only be taught by Loki

44.
(Kaze Fuukaku: Kaze Nami) Wind Style: Wind Tsunami
Type:Attack
Rank:A
Range:Short/Long
Chakra Cost:30
Damage Points:60
Description: User Emits huge amount of Wind Chakra in shape of a giant tsunami wave from his mouth which covers the battle field and shields the user from many weak ninjutsu's. When it comes in contact with anything it inflicts a severe blow.
*Can only be used thrice per battle*
*Can only be taught by -Blizzard-*

45.
(Fūton: Tenryuu no Hõukou) - Wind Style: Swirling Wind Roar
Type: Attack
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage: 80
Description: After Performing the dragon, hand seal the user takes in a deep breath, as they bring about the ideals of most wind exhaling jutsu into play. And as they inhale a large amount of air into there lungs and concentrating there fuuton chakra into the inhaled air and the lungs the user will then quickly form the dragon hand seal and releases a Roar made out of wind and direct it at the opponent in a "V" pattern making it extremely difficult to avoid. It will take a swirling wind/vortex form with small wind blades in it rotating at high speed, cutting anything that comes close to it. It can cut deep into the opponents, flesh and even through bones. It can also be used on multiple opponents.
♦ Note: Can only be used three, times per battle.
♦ Note: The user must have, mastered wind.
♦ Note: The user must be Kage rank or above to use this technique (due to the scale of this attack).
♦ Note: Can only be taught by Karyuu

46.
(Fūton: Ōbu hakai) – Wind Release: Orb Destruction
Rank: S
Type: Attack
Range: Short – Mid
Chakra cost: 40
Damage points: 80
Description: The user performs 2 hand seals (Tiger and Boar) and releases his wind chakra in the area around his opponent, creating a gust of wind which blows towards the opponent, first blowing upwards leaving them 2/3 cm from the ground and then goes on to create an orb which would form around the opponent and begin to compress and close in on them, resulting in the formation an orb of wind which would trap them due to the pressure that acts as a solid form. Trapping the opponent would prevent them from having enough space to move their legs or arms, which in return means they can't perform hand seals if the technique actually connects. The user -if he/she wishes- can create two orbs if there are 2 opponents or an opponent and a summon, however, when this is done, the power of each orb decreases to A-rank. The pressure of the orb and the slicing winds damage the targets and may even tear them apart.
Note: Can only be used twice.
Note: Can only be taught by Erzo
Note: No other wind jutsu in same turn.
Note: No Wind jutsu higher than S-rank, next turn.

Taught by Erzo here:

47.
(Futon: Itsuwari Uzu)- Wind Release: The Deceitful Vortex
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description:The user simply forms the mundane Dragon hand seal, putting his hands together, outstretched at chest level, his arms pointing at whichever direction he pinpoints this technique towards. Essentially, in the desired direction of the user, the user will manipulate the air currents in that location, controlling the air to spiral in whatever manner he/she desires, forming a vortex of wind, by manipulating the currents, whose size can range from the size of a limb, accentuating to the size of a slightly overlarge human. It's most primary function, is to use it in conjunction with other elemental techniques. Due to this technique stemming from the manipulation of air currents, the user can, immediately after using an elemental technique, almost in quick succession use this, manipulating the air currents around the technique to spiral and spin, causing the technique sent to be given a spiraling motion, which further accentuates its strength and impact. This technique can be used in conjunction with any Fire, Water, Mud-based Earth Techniques, and even Wind techniques, though not Lightning, of whatever rank. The spiraling motion added to the technique would amplify its impact, increasing its damage by a rank(essentially, +20). In that manner, this technique works in a similar fashion to Wave of Inspiration, being capable of using it right after the previous technique, almost successively. When combined with this technique, the spiraling motion of any technique would cause it to move faster.

Notes:
~ Can only be used 3x per battle
~ Works on techniques up to A rank.

taught by Baldy here:

(Futon kaze hoi-ru : wind style: wind wheel
Type: offensive/supp
Rank: S-Rank
Range: Short-mid
Chakra: 40
Damage: 80
Description: The user will make 3 hand seals and form a wheel of wind around themselves. Using this wheel the user can travel towards their enemy and then get out of it throwing it at their enemy or throw it from a distance. The wind wheel is cable of cutting threw A rank earth and while the user is inside the wheel can defend against weapons.
Note: can only be used 2 times per match
Note: can’t use any jutsu while inside the wheel.
note: Goes fast enough to knock away incoming weapons and doesn't increase the users speed the wheel being able to move the user around does not increase his speed. And throwing it it goes as fast as a normal weapon goes when thrown ( the same speed as lets say a kunai.)

Taught here:

Earth

48.
(Doton:shinkuro) earth style:
synchronize
Rank: A
Type: Defense
Range: short-long
Chakra Cost: 40
Damage Points: N/P
Description: The user sends his/her
doton chakra into the ground thus
through out the battle field and
synchronizes with earth.when this
jutsu is active the user can sense
anything either standing on earth or
underground.
-Twice per battle
-lasts for 3 turns.

49.
(Doton: Toraberingu Doro ) - Earth style: Traveling Mud
Rank: A
Type: Attack/defence
Range: N/A
Chakra Cost:40
Damage points:N/A
Description: this jutsu is similar to earth style-hiding like a mole,but only works on muddy and swampy portions of the earth.firstly, The user focuses earth chakra through out his or her whole body,then he is able to merge or sink into any mud/swamp but instead of turning the earth into fine grains,he solidifies it a bit whilst traveling through it, and just like the earth style hiding like a mole technique,the user is still updated with every movement happening on surface thus enabling him or her to launch a surprise attack.
-The user can't use any other elemental jutsu except earth whilst using this technique,simply because of the constant earth chakra concentration needed.
-twice per battle.

50.
(Doton-Sokonashi no Kussaku Earth style-bottomless excarvation
Rank: S
Type: Defense/Offense
Range: long
Chakra Cost:40
Damage Points: N/a
Description:This technique requires The user to first perform some hand seals, then he or she forcefully separates his/her hands whilst manipulating and horizontally excavating/demarcating the earth between them and the target.this jutsu can be used to drain out water jutsu,watery/muddy/swampy terrains because of the mass capacity of this technique.
-Twice per battle.

51.
(Doton: oshi sacchi) Earth Release: Pressure Sensing
Rank: C
Type: Supplementary/Defense
Range: Short-long
Chakra cost: 20
Damage Points: N/A
Description: The user sends small amounts of chakra through ground around him so he can sense the pressure in certain locations of the battle field. By doing this the user can sense where his opponent is standing and where his opponent is if he/she is underground.
-User must make contact with the ground while using this jutsu.

52.
(Doton: tsuchi heika) Earth Release: Earth Arms
Rank: B
Type: Supplementary/Attack
Range: Short-long
Chakra cost: 40
Damage Points: N/A
Description: After making 3 hand signs the user sends his earth chakra into the ground around his opponent and raises arms from the ground that can grab his opponent and hold him/her in place.
-The user must make contact with the ground in order to use this jutsu meaning he/she cannot use this while being in the air.
-Must be taught by ~Yard~
-Must have a proper understanding of earth jutsu meaning you must be able to use B rank earth to learn this jutsu.
Note: If used in short-mid range you can add more chakra to the arms of earth and use them to crush the limbs of your opponent.

53.
(Doton: tsuchi heika) Earth Release: Earth swords
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra cost: 30 (when making the sword)
Attack points: 40
Description: The user cups their hand as if they were holding a handle and molds a strong sword using their earth chakra.
since the earth used is made from the users chakra it can cut through C rank earth.
-The user cannot use any jutsu that require hand seals while holding the sword.
-Sword takes 3 seconds to make.
-Must be taught by ~Yard~

54.
(Doton: Tsuchi Kurassha) Earth Release: Earth crusher
Type: Offensive
Rank: A
Range: Short-mid
Chakra Cost: 30
Damage Points: 60
Description: Like "Earth Release: Mud Fall" and "Earth Release: Dropping Lid" the user will make 3 hand seals "Rat" "Tiger" "Boar" as they send earth chakra to above the opponent or target and will make a rift above them. What comes out is not mud nor a lid but a huge stone that falls from the rift and crashes down onto the opponent (see picture for the size of said stone). The stone is created several meters above the opponent, leaving enough time to react.
- Can only be used twice per match.
- Must have mastered at least A rank earth.

55.
(Doton/Suiton Konbo: Kyuutai no Suishi) Earth/Water Combo: Orb of Drowning
Rank: S
Range: Long
Type: Attack
Chakra: 40 (+ 15 per turn)
Damage: 80
Description: The user will do a row of 5 hand seals, then finish with slamming their hands onto the ground. A huge orb of earth will arise from the surrounding earth around the opponent, encasing them in a giant orb, leaving a 3 meter, in diameter, hole in the ground, that enters into the bottom of the orb. The user then stomps onto the ground, causing a geyser of water to sprout up into the hole, filling the orb with water. The water will race around inside of the orb, knocking the opponent around, trying to knock them out. The water will then fill up the orb, drowning the opponent.
Note: Usable 1x
Note: No Earth/Water jutsu for the next turn
Note: The water will fill up the orb in 5 seconds max
Note: If not out in 2 turns, the opponent will drown

56.
Raiton/Doton: Enkei Nokogiri)- Lightning/Earth Style: Circular Saw
Type: Attack
Rank: S
Range: Short - Long
Chakra cost:60
Damage Points: 20x3
Description: User Creates a Lightning Disk, making it slightly larger, and instead of throwing it aerially at an enemy hauls it to the ground. The Lightning Disk acts as a Circular Saw, that splits into 3 different smaller Lightning Disk that follow one after the other with a 1 foot gap in between each.
Note: Can only be taught by Loki.
Note: Can only be used 1 time per battle.

57.
(Doton : Tsuchi Keiro) - Earth Release : Earth Path
Type: Offensive/Defensive
Rank: A
Range: Short/mid/long
Chakra Cost: 30
Damage Points: 60
Description: After performing two simple hand seals(Tiger & Dog) the user will stomp onto the ground creating a long path of earth which the user can cause it to rise up and flip his/her target backward, The user can control this path of earth like a dragon(but doesn't take form of a dragon)to allow the user to ride on it to avoid certain jutsu or can even send it to crush his/her opponent.
Can be only taught/use by T.O.P.
Can be only use three time per battle

58.
(Tsuchi Kabe-Tama) Earth Wall-Bullets
Type: Attack/Defense
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage points: 40
Description:a large wall raises from the ground in front of the user, the wall then shoots hundreds of little bullets at there opponent.
Notes: -This Jutsu can only be taught by Serpent

59.
(Ko Kabe-Tama) Great Wall-Bullets
Type: Attack/Defense
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage points: 80
Description: A large 25ft wall raises from the ground in front of the user, this wall is extremely dense and is able to block A-Rank attacks. The wall then brakes apart and shoots hundreds of little bullets at the opponent.
Notes:
-Can only be used twice per battle.
-This Jutsu can only be taught by Serpent

60.
(Doton: Iwa hando) Earth Release: Stone Hands
Type: Attack
Rank: B
Range: Short-Mid
Chakra Cost: 20 (+5 Per Hand)
Damage Points: 40
Description: The user places his Hands in the Ground and large stone Hands rise up, these hands are very flexible and able to grab the opponent and crush them or be made into fist and punch them, these hand's are very large and lift someone up.
Note:
-Can only be taught by Serpent
-Maximum of five Stone Hands

61.
(Doton: Ishi Sekkou) Earth Release: Stone Scout
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20 (+10 Per-Turn)
Damage points: N/A
Description: The user picks up a small rock and molds it into a bird, the bird then fly's high in the sky and scout's the battle field. the user's and Stone Scouts vision's are linked. Note: -This Jutsu can only be taught by Serpent.

62.
(Doton: Ishi Mie Sekkou) Earth Release: Multi Stone Scout's
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30 (+15 Per-Turn)
Damage points: N/A
Description: This is an Advance form of "Doton: Ishi Sekkou" The user will picks up small rocks and throw them in the air. The rocks mold into a bird shape, the birds then fly's high in the sky and scout the battlefield. the user's and Stone Scouts vision's are linked.
Note: -This Jutsu can only be taught by Serpent
-Maximum of 4 Stone Scouts.
-Can only be used once per Battle

63.
(Doton: Yurasu Bakura) Earth Element: Rock Explosion
Type: Offensive
Rank: B
Range: Short – long
Damage points: 25
Chakra cost:40
Description: The user takes rock from the ground and increases the density, making the rock much harder than normal rock. They then launch it at the opponent and keep a string attached to the rock. When the rock comes in close range of the opponent, the opponent releases chakra through the string by making the ram hand seal, making the rock explode and causing severe damage to the opponent. The injection of chakra goes fast.
Note: Can only be taught by Wesobi
Note: Can only be used twice per battle
Note: The string is clearly visible to dojutus users, due to the injection of chakra before the explosion. Non-dojutsu users can see the string, but not very clear.
Note: No Doton attacks in the same turn.

64.
(Doton: Rokku no Tepu o Kakudai)- Expanding Rock Tape
Rank: A
Type: Offensive
Range: Mid/Long
Chakra cost:30
Damage Points: N/A
Description: The user performs the following hand seals, Snake → Ram → Bird → Hare → Dragon → Ox → Horse → Ram → Dragon → Snake, and then directs their doton chakra into the earth. Ten earth strips with similar physical characteristics as tape erupt from the ground around the opponent a meter away from him. If the rock tape touches the opponent, it will attach itself to the opponent’s skin, making it near impossible to remove. After attaching itself to the opponent, the user will disconnect the tapes from the ground. One turn after the opponent has been attached to the rock tape, the user will perform the Snake hand seal, and the tape expands and then amplifies its density rapidly, increasing its weight. This anchors the opponent to the ground due to the immense weight, rendering the part of the body immobile.
*Note: Can only be taught/used by Selendrile
*Note: Usable three times per battle
*Note: The opponent can battle as normal until the user expands the tape
*Note: The opponent must have contact with the ground in order for the tape to attach itself to them *Note: No Doton in the same turn

65.
(Tama youshiki maruishi tooriame) Earth Style: Boulder Shower
Rank:S
Range:Mid-Long
Type:Attack
Chakra Cost:40
Chakra Damage:80
Description: The user picks up a rock then focuses his earth chakra to his hands. once he does that. he then crushes the rock to smiterings then blows it into hundreds of pieces. He then throws the pieces high in the air and does 4 hand seals, ending with the tiger. Once thats done the tiny pieces that are in the air turn into boulder size rocks and come crashing down on the enemy like mini size meteors.
-Note: only can use once
-Note: if not secure you can get hit with the boulder showers
-Note: Can only use A rank earth and below after use
-Note: Anybody in the Hidden Ash Can use this

Taught by Teno here:

66.
Doton hisan saihen- Earth Release Flying Debris
Type: Offensive
Rank: A
Range:Short - Mid
Chakra:40
Damage:80
Description: The user begins by either stomping the earth with his hand or leg, While stomping the ground the user releases his chakra into the ground which causes several average size debris of earth to rise from the earth, the debris rises up from all around the opponent even from his back side, this technique extends up-to mid range from opponent meaning the chunks of earth will rise from all directions with in mid range area of the opponent [he will be at the center], The user than goes on to weave a single hand seal and all the stones/chunks of earth start to converge onto the opponent and inflict great damage to him.
Note:
- The user can't use any A rank and above Doton technique in the same turn.
- Can only be used thrice
- Can only be taught by -Gitanshu-

Taught here by Gitanshu:

67.
Doton: Doro Yubi Funsha Kei - Earth Style:
Mud Finger Jet Whip
Rank: A
Type: Offensive
Range: Short - Long
Chakra Cost: 30
Damage: 60
Description: An alternate earth release where the user compresses mud into his fingers then
shoots out fast concentrated mud which are
still connected to the finger through an elastic
and glossy thin line of mud. The tip of the whip
is made of dense mud with a cone shape while
the lines connecting the cone shaped tips to the fingers are light, flexible and elastic wires of
mud with glossy appearance and ancient
markings on the body. The jet while been shot,
can be manouvred in mid air before it hits an
obstacle. it can be disconnected or retracted
back into the fingers at the user's will but making another shot after it is being called back
into the fingers will count as another move. 10
jets can be shot at a time with the 10 fingers
while this is upto the user, he can reduce the
amount of jets he wants to shoot by using less
fingers. ++Must be taught by Priest
++Useable 5 times per match
++Re-shooting after retracting back into the
fingers counts as a move

taught by Priest here:

(Doton: Tsūki no Jutsu)- Earth Release: Venting Technique
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: After performing an earth technique, the user will will channel even more chakra into it and perform the Tiger→ Ram → Monkey → Ram → Snake handseals. By compressing the earth within an earth technique starting from the bottom , the user will force the air bubbles confined between the spaces of the earth to the surface. As the air pockets are forced to surface of the technique, the user will release the pent up air by opening small exit points on any part of the surface of the earth. A sudden and violent burst of air is released from the earth due to the confined pressure of air and the compression of it against the surface. The burst of air is capable of neutralizing a single, directional lightning techniques up to A-rank per use. (such as a beam, laser, spear, etc)
*Note: Can only be taught/used by Selendrile
*Note: Can only be used twice per battle
*Note: The user must have a medium for the chakra to travel through such as the ground, or maintain constant contact with an earth projectile
*Note: No Doton techniques above A-rank the next turn

Learned from Selen here:

(Doton/Suiton: Boukun Rokujou) – Earth/Water Release: Tyrannical Aggravation
Rank: S
Type: Supplementary/Defensive/Offensive
Range: Short
Chakra cost: 40
Damage points: N/A (80 damage if used to attack the opponent)
Description: The user will release their doton chakra into the ground to cause two colossal armoured prehistoric crocodile-like creatures composed entirely of earth (and coated in adhesive mud) to surface beneath or around their position, each being the same size as the A-Rank Stone Golem. The user will then focus their suiton chakra into each of the creatures to cause the humanoid crocodiles to secrete a dense layer of adhesive water (Similar to Water Release: Starch Syrup Capture Field) from every point on their gargantuan bodies, causing the already present layer of adhesive mud to fuse with the sticky water to make for a very dense, viscous and adhesive mixture. As a result the crocodiles become capable of traversing through even the densest and stickiest of mediums e.g. Swamp of the Underworld. This makes them extremely proficient in swimming through similar liquids, with their maneuverability being heightened the denser the medium they are traveling through. On land, these creatures are extremely sluggish, in water or when they are submerged with solid ground, they match the speed of an average aquatic creature, in adhesive mud and liquid metals, their speed is unsurpassed, partly because they aren't hampered by the sheer viscousity of such mediums. The composition of the adhesive water/mud-like layer grants it properties of being both extremely viscous and an unparalleled level of stickiness. The viscosity of the mixture makes it so that weapons or physical objects can only partially pass through it until they run out of momentum, making Taijutsu and Kenjutsu which involve physical interaction ineffective against these creatures, as the user's body/weapon will cling to them, preventing further maneuverability. This also translates to kunai, swords and other projectiles become trapped inside the mixture. Its stickiness also grants it the effect of being able to congeal semi-solid elements together such as: Sand, Gold sand and Iron sand. Rendering them ineffective as they can no longer reform and reshape, a property they depend on in combat. This interaction is similar to the 2nd Mizukage's oily water breaking down Gaara's sand, but on a much higher level, making it capable of affecting all sand-based elements. One final property granted by the adhesive water/mud-like layer is that the creatures become extremely resistant to burning and heat based elements (due to infusion of water), protecting the hard, rocky interior of the large beasts. Alternatively, these crocodiles can be used whilst the user is submerged in a swamp or they can be spewed directly from the user's mouth, meaning the user doesn't have to be in contact with the ground to use this technique. The crocodiles also possess extremely long jaws capable of biting down with crushing force and spiked tails which can be used for physical attacks. In terms of defensive capabilities, each crocodile can neutralize up to: S-Rank Fire, S-Rank Water, A-Rank Wind, B-Rank Lightning and B-Rank Earth. However, in neutralizing these jutsu, they will be destroyed in the process.

Note: Creatures last for a maximum of four turns
Note: Can only be used twice per battle
Note: Can only be taught by -Venom-
Note: Counts as 2 moves from the users 3 per turn limit.

Learned from Venom here:

Earth release: Broad Kick - Doton: Hiroi Kikku
Type: Offensive
Rank: B Rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: Broad Kick originally started off a simple taijutsu attack; the user would dash towards the opponent, jump and deliver a kick to the opponents chest/face thus sending them backwards. Now in the improved version the user would channel earth chakra into their kicking foot, and upon the contact with the opponent the user will cause the a pillar of earth to 'shoot' from his foot, the pillar would send the opponent flying into mid range. Then user can even choose to add some basic shape manipulation to the pillar.
-Usbale 4 X
-The earth would be connected to the users foot, but through a simple chakra burst the user can seperate his foot from the earth.
-Compeltion of Earth & Taijutsu training are required.

Water
68.
(Suiton: poseidon's hei,kabe ) - Water Style: poseidon's wall
Rank: S
Type: Defense/Supplementary
Range: Short
Chakra cost: 40
Damage Points: N/A
Description: This defensive jutsu creates a wide Range,10 ft wall of water horizontally in front of the user from the ground,the seconds he/she slams his/her two hands on the ground. This wall of water is exceptionally good,for stopping fire based attacks and can further, be used as a water source
Notes-
-Does not require water source
-Can only 2 times a battle

69.
Water style: Oil clone Jutsu ( Suiton: sekiyu Bunshin )
Type: Supplementary
Rank: A
Range: short –mid
Chakra Cost:30
Damage Points:60
Description: The User creates a clone out of oil that when it disperses it splatters near by objects with flammable oil. You can only summon three of them at a time. The clone can only use techniques using oil and cannot move past mid-range from the user's position.

70.
Suiton: Suiton Bu-Meran (Water Style: Water Boomerang)
Type: Supplementary/Attack
Rank: S
Range: Short/ Mid/Long
Chakra: 80
Damage: (-20 of the original jutsu)
Description: With a flick of the User’s hand, the User is capable of manipulating/redirecting a preexisting Water jutsu. The User pulls the water jutsu back towards the enemy (after having missed them) at the expense of making the jutsu weaker.
Note: Water jutsu must have either missed the enemy or appeared behind them in order to use successfully.
Note: If Attack is unsuccessful, User must defend against the attacking jutsu as if the opponent were attacking him.
Note: Lowers the level of the jutsu used by one rank.
Note: -20 the attack points of the jutsu
Note: Can only be used twice per battle.
Note: Can only be taught by Loki.

71.
(Suiton: Ekitai Yubi Burēdo)- Liquid Finger Blades
Rank: S
Type: Offensive
Range: Med/Long
Chakra cost:30
Damage Points: 60
Description: The user performs the following hand seals, Monkey → Ram → Boar, and then brings their hand to their mouth. They place their hand horizontally in front of their mouth, with the thumb facing up. Then they will spit out a fast moving jet of water through their four fingers (not including the thumb). This action separates the water jet into 5 different horizontal blades of water. As the blades leave the users hand, they expand; each blade is five feet in length.
*Note: Can only be taught/used by HereticPassage
*Note: Each blade is a weak B-rank; together they are an S rank
*Note: Usable twice per battle

72.
(Mizu Fuukaku: Mizu Sumasshu) Water Style: Water Smash
Type:Attack
Rank:A
Range:Short/Mid
Chakra Cost:30
Damage Points:60
Description: User While in Mid Air right above his/her opponent manipulate Water Chakra in his/her feet and creates a giant Water feet and smashes that on his/her opponent. Its thrust severely damages the opponent.
*Can only be taught by -Blizzard-*

73.
(Suiton; Kyousei Ookami) Water Release: Great Wolf
Rank: A
Type: Offense/Defense
Range: Short-Long
Chakra Cost: 30
Damage Point: 60
Description: The user summons one big amount of water at each hand. He then uses shape manipulation and heavy chakra’s to change the water’s shape into two wolfs. The user can then command the wolves to charge at the enemy, or to protect him from Fire Attacks. This attack is even more devastating in combination with a lightning based attack.
Note: Can only be taught by Wesobi.
Note: Can only be used 2 times per battle.
Note: The user can’t use any Water-based Jutsu the next turn or during the same turn.
Note: Requires a water source.

74.
Water Release: Sea Wave (Suiton: Umi Nami)
Rank: A
Type: Offense/Defense
Range: short-middle
Chakra cost:40
Damage points: 40 (If used in conjunction with lighting - 60)
Description: The user releases his water chakra, creating a wave with height 5 meters. Then the user can decide whether he is going to use it for defense or send it against the enemy. When send against the enemy the wave travels really fast so it could be used almost immediately after the previous jutsu. The damage increases if it's used in conjunction with lighting.
Note: Can only be taught by PowerOfDarkness.
Note Can only be used 2 times per battle.
Note: No water jutsu for the next turn.

75.
Water: Giant Hand (suiton:kyojin hando)
Type:Attack/Supplementary
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 by Rain of Hell here:

76.
Water: Bullet Orb (Suiton:kyuutai Teppoudama)
Rank:S
Range:Short
Type: Supplementary
Chakra Cost:40(-5 per each turn)
Damage:0
Description: The user creates a 1m diameter orb out of water the orb can shoot small bullets from inside of it and each bullet is as strong as Suiton: Teppoudama) - Water Style: Water Bullet and 5 bullets can be shot per turn.
*It lasts for 3 turns unless taken out by a powerful jutsu
*The jutsu can only be used by Rain of Hell and people who learned from him
*Can only be used 3 times per battle

Taught here by Rain of Hell:

77.
Water:Tentecle Strike (Suiton: Shokushu Sutoraiku)
Rank:S
Range:Short-Long
Type: Supplementary
Chakra Cost:40(-5 per each turn)
Damage:0
Description: The user does the necessary hand-seals and touches any body of water. As that happens under the enemy 8 tentacles form out of water appear. The tentacles can be as large as 50m long and 1m thick or they can be as small as 1m long and 10cm thick.The once the tentacles grab the enemy its very hard to escape. The tentacles don't hurt the enemy a lot(as much as a tight rope) but they are strong enough to hold even large summons.
*There must be a large source of water for this to be used
*The jutsu can only be used by Rain of Hell and people who learned from him
*The tentacles last only 3 turns
*It can only be used 2 times per battle
*The user cant use any water jutsu on the fallowing 2 turns
*The enemy must be standing on the water the user touched

Taught here by Rain of Hell:

78.
(Suiton: Kyouheki Suke-ringu Suihou) Water Release: Parapet Scaling Bubbles
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: This technique, after performing the ox hand seal, allows the user to assemble water from the moister in the ground or the humidity in the air, forming of up to 5 dense spheres of water. These spheres are strong enough to support the weight of an average sized shinobi, allowing one to hop from one to the other. Though once the shinobi pushes off of the sphere, the amount of resistance the sphere has to put up with is too big and thus they collapse. The spheres are 1x1 in diameter and only 20 centimeters thick, just strong enough to hold a shinobi on top of it. The spheres stay on the field until a shinobi has been standing on top of them. And due to the shinobi being capable of controlling the spheres at will, it allows one to climb up tall edifices or across gaps with tremendous ease or escaping from the ground.
Note:
- Can be used twice per battle
- Can only be taught by Gutsy Jiraiya

taught by Gutsy Jiraiya here:

Suiton: Suika Taijutsu) - Water Release: Hozuki's Body Modification
Rank: B-A
Type: Defensive/Offensive
Range: Short - Mid {Long}
Chakra cost: 20-30 (-5 per turn)
Damage points: 40-60
Description: Through the usage of this technique, the user will enter a hydrified state or manipulate his already activated state. Taking full advantage to manipulate one's body structure through the liquid state, the user will extend his limbs to deal ranged attacks, combining taijutsu and ninjutsu, being very similar to Gozu and Mitsuki's extending abilities to the normal eye (appearing as normal limbs that extend.) Not only can the user extend his limbs, but also artificially create new ones out of water, by materializing it or releasing it from his body. These could range from, extra arms that would function as normal ones, to even pair of wings to bestow the user the ability to fly or extra pair of eyes. When dealing long range attacks the user can materialize crystalline layers of water that hover in front of the striking limbs in order to increase the potency of the attacks or even combine it with a layer of adhesive syrup to stick targets and draw them in closer. Naturally, this technique allows the user to blend into other water sources, either naturally or self made, allowing him to use the source as means of extending the range and versatility of his attacks. (ie: Blending into a pond and extending a liquefied arm from afar). Blending into water sources will leave the user completely undetected unless found through sensory means.

⋩ A-Rank can be used four times per battle.
⋩ Can only be used by Hozuki Clan Biographies.
⋩ While active, the user can only mold Water Techniques along with non-elemental abilities.

Taught here:

(Suiton: Tengoku Kanrinin) – Water Release: Heavenly Custodians
Type: Offensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-15 per turn)
Damage: N/A
Description: A technique in which the user releases suiton chakra from either their body, manipulates a water source, or the moisture in the air to create familiars. Should the user use this technique to manipulate the moisture in the air they can only create familiars within short-range of their position; however, should the user manipulate a water source the creation of the familiars can reach up to long-range. The familiars created from this technique share certain characteristics. This includes the nature of their composition and their basic abilities. The nature of the compositions of the familiars is that of a thick, viscous, glue-like water which is highly condensed to make them effectively solid. Additionally, the familiars are imbued with a limited form of sentience which feeds upon the user’s chakra allowing them to act autonomously from the user and respond to his or her will. This technique can produce two familiars, each unique from each the other. The user can create either one or both of the familiars but can never create two of the same familiar. Should the user create one, it will possess S-Rank capabilities. Should the user create both they will both possess A-Rank capabilities. Both familiars are shaped into humanoids upon creation and are roughly the same size as the user. They both move at the speed of an average kage ranked ninja.

Vothdar; Vothdar is one of the unique familiars that possesses the unique ability to manipulate his being and form into a sticky water with properties identical to that of Water Release: Grudge Rain Technique. Through this Vothdar becomes capable of draining 50 chakra with those he comes into contact with and can store that chakra within his body. To absorb chakra Vothdar simply needs to come into physical contact with an opponent and initiate the technique to manipulate his composition at the cost of a move. Alternatively, Vothdar can also absorb the chakra from an opposing technique allowing him to reconstitute himself and create a sort of self-regeneration. What this means is that Vothdar must be completely destroyed within elemental weaknesses and strengths of Vothdar's creation strength (A/S Rank). in order to be neutralized. Additionally, for each 50 chakra or technique absorbed the user can then have Vothdar merge with the user’s water techniques. This in essence causes Vothdar to enhance a water technique by +10 damage for each technique or 50 chakra drained from a target. Doing so will terminate Vothdar.

Vol Anari; Vol Anari is the other of the unique familiars that possesses a powerful variation of the Hiding in Mist Technique as its ability. Vol Anari can disperse its body into a thick, heavy mist and can move about the battlefield in this state at the speed of a Kage Ranked ninja. This can be done either passively or at the cost of a move to evade a technique within reason and elemental weaknesses and strengths. However, Vol Anari’s ability comes with a twist. Through its sentience Vol Anari becomes able to, in its mist state, surround an opponent and similar to Gaara’s sand manipulation abilities quickly condense on the opponent’s body and crush them under immense pressure as Vol Anari reforms. This is done at the cost of a move and the strength of the pressure is equivalent to the rank of Vol Anari’s body. Meaning if Vol Anari is created in conjunction with Vothdar the technique will produce an A-Rank strength. If Vol Anari is created alone, it will possess S-Rank strength.

Note: Can only be used twice per battle.
Note: Familiars will remain on the battlefield for a maximum of four turns.
Note: After this technique expires or is prematurely ended no Water techniques above A-Rank for the same and next turn.
Note: Can only be taught by Drackos.

Taught here:

(Suiton: Mune no sono) - Water Release: Will of the Deep
Type: Offensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (+15 per turn)
Damage: 80
Description: The user will focus their chakra and form the Boar>Dog handseals and create a (basketball sized) orb of water that floats in the air next to them, within short range. The main purpose of this technique focuses upon the creators next use of a projectile technique or a technique that originates from them and moves towards the opponent. For when this occurs the orb of water will release a simple blast of water that is B ranked, this blast of water will combine with and accompany the technique that the creator used if it is compatible. It will continue to do this for each compatible technique that the user employs automatically, until it is destroyed or dispersed(A separate +20 chakra cost is applied for each blast.) This technique will take a small constant toll on the users chakra to replenish itself with water as it is being used. Compatible techniques are in general techniques that originate from or close by to the user and travel towards the opponent and can be used with all elements excluding fire and those based on fire if they meet these requirements. Anything which would be weakened by the water or vice versa (anything that weakens the water) are considered incompatible.

Note:
~The orb can release a maximum of 4 separate blasts
~The orb is created short range but the blasts can reach up to long range
~Lasts 3 turns before dispersing
~Can only be used 2 times
~Cannot use water techniques above A rank while this is active
~Can only be taught by xHoudinii
Taught here:

Suiton: Kikkubokushingu Mizu | Water Release: Water Kickboxing
Rank: A
Type: Attack | Defence
Range: Short
Chakra: 30
Damage: 60
Description: The user focuses water chakra in any part of his body which he intends to use to attack or defend from an attack(e.g. fists, palms, arms, legs, etc) and when attacking or defending, releases and molds the water to an expanded size of that body part. For example, if the user wants to punch an opponent with his/her right fist, he/she releases water from that fist, quickly shaping it into that same fist but a faster and larger size of it, dealing more damage to the opponent and leaving them soaked. If it's a kick, then the water released is molded into the shape of the user's leg but a faster and bigger size. The releasing of the water is really fast, making it seem like user is punching/kicking them out of their body. The size of the expanded water body part is the same as an Akimichi's but does not have the solid property of a normal hand since it is water. The user can punch/kick out the expanded water body parts multiple times, although not more than 3 times with one .
-Usable 4 times per battle and only on one particular limb at a time.
-Can only be taught by Naizen.

Learned here:

Fire
79.
(Katon:kasai hitoya) Fire Release: Fire Prison
Rank:A
Type:Supplementary
Range: Short
Chakra:30
Damage:N/A( +10 if they touch the fire)
Description: This jutsu is used to trap a victim inside a virtually inescapable dome of fire.The user will gather his fire chakra in his hands, slamming them into the ground forming a ring around the opponent. The user will then make it rise forming a dome around the opponent. Not only will this trap the victim but it will burn the oxygen inside so if the opponent doesn't escape in three turns, he will run out of breath and die.
-Jutsu can only last for three turns
-Can only be used or taught by Taiketsu Namikaze
-Can be escaped by jutsu like "Hide like a mole" or with a powerful water jutsu

80.
(Katon: Kouen Heki) Fire Release: Flame Burst
Type:Attack/Defend
Rank:S
Range:Short
Chakra:40
Damage Points:80 (-15 from heat exhaustion)
Description: The user will channel fire chakra into his/her sword, causing fire to surround it. After the first step is done, the user will thrust the sword into the ground causing a fire burst to rise up and around the user and comrades, protecting the people from incoming attacks from any direction except above. The fire is hot enough to burn a person who touches it alive.
Notes:
-Technique is active as long as the sword is in the ground. Once pulled out the technique cancels in seconds
-Usable twice

81.
Katon:kasai sukin|fire style:fire skin|
Type: Defense
Rank:A
Range:short
Chakra:30
Damage:60
Description:After the user performs a single hand seal he channels his entire body with katon chakra and,the user coats himself with the katon chakra making him impervious to all katon jutsu's of A-rank and below
Note: can only be taught by igneel can only be used 2 times in battle

82.
(Katon: Hagetaka kaen) Fire Release: Condor Blaze
Type: Supplementary/Attack
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: 90
Description: The user will form a row of 10 hand seals, he will then disperse into 10 highly compressed katon flames that are shaped like condors. The condors will then soar through the air at great speeds at the opponent. 1 condor will be the user and will travel to the desired location that the user wants and the user will appear from that condor while the other 9 condors soar through the air and attack the opponent. The condors hit the opponent all at the same time. On impact the condors will explode in a huge fiery explosion that covers the area . Once the condors explode all surroundings within mid range will be covered with 6ft tall flames.
-If the user has signed the condor contract then this jutsu will only require 5 hand seals.
-No Katon for the next 2 turns.
-Can only use this jutsu once per battle.
-Can only use 2 jutsu on the next turn.
-No Katon jutsu before this jutsu.
-The turn that this jutsu is used, the user can only use one more jutsu so this jutsu counts as 2 moves.
-If the user is caught in the explosion then he/she will die.
-Can only be taught by ~Yard~

83.
Fire Style: Burning Land Jutsu ( Katon: Moeteimasu Sen-Yuu )
Rank: A
Type: Offensive
Range: Short-mid
Chakra: 30
Damage: 60
Description: After the necessary handseals are performed, the user summons a small blanket of fire that smashes down onto the ground. Upon making contact with the ground, the blanket of fire expands, rushing across the ground and thus covering the ground within range in fire.
Note: Only twice per battle

84.
(Katon: Kasai Karuto) Fire Style Fire Cards
Type:Attack
Rank:C
Range:Short-Long
Chakra Cost:20
Damage Points:30
Description:User takes out some cards (If have some on bio)and focus on it and its in flames.
Note:You could only use 14 cards.
Note:Only ~Uchiha-Sasuke-Kun~ can teach this Jutsu..

85.
Katon: Enkou Bu-Meran (Fire Style: Flame Boomerang)
Type: Supplementary/Attack
Rank: S
Range: Short/ Mid/Long
Chakra: 80
Damage: (-20 of the original jutsu)
Description: With a flick of the User’s hand, the User is capable of manipulating/redirecting a preexisting Fire/Lava jutsu. The User pulls the fire/lava jutsu back towards the enemy (after having missed them) at the expense of making the jutsu weaker.
Note: This can only be used/taught by Loki
Note: Fire/Lava jutsu must have either missed the enemy or appeared behind them in order to use successfully.
Note: If Attack is unsuccessful, User must defend against the attacking jutsu as if the opponent were attacking him.
Note: Lowers the level of the jutsu used by one rank.
Note: -20 the attack points of the jutsu
Note: Can only be used twice per battle

86.
(Katon: Kasai TenshiTsubasa )-Fire Style: Fire Angel Wings
Type: Defense
Rank: B
Range: Mid-Long
Chakra Cost: 50
Damage Points: N/A
Description: The User concentrates his/her Fire chakra in his/her shoulders. Then, the user shapes it into two (angel)wings made out of Fire. The user can use as a fire shield against weapons like Kunai's, Shuriken's Etc. This, jutsu can also allow the user to Fly into the air.
.Note: This,jutsu can be used once per battle.
.Note: This,jutsu lasts two turns.
.Note: The user must be Sannin rank or above

87.
(Katon: Boushi Kuruma) Fire Element: Spinning wheel
Rank: S
Type: Offensive/Defensive
Range: Short-mid
Chakra Cost: 40
Damage Points: 80
Description: The user will jump into mid-air and do 360° degree turn. While turning, he shoots two focused amounts of Katon chakra out of his feet, sending two fireballs at the opponent. The first fireball is before the actual turn and the second one is made after the 360 ° turn (the user will do a sweeping motion with his foot while turning, and shoot out the second fireball at the end of the 360° turn.)
Note: Can only be taught by Wesobi
Note: The combined power of the two fireballs is the S-rank power, not separate.
Note: Can't use S-rank and above Fire jutsu for the next turn.
Note: Can only be used once

88.
Katon: Hijoui) Fire Element: Firecoat
Rank: A
Type: Defensive
Range: Short
Chakra Cost: 30
Damage Points: (-5 on the user)
Description: The user focuses Katon chakra in his body. He highly compresses it, and then sends it out of his body. The output of it goes so fast and the amount of chakra is so big that it can’t be sucked in by any kind of chakra-leeching ability. This technique is used for the sole purpose of killing any kind of parasitic creature that is on the person. Zetsu spores for example can’t suck this in because of the rapidness and amount of chakra of this attack.
Note: Can only be taught by Wesobi
Note: This attack can’t be used to defend from wind attacks. The flames would go out of control and severely burn the user.
Note: Can only be used to defend against any kind of chakra-leeching power
Note: Can only be used twice.
Note: The sudden outburst of chakra damages the user a little, though not enough for it to affect him for the rest of the battle.

89.
Katon: Weldingu Yubi - Fire Style: Welding
Fingers
Rank: A
Type: Offensive
Range: Short
Chakra: 30(+5 per turn active)
Damage: 60
Description: An alternative fire release where the user kneads fire chakra into some or all of
his ten fingers. He then releases pressurized
fire from the tip of the fingers. The flame has a
5m reach. This is released similarly to the way
oxy-acetylene flame is released from a gas
welding machine nozzle. The length of the fire can be reduced and increased at will while
similarly to pressurized flame, it can cut through something as hard as steel. However elemental weakness is still valid for this.
-Useable 5 times per match
-Only Fire jutsus can be used while active
-Must be taught by Priest.
taught by Priest here:

Lightning
90.
Raiton: Raikishu No Jutsu) Lightning Release: Lightning Rider Jutsu
Type: Supplementary
Rank: C
Range: Short-long
Chakra Cost: 20
Damage Points: N/A
Description: The user focuses lightning chakra into his/her feet, extends and rides it at extreme speeds from one point to another. As long as the user is touching a physical object, he/she is capable of moving in any direction he/she pleases.(If used with a short range attack, add +5 damage)
Note: Must be touching a physical object.
Note: Because of the extreme speed that this jutsu provides, the user can only distinguish objects as a blurred version of the object.
Note: Can only be taught by Uchiha91.

91.
(Raiton:shainingu boruto ) -
Lightning style: shining bolts
Rank: forbidden
Type: Attack
Range: long
Chakra Cost: 50
Damage points: 90(10 to user)
Description: The user focuses a large amount of lightning chakra and trasmits them into both hands whilst stretching forth his/her hands,he/she gathers a pool of shinning lightning energy in his palms,then releases them in many shinning bolts that travells widely and with an insane speed.
-Once per battle
-No A-rank and above next turn
-This shinning bolts has the ability to temporalily blind anything that makes eyecontact with it,thus the are blinded for a turn(This goes for the user also).

92.
(Raiton: raikou myaku) Lightning Release: Lightning pulse
Type: Attack
Rank: S Rank - Forbidden Rank
Range: Short-Long
Chakra Cost: 40 ( 50 If charges for 2 moves)
Damage Points: 80 (90 If charged for 2 moves)
Description: The user will make one handseal charging their raiton chakra and then forms another handseal which then releases a massive amount of electricity from their body. The amount of electricity that's released is based on how much raiton chakra they have charged. For instance, if the user charges it using enough chakra for two moves then the user can only use one more jutsu for that turn. But, will gain an extra rank in power. If Charged with enough chakra for two moves, this jutsu will release a massive amount of non focused electricity from the users body into the air and ground capable of destroying everything on the field and leaving a small crater in the ground around the user. The amount of chakra doesn't take more than a few seconds to charge since it's almost forced from the users body. If only charged for one move then it will release non focused electricity into the air and ground around around the user and opponent and will reach out to mid range.

Notes:

-No Raiton for the next turn if charged for Forbidden Rank.
-No A rank Raiton for the next turn if charged for only S rank.
-If charged for forbidden rank the user takes 20 damage due to the strain on the users body.
-No ninjutsu on the next turn just elemental jutsu.
-The electricity has enough amps and current to kill.
-Charging of 1 move = S rank rank.
-Charging of 2 moves = Forbidden Rank.

93.
( Raiton: Raikou Enjin ) - Lightning Element: Lightning ring
Rank: C
Type: Offensive, Supplementary
Range: Short
chakra cost: 20 (after the enemy is caught 15 each turn)
Damage points: 15 (each turn once the enemy is traped)
Description: The user makes lightning in his hand and than makes it take shape of a circle.The user than can throw it on his enemy to demoblize them.Thus,stunning them.As the enemy is stunned and the circle of lighting is still on them it releases a shock wave that keeps stunning them.
- The user cant move while the jutsu is active
- While the jutsu is active the user can only use a jutsu that needs one arm and no handseals)
- Can only be used twice per battle( Can't be used on the next turn )

94.
Raiton: Raiden Bu-Meran (Lightning Style: Lightning Boomerang)
Type: Supplementary/Attack
Rank: S
Range: Short/ Mid/Long
Chakra: 80
Damage: (-20 of the original jutsu)
Description: With a flick of the User’s hand, the User is capable of manipulating/redirecting a preexisting lightning jutsu. The User pulls the lightning jutsu back towards the enemy (after having missed them) at the expense of making the jutsu weaker.
Note: Lightning jutsu must have either missed the enemy or appeared behind them in order to use successfully. Note: If Attack is unsuccessful, User must defend againsttheattacking jutsu as if the opponent were attacking him.
Note: Lowers the level of the jutsu used by one rank.
Note: -20 the attack points of the jutsu
Note: Can only be used twice per battle. Note: Can only be taught by Loki

95.
(Raiton Bu-meran Ashinami) Boomerang Lightning Step
Type:Attack
Rank:S
Range: Short-Long
Chakra Cost:40
Damage Points:80
Description: By doing a simple kick the user shoots out two powerful beams of lightning at great speeds being able to slice through solid objects or cut down attacks. As soon as the beam is launched and makes contact with anything it will come back towards the user like a boomerang and disperse.

♦ Can only be used 3 times per battle.
♦ Must have mastered lightning.
♦ No lightning techniques of S-Rank or above for one turn after the use of this technique. ♦ Can only be taught by Mathias

96.
(Raiton: Pachipachi Ninjano Kutsu)- Crackling Ninja Shoes
Rank: A
Type: Supplementary
Range: Short
Chakra cost:30
Damage Points: N/A
Description: The user channels ration chakra to his feet,which then travels into the ground,5 feet in any direction around the user. This jutsu lays dormant,until it is activated when any doton jutsu is used within its vicinity. The chakra reacts to doton, and as such will release a pulse of electricity, destroying any doton jutsu before it can be started.
*Note: Can only be taught/used by Selendrile
*Note: Only works when the doton jutsu emerges from the 5ft. area around the user
*Note: Usable twice per battle
*Note: Once used, the jutsu remains active until it is used once

97.
Lightning: Nerve Destroying Needle(Raiton: Nervo Zarato hari)
Rank:S
Range:Long-short
Type: Attack
Chakra Cost:40
Damage:80
Description: The user creates a needle out of his raiton chakra this needle is small but is made from highly concentrated chakra and when hits the enemy the raiton chakra gives the nerve system a high surge of electricity stunning the enemy's left or right hand for 2 turns.
*Can only be taught by Rain of Hell
*Can only be used 2 times
*the user cant use raiton jutsu for 3 turns

taught by Rain of Hell here:

Ninjutsu
98.
Ninja art: Chakra Cannon (Seishou kyanon)
Rank: S
Type: Offensive/Defensive
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Descriptions: The user charges a massive amount of chakra into their index finger and aims at the opponent he then release the blast sending a blast of pure chakra at the opponent
~Can not use Ninjutsu techniques the next turn~
~Can only be used by me and who I teach~

99.
Name: Ninpou: Kyojin no Jutsu (Ninja Art: Juggernaught Technique)
Rank: S
Type: Supplementary
Range: Self
Chakra cost: 60 (10 every turn to keep it activated)
Damage points: N/A
Description: This technique allows the user to increase his toughness and strength by a great amount, for a certain amount of time. By diverting a great amount of their chakra into their muscles tissue and skin, the user can harden his body and muscles with a great amount. The technique itself takes a few seconds to fully activate, but in those few seconds the user will grow in a rapid rate, and approximately become twice as big as he was before. The user’s skin will be close to Corundum in hardness, (or what would be a 9 on the Mohs scale) and his bones just as hard, his strength will rival that of Tsunades at her best. The great physical growth comes with some disadvantages, the user cannot use any elemental ninjutsu or any Genjutsu while this technique is activated, aswell as their speed becoming considerably slower due to the bulky mass and he cannot use any S-ranked and above techniques the turn after this technique has been deactivated.
Notes:
• Can lasts for 5 turns.
• When this technique ends the user will not shrink back to his normal size, but his muscles bones and skin will return to its former state.
• Can only be taught by ZeroG.
• Can only be used twice per match.

100.
(Taishou No Me) Contrasted eye
Rank: A
Type: Defence
Range:Short-Mid
Chakra Cost: 40
Damage Points: N/P
Description: the user infuses his/her
eye balls with chakra,there for
reducing their eye contrast so as not
to be affected by light based attacks.
-Twice per battle
-lasts for two turns.

101.
(Butai Ryou Giryou) Elemental Enhancing Skill
Type: Supplement
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: N/A
Description: Elemental chakra can be infused into kunai's to increase their abilities. For instance, infusing a kunai with wind chakra would increase the kunai's cutting power to not only stop an incoming kunai attack, but would slice through the kunai easily along with increasing the speed of said kunai. Infusing a kunai with doton chakra would increase the kunai's force tho this is done by the user using doton to increase the strength of his arm when throwing the kunai. Katon chakra would increase sharpness of the blade by heating it up and allowing it to cut through objects easier. Now you can do the same with pushing a certain type of chakra to your feet to increase speed or sending it to a limb to increase it's ability. What this technique is basically the user will send out chakra throughout his body infusing the chakra in his muscles/limbs to increase their abilities depending on the elemental chakra they used. Tho, they can only use one type of chakra for this.

Earth enhancing skill: If the user sends out Doton chakra throughout their body infusing it with their body, they will gain increased strength by 2X, being able to lift boulders and crack concrete with their fists. User can only use Earth techniques while using this.

Wind enhancing skill: If the user sends out Fuuton chakra throughout their body infusing it with their body, they will gain increased speed by 2X of what they had before. User can only use Wind techniques while using this.


Water enhancing skill: If the user sends out water chakra throughout their body infusing it with their body, they will gain increased stamina. Scientifically, muscles rely on water to work for longer periods of time and this reduces the build up of certain acids that makes your muscles feel as if they're on fire when working out too long. This gives a good performance boost making it harder for the user to tire out. User can only use Water techniques while using this.


Notes:
- Can only use one element enhancing skill once per battle and the enhancing effects only last for 3 turns.
- Can only use one element enhancing skill at a time.
- Each enhancing skill counts as one of the users 3 jutsu per turn.

102.
Rankyaku Gaichou ) - Storm Leg Victorious Bird
Type: Attack
Rank: S
Range: Short to Long
Chakra cost: 40
Damage: 80
Description: The user focuses chakra into his leg and compresses it , then the user delivers a kick through the air and releases the compressed chakra in the shape of a bird which follows the trajectory of the kick . However , the user can make it change it's course by performing another hand seal by infusing chakra .

-No ninjutsu the turn after this is used
-Can only be used 3 times per battle
-Can only be taught by Rokusho

103.
Nakkuru's Kyoukudai Kyuukei ) - Knuckle's Maximum Break
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40
Damage Points: ( +10 to Taijutsu , +10 to Ninjutsu )
Description: The user gathers chakra and channels it into every muscle of the body to energize the cells in the muscles by using chakra . By doing so , the user's mitochondria in the cells of his muscles produces ATP at a much faster rate , increasing the user's speed and strength greatly .

-Takes a few seconds to fully activate
-Lasts for 3 turns
-Usable only once per battle
-No Taijutsu or non-elemental Ninjutsu for a turn after it deactivates
-Can only be taught by Rokusho

104.
(pa-fekuto-shi-rudo) Perfect Shield
Type: Attack
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description:While the user is in possession of his sword he holds it with one of his hand and transfers pure chakra in it and rotates it in a circular motion and a shield of pure chakra is formed which is capable enough of blocking all the elemental jutsu up to A rank(shield is broken completely)
and below (Shield suffers a little damage but can take on one more attack)
~need to be taught by gitanshu~
~Can only be used 2 time~

taught by Gitanshu here:

Taijutsu
(Dizorubu) Dissolve
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Once in a suitable range the user would take a step forwards with his left(right) foot, then raise his right(left) leg in an attempt to deliver a front roundhouse kick in which his shin is drawn back. The kick would be aimed towards the opponent's stomach. Naturally, the kick follows a counter clockwise arc pattern. The attack would appear simple but it is actually a set up. The roundhouse kick was simply a ploy. A ploy that sets up the crescent kick. The moment the opponents guard is brought up the user would perform multiple actions simultaneously: He would unexpectedly move his left(right) leg around so that the tip of his foot is away from the opponent (heel is facing the opponent ). The user would snap his right(left) leg chin upwards, not losing momentum while doing so. This is done with adequate hip movement, naturally. The entire process leads to the user's right(left) foot slamming onto the targets unprotected face. The attack could be used to send the opponent flying several meters back.
-4x per battle.
-Completion of basic tai training

Taught here:

(Karei ni ikou! Rooringu...Sandaa!) - Keep it classy! Rolling Thunder!
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user begins by lowering his head while tucking his arms in a boxing stance and starts a swaying movement pattern, weaving his torso back and forth and using the torque to add power to a barrage of left and right hooks as he sways. Each hook follows from a diferent angle than the previous one. The Rolling Thunder is comprised of five rolling punches - If the final rolling punch connects the user follows with an uppercut directly to the chin. This sends the foe hurled through the air and sprawling across the field. Because the technique is based on the user's swaying dexterity, if used while in Drunken Fist, the attack's overall efficiency increases, gaining +10 damage.
~ Usable twice per battle.

Taught here:
 
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Professor Sarutobi

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Hozuki Custom Fighting Style

(Ryuuchou Kawazoi Ryuujoukohaku: Suji Kakudai ) Flowing River of Fierce Fighting: Muscle Enlargement
Type: Supplmentary
Rank: A
Range: Short
Chakra cost: 30
Damage Points: N/A
Description: The user focuses water chakra into their muscles to enlarge and strenghten them. This can be used on any combinations of muscle in the body. However, because it is essential to properly control the moisture balance inside the body, this technique's degree of difficulty is very high. This jutsu gives the user great physical strength in the enlarged areas, although he does lose some speed and agility in the process.
-Can only enlarge muscles for 3 turns in a row before deactivating.
-Cannot increase the whole body, only localized areas and only one at a time per use of the technique.
-Must be trained in Flowing River of Fierce Fighting to use.
-Only taught by Professor Sarutobi.
-Can only be used by Hozuki bios
-Usable 4 times

(Ryuuchou Kawazoi Ryuujoukohaku: Kasui Panchi ) Flowing River of Fierce Fighting: Stream of Punches
Type: Offensive
Rank: A
Range: Short
Chakra cost: 30
Damage Points: 60
Description: The user, after enlarging their arms and shoulders muscles, unleashes a flurry of up to 6 strong punches with great power and speed capable of cracking bones. After the punches land the user's muscles deflate and give off steam as the user sends water over the muscles and cools them down.
-Can only be used four times per battle.
-Only taught by Professor Sarutobi.
-Can only be used by Hozuki bios.

Ryuuchou Kawazoi Ryuujoukohaku: Akuma Dedoko) Flowing River of Fierce Fighting: Devil's Exit
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra cost: 30 (-5 per turn)
Damage Points: 60 (Boiling Splash)
Description: The user will begin by entering a full hydrified state while maintaining a normal physical appearance as he focuses water chakra around them to gather the moisture in the air into their body. As the moisture is being gathered, the user would normally grow in size. However, by using advanced shape manipulation and concentration, the user forcefully creates a dense layer of chakra around his entire person, preventing his body from expanding outwards to enlarge his muscles. Once locked absorbed, the user begins to vibrate the moisture along with water that's pressurized inside the user's body, naturally causing friction to form, heating up the body to a boiling point. This would cause steam to escape from the user's "pores". The special ability granted by this state is the after-effect of taijutsu-related techniques or moves. Upon physical contact with something or someone whilst striking, the built up pressure will be released from said portion of the body, causing boiling hot water to be released outwards along with the blunt damage produced by the strike. The boiled water is hot enough to deal third degree burns. The water released is roughly a slash of about three gallons.

- Can be used four times per battle.
- State can only be maintained for a maximum of 2 turns.
- Must wait 2 turns before using again.
- While active, the user can only mold Water Techniques along with non-elemental abilities.
Approved:

(Ryuuchou Kawazoi Ryuujoukohaku: Gekitotsu Tsunami) Flowing River of Fierce Fighting: Clashing Tsunamis
Type: Offensive
Rank: A
Range: Short
Chakra cost: 30
Damage Points: 60
Description: The user will enter a hydrified state with his arms and hands as he gathers the moisture in the air and focuses his water chakra in order to grow his muscles to abnormal size, rivaling the Akimichi Clan's Expansion technique. Using the increase in strength as well as body mass the user is able to use the enlarged limbs to either attack with standard Taijutsu and Hozuki Techniques or in combination with other Flowing River of Fierce Fighting style techniques to strike target(s), object(s) or other things with his hands for a deadly attack. The muscle enlargement allows the user to reach out to the maximum distance of short range for increased reach. (5m)

-Can be used four times per battle.
-Lasts Three turns per use or until Canceled.

(Ryuuchou Kawazoi Ryuujoukohaku: Gekitotsu Tsunami) Flowing River of Fierce Fighting: Cleanse
Type: Supplementary
Rank: B
Range: Short
Chakra cost: 40
Damage Points: N/A
The user utilizes their knowledge of the body's muscular structure in combination with the special ability granted by the fighting style. The user will liquefy specific muscles or muscle group(s) in the body by entering a partly or wholly hydrified state. The liquefied muscles will then cause a rapid diluting of all of the lactic acids as well as other fatigue inducing substances within the body to fully cleanse one's self. This ability allows the user to fully recover from any fatigue induced state or otherwise paralyzed state by refreshing the muscles with water chakra. This technique by no means, heals the user in any way, it simply refreshes the muscles and removes fatigue as well as restores bodily functions from paralyzed states.

-Once per turn.
-Can't use for one turn afterwards.
- usable four times per battle.
-Can only be used to remove S rank and below drawback effects and paralyzing effects
approved:


Starfish Summonings
Learned here
Hitode Kuchiyose: Uchikina Bushō: Ippan Ruīji | Starfish Summoning: The Bashful Warlord: General Luigi
Type: Summon
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Luigi is a starfish from the Luidiidae family. He possesses seven long, slim tapering arms, and is generally known for his timid nature. Luigi's central disc and arms are of a dull yellow colour, irregularly blotched with dark green, brown and black. His unique colouration provides camouflage in desert and rocky regions and places with dense flora presence. Despite his shy personality, Luigi is a formidable opponent who specializes in the Wind element and Kenjutsu. He can use both techniques up to A rank with ease. Luigi has seven katana that are five metres long each. They are all strapped to his central disc, and can all be wielded at the same time. As is common in all Starfish summons, Luigi has as many eyes as the number of arms he has; in his case, seven. Luigi secretes saponins which he can inject into opponents in two ways — his tube feet and his katana. Luigi's arms are ten metres long and five metres high (same as central disc). He is capable of carrying just one person on his back due to his slim structure and can extend his arms up to long range. When summoned, Luigi sometimes enters the battle screaming his battle cry: “Lucky Luigi Launch; Number Seven!”, whilst spinning like a thrown shuriken with all seven katana wielded. As he spins, Luigi releases wind through his katana which allows him to easily cut through most obstacles in his way, thanks to the cutting properties of wind. This allows him to be used as a quick and effective means to attack in difficult situations and counts as an A rank move. Luigi can use all Star Arts techniques except the ones that are specific to a certain other Starfish. Luigi is resistant to attacks B rank and below.
✯ Lasts four turns; three turns if summoned as an attack; and can only be summoned once per battle.
✯ User must have signed the Starfish contract to summon Luigi.
✯ Must be summoned from the user's location.

How Luigi looks:
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Monkey Summonings
(Kuchiyose no Jutsu: Sun Wukong Hebereke ) - Summoning Technique: Wukong the Drunk
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage: N/A
Description:
One of the 5 great Monkey warriors that serve under Monkey King Enma, Wukong is 2 meters tall, wears a sake-stained white shirt and a blue sleeveless Haori over it with his name written on the back and white pants. Under his clothing Wukong's body is covered in brown fur. Wukong carries a jug of Sake and his black steel Bo with him at all times.
Wukong is a close combat expert with speed that matches Enma however he lacks the same raw strength as Enma due to his lack of training as he is more often then not, drunk. Due to his near constant state of intoxication he has become a natural in the drunken monkey style as well as being very proficient with his Bo.
Twice per battle Wukong is able to infuse his Bo with chakra and strike an attack or enemy with it, discharging the chakra into the target and causing great damage from a blunt chakra discharge that shatters Earth techniques up to A rank and cause bone shattering damage to a human body.
His speed is comparable to a Sage Ranked Taijutsu master and his strength is easily comparable to that of the 4th Raikage without his Lightning Armor, Wukong is capable of using Taijutsu techniques, mostly those from Strong Fist and not taking damage from Ninjutsu and Taijutsu attacks C-Rank and below.
-Requires monkey contract.
-Chakra strike counts as a move and can only be used twice per battle.
-Can only be summoned once and lasts 4 turns

Approved here:
 
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Professor Sarutobi

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Nekura Clan Techniques
( Bakudō no Shichijūkyū: Kuyō Shibari ) - Way of Binding Number Seventy Nine: Nine Sunlight Traps
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description:
The user makes four handseals, causing eight small portals to emerge on all sides around the opponent, a metre away. Keigoku flows from these portals, before forming itself into a multitude of ropes, that seek to ensnare the target. If they are successful in capturing the target and immobilizing him, a ninth portal opens up a few inches in front of his torso, and completes the binding, restricting the opponent from all motion. If the opponent however, avoids being caught in the ropes from the first eight portals, nothing occurs. Upon being bound, the opponent takes 30 damage due to being in contact with Keigoku, and gets a searing headache that disrupts his concentration.
This technique may be used only thrice per battle.
No Nekura techniques above A-rank may be used during the same turn and the next turn.

( Nekura Ichizoku Hijutsu: Zokugie ) - Nekura Clan Secret Technique: Unholy Conversion
Type: Supplementary
Rank: A
Range: Self
Chakra: 30 (+10 per turn)
Damage: N/A
Description:
Once the Nekura casts this technique, it generates a small portal in front of him. From then onwards, whenever he shoots out a technique from him or from in front of him, a little Keigoku goes from the portal into the technique ( i.e., if he uses a fireball, a sphere of Keigoku, tennis-ball sized hides inside the fireball, and attacks the opponent as well when the fire hits him, or even if the fire is blocked, it needs to be blocked as well ). However, it does not work when techniques are being cast that come from other directions ( such as spikes from under the opponent, or wind from the sky ) as the portal is not near them.
Since the amount of Keigoku used is small per technique, it only gives the opponent a headache and makes him lose concentration for a few seconds if it hits, however the effects stack- i.e, if the first time he loses conentration for two seconds, the next time his already weak mind loses focus for four, then six, and so on.
No Forbidden-rank Nekura techniques may be used while this is active.

( Dark Convergence ) - Kuro Shuusoku
Rank: A
Type: Supplementary/Offensive
Range: Short
Chakra Cost: 50 (+10 per turn active)
Damage Points: N/A (+15 to opponent for every taijutsu blow landed)
Description: The user will focus and open 4 human sized portals, one on each side of his body and a metre away from him, allowing massive amounts of Keigoku to pass through the portals and flow onto him. This large influx of chakra reacts with the symbol that every clansman has branded on them and causes it to go haywire, so to speak. Instead of projecting and guiding Keigoku, it causes the Keigoku to travel inwards, filling the user's tenketsu with keigoku, warping it's usage and causing the chakra to flow inwards, preventing Ninjutsu or genjutsu usage as long as it is active as the chakra cannot be molded correctly. As the Keigoku flows inwards, it corrupts the user at the very core, literally turning him into a solid manifestation of Keigoku, causing building damage to the user over a series of turns. Taijutsu attacks are augmented through the usage of this, adding properties of being exposed to Keigoku with each strike that lands.
Unfortunately, there are more drawbacks than benefits; the longer the user has this jutsu active, the more at risk he is of fatally harming himself from the reverted flow of chakra. If active for longer than two turns, upon deactivation the user can only use taijutsu attacks for two turns as it takes time for the user's tenketsu to start it's correct flow. The user also can not use any Keigoku techniques of S-rank and higher while this is active. While this is active, the user is vulnerable to sealing jutsus that seal away elements and/or jutsus.
The Nekura requires special training and must be Black Knight or above to utilize this jutsu. To add to this, this jutsu can only be used twice, lasting at a maximum of 3 three turns each turn with a build up period of at least 2 turns in between usage.

( Noroidzi Hari no Nami ) - Cursed Blood Needle Wave
Type: Supplemenary
Rank: C
Range: Short-Mid
Chakra: 15
Damage: N/A
Description: A simple but effective technique, the Nekura makes three handseals turning any existing Keigoku on the battlefield that he wishes ( such as that from any techniques the opponent dodges ) into a wave of sharp needles that then shoot at the opponent. Whatever the rank of the Keigoku technique this is used on, the needles will be of that same rank.*If struck by the needles, the opponent suffers from drawbacks of the Keigoku attack originally used (common effects are as small as small minor headaches to searing headaches, momentary loss of focus and temporary incapacitation for no more than 10 seconds).
Cannot be used on Keigoku attacks of S-rank and higher
Can only be used four times per battle.

( Togesuzumebachi no Ame ) - Rain of Stinging Wasps
Rank: A
Type: Offensive/Supplementary
Range: Short - Long
Chakra: 30 ( +5 per turn )
Damage: 60
Description: The Nekura clansman opens multiple portals in the sky, each one a few meters wide,causing small drops of Keigoku to fall from the portals like rain, in a shower of individual drops. Any non-Nekura caught in this rain will experience sudden sharp mental pain as the drops touch him. Due to the repeated falling of the Keigoku raindrops, they will not be able to focus enough to use techniques that require intense concentration ( Genjutsu, Fuuinjutsu, Medjutsu, etc. ) and cannot string together more than four handseals without pause.This technique can be used twice per battle; each use lasts for two turns, and there needs to be two turns gap between each use.
By sheltering under a suitable defense, the effects of this technique can be avoided.
The effects also apply to non-Nekura allies, and so this technique is not useful in combo battles or wars.

( Hadō no Kyūjū: Kurohitsugi ) - Way of Destruction Number Ninety: Black Coffin
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description:
The user makes six handseals, causing portals to emerge on all sides around the opponent, a few metres away. Keigoku flows from these portals, before forming itself into a black coffin-shaped box surrounding the opponent, large enough to trap two people. The box covers the opponent in all sides, including above and below ( however the portal from below only appears as the other sides have been fully created ); contact with it makes the opponent's head ache badly. As soon as the box forms fully, taking around the same time it takes to throw a kunai, spears of Keigoku manifest themselves on the walls and shoot inward, impaling an opponent caught within it. This causes severe mental agony, causing the opponent to feel exhausted and collapse temporarily for one turn.
This technique may be used only thrice per battle.
No Nekura techniques above A-rank may be used during the same turn and the next turn.

( Fōsurai ) - Force Lightning
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user, by using expert chakra control, moulds their Keigoku chakra before opening the portal. Through this method, the user creates a "pressure" of chakra behind the closed portal. Then, the user will open the portal within short range of themselves suddenly, letting the foul chakra explode out into the jutsu. The sudden appearance of such pressurized chakra creates a "flash" of chakra bright enough to momentarily blind dojutsu users and sensors (only if their dojutsu/sensor techniques are active). The Keigoku then shoots forward at the target shaped like lightning, causing pain and temporary incapacitation for one turn
Note: The "sensory/dojutsu blinding" effect lasts long enough for the lightning bolt to travel to mid-range and lasts only during said turn.

( Hansenshugi no Madokaoni ) - Tranquil Demon of Pacifism
Rank: Forbidden
Type: Offensive/Defensive
Range: Short
Chakra: 50 ( +20 per turn )
Damage: 90
The strongest defensive technique of the Nekura Clan, the member opens portals surrounding himself on all sides, and massive amounts of Keigoku emerge from the portal to engulf him and everything in short range of him with Keigoku chakra. When the portals disappear in a few quickly, the Nekura is enshrouded by a three metre tall construct of Keigoku in the guise of an oni, or demon. The construct wields a kanabo, or club, compoaed of Keigoku which it swings at opponents who come close enough. The construct's defensive nature, however, comes from the fact that it is able to perform a modified version of the Keigoku special ability Drain. When an opponent's technique strikes it, it smothers the technique and 'drains' the 'life' of the technique - i.e. - much like a human Nekura uses Keigoku to drain life from a person, the chakra-based construct uses Keigoku to drain the chakra of the incoming techniques. This disallows any chakra-based attack to pass through the technique and strike the Nekura.
However, there are a few inherent weaknesses to this. First, the construct cannot drain away the life of people. It can only drain techniques, much like a human Nekura can only drain people and not techniques. Second, per turn, it can only drain away techniques equal to 40 chakra points. Any more will bypass and strike the Nekura. Third, though it may drain the chakra from said techniques, those with a physical substance and enough force will still continue forward, just devoid of chakra at this point and weaker ( -1 rank ). This means that a fast and strong enough physical jutsu of S rank and higher, excluding those grown under the user, will be able to knock the user from the inside of the technique, causing his hold on it to cease and end.
Also, if an opponent, regardless of speed, touches the technique, he suffers great mental agony and trauma, similar to being subjected to Tsykuyomi, and also causing strokes and migraines with prolonged contact. However, the faster the opponent, the less damage he takes - opponents in 4th Gate and above can pull back fast enough to ensure only minor headaches
The Nekura must have had special training to use this technique and must be Black Knight rank or above. Furthermore, the Nekura can only use this technique once, which lasts until destruction or until the user is forced from the inside of the technique . If this technique is bypassed and the Nekura wounded severely, the technique dies and the Nekura collapses unable to move from his place for the rest of the battle; he can only use Ninjutsu or Genjutsu to fight. If the "oni" uses his club to strike an enemy ninja, it will count as a move of the user's 3 per turn. The club has a reach of up to Mid range of the user.
Each oni takes on a difference appearance depending on the user, with some Oni's having different melee ranged weapons, such as a sharp sword in place of a stick or club, all made of Keigoku.

Trained here:

Iwagakure Village Customs
(Doton: Buatsui Kanadzuchi)- Earth Release: Titanic Hammer
Type: Attack/Defense
Rank: B
Range: Short-Mid
Chakra: 20 (+10 per turn used)
Damage: 40
Description: The iwagakure ninja is well known for strength and his ability to use earth. With this jutsu, the user stomps his foot on the ground making a tall, skinny, but dense pillar shoot up from underneath him shooting him up. On the pillar, there is a handle, and the user can put his foot or hand through the handle to swing this large pillar as he pleases. The pillar is detached from the ground as soon as the handle is touched. The pillar is roughly 10 feet long and 6 inches in diameter, and its weight ranges in the metric tons. Because of its immense weight, the user must expend earth chakra to swing this pillar for use in taijutsu.

(Doton- Hebi no sōkutsu) Earth release- Den of Snakes
Type: Attack
Rank: B-rank
Range: Short-Long
Chakra cost: 20
Damage points: 40
Description: the user will spit out mud that will form a large sphere of earth on the users left hand. The user will then begin to spin it w/ his right releasing countless earth spiked whips that will make their way towards the opponent binding them and impaling them.
*Note: can only be used 3x per battle.


A-Rank



(Doton: Iwa Kyohaku Hougeki) Earth release: Rock Stars Bombardment
Type: Attack
Rank: A-Rank
Range: Short-Long
Chakra cost: 30
Attack points: 60
Description: the user summons a great amount of chakra into the sky where it gathers up earth to make a large rock boulder. The boulder then begins to break down creating rock windmill shurikens that rain down on the opponent making huge craters where they land.
*Note: can only be used 3x per battle.

(Iwadoton No Jutsu)- Rock Earth Style Technique
Type: Attack/Defense/Supplimentary
Rank: A
Range: Short-Long
Chakara Cost: 30
Damage Points: 60
Description:After the necessary hand seals, the user of this jutsu will place their hands on the ground and infuse the earth around them with chakra. Then they will erect a large amount of skinny but dense earth pillars from the ground, creating a earth pillar forest that rises up extremely fast striking multiple opponents from all angles around the whole terrian. This jutsu takes some seconds to perform but it is quick when released.
*NOTE: Can only be used two times per match

(Iwagakure Doton Kinjutsu- Chikyū no kurōn bakuhatsu) Village hidden in the Rocks Secret Earth release- Rock Clone Explosion
Type: Attack
Rank: A-rank
Range: Short- Long
Chakra cost: 30
Attack points: 60
Description: the user will focus his chakra into a previously made rock clone and make it unstable by compressing the charged chakra. His chakra will draw its particles closer together, building up pressure and making it as dense as it can be, till it explodes violently releasing rock shrapnel to add to the destruction. The explosion is as big as an explosion tag but the shrapnel covers short range around the location of the clone.
*Note: Can only be used once per battle.
*Note: Contact w/ the clone is not necessary.
*Note: Requires special permission from the Tsuchikage to use.


S-Rank



(Kuchiose: Kuji Yochi)- Summoning: Earthen Lottery
Type: Attack
Rank: S
Range: Mid-Long
Chakra: 40 (+15 for each extra turn used)
Damage 80
Description: This jutsu causes one 8-foot tall two headed dragon that emerges from the ground instantly. The user then focuses chakra into his feet into the dragons heads making them release rasengan sized rock shurikens, boulders, sand/dirt bullets of varying sizes, or powerful mud streams. These dragon heads can be angled if constant chakra is added.

(Doton:Yasen Gishi ) Earth style: Field Technician
Type: Supplemantery
Rank:S
Range:Short-Mid
Chakra cost: 50 for 2 turns
Damage points: N/A
Description: The user forms a series of handsigns and then applies their earth chakra into the ground at up to a mid range radius. When the user's chakra is in the ground, it makes it impossible for the opponent to use earth jutsus using earth from that ground for a short period of time. Because the user's chakra is diffused throughout an area of the earth, the opponent cannot manipulate that earth using earth jutsus.
*NOTE: Can only be used once per battle
*NOTE: Lasts for 2 turns
*NOTE: No Earth Jutsu for 1 turn after the jutsu has ended


F-Rank

(Doton: Kangoku Hateshiganai)- Earth Release: Eternal Prison
Type: Attack
Rank: Forbidden
Range: Mid
Chakra: 60
Damage: Varies (+20 to user)
Description: The user focuses enough chakra into the ground and makes one handsign making two huge boulders shoot out of the ground from the opponent's sides, slamming him dead on. They start encasing the opponent's body into the rock, soon encasing his hands to prevent handseals from being made. If the opponent doesn't find
a way out by the end of his turn, he is completely encased and has died of suffocation and crushing damage. Once the rocks inside are destroyed they start to grow back shortly, similar to the jutsu Jirobo used. Unless the rocks are hit with a jutsu of significant power in a certain spot, they regrow very quickly. The constant encasing of the opponent within the boulders necesitates the constant replenishment of chakra into the boulder through the ground. This makes the ground under the boulder harder than usual and also makes the inside of the boulders impossible to merge with because the user's chakra is constantly flowing through them.
*NOTE: Can only be used once per battle on one opponent at a time
*NOTE: User cannot use any Earth jutsus above B-rank the next turn
*NOTE: User cannot use any Earth forbiddens for the rest of the match

(Iwagakure Kinjutsu) Village hidden in the Rocks Secret Technique
Type: Attack/Supplemantery
Rank: Forbbiden
Range: Short-Long
Chakra cost: 50
Damage points: 100
Description: the user inserts a certain amount of chakra into a rock making it unstable and highly explosive. Once charged, the rock can be thrown by the user towards the opponent and be detonated at will. The resulting explosion largely depends on the size of the rock thrown and on the amount of chakra put into the rock. The explosions can range in intensity from the strength of a frag grenade to the power of a large amount of C4. This jutsu is undoubtly dangerous because the shrapnel from the rock as well as the shockwave from the explosion can hurt the opponent.
*note: the user can't use earth jutsu while charging the rock.
*note: only usable 3x per battle.
*note: not usable more than once every 2 turns.
*note: time it takes to charge the rock is as follows...
*same turn= B-rank explosion.
*1 turn=A-rank explosion.
*2 turns= S-rank explosion.
*3 turns= Forbidden-rank explosion.

(Doton: Bafometto no Tsūru ) - Earth Style: Tools of Baphomet
Rank: A
Type: Attack/Defensive/Supplementary
Range: Short - Long
Chakra cost: 30 (+10 per turn)
Damage Points: 60
Description: This technique allows the user to raise up dust and earthen particles from the ground, which are left to circulate in the air for up to three turns. The amount of dust raised is up to the users discretion, and could simply be the minimum amount required for the technique to work - and thus barely affecting the terrain, or it could even usher in a haze of airbourne earth particles that would reduce visibility. Once airbourne, the earthen particles can have additional chakra added to them, and through advanced manipulation they can undergo forced expansion so as to reach useful and manipulable sizes, expanding dust particles clumping together, and forming even larger aggregating expansions which can be shaped into constructs and tools according to the users desires. Up to two different constructs can be formed per activation, either individual constructs, or aggregational constructs (For instance a collection of spikes and a collection of boulders could be formed in the same turn, etc). These constructs can be utilized to attack or defend or for other purposes, and can be made to float regardless of mass, as the users constant drained chakra supply that is funneled into the dust (and by extension the created constructs) allows the user to maintain control and manipulate the tools, provided they do not perform any techniques above S rank. The brilliance of this technique is that, the user is capable of utilizing this within Iwagakure without the need of raising earthen particles, and instead utilizing the naturally airbourne earth particles. Utilization within Iwagakure means that the turn based chakra drain only occurs should the user choose to sustain a construct, otherwise this technique is simply activated through use of this technique, skipping out on the raising of dust and forming the constructs directly from the earthen particles.
~ Can only be used 3 times per battle, however a maximum of five activations can occur per battle. Meaning, that creating dust and earthen particles can be done 3 times but it is possible to use this dust once created, up to 5 times.
~ Earth particles can only be activated once per turn so as to form constructs, with each activation counting as a technique (Except for the turn in which this technique is first used). Each activation allows for the formation of constructs that altogether sum up to A rank in power.
~ The user cannot use techniques above S rank as long as this remains activate, unless utilized via the airbourne particles of Iwagakure, in which case the user cannot use techniques above S rank while sustaining the manipulation of a construct. This technique can be cancelled at any time
~ No other Earth jutsu above S-ranked next turn
~ Chakra sensors and Doujutsu users are able to still track chakra through the dust up to short range range
~ Expansion principles are similar to that displayed by Ninjutsu techniques that increase the size of weapons and so on, except simpler as it's merely enhancing a material producible by elemental chakra, rather than one that is not.

(Doton: Bafometto no Omo-Sa) - Earth Style: The Weight of Baphomet
Rank: A
Type: Defensive/Supplementary
Range: Short - Long
Chakra cost: 30
Damage Points: N/A
Description: By manipulating their Earth chakra into the ground below, the user of this jutsu causes small particles of Dust to rise up. The dust particles are microscopic, making it so that they wouldn't be able to deal any damage to the opponent, even if they were to get inside their body through opening such as the nose, ears or even any cuts. Their small size allows them to rise up from below the opponent unnoticed, should they reach and enter the eyes of the opponent, they'd cause minor irritation, acting as a ditraction but dealing no real damage. The real ability of the dust particles comes into play when the user adds more chakra into the dust particles. The dust particles, which would have taken the liberty of settling onto objects and opponents, will begin to rapidly aggregate towards chosen areas while also drastically increasing in weight. This will result in said objects being weighed down drastically, to the point where any sort of complicated movement would be made impossible, with simple movement being able to occur at half the target's speed, appearing to almost be happening in slow motion. The weight added increases over time, with the initial increase making the target ten times heavier than their previous weight, and continiuing to increase drastically as time passes. Thus, within the space of two turns this technique could even seal the movements of those who have insane and, almost immeasurable physical strength; such as the Demonic Statue of the Outer Path. The weight would steadily continue to increase allowing it to easily way down even EIG users. The brilliance of this technique, is that if utilized within Iwagakure, the user can skip the first part of raising dust and simply utilize the earth particles that naturally float within the air of the Land of Earth. Allowing this jutsu to be used at a faster, more stealthy pace.
~ Can only be used three times
~ No Earth jutsu above S-rank in the same turn
 
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Professor Sarutobi

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Going to add these to the main post later
(Doton: Tsūki no Jutsu)- Earth Release: Venting Technique
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: After performing an earth technique, the user will will channel even more chakra into it and perform the Tiger→ Ram → Monkey → Ram → Snake handseals. By compressing the earth within an earth technique starting from the bottom , the user will force the air bubbles confined between the spaces of the earth to the surface. As the air pockets are forced to surface of the technique, the user will release the pent up air by opening small exit points on any part of the surface of the earth. A sudden and violent burst of air is released from the earth due to the confined pressure of air and the compression of it against the surface. The burst of air is capable of neutralizing a single, directional lightning techniques up to A-rank per use. (such as a beam, laser, spear, etc)
*Note: Can only be taught/used by Selendrile
*Note: Can only be used twice per battle
*Note: The user must have a medium for the chakra to travel through such as the ground, or maintain constant contact with an earth projectile
*Note: No Doton techniques above A-rank the next turn

Learned from Selen here:

Genjutsu: Naraku-Ryouken de Akunochimata|Genjutsu: Hellhounds of the Underworld
Rank: S
Type: supplementary
Range: Short - Mid
Chakra Cost: 40
Attack Points: N/A
Description: The user will bite his hand and form five handseals and slam his hand on the ground, causing the opponent to believe he is performing a Summoning of some sort. In all actuality, it is a Genjutsu. By slamming his hand onto the earth, the user activates the Genjutsu. Upon activating, the opponent starts to hallucinate and thinks he has seen the user summon creatures from deep within the Underworld called Hellhounds. The user then makes the Hellhounds rush at the enemy, seizing each of their limbs, negating movement. What really happens is the oppoenent's movements are restricted and the enemy cannot move. *Can only be used once a fight*
*After using, the user cannot use Genjutsu for three turns*
*Since the opponent will think it is a summoning, he might be tempted to throw kunai and other objects as the hellhounds. If this happens, the kunai will just appear to bounce the hellhounds and they will keep going*
*No other S-rank jutsus can be used that turn*

Learned from Madara Uchiha here:

(Doton/Suiton: Boukun Rokujou) – Earth/Water Release: Tyrannical Aggravation
Rank: S
Type: Supplementary/Defensive/Offensive
Range: Short
Chakra cost: 40
Damage points: N/A (80 damage if used to attack the opponent)
Description: The user will release their doton chakra into the ground to cause two colossal armoured prehistoric crocodile-like creatures composed entirely of earth (and coated in adhesive mud) to surface beneath or around their position, each being the same size as the A-Rank Stone Golem. The user will then focus their suiton chakra into each of the creatures to cause the humanoid crocodiles to secrete a dense layer of adhesive water (Similar to Water Release: Starch Syrup Capture Field) from every point on their gargantuan bodies, causing the already present layer of adhesive mud to fuse with the sticky water to make for a very dense, viscous and adhesive mixture. As a result the crocodiles become capable of traversing through even the densest and stickiest of mediums e.g. Swamp of the Underworld. This makes them extremely proficient in swimming through similar liquids, with their maneuverability being heightened the denser the medium they are traveling through. On land, these creatures are extremely sluggish, in water or when they are submerged with solid ground, they match the speed of an average aquatic creature, in adhesive mud and liquid metals, their speed is unsurpassed, partly because they aren't hampered by the sheer viscousity of such mediums. The composition of the adhesive water/mud-like layer grants it properties of being both extremely viscous and an unparalleled level of stickiness. The viscosity of the mixture makes it so that weapons or physical objects can only partially pass through it until they run out of momentum, making Taijutsu and Kenjutsu which involve physical interaction ineffective against these creatures, as the user's body/weapon will cling to them, preventing further maneuverability. This also translates to kunai, swords and other projectiles become trapped inside the mixture. Its stickiness also grants it the effect of being able to congeal semi-solid elements together such as: Sand, Gold sand and Iron sand. Rendering them ineffective as they can no longer reform and reshape, a property they depend on in combat. This interaction is similar to the 2nd Mizukage's oily water breaking down Gaara's sand, but on a much higher level, making it capable of affecting all sand-based elements. One final property granted by the adhesive water/mud-like layer is that the creatures become extremely resistant to burning and heat based elements (due to infusion of water), protecting the hard, rocky interior of the large beasts. Alternatively, these crocodiles can be used whilst the user is submerged in a swamp or they can be spewed directly from the user's mouth, meaning the user doesn't have to be in contact with the ground to use this technique. The crocodiles also possess extremely long jaws capable of biting down with crushing force and spiked tails which can be used for physical attacks. In terms of defensive capabilities, each crocodile can neutralize up to: S-Rank Fire, S-Rank Water, A-Rank Wind, B-Rank Lightning and B-Rank Earth. However, in neutralizing these jutsu, they will be destroyed in the process.

Note: Creatures last for a maximum of four turns
Note: Can only be used twice per battle
Note: Can only be taught by -Venom-
Note: Counts as 2 moves from the users 3 per turn limit.

Learned from Venom here:


(Genjutsu: Hatsuchi Hanshouko) - Illusionary Arts: Mother Earth's Breed
Type: Supplementary
Rank: A rank
Range: Short - Mid
Chakra: 30 Chakra
Damage: 60 Damage
Description: The user will perform 3 dumb handseals (bird > rat > snake) and focus chakra into the target's mind, putting them under an illusion where they will feel as if butterflies were moving inside their stomach, when truly it's flies what is moving inside them, thousands of flies, then due to the huge amount of flies inside of them, they will start to come out from the target's ears, mouth, and nose aswell as start flying around them randomly, while many that still remain inside them, will begin to eat their internal organs, this will cause the target to feel disgusted and tormented by the flies eating them from within as well as crawling out of their face.
- May be used x2 per battle, but not in consecutive turns.
- No B rank or higher genjutsu the next turn.
- May only be taught by Lokí

Learned from Loki here:

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

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

taught here:

Earth release: Broad Kick - Doton: Hiroi Kikku
Type: Offensive
Rank: B Rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: Broad Kick originally started off a simple taijutsu attack; the user would dash towards the opponent, jump and deliver a kick to the opponents chest/face thus sending them backwards. Now in the improved version the user would channel earth chakra into their kicking foot, and upon the contact with the opponent the user will cause the a pillar of earth to 'shoot' from his foot, the pillar would send the opponent flying into mid range. Then user can even choose to add some basic shape manipulation to the pillar.
-Usbale 4 X
-The earth would be connected to the users foot, but through a simple chakra burst the user can seperate his foot from the earth.
-Compeltion of Earth & Taijutsu training are required.

Genjutsu: Dementor's Seppun(Illusionary Arts: Dementor's Kiss)
Type: Offensive
Rank: A rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: After performing four hand seals, the user places the target in an illusion through sending his/her chakra to the targets brain. Inside the illusion the target would see a cloth-like being descend from the sky towards them. The target, upon the appearance of the being, would be unable to move due to ice emerging from the ground encasing them completely and preventing their movement(Target's head does not get encased with ice). As the being gets closer to the target, (s)he would begin to feel colder, the ice would seem to strengthen and tighten as it gets closer. As the being, named dementor, reaches the target it begins to 'suck' out the targets 'soul' through a 'kiss'(not necessarily a actual lip on lip kiss, it can be performed with the dementor's 'mouth' a few inches away.) The target would see a light blue line emerging from their mouth through the ice, said line would represent the target's 'soul'. As the 'soul' is being 'sucked', the dementor would fabricate fake illusions which the target would experience. The illusions would be intense enough to cause mental damage. Said illusions would usually be of anguish, torture, and sadness, of course the scope of the illusions intensity depends on the user's desire. Furthermore, the ice that had been strengthening and tightening as the dementor got closer would shatter inwards when the mental damage is delivered, this deludes that target into believing that (s)he had experienced both mental and physical damage, while in reality it was only mental damage.
-Usable 3X per battle.
-Must have illusionary arts training completed.
-No illusionary arts above A rank can be used in the same and next turn.

(Dizorubu) Dissolve
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Once in a suitable range the user would take a step forwards with his left(right) foot, then raise his right(left) leg in an attempt to deliver a front roundhouse kick in which his shin is drawn back. The kick would be aimed towards the opponent's stomach. Naturally, the kick follows a counter clockwise arc pattern. The attack would appear simple but it is actually a set up. The roundhouse kick was simply a ploy. A ploy that sets up the crescent kick. The moment the opponents guard is brought up the user would perform multiple actions simultaneously: He would unexpectedly move his left(right) leg around so that the tip of his foot is away from the opponent (heel is facing the opponent ). The user would snap his right(left) leg chin upwards, not losing momentum while doing so. This is done with adequate hip movement, naturally. The entire process leads to the user's right(left) foot slamming onto the targets unprotected face. The attack could be used to send the opponent flying several meters back.
-4x per battle.
-Completion of basic tai training

Taught here:


Re: Gen trade- Prof and Loki
(Karei ni ikou! Rooringu...Sandaa!) - Keep it classy! Rolling Thunder!
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user begins by lowering his head while tucking his arms in a boxing stance and starts a swaying movement pattern, weaving his torso back and forth and using the torque to add power to a barrage of left and right hooks as he sways. Each hook follows from a diferent angle than the previous one. The Rolling Thunder is comprised of five rolling punches - If the final rolling punch connects the user follows with an uppercut directly to the chin. This sends the foe hurled through the air and sprawling across the field. Because the technique is based on the user's swaying dexterity, if used while in Drunken Fist, the attack's overall efficiency increases, gaining +10 damage.
~ Usable twice per battle.

Taught here:

(Genjutsu: Baghuul no hōyō) | Illusionary Arts: Baghuuls Embrace
Type: Supplementary
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: N/A
Description: The user will start off by forming three hand seals, and induce a dormant Genjutsu on the opponent. The Genjutsu would cause the opponent experience effects based on the materials they come into contact with, as it encompasses three materials, namely; mist, dust, and steam. Through either the opponent's mist, or the users, the opponent will experience the mist to become colder to the touch and start to constrict them as it gets more compressed, and presses against their body, limiting their movements within the mist and making it difficult for them to traverse through it. Through dust formed with Earthen/Wind techniques, or the user/opponent's, and when under the effects of this Genjutsu, the opponent will encounter a tingling sensation, as it feels like the dust enters into their pores, or through every open orifice and drastically increase the opponent's weight, of their clothes and their own body, making them slower as they perceive themselves to be heavier, and causing them to move at two ranks lower than their normal rank when affected by the Genjutsu. Through either the opponent's steam, or the users, or when two techniques clash and create steam, the Genjutsu will take effect. The opponent would perceive the steam as having acidic properties, as their skin begin to form boils and sores, and the acidic nature of the steam would affect the opponent's clothes as well. In reality, nothing happens to the opponent, only within the Genjutsu. Only one of the effects can be done at a time, and after doing so, there should be a two turn cool down between them.

Notes:

-Can only be taught by Detective L.
-Can only be used three times a fight.
-No A rank and above Genjutsu in the next turn, and S rank and above in the one after that.
-A two turn cool down between each effect of the Genjutsu, and only one effect at a time.

Taught here:

(Futon kaze hoi-ru : wind style: wind wheel
Type: offensive/supp
Rank: S-Rank
Range: Short-mid
Chakra: 40
Damage: 80
Description: The user will make 3 hand seals and form a wheel of wind around themselves. Using this wheel the user can travel towards their enemy and then get out of it throwing it at their enemy or throw it from a distance. The wind wheel is cable of cutting threw A rank earth and while the user is inside the wheel can defend against weapons.
Note: can only be used 2 times per match
Note: can’t use any jutsu while inside the wheel.
note: Goes fast enough to knock away incoming weapons and doesn't increase the users speed the wheel being able to move the user around does not increase his speed. And throwing it it goes as fast as a normal weapon goes when thrown ( the same speed as lets say a kunai.)

Taught here:

Suiton: Suika Taijutsu) - Water Release: Hozuki's Body Modification
Rank: B-A
Type: Defensive/Offensive
Range: Short - Mid {Long}
Chakra cost: 20-30 (-5 per turn)
Damage points: 40-60
Description: Through the usage of this technique, the user will enter a hydrified state or manipulate his already activated state. Taking full advantage to manipulate one's body structure through the liquid state, the user will extend his limbs to deal ranged attacks, combining taijutsu and ninjutsu, being very similar to Gozu and Mitsuki's extending abilities to the normal eye (appearing as normal limbs that extend.) Not only can the user extend his limbs, but also artificially create new ones out of water, by materializing it or releasing it from his body. These could range from, extra arms that would function as normal ones, to even pair of wings to bestow the user the ability to fly or extra pair of eyes. When dealing long range attacks the user can materialize crystalline layers of water that hover in front of the striking limbs in order to increase the potency of the attacks or even combine it with a layer of adhesive syrup to stick targets and draw them in closer. Naturally, this technique allows the user to blend into other water sources, either naturally or self made, allowing him to use the source as means of extending the range and versatility of his attacks. (ie: Blending into a pond and extending a liquefied arm from afar). Blending into water sources will leave the user completely undetected unless found through sensory means.

⋩ A-Rank can be used four times per battle.
⋩ Can only be used by Hozuki Clan Biographies.
⋩ While active, the user can only mold Water Techniques along with non-elemental abilities.

Taught here:

Genjutsu Ogi: Itazura) Secret Illusion Arts: Prankster
Type: Offensive | Defensive
Rank: A -Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description:
The user will form 3 handseals, causing a genjutsu to occur. While the target holds a weapon or instrument(anything you can hold), the user is able to use this genjutsu to make it appear as if the held object turns into an animal(based on the user's contact). The illusionary animal then attacks the target, grabbing there limbs and preventing them from moving. This can also work on elemental techniques used by the enemy, having the technique appeared to have changed into a animal as well. This adds some uniqueness as the user can make the animal appear as if it was created from the element its self, meaning creating a fire fox if used on a fire technique etc as an example. The technique lasts for 3 turns to which the user can transform as much objects as they want within this interval. The user can also add extra effects like smoke , heat(for fire) and so forth as well to add more realism.

*Each usage lasts 3 turns*
*Can be used twice per battle*
*Can only be used by signers of an animal contract*

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

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

Taught here:


Prof Sarutobi and Drackos
(Suiton: Tengoku Kanrinin) – Water Release: Heavenly Custodians
Type: Offensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-15 per turn)
Damage: N/A
Description: A technique in which the user releases suiton chakra from either their body, manipulates a water source, or the moisture in the air to create familiars. Should the user use this technique to manipulate the moisture in the air they can only create familiars within short-range of their position; however, should the user manipulate a water source the creation of the familiars can reach up to long-range. The familiars created from this technique share certain characteristics. This includes the nature of their composition and their basic abilities. The nature of the compositions of the familiars is that of a thick, viscous, glue-like water which is highly condensed to make them effectively solid. Additionally, the familiars are imbued with a limited form of sentience which feeds upon the user’s chakra allowing them to act autonomously from the user and respond to his or her will. This technique can produce two familiars, each unique from each the other. The user can create either one or both of the familiars but can never create two of the same familiar. Should the user create one, it will possess S-Rank capabilities. Should the user create both they will both possess A-Rank capabilities. Both familiars are shaped into humanoids upon creation and are roughly the same size as the user. They both move at the speed of an average kage ranked ninja.

Vothdar; Vothdar is one of the unique familiars that possesses the unique ability to manipulate his being and form into a sticky water with properties identical to that of Water Release: Grudge Rain Technique. Through this Vothdar becomes capable of draining 50 chakra with those he comes into contact with and can store that chakra within his body. To absorb chakra Vothdar simply needs to come into physical contact with an opponent and initiate the technique to manipulate his composition at the cost of a move. Alternatively, Vothdar can also absorb the chakra from an opposing technique allowing him to reconstitute himself and create a sort of self-regeneration. What this means is that Vothdar must be completely destroyed within elemental weaknesses and strengths of Vothdar's creation strength (A/S Rank). in order to be neutralized. Additionally, for each 50 chakra or technique absorbed the user can then have Vothdar merge with the user’s water techniques. This in essence causes Vothdar to enhance a water technique by +10 damage for each technique or 50 chakra drained from a target. Doing so will terminate Vothdar.

Vol Anari; Vol Anari is the other of the unique familiars that possesses a powerful variation of the Hiding in Mist Technique as its ability. Vol Anari can disperse its body into a thick, heavy mist and can move about the battlefield in this state at the speed of a Kage Ranked ninja. This can be done either passively or at the cost of a move to evade a technique within reason and elemental weaknesses and strengths. However, Vol Anari’s ability comes with a twist. Through its sentience Vol Anari becomes able to, in its mist state, surround an opponent and similar to Gaara’s sand manipulation abilities quickly condense on the opponent’s body and crush them under immense pressure as Vol Anari reforms. This is done at the cost of a move and the strength of the pressure is equivalent to the rank of Vol Anari’s body. Meaning if Vol Anari is created in conjunction with Vothdar the technique will produce an A-Rank strength. If Vol Anari is created alone, it will possess S-Rank strength.

Note: Can only be used twice per battle.
Note: Familiars will remain on the battlefield for a maximum of four turns.
Note: After this technique expires or is prematurely ended no Water techniques above A-Rank for the same and next turn.
Note: Can only be taught by Drackos.

Taught here:
 
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