Jamihoro [031] Medusa vs Grommash

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Coming from https://animebase.me/threads/dentong-006.755822/#post-21976765


Medusa would be the first one to target Grommash and his clan. Grommash can be seen stuffing his face with food and meat on a large wooding table alongside top officials in his clan. Others were present, downing large quantity of ale. Some even starts fighting each other over food and they hack themselves to the ground. Seems the savages have not noticed Medusa yet. Riku would have circled round to approach from another angle but also out of the range of what Medusa is going to do next. Medusa would release an invisible pulse of energy that would permeate and stick to Grommash and his entire clan of barbarians. Although she knows it won't go unnoticed but a plan was set in place. As soon as the pulse passes through, even before Grommash could collect himself as to what was going on, Riku would have made himself airborne while activating both Deva and Preta Paths. Riku would land on his feet in the middle of the entire clan and immediately releases a mid range pulse of gravitational energy, sending Grommash and his men flying all around. Though they know Grommash probably would take less damage from the attack but the same could not be said to majority of his men.

After the blast, Grommash would be the main focus for Riku and Medusa while Crona would devise a way of dealing with the rest of the clan. Medusa would go ahead and while the Grommash would momentarily be disoriented from the push, weave a single handsign and a several large thunderbolts would descend from the sky upon Grommash, homing on him should he try to escape. Judgement of Valhalla is augmented by Crona passively. Additionally, the thunder clouds would already have gathered courtesy of Medusa's previous jutsu and release a large bolt of lightning each towards Grommash and the surviving clan members dealing S-rank damage each and would continue every following turn.


Seinaru Aganai: Supirittsu Obu za Supiritto - Sacred Purgation: Fruit of the Spirit
Type: Supplementary/Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A(Depending on the lightning technique attracted)
Description:
A lightning based technique of the Sacred Arts.
After 2 handseals, the user would release a pulse of harmless electric polar charges in an omnidirectional manner. The pulse is similar to the way an EMP is released and thus it won't interact with any matter whatsoever except for organic biological matter such as, the skin, plant etc. Once it passes harmlessly through organic matter, it sheds a polarized part of it all over the organic matter. In this case, the target matter is entirely clad in invisible negative charges. Similar to the way negative charges are abundant within the earth surface thus why electricity is easily attracted and channel through it, the matter would in turn, constantly attract electricity and lightning technique, while passively, due to the great force of attraction of the over abundant negative charges which is now much greater than that of the Earth, would spontaneously cause the formation of thunder clouds which would release a single bolt of electricity towards the attraction once per turn until the target purges himself off the charges. The target's force of attraction would cause lightning techniques, both his or his opponent's to be attracted to him, as they home on him wherever he goes. Elaborately, if the target sends out a lightning technique, it would precariously turn back towards him while homing on him. The user's lightning technique targeted at the victim would now move twice as fast towards him due to the force of attraction plus the force by which the user send it towards him. By purging oneself, one is able to free himself of the charges. The thunder clouds dissipates once the charges have been undone.
Usable 2x per battle
No lightning above S-rank the turn this is used.
2 turns in-between usages.
Lightning bolts from the thunder clouds is equivalent to the rank of the technique itself.
( Tendō ) - Deva Path(passive)
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user activates the Deva Path which grants him the ability to manipulate attractive and repulsive forces allowing it to repel or attract objects or people, mimicking at some extent gravity. The path allows him access to the various gravitational abilities such as Shinra Tensei, Bansho Tennin and Chibaku Tensei.
Note: Can only be used by Rinnegan biographies for the activation of the path and will remain continously activated.
( Gakidō ) - Preta Path (pasv)
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user activates the Preta Path which grants the ability to absorb any chakra based attack using the Blocking Technique Absorption Seal, the user could absorb an infinite amount of chakra in any form. And the technique can be used in direct physical contact and absorb their chakra from their body or to create a barrier around them to absorb incoming Ninjutsu techniques.
Note: Can only be used by Rinnegan biographies for the activation of the path and will remain continously activated.
( Shinra Tensei ) - Divine Punishment
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short
Chakra: 40 ( +20 per extra range )
Damage: N/A
Description: Using the Deva Paths abilities to manipulate gravitational forces, the user will repulse and push away anything around him up to a given range, in all directions, producing an omni-repulsion effect. The force and repulsive effect is absolute, affecting both energy and matter alike. The technique itself can be used with different ranges/sizes, depending on how much chakra the user spends for the technique and can even, in its smaller form, be sustained, forming a static defensive field instead of a wave-like effect.
Shōkibo - Small Scale: the user will push away anything around him up to short range. The offensive power in this size is not that high as it hits opponents but can still do severe damage. It isn't, however, fatal, boasting a physical 40 damage. If the user focuses this ability with the help of his hands he can sustain a defensive absolute repulsive field around him. He can't, however, do any technique while he is sustaining it and he can only sustain it for 2 turns. Once used, takes one turn cool down to use gravitational related techniques again.
Chūkibo - Medium Scale: the user will push away anything around him up to mid range. The offensive power in this size is severe, sending opponents flying backwards with enough force to, if not defended properly, leave near fatal physical damage. Although not directly fatal, the technique boasts a physical damage of 80. If the user focuses this ability through one or both hands, he can push away a specific target or technique alone, instead of producing the normal omni-repulsive wave. Once used, takes 2 turns cool down to use gravitational related techniques again.
Ōkibo - Large Scale: the user will push away anything around him up to long range. The offensive power of the technique is devastating and anything in its path that doesn't manage to defend properly is left obliterated. Its fatal if unguarded, boasting a physical damage of 160. Using this techniques poses a great deal of danger to the user as he damages his chakra pathway itself to be able to mold sufficient chakra to perform it. Once used, the user loses the use any gravitational related techniques for the remainder of the fight and is unable to mold chakra for techniques above A-Rank for 5 turns.
Note: The technique is immune to normal Elemental Weaknesses and Strengths and as such can't be blocked or stopped. However, the enemies can still use techniques that prevent or reduce physical damage to their bodies to survive its effects or escape its range through a fast enough technique. This means that in the large scale, while the technique can't be stopped or directly countered, enemies can still manage to survive if the logically counter.
Note: can only be used by Rinnegan bios with the ( Tendō ) - Deva Path active
(Raiton: Vuaruhara no Handan) | Lightning Release: Judgement of Valhalla
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80 +10+30
Description: By performing three handseals and infusing chakra into the sky, the user will be capable of calling down large lightning bolt(s) (up to eight) from the air. Each lightning bolt can have a radius large enough toaffect an area up to short range in size, making them powerful and large enough to pierce gigantic holes through even the largest of summons. As the lightning bolts descend they will rapidly charge the air around them, creating a field of electricity that, similar to ‘levitating blades’ will result in anything within short range of the lightning bolt being forced to levitate, and subsequently drawn in towards the lightning bolt through attraction at the speed of the lightning technique. When the lightning bolt strikes the ground, it will not immediately disappear, but will instead linger as a pillar of lightning after its initial earth shattering impact. Alternatively, the Lightning bolt can be made to disperse upon impact with the ground into an unfocused current so strong that it will charr the earth black as it conducts into the ground, while also neutralising any earthen based chakra within the ground on account of its chakra nature. Naturally, the user will be unaffected by any of the Lightning’s conduction effects as it is their chakra, meanwhile the effects of the Lightning bolt will completely expire after two turns.

Notes:
Can only be used 2x.
No lightning techniques above B rank for the rest of the turn.
Two turn cooldown between uses.
This would not normally add any augmentation to the user nor would it increase the user's domestic or sage chakra but if the user is in sage mode or has a DNA make up to accept nature energy, the chakra would be used to boost the user's ninjutsu damage up to Crona's rank , boosting it by +20 (but only +10 for S-rank moves) . However, this can only be done on one technique per turn. This boost is regarded as a passive boost.

Chakra
2646 -40-20
2586

Sage Chakra
204 -10-10-10-40-40
94


Issued by: Concerned citizens of Taniagakure
Special Classifications: S-rank, PvE, Child of Tiamat, Sea of Life
Name(s): Grommash Hellscream of the Warsong Clan

Orders:
Fight off, and kill Grommash Hellscream and his Warsong Clan.

Wanted For: Taking over the easternmost of the Five Forts, extortion, murder, treason.

Bounty:
The inhabitants of Jamihoro (031) are offering 2000 kumi ( +500 to a member of Taniagakure )

Special Information:
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Gul'dan: "Drink, Hellscream, claim your destiny. You will all be conquerors!"​
Grommash: "And what Gul'dan must we give in return!?"​
Gul'dan: "Everything."​
Grommash: "We will never be slaves! But we will be conquerors!"

Once a powerful, and wise, war-chief of the mighty Warsong Clan, now an acolyte of the Mother Cult a prisoner to the rage and bloodlust that swells through his veins. He made a deal with a self-proclaimed warlock, who offered him and his clan unimaginable cosmic power via the Sea of Life. Grommash drank the Sea of Life and was imparted, a sickly power, that of the Children of Tiamat. While the world was focused on the Hokubu, and then the Valley of Frost, Grommash and his brigands overwhelmed and overtook the easternmost of the Five Forts.

Before his fall from grace, Grommash was a strong brigand leading the Warsong Clan all across the Land of Fire now, he is even stronger tapping into the Sea of Life. He, however, was lied to and did indeed become a slave of the Mother Cult bound to follow their wishes and wreak havoc upon the Land of Fire in their name. That is after he was able to slay the same warlock that had cursed him with this twisted and gruesome power.

Hellscream went on to extort the farmers and residents of Jamihoro, stockpiling their goods, and outright slaughtering those who would not follow his rule. This was done when Taniagakure and the rest of the world was distracted with the Primordial Goddess of Life, his tactical mind saw and opening and he and his Warsong Clan took that opening. They now wait for anyone bold enough or strong enough to fight them off. The people of Jamihoro call out for aid, for protection, and for someone, anyone to fight for them.

Grommash Hellscream is a Jounin Level threat, having access to Fire, Earth, Wind, Lightning, Yang Release and taijutsu up to S rank, access to the Sea of Life up to S rank. Grommash has access to the Eight Inner Gates and moves at Jounin speed without augmentations ( 8 ). He has 260 health, takes 30% less critical damage, his body is covered in patches of hardened grey chitinous-like skin, he has large pronounced fangs a jutting jaw and he has piercing red eyes. This bounty can be completed and claimed by any shinobi, but the people of Jamihoro are willing to pay their own members of Taniagakure extra to complete this for them.

A fight must last five turns minimum to claim the bounty. This bounty is a one and done bounty.

When completed link @Howard for payment.

Rendezvous: Jamihoro (031)
 

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Grommash's Move



He has not even begin to to enjoy himself when a pulse of energy ran through him. He even thought its from one of his minions, experimenting while they fight each other but from the looks of it, this one is rather strong compared to what he has seen or felt. However, he could not see any damaging effect done to him. All his minions too seems not affected. He stopped stuffing his face and tries to look around when he hears a large thug in front of him.

How dare you disrespect.....

Before her could even finish his sentence, he was pushed by a massive force that sends him flying and almost knock him unconscious had it been he is not strong. Most of his heavy clothing were torn of him but luckily, he had held in to his large axe in the nick of time and did not let go. His minions however, much could not be said for them for most are knocked out from the blast.

Grommash rises to his knee leaning on his axe on his right hand. He looked up to thee now clear area and roar. He gazes upon Riku and Medusa. Riku stands 15m to his front while Medusa stays 16m behind him. He reckons the jutsu that just hit him was made by the one in front of him. The chief would make another roar, this time around, a large wave of wind would leave his mouth toward Riku. As the lightning from above strikes, Grommash would open gates up to the 6th gate and moves quickly away towards Medusa at alarming speed while swinging his axe to cleave her in two. He would use the single movement to move away from the striking points of the lightning bolts and also try to strike Medusa with a single quick blow. Opening the gates also purges Grommash of the negative polar charges from Medusa's jutsu thus the thunder clouds that form afterward would not target him but his other clan members.


(Fūton: Shinkū Renpa) – Wind Release: Serial Waves
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: After performing a the required hand seals Rat → Snake → Horse → Dog theuser takes a deep breath and exhales several blades of wind at different angles, by rapidly moving their head in various directions. The power of this technique can be dramatically enhanced when utilised in conjunction with the effects of extreme suction, such as that generated by the Baku, where the augmented attack proved effective enough to even slice through the defences of a complete Susanoo.


( Hachimon ) The Eight Inner Gates
Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description: The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body. The user opens the gates in sequence, up to the desired gate to achieve its effects. Opening the gates is a fast process and can be done in mere moments up to the desired gate. EIG Masters can do so easily and in a passive way (not spending a move). When one opens up to a given EIG, that opening lasts 4 turns. Opening additional gates upon the last turn of the active opening adds 2 turns. However, there is an exception. Opening the last and 8th gate can only be done for 2 turns, even if the user opens it immediately.

(Kaimon) - The Gate of Opening: The user activates The Gate of Opening or First Gate, which is located in the brain. This gate removes the restraints of the brain on the muscles so he can begin to access 100% of their strength. Unlocking this gate allows the user to use the Front Lotus. This gate adds +5 damage to Taijutsu and the user becomes 1.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -5 damage per turn.

(Kyūmon) - The Gate of Healing: The user activates the Gate of Healing or 2nd Gate (also named Rest Gate) which is located in the brain. Forcibly increases one's physical strength and temporarily re-energizes the body. This gate adds +10 damage to Taijutsu and the user becomes 2x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -10 damage.

(Seimon) - The Gate of Life: The user activates the Gate of Life or 3rd Gate which is located in the Spinal cord. The increased blood flow turns the skin red. Allows the user to use Hidden Lotus. This gate adds +15 damage to Taijutsu and the user becomes 2.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -15 damage.

(Shōmon) - The Gate of Pain: The user activates the Gate of Pain or 4th Gate (also named Wound Gate) which is located in the Spinal cord, lower than the Seimon. Increases the user's strength and speed. May cause muscle tissue to begin to tear on use. This gate adds +20 damage to Taijutsu and the user becomes 3x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.

(Tomon) - The Gate of Limit: The user activates the Gate of Limit or 5th gate, which is located in the abdomen. Increases the user's speed and power. This gate adds +30 damage to Taijutsu and the user becomes 3.5x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.

(Keimon) - Gate of View: The user activates the Gate of View or 6th Gate, located in the stomach. Increases the user's speed and power. Opening of this gate releases such enormous amounts of chakra that it can cause nearby water bodies to form a vortex around the user. Allows the user to perform the Morning Peacock. This gate adds +40 damage to Taijutsu and the user becomes 4x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -25 damage.

(Kyōmon) - The Gate of Wonder: The user activates the Gate of Wonder or 7th Gate which is located below the stomach. Those who open this gate will pour glowing green sweat from every inch of their body, which immediately evaporates from their own heat energy, creating an aura which people would mistake as a green chakra coating. However, the side effects of opening the gate are that the user's muscle fibers are ripped to shreds after exiting this gate, causing intense pain if anything or anyone touches him. Allows the user to perform the Daytime Tiger without great strain on the user's chakra. This gate adds +60 damage to Taijutsu and the user becomes 7x faster. This gate also adds +20 chakra and damage to Ninjutsu. User suffers -40 damage.

(Shimon) - The Gate of Death: The user activates the Gate of Death or 8th Gate, located at the heart, requiring the user to puncture their chest just above the heart in order to open it, enabling the user to achieve what is described as The Eight Gates Released Formation" ( Hachimon Tonkō no Jin ). Opening this gate will cause the user's blood to emanate a flaming aura of red steam, the so-called Steam of Blood ( Chi no Jōki ) from all pores of their body, hair, and eyebrows. Releasing this gate uses up all of the body's energy while making the heart pump at maximum power. Exceeding the power of every other gate, the user is temporarily granted approximately a hundred times their normal power, far beyond that of the five Kage. Once activated, those who are capable can perform the Evening Elephant and the Night Guy. The side effect of opening this gate is that it comes at the expense of the user's life, causing the user to crumble to ash after their chakra runs out, having virtually cooked themselves from the inside-out. This is unlike opening the other gates, which simply injure or damage the body. This gate adds +120 damage to Taijutsu and the user becomes 8x faster and allows the user to warp space with his speed.

Note: The EIG users can only open the gates twice per fight, meaning that if he allows the EIG opening to time out, he can only open the EIGs once more during the match. EIG Masters can open EIGs three per battle if the first two uses are only up to 5th gate
Note: Starting with the fourth gate, EIG users begin to feel the side effects of each gate as they time out. EIG Masters don't suffer damage from opening up to 6th Gate, being left unable to move correctly for 2 turns and unable to mold chakra above S rank in the next turn. EIG Masters will feel the side effects for opening 7th Gate and up.
Note: The user cannot use other self powering techniques (such as custom variations of Lightning Armor, Sage Mode, etc) while he has EIG opened
Note: Opening the 8th Gate kills the user at the end of the 2 turns it remains opened.


(Rīfu Jōshō Saikuron) Leaf Rising Cyclone
Rank: B
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 40 +40
Description: Spinning on his foot, the user strikes the enemy with a strong back-fist, followed by a kick with the alternating leg to force him away.



Health

260 -50
210
 

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Medusa would perceive Grommash of every change in his chakra network. She would know immediately he opened his gate and also due to her speed which exceeds that of Grommash, able to track him and react accordingly. Riku would create a barrier around himself to absorb the wind attack that sent at him. The several individual bolts of lightning would finish of the rest of the clan, creating a display of light, fireworks and terror.

Medusa would jump flip to her right, gracefully evading Grommash's slash towards her. She would attack Grommash in tandem having gained a good height and 5m away from Grommash. She would punch towards him, sending two spiralling dragon heads towards the savage. So as not to escape with another evasion, crona would quickly trap Grommash lower body in a cocoon of thick earth that continues to constrict and try to crush his legs.

Having absorbed the wind jutsu, Riku would run in a beeline towards Grommash, approaching him from behind.


( Fūjutsu Kyūin ) - Blocking Technique Absorption Seal
Type: Defensive
Rank: S
Range: Short
Chakra cost: 40 ( -100 per turn if used on an enemy )
Damage points: N/A
Description: A highly advanced sealing technique that is capable of absorbing any chakra, regardless of any shape or nature transformation, and dispersing it within one's body by spinning the chakra within one's body in the opposite direction. As a result, this technique can absorb any ninjutsu based technique, regardless of power, without harming the user. Should the user get close enough to grab the opponent, the barrier can absorb chakra right out of an individual's body, effectively draining them (similar to the Chakra Absorption Technique). If the user is weakened or injured, he can use this technique to absorb chakra and replenish his chakra resources and restore his stamina and chakra flow. If used to absorb Bijuu chakra, the user can even regenerate, using the special vitality of that powerful chakra to power his body and regenerate. However, the user will also be vulnerable to the effects of chakra he cannot control, such as the sage chakra. Both these aspects, however, pertain to a direct contact absorption and not technique absorption. When using the technique for direct contact chakra absorption, the user can absorb up to 100 chakra points per turn which he can convert into his own.
Note: Can only be used by Rinnegan bios with the (Gakidō) - Preta Path active.
Note: Can only be used 6 times
Note: Can absorb any Ninjutsu regardless of rank, nature or other properties as long as its within the same timeframe.


(Yuukai Hi Kobushi) Intertwined Flame Fist
Rank: S
Type: Offensive
Range: Short-Long
Chakra Cost: 40
Damage Points:80 +30
Description: The user focuses fire chakra
into his/her hand and builds is up over time. The user then breathes in deeply while winding back his/her fist. A strong punch is delivered into the air in front of them. Using precise timing the user releases 2 large streams of fire. Using their chakra control. They manipulate the fire stream to spiral around each other and once they are about to hit the enemy both of the streams of fire conjoin into only large blast in the shape of a first that completely incinerates the enemy. After this taijutsu technique is complete, the user's first is left steaming and smoking from its power and thus cannot use they hand for the rest of the turn.
Restrictions:
- can be taught by Daemon
- can only be used 2 times per battle.
- No fire elemental taijutsu can be used in the same turn.


( Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation
Rank: A
Type: Offensive, Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: This technique allows the user to control things that have no life functions by gifting them with some of their own life force, allowing the user to freely manipulate the substance according to their will. The extent of the user's control goes beyond normal manipulation through chakra, meaning that even drastic alterations to the immediate environment can occur both suddenly and unexpectedly, making attacks using this method extremely difficult to avoid. Intense heat such as that produced by the flames of Amaterasu can counter the effects of this technique, causing affected inorganic materials to revert to their previous state.
Note: Effects of the technique last two turns and can only be used while on Snake Sage Mode.



Chakra
2586 -20
2566

Sage Chakra
94 -10-40
44
 

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Grommash's Move



Grommash would have no choice but to take another drastic action. Seeing that he is at verge of being restrained and burned. He would kick upwards and spin creating a vortex of air around him that takes the form of a dragon. He would direct the dragon towards Medusa's fire dragons.

Grommash would force his gates shut and tap into the sea of life, seeing that he can't do much while his gates are open. He would then release from his body two large panther of black mud that would dash towards the Medusa and Riku.


( Konoha Ryūjin ) - Leaf Dragon God
Type: Offensive/Defensive
Rank: A-rank
Range: Short-Long
Chakra: 30
Damage: 60 +40
Description:
This is an ultimate taijutsu technique created by the legendary taijutsu master Chen. It appears to be initiated by an upward spin kick at which point it quickly becomes like tornado. Forming into a dragon with long whiskers, it attacks the target aiming to swallow them, at which point they are cut by the razor sharp air currents inside the attack. After initiating the attack, the user appears to remain shielded within the base of the tornado as the outward surface of the dragon seems to be solid enough for a person to impact and rebound off of, making the only way to enter the technique once it has been initiated is by being swallowed. However, there is one distinct weakness to the technique. Since the Dragon God's real form (and what it basically is) is that of an ordinary tornado, though cosmetically shaped into a dragon, its attack power is based on rotation. If one enters the attack's centre (Dragon's Eye) while rotating at high speed, such as Lee's One-Man Front Lotus, it can be dispersed without inflicting damage. The technique, while seemingly similar to Wind Release, is actually just the users own physical power (through the use of the spinning kick) shaping the air into currents through movement. It is, however, enough to fight off elemental ninjutsu of the same rank and below.
Note: Can only be used by Taijutsu Specialists and EIG users


(Seimei no Umi) – The Sea of Life
Type: Offensive, Defensive, Supplementary
Rank: B – S
Range: Short – Long
Chakra: 40 – 60
Damage: 80 – 100
Description: The Sea of Life is the principle and signature skill of all Children of Tiamat; like Tiamat, it is a manifestation of their will and an extension of their own bodies. In essence, the Sea of Life emulates the concept of all life being born from the sea. Unlike the All-Mother, the Children of Tiamat expend considerable chakra when accessing this technique, or its variants. The black mud can be generated from any part of the user’s body and is of extraordinarily high density, allowing it to easily engulf and overcome physical obstacles. When used the scale of this technique can vary depending on the rank used; at its highest rank it can surpass even that of Water Release: Great Waterfall. Through physical force alone it can overwhelm multiple opponents, carrying immense concussive force. The user is able to release the mud from their body in any shape that they choose, limited only by their imagination and rank. The technique carries with it the Amino-Geis, forcibly converting whoever is caught into a slave of the user. The mud can be blocked or sealed, although it must respect neutrality and damage values. S-Rank applications can be used thrice per battle, once every two turns.



Health
210 -70
140
 

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Medusa would land from her flip and witnessing that her fire dragons was tried to be defended from, she would move into her next move, clapping to summon a coffin behind Grommash. The coffin would open to reveal several arms in order to grab Grommash and the rest would be history if he did not defend. At the same time, Riku would deactivate Pretta and activate Asura path in its stead. The activation would be done passively and then he would release several homing missiles towards Grommash.

Medusa and Riku's actions happen at the same time and following Grommash's Leaf Dragon God, forcing him to counter or defend himself.


( Kinjutsu: Edo Fūmetsu ) - Forbidden Technique: Impure World Seal Destruction
Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The user claps their hands, causing a coffin, much like the ones used in Impure World Reincarnation, to erupt from a portal near the opponent. The coffin opens up, and ghostly arms reach out from the coffin and catch the opponent. If they successfully catch the opponent, he will be immobilized and unable to react. The arms drag him into the coffin and take him to the netherworld, a dimension separate from reality and which can only be escaped from via Space/Time techniques.
Note: The arms reach only up to short range of the coffin's position and lack kinetic force.
Note: This technique can only be used twice per battle.


( Shuradō ) - Asura Path (pas)
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user will activate the Asura Path which grants him the ability to create mechanised armor, augmenting their body with extra limbs and various robotic weaponry. It allows, for example, the user to create up to 6 extra arms which can be used in a variety of ways, such as grabbing their opponent and using a hidden chakra cannon in on the arms to attack him or perform handseals as the user throws kunais or does a Taijutsu move. It can even be used to help perform certain techniques. He can also alter his own head to manifest additional faces with additional pairs of eyes, all linked together. The possibilities are multiple. He can use this activation to access all of the Asura path abilities.
Note: Can only be used by Rinnegan biographies for the activation of the path and will remain continously activated.
Note: When the user wants to change his body, he must activate this technique each time. This is necessary as well for 6 Paths of Pein bios.


( Kaiwan Misairu no Jutsu ) - Flaming Arrow Missiles Technique
Type: Offensive
Rank: A
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: Using the Asura Path's abilities, the user is able to create missiles from his body that can be launched at the opponent. The selected body part will open up and revealing "missile bays", from which the missiles will shoot up. These missiles home in to the targets chakra signature and can track multiple targets. The user is able to produce up to 4 missiles.
Note: Can only be used by Rinnegan bios.
Note: Requires the user to have the (Shuradō) - Asura Path active.





Chakra
2566 -20-40-5
2501

S-Collected 10
 

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Grommash


Grommash would immediately sense the danger and would quickly act in defense. He would tap into the sea of life and form two arms from his back. The arms are entirely made of black mud but dense enough to smash through solid objects. One of the arm would be sent backwards to smash through the coffin and send it flying backwards, potentially ending Medusa's technique while the second would be sent towards Riku's missiles detonating them and moving toward Riku himself in order to smash through him.

Despite all his strive to act calm and deal with his enemy, Grommash's savage instinct continues to overwhelm his normal state of mind would his rage continues to build up. With the aim to put an end to Medusa quickly, he would redirect the arm that destroyed the coffin towards Medusa while also spitting a massive wall of fire towards her.


(Seimei no Umi: Jinsei no Tōtatsu) – Sea of Life: Long Reach of Life
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Mid
Chakra: 50 (-10 per turn)
Damage: 90 each arm
Description: Derived from the Sea of Life, this technique allows the user to shape up to two autonomous arms from their backs. Formed from the Sea of Life itself, the arms possess a higher level of autonomy that allows the arms to operate entirely independent of the user but must remain attached to their back, siphoning chakra passively. The arms possess mid-range reach and, through the Sea’s extraordinary density, can smash physical obstacles, shatter bones, and overwhelm defenses with relative ease. The technique is naturally imbued with the Amino-Geis. Once per turn the arms can produce their own small blasts of Sea of Life material from their tips or hands, depending on how they are shaped. These blasts possess the same physical strength as the arms themselves. This technique can be used three times per battle, and last for three turns.


(Katon: Gōka Mekkyaku) - Fire release: Great Fire Majestic Annihilation
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: A technique where the user makes the horse hand seal and then kneads chakra inside his body which is then converted into fire and expelled from the mouth as a massive wall of intense flames, which covers an expansive range in both vertical and horizontal dimensions, making it extremely difficult to avoid. However, due to its massive width and height, the technique is not one of the fastest seen so far.



Health
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Seeing Grommash smashing through the coffin, Medusa quickly acts, forming several arms of her own. She creates two phantom dragons, one with fire chakra and due to her sensing Grommash molding fire chakra, makes the second consist of water chakra. The dragons would very large, even dwarfing Grommash's fire jutsu in size. The fire dragon would destroy the mud arm sent towards Medusa though both should have neutralized each other but due to hungry ghost, Medusa's serpent would plough through the mud arm while also Hungry Ghost would tether onto Grommash. The water dragon would blast through Grommash's fire and would go ahead and hit him point blank. Medusa would withdraw her fire dragon and water dragon towards her sides after they completed their tasks.

Riku on the other hand would activate the preta path once more to replace asura path and absorbs the incoming arm that was sent towards him. This time, instead of continuing to move forwards towards Grommash, he would halt his movement and plan for his next move.

Again, Crona would augment Medusa's yin dragons with her sage chakra enhancing their damage outputs to 100dmg each.


(Inton: Dai Mugen Ryu) - Yin Release: Great Phantom Dragons
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 150
Damage: 100 | 120 (for multi-element) 100+10=110
Description: A more powerful version of “Yin Release Hungry Ghost Technique.” Rather than the user arbitrarily adding their Yin Release chakra to a specific technique, the user will create a number of large, elemental dragons using any of the basic elements plus their Yin Release chakra. The user can create up to 5 serpentine dragons which, once created, can act independently according to the user’s will. Due to the user being able to manipulate multiple elements at once, each dragon created can be of a different nature. Each dragon will also have the absorption properties of “Hungry Ghost,” thus becoming even more dangerous. However, due to the massive amount of chakra and control needed to use these dragons, the user can only control two dragons at any given time. While the dragons are present, the user cannot use any Yang Release or elemental techniques that currently exist within the dragons. Yin Release masters can combine two natures together in order to make a multi-elemental dragon or even a dragon consisting of an advanced element or CE that they know. However, in doing so they will only be able to create two dragons.
Note: Can only be used 2 times per battle.

( Gakidō ) - Preta Path (passive)
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user activates the Preta Path which grants the ability to absorb any chakra based attack using the Blocking Technique Absorption Seal, the user could absorb an infinite amount of chakra in any form. And the technique can be used in direct physical contact and absorb their chakra from their body or to create a barrier around them to absorb incoming Ninjutsu techniques.
Note: Can only be used by Rinnegan biographies for the activation of the path and will remain continously activated.


( Fūjutsu Kyūin ) - Blocking Technique Absorption Seal
Type: Defensive
Rank: S
Range: Short
Chakra cost: 40 ( -100 per turn if used on an enemy )
Damage points: N/A
Description: A highly advanced sealing technique that is capable of absorbing any chakra, regardless of any shape or nature transformation, and dispersing it within one's body by spinning the chakra within one's body in the opposite direction. As a result, this technique can absorb any ninjutsu based technique, regardless of power, without harming the user. Should the user get close enough to grab the opponent, the barrier can absorb chakra right out of an individual's body, effectively draining them (similar to the Chakra Absorption Technique). If the user is weakened or injured, he can use this technique to absorb chakra and replenish his chakra resources and restore his stamina and chakra flow. If used to absorb Bijuu chakra, the user can even regenerate, using the special vitality of that powerful chakra to power his body and regenerate. However, the user will also be vulnerable to the effects of chakra he cannot control, such as the sage chakra. Both these aspects, however, pertain to a direct contact absorption and not technique absorption. When using the technique for direct contact chakra absorption, the user can absorb up to 100 chakra points per turn which he can convert into his own.
Note: Can only be used by Rinnegan bios with the (Gakidō) - Preta Path active.
Note: Can only be used 6 times
Note: Can absorb any Ninjutsu regardless of rank, nature or other properties as long as its within the same timeframe.


This would not normally add any augmentation to the user nor would it increase the user's domestic or sage chakra but if the user is in sage mode or has a DNA make up to accept nature energy, the chakra would be used to boost the user's ninjutsu damage up to Crona's rank , boosting it by +20 (but only +10 for S-rank moves) . However, this can only be done on one technique per turn. This boost is regarded as a passive boost.

Chakra
2501 -20-5-150
2326

S-Collected 20
 

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Grommash



In response to Medusa, Grommash would send an earth dragon towards the water dragon with the aim of cancelling it out. He rages on and would release sea of life into the ground and also course the sea of life into his form to increase in size twice as much as before. He would grow large wings that would allow him to fly faster. As a result of pouring the goddess's essence into the earth, a giant worm would erupt from the ground. The grotesque crustacean would be thrice as big as Grommash's formal size and would upon coming out, lunge towards the highest threat they perceive in the battle field, Medusa.


(Doton: Dosenkiryū) - Earth Release: Earth and Stone Dragon Technique
Type: Offensive
Rank: S (A)
Range: Short-Long (made within Short, but reaches up to Long)
Chakra: 40
Damage: 80 (60)
Description: The user after performing the required hand seals Horse → Dog → Bird → Ox → Snake will create a large dragon of earth erupt from the ground and direct it towards the enemy with devastating force. This technique much resembles the Water Release: Water Dragon technique.


(Seimei no Umi: Genshitekina Sai Keisei) – Sea of Life: Primordial Reshaping
Type: Supplementary
Rank: A
Range: N/A (Self)
Chakra: 50 (-20 per turn)
Damage: N/A
Description: This technique generates Sea of Life material through the user’s own veins, derived from Takauji Ashikaga’s use of Voidborne Corruption. The purpose of Primordial Reshaping is to, with a limited amount of Sea of Life, allow the user to flow it through their form and reshape their body to a limited degree. With this technique the user can grow in size, up to a maximum of twice their current size, or grow smaller. The user can grow additional limbs, or heal lost limbs. They can grow horns, tails, claws, wings to fly, or chitinous armor on their body. When activated, regardless of the changes that the user wills, their skin will turn a darker ash grey. The technique will heal the user for 80 health (40 per turn) and increase their speed by 3.0x for its duration, following the type of alteration they make. For example, if they grow stronger legs then the user will run faster. If they grow wings then the user will fly faster. This technique can be used two times per battle, once per opponent. It lasts for four turns and cannot be used once it expires for three turns.


(Seimei no Umi: Atarashī Inochi no Tanjō) – Sea of Life: Birth of New Life
Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Short – Mid
Chakra: 100
Damage: N/A
Description: This technique is born from the Sea of Life’s powerful ability to reshape life and is used against generic life forms, not other ninja, in the surrounding area. The user will release a small amount of Sea material from their body, sending it into the ground or into the air in order to strike another lifeform. Once struck the afflicted living being will be subjected to the Amino-Geis and to the user’s discretion in reshaping. In essence this technique allows the user to reshape life at a genetic level on anything within the battlefield, barring other ninja. The new life can take on any shape that the user desires, as long as it is no more than thrice the user’s size. It will move at the speed of a Jounin shinobi, have 100 health, 1,000 chakra, and be capable of using techniques from the Sea of Life technique list. The technique can be used against many basic lifeforms, such as bugs, worms, fish, and even an enemy’s summons though summonings will not be altered in terms of health, speed or chakra. In essence, as long as it is living and not another biography or Yin-Yang Creation, then this technique can warp the lifeform to the user’s will. The abundance of life in the earth, sea, and air make it particularly difficult to prevent the user from using this technique, although it is possible within reason. This technique can be used twice per battle, and after use the user is unable to use techniques from the Sea of Life for two turns.




Health
140 - 56
84 (+40)
124
 

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As Grommash counters with a dragon of his own though it was quite insufficient due to the effect of hungry ghost. The fire yin dragon would also go ahead to attack the warlord. at the same time as this, Medusa would send another lightning bolt to attack Grommash from above while it seems as if she is being swallowed into the earth. This is the work of Crona. She would convey Medusa deep into the earth creating enough pocket for her to breathe within the earth and safe from what is about to happen above. Riku on the other hand, Would release a small black sphere into the sky and claps. This black sphere would pull everything into itself, including Grommash, creating a moon of debris with Grommash crushed within.


(Raiton: Vuaruhara no Handan) | Lightning Release: Judgement of Valhalla
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: By performing three handseals and infusing chakra into the sky, the user will be capable of calling down large lightning bolt(s) (up to eight) from the air. Each lightning bolt can have a radius large enough toaffect an area up to short range in size, making them powerful and large enough to pierce gigantic holes through even the largest of summons. As the lightning bolts descend they will rapidly charge the air around them, creating a field of electricity that, similar to ‘levitating blades’ will result in anything within short range of the lightning bolt being forced to levitate, and subsequently drawn in towards the lightning bolt through attraction at the speed of the lightning technique. When the lightning bolt strikes the ground, it will not immediately disappear, but will instead linger as a pillar of lightning after its initial earth shattering impact. Alternatively, the Lightning bolt can be made to disperse upon impact with the ground into an unfocused current so strong that it will charr the earth black as it conducts into the ground, while also neutralising any earthen based chakra within the ground on account of its chakra nature. Naturally, the user will be unaffected by any of the Lightning’s conduction effects as it is their chakra, meanwhile the effects of the Lightning bolt will completely expire after two turns.
Notes:
Can only be used 2x.
No lightning techniques above B rank for the rest of the turn.
Two turn cooldown between uses.


( Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation
Rank: A
Type: Offensive, Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: This technique allows the user to control things that have no life functions by gifting them with some of their own life force, allowing the user to freely manipulate the substance according to their will. The extent of the user's control goes beyond normal manipulation through chakra, meaning that even drastic alterations to the immediate environment can occur both suddenly and unexpectedly, making attacks using this method extremely difficult to avoid. Intense heat such as that produced by the flames of Amaterasu can counter the effects of this technique, causing affected inorganic materials to revert to their previous state.
Note: Effects of the technique last two turns and can only be used while on Snake Sage Mode.


(Chibaku Tensei) - Planetary Devastation
Rank: Forbidden
Type: Supplementary/Defensive/Offensive
Range: Long
Chakra: 120
Damage: 160
Description: The user, taking advantage of the Deva Path's gravitational abilities, creates a dark black sphere that is thrown into the sky and pulls every and anything around it into itself, piling it all on top of one another until it creates a large solid sphere. This technique is quite devastating, as it created a massive crater and devestated the forest and mountains around it. The Sage of the Six Paths had mastered this technique to an extent that he created the moon itself where he sealed the Jubi's physical vessel. Despite it's admitted inferiority comparing to its original version, this technique was still strong enough to contain even an almost fully transformed Naruto and to create a large, 400 meter wide sphere of debris. The technique itself can only be stopped if the original sphere is overpowered by offensive Ninjutsu and if a target is caught in the technique's pull, his only way to survive is to protect his body from the crushing damage of the technique. The technique happens during a set amount of time, while it keeps gathering and pulling everything around which makes it that much more difficult to escape.
Note: The technique is usable only once per fight and prevents the use of gravitational techniques for the same and following 6 turns. The user will be limited to A-Ranks in the next turn.
Note: Can only be used by Rinnegan bios with the (Tendō) - Deva Path active.




Chakra
2326 -20-40-5
2260

S-Collected 30
 
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