Kerrah's Crops

Kerrah

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My own creations
  • 1. (Doton: Yurasu Joushi) Earth Release: Rock Fists
  • 2.(Doton: Ishi Kiwa) Earth Release: Stone Edge
  • 3.(Doton: Disuta-bu Shikaku) - Earth Release: Disturbed Vision
  • 4. (Mokuton : Kousaeda ude ) Wood Release: Crossbow arm
  • 5. (Saidai Mokuton No Jutsu) - Ultimate Wood Style Technique
  • 6. Name: Wood release: Viking Style – Rise of Asgaard = Mokuton: Baikingusutairu - Asgaard no taitō
  • 7. Mokuton: Bakuhatsuteki - Wood Release: Explosive
  • 8. (Mokuton: Hando Orikaeshi) Wood Release: Hand Cuffs
  • 9. (Kokuryuu no Houkou) - Roar of the Black Dragon
  • 10. (Hachimon: Odori no Shiro Tora) - Eight Gates: Dance of the White Tiger
  • 11. (Doton: Barzani no Senjutsu) - Earth Release: Barzani's Tactic
Taught by others
(Houmen Za Kinpaku)Release The Tension
(Fuuton: Daichi Senpuu)Wind Release:Ground Whirlwind
(Doton: Hebi Kyouran) - Earth release: Snakes Frenzy
(Mokuton:Kirikui Kyanon)Wood Release:Stump Cannon
(Mokuton:Mokuzai Shuuren)Wood Release:Wood Drill
(Mokuton:Mokuzai Hoko)Wood Release:Wood Arms
(Mokuton:Hitoshirenu Okeru Mokuzai No Jutsu)Wood Release:Hidden in Wood Technique
(Yusaburu enjin) Earth Style: Rock Rings
(Suiton:Kashou) Water Style: Scald
(Genjutsu: Mizu Ei ) - Illusion Technique: Water Wrap
(Doton: Dasutibōru) - Earth Release: Dusty balls
(Doton: Gurando Bakuhatsu Chikyū Hadō) - Earth Release: Grand Exploding Earth Wave
(Doton: Ragu no Furue) - Earth Release: Quaking Runner
(Katon: Naiteki kaji) - Fire Release: Inner fire
(Suiton: Yari joutan) - Water Release: Spear tip
(Suiton: Fuka-sa no Himitsu) - Water Release: Secrets of the Depths
(Bishamon-Mura) - War-Lots of Grass
(Ashura Kai) - Asura Solution
(Suiton: Tobikomigouben Gufuu) Water Release: Plungepool Tornado.
(Suiton: Mizu Sumai) – Water Release: Water house
(Raiton: Tori Dageki) Lightning Release: Bird Strike
(Raiton/Kenjutsu: Inperiaru Sutoraiku)- Lightning/Sword Arts: Imperial Strike
(Katon: Nibai Batsu) Fire Release: Double attack
(Genjutsu: Shinkan )- Illusion Technique: Silence
(Genjutsu: Seishi Gazō ) - Illusionary Technique: Still Image
(Genjutsu: Raitoningu O Gyakuten) - Illusionary Technique: Reverse Lightning
 
Last edited:

Kerrah

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Doton - Earth Release

1. (Doton: Yurasu Joushi) Earth Release: Rock Fists
Type: Attack/Defense
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user stomps both feet on the ground and channels their chakra into it, then manipulating the ground around short range around him to produce two large hands/fists that erupt from the ground. These could be used to defend against incoming attacks by guarding the user, and for attack by punching the ground around the opponent causing them to stumble and get hit, or by slamming the area in which the opponent is standing at.
Note: Lasts 2 rounds
Note: Can only be used once every 3 rounds
Note: Can only be used 3 times per battle
Note: Each hand is a B-Rank Earth projectile and can be used independently
Note: Can only be used by Kerrah and those who he allow.
Image of how they look:
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2. (Doton: Ishi Kiwa) Earth Release: Stone Edge
Type: Attack
Rank: B
Range: Mid
Chakra Cost: 25
Damage Points: 40
Description: The user stomps the ground and lifts up a number of stones the size of a coconut, the stones will be lifted and aligned in front of the user. Then the user performs a single hand seal and sends them off with a great force.
Note: Can only be used once every 2 turns.
Note: Can only be used by Kerrah and those who he allows.
Image of how it looks:
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3. (Doton: Disuta-bu Shikaku) - Earth Release: Disturbed Vision
Type: Supplementary
Rank: D
Range: Short-Long
Chakra cost: 10
Damage points: N/A
Description: The user will begin by stomping the ground and channelling his Earth chakra into it. He will then gather Earth particles from within the ground and bring them onto the battlefield, sending them towards their opponent. The purpose of these Earth particles is to temporarily blind the opponent, by flying straight towards his eyes. the particles are invisible to the naked eye.

11. (Doton: Barzani no Senjutsu) - Earth Release: Barzani's Tactic
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: A technique that encompasses the density of Earth and it's applications. By channeling chakra to a certain point on the ground within range, the user will massively increase its density to the point where the ground begins to act separately from the rest of the Earth, bending inwards on itself and forming a minuscule hole at said point. The deterioration extent is to a certainty where the ground does not break apart, but instead an external structural shift occurs, where this minuscule point begins to alter the behaviour of the terrain, acting as a epicenter for exaggerated geotropism to occur at irrational speed, where matter in the form of structures will be attracted and have their trajectory path changed towards the minuscule point. If matter is formed using the ground as a source (e.g. Earth techniques requiring the ground) Their growth will be altered in the way a plant faces where light intensity is at the most. Due to the Earth's natural attraction to the point created, the structures tops will ultimately bend towards it as it protrudes the Earth, differentiating from it's initial target and will fully grow/move at a different angle. This attraction from geotropism only works on techniques that have a constant, solid contact with the ground, since that is what is being altered. Therefore any techniques that don't adhere to this law (Fire, Wind and Lightning techniques) will not feel the effect of the gravitational pull on the ground. If a technique that is less in rank is affected by this, it will break apart as it reaches the point. Though on the other hand, the attraction also isn't strong enough to pull techniques of a higher rank and power towards itself, nor any living organism.
~Can only be used twice per battle.
~No techniques above S-rank for this and the following turn.
~No Earth above A-rank whilst this is active.
~If not destroyed, will last three turns.
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Haniyasu-Hime

(Doton: Tsuchihiru) - Earth Style: Earth Leech -
Rank: B
Type: Defensive/Supplementary
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The user focuses doton-based chakra into Haniyasu-Hime and, when facing an enemy Doton Jutsu, swings the whip and hits the jutsu. The result is that the jutsu turns instantly to sand and looses all its power. 50% of the damage it would originally have done is sucked up into Haniyasu-Hime and is automatically added to the damage of the next doton jutsu the user will use (regardless of what type it is).

☛ Can only be used against B-rank and below doton jutsu's
☛ Does not get the default damage boost from the Goddess of the Earth
☛ Can only be used four times per battle

(Doton: Tsuchi Bo-ringu) - Earth Style: Earth Bowling -
Rank: A
Type: Offensive
Range: Short/Medium/Long
Chakra Cost: 30
Damage Points: 60
Description: The user focuses doton-based chakra into Haniyasu-Hime and then makes a throwing motion with the whip. A round object, with the size of a basketbal, made out of earth, materializes at the tip of the whip as its swung, releasing itself at the apex of the motion, shooting out at great speeds. The ball has the unique ability to bounce off solid structures, so that it bounces extremely fast towards the opponent, using the initial momentum of the throw and the ground as a means to propel towards the target without slowing down. Though it seems a harmless ball it can easily bounce itself through larger, though weaker, jutsu's without much effort. Then at the command of the user it explodes releasing hundreds of small earth senbon in all directions, except towards the direction of where the user is standing.

☛ Does not get the damage boost from the Goddess of the Earth

(Doton: Tsuchi Jaggurumatsuri) - Earth Style: Earth Juggling Festival -
Rank: S
Type: Defensive
Range: Short
Chakra Cost: 40 (+5 each turn)
Damage Points: N/A
Description: The user focuses doton-based chakra into Haniyasu-Hime and it releases pieces of earth and minerals that form three orbs around the user. These three orbs then keep hovering around the user. When the opponent attacks the user with a jutsu, one of the orbs can be sacrificied at the command of the user to stop the incoming attack. The orb then goes straight for the attack and neutralizes it completely without any visible damage.

☛ Can only be used once per battle
☛ One orb can stop up to A-rank jutsu's, two orbs can stop up to S-rank jutsu's and sacrificing all three orbs at the same time can stop one forbidden ranked jutsu. Normal elemental weaknesses are applied. Each orb can only be used once if that wasn't clear yet.
☛ This jutsu works as long as the user wants but he needs to pay +5 chakra each turn and when the three orbs have been sacrificied, the jutsu ends
☛ As long as this jutsu is active the user can't use any doton-based jutsu's

(Doton: Kobushi Tsuchitenshu) - Earth Style: Fist of the Earthgod -
Rank: S
Type: Offensive
Range: Medium/Long
Chakra Cost: 40
Damage Points: 80
Description: The user starts to focus doton-based chakra into Haniyasu-Hime. As a result the whip start to release earth, sand and dust, which goes into the air and forms an enormous fist (and a part of the lower arm) in the air that wields an earth-replica of Haniyasu-Hime. By moving your own arm, the replica will do exactly the same. For example when slamming your fist into the ground, the earth fist will do exactly the same on the opponent. The force that is released is so big that it even cracks the earth open on the place where the fist landed. The earthen arm can be materialized in more useful or constructive ways, grabbing a target or even lifting the user.

☛ Can only be used thrice per battle
☛ Does not get the default damage boost from the Goddess of the Earth

(Doton: Totekutonikusu Hougeki) - Earth Style: Tectonic Bombardment -
Rank: Forbidden
Type: Offensive/Defensive
Range: Short/Medium/Long
Chakra Cost: 60
Damage Points: 120 (-20)
Description: The user focuses doton-based chakra into Haniyasu-Hime and slams it violently on the ground. As a result an incredibly long and three story high earth wall, with a trapezium shape, appears with several rows of large protrusions sticking out in different angles (the upper row is aimed higher than the lower rows), each one having the detailed face of a mole carved on it, sticking out on each side of the wall, creating one of the largest and strongest defences in the world and giving it an overall appearance of a large missile launcher. By slamming on the back of the wall with the whip, the 'rockets' are launched with incredible force towards the opponent in a barrage of large mole shaped pillars of earth leaving big holes in the wall. The force behind the pillars is so great that when they slam on the ground large craters are left on the battlefield. When a pillar crashes, the earth chunks fly around in all directions like shrapnel due to the force of the impact.

☛ Can only be used once per battle
☛ Does not get the default damage boost from the Goddess of the Earth
☛ The user takes -20 damage due to the extreme force of the earth
☛ The user can't use any doton-based jutsu's the next two turns
☛ The user can't use any forbidden jutsu's the same turn this jutsu is used.

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Given
(Doton: Hebi Kyouran) - Earth release: Snakes Frenzy
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: After using Swamp of the underworld the user does one hand seal and concentrates his chakra on the swamp to make several (Maximum of 7) snakes to emerge from the swamp and head towards the target at fast pace, these snakes are roughly around 1 meter long and have the strength of an average snake, meaning they can bind the opponent and easily stop him from moving but they can also be destroyed easily with the appropriate technique.
Note: Can only be used 3 times.
Note: can only be used after Swamp of the underworld.
Note: User can make the snakes emerge from anywhere in the swamp.
Note: No S-rank Earth technique next turn.


(Yusaburu enjin) Earth Style: Rock Rings
Rank: A
Range : Short-Long
Chakra Cost:60
Chakra Damage:N/a
Description: The user does 2 hand signs. afterwards he/she sends their chakra into the ground right under the oppenent causing the earth under the person to break off into 3 large rings. and surrounding the person body from their legs / hands-wrist / mid body. once it surrounds the enemy the user then does 1 hand sign and then it closes in on the person body restricting their movements
-Note: Cant use no earth Jutsus while this jutsu is active
-Note: Can only use Twice (1times)
-Note: Only Taught by Teno757


(Doton: Dasutibōru) - Earth Release: Dusty balls
Type: Offensive
Rank: B
Range: Short-Medium
Chakra cost: 25
Damage points 40
Description: The user makes a kicking motion strafing his foot across the ground. By doing user will cause a large volume of dust to be spread into the air, covering the area infront of the user in a dust whirlwind. Whilist the dust gets spread up into the air, several (5) barely seeable balls gets shot through the dust and hits the opponent with penetrating damage.
-The balls can be easily detected by a Dōjutsu user
-Can only be used 4 times per match

(Doton: Gurando Bakuhatsu Chikyū Hadō) - Earth Release: Grand Exploding Earth Wave
Type: Supplementary, Defensive, Offensive
Rank: A
Range: Short-Long
Chakra cost: 30
Damage points: 60
Description: The user will forcibly clap his palms together and spits out a great volume of soft earth/dirt from their mouth, which would be enough to match a lake's worth. This will create waves of soft earth which will crush any person who stands underneath the wave with it's weight, the user will be capable of riding any of these waves if he wishes. This technique is similiar to Kisame's Water Release: Exploding Water Colliding Wave.
-Can only be used 3 times per match

(Doton: Ragu no Furue) - Earth Release: Quaking Runner
Rank: C
Type: Supplmentary/Offensive
Range: Mid
Chakra cost: 15(-15 per turn)
Damage points: N/A
Description: When the user activates this jutsu, he will release small amounts of earth chakra into the ground everytime he takes a step, lands, runs, etc. By doing so the user will create minor quakes reaching from his location, and up to mid-range around him which will cause his opponent to loose balance, and leave him open. However when having this jutsu activated the user cannot use other elements than the ones that's based on Earth Release(Like Diamond.). The jutsu may surprise the opponent at first, and cause him to loose balance, though the opponent may be able to adapt and prepare him/herself to keep the balance after the first several quakes.
~Can be activated up till three times per battle.
~However when having this jutsu activated the user cannot use other elements than the ones that's based on Earth Release(Like Diamond.).

(Doton: Wakusei Haken) Earth Release: Planet Dispatch
Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: After successive handseals, huge torrents of rock and stone begin to erupt around the user and create a tsunami-like effect that spreads across the battlefield in all directions and leaving a huge crater at the source of the attack.
(Doton: Saigo Anko-Ru) Earth Release: Last Encore
Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: Four walls on each side of the opponent raise swiftly and collide into the foe in order to crush them and then following up with another four walls in a diamond shape slamming into the wreckage of the previous walls.
Note: usable two times per battle


(Doton- Iwa Same Gyakujou) Earth release: Rock Sharks Frenzy
Type: Attack
Rank: A-Rank
Range: Short-Long
Chakra cost: 30
Attack points: 60
Description: the user creates 3 earth chakra based sharks in the ground under his feet made out of rock and sends them after the opponent. The sharks encircle the opponent before attacking from underground.
*Note: Usable 3 times per battle.

(Doton- Rokku Shāku Shokuniku Shori-ba) Earth release- Rock Shark Slaughterhouse
Type: Attack
Rank: S-Rank
Range: Short-Long
Chakra cost: 40
Attack points: 80
Description: the user performs the necessary hand seals and spits out a large amount of mud that begins to give birth to 100 earth chakra based sharks that harden into rock. The sharks are able to merge w/ earth to move about the field. They are sent to surround the opponent attacking from every direction around him merging w/ each other to explode out of the ground to reach higher altitude if needed.
*Note: Usable 2 times per battle.
*Note: Cant use any Earth jutsu next turn or any S-rank Earth and above the turn after that.

(Doton- Jisatsu Tori) Earth release: Suicidal birds
Type: Attack
Rank: A-rank
Range: Short-Long
Chakra cost: 30
Attack points: 60
Description: the user summons three stone birds that explode out of the ground and take flight. Once the birds gain altitude they come crashing down on the opponent leaving crater size holes where the opponent stood.
*note: can only be used 3x per battle.



Sealing Technique: Earth Style: Hades' Underworld Grasp. ♆ Fuuinjutsu: Doton: Aidaou Yomi Haaku
Rank: A
Type: Supplmentary/Offense
Range: Mid-Long
Chakra Cost: 30 (-10 per turn to maintain)
Damage Points: 60
Description: The user channels doton chakra in his feet and the earth under him at the same time. He then makes a string of 3 handseals (Snake - Horse - Tiger) and stomps the earth with great force, causing a large, 3 meter tall humanoid earth statue in the form of Hades, God of the Underwolrd, to rise up from the earth near the target, similar to Hade's Tombstone Transport. As he raises from the earth, he extends his arms, grabbing the enemy in his clutches. As he grabs him, a fuuinjutsu seal around his arms activate, draining the target of chakra while crushing him with his arms, preventing him from using high ranking jutsu of A-rank and higher while he's on contact with him. As he drains the chakra, he lifts the target up, and slams them into the earth with great force. He can either appear beside, in front of or behind the enemy, raising up face first.
Can only be used 3 times a fight
After using, the user cannot use any Fuuinjutsu over B rank for two turns


__

Taught
Barzani's tactic - Baldy, Erzo, Scaze,



Water release

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(Suiton: Yari joutan) - Water Release: Spear tip
Type: Offensive, Defensive
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage Cost: 80
Description: The user creates a orb of water besides his arm out of a water source near by which extend into a spinning tendril of water which gets shot at the opponent, upon the command of the user. The tendril is dangerous and capable of penetrating through concrete.
-Needs a water source near by
-Usable 3 times per battle
(Suiton: Fuka-sa no Himitsu) - Water Release: Secrets of the Depths
Rank: S
Type: Offensive, Supplmentary, Defensive
Range: Long
Chakra Cost: 40
Damage Cost: 80
Description: The user will put his hands together in a medium-sized hemi-sphere and stretch them backwards on either of his sides. As he stretch his arms backwards he will releases a giant amount of water chakra and materialize a heavy volume of water behind the user. He will then punch foward and the heavy volume of water rushes up in a tidel wave and pass by the user and continues with tremedous speed and strength at the target, crushing it.
~ Can only be used thrice
~ No A rank or above water techniques the following turn.

(Suiton: Mizu Sumai) – Water Release: Water house
Rank: A
Type: Defense
Range: Short-mid
Chakra Cost: 30
Damage Points: -
Description: The user quickly summons a wall of water in front of him which is able to protect the user against Fire jutsu ranked S and lower. (The water can be situated in any position the user chooses. For example the user can summon the water to cover him from attacks coming from above him)
Note: Requires a water source
Note: Can only be used 4 times.
Note: Can only be used by RockLeeGreenBeast and those he shares this jutsu with.

Suiton: Bāsuto) – Water Release: Burst
Rank: C
Type: Supplementary
Range: Depends on Earth/Wood jutsu used before hand.
Chakra cost: 15
Damage points: N/A
Description: The user would activate this jutsu which allows him to add his water chakra to all Earth/Wood jutsus used no more than a second after the usage of the Earth/Wood jutsu. Although it does no physical harm, this jutsu allows the user to shoot out an extremely quick burst of water straight after an Earth/Wood jutsu is used from wherever that Earth/Wood jutsu appears from. For example, if Spikes are used, this jutsu would allow a quick burst of water to shoot out to anywhere short range from the spikes themselves. This jutsu does not work on the mud related Earth jutsu. The water itself does no damage, however it has some pushing force which is able to knock an opponent back a meter or two, other than that it mainly distracts the opponent. The user can deactivate this jutsu at any time, and can stop the addition of water chakra so that he/she can control when the water bursts out.

(Suiton: Omoi tatchi ) Water Release: Heavy Touch
Rank: S
Type: Supplementary/Defence
Range: Short - Mid (Mid when released from palms as a burst)
Chakra Cost: 40
Damage Points: N/A
Description: A simple Water jutsu which can be used in two different ways. The first way would be where the user makes contact with another being and uses his abilities his suiton chakra to manipulate the water which is released from his palms to have the same effects as the C-ranked Starch Syrup Capture Field (The sticky aspect to the jutsu). The user would simply release the water from his Palms onto whatever part of the opponents body he touches, spreading it all over the opponents body, allowing the sticky water to engulf the opponents body in the slime like substance at blazing speeds. Another way the user could 'catch' the opponent in the sticky water is by concentrating their suiton chakra at a point where the opponent may be touching them, allowing the sticky water to come out from that point rather than from just the users palms. The sticky water would have no dangerous aspects to it, however it'd have the ability to weigh the opponent down, as if a huge boulder was placed on their body, preventing them from moving properly, if at all, depending on where the slime is. The effects of this would begin from the point of the touch but proceed to spread to wherever the sticky water is spreading. Once even a tiny bit of the sticky water ('slime') is on the opponents body, the user can simply release more of his chakra into it and spread it, meaning prolonged contact is not required. Moreover, this jutsu can also in a second, different way. The second way is more defensive and allows the user to release the a burst of sticky water from his Palms, as it bursts out, the slime would take the shape of a net which would have holes just smaller than a Kunai, allowing it to trap the majority of things aimed at the opponent. The burst of Slimy water can be released from either one palm or both, however, when released from both, each burst of water would be equivalent to an A-rank jutsu. The size of the net released from both arms would be able to completely cover something twice as big as Gamakichi after time skip, whilst when released from each palm (separately), it'd cover something half that size. As a normal water jutsu, despite the sticky aspect to it, the water would still be able to be electrified by both user and/or opponent and would still be affected by the normal elemental strengths and weaknesses.
Notes:
~ Can only be taught by Erzo
~ Can only be used three times
~ No Suiton jutsu higher than A-rank in the next turn
~ Must wait one turn after use, before using it again.
(Suiton: Shelob No Yūwaku) Water Release: Shelob's Temptation
Rank: S
Type: Attack/Supplementary/Defence
Range: Short - Long
Chakra Cost: 40 (-10 per turn)
Damage Points: N/A
Description: The user performs two handseals, manipulating the moisture in the air and ground so as to create a gigantic web made of wire thin threads comprised of water. The web envelops the area mid range around the user, being exceptionally inconspicuous due to the thin size of the threads and the translucency of the water. The threads have an exceptionally sticky like quality, as well as being rather elastic and having a solid like property. Should the opponent move, they would find themselves running into one of the threads, when they do so the vibrations of the threads movement would be sent directly back to the user, who is connected to the web via use of a single thread that attaches to the users chest. This effectively allows the user to detect the movement of any objects within the webs range of influence lest they find a way to avoid the webs entirely. This single web attached to the users chest is optional, and is not a requirement, leaving it up to the user whether he/she'd want it, as it'd be more or less useless if the user and his opponent have a clear view of each other. Also, when an object comes in contact with a thread, the web clings to them as it begins to expand and propagate, fully consuming the opponent in a sticky mass of water in an attempt to drown them or fully cease the objects movements. The user is capable of traversing through the web with ease, without being hindered. The user is also capable of removing the webs attachment from their chest, so as to prevent attacks conducting through the web and directly into them. Alternatively the user can perform an extra handseal upon the opponent being ensnared, this causes the web to abruptly snap in on the targeted object, trapping them within its wired embrace as it consumes them in an exceptionally large and exceptionally strong sticky bubble of imprisonment.
Note: Can only be used 2x
Note: Can only be taught by Erzo
Note: Web lasts until either destroyed, or four turns pass.
Note: No Water jutsus higher than S-rank, in the same turn.
(Suiton: Mizu Myaku) Water Release: Water Pulse
Rank: S
Type: Attack
Range: Short - Long
Chakra Cost: 40 (+20 Continuous)
Damage Points: 80
Description: The user creates a triangular shape with his/her hands and blows small amounts of water to pulse through the triangle and from further on, the water extends into a large triangle of water and at a long-range, can even knock over a summoning such as 'Gamabunta'. This can be shot out successivly once the first pulse has been executed but at the cost of excessive chakra with each additional pulse.
~ Can only be used twice per battle
(Suiton: kame kawa debari) - Water Style: Turtle Shell Projection
Rank: B
Type: Attack
Range: Mid-Long
Chackra Cost: 25
Damage: 40
Description: The user shoots out a massive blast of water in shape of a turtle shell. The shell can rebound off from walls of water
(no source of water needed for this technique)

(Suiton: Tengai Dekisui ) - Water Style: Dome of Drowning
Rank: S
Type: Attack
Range: Short/Mid
Chakra Cost: 40
Damage Points: 80
Description: The opponent is trapped inside a ice cube looking thing. The inside of it is filled with water, which makes your opponent drown.


Fire Release

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(Katon: Naiteki kaji) - Fire Release: Inner fire
Type: Offensive
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage cost: 80
Description: The user cross his arms infront of his head, forming a 'X' a gathers huge amount of fire chakra within himself. He then as he have gathered the fire chakra which takes near to no time, swings his arms to each side releasing a huge burst of fire from all angles of his body, which results in a huge shockwave of fire which destroys everything in it's path.
~Useable twice per battle.


(Katon: Nibai Batsu) Fire Release: Double attack
Type: Attack
Range: Short - Mid
Rank: A
Chakra: 30
Damage: 60
Description: The user concentrates his Katon chakra and slams his hands into the ground releasing the fire chakra where it then comes out from his opponents side (3 meters away from each of the opponents side) the fire then forms into two hawks -each roughly the size of the hawk sasuke summoned against danzo- to come out and shoot off towards the opponents location from both his sides (his left and right side) trapping the opponent in the center of the attack. Upon collision with each other and the opponent in the middle of them, the birds explode and create a giant fire viciously burning the opponent between them. These birds can shoot out of the ground to a maximum height of 3 meters before clashing with each other and exploding.
Note: Can be used 3 times.
Note: No S-rank Fire in same turn and previous turn
Note: After using it once, must wait another turn before using it again.


Wind Release

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(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: No other wind jutsu in same turn.
Note: No Wind jutsu higher than S-rank, next turn.

(Fūton: Shū no Yūwaku Burīzu ) - Wind Release: Shu's Tempting Breeze
Rank: S
Type: Attack/Defence/Supplementary
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: A simple jutsu used to combat against faster paced opponents, Shu's tempting breeze relies on the user to have faster moving opponents, who - once set off from their initial spot - can't control their speed and movement without effort. The user, upon seeing the opponent set off or prepare to set off would manipulate his chakra at the end of his finger tips (including thumbs) and extend multiple small birds which resemble hummingbirds in both looks and size (generally between 5-9 inches). The birds are made out of translucent wind which can be manipulated to fly around the user, creating a barrier of slicing wind, using their speed and sharpness of their beaks/wings to create the barrier, making it impossible for things to bypass them as they continue to intertwine with each other. The user would be able to manipulate the wind made hummingbirds, allowing him to not only create the barrier but also manipulate the birds to fly outwards and perform coordinated attacks which are extremely hard to evade and having the power to slice the opponents skin or even just pierce through their body. Although a simple move to counter, when used against faster moving opponents, the natural 'colour' of wind and the girth of the hummingbirds allows them to be extremely hard to see for an opponent moving at fast speeds. Moreover, as a Wind jutsu, the user can also change the nature of the technique so that rather than its slicing abilities, the hummingbirds madeof wind combine to provide a large blowing force which can be used to push back enemies and summons of various sizes within reason. The hummingbirds are generally fast flying birds, this allows them to keep up with faster opponents without trouble. This speed limit however, only goes up to the third gate. This special ability does not mean they are generally able to fly at that speed but they instead are able to merely have the ability to adjust their speed to match their opponent, when faced against opponents faster than their average speed which is generally equivalent to double of the average ninja.
~ Can only be used 2 times
~ Can only be taught by Erzo
~ Lasts 3 turns unless destroyed
~ Once used, must wait 1 turn before re-using.
~ No other wind jutsu higher than A-rank in same turn or next turn
~ The hummingbirds can be used to attack but will always act as a whole, seemingly like a flock and never individually.
(Fuuton: shippu taifuu nagareboshi) - Wind Style: Compressed Typhoon Meteor
Rank: A
Type: Attack
Range: Mid-Long
Chackra Cost: 30
Damage: 60
Description: The user controls the wind in the air to create a largly compressed sphere in shape of a meteor to attack the enemy, which on impact onto the ground, creates a large typhoon
(Note: only one meteor can be shot when using this move)

Name: (Fuuton: Bakuretsu Ookami ) Wind Style: Buster Wolf
Rank: A
Type: Attack
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user concentrates wind chakra into both fists. He/She then punches the opponent causing the chakra to implode
on the opponents body, followed up with the second fist which has the same effect.
[/spoiler]


Lightning Release

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(Raiton: Tori Dageki) Lightning Release: Bird Strike
Type: Attack/Supplementary
Range: Short - Mid
Rank: A
Chakra: 30
Damage: 60
Description: The user concentrates his lightning chakra in the the sky in the area behind his opponent and uses shape manipulation to create a hawk -which is the same size as the one summoned by sasuke against danzo- the hawk then flies downwards at an angle towards the opponent with its extremely sharp beak pointed at the opponents neck area/upper back aiming to piercing him from behind. After peircing the opponent the bird disperses in all areas short range from it acting like chidori nagashi and paralyzing any opponent(s) within its vicinity. If needed the user can disperse the bird before it pierces the opponent so that the opponent(s) are only paralyzed.
Note: Can only be used 3 times.
Note: No S-rank lightning same turn and previous turn
Note: After using it once, must wait another turn before using it again.
(Raiton/Kenjutsu: Inperiaru Sutoraiku)- Lightning/Sword Arts: Imperial Strike
Rank: A
Type: Offensive
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user swings his Katana in any manner (horizontally, vertically or diagonally) and releases a seemingly thin line of lightning chakra, which seems to be a simple blade which heads towards the opponent, however, upon the users will and with the addition of chakra, the simple blade suddenly extends multiple other thin yet extremely sharp and lethal blades of lightning which bolt towards the opponent, hitting him/her from multiple angles, easily being able to hit the opponents front and both sides, making this a perfect surprise attack.
Note: Can only be used 3 times.
Note: No Lightning higher than S-rank, next turn or same turn.

(Raiton: Ryū ken) - Lightning Release: Dragon fist
Type: attack
Rank: Forbidden rank
Range: short
Chakra: 50 (-10 every turn)
Damage: 90 (-20 to user)
Description: When the opponent is close to the user, the user will create a dragonhead around his fist made of lightning. The user will strike the opponent in his chest (or something else), and when the user punches the opponent, the dragonhead will be released from the fist and it's turning into a complete dragon made out of lightning, piercing the opponent's chest.
~Can only be taught by -Khallil-
~Can only be used once per battle
~This will deal 20 damage points to the user because of the huge chakra strain, and because the lightning is hurting the arm
~You can't perform a technique with more than one handseal the following turn, because of the damage the fist received, it's impossible to perform quickly 2 handseals after eachother.
~Performing a technique that requires one handseal the following turn is possible, but it will take as long as performing 2 handseals
~No raiton techniques the same turn
~No raiton techniques above A rank the following turn

(Raiton: Mankai Houden)-Lightning Style: Full Bloom Discharge
Rank:S
Type:Attack
Range:Short-Long
Chakra cost:40
Damage Points:80
Description: The user generates a huge lotus-like flower from his/her hand, using this, the bud of the flower gets shot towards the enemy whereas the petals disperse around the desired area.
[/SPOILER]


Wood Release



4. (Mokuton : Kousaeda ude ) Wood Release: Crossbow arm
Type: Offensive
Rank: B
Range: Short-Long
Chakra Cost: 25
Damage Points: 40
Description: The user makes his dominant arm shape into a medium big Crossbow, with a mini bolt ready to shoot. When the user shoots the drawback in the crossbow is so wild hes getting stunned and the mini bolt flies at enourmous high speed and is barely able to see.
-Note: Can only be used 2 per match.
-Note: By using this Jutsu does that he can only perform two Jutsus that turn he uses it.
-Note: The stun wears off after 1-5 seconds.
-Note: Can only be taught by Gobi Gobletsson.
-Note: Dojutsu users may be able to react to the bolt.
5.(Saidai Mokuton No Jutsu) - Ultimate Wood Style Technique
Rank: S
Type: Supplementary/Attack/Defense
Range: Short-Long
Chakra cost: 40
Damage points: 80
Description: This allows the user to perform a better version of Greater Wood Style Technique.
~Useable three times per Battle.
PHP:
1. Erzo
2. -Khallil-
3. Scorps
6. Name: Wood release: Viking Style – Rise of Asgaard = Mokuton: Baikingusutairu - Asgaard no taitō
Rank: Forbidden
Type: Supplementary/Defensive
Range: Short/Long
Chakra cost: 60
Damage points: N/A (35 damage to the user)
Description: The user performs 8 handseals and slams his hands against the ground, releasing extreme amounts of chakra as he makes contact, doing so, the user makes the entire city of Asgaard rise up from the ground in wooden form, the city is complete, with walls watchtowers and a great hall. The whole city is made of heartwood, (the hardest type of tree) and is infused with the users chakra, the city is about 3x3 kilometers big. The user is able to make the whole city sink down into the ground again, by performing 6 handseals and using 40 chakra, this counts as a seperated S-ranked Mokuton jutsu.
Notes:
• Because of the giant strain on the body, the user cannot use B-ranked and above techniques for three turns, after this turn.
• It takes about 15 seconds for the city to fully appear.
• it's not required for the user to have his hands on the ground, after slamming his hands against the ground.
• Can only be used once.
• The user receives 35 damage because of the strain this jutsu puts on the body.

7. Mokuton: Bakuhatsuteki - Wood Release: Explosive
Rank: E-Forbidden
Range: Short-Long
Chakra Cost: 05-50
Damage Points: 10-90
Description: After the user have used a Mokuton Jutsus he may use this Jutsu. The user slams his palms together with great force releasing a Great amount of Chakra (Depends on the Rank of the Mokuton Jutsu he used earlier.) into the Mokuton Jutsu, causing the Wood to Explode damaging everything nearby. The Rank on this jutsu depends on the Rank of the used Mokuton Jutsu, for an example: I use a D-Ranked Mokuton Jutsu this also counts as a D-Ranked Jutsu, and according to Forbidden Rank the user will take the same amount of damage of the jutsu he makes explode.
~To cause the wood to explode the user must be in contact with the wood that they wish to explode or be incontact with the ground
~ if used for exploding S rank wood , the user cannot perform S rank wood ninjutsu or above the following turn
~Can only be used twice per battle.
PHP:
1. Erzo
2. -Khallil-
3. Scorps
8. (Mokuton: Hando Orikaeshi) Wood Release: Hand Cuffs
Type: Attack
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user will perform the snake hand sign, and two pillars of Wood will grow out of the sides of the opponent, with hand cuffs at the top of them. Both of the pillars will then move towards the opponents hand, bring them towards his back and cuff them together. The hand cuffs will then start to drain the opponents chakra, as well as keeping his hands locked, not allowing him to perform any hand signs.

Note: Can only be used three times per battle.
PHP:
1. -Cobalt-
_____

Given
(Mokuton:Kirikui Kyanon)Wood Release:Stump Cannon
Rank:B
Range:Long
Type:eek:ffensive
Chakra:25
Damage:40
Description:The user channels Mokuton chakra into either both his arms or only one and by spreading them forward the user is able to launch medium sized stumps of wood from his hand which fly at the desired target at high speed.The user can release six stumps from each hand making a total of twelve stumps.After shooting out the twelve stumps the user is unable to use this technique for the remainder of the battle.
Note:Must be taught by -Cobalt-.
Note:Must have a Wood bio.
Note:The user can shoot 6 stumps from each hand, usable one time per battle
(Mokuton:Mokuzai Shuuren)Wood Release:Wood Drill
Rank:A
Type:eek:ffensive/Defensive
Range:Short
Chakra:30
Damage:60
Description:The user extends a wooden spike from his palm which is thicker at the bottom and thiner at the top.The user than uses chakra to rotate the wooden spike at high speed.The user will be able to drill through techniques of higher density (Earth technique,some Water techniques).The user is able to alter the size and number of drills.He can either create one small to large drill in one or both hands or several smaller drills which can be created from the users finger tips.The drills do not make any sound so it can be used for silent approach.
Note:Must have a Wood bio.
Note:Can only be used 4 times per battle.
Note:The user can drill through S-rank and below Earth/Water techniques within reason
Note:When used this technique has a cooldown period of 2 turns.
Note:No wood for the following 2 turns after this has been used.
Note:Must be taught by -Cobalt-.
(Mokuton:Mokuzai Hoko)Wood Release:Wood Arms
Rank:B
Type:Supplementary/Offense/Defense
Range:Short-Long
Chakra:20
Damage:40
Description:The user preforms the Snake hand seal and creates two or more versatile wooden pillars which are formed to look like arms with hands and fingers.The user can use this to trap his opponent in place or create the arms from his body and use them as an extra pair of hands helping them when using hand seals,throwing kunai,using taijutsu.When the arms are created from the users body they are normal sized but can be extended to the users required length.When created from the ground the arms are larger and more resistant.
Note:eek:nce activated from the users body they last for 5 turns.
Note:Must have a Wood bio.
Note:Must be taught by -Cobalt-.
(Mokuton:Hitoshirenu Okeru Mokuzai No Jutsu)Wood Release:Hidden in Wood Technique
Rank:C
Range:Short-Long
Type:Supplementary/Defense
Chakra:20
Damage:N/A
Description:The user channels Wood chakra throughout his whole body and then merges together with wood. This allows the user to freely move in a tree covered location or within wood.Along with being able to merge with the trees the user gains the ability to move from one tree to another but only if they are connected through roots or through branches. This technique is similar to Earth Release:Hidden in Rocks Technique. While inside the wood the user will move at a speed slightly slower than his running speed and is still detectable by Dojutsu and Sensory Ninjas.
Note:Must be taught by -Cobalt-.
Note:Must have a Wood bio.
Note:While merged with a tree the user can only use C-rank and below Wood Release techniques.
Wood Release: Whomping Willow | Mokuton: Hakushi Yanagi
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user channels his Moku chakra into a forest/tree and uses his chakra to control the branches of the trees. The user has the ability to manipulate the branches to use them as whips which attack the opponent by binding, cutting and hitting them. This technique can be applied to one or multiple trees. If no trees are present the user can use this technique to create up to 3 trees.
Note: Usable 5 times per battle.
Note:The branches can only reach targets in short range of them.
Note: Must have a Wood bio.
Note: Must be taught by -Cobalt-.
Note: Cannot affect active enemy Mokuton techniques above B-Rank.
Mokuton: Yabureme Ikioi| Wood Release: Tear of Life
Type: Supplementary
Rank: C-rank
Range: Short-Long Range
Chakra: 15
Damage: N/A
Description: After having created trees or wood or by sending his chakra into already existing wood, the user will send his chakra into the wood and/or trees and use them to soak in the water and moisture in the surrounding ground and area. The user can then use the water filled wood as a "well" of sorts creating a water source. By performing a single hand seal the water from inside the wood will be expelled to the outside allowing the user to manipulate the water to his desire. Depending on the quantity of wood used, the collected water can vary from a small puddle to a large water source, big enough to perform "Water Release: Water Dragon Bullet" and other large scale techniques. After expelling all the water, the trees/wood will fall into dust due to the lack of water inside them. The effects of the technique can easily be noticed as the ground will become dry and crumbly.
Note: Must have a Wood bio to use.
Note: Amount of water expelled depends on the amount of wood used to gather the water.
Note: Gathering of water lasts one turn.
Note: Can only be taught by -Cobalt-.


(Mokuton: Mokusei No Sōzō ) - Wood Style: Wooden Creation
Rank: A
Type: Attack/Defence/Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: The user focuses his Mokuton chakra into the ground and uses it to grow animals all varying in size from the ground. The biggest an animal can be is the size of Gamakichi, after time skip, allowing the wooden creation to be big enough for the user and at least 2 other people to hide behind it. The wooden creations have the ability to use Mokuton, Earth and Water jutsus up to B-rank without the need to perform hand seals for the Mokuton but they'd need to perform hand seals for the hand seal requiring Earth and Water jutsus. Furthermore the user has the ability to clap his hands together whilst focusing a large amount of chakra within the wooden creatures and explode them, in a similar to fashion to Exploding of Dense Woodland jutsu.
Note: Can only be used 3 times.
Note: Can only be taught by Erzo.
Note: Can only make 2 creatures at a time.


Mokuton/Suiton: Hi Sugi | Wood/Water Release: The Day After
Type: Offensive/Defensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80 (+40 to Wood technique)
Description:
The Mokuton user focuses a lot of water chakra into any existing plant (either from the field or created by his own techniques) by doing one simple hand seal (Ram). As he does this, he uses his wood chakra to manipulate the wood in a way that makes it hipersaturated with water. This increases the volume of the wood 3 times in a blinking burst before it explodes in a large blast of water and wood splinters. The size of the water blast/explosion is proportionate to the size of the wood in which the technique is used. The blast is the ultra expansion of the compressed water inside the wood into all directions and can, when used in one given point, span maximum up to mid range all around that point if used with a sufficient enough large wood source, dealing blunt impact damage. The user can manipulate this technique in a lesser, more controlled manner, by increasing the volume of a previously used Wood Technique to 2 times its original size using the same principle. Although the wood technique becomes increasingly larger and stronger, it also becomes more vulnerable to Lightning Release techniques.

Note: Usable 4 times
Note: No water techniques above S-Rank in the same and next turn
Note: Can only be taught by Scorps

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Ninjutsu

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(Bishamon-Mura) - War-Lots of Grass
Rank: A
Type: Offensive
Range: Short-Long
Chakra cost: 20
Damage points: 40
Description: The user will materlize a high amount of blades made out of visible chakra in the air, at the users desired location. These blades emit a distinctive and intimidating howling sound upon generation but despite the evident danger they possess from being suspended precariously around/above the intended victims, both of these qualities serve only to belie the technique's true nature. The attack's actual threat lies within its fragility, which results in the production of numerous razor-sharp shards that descend down at the target when disturbed by the foreign chakra(Opponent's), which would cause the swords to trigger and they will subsequently mincing the enemy to pieces. If one blade triggers, the rest triggers aswell.
~Can be use twice per battle.
~The Blades last aslong they haven't been destroyed.
~The blades would 'detonate' when foreign chakra goes through the air, past them, or jutsu being fired from target's location.
(Ashura Kai) - Asura Solution
Rank: Forbidden
Type: Offensive/Defensive
Range: Short(Impact)Mid(Explosion)
Chakra cost: 50
Damage points: 60(if opponent is mid-range) 90 (if opponent is short-range)
Description: By generating and subsequently storing a collective entity of chakra, the user is capable of containing an immense amount of friction between his two hands in a distinctive visible aura. Projecting this resultant atmosphere both forward and outward with a swift swing of his arms making impact with a nearby object, will cause the intense heat produced by the violent vibrations disperses in almost explosive manner, incinerating the majority of objects in the immediate vicinity of the attack's trajectory. The user will not be damaged from this, as it's his own chakra. Imaignate this jutsu like Asuma's Ash which explodes, just around the user.
~Useable once.
~Due the strain the user cannot use his hands/arms the following turn(Which will seal him from the use of hand signs, next round.).
~The user cannot use above A-ranked the following round aswell.
(Kaunta-Kuchiyose no Jutsu): Counter summoning technique
Rank:C
Type:Supplementary
Range:Short-Long
Chakra Cost:15
Damage points:N/A
Description: when the opponent forms the hand seals to perform 'Kuchiyose no jutsu', the user of this jutsu, releases an amount of chakra into his/her hand and lays their palm on to the ground, this then enables a disruption throughout the ground and disrupts the calling of the summoned creature/weapon when the foe tries to summon.


Genjutsu

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(Genjutsu: Shinkan )- Illusion Technique: Silence
Rank: A
Type: Supplementary
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: The user performs one hand seal and releases his chakra, inserting it into the brain of his opponent, the chakra would remain dormant until an Earth jutsu which comes from the ground is used, which will activate the genjutsu that is within the opponent like a switch. Once that happens, instead of hearing the normal sounds of the Earth braking, alerting the opponent that there may be an attack from the ground, complete silence falls upon the opponent, leaving them vulnerable to the incoming attack.
Note: Can only be used thrice.
Note: No Genjutsu next turn.
(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: No S-rank Genjutsu next turn.
(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.
(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: Can only be taught by Erzo
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.
(Genjutsu: Seishin Kujiki) Illusion Technique: Mind Crush
Rank: S
Type: Attack
Range: Short - Long
Chakra Cost: 40
Damage Points: 50
Description: The user whips his arm towards the target and outstreches his hand and once the foe witnesses this, they are put under an illusion that seemingly has their mind shatter, wiped out and leaves them staggered for the current turn but due to the strain of this move, the user is unable to perform jutsu for the present round (does not count for clones or “additional bodies”). The opponent is damaged quite a bit by this jutsu because of the mental strain that is put upon them.


Taijutsu

9. (Kokuryuu no Houkou) - Roar of the Black Dragon
Rank: A
Type: Offensive
Range: Short
Chakra Cost: N/A
Damage: 60
Description: The user, having at least the 3rd gate, The Gate of Life, open, darts forward towards his opponent. The motion itself is in a leaping fashion, with the user's less dominant leg in front. As the user's in the motion of doing so, their more dominant leg trails behind, scraping across the Earth, being met with both traction and air resistance; however that is the powerhouse behind this attack. The pressure of wind is built up and contained within the users dominant leg, and it will appear as a black aura cascading the entire leg. With a simple halt in motion, the user will place their forward leg on the ground whilst, the motion causes their other leg to ''shoot'' upwards from the ground and strike into the desired area of the target, upon impact with the opponent a simple shock wave is generated which takes the form of a dragon head, crushing the opponent and sending them flying away.
~Can only be used twice per battle
~No techniques above that of S-rank in the same turn.
~Damage dealt by this technique increases with the number of gates opened, starting with 60 for 3rd gate (gaining no boost) and increasing with the boosts given by each additional gate.
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10. (Hachimon: Odori no Shiro Tora) - Eight Gates: Dance of the White Tiger
Rank: S
Type: Offensive
Range: Short
Chakra Cost: N/A
Damage: 80
Description: A form of Taijutsu that is deceptive to the naked eye and the untrained, but extremely powerful in it's nature. Through activation of the sixth gate - The Gate of View; the users physical prowess is pushed to the limits, allowing him to move at extremely fast speeds. With immense training, this speed can be used to augment the user's limbs, so that they may be utilized in an offensive way by producing afterimages. Being short ranged from the opponent, the user will release a barrage of attacks (could range from both upper and lower body, including but not restricted to: Palm thrusts, uppercuts, simple jabs, knuckle punch, high kick, low kick, sweeping kick etc.) The main ability of this barrage of attacks is the speed applied into each limb, the user's limbs will move at excessive speeds allowed by the activation of the sixth gate. Hence, the gestures produced by the user's limbs will appear as simple afterimages to the opponent, acting as a decoy since the action the opponent is observing has already occurred. As the barrage continues onwards, there is a cycle of produced afterimages correspondent to the user's limbs. Leading on for each afterimage to act as a decoy whilst the next is attack coming in from another angle. Essentially creating a chain of events where the opponent's eyes are tricked by the speed of the user's limbs, creating more and more afterimages of previous positioning whilst continuously firing in more damage inducing hits.
~Can only be used once per battle and only by EIGM.
~Due to the excessive speed applied to augment the user's limbs, both his feet and hands will undergo severe pressure after usage, disabling taijutsu above A-rank for the following 2 turns.
~No techniques above that of S-rank in the same turn.
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(Chakra Gigei|Assai Yajuu|Mikon Buta Onjun Za Raion!)- Chakra Arts|Crushing Beast|Wild Boar Tames the Lion!
Type: Attack
Rank:S
Range:Short-Mid
Chakra Cost: 40
Damage Points:85
Description: the user focuses a massive amount of chakra into their palms. the user then strikes the opponent multiple times in the chest area delivering heavy impact blows taking the breath out of the opponent. He/She then hits then opponent in the chest and twists their palm releasing all the chakra that is stored up in their palms sending them flying forward. The user follows up with a strong round house kick to the opponent's gut sending them spiraling into the air.
(Can only be used once per battle)
(No Taijustu next 2 turns)
(Can only be taught by Daemon)
(Taijutsu|Kankoui|Kyuukei)-Fighting Technique|First Act| Intermission
Type:Attack
Rank:B
Range:Short
Chakra Cost:20
Damage Points:40
Description: The user focuses chakra into their legs and starts charging at the opponent. The performer grabs the arm of the opponent and uses their right knee to slam into the elbow breaking the arm of the unlucky sparring partner. Then the user uses his/her right hand to slam the face of the opponent in the ground.
(Can only be taught by Daemon)


(Yuukai Hi Kobushi) Intertwined Flame Fist
Rank: S
Type: Offensive
Range: Short-Long
Chakra Cost: 40
Damage Points:80
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.
- Look of the technique:
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Multi Elemental

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(Suiton: Tobikomigouben Gufuu) Water Release: Plungepool Tornado.
Rank: Forbidden
Type: Defence/attack
Range: Short/Mid
Chakra Cost: 60
Damage Points: 100
Description: The user will create a votex of water either around themselves or there opponent combining there water chakra and earth chakra. This would would look like a tornado shape of water with rocks and boulders in due to the earth chakra, though due to the high speed rotation of the tornado, it would look like a giant mud vortex.
Note: Can only be used once.
Note: No A-Ranked or above in this turn or next turn.
Note: 20 Damage to the user itself.
(Katon/Raiton: Ho-Masubi's Raiden ) - Fire/Lightning: God of Fire's Thunder
Rank: Forbidden
Type: Attack/Supplementary/Defence
Range: Short - Long
Chakra Cost: 50
Damage Points: 90 (-10 to user)
Description: An advanced Fire and Lightning combination. The user releases their fire chakra from their body, manipulating it so as to create several rings of flame that are arranged in a concentric circular pattern. The rings orbit the user at all angles, acting as a spherical defense. However the user quickly releases their raiton chakra outwards from their body, while performing two brisk handseals. The chakra creating dozens of threads comprised of lightning that branch outwards, coiling around the already rampant flames. The user then sends the flames forwards, the former rings breaking into large crescents which can be sent racing towards the opponent. The fire and lightning combo both incinerates and slices through anything within its path; carving a blazing path of destruction through the land. Alternatively the user can perform a single handseal, thus instead of sending the attack in a single direction, the user is cable of making the attack expand outwards up to mid range. As it does so the rings begin to spin faster and faster, to the point that the rings seemingly form a visually impregnable sphere.

Notes:
~ Can only be used once.
~ Can only be taught by Erzo
~ No Fire or Lightning Jutsu above A-rank in the same and next turn .
~ This technique leaves the user lethargic while the users experiences painful pins and needles in their extermeites due to the overuse of chakra. This lasts for the rest of, and the next turn. Inhibiting the users resourcefulness.
~ Counts as two moves from the users move count
 
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