Kiwii's Lost Customs

Kiwii

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Here I'll put all my custom jutsu. I forgot about all the custom people gave to me, and all the customs I gate to people, so I'll just start from the scratch. If you had some of my customs, contact me, it's cool
 

Kiwii

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Before the new rules

1. Genjutsu: (Osore Kosai Kokontouzai) Claustrophoby

Rank: C
Range: Short-Medium
Chackra cost: 20
Description: When the victim is cought on it will see the surroundings ( Trees, rocks... ) getting bigger and closer until he cant see anything surrounding him. The user can now attack him without beeing seen.
(The jutsu paralyses a weak opponent by 2 turns ( 1000 post bellow the user )
(This genjutsu cant be preformed on clean terrains like a river or a green plain, but the right condition can me made like creating a mud wall surrounding the victim)

2. Genjutsu: (Kagyaku Hidamari) Insulations

Rank: B
RangeShort-Medium
Chakra Cost: 25
Damage Points: 50
Description: When the user is caught on this genjutsu he will feel like the sun getting wider and closer. He will feel like the heat is getting hotter.
The Genjutsu will cause damage because of the headache (insulation) and will make the opponent sleep for 1 turn.
(If the victim is 2000 post behind the user wont be able to escape the jutsu with kai)
(This jutsu can only be preformed in a sunny day)

3.Genjutsu: (Osore koushokyoufushou) Acrophobia

Rank:B
RangeShort-Medium
Chakra Cost:25
Damage Points:N/A
Description: When the victim is trapped on this genjutsu, the surroundings and the ground will stretch in a second and the user will feel like he is in a very high place. This will make him lose balance and fall.
(this can be made in every place)
(If the victim is standing on a very high place, like a cliff or a bridge will, fall from it)
(If the user is 1000 post stronger the victim will be paralysed for 1 turn)

4. Genjutsu: Ombrophobia ( Ame Osore )

Rank: S
Range: Short-Medium
Chakra Cost: 40
Damage Points: 80
Note: Requires Rain
Description: Ombrophobia is the fear of Rain or being rainned upon. This genjutsu will make the opponent suffer the symptoms of this phobia. Being rainned uppon will start to make the opponent enter in a panic state with disabling shaking. The user will not be able to stand on his feet. The damage of this genjutsu will be caused by the feeling that the opponent has of being constantly hit by needles, wich go deeper and hurt even more as the time passes. Soon enough, the needles turn into acid, and will give the user the feeling of having is flesh desintegrated, and that they're just bone.
*this jutsu is not avoidable by chakra. The opponent must feel a great physical pain (not just stab himself or break a finger) or hurt the user*
*Can be broken by Bijuu Chakra*
Note: Created for the Rain Village

5. Genjutsu: (Osore Ari) Myrmecophobia

Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: 90
Desription: Myrmecophobia is the fear of ants. When the opponent is cought on this genjutsu, he will immediatly suffer the symptoms of this phobia. For the first turn, if the user sees ants, he will suffer Involuntary Shaking, making really hard for the user to preform handseals fast. At the 2nd turn the user will feel like ants are crawling trought his body, at this fase he will not be able to concentrate well and he will start to be in panic, thus making really hard for the opponent to preform jutsu. (the opponent only gets 2 jutsus in this turn)
At the 3rd turn, sweatty and scared, the opponent will see everything he touches turn into tons of ants, and not only the things he touches, everything will fall into ants. The opponent will suffer the damage and be put to sleep for 2 turns.
*This genjutsu is not kai'able, the victim must make the user loose concentration by making him suffer physical pain or something similair*
*Must be an ant user, and this technique doesn't affect bug users*
*can only be used once per battle*

6. Genjutsu: (Kaunta-TeHan: Muzumuzu Bitan) Handseals Counter: Itchy Nose

Rank: D
Range: Short-Long
Chakra Cost: 10
Damage Points: N/A
Description: As the opponent intends to preform handseals or concentrating, the user casts a genjutsu where the opponent feels a really strong itch on the tip of his nose. Because of this annoying itch, the opponent will stop preforming handseals to scratch his nose. If the opponent is 2000 post bellow the user won't be able to notice this is a gejutsu and will have to scratch his nose everytime he does handseals.
*After 3 times he will notice, exept if he is really stupid*

7. Genjutsu: (Kaunta-TeHan: Terekusai) Handseals Counter: Awkuard

Rank: D
Range: Short-Long
Chakra Cost: 10
Damage Points: N/A
Description: As the opponent intends to preform handseals or concentrating, the user casts a genjutsu where the opponent feels like he is in a very awkuard situation and he is doind something really stupid. So the opponent will stop doing it.
If the opponent is 2000 post bellow the user won't be able to notice this is a gejutsu and will feel stupid everytime he does handseals.
*After 3 times he will notice, exept if he is really stupid*

8. Genjutsu: (Kaunta-TeHan: Rou Gobugari) Handseals Counter: Wax Depilation

Rank: D
Range: Short-Long
Chakra Cost: 10
Damage Points: N/A
Description: As the opponent intends to preform handseals or concentrating, the user casts a genjutsu where the opponent feels like all of his hairs have been waxed. This will make him feel a spasm of pain at the surface of his skin, and he will stop preforming handseals in a suden. If the opponent is 2000 post bellow the user won't be able to notice this is a gejutsu and will have a spasm everytime he does handseals.
*After 3 times he will notice, exept if he is really stupid*

9. (Surudoi Ribon ) Chakra Ribbon

Rank: S
Range: Short-Med
Chakra Cost: 40
Damage Points: 80
Description: After the user holds a small stick, he will create a long ribbon made of chakra. Just like the gymnastics, the user is able to spin and swirl the ribbon around him for prottection or to attack the opponent.
*The user is only able to mantain the ribbon for 3 turns and can only use it 2 times per battle *
*The user must wait 2 turns to use the ribbon again*

Element Table:
Wind Style: The ribbon will be sharper and will slice almost trought anything.

Fire Style: The ribbon will be made of fire.

Earth Style: the ribbon will be made of sharp soft earth but can hardden anytime he user wants.

Water Style: The wibbon will be made of sharp water.

Lightning Style: The ribbon will acquire elctrical abilities and can numb the opponnent.

10. (Reza-Shirakasu) Razor Scatter

Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: 90
Description: This technique requires a chakra conductive material (For example: Chakra Blade) and a very accurate user. After infusing both 50 chakra aswell as 15 health points into the blade, the weapon(s) will collapse and desintegrate into tons of invisible razor blades (due to it's size) that will travel at very high speeds. The user will manipulate the mist with his chakra, and can fuse them as he wishes, to create barriers or weapons from the razors. This mist can change it's density, but not it's mass, so it will be confined to the original weapon's mass.
This blades can be sensed by chakra sensing users/jutsus but can only be seen by doujutsu users (For example: Sharingan). After 3 turns, the blades will regroup on the handle(s) of the original weapon(s) and take an extra 10 health points to the user.
*Can only be used by Needle Users or Archers*
*Requires a Chakra Conductive Material*
*Can only be used once per battle per battle*
*Can only desintegrate 2 weapons max*

Table of Elemental Variation

Wind: Razors will travel much faster.
Fire: Razors will be very hot.
Earth: Doubles the mass restriction
Water: No special effect.
Lightning: Razors will numb the opponent.

11. Fuuton: Senpuukikku (Wind Style: Hurricane Kick)

Type:Attack
Rank: B
Range:Short-Mid
Chakra Cost:20
Damage Points:40
Description: A vortex of wind shot out of the users feet when he/she kicks.

Note: this is a variation of Senpuuken (Hurricane Fist)

12. (Fuuton:Kiriorosu Kuruma) Wind Style: Slicing Wheel

Rank: C
Range: Short-Medium
Chakra Cost: 20
Damage Points: 40
Description: A vertical slicing wheel of wind that can be sent towards the opponent by spinning one or both arms, from the feet wih a flip or from a weapon.


13. (Fuuton: Dai Kiriorosu Kuruma) Wind Style: Great Slicing Wheel

Rank: A
Range: Short-Medium
Chakra Cost: 30
Damage Points: 60
Description:A bigger and more powerful version of the slicing wheel.

14. (Fuuton: Kaze Hari Boutou) Wind style: Wind Needles Boom

Rank: A
Range: Short-Mid
Chaka Cost: 30
Damage Points: 60
Description: Implodes a concetrated wind attack up to A rank, transforming into wind needles that shoot in every direction (Short range). Cant be used on wind gusts or blasts.
*Can only be used 3 times per battle*

15. (Fuuton:Hoippu Sundan) Wind Style: Whip Tearing to Pieces

Rank: A
Range: Short-Med
Chakra Cost: 30
Damage Points: 60
Description: The user channels is wind chakra through a whip and snaps it towards the opponent. The snap will release multiple wind slashes.

16. ( Fuuton: Takedakeshii Enchou ) Wind Style: Ferocious Dome

Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: The user creates a dome of high speed wind around himself cutting everyone who approaches. The dome will then release ferouscious wind blasts all around, like a tornado. This blasts are strong to push back even a summon from the size of gamabunta but wont do major damage alone.
This dome takes the same amount of time to form as gaara sand dome.
*The dome can only last one turn*
*can only be done 2 times per battle*
*Wind must be the main element*

17. (Fuuton: Hikyuu Chisou) Wind Style: Leopard Feast

Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user infuses his sword with wind chakra and then he sticks it on the ground. After that the opponent is surrounded by a whirlwind tht pushes him into the air. From the whirlwind 3 leopards will charge towards he opponent, ripping and tearin the victim apart in middle air.
*Biku can generate 6 leopards instead of 3*
*Can only be used 2 times per battle*

18. (Fuuton: Hari Renda) Wind Style: Needles Barrage

Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user generates a wind barrage in front of him. Then the barrage will shoot tons of wind needles that can cover a long range of terrain.
*Can only be used 2 times per battle*
*Wind must be the main element*

19. (Fuuton: Bu-meran Dekoi) Wind Style: Boomerang Decoy

Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: After infusing his boomerang with wind chakra, the user will create multiple wind boomerangs around the original one. These will follow it add more damage to the attacks, since they'll be hard to see, just like invisible blades. If the boomerang gets destroyed, the wid ones will shoot out of him in every direction (short range).
*can only be used 2 times per battle*
*only lasts 1 turn*

20. (Fuuton: Sundan Sunappu ) Wind Style: Tearing Snap

Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: When the whip is tied to the opponent, the user can release it with a snap. The snap ill be charged with wind chakra and will rip trought the opponent locked part of the body. This is best suited or arms, legs and neck.
*can only be used 3 times per battle and if the user attemps a 4th time, the whip will shred to pieces*

21. ( Doton: Andoroido ) Earth Style: Android

Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: This jutsu enables the user to gain control of metal in the area by using his earth chakra to mold the metal ores. This jutsu can also create metal from the ground, by pressuring it. This mode lasts 5 turns, in wich he gains primitive control over small to medium ammounts of metal, and enables the user the possibilty to use related jutsus.
*This jutsu doesn't have control over Metal Costum Elements*

22. ( Doton: Ketatamashii ) Earth Style: Piercing

Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: This jutsu covers the gorund with needles, wich the user can then shoot with great speed against the opponent.
*Needs Android Activated*

23. ( Doton: Bo-Ru no Tekkou ) Earth Style: Balls of Steel

Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: This jutsu raises 3 balls of steel, on top of eachother, for the size of 2 heads each. From there, the user can manipulate them into anything, aslong as they keep the ball shape. This balls move at great speed.
*Needs Android Mode Activated*

24. Ant Bomb Technique ( Ami Bakudan no Jutsu )

Rank: C
Range: Short-Long
Chakra Cost: 15
Damage Points: 30
Description: A variation of (Hachi Bakudan No Jutsu) - Bee Bomb Technique, where the user detonates ants upon contact. The ants release a squeeze of poison instead of wax, which can have devastating effects on mouth, nose, eyes or open wounds, but don't really do anything on the user skin.

25. Summoning: (Neitivu Bu-meran - Kihonteki Bu-meran) - Tribal Boomerangs: Basic Boomerang

Rank: D
Range: All
Chakra Cost:10 (each 3 boomerangs, max 12)
Damage Points: 20
Description: Summons 3 leopard bone boomerang from the size of a kunnai. These boomerangs can be held as a kunnai to direct fight (short range), can be thrown vertically (medium range) or can be thrown horizontally, boomerang like (medium-long range).
This boomerangs are thin enough to slice the opponent.
*can be infused with wind chakra*
*can only be used by the leopard guru and students*

26. Summoning: (Neitivu Bu-meran: Tsuin Kiba) - Tribal Boomerangs Summoning: Twin Fang

Rank: C
Range: All
Chakra Cost: 20
Damage Points: 40
Description: Summons 2 leopard bone boomerang from the size of a katana. These boomerangs can be held as a sword to direct fight (short range), can be thrown vertically (medium range) or can be thrown horizontally, boomerang like (medium-long range).
This boomerangs are thin enough to slice the opponent, and strong enough to cut through basic bone.
*can be infused with wind chakra*
*can only be used by the leopard guru and students*

27. Summoning: (Neitivu Bu-meran: Toppi Mashin) - Tribal Boomerang Summoning: Wild Devil

Rank: A
Range: All
Chakra Cost: 30
Damage Points: 60
Description: Summons a leopard bone boomerang from the size of an average adult. This boomerang can be held as hammer to direct fight (short range), can be thrown vertically (medium range) or can be thrown horizontally, boomerang like (medium-long range).
This boomerangs are thin enough to slice the opponent, and strong enough to crush the opponent.
*can be infused with wind chakra*
*can only be used by the leopard guru and students*

28. (Kamufura-ju Inpei) Camouflage Concealment

Rank:C
Range: Short-Medium
Chakra Cost:20
Damage Points:N/A
Description: Hunting technique used by multiple animals. Because of the patterns on the fur, the animals are able to conceal themselves on the surroundings while waiting for their prey. The patterns also allow the animal to stay unnoticed
even while running so the prey will only see them when its too late.
*The user must have affinity with an animal with pattern fur*
*opponents 2000 post above the user will see through this technique*
*Cant be used if the surroundings arent the same high as the user*

29. ( Hikyuu Sutansu: Katana Uzu ) Leopard Stance: Sword Swirl

Rank: C
Range: short
Chakra Cost: N/A
Damage Points: N/A
Description: This stance is used to deflect a quick sucession of small projectiles. With a sword combo the user, while swinging his swords, will block all the projectile (kunnais, arrows, small rocks, etc) thrown at him, spinning. Its similair to Heavenly Spin, but instead of releasing chakra, the user will substitute it for a sword combo.
*Can only be used by the Leopard Guru and students*

30. (Hikyuu Sutansu: Jinsoku Shikon) Leopard Stance: Rapid Fangs

Rank: C
Range: Short
Chakra Cost: N/A
Damage Points: 40
Description: A rapid combo of 5 quick punches, in seconds, to the abdominal area or the rib cage area.

31. Puppet: Unabara (The Deep)

Rank: C
Chakra: N/A
Damage Points: 30
Description: Has the primitive shape of a submarine. Is 1 meter wide and half a meter high. It can be commanded using 3 fingers minimum, wich means the user can weild 3 in a row.
Basicly, it shell as a similair effect of the jutsu "Earth Release: Underground Fish Projection", allowin it to go underground or underwater without disturbing the surface. 2 fingers control the movement and the middle controls the traps. Unabara has 3 traps:
1. Opens a trapdoor on the top, reveiling 3 big saw wheels, spinning at great speed.
2. Opens a trapdoor on the front, shooting multiple needles made of metal.
3. Opems a trapdoor bellow the puppet, wich shoot multiple wires that tie the opponent. the wires have several tags, wich explode when the user feels necessary. Destroys the puppet.
*Made by Tukki Aburame*

32. Puppet: Ventus / Flamma / Terra / Aqua / Fulgur

Rank: D
Range: Short-Long
Chakra Cost: 10
Damage Points: 20
Description: The user closes his hands and opens them again, forming an elemental chakra ball from the size of a basket ball. This ball has all the characteristics of the element and after it's creation, it stands on it's own, without adding more chakra. The puppet is created with 2 chakra threads, wich the user will use to manipulate it. The first thread is used to move the puppet around and the second thread is to change the shape of the ball.
The ball can be stretched, flatten, squared, etc, as longs as the mass stays the same.
The user can summon and control 5 puppets in row, with the same element or not.
Fusions, of any kind, will upgrade the rank and power of the jutsu to the rank above. All five will fused be equal to an S rank.
The puppets can stay the whole battle, but the fusions can only be mantainned 1 turn, due to the unstability.

33. Puppet: Meiun Gangu ( Doom Toy)

Rank: A
Chakra Cost: N/A
Damage Points: 60
Description: This a very simple, yet complex puppet. Basicly, the initial form of the puppet is a ball, wich we can notice the structure as being 10 small curved metal bars sharp at the sides, wrapped. The bars are ramdomly conected with wich other and at this point the most basic movement is moving around. Wich the user can do with only one finger. Then, and this is the tricky part, with an aditional finger, the user can open the ball into 2 jaws. 1 finger to move and 1 finger to open and close. With another finger, the mouth opens and forms a shield, with a (gilotine) and that can stil bend over itself, being still strangely like a mouth. Now, changing the fingers ( Still 3 fingers, but the extra ones change the tread), it becames a semi-circular object, comprized my 3 intricated bars. Spinning the extra fingers around eachother, the bars vibrate up and down, creating the effect of a spinning wheel, but still very flexible, because of the first finger. With an aditional finger, all the bars open and create a single bar. The extra finger is also for movement, wich means we get a very agile and flexible bar, with very sharp edges. The user can swirl it around himself, toss it to the opponent, wrap body parts, almost anything. At any point, the user can switch forms.
Note: Can use 2 puppets at once but at this level the user can't fuse them together.
*Developted by Tukki Aburame*

34. ( Houkou ) - Roar

Rank: B
Range: Short-Medium
Chakra Cost: 25
Damage Points: N/A (exept elemental Roar)
Description: The user gathers chakra in the stomach and release it all at once from his mouth in a load roar. This roar as the ability to paralyze the opponent.
*can add element*

Table of Elemental Roar Extra Information:
Wind Roar - Releases also a blast of wind.
Fire Roar - Realeases also fire blast.
Lightning Roar - Releases also a shock wave.
Earth Roar - Also crushes the surrounding ground.
Water Roar - Releases also a water blast.
 
Last edited:

Kiwii

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From wining a contest, NB Treasure Hunt

(Totte no Hikyuu Tentei) Handle of the Leopard God

Rank: Forbbiden
Range: Short-Meddium
Chakra Cost: 50
Damage Points: 90
Description: The Handle of the Leopard God was said to be one of the most powerfull weapon of the Sun Country. It ended the great Native War, held by one of the strongest Leopard Guru. The weapon consist on a 20cm hanndle made with leopard bone infused with chakra ( just as strong as Kaguya Bone ) with lots of ornament. In the tip, made with a more sharpen version of the same material, is 10cm dagger. With a great vudoo spell, the dagger is able to canalize and strenghten the user chakra, creating, when the user desires, a big and thin blade made intirely with chakra ( 1 meter max ) that can cut trough almost anything. The user can choose to use the dagger, without any chakra cost, or use the chakra blade ( That last only 3 turns ).
Beeing made of chakra, the blade can be infused with elemental chakra.
*It takes 5 damage points to activate spell*
*Every turn the chakra blade is used requires an aditional 15 chakra*
*To recreate a chakra blade you have to wait 1 turn*
*The User can only infuse the weapon with chakra 2 times per battle*

After creating the chakra blade, the user can infuse extra chakra, revealing the Handle's full power.
At this state, the blade is able to strecht up to 2 meters and release some ocasional chakra blasts.
*It takes 10 damage points to turn the spell to his max*
*Stays activated until the chakra blade runs out*
*requires an extra 15 chakra points, plus 15 from the original chakra blade*
*The user only gets 2 moves per turn, everytime the Special blade is in play*
*If you activate the special blade, you wont be able to use that element for 1 turn*

Table of Elemental Variation

Wind - After a small wind blast, the blade assumes the form of a very sharp and thin wind blade, almost invisible and gives the weapon a stronger cut power.
After Special power:
With quick whirlwind, the blade strecht to its full lenght, and assumes the form of a large and flexible wind spear. Doing circular movements with the spear, the user his able to generate vortex to push back the opponent and he can even create slicing gust of wind.

Fire - Flames shoot out of the hanndle and form a fire blade. It sets on fire anything it touches, making the cuts last longer.
After Special power:
With a blast of fire, the blade turns flexible and strechts at max, transforming into a flamming whip. Every snap releases a static fireball blast, increasing the combusting range.

Water - Like a rising waterfall, the water assumes the shape of a water blade.
After Special power:
After a water vortex, the blade turns into a big liquid schimitar. The sword can shoot water like a strong hoose, pushing and injuring the opponent.

Earth - Creates a very strong earth blade, almost as strong as diamond.
After Special power:
The earth turns into a giant square hammer, standing equal to diamond. As the user slams the hammer on the ground, he his able to lift meddium boulders of rock, that the user can then throw at the opponent. Its smashing abilities can also create fissures on the ground to engolf the opponent.

Lightning - After a little snap, the lightning goes up in a lightning blade. Its touch numbs and shocks the opponent.
After Special power:
After an electrical charge, the blade turns into a lightning katana. Besides the all numb and shocking thins, the katana is also able to shoot bolts of lightning from its tip.
 

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Custom Weapon:

(Hikyuu Bibu Hoippu) Leopard Tail Whip

Rank: B
Range: Short-Med
Chakra Cost: N/A
Damage Points: 40
Description: A whip made of flexible hard letter. This whip can be used for slicing, ripping or holding something. The user will snap the whip with great strengh and the leopard hair attached to the tip of the whip will rip and slice the opponent.
*can add wind to make the whip go faster and make the cleaner cuts*
Note: After doing the hand seals, the user can use this whip to summon Leopards as long as he signed the Leopard Summoning Contract. The user puts some blood on the whip and snap it once to summon.
*cant sumon Biku*
 

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Leopard Contract

1. Hikyuu Kuchyose: Chikita) Leopard Summoning: Chikita

Rank: C
Range: Short - Long
Chakra cost: 20
Damage: N/A
Description: Chikita is a normal size leopard that holds a poisonous leopard bone spear on her tail, and can spit poison needles from her mouth aswell spit poison mist. Besides poison, She as also the ability to preform wind attacks from D to C (whirlwinds, gusts and blast)
*poison imunity*

2. (Hikyuu Kuchyose: Moca) Leopard Summoning: Moca

Rank: B
Range: Short - Long
Chakra cost: 25
Damage: N/A
Description: Moca is a big leopard holding big leopard bone hammer on the mouth and wearing a spikey hard leather armour. This leopard has an enourmous strenght and the ability to preform Earth jutsus by crashing the ground with his hammer or paws.

3.(Hikyuu Kuchyose: Hito-Menji Hikyuu) Leopard Summoning: Man-Eating Leopards

Rank: A
Range: Medium-Long
Chakra Cost: 30
Damage Points: N/A
Description: Man-Eating Leopards were said to be the terror of many small villages in Africa, they attack by night, eating a man or a child everyday, moving across the land.
Many tried to hunt them, but came out empty handed. The user presses both hand on the ground and the opponent will hear a roar. Then 6 enraged leopards appear from the surroundings and jump at him, devouring every piece.
*If the opponent is 1000 post bellow the user, he will get paralyzed from fear*
*These leopards cant be used for combos, cause they will turn against the user*

4. (Hikyuu Kuchyose: Presa) Leopard Summoning: Presa

Rank: A
Range: Short - Long
Chakra cost: 30
Damage: N/A
Description: Pesa is a normal size feline, with a strong leather armour. He has longer teeth and claws and great speed. Presa can generate wind attacks from D to A (whirlwinds, gusts or blast). He has a leopard bone katana and holds it on his mouth. Presa an also spit needles.

5.(Hikyuu Kuchyose: Biku) Leopard Summoning: Biku

Rank: S
Range: Short - Long
Chakra cost: 40
Damage: N/A
Description: Biku is a huge feline, with hard leather armour and wears lots of bones, skulls and feathers ornamentations. Biku as a great wind control and can generate wind attacks from D to S (whirlwinds, gusts or blast). His weapon is a huge leopard bone katana infused with chakra called 'Solo' and he can summon other leopards.

Ant Contract

1. ( Ami Kuchiyose no Jutsu: Rankei no Ami) Ant Summoning Technique: Ant Egg

Rank: E
Range: Short
Chakra Cost: 5
Damage Points: N/A
Description: If the user is unable to call forth the desired ant, by not using enough chakra, he will summon multiple ant eggs. Even though they'll hatch in 3 turns into small ants, they aren't big threat.
*The hatched ants are poisonless*
*The eggs will appear beneath the hand that the user uses to strike on the designated surface*

2. ( Ami Kuchiyose no Jutsu: Amibiggu) Ant Summoning Technique: Big Ant

Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The user calls forth Amibiggu. Just like every ant, he can separate into tons of tiny ants, similair to the big one. He is able to release pheromones but he is poisonless. Amibiggu has Fire affinity, and can spit streams of fire or fireballs (B rank Fire) thrice per battle, when he is on his normal form. Using his Fire affinity, he can heat up his sting, increasing it's power, ability that his separated form also has.
*just like any ant summoning, the user can summon Amibiggu's initial form, or the already separated form (requires a vessel, like the user's clothes or a small tunnel system*
*Must have signed the Ant's Contract*
*Can be summoned once and lasts for 3 turns*

3.( Ami Kuchiyose no Jutsu: Amihizan ) Ant Summoning Technique: Flying Ant

Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user calls forth Amihizan, a big flying ant with a spear. Just like every ant, he can separate into tons of tiny ants, similair to the big one (The spear desintegrates into ants aswell). He is able to release pheromones and produce poison, which he can release from it's bottom. The poison is similair to real Fire Ant's Poison, but much more weak. The poison is used for muscle paralization, but it requires multiple stungs ( 20 to 30 tiny injections, 2 to 5 larger injections) to take effect. The poison remains in the targeted organism for 3 turns, causing constant but bearable pain, before naturally dispersing.
*just like any ant summoning, the user can summon Amihizan's initial form, or the already separated form (requires a vessel, like the user's clothes or a small tunnel system*
*Must have signed the Ant's Contract*
*Can be summoned once per battle and lasts 2 turns*

4. ( Ami Kuchiyose no Jutsu: Amitaichou ) Ant Summoning Technique: Ant Boss

Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user calls forth the gigantic Ant Boss, Amitaichou. He use has Earth affinity and is able to use Earth jutsus up to B rank (Normal Form), and up to C rank (Separated Form). Just like every ant, he can separate into tons of smaller ants, similair to the big one. He is able to release pheromones and produce poison, which he can release from his bottom. The poison is extremely painfull, and a single sting can paralize a big summon half or less the size of Bosses like Gamabunta, requiring 3 for the pain to paralize Bosses. The smaller ants can paralize human sized foes with 5 stungs, and small animals with 1. Due to it's paralizing effect relying on pain, the time the paralization lasts is proportional to the rank of the opponent. lower ranked Ninjas (roughly up to Jounin) will be paralized for 5 turns. Higher ranks (roughly up to Sannin) will be paralized for 3 turns. Kages and Sages will suffer the paralization in the moment they're stung, but will regain movement in the next turn.
*Can't be summoned separated*
*Must have signed the Ant's contract*
*Can be summoned once per battle, and lasts 3 turns.*
*While he is on the field, no other summons can be used by the user or none of the user's summons can exist on the field when he is summoned*
 
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