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Lili's Bosom of Impending Doom III
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<p>[QUOTE="Lili-Chwan, post: 13414488, member: 25119"]</p><p style="text-align: center"><a href="http://narutobase.net/forums/forumdisplay.php?f=432"><img src="http://i.imgur.com/gifHYA8.png" data-url="http://i.imgur.com/gifHYA8.png" class="bbImage " style="" alt="" title="" /></a></p><p></p><p>[border=]<p style="text-align: center"><strong>☿ Water Elemental Ninjutsu ☿</strong></p><p>[hr][/hr]</p><p style="text-align: right"><span style="font-size: 10px">E Rank</span></p><p></p><p>( Ninpō: Ritomasu Fingā ) Ninja Art: Litmus Finger[spoiler]Type: Offensive/ Supplementary</p><p>Rank: E-Rank</p><p>Range: Short</p><p>Chakra: 5</p><p>Damage: 10</p><p>Description: This Jutsu was developed using the special paper Sensei possess to assess a Shinobi's Elemental Affinity as a basis. The user focuses Chakra in their finger/ hand and, by performing a small gesture that best represents the Element they wish to replicate, they produce a small, raw form of the desired Element. While this technique lacks any significant "punch", the technique itself can be used to attack the opponent in a variety of ways, making this Jutsu's true strength lie in it's users imagination. The following is a list of basic examples from the 5 Elemental Natures. Note that these are simply basic examples, and not the sole usages of the technique.</p><p></p><p>Fire: The user can snap their fingers, using the heat caused by the friction to make a "lighter" from their finger/ thumb. Other uses include low heat Fire's, such as Ash.</p><p></p><p>Wind: The user can twirl their finger around, using the rotation to create a mini-vortex on their fingertip. Other uses include basic variations of Wind, like small gusts or blades.</p><p></p><p>Lightning: The user can rub their fingers together, using the vibration to mimic a small electrical charge. Other uses include basic variations of Lightning.</p><p></p><p>Earth: The user can ball their hand into a fist, compressing their Chakra and make a small rock or pebble. Other uses include softer or lighter variations of Earth, such as mud, dirt or dust.</p><p></p><p>Water: The user can, using free-flowing movements with their finger, mimic the flow of Water Chakra and create a "stream" of Water in the air. Other uses include basic variants on the Water Element, such as syrup or oil.</p><p></p><p>Note: Can only be taught by x iiiMPerFeCT.</p><p><span style="font-size: 10px"><a href="http://narutobase.net/forums/showthread.php?t=549570">Trained</a></span>[/spoiler]</p><p></p><p style="text-align: right"><span style="font-size: 10px">B Rank</span></p><p></p><p><strong>[strike](Suiton: Hebi no Naitei) Water Style: Serpent's Harem[/strike]</strong>[SPOILER]Rank: B</p><p>Range: Short-Long</p><p>Chakra Cost: 20</p><p>Damage Points: 40</p><p>Description: The user stomps on the ground, releasing a wave of oil, knee-high, that can either be spread in a radial manner to Mid range, or straight forward to Long range, leaving behind a shallow layer of oil. As soon as the wave is released, with 3 handseals, the user can turn the oil layer into tons of snakes-like structures that will bite and restrain the target.</p><p></p><p>*can only be used once every two turns, and a maximum of thrice*</p><p>Note:Lili-Chwan's Sensei Jutsu[/SPOILER]</p><p></p><p>( Mizu Kamikiri Tsutsu ) Rising Water Current Gun[SPOILER]</p><p>Rank: B</p><p>Range: Short-Mid</p><p>Chakra cost: 20</p><p>Damage: 40</p><p>Description: Instead of focusing the water chakra into the leg, as the common mizu kamikiri, the user concentrates as much water chakra he can onto his middle and index finger. Then, the user mimics a gun with the hand, releasing the compressed water chakra in a cutting stream of water which easily slices through rocks.</p><p>Notes: The user may use do as many streams of water as many hands the user has, but it increases the chakra cost, 20 per each stream.</p><p>Note: Maximum of three times per battle</p><p>Note: Cannot cut through A rank and above Earth</p><p>Notes: May only be taught be The Seven-Scaled boy.</p><p>*Created by Seven-Scaled Boy*[/SPOILER]</p><p></p><p>( Suiton: Nagasu ) Water Style: To Shed Blood[SPOILER]</p><p>Rank: B</p><p>Type: Attack- defence</p><p>Range: Short</p><p>Chakra Cost: 15</p><p>Damage Points: 30</p><p>Description: the user will perform the necessary hand seals can create a water spike in the hands. the spikes are like (Suiton: Mizu Kuri No Yaiba) - Water Style: Sword of Draining and the spike is held on the forearm like guren's crystal spike jutsu.</p><p>The spikes are detachable and can be reformed. the tip of the spike is very sharp and the side is ridged, makin it anble to shred flesh off (like kisame's sword, only when pulled back). the user will stab the opponent, loggin and detachin the water spike in the opponents body.</p><p></p><p>Once stabed the opponent will slowly start to lose some blood bcoz the spike is shaped in such away that it will drain blood of slowly. if the opponent trys pull it out, the spike will rip the flesh and make the wound bigger, causin more blood loss.it is very painful. The opponent can only be stabed 6 times b4 he dies of blood loss.</p><p></p><p>*-5 chakra points are taken when the spike is reformed*</p><p>*Created by Hellsbadass*[/SPOILER]</p><p></p><p>( Kougu no Pangu ) Tools of the Creator[SPOILER]Type: Offensive/Defensive/Supplementary </p><p>Rank: B-Rank </p><p>Range: Short-Mid </p><p>Chakra: 20 </p><p>Damage: 40 </p><p>Description: Using basic chakra shape manipulation, the user is capable of making small, simple and "solid" chakra constructs like cubes, spheres, kunais, pillars, etc. These are manifested and visible in a light blue color, although remaining quite transparent. These chakra constructs are weaker than Elemental Jutsu that require advanced Shape and Nature Manipulation but are as strong as normal, unfocused Elemental Jutsus. </p><p></p><p>Note: Can only be taught by Scorps or Zenryoku </p><p>Note2: Constructs are created within short range of the user </p><p>Note3: Can only be used once per turn, up to 4 times. </p><p>*Created by Scorps*[/SPOILER]</p><p></p><p>( Suiton: Poseidon no Paradokkusu ) Water Release: Poseidon's Paradox</p><p>[Spoiler]</p><p>Type: Offensive/Supplementary</p><p>Rank: B</p><p>Range: Short - Long</p><p>Chakra: 20</p><p>Damage: +20</p><p>Description: A water technique which is ironically made so as to empower fire techniques. This technique essentially allows the user to preserve, enhance and materialize the moisture surrounding a fire technique, rapidly converting it into highly volatile sticky water that surges into the fire technique in question. The sudden materialization of such volatile water, and its sudden ignition by fire results in the water/flames exploding. The combination of flaming sticky water and erupting flames showering the surrounding area so as to incinerate and blast away anything caught within the explosion radius, with the sticky aspect of the water making sure that any victim unlucky enough to come into the briefest of contact with the exploding flames will be plagued by the napalm like super hot flaming water that will cling to their bodies and ignite anything else that may be flammable. This jutsu is performed through use of an additional hand-seal directly after a fire technique so that this jutsu may be used in such quick succession that it, and its predecessor fire technique occur in more or less the same time frame. Because of this techniques successive speed, it's best utilised in conjunction with ground originating fire techniques such as erupting fire pillars so as to produce the full effect of a violent and erratic explosion of fire, and to surprise and overwhelm an unsuspecting opponent. However the eruption can also be made to be more tamed and directional should the user manipulate the manner in which the water surges in, I.e making it surge in from behind the flames would result in a more forwardly based explosion, which would allow for its effective use alongside projectile based fire techniques. For instance empowering a released fireball from behind would create a unidirectional eruption, which would send a violent and shapeless maelstrom of spurting flames that would lather anything in, or near its path in an inflamed napalm like liquid, blasting forwards towards an enemy.</p><p></p><p>Note:</p><p>- Can only be used 3x</p><p>- Cannot be used on consecutive turns</p><p>- No water techniques above A rank for the rest of the turn.</p><p>- Can only be taught by Scaze</p><p>- Cannot be used on sustained fire techniques (flamethrowers)</p><p>- Is also useable on fire CE and ignited flammable substances (such as ignited toad oil) (within reason). But cannot be used with Mystic Fire</p><p>- This technique can only be used on an alternate source of fire twice, and if used twice on an alternate source of fire then the user cannot use this technique again</p><p>- Can only be used on the turn as the targeted fire technique</p><p>*Taught by Scaze[/spoiler]</p><p></p><p style="text-align: right"><span style="font-size: 10px">A Rank</span></p><p></p><p><strong>(Suiton: Bouhatei no Hanamizu) Water Release: Mole Snot</strong>[SPOILER]</p><p>Rank: A</p><p>Range: Short-Long</p><p>Chakra Cost: 30</p><p>Damage Points: 60</p><p>Description: The user does a string of 4 handseals, creating a huge reservoir of a sticky substance (Similair to Water Style: Syrup Capture Field) underground. With one handseal, the user can erupt localized geiser-like streams around the opponent, which will then rain the substance upon the target. In case that doesn't work, the user can, by stomping on the ground, seep out the remaining underground syrup, sticking the opponent's foot to the ground.</p><p>In case the opponent decides to go underground to avoid the geysers he will come into contact with the substance underground and be stuck there, making him an easy target. The substance will short-circuit electricity, so if he tries using Nagashi to free himself he is dead.</p><p></p><p>*Can only be used thrice per match*[/SPOILER]</p><p></p><p><strong>( Suiton: Hazumo Ibo no Kerokero) Water Release: Bouncy Frog Warts</strong>[spoiler]Rank: A</p><p>Range: Short-Long</p><p>Chakra Cost: 30</p><p>Damage Points: 60</p><p>Description: After 3 handseals, the user spits out up to 5 spheres of water (The water has sticky properties, similair to Water Style: Syrup Capture Field), in a quick succession and at great speeds. Utilizing her Water Chakra, the user drastically increased the cohesion of the water molecules and decreased the adhesion of the water molecules, thus creating thick beads of water that will bounce off any object. The user can redirect the beads of water by stomping on the ground, thus erupting (up to 10) small pillars of earth (Counts towards the jutsu count) , until either she decides to pop them (using one handseal) or the beads collide with a sharp object, thus breaching the spheres and blasting the sticky substance inside onto the target. the user can infuse Fire or Lightning into the balls (For Boiling Beads or Electrified Bead, isntead of Sticky Beads), without changing the Adhesion and Cohesion levels. Wind jutsus might burst the ball aswell.</p><p></p><p>With one handseal, the user can make each bead burst into 10-20 smaller yet faster beads, with the same characteristics, despite the size.</p><p>*Can only be used 3 times per battle. Can only be used once every 2 turns*[/spoiler]</p><p></p><p><strong>( Suiton/Raiton: Ito no Unagi ) Water/Lightning Style: Eel's Silk</strong>[spoiler]Rank: A</p><p>Type: Offensive</p><p>Range: Short-Long</p><p>Chakra Cost: 30</p><p>Damage Points: N/a</p><p>Description: The user focuses chakra on the tip of his finger and produces a thin thread of water, nearly invisible to the naked eye, before shooting it in any direction, at the speed of an arrow. The thread itself has the flexibility of water, and can curve and bend at wish. Once it reaches a target, it is able to pierce through clothes and skin, connecting the user's finger to the target, at which point the user releases a powerful current of lightning, which is able to paralyze the opponent completely frozen, for 2 turns. Depending on the area struck, the opponent can even loose consciousness (head) or have difficulty breathing (chest). After contact is made, through what seems like a vaccine sting, the lightning reaches up Mid-Range ( 15m ) in half a second.</p><p>Likewise, the user is able to create a net made of water strings, covering an area of 2 meters radius, anywhere short range from the user. Using the same principle as above, the user can send a current though the strings in order to shock the opponent and paralyze him for 1 turn.</p><p>*The jutsu ends once the lightning is released</p><p>*The chakra natures are divided unevenly, with the lightning part being considered as B rank, and the water part being considered as C rank</p><p>*The laid down threads last 2 turns, in case the lightning is not triggered</p><p>*No other jutsu can be done while the thread is active</p><p>*Cannot use Lightning jutsus above S rank for 2 turns</p><p>*Cannot be used again for 4 turns after it is used</p><p><span style="font-size: 10px"><a href="http://narutobase.net/forums/showthread.php?t=157594&page=124&p=12915457&viewfull=1#post12915457">Approved</a></span>[/spoiler]</p><p></p><p><strong>( Suiton: Hiryō ) Water Release: Carabao Fertilizer</strong></p><p>[spoiler]Type: Supplementary</p><p>Rank: A</p><p>Range: Short - Long</p><p>Chakra: N/A ( +10 to infused Technique )</p><p>Damage: N/A ( +20 to Infused Technique )</p><p>Description: Carabao Fertilizer is an infusion of water chakra directly within the genesis of another technique. It has the ability to produce the necessary amount of water to initiate the materialization of another that would otherwise require a water source, or simply boost it's body and strength by +20 damage, and can be used in the same time-frame as a summoning technique to call forth an aquatic animal that can stay in battle with a small ball of water similar to Water Prison ( the low rank of the technique allows only for summons smaller than 2 adult humans ). Finally, the infusion of water can be used on Biological Advanced elements composed of Water and Earth, like Wood, in order to nourish and strengthen their body, to produce the same boost ( It works on Elements that would typically benefit from the infusion of Water, akin to Wood, like Mushroom, Plant, Algae, while excluding other Biological elements like Proteins, Bacteria, etc ).</p><p></p><p><span style="font-size: 10px"><a href="https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-42#post-22117168">Approved</a></span>[/spoiler]</p><p></p><p></p><p>( Sution: Mizu Safubo-do ) Suiton: Water Surfboard[SPOILER]Rank: A</p><p>Type: attack/ sup/ defence</p><p>Range: short-long</p><p>Chakra: 30</p><p>Damage: 60</p><p>Descriptions: wit a few hand seals the user creates a water surfboard which is hard enough to be stand on and allows the surf above the water at high speeds. it also allows the user to glide in the air and ground. if the jutsu is used as an attack, the edge of teh board is sharp enough to cut rock (depends on the size of the rock) and trees. the user can also use water replacement jutsu at the same time allowin the user to go tru some attacks (depends on the attack, will not go tru solids). the board can regenarate if on/in water (like the water shark jutsu).. this jutsu takes 5 chakra points after every turn..</p><p></p><p>note: it can also be mixed wit other elements.. like earth (mud) to make it strong and harder.. lightnin (chidori... it will also have the same ability as chidori).. wind (increased speed and cuttin abilities) fire (just makes it hot.. meltin any ice) and the board can be controled like a puppet..</p><p>*Created by Hellsbadass*[/SPOILER]</p><p></p><p>( Suiton: Zenhansha ) Water Style: Total Reflection[SPOILER]Rank: A</p><p>Type: sup</p><p>Range: long,long-mid,short</p><p>Chakra: 30</p><p>Damage: Descriptions: wit a few hand seals the user creates water mirrors maze that reflects the opponent (its like u r in a room covered in mirrors and its a maze [example if bruce lee enter the dragon.. where lee has to fit the boss in that mirror room).. this wiil confuse the opponent and disorinate (spellin) him.. the opponent will be lost in the maze of reflection. it can also reflect the suns rays or any light inside this maze, blindin the opponent.. it can also regenerate if it created on water or if it is rainin.. but if its rainin it will not be able to reflection the suns rays. it will give some time for the user to hide, recover etc. this jutsu will take 5 chakra points once created in every turn.</p><p></p><p>*Created by Hellsbadass*[/SPOILER]</p><p></p><p>( Suiton: Mizu Rasen Ken ) Water Style: Water Spiral Blades[SPOILER]Rank:A</p><p>type: defence/ attack</p><p>Range:Short</p><p>Chakra Cost:30</p><p>Damage Points:60</p><p>Description: a couple of hand seals and the user creates water blades which is mixed wit wind and it is fromed under the user's feet and spins at high speeds around the user like the user is a water cacoon. it will protectin the user from taijutsu and short distance jutsu (like rasengan, shadow clone explosion, etc). if the oppoenent trys to punch, or kick, their limbs will be cut of.. this can also protect the user from attacks that r thrown (kunai and shurikens) and also fire jutsu</p><p></p><p>*Created by Hellsbadass*[/SPOILER]</p><p></p><p>(Suiton: Mizu Bakuha) Water Style: Water Explosion[SPOILER]Rank: A-S</p><p>Type: attack</p><p>Range: short - long</p><p>Chakra: (A rank: 30) (S Rank: 50)</p><p>Damage: (A rank: 60) (S Rank: 100)</p><p>Descriptions: wit just one seal, the user can make any water substance and water source explode in a huge blast. this just can be mixed wit other water jutsu, even water clone jutsu. note once used the jutsu the water will be still there.. it wont disappear.. it will be just scattered every where and the larger the source of water the greater the damage.</p><p>once used = No S-rank jutsus next turn</p><p>used twised= no S rank or A rank jutsu next turn</p><p>*Created by Hellsbadass*[/SPOILER]</p><p></p><p>( Suiton: Tako Shokushu) Water Style: Octopus Tentacle[SPOILER]Type: attack/Supplementary/ defence</p><p>Rank: A</p><p>Range:mid</p><p>Chakra Cost: 30</p><p>Damage: 30</p><p>Description: the user creates 4 water tentacles in his back, that he can control each of them freely. the user is also able to use the water in the tentacls to create other water jutsus. it can also rengerate only if there is a water source. it cost+5 for every turn it is used on the battle field and it has limited amount of water so the user cannot create huge water jutsus and the user can create 5 water jutsus usin the octopus tentacle when there is no water in the battle field.</p><p></p><p>*Created by Hellsbadass*[/SPOILER]</p><p></p><p>(Suiton: Juuhou Hassuru ) Water Style: Heavy Artillery Fire[SPOILER]Rank:A</p><p>Range:Short-Long</p><p>Chakra cost:30</p><p>Damage Points:60</p><p>Description: After a few hands seals, the user can fire multiple Suiton: Taihoudan (Water Style: Water Gun) from a near by water source instead of the users mouth. the water bullets r fired at rapid succession at the opponent.</p><p></p><p>side note: this jutsu can be mixed wit wind jutsu to increase the power of the attack.</p><p>*Created by Hellsbadass*[/SPOILER]</p><p></p><p>(Suiton: Sutikkī denpun same ) Water Style: Sticky Starch Shark[spoiler]Type: Attack</p><p>Rank: A-rank</p><p>Range: Short/Long</p><p>Chakra Cost: 30</p><p>Damage Points: 60</p><p>Description: The user After performing the required hand seals Ram → Tiger spits out high-viscosity, chakra infused water, that is released in the form of a large water shark. This is a blast of sticky liquid which can be used to form an adhesive trap that can inhibit a person's mobility or just crush their bones if hit directly due to its large mass and speed.</p><p></p><p>- Only taught by william24</p><p>- Can only be used 3x per battle</p><p>*Taught by Shady*</p><p><span style="font-size: 10px"><a href="http://narutobase.net/forums/showthread.php?t=499464">Trained</a></span>[/spoiler]</p><p></p><p>(Suiton: Sui Mizu) Water Style: Acid Water[SPOILER]Rank: A</p><p>Type: Attack</p><p>Range: Short/Mid</p><p>Chakra Cost: 30</p><p>Damage Points: 60</p><p>Description: The user spits out a portion of water that is acid. When the acid contacts skin, the skin just sizzles and disappears. Just leaving the opponent's raw flesh.</p><p></p><p>*Created by Jamal*[/SPOILER]</p><p></p><p>(Naibun Fuu Zonokiri) Heavy Mist[spoiler]Type:Supplementary</p><p>Rank:A-rank</p><p>Range:Short/Mid</p><p>Chakra Cost:30</p><p>Damage Points:N/A</p><p>Description: By focusing his wind and water chakra on an already created mist, the user will be able to keep it stable by making it denser, heavier and fixed in place with strategic wind current. Only an S-rank wind jutsu can clear this mist.</p><p></p><p>Note: Can only be used 3 times per match</p><p>Note:The mist stay denser and heavier for 2 turns after use of this jutsu</p><p>*Created by Hasashi*[/spoiler]</p><p></p><p>( Suiton/Futon: Heizen Doragon Tama no Jutsu ) Water/Wind Style: Cool Dragon Bullet Jutsu[SPOILER]Rank: A</p><p>Type: Offense/Supplementary</p><p>Range: Short/Long</p><p>Chakra Cost: 30</p><p>Damage Points: 60</p><p>Description: The user fires several large dragon-shaped water bullets at their opponent. By infusing them with wind chakra while firing them, the user manages to cool the water to near freezing tempreatures. It is able to alter localized weather conditions to the point of dissipating clouds when shot into the air. If the foe touches the water, he/she'll suffer near freezing.</p><p>Notes:May only clear the skies four times per battle.</p><p>Notes:The opponent will not get freezed but they'll become very slow.</p><p>Notes:It's mostly a suiton jutsu, it doesn't require wind training above C ranks.</p><p>Notes:No wind A-rank or higher next turn.</p><p>*Created by Seven-Scaled Boy*[/SPOILER]</p><p></p><p>( Ninjutsu: Nezumi no Hoohige ) Ninja Arts: Rat Whiskers[SPOILER]Rank: A</p><p>Range: Short-Mid</p><p>Chakra Cost: 30 (-5 per turn to maintain)</p><p>Damage Points: 60</p><p>Description: The user will expel chakra outwards, from her hands. The chakra will create a set of 5 wires, thin and sharp but strong, which will immediately wrap around the opponent. While they can be used on their own to powerfully constrict the opponent, they can be used more efficiently by adding an elemental nature to them. Strong elements (Earth, Metal, etc) or Slicing elements (Wind, Lightning, etc) will strengthen or sharpen the thin wires, which will allow them to slice through flesh and bone by the inherited constriction force. Other elements may weaken the body itself, allowing the said slicing effect (Fire burning, Rotting elements, etc). Elements that do not fall in these characteristics will simply add their characteristics to the wires, but will only have the tight grip of normal chakra wires, and not the slicing property.</p><p>With one handseal, the wires can be shot from the ground upwards, binding the target. The user can gradually increase the sharpness and the tight hold of the technique by hand gestures (when he uses it from his hands directly as "whips") or by maintaining the hand seal (if used from the ground).</p><p>*If used from the ground, can't preform any further jutsu until the grip is released*</p><p>The wires are only able to severe the thinner limbs/weak spots and severely injuring the thicker body parts (I.e Severe arms, legs, necks, and Injure torso, head).</p><p>*This jutsu can only be used thrice per battle, at max 1 usage every two turns*</p><p>The wires follow the element's and rank's weaknesses and strengths</p><p></p><p>*Cannot be used by CE elements.</p><p><span style="font-size: 10px"><a href="http://narutobase.net/forums/showthread.php?t=157594&page=97&p=10529395&viewfull=1#post10529395">Approved</a></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">DONATED</span>[/spoiler]</p><p></p><p>( Ninpou: Supiritto Gijutsu ) Ninja Arts: Spirt Arts[spoiler]Rank: A</p><p>Type: Supplementary</p><p>Range: short-long</p><p>Chakra cost: 30</p><p>Damage points: 60</p><p>Description: The user will concentrate his elemental chakra and will create a spirit of the certain element. This spirit represents some kind of animal with the size from average person to the size of Gamabunta. It is naturaly made from the ceratin element (e.g made of fire, water wind etc.). It has the ability to use techniques from the certain element without any hand seals much more faster than usuall, and it applys the normal elemental weaknesses. However if made of fire the spirit will be extremly vulnerable from water attacks and even 2 ranks lower techniques of the elemental weakness of the spirit, would be able to destroy it. Also the spirit can only perform techniqes that does not require hand seals. *</p><p></p><p>*Last for 3 turns</p><p>*Can only be taught by PowerOfDarkness</p><p>*No taijutsu and genjutsu while the spirit is on the field</p><p>*Ryuji is the co-creator of this and all spirit arts.</p><p>*Taught by Akisha</p><p><span style="font-size: 10px"><a href="http://narutobase.net/forums/showthread.php?t=592756">Trained</a></span>[/spoiler]</p><p></p><p>( Doton/Suiton: Harumagedon Ishuu ) Earth/Water Release: Armageddon Swarm[spoiler]Rank: A</p><p>Type: Supplementary/Defensive/Offensive</p><p>Range: Short</p><p>Chakra Cost: 30</p><p>Damage Points: N/A (60 damage if used to attack the opponent)</p><p>Description: This technique is essentially the daughter technique of 'Earth/Water Release: Tyrannical Aggravation'. The user will release their doton chakra into the ground to cause a swarm of winged beetle-like creatures composed entirely of earth (and coated in adhesive mud) to surface beneath or around their position, each being the same size as an ordinary insect. The user will then focus their suiton chakra into each of the creatures to cause them to secrete a dense layer of adhesive water (Similar to Water Release: Starch Syrup Capture Field) from every point on their miniature bodies, causing the already present layer of adhesive mud to fuse with the sticky water to make for a very dense, viscous and adhesive mixture. As a result the insects become capable of traversing through even the densest and stickiest of mediums e.g. Swamp of the Underworld. This makes them extremely proficient in swimming through similar liquids, with their maneuverability being heightened the denser the medium they are traveling through. On land, these creatures are extremely sluggish, in water or when they are submerged with solid ground, they match the speed of an average aquatic creature, in adhesive mud and liquid metals, their speed is unsurpassed, partly because they aren't hampered by the sheer viscousity of such mediums. One final property granted by the adhesive water/mud-like layer is that the creatures become extremely resistant to burning and heat based elements (due to infusion of water), protecting the hard, rocky interior of the small creatures. Alternatively, these insects can be used whilst the user is submerged in a swamp or they can be spewed directly from the user's mouth as a ride-able wave, meaning the user doesn't have to be in contact with the ground to use this technique. In terms of offensive capabilities, each of the beetles have sharp serrated claws which they can use to assault the opponent with and can also extend small needle-like spiked protrusions of earth from any location on their bodies. In terms of defensive capabilities, the entire swarm of insects can collectively neutralize up to: S-Rank Fire, S-Rank Water, A-Rank Wind, B-Rank Lightning and B-Rank Earth. However, in neutralizing these jutsu, they will all be destroyed in the process. The special ability of these roaches is that they're capable of compacting their sticky bodies together to form various constructs such as a defensive dome around the user. The insects can even attach to the user's body to create a armour of sorts. Coupled with the ability of flight the beetles naturally possess, the user becomes capable of pseudo-flight. The real utility of this techniques lies in the fact that the swarm of beetles is capable of attacking from multiple angles. The beetles can passively merge and move through the earth, fly through the air, swim through water, swamp and even liquid metals.</p><p></p><p>Note: Creatures last for a maximum of three turns</p><p>Note: Can only be used 2x per battle</p><p>Note: Can only be taught by -Venom-</p><p>Note: Counts as 2 moves from the users 3 per turn limit.</p><p>Note: No insect can separate from the swarm to do its own thing</p><p>Note: <a href="http://narutobase.net/forums/showthread.php?t=157594&page=125&p=12916814&viewfull=1#post12916814">Parent Jutsu</a></p><p>Taught by Venom</p><p><span style="font-size: 10px"><a href="http://narutobase.net/forums/showthread.php?t=549846">Trained</a></span>[/spoiler]</p><p></p><p style="text-align: right">S Rank</p><p></p><p><strong>( Suiton: Chame no Peropero) Water Style: The Tongue of the Licking Urchin</strong>[SPOILER]Rank: S</p><p>Type: Supplementary</p><p>Range: Short-Long</p><p>Chakra Cost: 40</p><p>Damage Points: N/A</p><p>Description: After performing 3 handseals, the user is able to create a great bead of water, up to 1 meter diameter, anywhere within range (Up to 50 meters from the user), by condensing water from the air around. This bead will have the cohesion and adhesion levels pumped to the max, creating a very tight bubble which pins though and attaches itself to any material it comes in contact with. The user is always able to sense the position of the sphere, spatially in relation with herself, and, when it attaches with something, the user is able to determine if the substance has chakra or not (Similar to Rain Tiger at Will), and is able to pull chakra from it, a take on the water's vital and cleansing techniques. It absorbs 100% of the chakra used to create the technique ( 40 chakra ) per turn it is attached. If the user touches the bead, he can re-absorb the chakra back to him/her. Likewise, the user is able to create multiple tiny beads (up to 10), across an area of 5 meters radius. Each will only absorb up to 10% chakra per turn ( 4 chakra ).</p><p></p><p>*The user is able to move the bead(s) around through hand gestures . When the user does, except in the initial turn, it counts as a jutsu towards the jutsu limit</p><p>*When the jutsu is dropped or broken, only 50% of the chakra stored within the bead(s) returns to the user, and the bead(s) vanish in a puddle of water.</p><p>*Can only be used thrice per battle*</p><p>*Lasts a maximum of 5 turns*</p><p>*Can't use Water above S rank in the same and next 2 turns of usage*</p><p>*Requires 2 turns cool down between usages, counting after the end of the previous usage*</p><p>*Follows elemental strength and weaknesses*</p><p><span style="font-size: 10px"><a href="http://narutobase.net/forums/showthread.php?t=157594&page=135&p=13543206&viewfull=1#post13543206">Approved</a></span>[/spoiler]</p><p></p><p><strong>( Katon/Suiton: Ojika Enten no Keiteki ) Fire/Water Style: The Antlers of the Blazing Stag</strong>[SPOILER]Rank: S</p><p>Range: Short-Long</p><p>Chakra Cost: 40</p><p>Damage Points: 80</p><p>Description: After 4 handseals, the user spits out a large structure of fire in the shape of a flaming stag, which can be sent towards the opponent at great speed. The stag will have the consciousness of a normal clone, but will not have any ability to make jutsus, just to move like an above average stag in terms of power, strength, speed and size. With 1 handseal though, the user can apply water into the fire, which will create a coat of vapor across it, honing it to make it thicker and more tangible. The usage of water and chakra enhances and heavily induces a phenomenon called the Leidenfrost effect, where the water vapor coating the fire will force liquid, water especially, to hover over it, allowing the stag to dive into water and water jutsus, piercing through them without them actually touching the fire, while just overall increasing the tangibility of the fire. This vapour coating grants the Fire the adaptative defense capabilities of the Water element, clashing neutrally with Water and other elements.</p><p></p><p>Note: The stag remains in play for 2 turns before the fire consumes itself</p><p>Note: This jutsu can only be used once every 3 turns</p><p>Note: The user is unable to preform Fire or Water jutsus higher than S rank in the next turn</p><p>Note: The user can apply the water effect to a different fire jutsu by the cost of 30 chakra, increasing the damage of the fire jutsu +20 and afford it the same supplementary/defensive protection.</p><p>Note: Can only be used thrice per battle and counts as 2 jutsu per turn.</p><p><span style="font-size: 10px"><a href="https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-48#post-22129975">Approved</a></span>[/SPOILER]</p><p></p><p><strong>(Suiton/Fuuton: Koketsu no Waniguchi ) Water/Wind Style: The Jaws of the Alligator</strong>[SPOILER]Rank: S</p><p>Range: Short-Long</p><p>Chakra Cost: 40</p><p>Damage Points: 80</p><p>Description: After a row of 6 handseals, the user is able to summon a huge amount of water near herself, and shoot in towards her target with great pressure. As soon as it is released, the blast of water takes the shape of a huge alligator, jaws open wide, to swallow and crush the target, leaving behind a lake's worth of water, progressively draining, lasting 5 to 8 turns (Depending in the temperature/humidity of the environment). With 3 additional handseals, the user will infuse the charging alligator with wind chakra, which will drop to bellow freezing temperatures. Because the wind will keep the water within the alligator moving, it won't turn to ice, instead it will increase it's piercing and slashing power. Once in lake form, temperatures only slightly above freezing, the user will be able to keep up to 6 smaller normal sized alligators colder than the lake, which can attack any underwater opponent freely, for 2 turns.</p><p></p><p>*the smaller alligators do not reform if destroyed, and have the speed and strength of average alligators, it is not enhanced*</p><p>*Can only be used once per battle*</p><p>*Given the chakra strain, the user won't be able to use Water and Wind above S rank for 3 turns*[/SPOILER]</p><p></p><p><strong>( Suiton/Raiton: Oupuchibuta Ginkou ) Water/Lightning Style: The Bank of the Pig King</strong>[SPOILER]Rank: S</p><p>Range: Short-Long</p><p>Chakra Cost: 40</p><p>Damage Points: 80</p><p>Description: The user expels a great amount of Water throughout her body, quickly growing a thick water sphere outwards until it reaches the limits of short range. This thick sphere is not connected with the user, it's merely around her. With one handseal (One hand) the sphere condenses on itself, concentrating all on the user's opposite hand, still not touching it, which can then be released as an horizontal crescent. This is considered an A rank protection (30 chakra, no damage points) with an offensive application (60 damage points by releasing it as a horizontal crescent). Otherwise, with a single handseal (two handed) the user is able to charge the second element (Lightning), into the active sphere, pushing it into an electrified jet up to Long range, unidirectional, or a barrage of electrified water bullets, omni-directional, up to Mid-range, considered S rank. It is the momentum of the lightning blast that pushes the water, not a dual elemental usage simultaneously</p><p></p><p>*The user can't use Water or Lightning jutsus higher than S rank in the next turn, and will have to wait at least two turns to be used again. Dual element usage can only be performed 4 times per battle.*</p><p><span style="font-size: 10px"><a href="http://narutobase.net/forums/showthread.php?t=157594&page=151&p=14468684&viewfull=1#post14468684">Approved</a></span>[/SPOILER]</p><p></p><p><strong>( Doton/Suiton: Hiuchiishi Sanshouuo no Ura ) Earth/Water Style: The Back of the Flint Salamander</strong>[SPOILER]Rank: S</p><p>Type: Defensive/Offensive</p><p>Range: Short-Long</p><p>Chakra Cost: 40</p><p>Damage Points: 80</p><p>Description: The user performs 3 handseals and stomps the ground, charging chakra through it in a radius manner. This will quickly create a large wave of earth which will spread out jagged chunks of jagged rock and gravel from the ground, unbalancing and knocking down the opponent, as well as rising a sharp barrier of flint around the user. The barrier experiences the elemental weakness and strengths of any A rank wall of Earth, protecting the user from outside projectiles and other attacks, as it reaches an height greater than the user by a meter. Afterwards, the user will weave an additional 3 hand seals and expel outwards water-chakra, by means of a great blast of dark flammable oil, like the one used in Water Style: Black Clouds. While the barrier is strong against frontal impact, when hit from behind by the oil blast, the shield will break apart into several chunks of gravel and jagged rock debris, which will thicken and strengthen the fast oil blast. As it runs through the rough ground, the oil ignites violently, in a directional shockwave of flame, debris and scalding oil, hitting the opponent unaware after he/she's been knocked down by the initial earth wave.</p><p></p><p>*Can only be used thrice per battle*</p><p>*Requires the user to wait 2 turns in between usages*</p><p>*Can't use Earth or Water techniques above S rank in the same and next turn*</p><p><span style="font-size: 10px"><a href="http://narutobase.net/forums/showthread.php?t=157594&page=124&p=12915457&viewfull=1#post12915457">Approved</a></span>[/SPOILER]</p><p></p><p>(Suiton: Mure Akume Kekekomi ) Water Style: Herd of Wild Horse Stampede[SPOILER]</p><p>Rank: S</p><p>Type:attack</p><p>Range:Short-Long</p><p>Chakra cost:60</p><p>Damage Points:100</p><p>Descripton: after few hand seals, the user will create a wave of water which can level the area around the user and it is shaped like a stampede of wild horses. this wave can crush bones and rocks.. it can also drag opponent underwater by the current of the wave makin them unable to get to the surface.</p><p></p><p>note can be mixed wit mud (the area will be covered in huge layer of mud that can bury the opponents under this really huge layer of mud) and lightnin (shocks the opponent and paralysises them)</p><p>note can: only be used once and no S rank jutsu next turn</p><p>*Created by Hellsbadass*[/SPOILER]</p><p></p><p>( Suiton: Kibaku Bisai Mizu Bomu ) Water Style: Explodin Mirco Water Bomb[SPOILER]Rank: S</p><p>Type: Attack</p><p>Range: Short-long</p><p>Chakra Cost: 65</p><p>Damage Points: 130</p><p>Description: after performin the neccessary hand seals, the user will spit out chakra infused water. the user will create a huge pillar of water. once it reached its maxmium height, the pillar will explode into a fine cloud of microscopic water bombs.</p><p></p><p>These tiny bombs will be controlled by user's chakra as they move towards their target. The target will then unknowingly breathe in the cloud. These tiny bombs will then travel throughout the body and detonate, causing microscopic explosions.</p><p>This in turn causes the body to disintegrate on a cellular level.</p><p>*have to wait 3 turns for the pillar to reach its max height.*</p><p>*can only be used once and now S rank jutsu for the next turn*</p><p>*Created by Hellsbadass*[/SPOILER]</p><p></p><p>( Suiton: Kyojin Betabeta Arikui ) Water style: Great Sticky Anteater[spoiler]Type: Defensive/Offensive</p><p>Rank: S</p><p>Range: Short-Long (short-mid if sent crashing)</p><p>Chakra Cost: 40</p><p>Damage: 0 (40 if it stabs you with it's tounge/80 if it crashes on you)</p><p>Describtion: The user will concentrate his suiton chakra into his mouth and mold it in a quick row of handseals. Upon doing the row of handseals, the user will spit great quantities of sticky liquid (much like the syrup capturing technique, only that in a much larger volume) and apply shape manipulation in order for it to take the shape of an anteater. By manipulating his own suiton chakra, the user will be able to freely manipulate the animal, extending it's long and sticky toung in seemingly any angle and direction (being it a manifestation of the user's chakra not an actual animal/monster it does not need to follow any rules related to anatomy). In a single, extra handseal, the user may send this huge anteater crashing onto the oppoenent(s).</p><p></p><p>Note: May only be used twice per battle.</p><p>Notes: Any bugs, including kikkiachu will that are caught in it's tounge are unable to escape.</p><p>Note: No suiton techs the same turn.</p><p>*Created by Seven-Scaled Boy*[/spoiler]</p><p></p><p>( Suiton: Gekiha Zetsubou ) Water Release: Crushing Despair[spoiler]Rank: S</p><p>Type: Attack</p><p>Range: Short - Mid</p><p>Chakra cost: 40</p><p>Damage points: 80</p><p>Description: The user will release a thick liquid substance from their mouth moulding it into a dense cube which is then released and shot at the opponent and crashing them into the ground with tremendous force.</p><p>Note: Can only be used 3 times.</p><p>Note: Can only be taught by Kaito-sama[/spoiler]</p><p></p><p>( Suiton: Mizu Ryuu Bara ) Water Release: Water Dragon Rose[spoiler]Rank: S</p><p>Type: Attack</p><p>Range: Short- Long</p><p>Chakra cost: 40</p><p>Damage points: 80</p><p>Description: The user concentrates and excretes a medium volume of water in the shape of a rose that then shoots directly at the opponent with tremendous speed and then as it begins to strike the target the middle opens up creating like a jaw with jagged teeth that then closes down on the opponent engulfing them.</p><p>Note: Can only be used 2 times.</p><p>Note: Must be taught by zenryoku[/spoiler]</p><p></p><p>(Suiton: Jinsoku Senbon Dangan) Water Style: Rapid Senbon Bullets[spoiler]Rank: S</p><p>Type: Attack</p><p>Range: Long</p><p>Chakra cost: 40</p><p>Damage points: 80</p><p>Description: The user spits out their mouth highly compressed jets of water in the shape of Senbon that can pierce through skin and rock on B rank and lower.</p><p>Note: Can only be used 3 times</p><p>Note: Co-Producer HellsBadass</p><p>*Created by Zenryoku*[/spoiler]</p><p></p><p>(Suiton: Mizu Kasuihou) - Water Style: Water Spike Cannon[SPOILER]Rank: S</p><p>Type: Attack</p><p>Range: Long</p><p>Chakra cost: 40</p><p>Damage points: 80 (+10 for debree)</p><p>Description: the user creates a a large cannon of rotating water and shoots it at the enemy. the user then manipulates the chakra and creates spikes that protrude out of the sides and rips at the ground adding debree and rocks causing extra damage to the opponent.</p><p></p><p>Note: Must use water source to perform jutsu</p><p>Note: Can only be used 3 times per turn</p><p>Note: Only Members of Rain village can use the jutsu</p><p>*Rain Village Social Group*[/SPOILER]</p><p></p><p>(Suiton: Mizu Shinkuu) Water Release: Water Vacuum[SPOILER]Rank: S</p><p>Type: Supplementary / Attack</p><p>Range: Long</p><p>Chakra cost: 40</p><p>Damage Points: 80</p><p>Description: the user releases chakra into the air creating tornado's of wind that then can be used to draw up water attacks that the opponents cast and draw the water into the sky. The user then manipulates the water with their chakra and sends the water back towards the opponent in the form of 3 spinning cannons.</p><p></p><p>Note: Can only be used two times</p><p>Note: Only works on A rank and down</p><p>Note: Can only be taught by Hazure and Uchiha Kaito</p><p>Creator: Uchiha Kaito</p><p>Co-Creator: Hazure</p><p>*Rain Village Social Group*[/SPOILER]</p><p></p><p>( Suiton: Sono Tenrai Kara no Mizu ) Water Release: The Bliss of Water[SPOILER]Type: Supplementary/Defensive</p><p>Rank: S-Rank</p><p>Range: Short-Long</p><p>Chakra: 40</p><p>Damage: N/A</p><p>Description: With 2 simple hand seals (Snake + Ram), the user will materialize water within range of the technique, using the moisture all around the field and his chakra as a fuel. The water can be shaped into any given solid construct the user desires (like cubes, spheres, walls, etc) or kept as a raw body of water. The amount of water the user can produce is, at its best, about 10 000 liters of water (give or take a cube of about 100m3). However, the speed as which the water forms is always the same, taking a couple of seconds to materialize its maximum volume. The user has some control over the water while its materializing and once it materializes, but he can never generate enough momentum or compress it enough to actually do any harm to any enemy, even when he gives it a specific shape.</p><p></p><p>Note: Can only be taught by Scorps</p><p>Note2: Doesn't require a water source and can be used as one</p><p>Note3: Usable only thrice</p><p>Note4: In the same turn the user can't use techniques above S-Rank[/SPOILER]</p><p></p><p>( Suiton: Sono Kirai Mizu ) Water Release: The Loathsome Water[spoiler]Type: Defensive/Offensive</p><p>Rank: S-Rank</p><p>Range: Short</p><p>Chakra: 40 (-10 per turn)</p><p>Damage: 80</p><p>Description: The user does one simple hand seal (Ram) and releases a burst of chakra all around his body. By doing so the user forcefully rejects all water molecules around him up to short range by pushing them away with his chakra. As the moisture in the air and all around the user is pushed away from him in an omnidirectional burst, a thin but strong sphere of moisture/water is formed at the limits of the technique (roughly short-range around the user). This technique serves as a defense from incoming water techniques (by forcefully pushing them away and around the user) and fire techniques (by creating the thin spherical "bubble" of water around the user). The technique is so fast and precise that if an enemy is caught within its range, he's pushed back also, as the chakra is able to repel even the water in the enemies body. While the damage isn't that severe, its still powerful enough to knock the enemy backwards several meters. The user can maintain this repulsion effect by continuously feeding it with chakra although doing so restricts the chakra available for other techniques.</p><p></p><p>Note: Can only be used 3 times</p><p>Note: Can be maintained for 3 turns at a time but if so, the user is limited to 2 techniques per turn and only up to S-Rank</p><p>Note: Can't mold Water above S-Rank the following turn</p><p>Note: Can only be taught by Scorps</p><p>Taught by Scorps</p><p><span style="font-size: 10px"><a href="http://narutobase.net/forums/showthread.php?t=331297">Trained</a></span>[/SPOILER]</p><p></p><p>( Suiton: Suetto no Potteri Buta ) Water Release: Sweat of the Bloated Pig[spoiler]Rank: S</p><p>Type: Supplementary/Defensive</p><p>Range: Short-Long</p><p>Chakra cost: 40</p><p>Damage points: N/A</p><p>Description: The user will perform the Boar Handseal whilst focusing their chakra into a nearby solid element e.g. Earth, Paper, Sand, Clay and etc. The resulting effect will be the miniscule drops of water residing in the air around it, quickly converging on the target material/element, aiming to seep through the pores, cracks and crevices in the material, if not simply being absorbed by it. Whilst doing this, the water will take on a very dense, viscous and adhesive quality similar to that of Water Release: Starch Syrup Capture Field. The resulting effect of this forced absorption of moisture will cause the affected substance to gorge and inflate to an incredible size, but also become so heavy that it can no longer move, remain airborne or even be manipulated in the slightest. To signify this, the affected material will begin oozing out adhesive water from its openings, almost overflowing due to the great amount of sticky water its been forced to absorb e.g. Clay creatures will be "drooling" adhesive water from their mouths. This technique will have varying effects on different elements e.g. Paper will become too heavy/sticky and will begin to cling to other sheets of paper, Sand will become almost impossible to control/manipulate, Clay will become incapable of detonation and etc. However since the basis of this technique relies on water absorption, the user will be physically incapable of using it on metal or crystal-based elements. Furthermore, the affected material/element must be completely in solid form and not partially e.g. cannot effect Mud, Lava and similar solid-like liquids.</p><p></p><p>Note: Can only be used four times per battle</p><p>Note: Can only be Taught by Negative Knight</p><p>Note: Cannot be used on consecutive turns</p><p>Note: Can only be used on elements/materials and not on people directly</p><p>Note: Follows elemental weaknesses and strengths</p><p>Taught by Negative Knight</p><p><span style="font-size: 10px"><a href="http://narutobase.net/forums/showthread.php?t=333231">Trained</a></span>[/SPOILER]</p><p></p><p>( Suiton: Gimon Gori Ate )Water release: The Wondering Goliath[spoiler]Type: Offense-Defense</p><p>Rank: S</p><p>Range: Short-Long (Made short range, can move up to long range)</p><p>Chakra: 40</p><p>Damage: 80</p><p>Description: A highly advance water jutsu. The user will either spew a stream of water from their mouth or use a water source, the user will attempt to create a spider made of entirely of water. The water substance and property is sticky adhesive water. The spider is quite large around the same size as the known fire jutsu Fire Release: Crimson Earth Spider. The spider is highly compressed and firm, this allows him to move around earth like structures and earth like material (mud, wood, etc) in any angle or direction due to the sticky nature of the water (Non-Chakra infused), needless to say the spider can also move along water sources. The spider's main goal is to attack the target the user has set for him, with that being said it moves straight towards the opponent like a projectile non-stop until it reaches his respected target and completely engulf him and restrict his body with the sticky water. This is done by using his legs to wrap around and capture the opponent, which will suffocate the opponent and deliver a blunt force impact, since when it gets in close range of the opponent (5 meters) it will hurl itself at the opponent (obviously traceable by normal eyes). The spider moves at a logical speed any large spider would. The spider has an advance mechanism within him, whenever some type of attack tries to cut or go through the spider, the spider will simply multiply into two's for each spider hit (Quite similar to one of the paths animals Summoning Technique: Giant Dog) and still continue towards their intended target head on and perform the same action as mentioned when it comes to attacking the opponent. However with each multiplication, each spider becomes weaker then before, so if two spiders remain they would each be A-Rank. The most spiders that can multiply in number is six spiders in total, (which would mean each spider would be D-Rank in power) until they can not longer sustain power. Also some elements might cause different reactions for the multiplication, fire might force the syrup water out of its form due to how fire acts to break down and engulf/melt but they would reform back and multiply as such. It mainly depends on how and what element used. For every time the spider multiplies back it would require chakra cost, an example would be to rise back two A-Rank spiders it would be equivalent to 40 chakra points, if an A-Rank spider was attacked and multiplied back into two, it would require 30 chakra points to bring them both, so on and so fourth. This coupled with the fact they are able to move along virtually any surface makes the technique tough to counter.</p><p></p><p>Note: Must have water mastered</p><p>Note: Can only be used twice in battle</p><p>Note: Requires a two turn cool down before re-use</p><p>Note: Can not use water jutsu above S-Rank next turn</p><p>Note: Follows elemental strength and weakness thread</p><p>Note: Every time a spider multiplies it would cost chakra as mentioned</p><p>Note: Every time a spider multiples it would cost one move as well</p><p><span style="font-size: 10px"><a href="http://narutobase.net/forums/showthread.php?t=577898&page=2">Trained</a></span>[/SPOILER]</p><p></p><p>( Ninpou Hijutsu: Mazu Tsumibito ) Hidden Ninja Art: The First Sinner[spoiler]Type: Offensive/Defensive</p><p>Rank: S-Rank</p><p>Range: Short</p><p>Chakra: 40 (-10 per turn)</p><p>Damage: N/A</p><p>Description: The user will use hand gestures to infuse a patch of solid earth or rock with a given elemental chakra. Upon doing so, the material will fragment and rise into the form of a protector, with the fragments of its body connected to each other by a raw form of the element used. The material used is nothing but a vessel for the chakra infused in it and makes up the body of the guardian and its main form. The various clumps of the material will be engraved in several kanji markings, reminiscent of a fuuinjutsu technique, that will serve as the chakra's path way. The clumps will then be lifted, seamlessly held together in the raw humanoid form of the guardian by the chakra used. Depending on the chakra used, the guardian will have different attributes and abilities, but will always be about the same size, namely, twice as big as a normal human. The guardian floats above ground (between 10 and 20 cms) and lacks real lower limbs but does have rudimentary hands and facial features, carved upon the rock that makes up his head. The guardian can use techniques the user knows of its elemental chakra up to S-Rank without handseals (his rudimentary hands are used to substitute the handseals with simple hand gestures). The guardian cannot speak but its chakra link with the user allows a hidden form of instant communication between the user and the guardian. The guardian is a sentient entity, capable of acting on its own but, due to its elemental composition, cannot be mentally or sensorily manipulated. Likewise, if the user loses conscious or the ability to sustain the guardian, it will collapse on the ground.</p><p></p><p>Kaminari Tsumibito (Thunder Sinner): This guardian is produced using lightning chakra to infuse the rocks. Capable of using lightning techniques, it passively numbs and zaps (harmlessly) any enemy nearby due to the lightning chakra that keeps the clumps together. Once per battle, the user can either detonate the Tsumibito, producing an S-Rank lightning blast, short range in radius or make the Tsumibito collapse upon itself, attracting any small metal object the enemy may possess or that happens to be in the battle field, up to mid range upon itself (kunais, shurikens, senbons, etc).</p><p></p><p>Kazan Tsumibito (Volcano Sinner): This guardian is produced using fire chakra to infuse the rocks. Capable of using fire techniques, it burns any enemy on contact and is immune to basic weapons (shuriken, kunais, etc) which simply melt upon contact with it. Once per battle the user can detonate the Tsumibito producing an S-Rank Fire blast, mid range in radius, that will scatter countless molten earth debris.</p><p></p><p>Arashi Tsumibito (Storm Sinner): This guardian is produced using wind chakra to infuse the rocks. Capable of using wind techniques, it has the unique ability to fly. Its flight abilities are strong enough to carry the user while easily out maneuvering most flying summons of his size. Due to the aura of wind that surrounds him and enables flight, its completely immune to Lightning techniques but very vulnerable to Fire techniques. Once per battle the user can make the Tsumibito collapse upon itself, effectively creating a miniature S-Rank "wind hole", sucking anything short-range from its center into it and crushing/shredding it in the process.</p><p></p><p>Jishin Tsumibito (Earthquake Sinner): This guardian is produced using earth chakra to infuse the rocks. Capable of using earth techniques, it has the unique ability to reform if hit by any technique apart from Lightning or Lava, while being immune to Water techniques. Once per battle the user can make the Tsumibito merge with the earth, negating its use by both the user and any enemy for 3 turns.</p><p></p><p>Umi Tsumibito (Sea Sinner): This guardian is produced using water chakra to infuse the rocks. Capable of using water techniques without the need for a water source, its completely immune to Fire or otherwise, high temperature related Techniques. Once per battle the user can siphon any and every heat or fire from the battle field on to the Tsumibito, negating it completely.</p><p></p><p>Note: Usable 3 times per match, with each Tsumibito being used only once per match.</p><p>Note: Each Tsumibito can only be sustained for 5 turns.</p><p>Note: The ultimate ability of each Tsumibito results in its destruction.</p><p>Note: The user cannot mold techniques above A-Rank of the element he used for the Tsumibito on the same turn.</p><p>Note: Can only be taught by Scorps.</p><p>*Taught by Scorps*</p><p><span style="font-size: 10px"><a href="http://narutobase.net/forums/showthread.php?t=331297&page=2">Trained</a></span>[/spoiler]</p><p></p><p>( Doton/Suiton: Yurasu Bakuhatsu ) Earth/Water Release: Seismic Explosion[spoiler]Rank: S</p><p>Type: Offensive</p><p>Range: Mid - Long</p><p>Chakra Cost: 40</p><p>Damage Points: 80</p><p>Description: The user will focus their suiton chakra into the ground beneath the opponent doing 2 hand seals to saturate it with a large quantity of black flammable thick water, similar to that of the one produced in Water Style: Black Clouds, creating an underground reservoir of an intensely volatile fluid. In quick succession, they will string together two handseals whilst releasing their doton chakra into the floor below to cause the ground around their location to cause it to spiral inwards in a clockwise-like motion, generating a large amount of heat and frictional force in the process as the sink hole gathers momentum the longer it is allowed to proceed. This underground friction generates countless minute sparks which set the dark water source alight, resulting in an intense outward and upward slow explosion-like burst of molten rock, aflame dark water and sharp shards of debris. Whilst seemingly powerful, a vigilant opponent may detect the presence of the dark reservoir by noticing the small vibrations in the ground upon its formation which causes the ground to slightly "inflate" in response to the added volume. Furthermore, a moderate interval of time will need to transpire before the antilion-like formation gathers enough momentum to produce the necessary amount of frictional force required to ignite the water source. Conventional methods of offsetting the technique such as Chidori Nagashi and other electrical currents to negate the doton chakra in the ground will prove to be futile, as the electricity will simply serve the purpose of igniting the oil itself, resulting in an explosion regardless.</p><p></p><p>Note: Can only be used twice per battle</p><p>Note: Can only be Taught by Negative Knight</p><p>Note: Requires a cool down period of three turns before next use</p><p>Note: No other S-Rank or above Suiton user's same turn</p><p>Note: No S-Rank and above Doton in the user's next turn</p><p>Note: Counts as two moves</p><p>*Taught by the Doodle*</p><p><span style="font-size: 10px"><a href="http://narutobase.net/forums/showthread.php?t=333231&page=2">Trained</a></span>[/SPOILER]</p><p></p><p>(Iryō Suiton: Vu~arukirī no Yuri Kago) Medical Water Style: Valkyrie's Cradle</p><p>[Spoiler]</p><p>Type: Supplementary</p><p>Rank: S</p><p>Range: Short - Mid</p><p>Chakra: 60 (-20 per turn)</p><p>Damage: N/A</p><p>Description: A combination of Water Release and Medical Ninjutsu, Valkyrie's Cradle combines the former’s ability as a medium to transmit medical chakra to create a healing solution. By performing four handseals the user releases vast quantities of medical chakra-infused water that can reach up to mid-range in any direction of their choosing. Reaching up to ankle length, this pool of water is able to accelerate the body’s healing of any within its confines by having medical chakra seep into the body. While it can’t heal above the maximum health capacity, this technique can heal up to 40 physical damage per turn. Once contact is lost with the water whether due to an enemy technique or simply stepping out of it, then the healing will stop. As an alternative release method, the user can focus this technique onto a singular target by encasing them in a cocoon-like shape of water, covering all but the target’s nose and mouth. Due to the precise chakra control of Medical Ninja, the water used for this technique is pure, without impurities or salt content, making it nonconductive. This acts as a defense against incoming heat or electricity-based elements as the water molecules dissipate the energy of attacks of equal strength, requiring it to be overpowered to be destroyed.</p><p></p><p>Notes:</p><p>- This technique can last for up to three turns and can only be used twice per battle, requiring a three-turn cool down between each use.</p><p>- This technique requires a mastery of Medical Ninjutsu and Water Release to use.</p><p></p><p><span style="font-size: 10px"><a href="https://animebase.me/threads/crazy-eyes.781998/#post-22132462">Taught</a></span>[/SPOILER]</p><p></p><p style="text-align: right"><span style="font-size: 10px">Forbidden Rank</span></p><p></p><p>( Suiton: Sono Senryou no Mazu ) Water Release: The Possession of The Water Goddess[spoiler]Type: Offensive/Defensive</p><p>Rank: Forbidden</p><p>Range: Short-Long</p><p>Chakra: 50</p><p>Damage: 90 (-20 to the user)</p><p>Description: The user will do 3 hand seals (Tiger+Ram+Horse) while focusing and molding a large amount of chakra into his core. As he releases this massive amount of chakra in an omnidirectional burst, thick gluey water (like that of (Suiton: Mizuame Nababara) - Water Style: Starch Syrup Capture Field) oozes from his pores in copious amounts and at great speed. If at first the water seems to quickly ooze from the user, it quickly begins to burst into a gigantic 20 meter high explosion of water that reaches long range in under 2 seconds. However, this technique carries enormous risks. Once triggered the user can't stop or control the technique. The amount of water that is produced is so high that the battle field will be left with a 30 meter deep layer of water in only a few seconds. Once the water is completely created, it loses its sticky properties and reverts back to normal water. However, this water will stay in play until the ending of the match. The user however, will be left exhausted and severely damaged from the overuse of his chakra.</p><p></p><p>Note: can only be taught by Scorps</p><p>Note2: user can't use any Water Jutsu above S-Rank for the reminder of the match and can only use up to A-Rank water in the same and next turn.</p><p>Note3: user can't use anything above S-Rank the following turn</p><p>Note4: usable only once[/spoiler]</p><p></p><p>(Suiton-Mugen Mizu) Water Style: Infinite Water[spoiler]Type:Attack/ sup</p><p>Rank:forbidden</p><p>RangeShort-mid</p><p>Chakra Cost:50</p><p>Damage Points:100</p><p>Description: After a few hands seals the user will summon a huge wave of water that will surround him and the area around him. the wave of water will form a dragon that will attack the opponent or defend from attacks like taijutsu and fire jutsu.</p><p>after the wave of water is summoned, the user can use the wave to power up other attacks or use it for combination moves.</p><p>the user is able to manupilate the wave only at close range. this juts will last for 3 turns.</p><p></p><p>*only can be used once*</p><p>*no s rank water jutsu for the next turn*</p><p>*Created by Hellsbadass*[/spoiler]</p><p></p><p>The Arrow of the Original Sin[spoiler]Type: Offensive/Defensive</p><p>Rank: Forbidden Rank</p><p>Range: Short-Long</p><p>Chakra: 50</p><p>Damage: N/A (-20 to the user)</p><p>Description: Said to be one of the strongest long range techniques known in the ninja world, the Arrow of the Original Sin is a very complicated technique that combines several ninja skills, from elemental ninjutsu to genjutsu and even fuuinjutsu. The user will join his hands together and pull back one of his hands as if pulling on an imaginary bow string. As he does this, a bow of pure chakra materializes with the hilt held by the other hand. The bow can be done of any raw chakra the user is able to manipulate, appearing translucent as if made of pure energy. In the bow, as the hand is pulled back, an arrow materializes of the aforementioned chakra nature, completely engraved in kanji symbols. As this is done, the users chakra spills to the battlefield in such a forceful way that everyone nearby is affected by a low rank genjutsu (D-Rank) that makes them experience either terrifying visions or soothing ones, depending if they are the targets of the technique or not. The genjutsu is not a very focused or detailed one and its only purpose is to pressure or assure those around the user. It will only change minor things like turning the sky red and darkening the ambient while making it seem as if all living things are decaying and dyeing (plants, insects, animals) or making it seem as if a golden, almost angelic light shines from the user, a long with a soothing warmth and even ethereal sounds that will add to the ambient created. Even if it adds to the "drama" of using the technique, the Genjutsu is nothing more than a proof of the amount of chakra focused and manipulated to use this technique and its ultimate abilities and is nothing by the secondary effect of the proximity to that amount of chakra. As the string of the bow if fully pulled back, the user will let go the arrow created at amazing speeds through tremendously immense distances. While the customary use is with only one arrow, the user will be able to unleash up to 2 or 4 similar arrows in quick succession if he so pleases. The arrows, engraved, as well as the ethereal bow, in tons of kanji are nothing more than vessels for a powerful sealing technique that will trigger on impact. Upon impact, besides the elemental damage done by the arrow (according to its own elemental weaknesses and strengths and taking the basic Forbidden-Rank rank damage with it), the sealing technique acts as a "purifier", a "cleanser". When activated, the sealing technique quickly expands a spherical barrier that suddenly collapses upon itself, sealing what was caught within it and siphoning any nearby chakra onto itself, cleansing the area thrice its size of any foreign chakra (enemies nearby will feel the chakra being siphoned and will be weakened but undamaged if not hit by the technique or left inside its primary range). The sealing technique expands on contact with foreign chakra or on the users own will (he can "hit" a target with the elemental part of the technique and trigger the sealing at a different time if he so pleases) and will seal anything within a 5m diameter sphere inside itself in a mere moment. The sealing technique ensures certain defeat if it hits the opponent and can be used to seal/counter any Ninjutsu thrown at the user (within reason and logic according to the applications of the technique itself) as well but in this case will act slightly different. The seal will expand and siphon the technique onto itself completely, instead of only sealing what would be within its area. If the user decides to make use of 2 to 4 arrows instead of one, the elemental damage will be spread through them equally and the sealing technique will be smaller in proportion (2 arrows = S-Rank arrows with 2,5 m diameter seals, 4 arrows = A-Rank arrows with 1,25 m diameter seals) albeit still having the same sealing strength.</p><p></p><p>Note: Usable twice and counts as 2 techniques of the 3 per turn.</p><p>Note: User will suffer severe damage to the hand that holds the bow and will be unable to do handseals on the same turn while suffering a speed loss in terms of handseals during the next 2 turns if not healed.</p><p>Note: User will be unable to use techniques above S-Rank in the same and next turn.</p><p>Note: The speed of the arrows is enough that in short range it simply cannot be countered (even if in this scenario its extremely hard to find the window of opportunity to use it) and in mid range only users with advanced reactions (dojuutsu, sensing, enhanced senses, EIG, etc) will be able to even notice it, while making a viable counter is a completely different story.</p><p>Note: The distance the user is able to reach with the arrow is only limited by the chakra he puts in it and by his own aiming skills.</p><p>Note: Can only be taught by Scorps</p><p></p><p>*Taught by Scorps*</p><p><span style="font-size: 10px"><a href="http://narutobase.net/forums/showthread.php?t=331297&page=2">Trained</a></span>[/spoiler][hr][/hr][/border]</p><p>[/QUOTE]</p>
[QUOTE="Lili-Chwan, post: 13414488, member: 25119"] [center][URL='http://narutobase.net/forums/forumdisplay.php?f=432'][IMG]http://i.imgur.com/gifHYA8.png[/IMG][/URL][/center] [border=][CENTER][B]☿ Water Elemental Ninjutsu ☿[/B][/center] [hr][/hr] [RIGHT][size=10px]E Rank[/size][/RIGHT] ( Ninpō: Ritomasu Fingā ) Ninja Art: Litmus Finger[spoiler]Type: Offensive/ Supplementary Rank: E-Rank Range: Short Chakra: 5 Damage: 10 Description: This Jutsu was developed using the special paper Sensei possess to assess a Shinobi's Elemental Affinity as a basis. The user focuses Chakra in their finger/ hand and, by performing a small gesture that best represents the Element they wish to replicate, they produce a small, raw form of the desired Element. While this technique lacks any significant "punch", the technique itself can be used to attack the opponent in a variety of ways, making this Jutsu's true strength lie in it's users imagination. The following is a list of basic examples from the 5 Elemental Natures. Note that these are simply basic examples, and not the sole usages of the technique. Fire: The user can snap their fingers, using the heat caused by the friction to make a "lighter" from their finger/ thumb. Other uses include low heat Fire's, such as Ash. Wind: The user can twirl their finger around, using the rotation to create a mini-vortex on their fingertip. Other uses include basic variations of Wind, like small gusts or blades. Lightning: The user can rub their fingers together, using the vibration to mimic a small electrical charge. Other uses include basic variations of Lightning. Earth: The user can ball their hand into a fist, compressing their Chakra and make a small rock or pebble. Other uses include softer or lighter variations of Earth, such as mud, dirt or dust. Water: The user can, using free-flowing movements with their finger, mimic the flow of Water Chakra and create a "stream" of Water in the air. Other uses include basic variants on the Water Element, such as syrup or oil. Note: Can only be taught by x iiiMPerFeCT. [SIZE=10px][URL='http://narutobase.net/forums/showthread.php?t=549570']Trained[/URL][/SIZE][/spoiler] [RIGHT][size=10px]B Rank[/size][/RIGHT] [B][strike](Suiton: Hebi no Naitei) Water Style: Serpent's Harem[/strike][/B][SPOILER]Rank: B Range: Short-Long Chakra Cost: 20 Damage Points: 40 Description: The user stomps on the ground, releasing a wave of oil, knee-high, that can either be spread in a radial manner to Mid range, or straight forward to Long range, leaving behind a shallow layer of oil. As soon as the wave is released, with 3 handseals, the user can turn the oil layer into tons of snakes-like structures that will bite and restrain the target. *can only be used once every two turns, and a maximum of thrice* Note:Lili-Chwan's Sensei Jutsu[/SPOILER] ( Mizu Kamikiri Tsutsu ) Rising Water Current Gun[SPOILER] Rank: B Range: Short-Mid Chakra cost: 20 Damage: 40 Description: Instead of focusing the water chakra into the leg, as the common mizu kamikiri, the user concentrates as much water chakra he can onto his middle and index finger. Then, the user mimics a gun with the hand, releasing the compressed water chakra in a cutting stream of water which easily slices through rocks. Notes: The user may use do as many streams of water as many hands the user has, but it increases the chakra cost, 20 per each stream. Note: Maximum of three times per battle Note: Cannot cut through A rank and above Earth Notes: May only be taught be The Seven-Scaled boy. *Created by Seven-Scaled Boy*[/SPOILER] ( Suiton: Nagasu ) Water Style: To Shed Blood[SPOILER] Rank: B Type: Attack- defence Range: Short Chakra Cost: 15 Damage Points: 30 Description: the user will perform the necessary hand seals can create a water spike in the hands. the spikes are like (Suiton: Mizu Kuri No Yaiba) - Water Style: Sword of Draining and the spike is held on the forearm like guren's crystal spike jutsu. The spikes are detachable and can be reformed. the tip of the spike is very sharp and the side is ridged, makin it anble to shred flesh off (like kisame's sword, only when pulled back). the user will stab the opponent, loggin and detachin the water spike in the opponents body. Once stabed the opponent will slowly start to lose some blood bcoz the spike is shaped in such away that it will drain blood of slowly. if the opponent trys pull it out, the spike will rip the flesh and make the wound bigger, causin more blood loss.it is very painful. The opponent can only be stabed 6 times b4 he dies of blood loss. *-5 chakra points are taken when the spike is reformed* *Created by Hellsbadass*[/SPOILER] ( Kougu no Pangu ) Tools of the Creator[SPOILER]Type: Offensive/Defensive/Supplementary Rank: B-Rank Range: Short-Mid Chakra: 20 Damage: 40 Description: Using basic chakra shape manipulation, the user is capable of making small, simple and "solid" chakra constructs like cubes, spheres, kunais, pillars, etc. These are manifested and visible in a light blue color, although remaining quite transparent. These chakra constructs are weaker than Elemental Jutsu that require advanced Shape and Nature Manipulation but are as strong as normal, unfocused Elemental Jutsus. Note: Can only be taught by Scorps or Zenryoku Note2: Constructs are created within short range of the user Note3: Can only be used once per turn, up to 4 times. *Created by Scorps*[/SPOILER] ( Suiton: Poseidon no Paradokkusu ) Water Release: Poseidon's Paradox [Spoiler] Type: Offensive/Supplementary Rank: B Range: Short - Long Chakra: 20 Damage: +20 Description: A water technique which is ironically made so as to empower fire techniques. This technique essentially allows the user to preserve, enhance and materialize the moisture surrounding a fire technique, rapidly converting it into highly volatile sticky water that surges into the fire technique in question. The sudden materialization of such volatile water, and its sudden ignition by fire results in the water/flames exploding. The combination of flaming sticky water and erupting flames showering the surrounding area so as to incinerate and blast away anything caught within the explosion radius, with the sticky aspect of the water making sure that any victim unlucky enough to come into the briefest of contact with the exploding flames will be plagued by the napalm like super hot flaming water that will cling to their bodies and ignite anything else that may be flammable. This jutsu is performed through use of an additional hand-seal directly after a fire technique so that this jutsu may be used in such quick succession that it, and its predecessor fire technique occur in more or less the same time frame. Because of this techniques successive speed, it's best utilised in conjunction with ground originating fire techniques such as erupting fire pillars so as to produce the full effect of a violent and erratic explosion of fire, and to surprise and overwhelm an unsuspecting opponent. However the eruption can also be made to be more tamed and directional should the user manipulate the manner in which the water surges in, I.e making it surge in from behind the flames would result in a more forwardly based explosion, which would allow for its effective use alongside projectile based fire techniques. For instance empowering a released fireball from behind would create a unidirectional eruption, which would send a violent and shapeless maelstrom of spurting flames that would lather anything in, or near its path in an inflamed napalm like liquid, blasting forwards towards an enemy. Note: - Can only be used 3x - Cannot be used on consecutive turns - No water techniques above A rank for the rest of the turn. - Can only be taught by Scaze - Cannot be used on sustained fire techniques (flamethrowers) - Is also useable on fire CE and ignited flammable substances (such as ignited toad oil) (within reason). But cannot be used with Mystic Fire - This technique can only be used on an alternate source of fire twice, and if used twice on an alternate source of fire then the user cannot use this technique again - Can only be used on the turn as the targeted fire technique *Taught by Scaze[/spoiler] [RIGHT][size=10px]A Rank[/size][/RIGHT] [B](Suiton: Bouhatei no Hanamizu) Water Release: Mole Snot[/B][SPOILER] Rank: A Range: Short-Long Chakra Cost: 30 Damage Points: 60 Description: The user does a string of 4 handseals, creating a huge reservoir of a sticky substance (Similair to Water Style: Syrup Capture Field) underground. With one handseal, the user can erupt localized geiser-like streams around the opponent, which will then rain the substance upon the target. In case that doesn't work, the user can, by stomping on the ground, seep out the remaining underground syrup, sticking the opponent's foot to the ground. In case the opponent decides to go underground to avoid the geysers he will come into contact with the substance underground and be stuck there, making him an easy target. The substance will short-circuit electricity, so if he tries using Nagashi to free himself he is dead. *Can only be used thrice per match*[/SPOILER] [B]( Suiton: Hazumo Ibo no Kerokero) Water Release: Bouncy Frog Warts[/B][spoiler]Rank: A Range: Short-Long Chakra Cost: 30 Damage Points: 60 Description: After 3 handseals, the user spits out up to 5 spheres of water (The water has sticky properties, similair to Water Style: Syrup Capture Field), in a quick succession and at great speeds. Utilizing her Water Chakra, the user drastically increased the cohesion of the water molecules and decreased the adhesion of the water molecules, thus creating thick beads of water that will bounce off any object. The user can redirect the beads of water by stomping on the ground, thus erupting (up to 10) small pillars of earth (Counts towards the jutsu count) , until either she decides to pop them (using one handseal) or the beads collide with a sharp object, thus breaching the spheres and blasting the sticky substance inside onto the target. the user can infuse Fire or Lightning into the balls (For Boiling Beads or Electrified Bead, isntead of Sticky Beads), without changing the Adhesion and Cohesion levels. Wind jutsus might burst the ball aswell. With one handseal, the user can make each bead burst into 10-20 smaller yet faster beads, with the same characteristics, despite the size. *Can only be used 3 times per battle. Can only be used once every 2 turns*[/spoiler] [B]( Suiton/Raiton: Ito no Unagi ) Water/Lightning Style: Eel's Silk[/B][spoiler]Rank: A Type: Offensive Range: Short-Long Chakra Cost: 30 Damage Points: N/a Description: The user focuses chakra on the tip of his finger and produces a thin thread of water, nearly invisible to the naked eye, before shooting it in any direction, at the speed of an arrow. The thread itself has the flexibility of water, and can curve and bend at wish. Once it reaches a target, it is able to pierce through clothes and skin, connecting the user's finger to the target, at which point the user releases a powerful current of lightning, which is able to paralyze the opponent completely frozen, for 2 turns. Depending on the area struck, the opponent can even loose consciousness (head) or have difficulty breathing (chest). After contact is made, through what seems like a vaccine sting, the lightning reaches up Mid-Range ( 15m ) in half a second. Likewise, the user is able to create a net made of water strings, covering an area of 2 meters radius, anywhere short range from the user. Using the same principle as above, the user can send a current though the strings in order to shock the opponent and paralyze him for 1 turn. *The jutsu ends once the lightning is released *The chakra natures are divided unevenly, with the lightning part being considered as B rank, and the water part being considered as C rank *The laid down threads last 2 turns, in case the lightning is not triggered *No other jutsu can be done while the thread is active *Cannot use Lightning jutsus above S rank for 2 turns *Cannot be used again for 4 turns after it is used [SIZE=10px][URL='http://narutobase.net/forums/showthread.php?t=157594&page=124&p=12915457&viewfull=1#post12915457']Approved[/URL][/SIZE][/spoiler] [B]( Suiton: Hiryō ) Water Release: Carabao Fertilizer[/B] [spoiler]Type: Supplementary Rank: A Range: Short - Long Chakra: N/A ( +10 to infused Technique ) Damage: N/A ( +20 to Infused Technique ) Description: Carabao Fertilizer is an infusion of water chakra directly within the genesis of another technique. It has the ability to produce the necessary amount of water to initiate the materialization of another that would otherwise require a water source, or simply boost it's body and strength by +20 damage, and can be used in the same time-frame as a summoning technique to call forth an aquatic animal that can stay in battle with a small ball of water similar to Water Prison ( the low rank of the technique allows only for summons smaller than 2 adult humans ). Finally, the infusion of water can be used on Biological Advanced elements composed of Water and Earth, like Wood, in order to nourish and strengthen their body, to produce the same boost ( It works on Elements that would typically benefit from the infusion of Water, akin to Wood, like Mushroom, Plant, Algae, while excluding other Biological elements like Proteins, Bacteria, etc ). [SIZE=10px][URL=https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-42#post-22117168]Approved[/URL][/SIZE][/spoiler] ( Sution: Mizu Safubo-do ) Suiton: Water Surfboard[SPOILER]Rank: A Type: attack/ sup/ defence Range: short-long Chakra: 30 Damage: 60 Descriptions: wit a few hand seals the user creates a water surfboard which is hard enough to be stand on and allows the surf above the water at high speeds. it also allows the user to glide in the air and ground. if the jutsu is used as an attack, the edge of teh board is sharp enough to cut rock (depends on the size of the rock) and trees. the user can also use water replacement jutsu at the same time allowin the user to go tru some attacks (depends on the attack, will not go tru solids). the board can regenarate if on/in water (like the water shark jutsu).. this jutsu takes 5 chakra points after every turn.. note: it can also be mixed wit other elements.. like earth (mud) to make it strong and harder.. lightnin (chidori... it will also have the same ability as chidori).. wind (increased speed and cuttin abilities) fire (just makes it hot.. meltin any ice) and the board can be controled like a puppet.. *Created by Hellsbadass*[/SPOILER] ( Suiton: Zenhansha ) Water Style: Total Reflection[SPOILER]Rank: A Type: sup Range: long,long-mid,short Chakra: 30 Damage: Descriptions: wit a few hand seals the user creates water mirrors maze that reflects the opponent (its like u r in a room covered in mirrors and its a maze [example if bruce lee enter the dragon.. where lee has to fit the boss in that mirror room).. this wiil confuse the opponent and disorinate (spellin) him.. the opponent will be lost in the maze of reflection. it can also reflect the suns rays or any light inside this maze, blindin the opponent.. it can also regenerate if it created on water or if it is rainin.. but if its rainin it will not be able to reflection the suns rays. it will give some time for the user to hide, recover etc. this jutsu will take 5 chakra points once created in every turn. *Created by Hellsbadass*[/SPOILER] ( Suiton: Mizu Rasen Ken ) Water Style: Water Spiral Blades[SPOILER]Rank:A type: defence/ attack Range:Short Chakra Cost:30 Damage Points:60 Description: a couple of hand seals and the user creates water blades which is mixed wit wind and it is fromed under the user's feet and spins at high speeds around the user like the user is a water cacoon. it will protectin the user from taijutsu and short distance jutsu (like rasengan, shadow clone explosion, etc). if the oppoenent trys to punch, or kick, their limbs will be cut of.. this can also protect the user from attacks that r thrown (kunai and shurikens) and also fire jutsu *Created by Hellsbadass*[/SPOILER] (Suiton: Mizu Bakuha) Water Style: Water Explosion[SPOILER]Rank: A-S Type: attack Range: short - long Chakra: (A rank: 30) (S Rank: 50) Damage: (A rank: 60) (S Rank: 100) Descriptions: wit just one seal, the user can make any water substance and water source explode in a huge blast. this just can be mixed wit other water jutsu, even water clone jutsu. note once used the jutsu the water will be still there.. it wont disappear.. it will be just scattered every where and the larger the source of water the greater the damage. once used = No S-rank jutsus next turn used twised= no S rank or A rank jutsu next turn *Created by Hellsbadass*[/SPOILER] ( Suiton: Tako Shokushu) Water Style: Octopus Tentacle[SPOILER]Type: attack/Supplementary/ defence Rank: A Range:mid Chakra Cost: 30 Damage: 30 Description: the user creates 4 water tentacles in his back, that he can control each of them freely. the user is also able to use the water in the tentacls to create other water jutsus. it can also rengerate only if there is a water source. it cost+5 for every turn it is used on the battle field and it has limited amount of water so the user cannot create huge water jutsus and the user can create 5 water jutsus usin the octopus tentacle when there is no water in the battle field. *Created by Hellsbadass*[/SPOILER] (Suiton: Juuhou Hassuru ) Water Style: Heavy Artillery Fire[SPOILER]Rank:A Range:Short-Long Chakra cost:30 Damage Points:60 Description: After a few hands seals, the user can fire multiple Suiton: Taihoudan (Water Style: Water Gun) from a near by water source instead of the users mouth. the water bullets r fired at rapid succession at the opponent. side note: this jutsu can be mixed wit wind jutsu to increase the power of the attack. *Created by Hellsbadass*[/SPOILER] (Suiton: Sutikkī denpun same ) Water Style: Sticky Starch Shark[spoiler]Type: Attack Rank: A-rank Range: Short/Long Chakra Cost: 30 Damage Points: 60 Description: The user After performing the required hand seals Ram → Tiger spits out high-viscosity, chakra infused water, that is released in the form of a large water shark. This is a blast of sticky liquid which can be used to form an adhesive trap that can inhibit a person's mobility or just crush their bones if hit directly due to its large mass and speed. - Only taught by william24 - Can only be used 3x per battle *Taught by Shady* [SIZE=10px][URL='http://narutobase.net/forums/showthread.php?t=499464']Trained[/URL][/SIZE][/spoiler] (Suiton: Sui Mizu) Water Style: Acid Water[SPOILER]Rank: A Type: Attack Range: Short/Mid Chakra Cost: 30 Damage Points: 60 Description: The user spits out a portion of water that is acid. When the acid contacts skin, the skin just sizzles and disappears. Just leaving the opponent's raw flesh. *Created by Jamal*[/SPOILER] (Naibun Fuu Zonokiri) Heavy Mist[spoiler]Type:Supplementary Rank:A-rank Range:Short/Mid Chakra Cost:30 Damage Points:N/A Description: By focusing his wind and water chakra on an already created mist, the user will be able to keep it stable by making it denser, heavier and fixed in place with strategic wind current. Only an S-rank wind jutsu can clear this mist. Note: Can only be used 3 times per match Note:The mist stay denser and heavier for 2 turns after use of this jutsu *Created by Hasashi*[/spoiler] ( Suiton/Futon: Heizen Doragon Tama no Jutsu ) Water/Wind Style: Cool Dragon Bullet Jutsu[SPOILER]Rank: A Type: Offense/Supplementary Range: Short/Long Chakra Cost: 30 Damage Points: 60 Description: The user fires several large dragon-shaped water bullets at their opponent. By infusing them with wind chakra while firing them, the user manages to cool the water to near freezing tempreatures. It is able to alter localized weather conditions to the point of dissipating clouds when shot into the air. If the foe touches the water, he/she'll suffer near freezing. Notes:May only clear the skies four times per battle. Notes:The opponent will not get freezed but they'll become very slow. Notes:It's mostly a suiton jutsu, it doesn't require wind training above C ranks. Notes:No wind A-rank or higher next turn. *Created by Seven-Scaled Boy*[/SPOILER] ( Ninjutsu: Nezumi no Hoohige ) Ninja Arts: Rat Whiskers[SPOILER]Rank: A Range: Short-Mid Chakra Cost: 30 (-5 per turn to maintain) Damage Points: 60 Description: The user will expel chakra outwards, from her hands. The chakra will create a set of 5 wires, thin and sharp but strong, which will immediately wrap around the opponent. While they can be used on their own to powerfully constrict the opponent, they can be used more efficiently by adding an elemental nature to them. Strong elements (Earth, Metal, etc) or Slicing elements (Wind, Lightning, etc) will strengthen or sharpen the thin wires, which will allow them to slice through flesh and bone by the inherited constriction force. Other elements may weaken the body itself, allowing the said slicing effect (Fire burning, Rotting elements, etc). Elements that do not fall in these characteristics will simply add their characteristics to the wires, but will only have the tight grip of normal chakra wires, and not the slicing property. With one handseal, the wires can be shot from the ground upwards, binding the target. The user can gradually increase the sharpness and the tight hold of the technique by hand gestures (when he uses it from his hands directly as "whips") or by maintaining the hand seal (if used from the ground). *If used from the ground, can't preform any further jutsu until the grip is released* The wires are only able to severe the thinner limbs/weak spots and severely injuring the thicker body parts (I.e Severe arms, legs, necks, and Injure torso, head). *This jutsu can only be used thrice per battle, at max 1 usage every two turns* The wires follow the element's and rank's weaknesses and strengths *Cannot be used by CE elements. [SIZE=10px][URL='http://narutobase.net/forums/showthread.php?t=157594&page=97&p=10529395&viewfull=1#post10529395']Approved[/URL] DONATED[/SIZE][/spoiler] ( Ninpou: Supiritto Gijutsu ) Ninja Arts: Spirt Arts[spoiler]Rank: A Type: Supplementary Range: short-long Chakra cost: 30 Damage points: 60 Description: The user will concentrate his elemental chakra and will create a spirit of the certain element. This spirit represents some kind of animal with the size from average person to the size of Gamabunta. It is naturaly made from the ceratin element (e.g made of fire, water wind etc.). It has the ability to use techniques from the certain element without any hand seals much more faster than usuall, and it applys the normal elemental weaknesses. However if made of fire the spirit will be extremly vulnerable from water attacks and even 2 ranks lower techniques of the elemental weakness of the spirit, would be able to destroy it. Also the spirit can only perform techniqes that does not require hand seals. * *Last for 3 turns *Can only be taught by PowerOfDarkness *No taijutsu and genjutsu while the spirit is on the field *Ryuji is the co-creator of this and all spirit arts. *Taught by Akisha [SIZE=10px][URL='http://narutobase.net/forums/showthread.php?t=592756']Trained[/URL][/SIZE][/spoiler] ( Doton/Suiton: Harumagedon Ishuu ) Earth/Water Release: Armageddon Swarm[spoiler]Rank: A Type: Supplementary/Defensive/Offensive Range: Short Chakra Cost: 30 Damage Points: N/A (60 damage if used to attack the opponent) Description: This technique is essentially the daughter technique of 'Earth/Water Release: Tyrannical Aggravation'. The user will release their doton chakra into the ground to cause a swarm of winged beetle-like creatures composed entirely of earth (and coated in adhesive mud) to surface beneath or around their position, each being the same size as an ordinary insect. The user will then focus their suiton chakra into each of the creatures to cause them to secrete a dense layer of adhesive water (Similar to Water Release: Starch Syrup Capture Field) from every point on their miniature bodies, causing the already present layer of adhesive mud to fuse with the sticky water to make for a very dense, viscous and adhesive mixture. As a result the insects become capable of traversing through even the densest and stickiest of mediums e.g. Swamp of the Underworld. This makes them extremely proficient in swimming through similar liquids, with their maneuverability being heightened the denser the medium they are traveling through. On land, these creatures are extremely sluggish, in water or when they are submerged with solid ground, they match the speed of an average aquatic creature, in adhesive mud and liquid metals, their speed is unsurpassed, partly because they aren't hampered by the sheer viscousity of such mediums. One final property granted by the adhesive water/mud-like layer is that the creatures become extremely resistant to burning and heat based elements (due to infusion of water), protecting the hard, rocky interior of the small creatures. Alternatively, these insects can be used whilst the user is submerged in a swamp or they can be spewed directly from the user's mouth as a ride-able wave, meaning the user doesn't have to be in contact with the ground to use this technique. In terms of offensive capabilities, each of the beetles have sharp serrated claws which they can use to assault the opponent with and can also extend small needle-like spiked protrusions of earth from any location on their bodies. In terms of defensive capabilities, the entire swarm of insects can collectively neutralize up to: S-Rank Fire, S-Rank Water, A-Rank Wind, B-Rank Lightning and B-Rank Earth. However, in neutralizing these jutsu, they will all be destroyed in the process. The special ability of these roaches is that they're capable of compacting their sticky bodies together to form various constructs such as a defensive dome around the user. The insects can even attach to the user's body to create a armour of sorts. Coupled with the ability of flight the beetles naturally possess, the user becomes capable of pseudo-flight. The real utility of this techniques lies in the fact that the swarm of beetles is capable of attacking from multiple angles. The beetles can passively merge and move through the earth, fly through the air, swim through water, swamp and even liquid metals. Note: Creatures last for a maximum of three turns Note: Can only be used 2x per battle Note: Can only be taught by -Venom- Note: Counts as 2 moves from the users 3 per turn limit. Note: No insect can separate from the swarm to do its own thing Note: [URL='http://narutobase.net/forums/showthread.php?t=157594&page=125&p=12916814&viewfull=1#post12916814']Parent Jutsu[/URL] Taught by Venom [SIZE=10px][URL='http://narutobase.net/forums/showthread.php?t=549846']Trained[/URL][/SIZE][/spoiler] [RIGHT]S Rank[/RIGHT] [B]( Suiton: Chame no Peropero) Water Style: The Tongue of the Licking Urchin[/B][SPOILER]Rank: S Type: Supplementary Range: Short-Long Chakra Cost: 40 Damage Points: N/A Description: After performing 3 handseals, the user is able to create a great bead of water, up to 1 meter diameter, anywhere within range (Up to 50 meters from the user), by condensing water from the air around. This bead will have the cohesion and adhesion levels pumped to the max, creating a very tight bubble which pins though and attaches itself to any material it comes in contact with. The user is always able to sense the position of the sphere, spatially in relation with herself, and, when it attaches with something, the user is able to determine if the substance has chakra or not (Similar to Rain Tiger at Will), and is able to pull chakra from it, a take on the water's vital and cleansing techniques. It absorbs 100% of the chakra used to create the technique ( 40 chakra ) per turn it is attached. If the user touches the bead, he can re-absorb the chakra back to him/her. Likewise, the user is able to create multiple tiny beads (up to 10), across an area of 5 meters radius. Each will only absorb up to 10% chakra per turn ( 4 chakra ). *The user is able to move the bead(s) around through hand gestures . When the user does, except in the initial turn, it counts as a jutsu towards the jutsu limit *When the jutsu is dropped or broken, only 50% of the chakra stored within the bead(s) returns to the user, and the bead(s) vanish in a puddle of water. *Can only be used thrice per battle* *Lasts a maximum of 5 turns* *Can't use Water above S rank in the same and next 2 turns of usage* *Requires 2 turns cool down between usages, counting after the end of the previous usage* *Follows elemental strength and weaknesses* [SIZE=10px][URL='http://narutobase.net/forums/showthread.php?t=157594&page=135&p=13543206&viewfull=1#post13543206']Approved[/URL][/SIZE][/spoiler] [B]( Katon/Suiton: Ojika Enten no Keiteki ) Fire/Water Style: The Antlers of the Blazing Stag[/B][SPOILER]Rank: S Range: Short-Long Chakra Cost: 40 Damage Points: 80 Description: After 4 handseals, the user spits out a large structure of fire in the shape of a flaming stag, which can be sent towards the opponent at great speed. The stag will have the consciousness of a normal clone, but will not have any ability to make jutsus, just to move like an above average stag in terms of power, strength, speed and size. With 1 handseal though, the user can apply water into the fire, which will create a coat of vapor across it, honing it to make it thicker and more tangible. The usage of water and chakra enhances and heavily induces a phenomenon called the Leidenfrost effect, where the water vapor coating the fire will force liquid, water especially, to hover over it, allowing the stag to dive into water and water jutsus, piercing through them without them actually touching the fire, while just overall increasing the tangibility of the fire. This vapour coating grants the Fire the adaptative defense capabilities of the Water element, clashing neutrally with Water and other elements. Note: The stag remains in play for 2 turns before the fire consumes itself Note: This jutsu can only be used once every 3 turns Note: The user is unable to preform Fire or Water jutsus higher than S rank in the next turn Note: The user can apply the water effect to a different fire jutsu by the cost of 30 chakra, increasing the damage of the fire jutsu +20 and afford it the same supplementary/defensive protection. Note: Can only be used thrice per battle and counts as 2 jutsu per turn. [SIZE=10px][url=https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-48#post-22129975]Approved[/url][/SIZE][/SPOILER] [B](Suiton/Fuuton: Koketsu no Waniguchi ) Water/Wind Style: The Jaws of the Alligator[/B][SPOILER]Rank: S Range: Short-Long Chakra Cost: 40 Damage Points: 80 Description: After a row of 6 handseals, the user is able to summon a huge amount of water near herself, and shoot in towards her target with great pressure. As soon as it is released, the blast of water takes the shape of a huge alligator, jaws open wide, to swallow and crush the target, leaving behind a lake's worth of water, progressively draining, lasting 5 to 8 turns (Depending in the temperature/humidity of the environment). With 3 additional handseals, the user will infuse the charging alligator with wind chakra, which will drop to bellow freezing temperatures. Because the wind will keep the water within the alligator moving, it won't turn to ice, instead it will increase it's piercing and slashing power. Once in lake form, temperatures only slightly above freezing, the user will be able to keep up to 6 smaller normal sized alligators colder than the lake, which can attack any underwater opponent freely, for 2 turns. *the smaller alligators do not reform if destroyed, and have the speed and strength of average alligators, it is not enhanced* *Can only be used once per battle* *Given the chakra strain, the user won't be able to use Water and Wind above S rank for 3 turns*[/SPOILER] [B]( Suiton/Raiton: Oupuchibuta Ginkou ) Water/Lightning Style: The Bank of the Pig King[/B][SPOILER]Rank: S Range: Short-Long Chakra Cost: 40 Damage Points: 80 Description: The user expels a great amount of Water throughout her body, quickly growing a thick water sphere outwards until it reaches the limits of short range. This thick sphere is not connected with the user, it's merely around her. With one handseal (One hand) the sphere condenses on itself, concentrating all on the user's opposite hand, still not touching it, which can then be released as an horizontal crescent. This is considered an A rank protection (30 chakra, no damage points) with an offensive application (60 damage points by releasing it as a horizontal crescent). Otherwise, with a single handseal (two handed) the user is able to charge the second element (Lightning), into the active sphere, pushing it into an electrified jet up to Long range, unidirectional, or a barrage of electrified water bullets, omni-directional, up to Mid-range, considered S rank. It is the momentum of the lightning blast that pushes the water, not a dual elemental usage simultaneously *The user can't use Water or Lightning jutsus higher than S rank in the next turn, and will have to wait at least two turns to be used again. Dual element usage can only be performed 4 times per battle.* [SIZE=10px][URL='http://narutobase.net/forums/showthread.php?t=157594&page=151&p=14468684&viewfull=1#post14468684']Approved[/URL][/SIZE][/SPOILER] [B]( Doton/Suiton: Hiuchiishi Sanshouuo no Ura ) Earth/Water Style: The Back of the Flint Salamander[/B][SPOILER]Rank: S Type: Defensive/Offensive Range: Short-Long Chakra Cost: 40 Damage Points: 80 Description: The user performs 3 handseals and stomps the ground, charging chakra through it in a radius manner. This will quickly create a large wave of earth which will spread out jagged chunks of jagged rock and gravel from the ground, unbalancing and knocking down the opponent, as well as rising a sharp barrier of flint around the user. The barrier experiences the elemental weakness and strengths of any A rank wall of Earth, protecting the user from outside projectiles and other attacks, as it reaches an height greater than the user by a meter. Afterwards, the user will weave an additional 3 hand seals and expel outwards water-chakra, by means of a great blast of dark flammable oil, like the one used in Water Style: Black Clouds. While the barrier is strong against frontal impact, when hit from behind by the oil blast, the shield will break apart into several chunks of gravel and jagged rock debris, which will thicken and strengthen the fast oil blast. As it runs through the rough ground, the oil ignites violently, in a directional shockwave of flame, debris and scalding oil, hitting the opponent unaware after he/she's been knocked down by the initial earth wave. *Can only be used thrice per battle* *Requires the user to wait 2 turns in between usages* *Can't use Earth or Water techniques above S rank in the same and next turn* [SIZE=10px][URL='http://narutobase.net/forums/showthread.php?t=157594&page=124&p=12915457&viewfull=1#post12915457']Approved[/URL][/SIZE][/SPOILER] (Suiton: Mure Akume Kekekomi ) Water Style: Herd of Wild Horse Stampede[SPOILER] Rank: S Type:attack Range:Short-Long Chakra cost:60 Damage Points:100 Descripton: after few hand seals, the user will create a wave of water which can level the area around the user and it is shaped like a stampede of wild horses. this wave can crush bones and rocks.. it can also drag opponent underwater by the current of the wave makin them unable to get to the surface. note can be mixed wit mud (the area will be covered in huge layer of mud that can bury the opponents under this really huge layer of mud) and lightnin (shocks the opponent and paralysises them) note can: only be used once and no S rank jutsu next turn *Created by Hellsbadass*[/SPOILER] ( Suiton: Kibaku Bisai Mizu Bomu ) Water Style: Explodin Mirco Water Bomb[SPOILER]Rank: S Type: Attack Range: Short-long Chakra Cost: 65 Damage Points: 130 Description: after performin the neccessary hand seals, the user will spit out chakra infused water. the user will create a huge pillar of water. once it reached its maxmium height, the pillar will explode into a fine cloud of microscopic water bombs. These tiny bombs will be controlled by user's chakra as they move towards their target. The target will then unknowingly breathe in the cloud. These tiny bombs will then travel throughout the body and detonate, causing microscopic explosions. This in turn causes the body to disintegrate on a cellular level. *have to wait 3 turns for the pillar to reach its max height.* *can only be used once and now S rank jutsu for the next turn* *Created by Hellsbadass*[/SPOILER] ( Suiton: Kyojin Betabeta Arikui ) Water style: Great Sticky Anteater[spoiler]Type: Defensive/Offensive Rank: S Range: Short-Long (short-mid if sent crashing) Chakra Cost: 40 Damage: 0 (40 if it stabs you with it's tounge/80 if it crashes on you) Describtion: The user will concentrate his suiton chakra into his mouth and mold it in a quick row of handseals. Upon doing the row of handseals, the user will spit great quantities of sticky liquid (much like the syrup capturing technique, only that in a much larger volume) and apply shape manipulation in order for it to take the shape of an anteater. By manipulating his own suiton chakra, the user will be able to freely manipulate the animal, extending it's long and sticky toung in seemingly any angle and direction (being it a manifestation of the user's chakra not an actual animal/monster it does not need to follow any rules related to anatomy). In a single, extra handseal, the user may send this huge anteater crashing onto the oppoenent(s). Note: May only be used twice per battle. Notes: Any bugs, including kikkiachu will that are caught in it's tounge are unable to escape. Note: No suiton techs the same turn. *Created by Seven-Scaled Boy*[/spoiler] ( Suiton: Gekiha Zetsubou ) Water Release: Crushing Despair[spoiler]Rank: S Type: Attack Range: Short - Mid Chakra cost: 40 Damage points: 80 Description: The user will release a thick liquid substance from their mouth moulding it into a dense cube which is then released and shot at the opponent and crashing them into the ground with tremendous force. Note: Can only be used 3 times. Note: Can only be taught by Kaito-sama[/spoiler] ( Suiton: Mizu Ryuu Bara ) Water Release: Water Dragon Rose[spoiler]Rank: S Type: Attack Range: Short- Long Chakra cost: 40 Damage points: 80 Description: The user concentrates and excretes a medium volume of water in the shape of a rose that then shoots directly at the opponent with tremendous speed and then as it begins to strike the target the middle opens up creating like a jaw with jagged teeth that then closes down on the opponent engulfing them. Note: Can only be used 2 times. Note: Must be taught by zenryoku[/spoiler] (Suiton: Jinsoku Senbon Dangan) Water Style: Rapid Senbon Bullets[spoiler]Rank: S Type: Attack Range: Long Chakra cost: 40 Damage points: 80 Description: The user spits out their mouth highly compressed jets of water in the shape of Senbon that can pierce through skin and rock on B rank and lower. Note: Can only be used 3 times Note: Co-Producer HellsBadass *Created by Zenryoku*[/spoiler] (Suiton: Mizu Kasuihou) - Water Style: Water Spike Cannon[SPOILER]Rank: S Type: Attack Range: Long Chakra cost: 40 Damage points: 80 (+10 for debree) Description: the user creates a a large cannon of rotating water and shoots it at the enemy. the user then manipulates the chakra and creates spikes that protrude out of the sides and rips at the ground adding debree and rocks causing extra damage to the opponent. Note: Must use water source to perform jutsu Note: Can only be used 3 times per turn Note: Only Members of Rain village can use the jutsu *Rain Village Social Group*[/SPOILER] (Suiton: Mizu Shinkuu) Water Release: Water Vacuum[SPOILER]Rank: S Type: Supplementary / Attack Range: Long Chakra cost: 40 Damage Points: 80 Description: the user releases chakra into the air creating tornado's of wind that then can be used to draw up water attacks that the opponents cast and draw the water into the sky. The user then manipulates the water with their chakra and sends the water back towards the opponent in the form of 3 spinning cannons. Note: Can only be used two times Note: Only works on A rank and down Note: Can only be taught by Hazure and Uchiha Kaito Creator: Uchiha Kaito Co-Creator: Hazure *Rain Village Social Group*[/SPOILER] ( Suiton: Sono Tenrai Kara no Mizu ) Water Release: The Bliss of Water[SPOILER]Type: Supplementary/Defensive Rank: S-Rank Range: Short-Long Chakra: 40 Damage: N/A Description: With 2 simple hand seals (Snake + Ram), the user will materialize water within range of the technique, using the moisture all around the field and his chakra as a fuel. The water can be shaped into any given solid construct the user desires (like cubes, spheres, walls, etc) or kept as a raw body of water. The amount of water the user can produce is, at its best, about 10 000 liters of water (give or take a cube of about 100m3). However, the speed as which the water forms is always the same, taking a couple of seconds to materialize its maximum volume. The user has some control over the water while its materializing and once it materializes, but he can never generate enough momentum or compress it enough to actually do any harm to any enemy, even when he gives it a specific shape. Note: Can only be taught by Scorps Note2: Doesn't require a water source and can be used as one Note3: Usable only thrice Note4: In the same turn the user can't use techniques above S-Rank[/SPOILER] ( Suiton: Sono Kirai Mizu ) Water Release: The Loathsome Water[spoiler]Type: Defensive/Offensive Rank: S-Rank Range: Short Chakra: 40 (-10 per turn) Damage: 80 Description: The user does one simple hand seal (Ram) and releases a burst of chakra all around his body. By doing so the user forcefully rejects all water molecules around him up to short range by pushing them away with his chakra. As the moisture in the air and all around the user is pushed away from him in an omnidirectional burst, a thin but strong sphere of moisture/water is formed at the limits of the technique (roughly short-range around the user). This technique serves as a defense from incoming water techniques (by forcefully pushing them away and around the user) and fire techniques (by creating the thin spherical "bubble" of water around the user). The technique is so fast and precise that if an enemy is caught within its range, he's pushed back also, as the chakra is able to repel even the water in the enemies body. While the damage isn't that severe, its still powerful enough to knock the enemy backwards several meters. The user can maintain this repulsion effect by continuously feeding it with chakra although doing so restricts the chakra available for other techniques. Note: Can only be used 3 times Note: Can be maintained for 3 turns at a time but if so, the user is limited to 2 techniques per turn and only up to S-Rank Note: Can't mold Water above S-Rank the following turn Note: Can only be taught by Scorps Taught by Scorps [SIZE=10px][URL='http://narutobase.net/forums/showthread.php?t=331297']Trained[/URL][/SIZE][/SPOILER] ( Suiton: Suetto no Potteri Buta ) Water Release: Sweat of the Bloated Pig[spoiler]Rank: S Type: Supplementary/Defensive Range: Short-Long Chakra cost: 40 Damage points: N/A Description: The user will perform the Boar Handseal whilst focusing their chakra into a nearby solid element e.g. Earth, Paper, Sand, Clay and etc. The resulting effect will be the miniscule drops of water residing in the air around it, quickly converging on the target material/element, aiming to seep through the pores, cracks and crevices in the material, if not simply being absorbed by it. Whilst doing this, the water will take on a very dense, viscous and adhesive quality similar to that of Water Release: Starch Syrup Capture Field. The resulting effect of this forced absorption of moisture will cause the affected substance to gorge and inflate to an incredible size, but also become so heavy that it can no longer move, remain airborne or even be manipulated in the slightest. To signify this, the affected material will begin oozing out adhesive water from its openings, almost overflowing due to the great amount of sticky water its been forced to absorb e.g. Clay creatures will be "drooling" adhesive water from their mouths. This technique will have varying effects on different elements e.g. Paper will become too heavy/sticky and will begin to cling to other sheets of paper, Sand will become almost impossible to control/manipulate, Clay will become incapable of detonation and etc. However since the basis of this technique relies on water absorption, the user will be physically incapable of using it on metal or crystal-based elements. Furthermore, the affected material/element must be completely in solid form and not partially e.g. cannot effect Mud, Lava and similar solid-like liquids. Note: Can only be used four times per battle Note: Can only be Taught by Negative Knight Note: Cannot be used on consecutive turns Note: Can only be used on elements/materials and not on people directly Note: Follows elemental weaknesses and strengths Taught by Negative Knight [SIZE=10px][URL='http://narutobase.net/forums/showthread.php?t=333231']Trained[/URL][/SIZE][/SPOILER] ( Suiton: Gimon Gori Ate )Water release: The Wondering Goliath[spoiler]Type: Offense-Defense Rank: S Range: Short-Long (Made short range, can move up to long range) Chakra: 40 Damage: 80 Description: A highly advance water jutsu. The user will either spew a stream of water from their mouth or use a water source, the user will attempt to create a spider made of entirely of water. The water substance and property is sticky adhesive water. The spider is quite large around the same size as the known fire jutsu Fire Release: Crimson Earth Spider. The spider is highly compressed and firm, this allows him to move around earth like structures and earth like material (mud, wood, etc) in any angle or direction due to the sticky nature of the water (Non-Chakra infused), needless to say the spider can also move along water sources. The spider's main goal is to attack the target the user has set for him, with that being said it moves straight towards the opponent like a projectile non-stop until it reaches his respected target and completely engulf him and restrict his body with the sticky water. This is done by using his legs to wrap around and capture the opponent, which will suffocate the opponent and deliver a blunt force impact, since when it gets in close range of the opponent (5 meters) it will hurl itself at the opponent (obviously traceable by normal eyes). The spider moves at a logical speed any large spider would. The spider has an advance mechanism within him, whenever some type of attack tries to cut or go through the spider, the spider will simply multiply into two's for each spider hit (Quite similar to one of the paths animals Summoning Technique: Giant Dog) and still continue towards their intended target head on and perform the same action as mentioned when it comes to attacking the opponent. However with each multiplication, each spider becomes weaker then before, so if two spiders remain they would each be A-Rank. The most spiders that can multiply in number is six spiders in total, (which would mean each spider would be D-Rank in power) until they can not longer sustain power. Also some elements might cause different reactions for the multiplication, fire might force the syrup water out of its form due to how fire acts to break down and engulf/melt but they would reform back and multiply as such. It mainly depends on how and what element used. For every time the spider multiplies back it would require chakra cost, an example would be to rise back two A-Rank spiders it would be equivalent to 40 chakra points, if an A-Rank spider was attacked and multiplied back into two, it would require 30 chakra points to bring them both, so on and so fourth. This coupled with the fact they are able to move along virtually any surface makes the technique tough to counter. Note: Must have water mastered Note: Can only be used twice in battle Note: Requires a two turn cool down before re-use Note: Can not use water jutsu above S-Rank next turn Note: Follows elemental strength and weakness thread Note: Every time a spider multiplies it would cost chakra as mentioned Note: Every time a spider multiples it would cost one move as well [SIZE=10px][URL='http://narutobase.net/forums/showthread.php?t=577898&page=2']Trained[/URL][/SIZE][/SPOILER] ( Ninpou Hijutsu: Mazu Tsumibito ) Hidden Ninja Art: The First Sinner[spoiler]Type: Offensive/Defensive Rank: S-Rank Range: Short Chakra: 40 (-10 per turn) Damage: N/A Description: The user will use hand gestures to infuse a patch of solid earth or rock with a given elemental chakra. Upon doing so, the material will fragment and rise into the form of a protector, with the fragments of its body connected to each other by a raw form of the element used. The material used is nothing but a vessel for the chakra infused in it and makes up the body of the guardian and its main form. The various clumps of the material will be engraved in several kanji markings, reminiscent of a fuuinjutsu technique, that will serve as the chakra's path way. The clumps will then be lifted, seamlessly held together in the raw humanoid form of the guardian by the chakra used. Depending on the chakra used, the guardian will have different attributes and abilities, but will always be about the same size, namely, twice as big as a normal human. The guardian floats above ground (between 10 and 20 cms) and lacks real lower limbs but does have rudimentary hands and facial features, carved upon the rock that makes up his head. The guardian can use techniques the user knows of its elemental chakra up to S-Rank without handseals (his rudimentary hands are used to substitute the handseals with simple hand gestures). The guardian cannot speak but its chakra link with the user allows a hidden form of instant communication between the user and the guardian. The guardian is a sentient entity, capable of acting on its own but, due to its elemental composition, cannot be mentally or sensorily manipulated. Likewise, if the user loses conscious or the ability to sustain the guardian, it will collapse on the ground. Kaminari Tsumibito (Thunder Sinner): This guardian is produced using lightning chakra to infuse the rocks. Capable of using lightning techniques, it passively numbs and zaps (harmlessly) any enemy nearby due to the lightning chakra that keeps the clumps together. Once per battle, the user can either detonate the Tsumibito, producing an S-Rank lightning blast, short range in radius or make the Tsumibito collapse upon itself, attracting any small metal object the enemy may possess or that happens to be in the battle field, up to mid range upon itself (kunais, shurikens, senbons, etc). Kazan Tsumibito (Volcano Sinner): This guardian is produced using fire chakra to infuse the rocks. Capable of using fire techniques, it burns any enemy on contact and is immune to basic weapons (shuriken, kunais, etc) which simply melt upon contact with it. Once per battle the user can detonate the Tsumibito producing an S-Rank Fire blast, mid range in radius, that will scatter countless molten earth debris. Arashi Tsumibito (Storm Sinner): This guardian is produced using wind chakra to infuse the rocks. Capable of using wind techniques, it has the unique ability to fly. Its flight abilities are strong enough to carry the user while easily out maneuvering most flying summons of his size. Due to the aura of wind that surrounds him and enables flight, its completely immune to Lightning techniques but very vulnerable to Fire techniques. Once per battle the user can make the Tsumibito collapse upon itself, effectively creating a miniature S-Rank "wind hole", sucking anything short-range from its center into it and crushing/shredding it in the process. Jishin Tsumibito (Earthquake Sinner): This guardian is produced using earth chakra to infuse the rocks. Capable of using earth techniques, it has the unique ability to reform if hit by any technique apart from Lightning or Lava, while being immune to Water techniques. Once per battle the user can make the Tsumibito merge with the earth, negating its use by both the user and any enemy for 3 turns. Umi Tsumibito (Sea Sinner): This guardian is produced using water chakra to infuse the rocks. Capable of using water techniques without the need for a water source, its completely immune to Fire or otherwise, high temperature related Techniques. Once per battle the user can siphon any and every heat or fire from the battle field on to the Tsumibito, negating it completely. Note: Usable 3 times per match, with each Tsumibito being used only once per match. Note: Each Tsumibito can only be sustained for 5 turns. Note: The ultimate ability of each Tsumibito results in its destruction. Note: The user cannot mold techniques above A-Rank of the element he used for the Tsumibito on the same turn. Note: Can only be taught by Scorps. *Taught by Scorps* [SIZE=10px][URL='http://narutobase.net/forums/showthread.php?t=331297&page=2']Trained[/URL][/SIZE][/spoiler] ( Doton/Suiton: Yurasu Bakuhatsu ) Earth/Water Release: Seismic Explosion[spoiler]Rank: S Type: Offensive Range: Mid - Long Chakra Cost: 40 Damage Points: 80 Description: The user will focus their suiton chakra into the ground beneath the opponent doing 2 hand seals to saturate it with a large quantity of black flammable thick water, similar to that of the one produced in Water Style: Black Clouds, creating an underground reservoir of an intensely volatile fluid. In quick succession, they will string together two handseals whilst releasing their doton chakra into the floor below to cause the ground around their location to cause it to spiral inwards in a clockwise-like motion, generating a large amount of heat and frictional force in the process as the sink hole gathers momentum the longer it is allowed to proceed. This underground friction generates countless minute sparks which set the dark water source alight, resulting in an intense outward and upward slow explosion-like burst of molten rock, aflame dark water and sharp shards of debris. Whilst seemingly powerful, a vigilant opponent may detect the presence of the dark reservoir by noticing the small vibrations in the ground upon its formation which causes the ground to slightly "inflate" in response to the added volume. Furthermore, a moderate interval of time will need to transpire before the antilion-like formation gathers enough momentum to produce the necessary amount of frictional force required to ignite the water source. Conventional methods of offsetting the technique such as Chidori Nagashi and other electrical currents to negate the doton chakra in the ground will prove to be futile, as the electricity will simply serve the purpose of igniting the oil itself, resulting in an explosion regardless. Note: Can only be used twice per battle Note: Can only be Taught by Negative Knight Note: Requires a cool down period of three turns before next use Note: No other S-Rank or above Suiton user's same turn Note: No S-Rank and above Doton in the user's next turn Note: Counts as two moves *Taught by the Doodle* [SIZE=10px][URL='http://narutobase.net/forums/showthread.php?t=333231&page=2']Trained[/URL][/SIZE][/SPOILER] (Iryō Suiton: Vu~arukirī no Yuri Kago) Medical Water Style: Valkyrie's Cradle [Spoiler] Type: Supplementary Rank: S Range: Short - Mid Chakra: 60 (-20 per turn) Damage: N/A Description: A combination of Water Release and Medical Ninjutsu, Valkyrie's Cradle combines the former’s ability as a medium to transmit medical chakra to create a healing solution. By performing four handseals the user releases vast quantities of medical chakra-infused water that can reach up to mid-range in any direction of their choosing. Reaching up to ankle length, this pool of water is able to accelerate the body’s healing of any within its confines by having medical chakra seep into the body. While it can’t heal above the maximum health capacity, this technique can heal up to 40 physical damage per turn. Once contact is lost with the water whether due to an enemy technique or simply stepping out of it, then the healing will stop. As an alternative release method, the user can focus this technique onto a singular target by encasing them in a cocoon-like shape of water, covering all but the target’s nose and mouth. Due to the precise chakra control of Medical Ninja, the water used for this technique is pure, without impurities or salt content, making it nonconductive. This acts as a defense against incoming heat or electricity-based elements as the water molecules dissipate the energy of attacks of equal strength, requiring it to be overpowered to be destroyed. Notes: - This technique can last for up to three turns and can only be used twice per battle, requiring a three-turn cool down between each use. - This technique requires a mastery of Medical Ninjutsu and Water Release to use. [SIZE=10px][URL=https://animebase.me/threads/crazy-eyes.781998/#post-22132462]Taught[/URL][/SIZE][/SPOILER] [RIGHT][size=10px]Forbidden Rank[/size][/RIGHT] ( Suiton: Sono Senryou no Mazu ) Water Release: The Possession of The Water Goddess[spoiler]Type: Offensive/Defensive Rank: Forbidden Range: Short-Long Chakra: 50 Damage: 90 (-20 to the user) Description: The user will do 3 hand seals (Tiger+Ram+Horse) while focusing and molding a large amount of chakra into his core. As he releases this massive amount of chakra in an omnidirectional burst, thick gluey water (like that of (Suiton: Mizuame Nababara) - Water Style: Starch Syrup Capture Field) oozes from his pores in copious amounts and at great speed. If at first the water seems to quickly ooze from the user, it quickly begins to burst into a gigantic 20 meter high explosion of water that reaches long range in under 2 seconds. However, this technique carries enormous risks. Once triggered the user can't stop or control the technique. The amount of water that is produced is so high that the battle field will be left with a 30 meter deep layer of water in only a few seconds. Once the water is completely created, it loses its sticky properties and reverts back to normal water. However, this water will stay in play until the ending of the match. The user however, will be left exhausted and severely damaged from the overuse of his chakra. Note: can only be taught by Scorps Note2: user can't use any Water Jutsu above S-Rank for the reminder of the match and can only use up to A-Rank water in the same and next turn. Note3: user can't use anything above S-Rank the following turn Note4: usable only once[/spoiler] (Suiton-Mugen Mizu) Water Style: Infinite Water[spoiler]Type:Attack/ sup Rank:forbidden RangeShort-mid Chakra Cost:50 Damage Points:100 Description: After a few hands seals the user will summon a huge wave of water that will surround him and the area around him. the wave of water will form a dragon that will attack the opponent or defend from attacks like taijutsu and fire jutsu. after the wave of water is summoned, the user can use the wave to power up other attacks or use it for combination moves. the user is able to manupilate the wave only at close range. this juts will last for 3 turns. *only can be used once* *no s rank water jutsu for the next turn* *Created by Hellsbadass*[/spoiler] The Arrow of the Original Sin[spoiler]Type: Offensive/Defensive Rank: Forbidden Rank Range: Short-Long Chakra: 50 Damage: N/A (-20 to the user) Description: Said to be one of the strongest long range techniques known in the ninja world, the Arrow of the Original Sin is a very complicated technique that combines several ninja skills, from elemental ninjutsu to genjutsu and even fuuinjutsu. The user will join his hands together and pull back one of his hands as if pulling on an imaginary bow string. As he does this, a bow of pure chakra materializes with the hilt held by the other hand. The bow can be done of any raw chakra the user is able to manipulate, appearing translucent as if made of pure energy. In the bow, as the hand is pulled back, an arrow materializes of the aforementioned chakra nature, completely engraved in kanji symbols. As this is done, the users chakra spills to the battlefield in such a forceful way that everyone nearby is affected by a low rank genjutsu (D-Rank) that makes them experience either terrifying visions or soothing ones, depending if they are the targets of the technique or not. The genjutsu is not a very focused or detailed one and its only purpose is to pressure or assure those around the user. It will only change minor things like turning the sky red and darkening the ambient while making it seem as if all living things are decaying and dyeing (plants, insects, animals) or making it seem as if a golden, almost angelic light shines from the user, a long with a soothing warmth and even ethereal sounds that will add to the ambient created. Even if it adds to the "drama" of using the technique, the Genjutsu is nothing more than a proof of the amount of chakra focused and manipulated to use this technique and its ultimate abilities and is nothing by the secondary effect of the proximity to that amount of chakra. As the string of the bow if fully pulled back, the user will let go the arrow created at amazing speeds through tremendously immense distances. While the customary use is with only one arrow, the user will be able to unleash up to 2 or 4 similar arrows in quick succession if he so pleases. The arrows, engraved, as well as the ethereal bow, in tons of kanji are nothing more than vessels for a powerful sealing technique that will trigger on impact. Upon impact, besides the elemental damage done by the arrow (according to its own elemental weaknesses and strengths and taking the basic Forbidden-Rank rank damage with it), the sealing technique acts as a "purifier", a "cleanser". When activated, the sealing technique quickly expands a spherical barrier that suddenly collapses upon itself, sealing what was caught within it and siphoning any nearby chakra onto itself, cleansing the area thrice its size of any foreign chakra (enemies nearby will feel the chakra being siphoned and will be weakened but undamaged if not hit by the technique or left inside its primary range). The sealing technique expands on contact with foreign chakra or on the users own will (he can "hit" a target with the elemental part of the technique and trigger the sealing at a different time if he so pleases) and will seal anything within a 5m diameter sphere inside itself in a mere moment. The sealing technique ensures certain defeat if it hits the opponent and can be used to seal/counter any Ninjutsu thrown at the user (within reason and logic according to the applications of the technique itself) as well but in this case will act slightly different. The seal will expand and siphon the technique onto itself completely, instead of only sealing what would be within its area. If the user decides to make use of 2 to 4 arrows instead of one, the elemental damage will be spread through them equally and the sealing technique will be smaller in proportion (2 arrows = S-Rank arrows with 2,5 m diameter seals, 4 arrows = A-Rank arrows with 1,25 m diameter seals) albeit still having the same sealing strength. Note: Usable twice and counts as 2 techniques of the 3 per turn. Note: User will suffer severe damage to the hand that holds the bow and will be unable to do handseals on the same turn while suffering a speed loss in terms of handseals during the next 2 turns if not healed. Note: User will be unable to use techniques above S-Rank in the same and next turn. Note: The speed of the arrows is enough that in short range it simply cannot be countered (even if in this scenario its extremely hard to find the window of opportunity to use it) and in mid range only users with advanced reactions (dojuutsu, sensing, enhanced senses, EIG, etc) will be able to even notice it, while making a viable counter is a completely different story. Note: The distance the user is able to reach with the arrow is only limited by the chakra he puts in it and by his own aiming skills. Note: Can only be taught by Scorps *Taught by Scorps* [SIZE=10px][URL='http://narutobase.net/forums/showthread.php?t=331297&page=2']Trained[/URL][/SIZE][/spoiler][hr][/hr][/border] [/QUOTE]
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