Menu
Forums
What's new
New posts
Latest activity
Search forums
Global Rules
Forum Leaders
Help
Smilies
BB codes
Medals
Premium
Roleplay
Ninja World Map
The Outer Lands
Roleplay Guide
Roleplay Sensei List
Members
Current visitors
Anime
Anime Week Schedule
Log in
Register
What's new
Search
Search
Search titles only
By:
What's new
New posts
Latest activity
Search forums
Global Rules
Forum Leaders
Help
Smilies
BB codes
Medals
Menu
Log in
Register
Forums
Role Playing Forums
Naruto Role Playing
Jutsu
Custom Jutsu Users
Lili's Bosom of Impending Doom III
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
Reply to thread
Message
<p>[QUOTE="Lili-Chwan, post: 13414489, member: 25119"]</p><p style="text-align: center"><img src="http://i.imgur.com/phrQyq0.png" data-url="http://i.imgur.com/phrQyq0.png" class="bbImage " style="" alt="" title="" /></p><p></p><p>[border=]<p style="text-align: center"><strong>☿ Combination Elemental Ninjutsu ☿</strong></p><p>[hr][/hr]</p><p><span style="font-size: 10px"><p style="text-align: right">A Rank</p><p></span></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>( Doton/Fuuton: Semai Meimei Oberisuku ) Earth/Wind Release: Small Divine Obelisk[SPOILER]Type: Offensive/Defensive</p><p>Rank: A-Rank</p><p>Range: Short-Long (on throwing)</p><p>Chakra: 30 (-10 each turn)</p><p>Damage: 60</p><p>Description:</p><p>User does 3 hand seals (Dog+Ox+Bird) and 1 Rock Obelisk breaks from the ground within short range of the user. This obelisk is about 4 meters high and 2 meters wide. This Obelisk is then infused with wind chakra which makes it rise from the ground and hover above ground between short to mid range around the user. The user can direct the obelisk to defend against up to S-Rank Lightning and Water, A-Rank Earth, Wind, Fire. When the Obelisk is hit by Fire above B-Rank, the rock turns into lava from the combined heat of the Wind and the Fire, but the jutsu will still be stopped. The Obelisk can also be used to attack the enemy, by throwing it against the enemy.</p><p></p><p>Note: can only be used 3 times</p><p>Note2: stays active maximum of 3 turns</p><p>Note3: can only be taught by Scorps[/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: 26px"><a href="http://narutobase.net/forums/showthread.php?t=549846">Trained</a></span>[/spoiler]</p><p></p><p><span style="font-size: 10px"><p style="text-align: right">S Rank</p><p></span></p><p><strong>(Katon/Fuuton: Ikusen no Houou) Fire/Wind Release: The Squad of the Scorching Falcons</strong>[SPOILER]Rank: S</p><p>Range: Short-Long</p><p>Chakra Cost: 40</p><p>Damage Points: 80</p><p>Description: This technique consists in two different steps, which can be preformed simultaneously, using an ally, or in a quick succession. The first part consist in performing one handseal charging chakra in a point on the battle field which will turn into seriously hot ashes, which will then burst into an hellish flock of about 10-15 bird-like ash structures. The birds will fly out in different directions, some will fly high into the sky, while others (Only a few 2-3) will attack the opponent(s) directly. The second part of the jutsu consists in preforming an additional handseal. This will quickly gather air around each individual bird, concentrating the gathered wind into the ash-hawks, which will make them burst ablaze. At that point, the birds will be sharper and faster, as well as hotter. While keeping the handseal, the user is able to make them all flock down on the target. Much like real birds of prey, the free-falling bird-structures will acquire great speeds, and will violently explode upon impact (At the scale of a Paper Bomb induced Explosion). The few birds that directly attacked the opponent will simple burst outwards, burning anything close to them. Entailed with this technique is the ability to induce heat on a certain substance, instead of creating ash, and quickly provide wind/oxygen all the same. This will induce a powerful combustion reaction on the substance, vanishing it whole and turning it into it's combustion gaseous byproducts (example, hydrogen into water)</p><p>*The user loses the ability to call forth Fire or Wind Chakra to preform techniques higher than S rank in the turn after usage*</p><p><span style="font-size: 26px"><a href="http://narutobase.net/forums/showthread.php?t=157594&page=92&p=10016418&viewfull=1#post10016418">Approved</a></span>[/SPOILER]</p><p></p><p><strong>(Katon/Raiton: Mure Sai no Shuuren) Fire/Lightning Style: The Drill of the Rhinoceros Crash</strong>[SPOILER]</p><p>Rank: S</p><p>Range: Short-Long</p><p>Chakra Cost: 40</p><p>Damage Point: 80</p><p>Description: The user will preform 3 handseals, and quickly spit a continuous stream of fire, which will start to spin with a great speed forming a huge drill. This rotation can be either around the user or near the user, the tip of the drill being pointed towards anywhere the user wishes it to point. As the user starts spitting the fire, the user will preform a different handseal, which will then start enveloping the fire drill with lightning chakra. As both elements start to friction on each other, the drill starts spinning substantially faster and will increase the temperature largely, all adding to the piercing power of the technique. At the user's wish, the bright drill can be shot at great speed towards the desired location, going on a straight line until the user decides to make it explode, blasting outwards multiple similar drills, significantly smaller in side.</p><p>*The large drill can shoot to Long Range, the small drills will be shot in a short range radius*</p><p>*Both phases can be done at the same time by two shinobis*</p><p>*Can only be used once every 4 turns, for a maximum of 2 times, given the chakra strain*</p><p>*Can't use Lightning or Fire Techniques above S rank in the next 2 turns*[/SPOILER]</p><p></p><p><strong>(Doton/Katon: Ichida no Danpen Harinezumi) Earth/Fire Release: The Blow of the Shredding Echidna</strong>[SPOILER]Rank: S</p><p>Range: Short-Long</p><p>Chakra Cost: 40</p><p>Damage Points: 80</p><p>Description: The user preforms 6 handseals, while charging earth chakra on the ground, erupting up to 3 huge shields, about 3 meters radius, made of silicate minerals found in the earth. Afterwards, the user can preform 5 handseals, while charging fire chakra on the shields, which will make the shields explode outwards, turning into a shredding blast of hot glass particles, made from the crystallization of the silicate minerals. Likewise, the user can choose to preform only one handseal, and slam her hand on the shields, coated in fire chakra, which will take less time.</p><p>Wind can be added to make the blasts stronger.</p><p>*Can only be used once every 3 turns*</p><p>*The user is only able to use Earth or Fire jutsus up to S rank the next two turns.*[/SPOILER]</p><p></p><p>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>(Fuuton/Raiton: Houkou no Kora-Hanta) Wind/Lightning Style: The Growl of the White Tigress</strong>[SPOILER] </p><p>Rank: S </p><p>Range: Short-Long </p><p>Chakra Cost: 40 </p><p>Damage Points: 80 </p><p>Description: The user charges wind or lightning chakra on the hand. When the hand is pulled back, simulating a string of a bow being pulled, a concentrated wind arrow appears charged. Upon release, the arrow disappears to the eye of the opponent, but actually it turns into several sharper arrows, that travel just a little bit faster than a normal arrow, and hit the opponent's body several times in multiple places. Depending on the accuracy and weapon's mastery of the user, the arrows can hit random body points or specific nerves, arteries or organs, though easily traceable even to a first-tomoe sharingan, after creating the arrow, user can enlarge it with a second layer of chakra. Upon releasing, the Lightning/Wind will combine to maximize the piercing and speed abilities, being so that it is a combination of the two fastest and sharpest elements. The barrage of tiny arrows will increase it's range and speed drastically, while the arrows themselves will be drastically smaller and more piercing. </p><p>*Can only be used once every 4 turns, for a maximum of 2 times, given the chakra strain* </p><p>*Can't use Lightning or Wind Techniques above S rank in the next 2 turns* </p><p>[/SPOILER]</p><p></p><p><strong>( Fuuton/Doton: Horun no Areno Eki ) Wind/Earth Style: The Horns of the Desert Lizard</strong>[SPOILER]Rank: S</p><p>Range: Short-Mid</p><p>Chakra Cost: 40</p><p>Damage Points: 80</p><p>Description: The user links together 2 handseals, creating a ravaging dome of slicing winds. The wind's speed and sharpness is increased to the max, having almost no rival in shredding power. At which point, the user ends the succession of handseals with an extra one, which infuses the wind with small particles of the strongest earth materials. This sets the abrasive power of the wind past it's limits, both Wind and Earth chakra working together to combine the roughness and tangibility of the earth against the sharpness and speed of the wind, creating an almost perfect defense against all matter, which is shredded to oblivion when it comes in contact.</p><p>With 1 handseal, the user is disperse the dome into 2 large gusts of wind that fly up to mid range.</p><p>*The user is able to create a perfect sphere by leaping in the air*</p><p>*This jutsu is able to overpower the Strongest Metals/Perfectly Solid/Kaguya Bone/Diamond Elements/KGs up to it's rank, and Basic or less solid Elements (Wood, Calcium, Crystals, etc) 1 rank above*</p><p>*This jutsu can only be used once every 3 turns*</p><p>*The user is unable to preform Earth or Wind jutsus higher than S rank in the next turn*</p><p>*The dome is maintained for only 1 turn, and disperses normally if the user does not throw it towards the opponent*</p><p>*Can only be used thrice per battle*</p><p><span style="font-size: 10px"><a href="http://www.narutobase.net/forums/showpost.php?p=6420543&postcount=597">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>*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>(Doton/Raiton: Tobu no Kangaru Bokushingu) Earth/Lightning: The Jump of the Boxing Joeys</strong>[SPOILER]Rank: S</p><p>Range: Short-Long</p><p>Chakra Cost: 40</p><p>Damage Points: 80</p><p>Description: The user will make 2 handseals, and charge earth chakra on the field. This will cause several earth features, (The ground and/or stagnant earth feature chakra or non chakra created) to implode on themselves, concentrating into head sized black balls, which will be extremely thick and heavy. But with a third handseal, the user will coat the with lightning, which will make them shoot out at great speeds. The lightning coat will not only protect the balls from lighting, making it spread harmlessly along the surface of the balls, but will also expel small electrical discharges whenever they touch anything, which will only make the balls propel further way. With the handseal meant to create the lightning chakra, the user can focus the attack on a target, by forcing the balls to be propelled off the ground into chosen directions. The heavy balls are capable of smashing the bones, and will kill if left unprotected.</p><p>*Great speed does not mean Lightning speed*</p><p>*This technique creates up to 4 balls*</p><p>*The lightning is able to protect the balls from all lightning jutsus up to his rank, being overpowered by wind jutsu the same and higher ranks.*</p><p>*Can only be used once every 4 turns, for a maximum of 2 times, given the chakra strain*</p><p>*Can't use Earth or Lightning Techniques above S rank in the next 2 turns*</p><p>*The user cannot perform other jutsu as long as they are controlling the bounce of the balls*[/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>*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>*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>( Doton/Fuuton: Meimei Oberisuku No Yougo ) Earth/Wind Release: Divine Obelisks of Protection[SPOILER]Type: Offensive/Defensive</p><p>Rank: S-Rank</p><p>Range: Short-Long (on throwing)</p><p>Chakra: 40 (-15 each turn)</p><p>Damage: 80</p><p>Description:</p><p>User does 5 hand seals (Dog+Ox+Bird+Ox+Bird) and 2 Rock Obelisks breaks from the ground within short range of the user. Each obelisk is about 4 meters high and 2 meters wide. These Obelisks are then infused with wind chakra which makes them rise from the ground and hover above ground between short to mid range around the user making them each an A-Rank Doton/Fuuton. The user can direct each obelisk to defend against up to S-Rank Lightning and Water, A-Rank Earth, Wind, Fire or both to defend against up to Forbidden Rank Lightning and Water, S-Rank Fire, Earth or Wind. When an Obelisk is hit by Fire above B-Rank, the rock turns into lava from the combined heat of the Wind and the Fire, but the jutsu will still be stopped. These Obelisks can also be used to attack the enemy, by throwing them against the enemy.</p><p></p><p>Note: can only be used 2 times</p><p>Note2: stays active maximum of 3 turns</p><p>Note3: can only be taught by Scorps</p><p>Note4: can't use wind in the next turn</p><p>Note5: even if one obelisk is destroyed or used, the other still remains in play[/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>( Doton/Fuuton: Funjin Kachuu ) Earth/Wind Release: Scouring Vortexes[spoiler]Rank: S</p><p>Type: Supplementary/Offensive</p><p>Range: Short-Long</p><p>Chakra cost: 40</p><p>Damage points: N/A (80 damage if the opponent becomes trapped in the worm hole)</p><p>Description: The user will release their doton chakra into the ground to cause multiple sections of earth around the opponent to lower themselves in a circular-like shape, in a similar manner to Earth Release: Moving Earth Core. In the same motion, they will then focus their fuuton chakra into each and every one of the lowered sections of earth, before performing a single handseal to trigger a mild vacuum-like effect which will suck any objects/people moving directly over it to be sucked deep into the depths of the hole. Inside the hole, the wind chakra will be spiraling in a clockwise motion in the same manner as a tornado, carrying deposits of rock, dust, dirt and debris which greatly augments the cutting power of the already potent wind formation. Anyone or anything unfortunate enough to be caught inside one of the tornadoes will be skinned alive due to the sheer abrasiveness of the dust-infused wind, making this technique capable of even slicing through solid rock to reach its intended target. More commonly that not, the user will create the wormholes in a secure formation around the opponent to ensure any thrown projectiles or solid constructs they send towards the user will be promptly sucked into one of the wormholes, quickly being incinerated by the raging winds. This makes this technique exceedingly useful in countering techniques such as Earth Release: Stone Golem and Earth Release: Rock Scale Slab, as the moment they move over any one of the user's created wormholes, they will become incapable of escaping the pull of the wind formation. The shredding power of each hole is directly proportional to the amount lowered sections of earth created through this technique e.g. One hole = S-Rank, Two holes = A-Rank, Four holes = B-Rank, Eight holes = C-Rank. Similarly, the suction power of each hole is dependent on the number of holes created, with each hole only being capable of "sucking in" and destroying techniques equivalent to their rank. An S-Rank hole would be capable of pulling in an S-Rank technique and destroying it, while a C-Rank technique would only be capable of pulling in (and destroying) a C-Rank Technique. Any and all created wormholes will generate a vertical column of sucking wind which spans mid-range into the air, clearly notifying the opponent that moving over these wormholes will cause them to be forcefully pulled into them.</p><p></p><p>Note: Lasts two turns</p><p>Note: Can only be used twice per battle</p><p>Note: Can only be Taught by -Venom-</p><p>Note: Can create a maximum of eight wormholes</p><p>Note: The numbers of creatable holes must either be: One, Two, Four, Eight.</p><p>Note: Sections of earth can only be lowered a maximum of ten meters and logically be created up to ten meters in width</p><p>Note: Ground directly beneath the opponent cannot be lowered.</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>( Doton/Fuuton: Kaze no būdo~ū ) Earth/Wind Release: Wind Voodoo[spoiler]Rank: S-Rank</p><p>Type: Attack</p><p>Range: Short-long</p><p>Chakra Cost: 40</p><p>Damage Points: 80</p><p>Description:</p><p>The user does a sequence of 3 hand seals ( Rat - Tiger - Dragon ) and flowing earth chakra in the ground under and around the targets. With this done, it initiates the erection of 16 large earthen pillars that are 10m in height and very similar to lightning release 16 pillar bind. The pillars rise up immensely fast but don't directly act as an attack mechanism, though they can cause harm if directly hit by the fast pace rising pillars (20 damage). The pillars rise in a way to surround the target with the target as the epicenter and one blunt pillar also rising beneath the user to rise him above the soon to come mayhem, with the radius of the pillars formation covering a mid range radius. Each pillar has countless holes in them, all pointing inwards to the epicenter of the pillar's formation. Once the pillars rise, they shoot from the holes a mass amount of senbon like needles of wind that shred the target In a storm of wind needles with its raw cutting abilities, leaving all targets within the pillar's radius ripped up by the blast. This makes it dangerous for the user to even use if he's not long range from the opponent or lifted on his designated pillar, because if the user is within the radius of the pillars he'll be ripped up by the wind needles also.</p><p></p><p>• Usable twice with 2 turn cool down between uses</p><p>• Counts as two moves since using two chakra natures back to back</p><p>• The jutsu can be performed at long range, but the radius of the pillars is mid range only..</p><p>• No Doton or Fuuton above A-rank next turn.</p><p><span style="font-size: 10px"><a href="http://narutobase.net/forums/showthread.php?t=499464&page=2">Trained</a></span>[/SPOILER]</p><p></p><p><span style="font-size: 10px"><p style="text-align: right">Forbidden Rank</p><p></span></p><p>( Doton/Raiton: Sono Su-pa Akutibu Torikkusuta-Kinezumi ) Earth/Lightning Release: The Super Active Trickster Squirrels[SPOILER]Type: Offensive/Defensive</p><p>Rank: Forbidden</p><p>Range: Short-Long</p><p>Chakra: 50</p><p>Damage: 100 (-10 to the user)</p><p>Description:</p><p>The user makes 2 hand seals (snake+monkey) and 9 normal sized squirrels made of rock and dense earth chakra rise from the ground within range. The squirrels are then infused with an enormous amount of lightning chakra, glowing in a bright blueish color. The lightning enables them to move (above ground or underneath) at enormous speeds that only 3T Sharingan and Byakugan can follow. The squirrels surround the enemy in a nonagon pattern facing him. They then link to each other and unleash the combined Earth and Lightning chakras into the nonagon. Within the nonagon, a mayhem of raging vortexes of electromagnetic and geoenergies starts to petrify, rip and shock everything caught in it, releasing heat, (the user can engulf the whole battleground but, if so, takes his own life also) and leaving only a crater behind. The squirrels can also surround the user short range from him and face outwards, using the combination of Earth and Lightning chakras to produce a perfect spherical shield that can protect the user against up to F-Rank Earth, Lightning and Water and S-Rank Fire and Wind. If a squirrel is hit, a non-focused lightning burst is released around him, stunning everything short range around it. However, as long as there is at least 3 squirrels, the technique can be used (3 Squirrels=A-Rank, 4-8 Squirrels=S-Rank). Due to the massive amount of chakra and concentration needed, the user will experience great pain and exhaustion upon use of this technique.</p><p></p><p>Note: User can't mold Lightning or Earth in the next turn.</p><p>Note2: In the turn its used, user can only cast one more jutsu</p><p>Note3: Usable only once</p><p>Note4: The severe exhaustion left by the amount of chakra spent to use this jutsu leaves the user unable to use ninjutsu (elemental or not) above S-Rank for 2 turns</p><p>Note5: Can only be taught by Scorps[/SPOILER]</p><p></p><p>( Doton/Katon: Mitsubachi no su ) Earth/Fire Style: Bees Nest[spoiler]Type: Offensive</p><p>Rank: Forbidden</p><p>Range: Short/Mid-Long</p><p>Chakra: 50</p><p>Damage: 90(-15 to user)</p><p>Description: The user will channel their doton chakra into the ground as they perform 2 hand seals creating three earth made ancient chinese bees nest, filled with numerous highly condensed earth arrows, to rise from the earth at any three locations within short range of the user pointing in any direction they desire. The user will then perform 1 hand seal as they infuse their fire chakra in every arrow creating numerous molten earth like arrows before clapping their hands as they create a fire explosion at the bottom of each bees nest that causes them to launch all the arrows at once as the fire explosion propels them like swift moving missiles. There are enough arrows in just one bees nest that it can rain down in one area and hit everything within short range, covering a 5m diameter if launched in linear fashions, and if all 3 were aimed in one direction then the sky would be filled with a blanket of arrows that hit multiple ranges in the vicinity they are facing. As the numerous molten earth arrows rain down on an area they explode on contact releasing multiple shrapnel of highly heated dense earth while setting the ground ablaze. The elemental combination, the amount of chakra used for only one person, and the widespread destruction caused by this technique is the reason why its forbidden.</p><p>NOTES</p><p>►User cannot use Fire or Earth jutsu above A rank next turn</p><p>►This jutsu takes two of the users three jutsu spots per turn</p><p>►User feels fatigued by the chakra drain this jutsu brings and their body also receives some damage due to the strain put on it</p><p>►Can only be used once per battle</p><p>►Can only be taught by Zanda </p><p><span style="font-size: 10px"><a href="http://narutobase.net/forums/showthread.php?t=468066">Trained</a></span>[/spoiler][hr][/hr][/border]</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/OVhE8UI.png" data-url="https://i.imgur.com/OVhE8UI.png" class="bbImage " style="" alt="" title="" /></p><p></p><p>[border=]<p style="text-align: center"><strong>☿ Combo Ninjutsu ☿</strong></p><p>[hr][/hr]</p><p><span style="font-size: 10px"><p style="text-align: right">S Rank</p><p></span></p><p><strong>( Buntaijutsu: Jusshi Souseiki no Kaijuu ) Combo Technique: Genesis of the Swamp Leviathan</strong></p><p>[Spoiler]Type: Offensive/Defensive/Supplementary</p><p>Rank: S</p><p>Range: Short-Long</p><p>Chakra cost: 80 (40 Per Participant)</p><p>Damage points: N/A</p><p>Participants: 2</p><p>Description: Genesis of the Swamp Leviathan is unique and powerful combination technique utilized by Mirabelle Blackthorn and Isabella Uchiha. This is performed through the use of Algae Release and Mushroom Release, both organic elements ironically working perfectly in tandem with one another. Initiated by both women individually, Mirabelle performs “Algae Release: Genesis”, causing the ground across the entire battlefield to sink in, as the organic element floods the soil and erupts into a splurge of red and blue algal sludge, while Isabella utilizes the “Mushroom Style: Warts of Mokele-mbembe”, causing mushrooms orbs to proliferate along the surface of the sludge, creating a combined forest of both respective elements. Manifested as engorged tentacles of an abhorrent organic leviathan, Mirabelle’s control over the algae fauna brings the seaweed limbs to grip and restrain targets or even defend against opposing techniques this mass of mushroom and algae will have a default power of 100 damage when first used and every attack made after creation will cost a move slot but also carry the same default power. But the more lethal part of this is the mushroom suckers that populate the tentacles, opening up to spray a mist of hallucinogenic toxins into the battlefield Traveling up to 5 meters in all directions from the chosen tentacles. Brimming with Psylocibin, by inhaling or having one's skin contact with the hallucinogenic mist will poison the body of Mirabelle and Isabella's enemies, sedating and paralyzing their flesh while dissociating their mind into an elevated astral plane, where they'll be washed with a deepened feeling of euphoria and saturated aural colors, oblivious and impotent to the crushing strength of the Algae tentacles, unless healed or countered by the appropriate techniques. Due to the nature of Genesis, Mirabelle would freely (at no cost of a move) continuously make a platform of Algae beneath Isabella in order for her to remain stable on the surface of sludge.</p><p></p><p>Note: The hallucinogenic effect does not affect either of them, or creatures linked to them by chakra, like clones, summons or chakra creations. The illusionary effect has a potency of 50 chakra by default requiring it to be break following the rules for a illusion of that power, each usage of the hallucinogenic power beyond the turn of creation will cost a move slot.</p><p>Note: This technique counts as a usage of each of the respective technique. Should either character not be able to perform it individual prior, they cannot use this technique.</p><p>Note: Genesis of the Swamp Leviathan despite being a combination of both natures can still be used as a source for other Algae/Mushroom based techniques.</p><p>Note: Can only be used once per battle, lasting the same time as the original techniques, though if no duration is mentioned, will naturally last four turns.</p><p></p><p><span style="font-size: 10px"><a href="https://animebase.me/threads/custom-combo-jutsu-submission.782661/#post-22119256">Approved</a></span>[/spoiler][hr][/hr][/border]</p><p>[/QUOTE]</p>
[QUOTE="Lili-Chwan, post: 13414489, member: 25119"] [CENTER][IMG]http://i.imgur.com/phrQyq0.png[/IMG][/center] [border=][center][b]☿ Combination Elemental Ninjutsu ☿[/b][/center] [hr][/hr] [size=10px][right]A Rank[/right][/size] [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] ( Doton/Fuuton: Semai Meimei Oberisuku ) Earth/Wind Release: Small Divine Obelisk[SPOILER]Type: Offensive/Defensive Rank: A-Rank Range: Short-Long (on throwing) Chakra: 30 (-10 each turn) Damage: 60 Description: User does 3 hand seals (Dog+Ox+Bird) and 1 Rock Obelisk breaks from the ground within short range of the user. This obelisk is about 4 meters high and 2 meters wide. This Obelisk is then infused with wind chakra which makes it rise from the ground and hover above ground between short to mid range around the user. The user can direct the obelisk to defend against up to S-Rank Lightning and Water, A-Rank Earth, Wind, Fire. When the Obelisk is hit by Fire above B-Rank, the rock turns into lava from the combined heat of the Wind and the Fire, but the jutsu will still be stopped. The Obelisk can also be used to attack the enemy, by throwing it against the enemy. Note: can only be used 3 times Note2: stays active maximum of 3 turns Note3: can only be taught by Scorps[/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=10][url=http://narutobase.net/forums/showthread.php?t=549846]Trained[/url][/size][/spoiler] [size=10px][Right]S Rank[/Right][/size] [B](Katon/Fuuton: Ikusen no Houou) Fire/Wind Release: The Squad of the Scorching Falcons[/B][SPOILER]Rank: S Range: Short-Long Chakra Cost: 40 Damage Points: 80 Description: This technique consists in two different steps, which can be preformed simultaneously, using an ally, or in a quick succession. The first part consist in performing one handseal charging chakra in a point on the battle field which will turn into seriously hot ashes, which will then burst into an hellish flock of about 10-15 bird-like ash structures. The birds will fly out in different directions, some will fly high into the sky, while others (Only a few 2-3) will attack the opponent(s) directly. The second part of the jutsu consists in preforming an additional handseal. This will quickly gather air around each individual bird, concentrating the gathered wind into the ash-hawks, which will make them burst ablaze. At that point, the birds will be sharper and faster, as well as hotter. While keeping the handseal, the user is able to make them all flock down on the target. Much like real birds of prey, the free-falling bird-structures will acquire great speeds, and will violently explode upon impact (At the scale of a Paper Bomb induced Explosion). The few birds that directly attacked the opponent will simple burst outwards, burning anything close to them. Entailed with this technique is the ability to induce heat on a certain substance, instead of creating ash, and quickly provide wind/oxygen all the same. This will induce a powerful combustion reaction on the substance, vanishing it whole and turning it into it's combustion gaseous byproducts (example, hydrogen into water) *The user loses the ability to call forth Fire or Wind Chakra to preform techniques higher than S rank in the turn after usage* [SIZE=10][url=http://narutobase.net/forums/showthread.php?t=157594&page=92&p=10016418&viewfull=1#post10016418]Approved[/url][/SIZE][/SPOILER] [B](Katon/Raiton: Mure Sai no Shuuren) Fire/Lightning Style: The Drill of the Rhinoceros Crash[/B][SPOILER] Rank: S Range: Short-Long Chakra Cost: 40 Damage Point: 80 Description: The user will preform 3 handseals, and quickly spit a continuous stream of fire, which will start to spin with a great speed forming a huge drill. This rotation can be either around the user or near the user, the tip of the drill being pointed towards anywhere the user wishes it to point. As the user starts spitting the fire, the user will preform a different handseal, which will then start enveloping the fire drill with lightning chakra. As both elements start to friction on each other, the drill starts spinning substantially faster and will increase the temperature largely, all adding to the piercing power of the technique. At the user's wish, the bright drill can be shot at great speed towards the desired location, going on a straight line until the user decides to make it explode, blasting outwards multiple similar drills, significantly smaller in side. *The large drill can shoot to Long Range, the small drills will be shot in a short range radius* *Both phases can be done at the same time by two shinobis* *Can only be used once every 4 turns, for a maximum of 2 times, given the chakra strain* *Can't use Lightning or Fire Techniques above S rank in the next 2 turns*[/SPOILER] [B](Doton/Katon: Ichida no Danpen Harinezumi) Earth/Fire Release: The Blow of the Shredding Echidna[/B][SPOILER]Rank: S Range: Short-Long Chakra Cost: 40 Damage Points: 80 Description: The user preforms 6 handseals, while charging earth chakra on the ground, erupting up to 3 huge shields, about 3 meters radius, made of silicate minerals found in the earth. Afterwards, the user can preform 5 handseals, while charging fire chakra on the shields, which will make the shields explode outwards, turning into a shredding blast of hot glass particles, made from the crystallization of the silicate minerals. Likewise, the user can choose to preform only one handseal, and slam her hand on the shields, coated in fire chakra, which will take less time. Wind can be added to make the blasts stronger. *Can only be used once every 3 turns* *The user is only able to use Earth or Fire jutsus up to S rank the next two turns.*[/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](Fuuton/Raiton: Houkou no Kora-Hanta) Wind/Lightning Style: The Growl of the White Tigress[/B][SPOILER] Rank: S Range: Short-Long Chakra Cost: 40 Damage Points: 80 Description: The user charges wind or lightning chakra on the hand. When the hand is pulled back, simulating a string of a bow being pulled, a concentrated wind arrow appears charged. Upon release, the arrow disappears to the eye of the opponent, but actually it turns into several sharper arrows, that travel just a little bit faster than a normal arrow, and hit the opponent's body several times in multiple places. Depending on the accuracy and weapon's mastery of the user, the arrows can hit random body points or specific nerves, arteries or organs, though easily traceable even to a first-tomoe sharingan, after creating the arrow, user can enlarge it with a second layer of chakra. Upon releasing, the Lightning/Wind will combine to maximize the piercing and speed abilities, being so that it is a combination of the two fastest and sharpest elements. The barrage of tiny arrows will increase it's range and speed drastically, while the arrows themselves will be drastically smaller and more piercing. *Can only be used once every 4 turns, for a maximum of 2 times, given the chakra strain* *Can't use Lightning or Wind Techniques above S rank in the next 2 turns* [/SPOILER] [B]( Fuuton/Doton: Horun no Areno Eki ) Wind/Earth Style: The Horns of the Desert Lizard[/B][SPOILER]Rank: S Range: Short-Mid Chakra Cost: 40 Damage Points: 80 Description: The user links together 2 handseals, creating a ravaging dome of slicing winds. The wind's speed and sharpness is increased to the max, having almost no rival in shredding power. At which point, the user ends the succession of handseals with an extra one, which infuses the wind with small particles of the strongest earth materials. This sets the abrasive power of the wind past it's limits, both Wind and Earth chakra working together to combine the roughness and tangibility of the earth against the sharpness and speed of the wind, creating an almost perfect defense against all matter, which is shredded to oblivion when it comes in contact. With 1 handseal, the user is disperse the dome into 2 large gusts of wind that fly up to mid range. *The user is able to create a perfect sphere by leaping in the air* *This jutsu is able to overpower the Strongest Metals/Perfectly Solid/Kaguya Bone/Diamond Elements/KGs up to it's rank, and Basic or less solid Elements (Wood, Calcium, Crystals, etc) 1 rank above* *This jutsu can only be used once every 3 turns* *The user is unable to preform Earth or Wind jutsus higher than S rank in the next turn* *The dome is maintained for only 1 turn, and disperses normally if the user does not throw it towards the opponent* *Can only be used thrice per battle* [size=10px][url=http://www.narutobase.net/forums/showpost.php?p=6420543&postcount=597]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](Doton/Raiton: Tobu no Kangaru Bokushingu) Earth/Lightning: The Jump of the Boxing Joeys[/B][SPOILER]Rank: S Range: Short-Long Chakra Cost: 40 Damage Points: 80 Description: The user will make 2 handseals, and charge earth chakra on the field. This will cause several earth features, (The ground and/or stagnant earth feature chakra or non chakra created) to implode on themselves, concentrating into head sized black balls, which will be extremely thick and heavy. But with a third handseal, the user will coat the with lightning, which will make them shoot out at great speeds. The lightning coat will not only protect the balls from lighting, making it spread harmlessly along the surface of the balls, but will also expel small electrical discharges whenever they touch anything, which will only make the balls propel further way. With the handseal meant to create the lightning chakra, the user can focus the attack on a target, by forcing the balls to be propelled off the ground into chosen directions. The heavy balls are capable of smashing the bones, and will kill if left unprotected. *Great speed does not mean Lightning speed* *This technique creates up to 4 balls* *The lightning is able to protect the balls from all lightning jutsus up to his rank, being overpowered by wind jutsu the same and higher ranks.* *Can only be used once every 4 turns, for a maximum of 2 times, given the chakra strain* *Can't use Earth or Lightning Techniques above S rank in the next 2 turns* *The user cannot perform other jutsu as long as they are controlling the bounce of the balls*[/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] ( Doton/Fuuton: Meimei Oberisuku No Yougo ) Earth/Wind Release: Divine Obelisks of Protection[SPOILER]Type: Offensive/Defensive Rank: S-Rank Range: Short-Long (on throwing) Chakra: 40 (-15 each turn) Damage: 80 Description: User does 5 hand seals (Dog+Ox+Bird+Ox+Bird) and 2 Rock Obelisks breaks from the ground within short range of the user. Each obelisk is about 4 meters high and 2 meters wide. These Obelisks are then infused with wind chakra which makes them rise from the ground and hover above ground between short to mid range around the user making them each an A-Rank Doton/Fuuton. The user can direct each obelisk to defend against up to S-Rank Lightning and Water, A-Rank Earth, Wind, Fire or both to defend against up to Forbidden Rank Lightning and Water, S-Rank Fire, Earth or Wind. When an Obelisk is hit by Fire above B-Rank, the rock turns into lava from the combined heat of the Wind and the Fire, but the jutsu will still be stopped. These Obelisks can also be used to attack the enemy, by throwing them against the enemy. Note: can only be used 2 times Note2: stays active maximum of 3 turns Note3: can only be taught by Scorps Note4: can't use wind in the next turn Note5: even if one obelisk is destroyed or used, the other still remains in play[/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] ( Doton/Fuuton: Funjin Kachuu ) Earth/Wind Release: Scouring Vortexes[spoiler]Rank: S Type: Supplementary/Offensive Range: Short-Long Chakra cost: 40 Damage points: N/A (80 damage if the opponent becomes trapped in the worm hole) Description: The user will release their doton chakra into the ground to cause multiple sections of earth around the opponent to lower themselves in a circular-like shape, in a similar manner to Earth Release: Moving Earth Core. In the same motion, they will then focus their fuuton chakra into each and every one of the lowered sections of earth, before performing a single handseal to trigger a mild vacuum-like effect which will suck any objects/people moving directly over it to be sucked deep into the depths of the hole. Inside the hole, the wind chakra will be spiraling in a clockwise motion in the same manner as a tornado, carrying deposits of rock, dust, dirt and debris which greatly augments the cutting power of the already potent wind formation. Anyone or anything unfortunate enough to be caught inside one of the tornadoes will be skinned alive due to the sheer abrasiveness of the dust-infused wind, making this technique capable of even slicing through solid rock to reach its intended target. More commonly that not, the user will create the wormholes in a secure formation around the opponent to ensure any thrown projectiles or solid constructs they send towards the user will be promptly sucked into one of the wormholes, quickly being incinerated by the raging winds. This makes this technique exceedingly useful in countering techniques such as Earth Release: Stone Golem and Earth Release: Rock Scale Slab, as the moment they move over any one of the user's created wormholes, they will become incapable of escaping the pull of the wind formation. The shredding power of each hole is directly proportional to the amount lowered sections of earth created through this technique e.g. One hole = S-Rank, Two holes = A-Rank, Four holes = B-Rank, Eight holes = C-Rank. Similarly, the suction power of each hole is dependent on the number of holes created, with each hole only being capable of "sucking in" and destroying techniques equivalent to their rank. An S-Rank hole would be capable of pulling in an S-Rank technique and destroying it, while a C-Rank technique would only be capable of pulling in (and destroying) a C-Rank Technique. Any and all created wormholes will generate a vertical column of sucking wind which spans mid-range into the air, clearly notifying the opponent that moving over these wormholes will cause them to be forcefully pulled into them. Note: Lasts two turns Note: Can only be used twice per battle Note: Can only be Taught by -Venom- Note: Can create a maximum of eight wormholes Note: The numbers of creatable holes must either be: One, Two, Four, Eight. Note: Sections of earth can only be lowered a maximum of ten meters and logically be created up to ten meters in width Note: Ground directly beneath the opponent cannot be lowered. Taught by Venom [size=10px][url=http://narutobase.net/forums/showthread.php?t=549846]Trained[/url][/size][/SPOILER] ( Doton/Fuuton: Kaze no būdo~ū ) Earth/Wind Release: Wind Voodoo[spoiler]Rank: S-Rank Type: Attack Range: Short-long Chakra Cost: 40 Damage Points: 80 Description: The user does a sequence of 3 hand seals ( Rat - Tiger - Dragon ) and flowing earth chakra in the ground under and around the targets. With this done, it initiates the erection of 16 large earthen pillars that are 10m in height and very similar to lightning release 16 pillar bind. The pillars rise up immensely fast but don't directly act as an attack mechanism, though they can cause harm if directly hit by the fast pace rising pillars (20 damage). The pillars rise in a way to surround the target with the target as the epicenter and one blunt pillar also rising beneath the user to rise him above the soon to come mayhem, with the radius of the pillars formation covering a mid range radius. Each pillar has countless holes in them, all pointing inwards to the epicenter of the pillar's formation. Once the pillars rise, they shoot from the holes a mass amount of senbon like needles of wind that shred the target In a storm of wind needles with its raw cutting abilities, leaving all targets within the pillar's radius ripped up by the blast. This makes it dangerous for the user to even use if he's not long range from the opponent or lifted on his designated pillar, because if the user is within the radius of the pillars he'll be ripped up by the wind needles also. • Usable twice with 2 turn cool down between uses • Counts as two moves since using two chakra natures back to back • The jutsu can be performed at long range, but the radius of the pillars is mid range only.. • No Doton or Fuuton above A-rank next turn. [size=10px][url=http://narutobase.net/forums/showthread.php?t=499464&page=2]Trained[/url][/size][/SPOILER] [size=10px][right]Forbidden Rank[/right][/size] ( Doton/Raiton: Sono Su-pa Akutibu Torikkusuta-Kinezumi ) Earth/Lightning Release: The Super Active Trickster Squirrels[SPOILER]Type: Offensive/Defensive Rank: Forbidden Range: Short-Long Chakra: 50 Damage: 100 (-10 to the user) Description: The user makes 2 hand seals (snake+monkey) and 9 normal sized squirrels made of rock and dense earth chakra rise from the ground within range. The squirrels are then infused with an enormous amount of lightning chakra, glowing in a bright blueish color. The lightning enables them to move (above ground or underneath) at enormous speeds that only 3T Sharingan and Byakugan can follow. The squirrels surround the enemy in a nonagon pattern facing him. They then link to each other and unleash the combined Earth and Lightning chakras into the nonagon. Within the nonagon, a mayhem of raging vortexes of electromagnetic and geoenergies starts to petrify, rip and shock everything caught in it, releasing heat, (the user can engulf the whole battleground but, if so, takes his own life also) and leaving only a crater behind. The squirrels can also surround the user short range from him and face outwards, using the combination of Earth and Lightning chakras to produce a perfect spherical shield that can protect the user against up to F-Rank Earth, Lightning and Water and S-Rank Fire and Wind. If a squirrel is hit, a non-focused lightning burst is released around him, stunning everything short range around it. However, as long as there is at least 3 squirrels, the technique can be used (3 Squirrels=A-Rank, 4-8 Squirrels=S-Rank). Due to the massive amount of chakra and concentration needed, the user will experience great pain and exhaustion upon use of this technique. Note: User can't mold Lightning or Earth in the next turn. Note2: In the turn its used, user can only cast one more jutsu Note3: Usable only once Note4: The severe exhaustion left by the amount of chakra spent to use this jutsu leaves the user unable to use ninjutsu (elemental or not) above S-Rank for 2 turns Note5: Can only be taught by Scorps[/SPOILER] ( Doton/Katon: Mitsubachi no su ) Earth/Fire Style: Bees Nest[spoiler]Type: Offensive Rank: Forbidden Range: Short/Mid-Long Chakra: 50 Damage: 90(-15 to user) Description: The user will channel their doton chakra into the ground as they perform 2 hand seals creating three earth made ancient chinese bees nest, filled with numerous highly condensed earth arrows, to rise from the earth at any three locations within short range of the user pointing in any direction they desire. The user will then perform 1 hand seal as they infuse their fire chakra in every arrow creating numerous molten earth like arrows before clapping their hands as they create a fire explosion at the bottom of each bees nest that causes them to launch all the arrows at once as the fire explosion propels them like swift moving missiles. There are enough arrows in just one bees nest that it can rain down in one area and hit everything within short range, covering a 5m diameter if launched in linear fashions, and if all 3 were aimed in one direction then the sky would be filled with a blanket of arrows that hit multiple ranges in the vicinity they are facing. As the numerous molten earth arrows rain down on an area they explode on contact releasing multiple shrapnel of highly heated dense earth while setting the ground ablaze. The elemental combination, the amount of chakra used for only one person, and the widespread destruction caused by this technique is the reason why its forbidden. NOTES ►User cannot use Fire or Earth jutsu above A rank next turn ►This jutsu takes two of the users three jutsu spots per turn ►User feels fatigued by the chakra drain this jutsu brings and their body also receives some damage due to the strain put on it ►Can only be used once per battle ►Can only be taught by Zanda [size=10px][url=http://narutobase.net/forums/showthread.php?t=468066]Trained[/url][/size][/spoiler][hr][/hr][/border] [CENTER][img]https://i.imgur.com/OVhE8UI.png[/img][/center] [border=][center][b]☿ Combo Ninjutsu ☿[/b][/center] [hr][/hr] [size=10px][right]S Rank[/right][/size] [B]( Buntaijutsu: Jusshi Souseiki no Kaijuu ) Combo Technique: Genesis of the Swamp Leviathan[/B] [Spoiler]Type: Offensive/Defensive/Supplementary Rank: S Range: Short-Long Chakra cost: 80 (40 Per Participant) Damage points: N/A Participants: 2 Description: Genesis of the Swamp Leviathan is unique and powerful combination technique utilized by Mirabelle Blackthorn and Isabella Uchiha. This is performed through the use of Algae Release and Mushroom Release, both organic elements ironically working perfectly in tandem with one another. Initiated by both women individually, Mirabelle performs “Algae Release: Genesis”, causing the ground across the entire battlefield to sink in, as the organic element floods the soil and erupts into a splurge of red and blue algal sludge, while Isabella utilizes the “Mushroom Style: Warts of Mokele-mbembe”, causing mushrooms orbs to proliferate along the surface of the sludge, creating a combined forest of both respective elements. Manifested as engorged tentacles of an abhorrent organic leviathan, Mirabelle’s control over the algae fauna brings the seaweed limbs to grip and restrain targets or even defend against opposing techniques this mass of mushroom and algae will have a default power of 100 damage when first used and every attack made after creation will cost a move slot but also carry the same default power. But the more lethal part of this is the mushroom suckers that populate the tentacles, opening up to spray a mist of hallucinogenic toxins into the battlefield Traveling up to 5 meters in all directions from the chosen tentacles. Brimming with Psylocibin, by inhaling or having one's skin contact with the hallucinogenic mist will poison the body of Mirabelle and Isabella's enemies, sedating and paralyzing their flesh while dissociating their mind into an elevated astral plane, where they'll be washed with a deepened feeling of euphoria and saturated aural colors, oblivious and impotent to the crushing strength of the Algae tentacles, unless healed or countered by the appropriate techniques. Due to the nature of Genesis, Mirabelle would freely (at no cost of a move) continuously make a platform of Algae beneath Isabella in order for her to remain stable on the surface of sludge. Note: The hallucinogenic effect does not affect either of them, or creatures linked to them by chakra, like clones, summons or chakra creations. The illusionary effect has a potency of 50 chakra by default requiring it to be break following the rules for a illusion of that power, each usage of the hallucinogenic power beyond the turn of creation will cost a move slot. Note: This technique counts as a usage of each of the respective technique. Should either character not be able to perform it individual prior, they cannot use this technique. Note: Genesis of the Swamp Leviathan despite being a combination of both natures can still be used as a source for other Algae/Mushroom based techniques. Note: Can only be used once per battle, lasting the same time as the original techniques, though if no duration is mentioned, will naturally last four turns. [size=10px][url=https://animebase.me/threads/custom-combo-jutsu-submission.782661/#post-22119256]Approved[/url][/size][/spoiler][hr][/hr][/border] [/QUOTE]
Insert quotes…
Preview
Name
Verification
Post reply
Forums
Role Playing Forums
Naruto Role Playing
Jutsu
Custom Jutsu Users
Lili's Bosom of Impending Doom III
Top