EMS active and Kuniumi present, it's passive effect in place, noted below:You must be registered for see images
A burst of flames erupted pale and blue in color, you could be mistaken for thinking they were cold at a distance given the coloration but this was not the case. They emanated with such terrible heat that they could turn the very bones of her foes to ash. Driven mad by the presence of the staff and her jinchuriki being rendered unconscious, the two tails was going on a rampage.
( Tamashī Jigoku ) - Netherworld's Hellfire
Type: Skill
Rank: S
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: When the foul Chakra Beast that is Matatabi is summoned it's natural power creates a massive inferno of spritual Blue Flames to erupt with it that cannot be reacted to or prevented, only countered after it has first set in, spreading outwards in a magnificent burst of flames. This initial burst simple marks targets, allowing the target These flames are also created when Matatabi moves and deal 15 damage to anything in short range of it per turn and cannot be extinguished, only sealed. Once burned, this 15 damage will continue until healed via Yang.
Note: This is always active when in the presence of the Two-Tails and cannot be deactivated.
The beasts heterochromatic eyes focused on Madara Uchiha and they were filled with anger, the holder of the staff and the man who had harmed her Jinchuriki, her fury burned as bright as the flames she created, forming chakra in the correct ratio all the while harmonizing the power and filling it with her signature blue flames. The bijuu created an enormous blue flame beast ball and fired it straight at Madara in an attempt to reduce the uchiher to nothing but ash.
( Bijutsu: Bijudama ) - Tailed Beast Skill: Tailed Beast Ball
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 60
Damage: 120 +40 = 160
Description: The Tailed Beast Ball is the ultimate technique of a tailed beast, which can also be used by a jinchūriki while transformed. Tailed Beast Balls are made from an 8:2 ratio of positive black chakra (+の黒チャクラ, purasu no kuro chakura) and negative white chakra (−の白チャクラ, mainasu no shiro chakura). Users must gather and balance this chakra in their mouths, shape it into a sphere (or a conical shape in the case of the Ten-Tails in its second form), and then fire it at their target. Tailed Beast Balls are very destructive, creating explosions that are visible from far away and that vaporise almost everything in the blast area. The Ten-Tails has further range than other users, capable of firing it in a conical shape that causes a mid range explosion around it when used.
Note: Can only be used 3 times per battle, requiring at least a 2 turn break in between uses. This wait is doubled for the Ten-Tails Jinchuriki.
Note: If 2 or more Jinchuriki collaborate in the creation of a Bijudama, the power of it multiplies by the number of Jinchuriki.
Infernal Bijudama - The user gains the ability to infuse Blue Fire into his TBBs, causing them to carry the Intangible and Spiritual aspects of Blue Fire, allowing the user to once per turn alter the state of his released Tailed Beast Bombs as well as cause the targets hit direct spiritual damage. This allows their physical body to remain unharmed and disable techniques that would trigger upon their death.
Inherent Ability: Primordial Presence
The wielder of Kuniumi commands the strongest connection to both the Primordial Salt Sea and the God of Chakra. When in the physical presence of artificial life, more specifically that of unsealed Bijū or Creation of all Things, the Fallen Star within Kuniumi will suppress their abilities at progressively greater rates, barring the user's own. Every turn the target will lose 50 chakra, doubling each turn thereafter. Their damage output will be reduced by 5 points, doubling every turn thereafter indefinitely. As a byproduct of the staff’s origins, the wielder also possesses an innate connection with all Weapon Core holders, as well as Relic Weapon wielders, enabling them to sense their physical location even across dimensions.
(Kuniumi) – Birth of an Empire
Type: Relic Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Forged in the flames of Primordial Creation, Kuniumi is a staff crafted from the bones of Tiamat, segments of the God Tree, and splinters of a meteorite that fell to the earth centuries ago. The staff is twisted at the top, curling around itself and branching out into three separate segments, with each segment hollowed out to openly display swirling black and white energies within. Throughout the staff shards of the Fallen Star meteorite can be seen. The staff is bound to the Zero Seal, and can be summoned to the user or sealed away passively at their discretion; as a weapon of the Zero Seal, it signifies the user’s position as Master of the Akatsuki, granting them authority over the organization. The union of the Juubi and Tiamat represent two pillars of creation; a union of Chakra and Primordial Life. Among the ten relic weapons, Kuniumi stands among them as the strongest.
Inherent Ability: Primordial Presence
The wielder of Kuniumi commands the strongest connection to both the Primordial Salt Sea and the God of Chakra. When in the physical presence of artificial life, more specifically that of unsealed Bijū or Creation of all Things, the Fallen Star within Kuniumi will suppress their abilities at progressively greater rates, barring the user's own. Every turn the target will lose 50 chakra, doubling each turn thereafter. Their damage output will be reduced by 5 points, doubling every turn thereafter indefinitely. As a byproduct of the staff’s origins, the wielder also possesses an innate connection with all Weapon Core holders, as well as Relic Weapon wielders, enabling them to sense their physical location even across dimensions.
Intrinsic Traits:
Ancient Wisdom (I-III): Affords the user access to ancient wisdom stored within the bones of the staff. Allows the user to 1/2/3 times per battle understand the nature and inner workings of any technique, and improve their counter to it by an effective 10/20/30 damage. This does not count as a boost, as it is simply discerning the nature of an enemy’s technique.
Primordial Salt Sea (I-III): The Primordial Salt Sea flows through the wielder of Kuniumi in trace amounts, making them immune to mortal used Chaos techniques, as well as increasing their health points by 20/30/40.
Strength of the Ten-Tails (I-III): The user’s ability to wield Kuniumi as a weapon are enhanced; able to inflict bone crushing blows with the staff itself. When performed alongside Bukijutsu with the staff, technique damage is increased by 10/20/30. When strikes are made by the staff, it inflicts 80/100/120 damage at the cost of a move. If striking techniques or opponents directly the essence of the Ten-Tails is able to drain small amounts of chakra through momentary contact, draining 20/40/60 chakra per instance.
Chaos (I-II): Forged in the depths of the Sunlit Forge, Kuniumi is the strongest of the ten Relic Weapons. Its innate connection with the Juubi and Tiamat grant its wielder access to a resource called Chaos, a passive skill that fuels all of Kuniumi’s abilities. At Tier I the user’s Chaos can be accumulated up to ten (10) points. One point of Chaos is awarded passively per turn, as well as when the user uses the staff to destroy or counter opposing techniques, or when the user strikes another living target or their techniques and saps their chakra. When the user unlocks Tier II of Chaos, their passive accumulation of Chaos doubles and they can hold up to fifteen points (15). Techniques fueled by Chaos are void of chakra.
Dominion of Enlil
The power to shape the world.
Land Shaper (B-Rank, active): By focusing the user’s Chaos they are able to manipulate the very land they walk upon. This technique is akin to Earth Release in application, but much more similar to Kabuto’s Inorganic Reincarnation. Inflicts 40 damage at base level when used offensively or defensively. Costs one Chaos to activate.
Focused Chaos (A-Rank, passive): Enables the user to expend additional points of Chaos into their Dominion of Enlil techniques, increasing their damage by 10 points per additional point of Chaos, up to ten.
Enlil’s Fury (S-Rank, active): Storms which shape the land. By focusing Chaos one is able to call forth natural storms of heavy rain, lightning, and wind, to inflict massive damage throughout a landmark, comparable to the Ten-Tails Tenpenchii. Costs three (3) Chaos and inflicts 100 damage. Much like Kirin, the effects of the storm are naturally generated. Can be used four times per battle.
Dominion over Creation (S-Rank, active): Infuse Chaos into an opponent’s Earth or Earth-based or Water or Water-based familiar or sentient techniques and assume control of them. This technique, being fueled by Chaos, asserts a domination over the familiar that cannot be negated unless through a Yin-Yang Release technique of equivalent strength. After use the user gains five Chaos; can be used three times per battle. Costs one Chaos to activate.
Primordial Destroyer (F-Rank, active): Devastation on a planetary scale. Triggers an earthquake that spans up to two adjacent landmarks inflicting massive devastation. Biographies within this area of effect must defend against the technique, or else suffer from 120 damage. Usable twice per battle, once every five turns. Costs three Chaos.
Marduk’s Justice
God of Judgement.
Patron of the First City (B-Rank, passive): The user is, at the cost of varying points of Chaos, invoke the power of Marduk as the First Patron to reduce damage done to themselves. For each point of Chaos spent in the moment of taking damage, the user is able to reduce it by 8 points.
Endless Resolve (A-Rank, passive): When the user’s health falls to zero they are healed for one point of health and cannot be damaged for three turns.
Chief God’s Justice (S-Rank, active): At the cost of a move and five Chaos the user is able to negate a single boost of the target’s, returning either them or their techniques into a state closer to balance. For instance, if the target is moving at a speed greater then their base, this boost can be negated for a single turn. If their technique is boosted in damage, it can be removed.
Mushussu (S-Rank, active): At the cost of a move and seven Chaos the user is able to summon Mushussu, Marduk’s former personal familiar that has been sentenced to the Underworld by Phetra. The familiar takes the form of a massive dragon, roughly the same size as the Gedou Mazou. The dragon has 200 health points and 2,000 Chakra, moving at the speed of a Sage ranked shinobi. It’s bond, formed through Chaos, cannot be broken by the wielder of Kuniumi. Mushussu remains summoned for five turns, during which it doubles the user’s passive Chaos gain. It can mitigate all incoming damage, barring spiritual, by 50 points, as well as release extremely potent Fire Release flames each turn, shaped as the user desires and inflicting 100 damage.
Legend of Imhullu (F-Rank, active): In ancient times it was Marduk that delivered the final blow to his mother using his weapon Imhullu. At the cost of ten Chaos the user can swing Kuniumi to deliver a massive gust of Wind using the Chaos to summon forth the strength of Imhullu. Inflicts 140 damage up to long-range, and can be used to damage divine-class enemies.
Firstborn
Draw upon the power of the Lahmu and the Void.
Touch of Chaos (B-Rank, active): Imbues the user’s techniques, within the same timeframe, with Chaos. The user can imbue up to four points of Chaos in a single timeframe, increasing the damage of their technique by ten points per Chaos. The user’s affected techniques gain a black shroud around them. To control the Chaos within, the techniques require double chakra.
Mind Quickening (A-Rank, active): The first of the Lahmu created by Tiamat were mindless creatures, but imbued with a trait known as Mind Quickening. This trait allowed them to evolve at an accelerated rate, learning and reaching a level of divinity close to that of the gods themselves, even though they had only been existed for such a short period. When activated, at the cost of three Chaos, the user is able to learn their opponent at accelerated rates and discern their being. After two turns allows the user to accurately predict their opponent’s technique or action.
Curse of Chaos (S-Rank, active): Afflicts a target with Chaos at the cost of one Chaos, triggering within them a dormant curse that will active when they fall below either 50% of their maximum health, or 20% of their maximum chakra. When this activates it will siphon 10% of their maximum chakra and 25% of their health points and return them to the user.
Enhanced Curse of Chaos (S-Rank, passive): Able to target multiple opponents simultaneously with Curse of Chaos, at the cost of one Chaos each.
Surrender to Madness (F-Rank, active): Embrace the Void. While active, stops passive accumulation of Chaos but still allows for active accumulation. The user loses two Chaos per turn while this is active. Increases the damage of all their techniques by 30, their movement speed by 3.0x its base, and the effective chakra of their techniques by 10. Gain a shroud of black energy that surrounds the user on activation.
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Forged in the flames of Primordial Creation, Kuniumi is a staff crafted from the bones of Tiamat, segments of the God Tree, and splinters of a meteorite that fell to the earth centuries ago. The staff is twisted at the top, curling around itself and branching out into three separate segments, with each segment hollowed out to openly display swirling black and white energies within. Throughout the staff shards of the Fallen Star meteorite can be seen. The staff is bound to the Zero Seal, and can be summoned to the user or sealed away passively at their discretion; as a weapon of the Zero Seal, it signifies the user’s position as Master of the Akatsuki, granting them authority over the organization. The union of the Juubi and Tiamat represent two pillars of creation; a union of Chakra and Primordial Life. Among the ten relic weapons, Kuniumi stands among them as the strongest.
Inherent Ability: Primordial Presence
The wielder of Kuniumi commands the strongest connection to both the Primordial Salt Sea and the God of Chakra. When in the physical presence of artificial life, more specifically that of unsealed Bijū or Creation of all Things, the Fallen Star within Kuniumi will suppress their abilities at progressively greater rates, barring the user's own. Every turn the target will lose 50 chakra, doubling each turn thereafter. Their damage output will be reduced by 5 points, doubling every turn thereafter indefinitely. As a byproduct of the staff’s origins, the wielder also possesses an innate connection with all Weapon Core holders, as well as Relic Weapon wielders, enabling them to sense their physical location even across dimensions.
Intrinsic Traits:
Ancient Wisdom (I-III): Affords the user access to ancient wisdom stored within the bones of the staff. Allows the user to 1/2/3 times per battle understand the nature and inner workings of any technique, and improve their counter to it by an effective 10/20/30 damage. This does not count as a boost, as it is simply discerning the nature of an enemy’s technique.
Primordial Salt Sea (I-III): The Primordial Salt Sea flows through the wielder of Kuniumi in trace amounts, making them immune to mortal used Chaos techniques, as well as increasing their health points by 20/30/40.
Strength of the Ten-Tails (I-III): The user’s ability to wield Kuniumi as a weapon are enhanced; able to inflict bone crushing blows with the staff itself. When performed alongside Bukijutsu with the staff, technique damage is increased by 10/20/30. When strikes are made by the staff, it inflicts 80/100/120 damage at the cost of a move. If striking techniques or opponents directly the essence of the Ten-Tails is able to drain small amounts of chakra through momentary contact, draining 20/40/60 chakra per instance.
Chaos (I-II): Forged in the depths of the Sunlit Forge, Kuniumi is the strongest of the ten Relic Weapons. Its innate connection with the Juubi and Tiamat grant its wielder access to a resource called Chaos, a passive skill that fuels all of Kuniumi’s abilities. At Tier I the user’s Chaos can be accumulated up to ten (10) points. One point of Chaos is awarded passively per turn, as well as when the user uses the staff to destroy or counter opposing techniques, or when the user strikes another living target or their techniques and saps their chakra. When the user unlocks Tier II of Chaos, their passive accumulation of Chaos doubles and they can hold up to fifteen points (15). Techniques fueled by Chaos are void of chakra.
Dominion of Enlil
The power to shape the world.
Land Shaper (B-Rank, active): By focusing the user’s Chaos they are able to manipulate the very land they walk upon. This technique is akin to Earth Release in application, but much more similar to Kabuto’s Inorganic Reincarnation. Inflicts 40 damage at base level when used offensively or defensively. Costs one Chaos to activate.
Focused Chaos (A-Rank, passive): Enables the user to expend additional points of Chaos into their Dominion of Enlil techniques, increasing their damage by 10 points per additional point of Chaos, up to ten.
Enlil’s Fury (S-Rank, active): Storms which shape the land. By focusing Chaos one is able to call forth natural storms of heavy rain, lightning, and wind, to inflict massive damage throughout a landmark, comparable to the Ten-Tails Tenpenchii. Costs three (3) Chaos and inflicts 100 damage. Much like Kirin, the effects of the storm are naturally generated. Can be used four times per battle.
Dominion over Creation (S-Rank, active): Infuse Chaos into an opponent’s Earth or Earth-based or Water or Water-based familiar or sentient techniques and assume control of them. This technique, being fueled by Chaos, asserts a domination over the familiar that cannot be negated unless through a Yin-Yang Release technique of equivalent strength. After use the user gains five Chaos; can be used three times per battle. Costs one Chaos to activate.
Primordial Destroyer (F-Rank, active): Devastation on a planetary scale. Triggers an earthquake that spans up to two adjacent landmarks inflicting massive devastation. Biographies within this area of effect must defend against the technique, or else suffer from 120 damage. Usable twice per battle, once every five turns. Costs three Chaos.
Marduk’s Justice
God of Judgement.
Patron of the First City (B-Rank, passive): The user is, at the cost of varying points of Chaos, invoke the power of Marduk as the First Patron to reduce damage done to themselves. For each point of Chaos spent in the moment of taking damage, the user is able to reduce it by 8 points.
Endless Resolve (A-Rank, passive): When the user’s health falls to zero they are healed for one point of health and cannot be damaged for three turns.
Chief God’s Justice (S-Rank, active): At the cost of a move and five Chaos the user is able to negate a single boost of the target’s, returning either them or their techniques into a state closer to balance. For instance, if the target is moving at a speed greater then their base, this boost can be negated for a single turn. If their technique is boosted in damage, it can be removed.
Mushussu (S-Rank, active): At the cost of a move and seven Chaos the user is able to summon Mushussu, Marduk’s former personal familiar that has been sentenced to the Underworld by Phetra. The familiar takes the form of a massive dragon, roughly the same size as the Gedou Mazou. The dragon has 200 health points and 2,000 Chakra, moving at the speed of a Sage ranked shinobi. It’s bond, formed through Chaos, cannot be broken by the wielder of Kuniumi. Mushussu remains summoned for five turns, during which it doubles the user’s passive Chaos gain. It can mitigate all incoming damage, barring spiritual, by 50 points, as well as release extremely potent Fire Release flames each turn, shaped as the user desires and inflicting 100 damage.
Legend of Imhullu (F-Rank, active): In ancient times it was Marduk that delivered the final blow to his mother using his weapon Imhullu. At the cost of ten Chaos the user can swing Kuniumi to deliver a massive gust of Wind using the Chaos to summon forth the strength of Imhullu. Inflicts 140 damage up to long-range, and can be used to damage divine-class enemies.
Firstborn
Draw upon the power of the Lahmu and the Void.
Touch of Chaos (B-Rank, active): Imbues the user’s techniques, within the same timeframe, with Chaos. The user can imbue up to four points of Chaos in a single timeframe, increasing the damage of their technique by ten points per Chaos. The user’s affected techniques gain a black shroud around them. To control the Chaos within, the techniques require double chakra.
Mind Quickening (A-Rank, active): The first of the Lahmu created by Tiamat were mindless creatures, but imbued with a trait known as Mind Quickening. This trait allowed them to evolve at an accelerated rate, learning and reaching a level of divinity close to that of the gods themselves, even though they had only been existed for such a short period. When activated, at the cost of three Chaos, the user is able to learn their opponent at accelerated rates and discern their being. After two turns allows the user to accurately predict their opponent’s technique or action.
Curse of Chaos (S-Rank, active): Afflicts a target with Chaos at the cost of one Chaos, triggering within them a dormant curse that will active when they fall below either 50% of their maximum health, or 20% of their maximum chakra. When this activates it will siphon 10% of their maximum chakra and 25% of their health points and return them to the user.
Enhanced Curse of Chaos (S-Rank, passive): Able to target multiple opponents simultaneously with Curse of Chaos, at the cost of one Chaos each.
Surrender to Madness (F-Rank, active): Embrace the Void. While active, stops passive accumulation of Chaos but still allows for active accumulation. The user loses two Chaos per turn while this is active. Increases the damage of all their techniques by 30, their movement speed by 3.0x its base, and the effective chakra of their techniques by 10. Gain a shroud of black energy that surrounds the user on activation.
( Doujutsu: Eien no Mangekyou Sharingan ) - Eye Technique: Eternal Kaleidoscope Copy Wheel Eye ( already active )
Type: Supplementary
Rank: Forbidden
Range: Short-Long
Chakra: 70 ( -20 per turn to keep active )
Damage: N/A
Description: The Eternal Mangekyo Sharingan literally meaning " Eternal Kaleidoscope Copy Wheel Eye", is the final step in the evolutionary state of the Sharingan. While Mangekyo Sharingan is but an imperfect Dojutsu, unable to sustain and keep its own power, weakening with each use, the Eternal Mangekyo Sharingan brings control and balance to the power wielded. By merging the users own MS with that of his sibling, the use is able to awaken the EMS. The EMS grants the user the same abilities granted by MS but to unsurpassed levels. While granting the user the ability to perceive the world with increadible insight, it also grants the user the ability to see through S-Rank visual illusions and track the movement speed of almost anything, perfecting the already amazing abilities of the standard MS, like casting Genjutsu without the need for handseals as long as a line of sight to the target is available. A unique feat however, is that once the user awakens EMS, he loses access to his normal MS, transitioning from 3T form to EMS directly. While MS damages the user as time passes and severely tires and drains the user as its used, the EMS doesn't. The user can keep it active without losing his eyesight or damaging himself and can use the normal MS techniques with no activation reduction or drawbacks. Its true that the chakra cost is higher, but the user will feel little to no effect in his stamina and energy. Through his EMS, Madara gained the ability to control Tailed Beasts by forcefully using his sharingan genjutsu/mind manipulation abilities to take control of the Bijuu and temporarily sever its connection to the host. If the Jinchuriki is in normal form or entering one of the transformations, it's blocked from transforming for 3 turns. If it's in incomplete form, it's forced back into normal form and left unable to access his bijuu for 3 turns and if its in complete form, the user gains control over the bijuu, manipulating its movements/actions completely for 2 turns or until the complete form ends (whatever comes first), leaving the host unable to acess his bijuu for 3 turns.
Note: Only usable by bios with EMS after meeting the necessary requirements.
Note: User needs to have activated his 3T Sharingan beforehand
Note: Once activated, lasts 10 turns per use and once the user has held the ability for 4 months, can be done passively, with no move cost.
Note: Using MS techniques don't reduce the activation time.
Note: Controlling a Bijuu is an exclusive ability of Madara Uchiha and can only be done once per battle. Once the control ends, the EMS reverts back to a 3T Sharingan. If the control is done on a complete form Jinchuriki, then the user can't do any other technique while controlling the enemy.
Note: To avoid direct Eye Contact and be able to focus only on the body movement below the chin, the opponent needs to have mastered Taijutsu to possess the necessary skill.
Note: Predicting the nature of a technique or what it exactly is requires the user to either know the technique or that its a cannon technique.
Note: While active, as long as a clear line of sight and the range is respected, the user can cast normal non-Doujutsu Genjutsu without the need for handseals. However, Doujutsu illusions still require eye contact (if feasible) or their own requirements; this ability only affects regular Genjutsu.
Rank: Forbidden
Range: Short-Long
Chakra: 70 ( -20 per turn to keep active )
Damage: N/A
Description: The Eternal Mangekyo Sharingan literally meaning " Eternal Kaleidoscope Copy Wheel Eye", is the final step in the evolutionary state of the Sharingan. While Mangekyo Sharingan is but an imperfect Dojutsu, unable to sustain and keep its own power, weakening with each use, the Eternal Mangekyo Sharingan brings control and balance to the power wielded. By merging the users own MS with that of his sibling, the use is able to awaken the EMS. The EMS grants the user the same abilities granted by MS but to unsurpassed levels. While granting the user the ability to perceive the world with increadible insight, it also grants the user the ability to see through S-Rank visual illusions and track the movement speed of almost anything, perfecting the already amazing abilities of the standard MS, like casting Genjutsu without the need for handseals as long as a line of sight to the target is available. A unique feat however, is that once the user awakens EMS, he loses access to his normal MS, transitioning from 3T form to EMS directly. While MS damages the user as time passes and severely tires and drains the user as its used, the EMS doesn't. The user can keep it active without losing his eyesight or damaging himself and can use the normal MS techniques with no activation reduction or drawbacks. Its true that the chakra cost is higher, but the user will feel little to no effect in his stamina and energy. Through his EMS, Madara gained the ability to control Tailed Beasts by forcefully using his sharingan genjutsu/mind manipulation abilities to take control of the Bijuu and temporarily sever its connection to the host. If the Jinchuriki is in normal form or entering one of the transformations, it's blocked from transforming for 3 turns. If it's in incomplete form, it's forced back into normal form and left unable to access his bijuu for 3 turns and if its in complete form, the user gains control over the bijuu, manipulating its movements/actions completely for 2 turns or until the complete form ends (whatever comes first), leaving the host unable to acess his bijuu for 3 turns.
Note: Only usable by bios with EMS after meeting the necessary requirements.
Note: User needs to have activated his 3T Sharingan beforehand
Note: Once activated, lasts 10 turns per use and once the user has held the ability for 4 months, can be done passively, with no move cost.
Note: Using MS techniques don't reduce the activation time.
Note: Controlling a Bijuu is an exclusive ability of Madara Uchiha and can only be done once per battle. Once the control ends, the EMS reverts back to a 3T Sharingan. If the control is done on a complete form Jinchuriki, then the user can't do any other technique while controlling the enemy.
Note: To avoid direct Eye Contact and be able to focus only on the body movement below the chin, the opponent needs to have mastered Taijutsu to possess the necessary skill.
Note: Predicting the nature of a technique or what it exactly is requires the user to either know the technique or that its a cannon technique.
Note: While active, as long as a clear line of sight and the range is respected, the user can cast normal non-Doujutsu Genjutsu without the need for handseals. However, Doujutsu illusions still require eye contact (if feasible) or their own requirements; this ability only affects regular Genjutsu.
As the massive beast erupts, Madara senses it's chakra just beyond the barrier Susabi had created around them. Akujin, having left the confines of the barrier unaffected by it, recognized the nature of what it was creating, informing Madara of the powerful Tailed Beast Bomb being created with a striking blue aura around it, creating a dense blue and black flaming sphere of destruction. Madara quickly leapt back, drawing his gunbai as he channeled copious amounts of chakra into it. In no time, the devastating sphere crashed through the barrier and attempted to collide into the Uchiha who simply lifted his fan into it, absorbing the massive chakra and power into the fan itself. With the barrier in front of him destroyed, Madara glowered at the Bijuu angrily.
"Is that the best you got?"
As he spoke, he swung the fan back towards the beast, releasing the chakra in the form of a massive giant fox rushing towards it with great speed aiming to impact him with the very same spiritual flames sent at Madara, now deadly to the beast as well. Due to the Yang influence empowering it, the fox has it's own sentiency and acts on it's own. Meanwhile, Akujin creates a giant Corundum crescent arc from High Heaven aimed at the beast's legs, attempting to topple it while the fox handled it directly.
( Fuuinjutsu: Inari ) - Sealing Arts: Inari
Type: Offensive/Defensive
Rank: A - Forbidden ( Forbidden )
Range: Short - Long
Chakra: 30 - 50 (50 + 50 )
Damage: N/A (Depends on the absorbed technique) ( 160 )
Description: Based on the Uchiha Return ability of the Uchiwa Gunbai, Jurojin as well as the Hachiman jutsu, the user first absorbs chakra into his gunbai. Upon absorbing this chakra, the user channels chakra of his own into the gunbai, equal to that he absorbed. This is done in preparation for the second half of the jutsu. Upon doing this, the user will swing his gunbai, releasing the absorbed chakra in the form of a large fox created from the chakra absorbed. This doesn't mean that the opponent will be able to control or utilize this chakra, however; it simply means that the type of chakra used will be of that the user absorbed ( i.e. if the user absorbs a mass of Scorch chakra, then the chakra released will imitate the properties of Scorch. This is achieved via a seal located on the barrier, marked with the Kanjis "Sustain" and "Release". How this works is when chakra is absorbed with the Uchiwa Gunbai jutsu or other gunbai absorption jutsu, the "Sustain" seal can be passively activated to allow the user to maintain the absorbed chakra in it's natural state instead of automatically converting it to raw chakra like usual. However, should this passive activation occur, the user is unable to utilize the chakra in jutsu, such as the Uchiwa Gunbai or it's variants unless specifically noted. As this passive activation occurs, the user releases chakra of his own equaling that of the absorbed jutsu to both trigger the absorbed jutsu as well as activate the "release" seal. This causes the released jutsu to take on the shape of an up to 15 meter tall fox and the properties of the absorbed chakra and it's inherent effects, including augmented effects it may have had when absorbed. Due to the user's chakra mixing with the opponent's in the various seals this allows the user to cause the absorbed chakra to be harmful to the original target, even if normally immune to it. This doesn't change the overall power nor S/W of said chakra, however. It will be released at the same power it originally had, only difference is the fox appearance and harmful aspect of it.
Note: Follows the same restrictions of the original Uchiwa Gunbai jutsu. The user is able to use the Gunbai to control it's movements or allow it to have enough sentience to attack for him and think for itself in this regard.
Note: S rank and above variants can only be used once every 4 turns for a collective 3 usage max.
Note: A ranked variants can be used to absorb jutsu lower than A rank in power as well as A ranks once every two turns.
Rank: A - Forbidden ( Forbidden )
Range: Short - Long
Chakra: 30 - 50 (50 + 50 )
Damage: N/A (Depends on the absorbed technique) ( 160 )
Description: Based on the Uchiha Return ability of the Uchiwa Gunbai, Jurojin as well as the Hachiman jutsu, the user first absorbs chakra into his gunbai. Upon absorbing this chakra, the user channels chakra of his own into the gunbai, equal to that he absorbed. This is done in preparation for the second half of the jutsu. Upon doing this, the user will swing his gunbai, releasing the absorbed chakra in the form of a large fox created from the chakra absorbed. This doesn't mean that the opponent will be able to control or utilize this chakra, however; it simply means that the type of chakra used will be of that the user absorbed ( i.e. if the user absorbs a mass of Scorch chakra, then the chakra released will imitate the properties of Scorch. This is achieved via a seal located on the barrier, marked with the Kanjis "Sustain" and "Release". How this works is when chakra is absorbed with the Uchiwa Gunbai jutsu or other gunbai absorption jutsu, the "Sustain" seal can be passively activated to allow the user to maintain the absorbed chakra in it's natural state instead of automatically converting it to raw chakra like usual. However, should this passive activation occur, the user is unable to utilize the chakra in jutsu, such as the Uchiwa Gunbai or it's variants unless specifically noted. As this passive activation occurs, the user releases chakra of his own equaling that of the absorbed jutsu to both trigger the absorbed jutsu as well as activate the "release" seal. This causes the released jutsu to take on the shape of an up to 15 meter tall fox and the properties of the absorbed chakra and it's inherent effects, including augmented effects it may have had when absorbed. Due to the user's chakra mixing with the opponent's in the various seals this allows the user to cause the absorbed chakra to be harmful to the original target, even if normally immune to it. This doesn't change the overall power nor S/W of said chakra, however. It will be released at the same power it originally had, only difference is the fox appearance and harmful aspect of it.
Note: Follows the same restrictions of the original Uchiwa Gunbai jutsu. The user is able to use the Gunbai to control it's movements or allow it to have enough sentience to attack for him and think for itself in this regard.
Note: S rank and above variants can only be used once every 4 turns for a collective 3 usage max.
Note: A ranked variants can be used to absorb jutsu lower than A rank in power as well as A ranks once every two turns.
(Yoton: Jigoku ni henkō) - Yang Release: Change into Hell
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: N/A (+50, -10 per turn)
Damage points: N/A
Description: The user is able to use their Yang nature too imbue life into an elemental technique, creating a Yang/Element sentient entity that remains on the field to aid them. The only limit is the size of the technique originally used as an elemental source, as the resulting entity will always be half the size. The entity can be interacted with, can act on its own, and is made of the element sourced with all its properties intact. Its strength is based on the original elemental technique used as a source. This doesn’t consume time since it is actually a skill applied to a technique used within the same timeframe. The infused chakra increases the technique by an additional ten chakra, of the fifty it costs in total. Note that the resulting entity created by this technique is bound by logical limitations of its shape and nature; a meteor cannot move on its own, a pillar cannot walk away, and a statue without arms cannot pick things up. Likewise, while it is able to use techniques from the source it is created from it cannot extend into different fields. For instance, if Susano’o is brought to life by this technique it cannot use Blaze Release unless the Susano’o itself is constructed, or partially formed, from Blaze itself (e.g. Sasuke’s Susano’o). It is bound by the literal source it is formed from, rather than the fields it is bound to.
Note: Usable 3 times per battle and up to 6 times per event to create one entity with up to 300 chakra points that is able to use jutsu from the source it was created from. Its chakra reserves can be replenished through external means, and because it has a chakra network can fall under the influence of Genjutsu or other Spiritual-based techniques.
Note: Yang Release masters can apply this technique to advanced fields and CE and advanced elements.
Rank: S-Rank
Range: Short
Chakra cost: N/A (+50, -10 per turn)
Damage points: N/A
Description: The user is able to use their Yang nature too imbue life into an elemental technique, creating a Yang/Element sentient entity that remains on the field to aid them. The only limit is the size of the technique originally used as an elemental source, as the resulting entity will always be half the size. The entity can be interacted with, can act on its own, and is made of the element sourced with all its properties intact. Its strength is based on the original elemental technique used as a source. This doesn’t consume time since it is actually a skill applied to a technique used within the same timeframe. The infused chakra increases the technique by an additional ten chakra, of the fifty it costs in total. Note that the resulting entity created by this technique is bound by logical limitations of its shape and nature; a meteor cannot move on its own, a pillar cannot walk away, and a statue without arms cannot pick things up. Likewise, while it is able to use techniques from the source it is created from it cannot extend into different fields. For instance, if Susano’o is brought to life by this technique it cannot use Blaze Release unless the Susano’o itself is constructed, or partially formed, from Blaze itself (e.g. Sasuke’s Susano’o). It is bound by the literal source it is formed from, rather than the fields it is bound to.
Note: Usable 3 times per battle and up to 6 times per event to create one entity with up to 300 chakra points that is able to use jutsu from the source it was created from. Its chakra reserves can be replenished through external means, and because it has a chakra network can fall under the influence of Genjutsu or other Spiritual-based techniques.
Note: Yang Release masters can apply this technique to advanced fields and CE and advanced elements.
( Ame-no-Ohabari ) ♆ High Heaven ( for reference )
Rank: S
Type: Weapon
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: A weapon of divine right, Ame-no-Ohabari, or Ame no Ohabari, is a legendary Totsuka-no-Tsurugi blade. Based on the fabled blade used by Izanagi to cut Kagutsuchi, what makes this sword so unique is the method of it's creation as well as it's abilities and not just the latter like with most weapons. Formed by the user first drawing Corundum chakra. Corundum itself has a crystalline structure, allowing the user to make blades that are incredibly and unusually sharp, making a blade that is often described as capable of cutting through anything, although that is just stories that has grown from it's use. In actuality, the Corundum blade is as thin as a millimeter. However, this isn't the entirety of the process; when mixing the Corundum chakra to create the blade, the user also applies Divine Wind chakra to the sword as he creates it, causing the incredibly sharp black blade to have Divine Wind properties as well, predominantly showed as an emanating heat wave like manifestation of Divine Wind around the blade, effectively coating it with the properties of the element. Due to this unique composition of the two elements, it effectively negates the weaknesses of the elements, making it neutral to all elemental attacks. This is the most basic ability of the sword itself, called Body of Kagutsuchi, it allows the user to utilize Corundum jutsu (created from the sword) with neutrality to their original weaknesses. In addition to this neutralizing effect, the user is also capable of using the blade to channel energy through it, namely elements and advanced elements such as Fire, Lightning and energy based KG/CE that is formed from any of the energy elements that create Corundum and Divine Wind ( Wind, Lightning, Fire ).
The Ame-no-Ohabari has a second set of active abilities called the Blood of Kagutsuchi. These abilities are that the user is capable of using it as a source for either Corundum or Divine Wind jutsu. However, he is only able to do this once every four turns. Using the sword as a source allows the user to release said elemental attacks with increased damage, boosting it +20 damage as well as utilizing them without handseals if used in conjunction with the sword. The user is also capable of releasing streams of Divine Wind from the sword with power up to A rank, creating what can be likened to Chidori Spear, only made by Divine Wind.
Note: The neutralizing ability of Ame-no-Ohabari, named Body of Kagutsuchi, is it's natural, passive ability; present at all times due to it's composition, it requires no additional chakra to utilize.
Note: Blood of Kagutsuchi requires the user to spend 10 chakra each usage of the elements from the blade. The ability to release streams of Divine Wind also requires 30 chakra to utilize.
Note: A rank streams of Divine Wind can be utilized once every 2 turns.
Note: Counts as a CEJ for both Divine Wind and Corundum CEs as well as the official CW slot.
Type: Weapon
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: A weapon of divine right, Ame-no-Ohabari, or Ame no Ohabari, is a legendary Totsuka-no-Tsurugi blade. Based on the fabled blade used by Izanagi to cut Kagutsuchi, what makes this sword so unique is the method of it's creation as well as it's abilities and not just the latter like with most weapons. Formed by the user first drawing Corundum chakra. Corundum itself has a crystalline structure, allowing the user to make blades that are incredibly and unusually sharp, making a blade that is often described as capable of cutting through anything, although that is just stories that has grown from it's use. In actuality, the Corundum blade is as thin as a millimeter. However, this isn't the entirety of the process; when mixing the Corundum chakra to create the blade, the user also applies Divine Wind chakra to the sword as he creates it, causing the incredibly sharp black blade to have Divine Wind properties as well, predominantly showed as an emanating heat wave like manifestation of Divine Wind around the blade, effectively coating it with the properties of the element. Due to this unique composition of the two elements, it effectively negates the weaknesses of the elements, making it neutral to all elemental attacks. This is the most basic ability of the sword itself, called Body of Kagutsuchi, it allows the user to utilize Corundum jutsu (created from the sword) with neutrality to their original weaknesses. In addition to this neutralizing effect, the user is also capable of using the blade to channel energy through it, namely elements and advanced elements such as Fire, Lightning and energy based KG/CE that is formed from any of the energy elements that create Corundum and Divine Wind ( Wind, Lightning, Fire ).
The Ame-no-Ohabari has a second set of active abilities called the Blood of Kagutsuchi. These abilities are that the user is capable of using it as a source for either Corundum or Divine Wind jutsu. However, he is only able to do this once every four turns. Using the sword as a source allows the user to release said elemental attacks with increased damage, boosting it +20 damage as well as utilizing them without handseals if used in conjunction with the sword. The user is also capable of releasing streams of Divine Wind from the sword with power up to A rank, creating what can be likened to Chidori Spear, only made by Divine Wind.
Note: The neutralizing ability of Ame-no-Ohabari, named Body of Kagutsuchi, is it's natural, passive ability; present at all times due to it's composition, it requires no additional chakra to utilize.
Note: Blood of Kagutsuchi requires the user to spend 10 chakra each usage of the elements from the blade. The ability to release streams of Divine Wind also requires 30 chakra to utilize.
Note: A rank streams of Divine Wind can be utilized once every 2 turns.
Note: Counts as a CEJ for both Divine Wind and Corundum CEs as well as the official CW slot.
( Kougyokuton: Suteijian Yomi no Seishin) ɸ Corundum style: Stygian Spirits of the Underworld
Rank: D-S ( S )
Type: Supplementary/Offensive/Defensive
Range: Short - Long
Chakra Cost: 10 - 40 ( 40 + 10 = 50 )
Damage Points: 20 - 80 ( 80 + 20 = 100 )
Description: The user can create various constructs formed from Corundum in one of three different methods. The first method is from his own body, releasing them from either his hands or his mouth and even feet and joints if necessary. The second is from any other Corundum source and third is from earth itself. These are created by using simply body movements and gestures or a simple handseal. These objects can range from a corundum stone to rings, cliffs, shields, swords, houses, chairs, etc. The user is able to essentially create whatever his mind can imagine. This is ideal is creating quick defenses against incoming attacks and making weapons when needed. The user is also able to use this in an S ranked variant ( always requires a handseal ), the notable difference in this is the speed and power/scale of this one, capable of forming mountains sized pieces of Corundum in moments. S-Rank usage can only be used 3 times per battle, once every 2 turns.
Type: Supplementary/Offensive/Defensive
Range: Short - Long
Chakra Cost: 10 - 40 ( 40 + 10 = 50 )
Damage Points: 20 - 80 ( 80 + 20 = 100 )
Description: The user can create various constructs formed from Corundum in one of three different methods. The first method is from his own body, releasing them from either his hands or his mouth and even feet and joints if necessary. The second is from any other Corundum source and third is from earth itself. These are created by using simply body movements and gestures or a simple handseal. These objects can range from a corundum stone to rings, cliffs, shields, swords, houses, chairs, etc. The user is able to essentially create whatever his mind can imagine. This is ideal is creating quick defenses against incoming attacks and making weapons when needed. The user is also able to use this in an S ranked variant ( always requires a handseal ), the notable difference in this is the speed and power/scale of this one, capable of forming mountains sized pieces of Corundum in moments. S-Rank usage can only be used 3 times per battle, once every 2 turns.