Mattobi's armory [Checked]

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Mattobi

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Re: Mattobi's armory

Earth Release
All of them are jutsus I am allowed to use.


(Doton: Chikyū Bōru) Earth Style: Earth Ball
Type: Offensive
Rank: B
Range: Short-Long
Chakra Cost: 25
Damage Points: 40
Description: User does 3 handseals and kicks the ground, making a spiked ball of rock pop up in front of him (about 3 meters wide). User can then channel doton chakra into a fist or feet and punch/kick the ball towards the opponent. The ball quickly rages towards the opponent (ball moves only a fraction slower than a normal full running speed of a ninja), gaining size as it gathers rubble from the ground.
Note: Can only be used 4 times
Note2: Can only be used on earth/rock ground
Note3: Ball is created within short range of the user
Note4: can only be taught by the norwegian

Doton: (Atsui Jouki) Earth style: Hot steam
Type: Suplementary
Rank: A
Range: Short/Mid
Chakra cost: 30
Damaga points: 35
The user performs two fast handsigns, and then he release doton chakra into the ground by slamming his hands on the ground. When the doton chakra is sent into the ground it makes a small fissure that cracks up the earth in front of the opponent, and hot steam from under the earth appears and burns the opponents. This also makes the opponent unable to march right at you because of the heat that the steam pumps on them.
~Note: Can only be used 2 times per battle
~Note 2: Can only be tought by ~The Norwegian~

(Doton: Tsuchi Musha) -Earth Style: Earth Marauders
Type: Attack/Defense/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description:
This technique is some ways mimics the stone golums/earth clones. The user will preform two hand seals and spits out mud from mouth to ground then it solidifies. By doing this the user will have three options on what will be formed from the mud. The three choices are Broad sword wielding Warrior/ Archer with Bow/ Viking with giant shield. Warrior attacks are basic Kenjutsu; Archer attacks are typical shots. These Marauders stand about 13 feet tall. With the exception of the Viking the Archer/Warrior are basic attacking types. The warrior is capable of attacking at short range and the archer is capable of attacking at mid - long distance doing the based damage. The Marauders are able to move as fast as a clone and they are quick with their attacks. These Marauders are unable to use jutsus of any kind.

Notes:
- Only one Marauder is able to be used at a time.
- They last on field until destroyed.
- Unable to use Doton technique in same move they are created.
- Unable to reform after begin destroyed.
- Usable once per battle.
- Only usable by Dexter..
- Only trainable by Dexter..
 
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Re: Mattobi's armory

Water Release
All of them are jutsus I am allowed to use.


Suiton: Heisha Sattou) Water Style: Chariot Rush
Rank: A
Type: Attack
Range: Short - Long
Chakra cost: 30
Damage Points: 60
Description: The user preforms the *Snake* seal then releases a large amount of water from their mouth. The water forms into several chariots that rush towards the target. The chariots are able to hit all at once or one at a time this causing the target to move around the constant battering of chariot. If a chariot hits the target, the target is hit with such force that they are pushed back and have several injuries.

Notes:
- No water source required
- Usable once per battle
- Unable to use another "Water Style" in same turn
- Only trainable/usable by Dexter..

(Suiton: Aoriika) Water Style: Kracken
Rank: S
Type: Attack
Range: Short - Mid
Chakra cost: 40
Damage Points: 80
Description: When a water source is nearby the user preforms the necessary hand seals. Once released the water in the water source begins to rise out of the water and form a "Kracken" look, along with 6 giant water tentacles 50 feet long. The user is able to use the tentacle to slams down on areas creating waves or slamming to hit a target. The tentacles may also grab the target and throw them into the distance. All the tentacles can work in a motion that causes a lot of commotion in the area of land and water in range; this can cause a wide spread attack or just to allow the user to escape in the commotion.

Notes:
- Only usable with a water source
- Usable once per battle
- Lasts one turn
- The Kraken and his tentacles do not reform when hit/cut
- Unable to use another "Water Style" in same turn
- Only trainable/usable by Dexter..
 
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Re: Mattobi's armory

Wind Release


1. (Fuuton: Kaze o hakobu) Wind Release: Carrying Wind
Rank: S
Type: Defensive, Supplementary
Range: Short-Long
Chakra cost: 40
Damage Points: N/A
Description: The user will release a concentrated cloud of wind before him, because the wind is concentrated and can be maintained, the user can jump on it to fly away escaping an incoming attack. The user can also use it to bring explosion tags or any other heplfull objects to a place he wants to.
~Note: The user must maintain the handseal to maintain the cloud.
~Note: The user can't perform any A-ranked (or above) wind jutsu the next 3 turns.
~Note: The cloud can only be used once per battle

 
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Re: Mattobi's armory

Lightning Release
All of them are jutsus I am allowed to use.​


(Raiton:Erekutorikku Baburu)Lightning Release:Electric Bubble
Rank:A
Range:Short-Mid
Type:Offense/Defense
Chakra:30
Damage:60 (+10 if used with a water jutsu)
Description:The user gathers up Raiton chakra into the center of his body and releases it around his body in the shape of a bubble which protects the user as a shield.The user can also use the bubble for offense by stretching out both his arms and expanding the bubble up to mid range shocking and stunning the opponent.If the bubble is touched by the opponent the bubble automatically bursts dealing more damage to the opponent by sending electricity through the opponents body.The user can use a Water jutsu before this one to increase it's power.
Note:Can only be taught by SilverMoon1996
Note:The opponent is unable to move for one turn after he touches the bubble.
Note:Can only be used 3 times per battle.
 
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Re: Mattobi's armory

Ninjutsu
All of them are jutsus I am allowed to use.​

(Houmen Za Kinpaku)Release The Tension
Rank:B
Range:Short
Chakra:25
Type:Supplementary
Description:At the start of a battle the user calms his mind to make the chakra in his system flow faster through his body to release the tension from the users body.This allows the user to become faster and stronger due to the faster flow of chakra in his body.The user gains better reflexes and can also react faster to attacks.
Note:Can only be taught by SilverMoon1996
Note:Must be activated at the start of the battle.
Note::Lasts for 8 turns when activated.

(Davy Jones Todana) Davy Jones Locker
Type: Summon
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage Points: 80
Description:
This summon is very similar to "Iron Maiden" summon. The user able to summon a old, sea forged, metal crate that is the size of a human under the enemy at either short or mid range. Once summoned the crate very quickly rises out of the ground and trapping the enemy, the opening in which the target is engulfed is similar to the way a puppet traps an enemy. Once the target is trapped then a summoning of chains even faster wraps around the entire crate just like the "Iron Maiden". The crate has many holes on the top of it. The user can either keep the enemy trapped in the locker or if near water the user can kick the locker into the water up to mid range, causing the enemy to sink very fast because the locker is very heavy and drown in the process.

Notes:
- Trap lasts for 1 turn
- Drowning happens within 2 turns
- Unable to use water and/or earth technique in same turn as summon
- User must have some type of Taijutsu training to be able to kick "Locker" in water
- Only usable/trainable by Dexter..
 
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Re: Mattobi's armory

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Summoning Animal: Great Blue Heron
Scroll Owner: Selendrile
Other Users who have signed contract: Mattobi
Summoning Boss if existing: Cerulean
Other Summoning Animals tied to contract: Azure, Cyan​


(Kuchiyose no Jutsu: Majesuti no Serurian)- Cerulean the Majesty

Rank: S
Type: Offensive
Range: Short
Chakra cost: 40
Damage Points: 80
Description: After drawing blood from any part of the body onto their palms, the user will clasp both hands together, summoning Cerulean in sky above them, or at any place short range from the user. Cerulean is the Queen of the Herons, and is considered the most beautiful Heron in all of the lands. She is slightly bigger than Sasuke’s hawk that he summoned in his fight against Lord Danzo, and is capable of being ridden high into the air. Due to the strength and length of her beak, Cerulean is capable of swallowing any attack of B-rank and lower twice per battle. In her throat, she incorporates her own basic chakra into the attack, strengthening it. After waiting one turn after its consumption, she can regurgitate the same technique, increasing its rank by one. While flying, Cerulean can also harden the outer feathers on both of her wings, and launch them towards the opponent. These feathers are as hard as steel, can only be used in long range, and have the rank of an B-rank attack. However, after using this, she must wait for her feathers to regenerate, and cannot fly for one turn after its use. Being a bird, all of the Herons have naturally increased vision.
*Note: Must have signed the Great Blue Heron contract
*Note: When regurgitating a technique, Cerulean must follow the range stated on the move
*Note: Cannot swallow any earth techniques
*Note: Any technique performed by Cerulean counts as a move of the user
*Note: Cerulean remains summoned for four turns; and is able to be summoned once per battle

(Kuchiyose no Jutsu: Konpeki wa Mananda)- Azure the Learned

Rank: S
Type: Offensive
Range: Short
Chakra cost: 40
Damage Points: 80
Description: After drawing blood from any part of the body onto their palms, the user will clasp both hands together, summoning Azure in sky above them, or at any place short range from the user. Azure is a medium sized heron, smaller than Cerulean, but still capable of being ridden by the summoner. Azure is a highly intelligent Heron, and is able to communicate verbally with the summoner, speaking fluent English. With his naturally increased vision and superb intelligence, he is able to carefully watch, recognize, and then alert the summoner to the hand signs of the opponent, determining what element technique the opponent is preparing to use. Within the first two hand signs made by the opponent, Azure can immediately determine what element technique the opponent is using. If the technique requires only a single hand seal, Azure is still able to determine the element technique, but his conclusion to the elemental technique is slightly slower. He is able to do this due to the fact he has studied, and spent countless hours examining the shinobi jutsu scrolls present in his Hometree. Because he is able to speak English, this means he is also able to read script, which allows him to study techniques. Azure is also capable to using fire techniques up to S-rank. Being a bird, all of the Herons have naturally increased vision.
*Note: Must have signed the Great Blue Heron contract
*Note: Any technique performed by Azure counts as a move of the user; hand sign reading does not count as a move
*Note: Azure remains summoned for five turns; once per battle
(Kuchiyose no Jutsu: Shian Mimizawarina)- Summoning Technique: Cyan the Raspy
Rank: S
Type: Offensive/Supplementary
Range: Short-Long
Chakra Cost: 40
Damage points: N/A
Description: After drawing blood from any part of the body onto their palms, the user will clasp both hands together, summoning Cyan in sky above them, or at any place short range from the user. Cyan is the genjutsu specialist among Herons, and small enough to comfortably ride on the summoner’s shoulder. She is also capable of releasing a sound based genjutsu by releasing a series of four harsh croaks from her beak. These croaks are targeted at the opponent’s most critical senses, those being sight and hearing. The first croak affects the opponent’s sight, filling their entire vision with an endless flock of Blue Herons. The second croak affects the opponent’s hearing, eliminating any sounds from the battlefield, replacing it with the sound of a massive amount of flapping wings. These croaks happen in two loops, two croaks each loop, hence the four total croaks. Each sense is affected twice, once per loop, or two croaks. Each croak lasts about two seconds, which leads to the opponent’s senses flickering on and off for a total of eight seconds. The croak’s effects last for one full turn, and can be used up to mid-range from wherever Cyan is at the time.
*Note: Must have signed the Great Blue Heron summoning contract
*Note: The croaks are usable twice per battle, and count as a single move of the user
*Note: Cyan is able to be summoned for four turns, and once per battle
(Heron Kuchiyose: Chimei-Tekina Burū no Kyōen)- Heron Summoning: Feast of the Deadly Blues
Rank: B
Type: Offensive
Range: Mid-Long
Chakra cost: 20
Damage points: 40
Description: The user will perform three hand seals after drawing a bit of his blood, and then spread their arms out straight in front of them. From both of their wide sleeves, two pair of normal sized Blue Herons will erupt. Each pair of Herons carry one end of a bladed wire in their beaks, so they form a long 6ft. saw. The two pair of Herons with the bladed wires attached in their beaks can be independently controlled. The bladed wire is sharp enough to cause deep, serious cuts if they make contact with the enemy.
*Note: Must have signed the Great Blue Heron Summoning Contract
*Note: The Herons last two turns before dispersing
*Note: Usable twice per battle
(Heron Geijutsu: Dākuburū no Bunsan)- Heron Technique: Dark Blue Dispersal
Type: Defensive
Rank: B
Range: Short-Long
Chakra Cost: 25
Damage Points: N/A
Description: The user will perform three hand seals, and then spread their arms out straight to the side of them. From both of their wide sleeves, a flock of small Herons will erupt, and fly outwards from the user. As the Herons fly away from the user, the user's body will disperse. The user can them reform from any Heron of his choosing, but can only move one range at a time. This technique can be used to avoid incoming attacks. The summoned Herons will disperse after the user reforms from one of them.
*Note: Can only be taught/used by Selendrile
*Note: Must have signed the Great Blue Heron contract
*Note: Usable two times per battle
 
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