McKnockout's Customs.

McKnockout

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♦ McKnockout's Customs ♦

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Here are all my creations and techniques given to me.
My own creations will be marked by a number #.
If you want to use a custom or let me use one, vm or pm me.​
 
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McKnockout

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Jutsu Checklist

~Custom Jutsus (1-35)
1. (Hijutsu: Kanchiki Kikaichū) – Secret Technique: Sensory Kikaichū
2. (Kikaichu Tsukamu Kumite) – Destruction Bug Kata
3. (Hijutsu: Haku Sakini) – Secret Technique: Fade Away
4. (Kikaichu Konchuu Mure) - Destruction Bug Swarm
5. (Kyousei Kikaichu Misairu) – Great Destruction Bug Projectile
6. (Hijutsu: Kamikaze Kikaichū) – Secret Technique: Kamikaze Kikaichū
7. (Koudo Mushi Bunshin) – Advanced Bug Clone
8. (Kikaichu Tsukamu Kumite: Sumakku-daun!) – Destruction Bug Kata: Smackdown!
9. (Kyousei Kikaichui Kame no Jutsu) - Great Destruction Bug Jar Technique
10. (Aburame Hijutsu: Bakemono Nioi) –Secret Technique: Phantom Smell I (Aburame)
11. (Kikaichu Tsukamu Kumite: Kyousei Sumakku-daun!) – Destruction Bug Kata: Great Smackdown!
12. (Kikaichu Junshuu) – Kikaichu Territory
13. (Kakukaku Kikaichui Kame no Jutsu) - Glorious Destruction Bug Jar Technique
14. (Kyousei Doton No Jutsu) – Greater Earth Style Technique
15. (Doton: Enchou kangoku) – Earth Style: Dome Prison
16. (Fuuton: Shinku Hari) - Wind style: Crimson Needles
17. (Fuuton: Tenrai Kougi) - Wind style: Divine Justice
18.(Fuuton Seppaku: Kakou no Washi) - Wind Pressure style: Decent of the Eagle
19. (Suiton: Harinezumi Kyoubou) - Water Release: Porcupine Frenzy
20. (Genjutsu: Hyoumenka Seken) - Illusionary Arts: Shattering World
21. (Genjutsu: Joumae Oite) - Illusionary Arts: Locked On
22. (Suiton: Dansu no Kajiki) - Water Release: Dance of the Swordfish
23. (Suiton/Futon: Sakasa Senmetsu ) - Water/Wind Release: Inverted Destruction
24. (Genjutsu: Musei Furi) - Illusionary Arts: "Silent Handicap"
25. (Genjutsu: Kanchi O-ba-ro-do) - Illusionary Arts: Perception Overload
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~Custom Weapon (1)
1. (Rosuto no Shishou) - The Lost Impaler

~Platinum Release (1-12)
1. (Hakkin No Jutsu) – Platinum Style Technique
2. (Hakkin: Soujuu) – Platinum Release: Manipulation
3. (Hakkin: Shigai Shainingu Kyuuten) – Platinum Release: City of Shining Heavens
4. (Hakkin: Renkinjutsu Gifuto) – Platinum Release: The Alchemist’s Gift
5. (Hakkin: Gekido Hitonami) – Platinum Release: Raging Stampede
6. (Hakkin: Oni Sougishiki) – Platinum Release: Demon Awakening
7. (Hakkin: Tenrai Bachi) – Platinum Release: Divine Retribution
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~Caecilian Summoning (1-10)
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McKnockout

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Kikaichū (Aburame) | Parasitic Destruction Bugs
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(Hijutsu: Kanchiki Kikaichū) – Secret Technique: Sensory Kikaichū
Rank: B
Type: Supplementary/Defense
Range: Short-Long
Chakra cost: 20 (+10 each turn it's activated)
Damage Points: N/A
Description: The user disperses his Kikaichū bugs all around the battlefield which are then used to alert the host about the location and presence of any nearby chakra on the battelfield. This is made possible due to the close relationship that the host has with his bugs and thus, his Kikaichū bugs can communicate to him and relay him information in a number of ways. By simply watching and/or hearing his bug's movements, the user is capable of interpreting their responses and can determine the presence and location of all/any chakra bearing objects on the battlefield. It should also be noted that the bugs inside the host are capable of receiving these messages from their fellow bugs and can relay this to the user - i.e. another method to communicate.
Note: Must be a member of the Aburame Clan.
Note: Can't detect opponent if underground.
Created by DopeyDwarf, McKnockout and Faith.

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(Kikaichu Tsukamu Kumite) – Destruction Bug Kata
Rank: A
Type: Supplementary/Attack
Range: Short-Long
Chakra cost: 30 (+5 each turn it's activated)
Damage Points: 60 (+10 damage to taijutsu)
Description: The use will release many Kikaichū bugs out of his body which coat his limbs (arms, legs, etc. – the user chooses what) with the crowd of insects. The user can use these insects as an extension of their limbs giving them longer reach with taijutsu and can also be used to restrict the opponent.
Note: Must be a member of the Aburame Clan.
Note: The user is capable of performing jutsus and form hand seals while this is active.
Created by DopeyDwarf and McKnockout

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(Hijutsu: Haku Sakini) – Secret Technique: Fade Away
Rank: A
Type: Supplementary/Defensive
Range: Short-Long
Chakra cost: 30
Damage Points: N/A
Description: The user gains the ability to merge himself into the shroud/swarm of insects around the battlefield and capable of appearing out from any part of the insect swarm.
Note: Can only be used 3 times per battle.
Note: This is similar to Kimimaro's “Sawarabi no Mai - Dance of the Young Ferns”
Note: Must be a member of the Aburame Clan.
Created by DopeyDwarf and McKnockout

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(Kikaichu Konchuu Mure) - Destruction Bug Swarm
Rank: A
Type: Attack/Defence
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: The user releases many Kikaichū bugs which burst out of the user’s body scattering all over the battlefield as the user disappears and then reappears at another location where his insects are. This sudden outburst of insects provides a great distraction for the user to flee or attack as the mass of insects obscures any retreating ninja. When no longer needed, the insects return to the user.
Note: This is similar to “Murder of Crows Confusion”.
Note: Must be a member of the Aburame Clan.
Created by DopeyDwarf and McKnockout

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(Kyousei Kikaichu Misairu) – Great Destruction Bug Projectile
Rank: A
Type: Offensive
Range: Short-Long
Chakra cost: 30
Damage points: 60
Description: The user will send a medium size ball-like projectile of destruction bugs at the enemy.
Note: Can only be used 4 times per battle.
Note: Must be a member of the Aburame Clan.
Created by McKnockout

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(Hijutsu: Kamikaze Kikaichū) – Secret Technique: Kamikaze Kikaichū
Rank: A
Type: Supplementary/Attack
Range: Short-Mid
Chakra cost: 30
Damage Points: 60
Description: The user will manipulate some of his nearby Kikaichū bugs in such a way that they will each suddenly release most of their chakra in one sudden burst, creating an explosion akin in size to several paper bombs.
Note: Can only use once per battle.
Note: Only works on the user’s Kikaichū bugs.
Note: No Aburame jutsus in the same turn.
Note: The user is also damaged if caught in blast.
Note: Must be a member of the Aburame Clan.
Created by DopeyDwarf and McKnockout

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(Koudo Mushi Bunshin) – Advanced Bug Clone
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A (+10 if bugs hit opponent)
Description: The user creates up to 3 clones made out of his Kikaichū bugs or any nearby bugs under his control. The clones can use all Aburame jutsus up to S-rank and have the ability in which the bugs that they are made of can suddenly burst out straight towards a target mid range from them when they disperse.
Note: Can only use 3 times per battle.
Note: Clones can also use Ninjutsu, Genjutsu and Taijutsu up to A rank.
Note: Up to three clones can be made with this technique.
Created by DopeyDwarf and McKnockout

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(Kikaichu Tsukamu Kumite: Sumakku-daun!) – Destruction Bug Kata: Smackdown!
Rank: A
Type: Supplementary/Defense
Range: Short-Mid
Chakra cost: 30
Damage Points: 60
Description: After using “Destruction Bug Kata”, the user coats the crowd of insects around his limb(s) with chakra and slams his limb (most probably his arm) down onto the ground to dissipate any attack up to B-rank e.g. Earth pillars, incoming B-ranked wind/fire/lightning blast, etc. The use of this technique disperses all the bugs that had enveloped the user’s limb by the former jutsu and thus, the “Destruction Bug Kata” ends.
Note: Aerial attack can no be dissipated, the user must slam his limb onto the ground for this jutsu to work.
Note: “Destruction Bug Kata” ends with the usage of this jutsu.
Note: Can only be used 3 times per battle.
Note: Must be a member of the Aburame Clan.
Created by DopeyDwarf and McKnockout

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(Kyousei Kikaichui Kame no Jutsu) - Great Destruction Bug Jar Technique
Rank: A
Type: Defensive
Range: Short-Mid
Chakra cost: 30
Damage points: 60 (-10 to user)
Description: A special technique in which the user commands his Kikaichu bugs to fly in a 360 degree dome shape around him at high speed. The mass of Kikaichū bugs all have very sharp wings, which will make the rapidly spinning dome of Kikaichu bugs capable of dealing slashing damage and will slice anything that comes in contact with it. This jutsu serves as an attack and defense, and is able to withstand all elemental attack up to A-rank except for B-rank and above Katon and Raiton attacks.
Note: The user takes 10 damage due to his proximity to the his Kikaichu bugs.
Note: Can only be used 4 times per battle.
Note: Must wait at least 1 turn to be used again.
Note: Must be a member of the Aburame Clan.
Created by McKnockout

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(Aburame Hijutsu: Bakemono Nioi) –Secret Technique: Phantom Smell I (Aburame)
Rank: A
Type: Supplementary/Defense
Range: Short-Long (To activate), Short (To effect)
Chakra cost: 30
Damage Points: 60
Description: After getting burnt or electrocuted, the user’s Kikaichū bugs emit a peculiar smell which induces a special genjutsu on the opponent which takes effect gradually; in which the opponent will temporarily lose control of their muscles thereby paralysing them for a period of time. The Kikaichū bugs are capable of emitting such a smell due to the burning of their chitinous (a special substance) exoskeleton. The opponent must be within short range of the burnt Kikaichū bugs for this jutsu to work. Aburame are immune.
Note: Can only be used three times per battle.
Note: Must wait at least one turn to activate again.
Note: Paralysing effects last 1 turn.
Note: Kikaichū bugs are dead if they are burnt/electrocuted.
Note: Must be a member of the Aburame Clan.
Created by DopeyDwarf and McKnockout

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(Kikaichu Tsukamu Kumite: Kyousei Sumakku-daun!) – Destruction Bug Kata: Great Smackdown!
Rank: S
Type: Supplementary/Defense
Range: Short-Mid
Chakra cost: 40
Damage Points: 80
Description: An advanced version of "Destruction Bug Kata: Smackdown!", in which the user also coats the crowd of insects around his limb(s) with chakra. But this time, with much more chakra, coating his Kikaichū bugs with a much denser layer of protective chakra and slams his limb (most probably his arm) down onto the ground with great force thereby creating a shock wave that is capable of dissipating any attack up to A-rank e.g. Earth pillars, incoming A-ranked wind/fire/lightning blast, etc. The use of this technique disperses all the bugs that had enveloped the user’s limb by the former jutsu and thus, the “Destruction Bug Kata” ends.
Note: Aerial attack can no be dissipated, the user must slam his limb onto the ground for this jutsu to work.
Note: “Destruction Bug Kata” ends with the usage of this jutsu.
Note: Can only be used 3 times per battle.
Note: Must be a member of the Aburame Clan.
Created by McKnockout

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(Kikaichu Junshuu) – Kikaichu Territory
Rank: S
Type: Supplementary/Defense
Range: Short-Mid
Chakra cost: 40 (+10 each turn it's activated)
Damage Points: N/A
Description: The host performs two quick handseals as he releases or commands a large amount of his Kikaichu bugs to burrow into the ground beneath him up to a mid range radius. While underground, the mass of the user's Kikaichu bugs lay in wait and upon the detection of any foreign chakra i.e not the user's, they will instinctively absorb/suck the chakra (this is what they usually do). The result of this jutsu means that the opponent would not be capable of performing earth-based jutsus using the earth from the ground in which the user’s Kikaichu bugs have burrowed through for a short period of time i.e. the opponent can not manipulate the earth in which contains the user’s Kikaichu bugs for earth jutsus. That is, the opponent can channel their chakra into the ground but it would quickly disappear and thus will disallow the opponent from manipulating the earth due to the absence of their chakra. After two turns, the user’s Kikaichū bugs resurface and hence the jutsu ends.
Note: Can only be used twice per battle.
Note: Lasts for 2 turns.
Note: Must wait 2 turns to activate again.
Note: While this is active, the user can only use up to A-rank Aburame jutsus.
Note: Must be a member of the Aburame Clan.
Created by McKnockout

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(Kakukaku Kikaichui Kame no Jutsu) - Glorious Destruction Bug Jar Technique
Rank: S
Type: Defensive
Range: Short-Mid
Chakra cost: 40
Damage points: 80 (-15 to user)
Description: A more advanced version of "Great Destruction Bug Jar Technique" in which the user's Kikaichu bugs actually release a small amount of their chakra as they fly around the user in a dome shape at high speed, this gives the Kikaichu bugs a higher resistance to damage and also augments their sharp wings to deal more damage (much like chakra flow on weapons) in comparison to the parent technique. Again, the rapidly spinning dome of Kikaichu bugs is capable of dealing slashing damage and will slice anything that comes in contact with it and serves as an attack and defense; and is able to withstand all elemental attack up to S-rank except for A-rank and above Katon and Raiton attacks.
Note: The user takes 15 damage due to his proximity to the his Kikaichu bugs.
Note: Can only be used 2 times per battle.
Note: Must wait at least 2 turn to be used again.
Note: No S-rank or above Aburame jutsus in the same turn.
Note: Must be a member of the Aburame Clan.
Created by McKnockout

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(Konchū Kumo) Insect Cloud
Type: Supplementary
Rank: C
Range Short
Chakra Cost: 10
Damage Points: N/A
Description: The user calls a cloud of his/her bugs at their feet to gain flight. The cloud follows the user, the bugs move as fast as a bird summon can fly
-No handseals needed
–Must be a bug user
–Only taught by Black Uchiha

(Kemikaru Kaori) Insect Style: Chemical Scent
Type: Supplamentary
Range: Close
Rank: C
Charka: 15
Damage:N/A
Description: When an opponent uses a close range attack the user takes advantage of the moment by spraying a vile of concentraited paracitic insect pheramones at the opponent disallowing him to hide from your bugs.
Note: only a member of the Aburame Clan can use this.

(Aburame Hijutsu : Manipyure-shon Waza) - Aburame Secret Technique: Manipulation Technique
Rank: B
Type: Supplementary
Range: All Range
Chakra Cost : 25
Damage : N/A
Description: Another secret technique that has been developed by Aburame clan, by using the idea of '' shadow clone technique '' on the bugs the user able to command and order the bug to ''create'' another bug of themselves but the bug itself is made out of chakra, weaker then the real bug but still having the look and also they are able to perform any Aburame clan technique, the purpose of this technique is to 'create' more bug supply to simply distract his target or increasing the number of the bug the user have in the battle field.

Can be used three time per battle
The user must wait 1 turn before using it again on new bugs
The user can control or select which bug he wish to perform this technique.
Counts as one of the users use of clones in a match

(Kikaichu Ame) – Kikaichu Rain
Rank: B
Type: Supplementary/Attack
Range: Short-Long
Chakra cost: 25
Damage Points: 40
Description: The user will manipulate their Kikaichū bugs to form a large cloud/swarm in the air which will then proceed to rain/pelt down smaller swarms of chakra-infused Kikaichū towards the ground. These masses of Kikaichū all have very sharp wings, akin to that of a kunai which are enhanced further by the infusion of chakra (ref. “Flying Swallow Technique”) which rain down onto the opponent, maiming him.
Note: Must wait 1 turn to use again.
Note: Must be a member of the Aburame Clan.
Created by DopeyDwarf
(Kikaichu Kyoubou) – Kikaichu Frenzy
Rank: B
Type: Supplementary/Attack
Range: Short-Long
Chakra cost: 25
Damage Points: 40
Description: A swarm of many Kikaichū bugs will suddenly burst out of the user’s body, which flies towards the opponent hitting him. The mass of Kikaichū bugs all have very sharp wings, akin to that of an extremely sharp paper cutters, as they fly past the opponent, cutting him. This technique does not really deal that much damage but rather provides a great distraction for the user to flee or attack as the mass of insects obscures any retreating ninja. The numbers of bugs that appear depend on the chakra the user puts into the technique. When no longer needed, the bugs return to the user.
Note: This is similar to “Murder of Crows Confusion”.
Note: Must be a member of the Aburame Clan.
Created by DopeyDwarf

(Hitoshirezu Kikaichu Waza) – Hidden in Kikaichu Technique
Rank: B
Type: Supplementary/Defense
Range: Short-Long
Chakra cost: 25
Damage Points: N/A
Description: This jutsu allows the user to hide into and out of the shroud/swarm of Kikaichu around the battlefield. By concentrating chakra throughout their body, the user can hide and emerge stealthily from any part of the Kikaichu swarm.
Note: Must be a member of the Aburame Clan.
Note: Ineffective against sensory and dojutsu users.
Created by DopeyDwarf
(Hijutsu: Kikaichu Jinsoku Seishoku) –Secret Technique: Kikaichu Rapid Reproduction
Rank: A
Type: Supplementary/Defense
Range: Short
Chakra cost: 30
Damage Points: N/A (+10 damage to all Aburame techs after activation)
Description: After 3 of the user’s turns, the user activates this jutsu in which the user’s Kikaichū bugs begins to produce progeny at a much faster rate than usual, thus producing much more Kikaichū bugs for the user to manipulate than usual. This increase in the number of Kikaichū bugs (about twofold the original population) will mean that this new group of Kikaichū bugs are much denser in terms of numbers, allowing them to be stronger/more resistant compared to their previous generation of bugs. This effect, however, only happens in the turn after the use of this jutsu, so in actuality, the user must wait 4 turns.
Note: Can only be used once per battle.
Note: Must be a member of the Aburame Clan.
Created by DopeyDwarf

(Kikaichu Tsukamu) – Destruction Bug Convergence
Rank: A
Type: Supplementary/Attack
Range: Short-Long
Chakra cost: 30
Damage Points: 60
Description: After dispersing his Kikaichū, the user will manipulate some of their Kikaichū bugs to suddenly burst out from underground and shoot out at the desired location that that is powerful enough to maim an opponent. The mass of Kikaichū bugs all have very sharp wings, akin to that of kunais which will continually slice the target as they fly past him.
Note: Can only use 3 times per battle.
Note: Must be a member of the Aburame Clan.
Created by DopeyDwarf
(Konchū no Rekuiemu) Insect Requiem
Type: Attack
Rank: A
Range Short-Long
Chakra Cost: 30
Damage Points: 60
Description: After the user scatters bugs around the field. The bugs vibrate their wings at a certain pitch/frequency causing the opponent to bleed from the ear and fall under a genjutsu seeing what the user wants them to see.
- Being that it’s a sound genjutsu, dojutsu can’t see through it
– Last 2 turns
– No handseals needed
– Must be a bug user
– Can only be taught by Black Uchiha

(Feromon Hōden) Pheromone Discharge
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60 (+ 10 when used inside an enclosed space do to a higher concentration)
Description: After one handseal, bugs fly around the opponent releasing pheromones (odorless, colorless, & tasteless). The pheromones (when in healed) cause the opponent to lose sight (blurred vision), and feel extreme pain on their insides (nasal passages, lunges & stomach). Aburame are immune.
- Last 2 turns
- Doujutsu can see the color of the chakra infused within
- Can only be used 3 times per battle
– Must be a bug user
– Can only be taught by Black Uchiha

(Hijutsu: Kikaichu Shinka) – Secret Technique: Kikaichu Evolution
Rank: A
Type: Supplementary/Defense
Range: Short
Chakra cost: 30
Damage Points: N/A (+10 damage to all Aburame techs after activation)
Description: After 4 of the user’s turns, the user activates this jutsu in which the Kikaichū bugs inside the user's body begin to produce progeny that are more accustomed to the environment/battlefield. This means that the new generation of Kikaichū bugs will be much stronger compared to their previous generations of bugs. This effect only happens in the turn after the use of this jutsu, so in actuality, the user must wait 5 turns.
Note: Can only be used once per battle.
Note: No Aburame jutsus in the same turn.
Note: Must be a member of the Aburame Clan.
Created by DopeyDwarf

(Hijutsu: Mushi) – Secret Technique: Insect Shroud
Rank: A
Type: Supplementary/Defensive
Range: Short-Long
Chakra cost: 30
Damage Points: N/A (+10 damage to all Aburame techs when this is active)
Description: The user disperses his insects all around the battlefield allowing him to perform Aburame jutsu easier and quicker. These insects also emit a small amount of their host's chakra that they usually feed on.
Note: Can only be used twice and lasts 4 turns.
Note: Must wait at least three turns to activate again.
Note: Must be a member of the Aburame Clan.
Created by DopeyDwarf

(Kikaichu Tsukamu Nadare) – Destruction Bug Avalanche
Rank: A
Type: Supplementary/Attack
Range: Short-Long
Chakra cost: 30
Damage Points: 60
Description: The user will send a large swarm of his Kikaichū bugs and manipulate them so that they form a large wave which is directed towards the target and is used to wrap around the target and immobilise him. The user can also ride the wave, allowing him to move around the battlefield.
Note: Can only be used three times per battle.
Note: Must be a member of the Aburame Clan.
Created by DopeyDwarf

(Kikaichu Tsukamu Buriza-do) – Destruction Bug Blizzard
Rank: A
Type: Supplementary/Attack
Range: Short-Long
Chakra cost: 30
Damage Points: 60
Description: The user releases many Kikaichū bugs which burst out of the user’s body as a large stream in a straight linear trajectory towards the target. The Kikaichū bugs move at relatively high speeds.
Note: Can only be used three times per battle.
Note: Must be a member of the Aburame Clan.
Created by DopeyDwarf

Mushi Shuuha (Insect Tsunami)
Rank: A
Type:Attack
Range:Short-Long
Chakra:30
Damage: 60
Description: This jutsu causes kikai bigs to swarm, and then make a giant wave of bugs that crash into the opponent.

Mushi Ryuusei (Insect Meteor Shower)
Rank: A
Type:Attack
Range:Short-Long
Chakra:30
Damage: 60
Description: This jutsu causes kikai bigs to rain down from a cloud of bugs previously made. Balls of bugs rain down on the opponent, and then cover the foe.
Mushi Doragon (Insect Dragons)
Rank: A
Type: Attack
Range:Long
Chakra Cost: 40
Damage Points: 80
Desrciption: The user sends their bugs onto the battlefield, and the bugs form 3 small dragons. This attack can be beaten with suffiecent force, and can only be used by Tsuchi Aburame.

Mushi Kame ( Wall of Insects)
Rank: A
Typeefense
Range:Short-mid
Chakra:30
Damage: N/A
Description: This jutsu uses the Kikai bugs living in the user's body as a shield by having them fly in a dome shape at high speed. The dome is strong enough to destroy incoming attacks, but can be disrupted with sufficient explosive force.

(Mushi Hebi) - Insect Serpent
Rank: A
Type: Attack
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Desrciption: The user send their bug onto the battlefield and the bugs will form 4 long & middle-size serpent then bite and crush down the enemy. This jutsu could be beaten with suffiecent force.
Can only be taught by Toshiyuki
This jutsu can be destroy by any B ranked Jutsu.

(Aburame Hijutsu : Konchuu Ko-tingu Waza) - Aburame Secret Technique: Bug Coating Technique
Rank: A
Type: Supplementary / Defensive
Range: All Range
Chakra Cost : 30
Damage : N/A
Description: A secret technique that the Aburame clan have developed to improve their fighting skill with bugs, They will order the bugs to release chakra out by itself, instantly coating itself(the bugs) with chakra therefore improving their power and defend, not only boosting power and defense it also boost speed therefore they can fly or travel even faster then before, with the coat of chakra around them they can overpower up to B rank(any kind of element jutsu) without getting killed. This technique allow the Aburame clan to be even powerful in battle field.
Can be only used three time per battle
Can only coat the same bug once and can coat any bug the user decide.
Coating effect lasts for 3 turns before running out.
The user cannot use any Aburame on the same round once this technique is activated

(Aburame Hijutsu : Shouheki) - Aburame Secret Technique: Barrier
Rank: A
Type: Supplementary / Defensive
Range: Short-Mid
Chakra Cost : 30
Damage : N/A
Description: The user will command or order his bugs to release a bit of chakra out and the chakra will slowly spread around the battle field, the purpose of this technique is to deflect genjutsu as genjutsu is cast upon releasing chakra into the target mind so the bugs that released out the chakra will block any incoming chakra(to the user) therefore blocking and stopping the genjutsu but this technique can only block up to A rank genjutsu and B rank Doujutsu.

Can only be used three time per battle
The user must wait one turn before using it again
The mist last only for 2 turn
The user can control how many bug that is releasing the chakra.

(Konchū sutairu: Konchū barikēdo) Insect Style: Insect Barricade
Type: Defense/Attack
Rank: S
Range Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user send out a wall/dome of insects that release the chakra of the user/opponent that they feed on, to make a wall able to withstand A-rank and below attacks and still stand. The wall then falls in an avalanche of insects (wall only) attacking the opponent and feeding on their chakra.
-Can only use three times per battle
-Wall/Dome falls if used to block an S-rank attack
-Can only be taught by Black Uchiha

(Hijutsu: Takigi Houmen) - Secret Technique: Firewood Release
Type: Supplementary
Rank: S
Range:Short-Long
Chakra Cost : 40
Damage : N/A
Description: A special kind of insect that has the ability to consume wood in a extremely rapid speed rate in which they are known as few of the most feared bug in the world. They also have the ability to fly, This type of bug is one of the most loyal & obedient to their master which mean they would even lay their life in order to protect their master.

They could only eat wood jutsu up to A rank
Each time they consume a wood technique counts towards the three moves.
Can only be taught by Toshiyuki
(Hijutsu no Aburame: Gaijo no Zaigo) - Aburame Secret Technique: Removal of Sin
Type: Defense
Rank: S
Range: Short-Long
Chakra: 40 (+10 if used on a friend)
Damage: N/A
Description On the users command or simply because the aburame's kikaichu are self active, the aburame bugs will, being connected to the users chakra flow, know when their hosts chakra flow is interrupted. They will simply proceed to suck any foreign chakra from the hosts body or from a friend's body (After having correctly figured their friend is in a Genjutsu) with extreme precision; (Ninpo: Mushi Genjutsu) - Ninja Art: Insect Illusion Technique is a technique that can be compared to this one in the sense of sucking chakra from a ninjas body. Having trained with Aburame bugs and several Aburame members, having sparred with Uchiha's, developed this concept in order to defend against their never-ending stock of Genjutsu. The Kikaichu, after having sucked the foreign chakra from the selected system, will proceed to unlatch from the target and die.
Note: Can't be used to suck an opponent's chakra at all
Note: The Kikaichu have been proven to be self reliable when protecting its host, so there's no need to command them to perform this action unless it's relieving their friend from a Genjutsu.
Note: Requires extreme control, therefore this technique can't be used with any other Aburame jutsu in the same turn.
Note: Must wait 2 turns in between uses
Note: Removes chakra up to S- Rank
Note: Usable twice per battle
Note: must be stated in the special abilities of the user's biography.
Note: Can not be used offensively

(Aburame no Jitsu: Ubuge Shindou) - Aburame Secret Technique: Soft Impact
Type: Defense
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description Aburame, not being well-versed in either Genjutsu or Taijutsu, sought of other ways in order to defend against something they weren't good at. Taijutsu is definitely not a field an Aburame would have practiced a lot, so they made up for the inability to defend with their bugs. If a user is unable to defend against an incoming physical contact from an opponent or object, their Kikaichu will act on their own accord and proceed to branch out in the incoming direction of attack and meet the attack head on. Using their ability to track and notice chakra, as well as swarm, the Kikaichu will intercept the blow or object by bending around the object while stringing themselves together with chakra to act as a kind of net. This net forcefully slows or completely blocks an incoming attack while greatly softening it, rendering it useless or slowed. If the attack is slowed, it will be enough so the user can maneuver out of the way of attack, moving to safety.
Note: If the user is unable to defend properly from an attack, the Kikaichu bugs will act on their own
Note: The bugs can defend from attacks that would be outside the users tractability, but will follow the S&W of Aburame jutsu
Note: The Kikaichu can't attack the opponent
Note: Can only be activated 3x per battle
Note: These bugs are not rapid to trace EIG or strong enough to counter EIG techniques.
Note: must be stated in the special abilities of the user's biography.

( Aburame no Hijutsu: Kyuusaisha ) - Secret Insect Technique: Savior
Type: Defense/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The user will produce a swarm of insects that will attach themselves to any jutsu/object that contains chakra ( can't affect humans, animals, summonings, etc.) and proceed suck the chakra out of this said object or jutsu. As a variation of the (Ninpo: Mushi Genjutsu) - Ninja Art: Insect Illusion Technique, in which the user manipulates their bugs to latch onto a ninja and suck their chakra dry, Savior is able to latch on and drain jutsu and objects containing chakra instead of beings, to produce a much more mechanical and gentle neutralization, rather than punching through the techniques.
After having drained the chakra from a said jutsu/object, the bugs will proceed to latch onto the user or another ninja and give them the chakra equal to that of the ranked drained (E Rank = 5, D Rank = 10, C Rank = 15, B Rank = 20, A Rank = 30, S Rank = 40). Savior follows the insect's S&W, and, thus, it's effects are reliant on how it normally interacts with other techniques. It behaves as a normal insect technique when the clash would overpower it in a normal interaction, killing the insects and weakening the stronger technique ( be it rank or elemental disadvantage ). When the insect technique would be able to overpower the opposite technique, it completely drains the chakra and the user is then able to restore the chakra back to himself or an ally, upon physical contact with the surviving swarm. If the insect technique and the opposing technique would neutralize eachother, then the chakra is drained, but all the insects die, and the host is unable to transfer the chakra. For example, a B rank Savior is equal to a A rank Raw Chakra technique ( strength ) and a C Rank Elemental technique ( weakness ), so it would drain them and die in the process.

Note: Does not do any damage to a Ninja.
Note: Usable thrice per battle
Note: Must wait 2 turns in between uses

Canon Techs~
( Mushi Supai no Jutsu ) - Insect Spying Technique
Rank: D
Type: Supplementary
Range: Short - Long
Chakra cost: 10 (-5 per turn active)
Damage points: N/A
Description: By linking themselves to an insect, they are able to see and hear what it experiences, providing a long-range and relatively safe and inconspicuous way to gather intel. The user is also able to tell when the bug had been killed.
Note: Can only be used by Aburame Clan ninjas.

(Kikaichuu) - Destruction Bug
Rank: D
Type:Attack/Defense/Supplementary
Range:Short-Long
Chakra Cost:-14 form opponent if the bugs have a hold of him/her(-10 per turn to feed the bugs)
Damage Points:20-80 depends on the jutsu
Description:The user summons a host of bugs form there very own body.This justu does not require any chakra sense the bugs do all the work.
Damage Calculation:Small holds=20, Medium Holds=40,Large Holds=60,Super Large Holds=80
NOTE:Must be a member of the Aburame Clan or be taught by a member of the Aburame Clan.

(Kikaichu Tsukamu no Jutsu) - Destruction Bug Grapple
Rank: D
Type: Offensive
Range: Short
Chakra cost: 10
Damage points: 20
Description: The user will grab the enemy with destruction bugs and then will flip the enemy and slam them into the ground.
Note: Must be a member of the Aburame Clan.

(Kikaichu Misairu no Jutsu) - Destruction Bug Projectile Technique
Rank: D
Type: Offensive
Range: Short-Mid
Chakra cost: 10
Damage points: 20
Description: The user will send a cloud like projectile of destruction bugs at the enemy.
Note: Must be a member of the Aburame Clan.

(Mushi Bashira no Jutsu) - Insect Pillar Technique
Rank: D
Type: Offensive
Range: Short
Chakra cost: 10
Damage points: 20
Description: The user will turn themselves into a pillar that will then be directed to strike the opponent before returning to their normal form.
Note: Must be a member of the Aburame clan.

(Kikaichu Masu Misairu no Jutsu) - Destruction Bug Mass Projectile Technique
Rank: C
Type: Offensive
Range: Short-Mid
Chakra cost: 15
Damage points: 30
Description: The user sends a bigger version of Destruction Bug Projectile Technique dealing more damage to the target.
Note: Must be a member of the Aburame clan.

(Mushi Bashira no Jutsu) - Bug Pillar Technique
Rank: C
Type: Offensive, Defensive
Range: Mid
Chakra cost: 15
Damage points: N/A
Description: The user summons many Kikaichū bugs to form a pillar that grows closer to the enemy and can strike them off balance. The bugs come from the ground but do not come from directly under the opponent.
Note: Must be a member of the Aburame Clan.

(Kikaichu Kaku no Kagai) - Destruction Bug Aerial Assault
Rank: C
Type: Offensive
Range: Short
Chakra cost: 15
Damage points: 30
Description: The user creates a cloud of bugs underneath the opponent lifting them up into the air and then many spheres of bugs will strike the opponent sending them crashing into the ground.
Note: Must be a member of the Aburame Clan.

(Jinteki Mayu no Justu) - Human Cocoon Technique
Rank: C
Type: Supplementary
Range: Short
Chakra cost: 15
Damge points: N/A
Description: The user will create a cocoon around themselves to either spy or hide themselves from the enemy. Note: Must be a bug user and use this technique in a forest for best use.

(Mushi Bunshin) - Bug Clone
Rank: C
Type:Supplementary
Range:Short
Chakra Cost:15
Damage Points:30
Description:Creates a clone of the user out of bugs.
NOTE:Must be a bug user to use this jutsu.

(Mushi Yose) - Bug Summoning
Rank: C
Type:Supplementary
Range:Short-Mid
Chakra Cost:15
Damage Points:N/A
Description:The Users creates a web of chakra when the place there hand on an object.Any bugs in the nearby area will come to this web. More bugs are obviously prealent in forested areas and grasslands than in deserts or lakes.
NOTE:Must be a bug user to use this jutsu.

Ninpo: Mushi Genjutsu) - Ninja Art: Insect Illusion Technique
Rank: B
Type: Offensive, Supplementary
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: The user will control their insects and send them underneath their opponent and then cover the target, sucking their chakra dry. Despite the name, this is not a Genjutsu.
Note: Must be a member of the Aburame clan

(Kikaichu Enkai no Jutsu) - Destruction Bug Ocean Technique
Rank: B
Type: Offensive
Range: Short
Chakra cost: 20
Damage points: 40
Description: The User manipulates the destruction Bugs to form a large airborne cloud that decends on the enemy and beats them on impact.
Note: Must be a member of the Aburame Clan.

(Kikaichu Haku no Jutsu) - Destruction Bug Fade Technique
Rank: B
Type: Offensive
Range: Short - Long
Chakra cost: 20
Damage points: 40
Description: The user will call forth destruction bugs from all around him to then engulf the enemy in a small barrier that implodes on them.
Note: Must be a member of the Aburame Clan.

(Kikaichu Kurumu Nami no Jutsu) - Destruction Bug Engulfing Wave Technique
Rank: B
Type: Offensive
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: The user manipulates the destruction bugs to form a giant pillar that then collapses into a wave that engulfs the enemy. The bugs then turn into a whirlpool dragging the enemy into the ground before turning into a pillar that emplodes. The bugs start off at short range.
Note: Must be a member of the Aburame clan.

(Kikaichū Tsumoji no Justu) - Destruction Bug Typhoon Technique
Rank: B
Type: Offensive, Defensive
Range: Short
Chakra cost: 20
Damage points: 40
Description: The user will use their destruction bugs to form a funnel that traps the victim, spining them around violently and then throws them away.
Note: Must be a member of the Aburame clan.

(Mushi Kame no Jutsu) - Insect Jar Technique
Rank: B
Type: Defensive
Range: Short
Chakra cost: 20
Damage points: N/A
Description: The user will use Kikaichū bugs living in the user's body as a shield by having them fly in a dome shape at high speed. It is similar to the Hyūga clan's Eight Trigrams Palms Heavenly Spin.
The dome is strong enough to destroy incoming attacks, but can be disrupted with sufficient explosive force.
Note: Must be a member of the Aburame clan.

(Kikaichu Sanagi no Jutsu) - Destruction Bug Pupa Technique
Rank: B
Type: Offensive
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: The user will have their insects form a tornado that traps the opponent and then the user will move into the tornado and command some more bugs to crush into the opponent.
Note: Must be a member of the Aburame clan.

(Hijutsu: Mushi Miyu) - Secret Technique: Insect Cocoon
Rank: B
Type: Supplementary
Range: N/A
Chakra cost: 20
Damage points: N/A
description: After performing the required hand seals the user to increase the speed of insects' development. As the user's body is already a hive of sorts for the insects, the user will encase himself in an actual cocoon to further aid the insects. This is an extremely useful move for Aburame clan members, since their attacks mainly focus on the usage of bugs. However, using this in the midst of a battle can be potentially dangerous as it leaves the user static and vulnerable.
Note: Must be a member of the Aburame clan and wait 1 turn for development of Bugs.

(Hijutsu: Mushi Tsukene) Secret Technique: Insect Root
Rank: B
Type: Offensive
Range: Short - Long
Chakra cost: 20
Damage points: 40
Description: The user will send their insects that form roots and entangle the opponent. The insects will then explode causing damage to the target.
Note: Must be a member of the Aburame clan.

(Tsumu Hensei no Jutsu) - Spindle Formation Technique
Rank: B
Type: Offensive
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: The user has his bugs attack the target in a spiraling motion to confuse the target.
Note: Must be a member of the Aburame clan.

(Mushi Jamingu no Jutsu) – Wicked Insect Folk Tools Technique
Rank: B
Type: Supplementary
Range: Short – Long
Chakra cost: 20
Damage points: N/A
Description: The user utilizes a large amount of their Kikaichū and has them spread over a wide area around the user. The bugs then emit a small amount of the their host's respective chakra that they usually feed on. This confuses sensor-type ninjas' chakra-sensing ability, as the insects' irregular distribution and large grouping of the bugs result in the creation of numerous 'false images', making it more difficult to distinguish the user's exact and actual location.
Note: Can only be used by a member of the Aburame clan.

(Hijutsu: Mushimuma) - Secret Technique: Insect Bog
Rank: A
Type: Offensive
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user sends their insects to encase the opponent from underneath them, the insects then lift the opponent into the air and crushes them.
Note: Must be a member of the Aburame clan.

(Hijutsu: Mushidama) - Secret Technique: Insect Sphere
Rank: A
Type: Offensive
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: By using the destruction bugs, members of the Aburame clan release their bugs into the air. Once the bugs sense an enemy presence, they will all gather on the enemy and cover him completely, and begin draining his chakra. This technique is very hard to avoid at short range.
Note: Must be a member of the Aburame clan.

(Kikaichu Hisame no Jutsu) -Destruction Bug Hail Technique
Rank: A
Type: Offensive
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user will release thousands of destruction bugs from his body into the air. On their Command, the insects attack the opponent in 5 waves. The insects turn coalesce into a large cloud and rain down on the opponent causing tremendous damage.
Note: Must be a member of the Aburame clan.

(Kikaichu kasui no Jutsu) - Destruction Bug Stream technique
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
description: The user will raise their arms to release a torrent of destruction bugs that combine into two spear like forms that spiral towards the target lifting them into the air, where they brutally feed on the targets chakra.
Note: Must be a Member of the Aburame clan.

( Goku Hiden: Dokumuchi Doku ) - Very Hiden: Venomous Insect Venom
Rank: A
Type: Attack
Range: Short
Chakra cost: 30
Damage points: 60 (-10 per turn from poisoning)
Description: The user lands a series of hits on the opponent, poisoning them. The hits are aggravated by the nano-sized, venomous insects.
Note: Can only be used three times and must know Poisonous Nano Bugs Technique and only useable by Torune and Shikuro Aburame.

(Kidaichū Mushikui) Parasitic Giant Insect Bug Bite
Type: Offensive
Rank: S-Rank
Range: Short
Chakra: 40
Damage: 80
Description:
Following an Aburame clan member placing a number of kidaichū onto the skin of an enemy, these insects immediately burrow into the victim's body and begin to devour its flesh and chakra. This process causes the insects to grow rapidly in size, until the host body is completely eaten away from the inside out. Its particularly effective against organic elements as well as close combat ninjas as the insects can be placed on the target with simple contact.
Note: Can only be used by Aburame bios, once every 2 turns

(Kikaichū Kumo no Jutsu) - Destruction Bug Cloud Technique
Rank: S
Type: Offensive
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: The user will cause a large amount of destruction bugs to swarm around the target creating a thick barrier that then swallows the target into a whirlpool of destruction bugs that drive the enemy into the ground.
Note: Must be a member of the Aburame clan.

(Kikaichū Dōmu no bakuhatsu no Jutsu ) - Destruction Bug Dome Explosion Technique
Rank: S
Type: Offensive
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: The user will send a large swarm of destruction bugs towards the target that then surrounds them in a circle wall before then moving in and covering the enemy in a dome that then explodes upon the target.
Note: Must be a member of the Aburame clan.

(Dokudokushi Suki Mushi no Jutsu) – Poisonous Nano Bugs Technique
Rank: S
Type: Offensive, Defence
Range: Short
Chakra cost: 40
Damage points: 80
Description: The user of this technique is capable of covering either limited parts or the entirity of their body with poisonous nano-sized insects. The user can subsequently infect the opponent with these bugs, causing an excruciatingly painful and almost certain fatal injury, unless the afflicted area is swiftly removed. These insects can only be transferred on to the victim's body by direct physical contact but only a mere touch from the user's skin is required, as the bugs can seemingly circumnavigate most clothing.
Note: Can only be performed twice.
Note: Can only be used by Torune and Shikuro Aburame.

( Kikaichū: Utsuro ) - Parasitic Destruction Insects: Hollow
Rank: S
Type: Offensive
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: The user manipulates the kikaichū to form a large airborne cloud that descends on the enemy. After the insects are on the ground around the enemy they all swarm on the enemy and quickly erupt into an explosion of insects.
Note: Must be a member of the aburame clan.

( Kikaichū: Shoku ) - Parasitic Destruction Insects: Eclipse
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user manipulates the parasitic destruction insects to form a giant pillar that collapses into a wave that engulfs the enemy. The bugs then turn into a whirlpool that drag the opponent below ground before spouting out as a pillar that implodes.
Note: Must be a member of the Aburame clan.
 
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McKnockout

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Doton | Earth
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(Kyousei Doton No Jutsu) – Greater Earth Style Technique
Rank: A
Type: Supplementary/Attack/Defense
Range: Short-Long
Chakra cost: 30
Damage Points: 60
Descripton: Creates strong pillars, tools and shields made out of earth.

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(Doton: Enchou kangoku) – Earth Style: Dome Prison
Rank: S
Type: Supplementary/Defense
Range: Short-Mid
Chakra cost: 40
Damage Points: 80
Description: This jutsu is used to trap an opponent in a dense dome of rock that rises up and imprisons the them, which can be further manipulated so that spikes will protrude from the inside of the dome piercing the target. The spikes cannot penetrate targets of greater density.
*Note: Can only be used 3 times per battle.
*Note: No S rank earth techniques the following turn.
*Can only be taught by McKnockout

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(Doton: oshi sacchi) Earth Release: Pressure Sensing
Rank: C
Type: Supplementary/Defense
Range: Short-long
Chakra cost: 20
Damage Points: N/A
Description: The user sends small amounts of chakra through ground around him so he can sense the pressure in certain locations of the battle field. By doing this the user can sense where his opponent is standing and where his opponent is if he/she is underground.
-User must make contact with the ground while using this jutsu.

(Doton: Bimyōna Shifuto)- Earth Release: Subtle Shift
Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage: N/A
Description: The user focuses earth chakra throughout the ground to make it absorb small objects, weapons, liquid etc and quickly transport them somewhere else either underground or on the surface. The movement of the objects underground is very discrete to keep enemies unaware of it. However, as objects reach the surface shifting earth can be heard. This jutsu is helpful when setting traps and will not work on a living organism.
-Can only be taught by Shin-Akira

(Doton: Deido Boushi no Jutsu) Earth style: Mud Spinning Jutsu
Type: Attack
Rank: C
Range: Short-Long
Chakra Cost: 20
Damage points: 40
Description: This jutsu can be used whenever the mud surrounds opponent. It makes the mud spin like a whirlpool adding damage and faster sinking. It can also be used in combo with any mud jutsu.

(Doton: Doro Dekisui) - Earth Release: Mud Drowning
Rank: B
Type: Attack
Range: Short-Long
Chakra Points: 25
Damage Points: 40
Description: With just one hand seal, and with the enemy standing on mud, the user manipulates the mud to form two hands that grab the enemy's feet, dragging him under, drowning him in the mud very quickly.
Note: Can only be taught by Scorps
Note2: The enemy needs to be standing on mud.

(Doton: tsuchi heika) Earth Release: Earth Arms
Rank: B
Type: Supplementary/Attack
Range: Short-long
Chakra cost: 40
Damage Points: N/A
Description: After making 3 hand signs the user sends his earth chakra into the ground around his opponent and raises arms from the ground that can grab his opponent and hold him/her in place.
-The user must make contact with the ground in order to use this jutsu meaning he/she cannot use this while being in the air.
-Must be taught by ~Yard~
-Must have a proper understanding of earth jutsu meaning you must be able to use B rank earth to learn this jutsu.
Note: If used in short-mid range you can add more chakra to the arms of earth and use them to crush the limbs of your opponent.

(Doton: Ishi Sekkou) Earth Release: Stone Scout:
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20 (+10 Per-Turn)
Damage points: N/A
Description: The user picks up a small rock and molds it into a bird, the bird then fly's high in the sky and scout's the battle field. the user's and Stone Scouts vision's are linked.
Note:
-This Jutsu can only be taught by Serpent

Earth Release: Sand Trap (Doton: Sandotorappu)
Rank: B
Type: Supplementary
Range: Short-, Mid-, and Long-Ranged
Chakra Cost: 25
Damage Points:N/A
Description: The user changes the constancy of the earth below the target to have the constancy of wet clay, allowing the target to sink while it hardens. They will sink until their hands and the body below the waist is submerged, when it will harden. If used successfully, the opponent will be unable to use hand seals.
~The target must be standing on an earth source.
*the user does not manipulate sand in any way.

(Tsuchi Kabe-Tama) Earth Wall-Bullets:
Type: Attack/Defense
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage points: 40
Description:a large wall raises from the ground in front of the user, the wall then shoots hundreds of little bullets at there opponent.
Notes:
-This Jutsu can only be taught by Serpent

(Doton : Tsuchi Keiro) - Earth Release : Earth Path
Type: Offensive/Defensive
Rank: A
Range: Short/mid/long
Chakra Cost: 30
Damage Points: 60
Description: After performing two simple hand seals(Tiger & Dog) the user will stomp onto the ground creating a long path of earth which the user can cause it to rise up and flip his/her target backward, The user can control this path of earth like a dragon(but doesn't take form of a dragon)to allow the user to ride on it to avoid certain jutsu or can even send it to crush his/her opponent.
Can be only taught/use by T.O.P.
Can be only use three time per battle

Doton:Botoukai Kujo(Earth Style: Sphere demolition)
Rank:A
Typeffense
Damage: 60
Chakra Cost:30
Description: The user preforms two handseals, causing one and a half dozen dense spiked sphere like rocks to violently erupt from the ground, each rock having a diameter of at least a foot. The Spiked balls orbit around the enemy at mutiple angles and directions essentially surronding the enemy in a "greater orb" through their orbiting keeping roughly 10 feet away from the enemy at all times, and upon forming a second handseal, all of the rocks converge in on the enemy, crushing him inbetween he massess of spikes.
~No S Rank or above earth jutsu for the rest of the turn.

(Doton: Yasumichuu Funkei)Earth style: enclosed Decapitation
Rank: A
Type: Attack
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: This Jutsu can only be done on ground or where there is earth,the user makes several earth hand seals and focuses his chakra on hands and slamming palm to the ground bringing about 4 large enclosed rock pillars with Multiple sharp edges which quickly when comes in contact with the target causes severe injuries.

Note:This jutsu must be taught be thunder bolt to use.
Note:Can Be used twice in battle
Note:The user must wait 3 turns to use again

(Doton: Koudo Hibi) - Earth Style : Earth Crack
Rank: A
Type: Offense/Defense
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The earth user hardens his hand and then punches the ground, the earth start shaking, creating an earth quake and unbalancing the opponent and simultaneously creating a huge crack of width 10m in the direction in which the user has hit the punch..
Note: ~This jutsu can only be used 3 times a battle.
~Can only be taught by Enzup.

(Doton: Shinkuro) Earth style: Synchronize
Rank: A
Type: Defence
Range: short-long
Chakra Cost: 40
Damage Points: N/P
Description: The user sends his/her doton chakra into the ground thus through out the battle field and synchronises with earth. When this jutsu is active the user can sense anything either standing on earth or underground.
-Twice per battle
-lasts for 3 turns.

Earth Release: Growing Shuriken (Doton: Seichō Shite Iru Shuriken)
Rank: A
Type: Offensive
Range: Short- and Mid-Ranged
Chakra Cost: 30
Damage Points: 60
Description: The user creates two large rings out of earth, similar to the rings in the middle of a shuriken. The user then throws the rings through the air, and they gather earth along the way, forming two extremely large shuriken. They target the opponents arms, similar to the attack Sasuke launched by Sasuke on Deidara with two real large shuriken.
~Requires an earth source to be between the target and the user, as well as below the user.

Doton/Fuuton: Shouchikubai Ashibishi (Earth/Wind Combo: Elevated Stepping Stones)
Type: Defense/Supplementary
Range: Short-Mid
Rank: A
Chakra Cost: 50
Damage Points: N/A
Description: 5 Large patches of earth infused with wind chakra raises out of the ground elevating the user. Can be used to catch the user while plummeting from the sky. Jutsu last for only 1 minute, before slowly sinking back into the ground.
Restricted to 3x per battle.
Note: Can only be taught by Loki

Doton: San-kai hashira kaden | Earth Release: Three Pillar Household
Rank: A
Type: Supplementary
Range: Short/Long
Chakra cost: 30
Damage points: N/A
Description: By performing a single handseal, the user makes three great plateaus of earth and stone rise up through the ground wherever he wishes. The plateaus rise through the ground very quickly and without warning, and they cause small tremors around them as they rise. The user is able to slightly manipulate the shape and form of the plateaus, before they rise through the ground, to suit his needs. By forming a single handseal, the user is able to emit spikes from the plateaus. This technique is an advanced version of the Earth Style: Earth Flow Rampart.
Notes:
• Can only be used 4 times per battle.
• Can only be taught by Leeroy G. Zero

(Doton : Jinsokukaji) - Earth Release : Rapid Fire
Type : Offensive
Rank : A
Range : Short - Long
Chakra cost : 30
Damage points : 60
Description : The user will stomp either foot on the ground as hard as he can, channeling earth chakra as the foot hits the ground. The earth chakra is sent directly towards an area with a radius of two meters, dependent on the user's choice. As that happens, a sudden burst of earth pillars shaped like tree-stems will come bursting out of the ground at random locations in the area. The location of the first pillar that erupts out of the ground can be set by the user himself but the rest will be at random. These pillars will come up and down, up and down as though making rapid punches towards a person. All of them don't come up at the same time, more like five at a time, up and down, up and down. This technique is especially useful against multiple targets.

Note : Can only be used five times per battle
Note : Can only be used or taught by -Yusuke-
Note : Lasts for two turns or until user deactivates it
Note : No S-rank or above earth techniques may be used the same turn

(Doton : Gosunkugi Chakushu) - Earth Release : Spike Launcher
Type : Offensive / Supplementary
Rank : A
Range : Short - Mid
Chakra cost : 30
Damage points : 60
Description : The user forms a single handseal, Dragon, and focuses his earth chakra into an already existing set of spikes that are on the ground. He will then release that earth chakra, enabling all those spikes to be launched up into the air at the desired target or location. Even after shooting up into the sky, they will fall down from the sky and down onto whoever dares to stand there. This technique can be re-adjusted so that it shoots in a certain angle but the user should also take caution where he aims it or he might just kill himself.

Note : Can only be used three times per battle
Note : Can only be used or taught by -Yusuke-
Note : Requires an already existing set of spikes
Note : This technique will hurt the user if used within short-range
Note : Can kill user if angle is readjusted pointing directly to the user

(Doton: Kyokan Mukade)-Earth style: Giant Centipede
Type: Attack
Rank: A
Range: Short/Long
Chakra Cost: 30
Damage Points: 60
Description: After preforming the required hand seals the user will pick a spot anywhere on the ground and focus chakra on it. A huge centipede made from rock will emerge from that spot and lunge at a target with its jaws open. If the target is not quick enough, the centipede will capture in its jaws and a slam it back into the ground. Once the centipede hits the ground it will crumble.
*Note: Can only be used 3 times per battle.
*Note: Faust can only teach this.


Rank: S
Type: Offensive/Supplementary
Range: Short - Long
Chakra Cost: 40 (-10 chakra per turn)
Damage Points: 80
Description: The user will perform three handseals and focus their doton chakra throughout their body before spewing the built chakra as a flimsy earthen-material into a nearby water source at a considerable speed. After plunging into the water source, it will begin absorbing the surrounding moisture to grow in size and become more flexible. The globule will extend countless tentacles outwards (in every direction) as it does this, their size growing exponentially until they reach the surface. While doton constructions are typically rigid and sturdy, these tentacles are flimsy/flexible since they are made of mud. Since the tentacles grow larger the longer they're completely submerged in water, deeper water sources will produce greater sized tentacles whilst more shallow ones will produce ones of smaller magnitude. The tentacles which emerge closer to the user will lift them into the air and form a protective fortress of writhing tendrils, whilst the tentacles around the opponent(s) will seek to impale, entangle and crush their targets to death. The maximum size the tentacles can reach is equivalent to the size of the spikes produced in Earth Release: Destructive Rising Rock Pillars, at which point they'll reach full saturation and become unable to absorb any more water to gorge their size.

Note: Lasts three turns
Note: Can only be used twice per battle
Note: Requires a Water source
Note: Can only be Taught by Negative Knight
Note: While active the user can only use Doton and non elemental abilities and never above S-Rank.

(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..

(Doton: Kuroi Kurohyou) - Earth release: Black Panthers
Rank: S
Type: Attack
Range:Short-long
Chakra Cost: 40
Damage Points: 80
Description: The user quickly concentrates his doton chakra in his hands and quickly touches the ground to release 2 panthers made out of Earth to run at the opponent at full force and take down the opponent savagely without trouble upon impact. The user can take his hands of the ground and the jutsu will still be active however to control the panthers the user must bring his hands back to the ground. If the users hands are not touching the ground, the panthers will simply attack the opponent whenever they see him/her.
Note: can only be used by RockLeeGreenBeast and those he shares this jutsu with.
Note: Can only be used 2 times.
Note: Panthers must be destroyed with an approperate jutsu.
Note: Panthers disperse after 3 turns if they are not destroyed.
Note: No S-rank Earth jutsus next turn.
Note: User can order the Panthers and tell them what to do as long as his hands are still touching the ground.

Doton: Pirania Kyobou|Earth Release: Pirahna Frenzy|
Rank:S
Type:Attack
Range:Short-Mid
Chakra:40
Damage:80
Range:Short-Mid
Description:The user concentrates his doton chakra and does a single handseal creating a infinite number of pirahna's made of earth and theses pirahna's are of the same size of the actual pirahna's and can only travel under earth and can jump a height of 1m above the ground.The swarm upon the enemies and devours them and can not be destroyed while in ground any damage to the pirahna is regenerated as long as there in ground
Note:
can only be used twice per battle
cannot use any suiton jutsu of A-rank and above for 2 turns
cannot use any doton jutsu of S-rank and above for 1 turn
pirahna lasts for a full turn
pirahna's doesn't harm the user
can only be taught by igneel
(Doton: Kame no Nigasu) Earth Release: The Escape of the Turtle
Rank: S
Chakra Cost: 40
Damage Points: 80
Description: The user is able to quickly call forth a burst of Earth chakra from his body, almost immediately vanish inside a large turtle shell. The shell is made of thick earth and crystals, deeply compressed, which makes it an almost perfect defence against blunt or sharp attacks (The table of elemental weaknesses still maintains). With one handseal, the user can make the shell dismantle, and shoot outwards chunks of rock.
*Due to the chakra strain, the user won't be able to perform summoning jutsus in the next turn, nor use Earth jutsus higher than A rank, and in the next turn won't be able to use higher than S rank*
*The shell happens as fast or faster than Gaara's dome*

(Ko Kabe-Tama) Great Wall-Bullets:
Type: Attack/Defense
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage points: 80
Description: A large 25ft wall raises from the ground in front of the user, this wall is extremely dense and is able to block A-Rank attacks. The wall then brakes apart and shoots hundreds of little bullets at the opponent.
Notes:
-Can only be used twice per battle.
-This Jutsu can only be taught by Serpent

(Doton : Hisan Kobushi)- Earth Style : Flying Fist
Type:Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: After performing a single handseal and coating the one of the user's fist with earth chakra, he is able to put his hand forth and launch a fist made of earth. For every second that fist travels in the air towards the enemy, it get's bigger and bigger. The further the enemy, the more it packs a punch.
Usable two times per battle
Can only be used/taught by ~Yondaime~
After a few minutes if the user doesn't launch it, the user's hands would grow weary and tired due to the sheer weight of earth on his fists.
 
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Fuuton | Wind
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(Fuuton: Shinku Hari) - Wind style: Crimson Needles
Rank: A
Type: Attack/Supplementary
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: The user releases his Fuuton chakra into the air surrounding his opponent which allows him to manipulate the air around his opponent. By using shape manipulation, the user will create a barrage of wind needles in front of or beside the opponent which pierce into him at great speeds (due to the natural sharpness of Fuuton). The many needles are created close to the opponent and are virtually invisible to the naked eye or the inexperienced but do not deal a significant amount of damage - that is this jutsu sacrifices damage for a much more concentrated attack akin to when you compare a senbon to a kunai. The needles are then tainted with the opponent's blood thus giving the jutsu it's crimson colour, however fortunately for the opponent, when the needles are created he feels a slight change in wind current
*Note: Can only be used 3 times per battle.
*Note: No A rank wind techniques the same turn.
*Note: Doujutsu users can clearly see the technique
*Can only be taught by McKnockout

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(Fuuton: Tenrai Kougi) - Wind style: Divine Justice
Rank: S
Type: Attack/Defense
Range: Short-Mid
Chakra Cost: 40
Damage: 80 (-15 to user)
Description: The user releases his Fuuton chakra into the air surrounding him which allows him to manipulate the air. A large amount of wind will begin to spin around the user and will quickly form a 360 degree dome surrounding him. The dome consists of slashing wind which rotate at high speeds and will severely slice anything that comes in contact with it. This jutsu serves as an attack and defense, and is able to withstand all elemental attack up to S-rank except for A-rank and above Katon attacks.
*Note: The user takes 15 damage due to his proximity to the slashing wind.
*Note: Can only be used twice
*Note: No S rank wind techniques the following turn.
*Note: Must wait at least 2 turns to be used again.
*Can only be taught by McKnockout

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(Fuuton Seppaku: Kakou no Washi) - Wind Pressure style: Decent of the Eagle
Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: The user concentrates his Fuuton chakra throughout the air and by using their mastery of charka control and Fuuton Release, the user manipulates the air pressure (number of air molecules) of a chosen area. Manipulating the air pressure alters the force per unit area exerted on the target by the weight of air above them - and to perform this technique, the user creates a large low pressure column around their target. After the low pressure area is created, the pressure gradient (difference in air pressure) in the atmosphere around the target proceeds to fill the void created by this technique. That is, the air in the atmosphere flows (from high to low pressure) at a very rapid pace downwards onto the target in an attempt to balance out the variation (i.e. due to equilibrium). The result is that a powerful, yet artificial, downburst of wind/air that crashes down and expands outward on the target with a force that could level buildings and trees. This technique can be considered the Fuuton analogous of "Kirin" since it utilizes natural wind, as opposed to Fuuton chakra (the chakra is used to set up the jutsu but once in affect nature takes over).
*Note: Can only be used once.
*Note: No S rank or above wind techniques the same and next turn.
*Note: No technique above S-Rank for 2 turns
*Can only be taught by McKnockout

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(Fuuton: Kōkū-Bin)-Wind Style: Air-Mail
Rank: D
Type: Supplementary
Range: Short-Mid
Chakra: 10
Damage: N/A
Description: With one handseal, the user creates a gust of wind that envelopes a distant shuriken or other small object and lets the user manipulate it in midair.
-Usable 3 times per battle
-Can only be taught by Katonpwnz

(Fuuton: Kitai Mekakushi) - Wind Style: Gas Mask
Rank: C
Range: N/A
Type: Defense
Chakra Cost: 15
Damage: N/A
Description: In cases of a smoke bomb or poison mist of some sort the user will create a small filter over his/her mouth/nose using a small orb of gathered wind chakra plus oxygen. the orb will cover the users mouth and nose allowing any mist or smoke that comes in contact with the orb to be filtered before entering the users air stream.

Wind Release: Typhoon Tyrant (Futon: Taifū Tairanto)
Rank: B-Rank
Type: Supplementary
Range: Whole Field
Chakra Cost: 25
Damage Points: -
Description: The user molds wind chakra in their hands, and releases it outward in a ball, which hits the sky and explodes, forming a large typhoon. All weapons that are long-ranged are sucked in, including kunai knives, explosive tags, etc. due to no hand control keeping them in place. The opponent and user are otherwise unaffected, besides the change in weather.
Note:
If used in a water-filled area, such as near the ocean or a lake, or on water, the water can become extremely rough. Also, due to the winds, any other weather is blown away.

(Fuuton: Kaze Kei Kadou) Wind Release: Wind Whip Vortex
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will begin to compress a large amount of chakra into their hand, forming it into a whip made out of the wind. The user will then swing the whip towards the opponent, releasing multiple vortexes of wind towards him.
Note:
-After the vortexes are released the whip will dissipate
-can only be used 3 times per match

Fuuton: Yokaku Tatsumaki | Wind Release : Foreboding Tornadoes
Type: Offensive/Defensive
Rank: A
Range: Short - Long.
Chakra: 30
Damage: 60
Description: The user release their Fuuton chakra, and by performing the "Snake" handseal creates four tornadoes in a square formation around the opponent; the Tornadoes being capable of being as big as "Four Pillar Bind". The four tornadoes generate a fair amount of pushing force that is all released center-wards towards the opponent. The pushing wind has little offensive capabilities but it does make it much harder for the opponent to move as they're constantly being pressured by opposing conflicting winds. The tornadoes quickly begin to release the Wind blades that they are comprised of towards the opponent, over the space of a few seconds the Tornadoes release all of their wind blades, resulting in the Tornadoes completely disappearing. The countless blades slicing through the practically immobilized opponent leaving nothing but minced meat. Projectiles that enter the Tornadoes domain are sped up due to the pushing winds. By performing the "Ox" handseal, the user can make the Tornadoes move, they all move along the "square" either to the left or the right. Alternatively this can be used as a defense, creating the tornadoes around yourself, in which case the Tornadoes wind pushes outwards, while the blades are also released outwards.

Note:
- Can only be used 3x
- No wind jutsu above S rank for the next two turns
- Projectiles speeds are still traceable by the naked eye, albeit it might be just barely and only affects basic ninja weapons

Wind Style: Spiralling Drill – (Futon: Kajou Shuuren)
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user performs two handseals bird,ram to create a dense spinning wind cocoon in the air above the opponent. The wind cocoon is conical in shape and is able to drill through large rock formations because of the sharp bursts of wind released from it. The shire power of this jutsu is strong enough to rip apart trees and cause a crater when it hits the ground.
Can only use twice per battle.


Type: Supplementary/Attack
Rank: A
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user creates a dome filled with wind with their chakra.
When your opponent is inside, the wind will blow them around, causing them to hit things. Each time they hit something, you get more chakra. This jutsu is like a chakra monster.

(Fuuton: uyoku enzeru) - Wind Style: Take Flight
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage: 60
Description: the user gathers a lot of wind chakra into his back creating 2 large wings and 2 small wings made out of wind , the 2 large wind wings can be used to fly or to guard the user against incoming attacks, and the 2 small wings are made to increase the speed of the user while he's flying in the air, when the user activates this technique , he's pushed into the air upwards from the thrust of the wind that comes out of his back.
~ 4 times per battle.
~ as long as this technique is active the user cannot use any fire based techniques
~ Can Only be used by ~Crow~

(Futon: Uindo no Mai) Wind Release: Wind Dance
Rank: A
Type: Offense
Range: Short-long
Chakra Cost: 30
Damage: N/A
Description: The user will use their wind chakra to push their opponent in any direction they choose.
~Can only be used 3X per battle.~
~No other wind jutsu can be used in the same turn.

(Fuuton-Hekireki Gachan): Wind Release: Thundering Crash
Type: Offensive
Rank:A
Range: Short-Long
Chakra cost: 30
Damage points: 60
Description:After preforming 3 handseals Rabbit, bird, ram. The users of this technique gather a large amount of fuuton chakra into each hand and arm. And clap them together while releaseing the built up fuuton chakra in a large blast of fuuton chakra that. A thunderous sound is made when this jutsu is released. The speed of the released wind is very fast and can deflect other lower ranking fuuton jutsu, and small projectals. It will also increase the speed of Suiton,and Katon techniques. If hit with this technique the victim will be pushed around and sevely cut because of the the basic properties/principles of the wind chakra natures.
Only Shadedcrow can use this technique + anyone who has his consent.

(Futon: Taisan) Wind Style : Disperse
Type : Defense/Supplementary
Rank : A
Range : N/A
Chakra cost : 30
Damage points N/A
Description : The user is able to disperse his body into the wind, making the user one with the wind. The user can decide where he wants to reform back to his original state. Can be used to avoid incoming attacks.

Note : Can only be used Once per battle
Note : Only used/taught by ~Yondaime~
Note : Takes time to reform back into user's original state.
Note : Dojutsus such as sharingan and byakugan can see the user of this jutsus chakra flow as he disperses into the air.

(Kaze Fuukaku: Kaze Nami) Wind Style: Wind Tsunami
Type:Attack
Rank:A
Range:Short/Long
Chakra Cost:30
Damage Points:60
Description: User Emits huge amount of Wind Chakra in shape of a giant tsunami wave from his mouth which covers the battle field and shields the user from many weak ninjutsu's. When it comes in contact with anything it inflicts a severe blow.
*Can only be used thrice per battle*
*Can only be Used/Taught by 0sama*
(Futton: Keisei Tatsumaki ) - Wind Style: Tornado Formation
Type: Attack
Rank: A
Range: Long
Chakra Cost: 30
Damage Points: 60
Description: To use this jutsu the user takes in a deep breath and manipulates the shape of the wind when the users blows it, the shape turns into a tornado that can cause devastating effects on the surrounding and has the power of that an F-3 Tornado.
~last for 3 post
(Fuuton: Inukeridibou)-Wind Release : Clever Daylight Division of Dog Fur
Type:Supplementary
Rank:A
Range: Short-Long
Chakra Cost: 35
Damage Points:N/A
The user focuses their wind chakra, making the wind near the opponent's body form into spheres ( invisble to the normal eye, since they are made of wind ) and causes them to cling on to various points on the opponent's body. The wind spheres then become increasingly heavy ( they exert the force of gale winds downaward on the opponent ) thus slowing the opponent down massively, if not completely holding them immobile.
*Can only be used twice
*All Doujutsu can see the spheres

Fuuton: Shinku( Wind Release: Vacuum)
Rank: A
Type: Offense
Range: Long
Chakra Cost: 30
Damage: N/A (+20 if combined with a blast of fire)
Description: The user sends a wave of wind from his mouth over to his opponent. The large blast surrounds the opponent and drags them towards the user.
~Can only be taught by Rikerslade~

(Fuuton: Kaze Yuka) - Wind Style: Wind Floor
Type: Supplementary/Defense
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: The user concentrates wind chakra and makes the battle arena floor covered with wind. This is to ensure the user's protection of receiving attacks from underground (e.g poison gasses coming out from the ground, etc.)
Note: Only usable by Yagura
Note: Lasts up to 2 turns and when the jutsu is finished, you must wait for another 2 turns to use it again.
Note: Usable 3 times per match

Fuuton, Suraisu Nagashi (Wind Style, Slicing Current)
Rank: A
Type: Attack
Range: Mid-Long
Chakra: 30
Damage: 60
Description: The Suraisu Nagashi creates a web of thin sharp currents in the air which can rip to shreds multiple close-mid range attackers or a single long range attacker (by combining the web of short currents into a single long current). This attack is highly accurate and impossible to defend against with taijutsu.

(Fūton: haipa tatsumaki) – Wind Release: Hyper Tornado
Rank: A
Type: Offensive
Range: Short – Long
Chakra cost: 30
Damage points: 60
Description: The user focuses their wind chakra into their hands and sends it to the sky. They use that chakra to gather clouds above the opponent and alter the weather conditions to the point of which wind will start to spin around the opponent until it turns into a tornado around the opponent.
The opponent will be caught in the eye of the tornado so he/she will be trapped inside and so the user throws a large amount of shuriken into the tornado and uses their wind chakra to control the blades. After doing so the user controls the shuriken with their wind chakra and uses them to violently cut their opponent.

-The controling of the shuriken counts as one of the users turns
-Can only be taught by ~Yard~

Fuuton:kaze hando|wind style: hand of wind|
Type: Offence/defence
Rank:S
Range:short
Chakra:40
Damage:80
Description: The user concentrates fuuton chakra into his hands creating a vortex of wind around his hands.This vortex of wind is as sharp as a blade.Now the user can attack the his opponent only head on and he can use his hands to defend even against lighning justsu's of rank S and below and it can also be used to deflect kunai's and shurikens
NOTE:
can only be taught by igneel
no hand seals required
cannot use any wind jutsu of A rank and above for 2 turns
Can only be used three times

[Fūton: Uindo Riba-su] - Wind Release: Wind Reverse Wall
Rank: S
Range: Short [Front of user]
Chakra: 40
Damage: 80
Description: The user creates a wall out of wind that is blowing backwards. Any fire jutsu that hits this wall will be strengthened and sent back at the opponent because when the fire jutsu hits the wall, the user will then reverse the polarity at which the wind is blowing, causing the wind to blow forward, making the fire jutsu change directions.

Fuuton: Kyanon) Fuuton Style: Fuuton Cannon
Rank: S
Type: Offensive/Defensive
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Descriptions: The user charges their finger with chakra then adds fuuton chakra into their index finger the same way as a chakra cannon and aims at the opponent, he then releases the vortex blast of wind infused chakra at the opponent sending him flying.
Note: Puts a tremendous strain on the users hand and can only be used 3x per battle
Note: Cant use Wind Techniques for two turns
Note: Must know chakra cannon to use this
Note: Can only be taught by Nagato..

Futon: Furaingu Fūjin no Jutsu (Wind Release: Flying Wind God Technique)
Rank: S
Type: Supplementary
Range: Short/Long
Chakra cost: 60 (10 every turn it’s active)
Damage points: N/A
Description: By using wind chakra to create wind bubbles beneath the user’s feet, the user will mimic flight by using the air bubbles created to literally run on nothing more than air. The air bubbles are invisible to the naked eye. This technique can be used to evade some technique.
Notes:
Can only be used twice.
Lasts for 5 turns.
Can only be taught by Leeroy G. Zero

(Fuuton : Sorashuuren) - Wind Release : Sky Drill
Rank : S
Type : Offensive / Supplementary
Range : Short - Long
Chakra cost : 40
Damage points : 80
Description : The user will concentrate his wind chakra around his opponent and form a rotating ring of wind on the ground, not visible to the naked eye unless the opponent directly looks at it and not through peripheral vision. Reason being is because the wind ring is extremely thin and can be barely seen unless looked directly at. The user sways their hand upwards and the ring of wind rises upwards, forming a hurricane pillar of wind, which is visible unlike the ring. Just like any hurricane, the opponent within will be sent flying into the sky and any others outside the hurricane, short-range will be sucked in. The hurricane pillar of wind is only big enough to fit three people, including the target. As that is done, a tornado from the skies will drop into the pillar hurricane and onto whomever is inside, drilling the opponent back into the ground. Fire techniques that are used in a streaming-manner like a fire breath or a fireball will just be taken in by the hurricane thus turning into a blazing hurricane pillar as the wind currents won't allow the fire technique a chance to collide against the hurricane walls and instead, changes it's course of direction to fuse together. The previous sentence is based on Izuna Uchiha's logic on fire and wind combinations though this does not apply to fire techniques that hit all around the pillar at once like an expanding fire-dome from the user.

Note : Created by -Yusuke-
Note : Usable only twice per battle
Note : User will also be sucked in if short-range from it
Note : Secondary effect, tornado, counts as another technique usage
Note : No wind techniques higher than S-rank may be used in the same turn

(Fuuton: Shou Buro-kaze) - Wind Style: Shattering Wind Beam
Rank: S
Type: Offensive/Defensive
Range: Short-long
Chakra: 40
Damage: 80 (-15)
Description: The user charges his fist with a large amount of wind chakra. He punches towards the target and releases it as a huge amount of destructive wind compressed into a large beam, blasting it away at a very high speed which makes it tough to block. It is used to punch a hole anything in its path like clouds, mist and, if possible, water waves and rock walls. When this jutsu is used to attack the opponent, it will cause major damage to him like large cuts and it blows him backwards, meaning that it will send him from short to mid, or from mid to long, and may even knock him out cold.
~ Damages the user hand by -15 points and causes bleeding.
~ Can only be used twice per battle.
~ This jutsu is owned by -Thoes.

(Fuuton: tora no Kamikaze) Wind Release: Tigers of the Divine Winds
Type: Offensive
Rank: S
Range:Short-Mid-Long
Chakra Cost: 40
Damage Points:80
Description: After a series of four handseals, the user will release his chakra on the atmosphere, shaping the wind from his surroundings into 4 tigers. The tigers then will run at high speeds towards the opponent (at approximately the same speed of a living healthy tiger). The user predetermines where and how the tigers will run towards the opponent, then after releasing the tigers, the user is unable to alter their curse, as they go auto. When the tigers (or the closest tiger) come(s) into short range of the opponent, he/they launch himself/themselves like a torpedo, rotating at high speeds slashing and hitting the target.
-Can only be used twice per battle
-No other wind related techniques on the same turn and the following
-Can only be taught by Gin-San

(Fuuton : Implosion) - Wind Release : Implosion
Type : Offensive
Rank : S
Range : Short - Long
Chakra cost : 40
Damage points : 80
Description : The user claps his hand together while concentrating wind chakra in the surrounding air around a particular area. With that, the user will manipulate the air currents around that particular area to begin moving towards a single point in the area. These air currents move slowly and steadily at first. After that, the user will then clench his clapped hands together and cause the velocity in which the air currents move at to increase. The wind implodes into the particular spot, causing what seems to be an explosion. Naturally, if a person or thing is to stand on that spot, they will be crushed and destroyed as the effects of the technique take place.

Note : Created by -Yusuke-
Note : Only three times per battle
Note : No wind techniques higher than S-rank to be used the same turn
Note : No wind techniques higher than A-rank to be used the following turn
Note : The only sign that signifies the coming of this technique is the movement of air currents

Fuuton: Kaze disuku (Wind Release: Disks of Wind)
Type: Attack
Rank: S Rank
Range: Short- Long
Chakra Cost: 40
Damage Points: 80
Description: The user channels wind chakra to the palm of his dominant hand, manipulating the chakra to create high rotation speeds. This creates a small rotating disk that can be thrown at the opponent. The disk travels at a fairly fast speed.
*Can only be taught by ddkcwill
*Needs to have Wind Mastered
*Can only be used twice

[Fuuton: Za Hyoujin Kaze] ♦ Wind Style: The Sharp Wind ♦
Rank: S
Type: Attack
Range: Short/Long
Chakra: 40
Damage: 80
Description: The user will gather wind into their hand and condense it with chakra. creating long and thin projectiles in their hand. Then the user can aim these projectiles, launching them at a target. The projectiles do not deal a very much damage, though they are made for precision instead. for if aimed at a very vital, or severe pressure point, the user can cause their target to be unable to battle. Though this is quite hard to do and requires a great amount of focus and accuracy. They are really sharp and fast and could pierce through steel.
~Usable only one times per battle.
~Their as fast as Rock Lee without weights
~Five projectiles are made from the users fingers.
~No wind techniques the next turn.
~Faust can only teach this.
 
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McKnockout

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Raiton | Lightning
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(Raiton: koushi bakuha No Jutsu) Lightning Release: Photon Explosion
Type: Attack
Rank: C
Range: Short
Chakra Cost: 20
Damage Points: 30
Description: The user makes physical contact with the intended target (whether it be an enemy or an object) and releases lightning chakra into the intended target, accelerating the atoms in the object. This causes damage to the body and physical defenses to fall apart.
Note: Because of the amount of chakra needed to channel into the target, the user must have physical contact with said target.
Note: This Jutsu causes stun for one turn
Note: This jutsu can only be taught by Uchiha91

(Raiton: gojou buza ) Lightning Style: Joy Buzzer
Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60(+15 if used with jyuuken or taijutsu)
Description: The user focuses their raiton chakra to create a static field surrounding their hands. The static field is really shocking and if the user puts his hands near each other (palms facing each other) raw lightning crackles between them. When the user hits a body part, it leaves a nasty burn and can cause that body part to be numb for a little bit since its raw electricity that enters they body upon contact.
Note:This jutsu lasts for 1 turn
note: due to static field, the user cant use any raiton jutsus involving handseals while its activated
note: can only be taught by Roger23
note: the static field is visible and can give the user away
note: can only be used 2 times
note: user cant use any raiton tech past A-rank for 2 turns after the jutsu has worn off
(Raiton:Erekutorikku Baburu)Lightning Release:Electric Bubble
Rank:A
Range:Short-Mid
Typeffense/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

(Raiton: Genwaku Ranpu) Lightning Style: Blinding Light

Rank: A
Type: Supplementary
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user focuses lightning around his body, making a huge light almost as strong as the sun. At this stat, the opponent can't look directly at the user.
Note: Lasts for 1 turn.
Note: Must rest 3 turns to use again.
Note: Only useable by Question.

(Raiton: No seiteki) Lightning Release: Static

Rank: A
Type: Defensive
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: The user can create using a large amount of Raiton chakra, making a large amount of static energy when it is released into the ground. It will mean the ground will have a negative charge and so any kunai/metal objects which are thrown fall or stick straight to the ground.
- Can be used twice in battle
- Only will work on metal objects

Lightning Release: Lightning Land Spikes (Raiton: Raikou Riki Kasui)
Rank: A
Type: Attack
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: The user channels chakra through their feet. After the user had channeled the chakra into their feet, the user stomps their feet and sends the lightning chakra into a desired area. The lightning shoots up in that area without warning making between one and eight spikes. The spikes can go through flesh and numb the target body for one turn.
-Only used three times per battle
-Chakra Sensors and Chakra read Doujutsu Users can sense/see lightning.

(Ikazuchi Uesama Mo-Do) - Thunder Emperor Mode
Rank: A
type: Supplementary
Range: Short
Chakra cost: 30
Damage points: 60
Description: The user concentrates and distributes lightning chakra in every point of the body. Making him powerful with lightning as the Thunder Emperor. The Thunder Emperor Mode will only last for 3 turns. whilst active the user gains +25% damage if using Raiton attacks and will only receive 50% damage from opponent Raiton. However the user is very vulnerable to Fuuton receiving +25% damage too.
Note: The user can't use Raiton attacks for 2 rounds after using Thunder Emperor
Note: Can only be used 3 times per match and must wait 2 turns before activation again.

(Ikazuchi Uesama Gigei: Hi no Hagane) - Thunder Emperor Arts: Wings of Sun
Type: Attack/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80 (if used to opponent)
Description: The user concentrates Raiton chakra throughout his body transfers it to palms and releases it like a force wave. If the wave is hit to a mountain, a landslide will happen because of it's power. If the wave is hit to the opponent, he/she receives damage.
Note: Only useable 2 times per battle and must wait for 2 turns to use again.
Note: No A rank or above Lightning the following turn.

(Raiton: Rikou) – Lightning Release: Discharge
Rank: S
Type: Supplementary/Defense
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The user channels lightning chakra to his palm and releases an outburst of lightning chakra causing a discharge a large amount of light. With this effect, the victim will be blinded by light at the same time hurting their ears with the huge screech noise generated by lightning. The flares of the discharge can sense chakra they come contact with. The user can either use this opportunity to escape or attack.
Note: Usable 2 times per battle.
Note: Requires gap of three turns between each use.

(Raitoningu sutairu): Ran'ningu osuushi: Lightning style: Running bulls
Ranks:S
Type: Offensive
Range: Short-Mid
Chakra:40
Damage points:80
Description: This jutsu entails much in the concept of shape manipulation, the user does it by concentrating on his ration chakra over a period of time building it up in massive amount he then releases the chakra which he got from concentration into the floor and emit the electricity through it its runs and races through the opponents and seemingly takes the shape of several racing bull going towards the opponents which when they impact emit their electricity from them
Note: Can be used twice a battle
Note; Must wait three turns to use again
Note: No A rank Lightning or above the following turn.

(Raiton:kobushi)-Lightning Fist
Type:Attack
Rank: S
Range:short-long
Chakara Cost:40
Damage Points:80
Description:the user concentrates lightning chakra into their fists and then making them glow yellow from the charge of lightning chakra and then by striking the ground the user will create a big surging blast of lightning into the ground traveling at the enemy and ripping it appart making cracks appear and then hits the enemy shocking them. this technique can also be used to strike someone thats underground
*Can be used 3 times in a match

Lightning Release Rai Whip (Raiton: Rai Kakuhan)
Rank: S
Type: Offense
Range: Short-Middle
Chackra Cost: 40
Damage Points: 80
Description The user will preform a single hand seal and concentrate a huge amount of compressed chakra in his palm. As a result a very long whip will aprear and by concentrating raiton chakra the user is able to extend it up to 10m. The whip is attached to the user's hand by little steams of lighting which allows the user to control the whip and send him wherever he wants. The jutsu will numb its target upon contact, however the user is very vulnerable to water attacks while using this jutsu...
* Can only be taught by PowerOfDarkness
* Can only be used 2 times per battle
* No S rank Raiton techniques for the same and following 1 turn.

Lightning Release: Internal Lightning Shock (Naibuteki raikou dageki)
Rank: S
Type: Attack
Range: Short
Chakra Cost: 40
Damage Points: 80
Descriptions: The user charges a large amount of raiton chakra into their fingers they then stab their fingers into an opponent at close range releasing the raiton chakra violently shocking the opponent's internal organs causing organ failure
~Can only be used once per battle~
~Can only be used by me and who I teach~

(Raiton Bu-meran Ashinami) Boomerang Lightning Step
Type:Attack
Rank:S
Range: Short-Long
Chakra Cost:40
Damage Points:80
Description: By doing a simple kick the user shoots out two powerful beams of lightning at great speeds being able to slice through solid objects or cut down attacks. As soon as the beam is launched and makes contact with anything it will come back towards the user like a boomerang and disperse.

♦ Can only be used 3 times per battle.
♦ Must have mastered lightning.
♦ No lightning techniques of S-Rank or above for one turn after the use of this technique.
♦ Can only be taught by Mathias

(Raiton: hekireki taihou) - Lightning Release: Lightning Cannon
Rank: S
Type: Attack
Range: Long
Chakra Cost: 40
Damage: 80
Description: The user points both of his palms together and gathers his lightning chakra in his palms while leaving a distance between them then the user uses shape manipulation to form the lightning into a very condensed sphere of lightning energy that's more condensed than the Rasengan and has the same shape, then the user release the lightning chakra all at once in the direction of the desired place releasing a large beam of lightning that thrust at fast speed in the direction of the opponent.
- 3 times per battle
- No Lightning techniques higher than A-rank for 2 turns
- Can only be taught by ~Crow~

(Raiton: Denki bakuhatsu) Lightning Release: Electric Explosion
Rank: S
Type: Offense
Range: Short-Mid
Chakra Cost:40
Damage Points: 80
Description: The user starts by sending large amounts of raiton chakra above the palm of their dominant hand and then concentrating it into one tiny ball. Then the user throws the ball at high speeds at the opponent and as it reaches the opponent the user detonates the ball, causing an explosion that effects anything within short to mid range. Direct contact is fatal while being in the blast range causes paralyzation.
~This Jutsu can only be used twice per battle
~This Jutsu can only be used every 2 turns
~Can only be taught by Naruto41698
~The user can't use any Lightning Jutsu until they can use this jutsu again
Raiton/Doton: Enkei Nokogiri)- Lightning/Earth Style: Circular Saw
Type: Attack
Rank: S
Range: Short - Long
Chakra cost: 60
Damage Points: 20x3
Desription: User Creates a Lightning Disk, making it slightly larger, and instead of throwing it aerially at an enemy hauls it to the ground. The Lightning Disk acts as a Circular Saw, that splits into 3 different smaller Lightning Disk that follow one after the other with a 1 foot gap in between each.
Note: Can only be taught by Loki.
Note: Can only be used 1 time per battle.

Raiton: Sandan (Lightning Release: Scatter Shot)
Rank: S
Type: Offense
Range: Long- Short
Chakra Cost: 40
Damage Cost: 80
Description: The user firsts channels Raiton to his finger tip and moves in hand horizontally in front of him, creating a horizontal line of Raiton in front of him. On the user's command, the horizontal line shatters into thousands of tiny blades of Raiton that is launched forward at high speeds, shredding the opponent's skin apart.
~Can only be thought by Rikerslade~
~Only usable twice per battle~

(Raiton: Ame no Kyohaku)- Lightning Element: Rain of the Stars

Type: Attack
Rank:S
Range:Long
Chakra Cost:40
Damage:80
Description: The user summons a storm that rains down of thousands of lightning bolts that explode in an electric surge around the opponent. This attack has a very wide range.

(Raiton: Mitsudomoe) Lightning Style: Tri-Tomoe
Rank: S
Type: Offensive
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: After weaving the required handseals, the user will then focus their raiton chakra into their palm, using shape manipulation to create three tomoe's of lightning, connected in a triangular formation by smaller bolts of lightning. The user will then throw the triangle in a simmilar fashion to how Naruto throws the Rasenshuriken in Sage Mode. When the triangle makes contact with another object, it will errupt into a pillar of lightning one foot in diameter, streatching into the heavens.
Note: ~Can only be used twice per battle
~Can only be taught by Sharingdork
 

McKnockout

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Suiton | Water
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(Suiton: Harinezumi Kyoubou) - Water Release: Porcupine Frenzy
Rank: S
Type: Attack/Defence
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user concentrates a large amount of Suiton chakra into a nearby water source, which he releases into after performing a quick succession of four handseals (Serpent -> Ox -> Tiger -> Monkey). This allows the user to to create a cluster of large water spikes resembling a huge spiked shell. These large spikes can vary in size from several feet (about the size of a person's torso) up to the size of large buildings. That is, a field of water spikes emerge from the water source to form a huge spiked shell.
*Note: Requires a water source.
*Note: Can only be used twice.
*Note: No S-rank water jutsus in the same turn.
*Note: No techniques above S-Rank for next turn.
*Note: Must wait at least two turns to use again.
*Can only be taught by McKnockout
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(Suiton: Dansu no Kajiki) - Water Release: Dance of the Swordfish
Rank: A
Type: Supplementary/Defence/Attack
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user concentrates chakra into an existing water source and then stomps the surface of the water causing three masses, in the shape of swordfish, to form from the water. These agile swordfish travel/swim towards the opponent at high speed and are capable of jumping/leaping out of the water and into the air. These swordfish are roughly the size of a large boulder with bills akin in size and sharpness as regular nodachis. As as result, due to their lethally sharp bill, these swordfish are capable of fatally piercing the opponent.
*Note: Requires water source.
*Note: Can only be used 3 times per battle.
*Note: No S rank water techniques the same turn.
*Note: Must wait 1 turn to use again.
*Can only be taught by McKnockout.
(Suiton: Kenkagoshi Koinu) – Water Release: Belligerent Puppy
Rank: D
Type: Supplementary/Defense/Attack
Range: Short-Mid
Chakra Cost: 10
Damage Points: 20
Description: A rather basic water jutsu and without a doubt one of the easiest to perform. The user concentrates chakra into the water they are standing on (i.e. the user must have contact with the water and can concentrate the chakra through any part of their body) and a small puppy will instantly appear anywhere the user wishes. The puppy has quite sharp teeth and claws whose damage can be compared to that of a simple punch or stab/slash with a kunai (depending on what the puppy does). This jutsu is also quite silent and does not make any vibrations when performed, due to its simplicity.
Note: Requires a water source.
Note: Only 1 puppy can be created per use.
Note: Can only be taught/used by Sasuke Sarutobi.
(Mizu Shiroppu Bunshin no Jutsu) - Water Syrup Clone Jutsu
Type:Attack
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: N/A
Description: The user creates Water Clones out of the viscous fluid created in the (Suiton: Mizuame Nababara) - Water Style: Syrup Capture Field technique. The clone is used as a normal Water Clone, but upon being killed, the clone turns into the viscous fluid and flies in all directions in short range. The clone can also be voluntarily dispersed into the fluid. If the fluid gets on the opponent ,i.e. the opponent's hands, the the next thing they touched with them would become stuck to them. If he/she were to try to make hand-signs, his/her hands would become stuck to one another. If the fluid gets into a person's mouth or nostrils, they will be choked and or suffocated.

Note: Clones can use Ninjutsu, Genjutsu, Doton, Katon, Fuuton, and Raiton up to C and Suiton up to B.
Note: Up to three clones can be made with this technique.
(Can only be used/taught by Demosthenes.)

(Suiton: kyojin Shuriken)-Water Style: Giant Shuriken
Type: Attack
Rank:B
Range: Mid-Long
Chakra Cost:25
Damage Points:40
Description: Using a water source, the user creates a giant shuriken that are thrown at speeds and can be avoided by earth or fire jutsus of the same rank or higher.
*can only be used by Hiroki
*can be used upto 5 times per battle
*can only be taught by Hiroki

(Suiton: Sansui sōchi)- Sprinkler System
Rank: B
Type: Supplementary
Range: Short/Med
Chakra cost: 25
Damage Points: N/A
Description: The user, by channeling suiton chakra to their feet, will inject their chakra into the ground, as far as mid-range. Then, performing a single hand seal, the user will force their chakra from the ground, using nature transformation to change the chakra into water. This ejects a large amount of water from three places mid-range from the ground, similar to the function of a sprinkler. The water from the ground will then remain on the battlefield, allowing the user to use the water for any techniques up to A-rank.
*Note: Can only be taught/used by HereticPassage
*Note: Can only be used on a battlefield that has no water present
*Note: Water lasts for 5 turns; usable twice per battle

Water style: Oil clone Jutsu (Suiton: sekiyu Bunshin)

Type: Supplementary
Rank: A
Range: short –mid
Chakra Cost:30
Damage Points:60
Description: The User creates a clone out of oil that when it disperses it splatters near by objects with flammable oil. You can only summon three of them at a time. The clone can only use techniques using oil and cannot move past mid-range from the user's position.

Naiagara no Mizu | The Waters of Niagara

Rank: A
Type: Defensive/Supplementary/Offensive
Range: Short/Long
Chakra cost: 30
Damage points: N/A
Description: The user claps his hands together while releasing a large amount of water chakra into the immediate vicinity; this causes a great body of water to materialize out of nowhere. The water materializes in three large waves that appear in a very quick succession right after each other. The materialized water appears very close to the user, and all the waves are, even upon materialization, pushing outwards with great force. This can be compared to a pulse of water that is pushed outwards.
-Can only be used 3 times per battle.
-Once the water is sent toward a target, it's impossible to change its direction.
-This is an advanced version of: (Suiton: Suishouha) - Water Style: Water Shock wave.
-Can only be taught by Zero Kelvin.

(Suiton: Sakashima Bakufu Waza) – Water Release: Reverse Waterfall Technique

Rank: B-A
Type: Supplementary/Defense/Attack
Range: Short-Long
Chakra Cost: 25-30
Damage Points: 40-60
Description: The user concentrates a large amount of water chakra into their hands (or feet) as they perform two handseals (Tiger -> Snake) and then proceeds to strike them onto the water source they are standing on, creating a large amount of water to burst vertically upwards towards the sky. This large burst of water is essentially a large stream/blast of water that travels in a straight line up vertically from the water source. Depending on the user, the amount of water in this blast of water may vary from a small-size lake worth of water up to a medium-size lake worth of water (the maximum volume -100m3) - all of which always takes the same amount of time to happen (a few seconds). Furthermore, the force behind this blast of water is sufficient enough to knock an opponent unconsious.
Note: Requires a water source.
Note: A-rank version usable three times per battle.
Note: If A-rank version is used, must wait at least 1 turn to use again.
Note: Can only be taught/used by Sasuke Sarutobi.

(Mizu Fuukaku: Mizu Sumasshu) Water Style: Water Smash
Type:Attack
Rank:A
Range:Short/Mid
Chakra Cost:30
Damage Points:60
Description: User While in Mid Air right above his/her opponent manipulate Water Chakra in his/her feet and creates a giant Water feet and smashes that on his/her opponent. Its thrust severely damages the opponent.
*Can only be Used/Taught by 0sama*
Water: Giant Hand (Suiton:kyojin hando)
Type:Attack/Supplemantry
Rank:A
Range:Short-Long
Chakra Cost:30
Damage Points:60(+5 with lightning)
Description:The user creates a giant hand out of water that can be hard for a punch or sharp to act as a claw it can also be used to grab the enemy. Can be mixed with lightning tecniuqes to make it stronger.
*Can only be used by burakyilan or if thought by burakyilan

(Sution : Mizu Kajiki Dageki Jutsu) - Water Style : Water Swordfish Strike
Rank:A
Range:Short-Long
Chakra Cost:40
Damage Points:50
Description: The user will make 3 handseal boar,bird and lastly tiger then 2 swordfish that made out of water will appear and then fly and ahead toward enemy in a very fast speed and stabbing them with their sword.
(Can only be taught by ~Faith~)
(Must have water source)


Rank: S
Type: Attack
Range: Short/Mid
Chakra Cost: 40
Damage Points: 80
Description: The opponent is trapped inside a ice cube looking thing. The inside of it is filled with water, which makes your opponent drown.

(Mizu no hōshutsu: Shōtotsu suru miu no kabe)Water Release Colliding Water Wall

Type: Defense/ Attack
Rank:S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The User Will do One Handseal and make three spinning Water Vortex that collide and make a giant protective wall. The user can eitherUse the wall to defend againist attacks or have the giant wall fall onto their oppent and drown them
Note: Can only Be used by -Itachi- Unless taught
Note: Can only be used Three time per Battle

(Suiton: Kencho no Sasori Bibu) Water Release: Scorpion Tail Strike

Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40 (-5 per each turn)
Damage Points: 80
Description: The user will use their chakra to create a large scorpion tail of water to form out of the water that can be used to wrap around the opponent or stab into him. This stinger tail is about the size of a large tree and is even strong enough to hold large summons. However, the scorpion tail cannot pierce through high rank earth jutsus.
Usable 2 times only.
Must have water source
No water jutsus above A rank in the same turn.
The user cant use this jutsu on the fallowing 2 turns


Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user will slam their hands on the ground and send a absurd amount of suiton chakra into the ground, channeling it beneath a target. They will draw the moisture from underground and create water. Then by performing the ‘Dragon’ hand seal the water will burst from underground from all around the opponent. The water erupting in the form of eight dragon headed shaped water tendrils that are fairly dense and have a sticky quality that enables them to cling to the opponent, as well as a having a high piercing rate. Once the tendrils attach to their target, the user can preform the ‘Dragon’ handseal causing the tendrils to implode, if the tendril was completely wrapped around a limb, severe damage would be caused rendering the limb relatively unusable. The tendrils are able to freely and rapidly attack anything within a short range radius of where they originally erupted from.

Restrictions
- Can only be used 2x
- No suiton jutsu S rank or above for the rest of the turn and the next turn.
- Can only be Taught by -Scaze-

(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..

Water:Tentacle Strike (Suiton:Tentacle couldnt fin a definition Atakku)
Rank:S
Range:Short-Long
Type:Supplemantry
Chakra Cost:40(-5 per each turn)
Damage:0
Discription: The user does the necesery handsignes and thouches any body of water. As that happens under the enemy 8 tentecles form out of water appear. The tenticles can be as large as 50m long and 1m thick or they can be as small as 1m long and 10cm thick.The once the tentecles grab the enemy its very hard to escape. The tentecles dont hurt the enemy a lot(as much as a tight rope) but they are strong enough to hold even large summons.
*There must be a large source of water for this to be used
*The jutsu can only be used by burakyilan and people who learned from him
*The tentecles last only 3 turns
*It can only be used 2 times per battle
*the user cant use any water jutsu on the fallowing 2 turns
*the enemy must be standing on the water the user touched

(Suiton: Mizu Bunshi) - Water Release: Water Molecules

Rank: Forbidden
Type: Supplementary
Range: Short - Mid
Chakra Cost: 80
Damage Points: N/A [15 damage per turn]
Description: The user puts their hands together as if they were praying but is actually releasing large amounts of water chakra into the water molecules in the air so that now all fire attacks lose -15, sand is reduced to mud, lightning used becomes instantly conducted and all water or elements containing water gain +15
Note: Can only be taught by Axle
Note: Lasts 5 turns
Note: Can only be used once per battle
Note: After this technique is done the user can't user any A-rank and above water jutsus for 3 turns.
Note: Can be used as a water source
 
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McKnockout

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Katon | Fire
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(Katon:kasai hitoya) Fire Release: Fire Prison
Rank:A
Type:Supplementary
Range: Short
Chakra:30
Damage:N/A( +10 if they touch the fire)
Description: This jutsu is used to trap a victim inside a virtually inescapable dome of fire.The user will gather his fire chakra in his hands, slamming them into the ground forming a ring around the opponent. The user will then make it rise forming a dome around the opponent. Not only will this trap the victim but it will burn the oxygen inside so if the opponent doesn't escape in three turns, he will run out of breath and die.
-Jutsu can only last for three turns
-Can only be used or taught by Taiketsu Namikaze
-Can be escaped by jutsu like "Hide like a mole" or with a powerful water jutsu

Katon: Kaisu No Kusa)-Fire Release: Fire Grass
Type: Attack, Supplementary
Rank: A Rank
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user makes three hand seals and then manipulates the ground within a mid-range of them to have small, hot flames come out of the ground around them. The fire is hot enough to severely burn and damage the feet/other body parts of those who touch it. By regulating where they stream their katon chakra, the user is able to exclude certain areas from being set ablaze. Ex. The area beneath their feet.
Note: The fire will burn for two turns.
Note: Once created, the user isn't able to manipulate the fire so that it quits burning a certain area.
Note: Can only be used once every four turns.
Note: It takes a certain time before the flame reach a high enough temperature to severely burn the oppononent, leaving a small gap to react accordingly.

[Ryuuki Fenikkusu no Jutsu] ♦ Rising Phoenix Technique ♦
Range: Short/long
Rank: A
Type: Attack/Supplementary
Chakra Cost: 30
Damage: 60
Description: The user does the necessary hand seals; draws chakra from their mouth into their chest and then immediately exhales it. They then blow a stream of fire which erupts into a large soaring phoenix of flames. The mythical bird will then swoop up and into the foe at high speed. Not only can it cause very hot burns but can give a powerful hit upon contact as well. To better manage the flames the ninja will bring their hand to their mouth to control it. After it is done, because of the impact, the phoenix explodes into a bunch of blazing ashes all over ground, but the user can explode it whenever it's needed.
~Usable twice per battle.
~Faust can only teach this.

(Katon: Hijoui) Fire Element: Firecoat
Rank: A
Type: Defensive
Range: Short
Chakra Cost: 30
Damage Points: (-5 on the user)
Description: The user focuses Katon chakra in his body. He highly compresses it, and then sends it out of his body. The output of it goes so fast and the amount of chakra is so big that it can’t be sucked in by any kind of chakra-leeching ability. This technique is used for the sole purpose of killing any kind of parasitic creature that is on the person. Zetsu spores for example can’t suck this in because of the rapidness and amount of chakra of this attack.
Note: Can only be taught by Wesobi
Note: This attack can’t be used to defend from wind attacks. The flames would go out of control and severely burn the user.
Note: Can only be used to defend against any kind of chakra-leeching power
Note: Can only be used twice.
Note: The sudden outburst of chakra damages the user a little, though not enough for it to affect him for the rest of the battle.

(Katon: Kouen Kei) Fire release: Flame whip

Rank: A
Type: Attack
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60 (additional 15 to make it whip)
Description: the user preforms 3 handsigns then shoots a long flame out of his mouth that looks similar to a flamthrower however by doing one more handseal you can make the flame can whip making it extremly difficult to dodge this jutsu
-if handsign is done before hand can hit someone trying to dodge with hurrican fist or doton pillar
-can only be taught by foamy

(Katon: houka taka) Fire style: Fire Falcon
Rank: A
Type: Offensive / Defensive
Chakra: 30 ( 10 for every turn to keep it active )
Damage: 60
Description: user spits out fire which then transforms into a falcon. it attacks the opponent at great speed. It can be used for defence , it can block only fire attacks which are lower than A-rank.

(only alimujtaba786 can teach this jutsu)


(Katon: Hisan chourui)-Fire Style: Flying Birds
Type: Attack
Rank: A
Range: Mid Range/Long Range.
Chakra Cost: 25
Damage Points: 50
Description: You, concentrate your chakra into your hands and then release a wave of fire. Once, you're done you make flying birds (10) out of the wave of fire and direct them to at your opponent. When, it hits your opponent they start exploding. And, turning you're opponent to dust.
But, on the other side this jutsu can be canceled by a stronger water jutsu.
.Note: The User Can Only Use This Jutsu Twice A Battle.
Katon: Bureizu no Kēji o Sakujo)- Dropping Blaze Cage
Type: Offensive
Rank: A
Range: Mid/Long
Chakra Cost: 30
Damage Points: 60
Description: Performing two hand seals, the user creates a 10x10 foot, flat square wall of flame above the opponent. Then performing another hand seal, the flame ceiling will then drop down twenty pillars of flame (5 on each side) quickly, similar to the bars on a cage. This technique is used as a cage, but because of the heat of the flames, the opponent may suffer highly serious burns due to the proximity of the flames.
*Note: Can only be taught by Selendrile
*Note: Usable two times per battle
*Note: No other fire techniques to be used on the same turn

Fire Style: Burning Land Jutsu ( Katon: Moeteimasu Sen-Yuu)

Rank: A
Type: Offensive
Range: Short-mid
Chakra: 30
Damage: 60
Description: After the necessary handseals are performed, the user summons a small blanket of fire that smashes down onto the ground. Upon making contact with the ground, the blanket of fire expands, rushing across the ground and thus covering the ground within range in fire.
Note: Only twice per battle

(Kasai Ha Suto-Mu)Fire Leaf Storm
Rank:A
Chakra:30
Damage:60
Range:Short-Mid
Type:Attack
Description: The user builds up their katon chakra in their mouth and blows out a storm of embers that are sent spiraling towards the opponent at high speeds.Each ember is shaped like a leaf and thus that is where the justu gets its name.The leaf shaped flames are incredibly sharps they have serrated like edges and can easily cut through trees and rocks leaving cinders where it was sliced,the embers cover a large area both vertically and horizontally and thus can be difficult to avoid.
~Can only be used 3x
~Can only be used by -Scaze- and those who he allows
~No forbidden rank water justus that turn

(Katon: Higan) - Fire Release: Flame Gun

Rank: A
Type: Attack
Range: Short-Long
Chakra cost: 30
Damage cost: 60
Description: The user will turn the ends of his fingers into fire, allowing them to shoot fire bullets at the opponent, these fire bullets travel at an immense speed and do a considerable amount of damage.

(Katon: Sune-Ku Gogyou Tatsumaki)-Fire Style: Fire Snake Tornado
Type: Attack/Defense.
Rank:A
Range: Mid Range.
Chakra Cost: 30
Damage Points: 40
Description: The user gathers fire chakra around him/her and then creates a giant tornado around him/her. And, after that it form it self in the form of a giant snake/hebi and forms a shield around the user it self a shield of fire. And, your oppont can not touch you.
.Note: The User Can Only Use This Jutsu only once a Battle.

(Ushiro Honoo) Back Flame
Rank: S-rank
Type: Defensive
Chakra Cost: 40
Damage Points : N/A
Description: The user focuses fire chakra in one arm, then a flame appears around the users hands, the user can shoot out pure fire chakra to cancel out any fire jutsu
Note: can only be taught by Axle
Note: it only has 3 shots
Note: except Forbidden

(Katon: houka taka) Fire style: Fire Falcon
Rank: A
Type: Offensive / Defensive
Chakra: 30 ( 10 for every turn to keep it active )
Damage: 60
Description: user spits out fire which then transforms into a falcon. it attacks the opponent at great speed. It can be used for defence , it can block only fire attacks which are lower than A-rank.

(only alimujtaba786 can teach this jutsu)

Ninja Arts: Spirit arts - Great Fire spirit. = Ninpou: Supiritto Gijutsu - Kyousei Ho Supiritto
Rank: S
Type: Offense
Range: short - long
Chakra cost: 40
Damage points: 80
Description: The user first performs a row of 2 handseals and then he will create a huge fire spirit with the size of Gamabunta. This is one of the 5 great spirits and he is able to use fire jutsus up to S rank that doesnt require hand seals, however he can only use 3 jutsus by the time he is on the battle ground. This spirit is extremly volnerable to watter attacks and he would immediatly die once being hit by B rank water or above. Every jutsu the spirit does counts as a single move.
*Can only be taught by PowerOfDarkness
*Ryuji is the co-creator of this jutsu
*While any of the great spirits is on the field, the user can only have up to 2 clones in use.
*No taijutsu and genjutsu attacks while the spirit is on the field

(Katon: Horou no Jutsu) - Fire Release: Fire Prison

Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost:40
Damage Points:30
Description:A skill in which generates flames from up underground, raising up bars of flame and a covering over top. This intense flame heats all within it also burning all within, preventing water from being created from the inside with the dryness of the air. Touching the sides results in various burns, and while this jutsu is used it can be linked to any other fire jutsu and the jutsu will be fired at the person inside the prison.
Note: Can only be used twice per battle”
Note: Prison only last 3 turn”

(Katon: Fenikkusu Gekido) Fire Release: Phoenix Rage
Type: Attack
Rank: S
Range: Short/Mid
Chakra Cost: 40
Damage Points: 80
Description: This is a fire style jutsu in which the user gathers a massive amount of fire chakra and releases it all around their body. When the jutsu is released, a large explosion engulfs the area around the user and destroys everything in its path. When finished, the only thing left is a the scorched reminance of the area and fires spread all arround
Note: Can only be taught by Uchiha91.
Note: May only be used once per battle and cannot use A rank or above fire jutsu the following turn.

(Katon: Pirittokuru no Tankyuu)|Fire Release: Hot Pursuit
Rank: S
Type:Attack/Defense
Range: short/long
Chakra cost: 40
Damage points: 80
Description:The user gather huge amount of katon chakra ,As he feel it he put it into his hand,As the chakra channel into his hand he make dragon and tiger hand seal then he slam his hand into the ground ,as he touch the ground with his hand he release the chakra into the ground creating alot of falme pillars that go towards the enemy into a line shape till it hit him
-can only be used 2 times per battle
-can't use any Katon jutsu on the same turn and Katon above A-Rank on the next
-must master katon and aact
-can't use it on the next turn
 
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Ninpou | Ninjutsu
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Atsui-Appu: Warm-up
Rank: N/A
Type: Supplementary
Range: Short
Chakra: N/A
Damage: (Taijutsu +10)(Ninjutsu +5)
Description: The user jogs in place while punching the air, causing their blood to pump faster making them a little faster and stronger. Because of this early warm-up, the user is also more focused causing their reflexes to sharpen. With this blood pumping sensation, chakra also flows easier and faster, letting the user use jutsus faster.
Note: Can only be taught by Axle
Note: lasts 5 turns
Note: can only be used once per battle
Note: must be done at beginning of battle

[Kagami Genkaku No Jutsu] - Illusion Mirror Technique
Type: Supplementary
Rank: C
Range: Short - Long
Chakra Cost: 15
Damage Points: N/A
Description: This is a simple ninjutsu technique based on the principle of the clone technique that are used to project an illusionary image of the user and also based on projecting the sound to different areas using chakra, but instead of cloning the user's own image as illusions and the voice of the user, the user projects the voice and the image of a technique that's used by him or his opponent, meaning that if the user shots a fire technique for example the user can project the image and sound of the fire technique somewhere else, cloning the technique's shape and sound causing after images to form of the technique that's replicated anywhere on the battlefield heading for the opponent's direction or stationary depending on the cloned technique, this distracts the opponent due to him not knowing which technique is real and which isn't, this can be used to replicate nearly all techniques that the user uses or the opponent's according to the situation at hand, providing that it's a projected technique that can be shot [lightning/wind/fire/water] or just stationary techniques [Earth, Ninjutsu], due to the images being only illusions it won't cause harm to the opponent, only confuses him.
~Can only be used 5 times per battle.
~Can only be taught by ~Crow~

Name: (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.

(Shuriken Kage Bunshin Bakuha) - Shuriken Shadow Clone Explosion
Rank:A
Type:Attack/Supplementary
Range:Short-Mid
Chakra Cost:30
Damage Points:60
Description: After utilizing Shuriken Shadow Clone, At first glance the cloned projectile appears to be a normal projectile bunshin, but the user can detonate the projectile clone at any time to form a very large explosion.
Note:Must already know shuriken shadow clone jutsu to use this jutsu.

Ninja arts: Spirt Arts = Ninpou: Supiritto Gijutsu
Rank: A
Type: Supplementary
Range: short-long
Chakra cost: 30
Damage points: 60
Description: The user will concentrate his elemental chakra and will create a spirit of the certain element. This spirit represents some kind of animal with the size from average person to the size of Gamabunta. It is naturaly made from the ceratin element (e.g made of fire, water wind etc.). It has the ability to use techniques from the certain element without any hand seals much more faster than usuall, and it applys the normal elemental weaknesses. However if made of fire the spirit will be extremly vulnerable from water attacks and even 2 ranks lower techniques of the elemental weakness of the spirit, would be able to destroy it. Also the spirit can only perform techniqes that does not require hand seals. *
*Last for 3 turns
*Can only be taught by PowerOfDarkness
*No taijutsu and genjutsu while the spirit is on the field
*Ryuji is the co-creator of this and all spirit arts.

(Pa-fekuto-shi-rudo) Perfect Shield

Type: Attack
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description:While the user is in possesion of his sword he holds it with one of his hand and tranfers pure chakra in it and rotates it in a circular motion and a shield of pure chakra is formed which is capable enough of blocking all the elemental jutsu upto A rank(shield is broken completely)
and below (Shiel suffers a little damage but can take on one more attack)
~need to be taught by gitanshu~
~can only be used 2 times~
(Chakra Arashi)-Chakra Storm
Type: Attack
Rank: S Rank
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user makes three hand seals and gathers a large amount of chakra in one specific location within a mid-range of themselves. They then begin vibrating and rotating the mass of chakra an extreme amount. Anything caught in this area will be twisted and pressured an extremely great deal by the swirling vortex of chakra.
Note: When the chakra has been gathered in the set area, the air will shimmer for a few seconds before the vortex begins.
Note: The area that is being effected can have a maximum of a 2 meter diameter.
Note: After using this technique, the user is unable to use any standard ninjutsu for the next two turns.
Note: Can only be used twice per match.
Note: This jutsu doesn't suck the opponent toward the vortex and only affect what comes in direct contact with it.

Odin Yari (Spear of Odin)
Type:Attack
Rank: S
Range:Mid to long
Chakra cost:40
Damage Points:80
Description:The user focuses chakra in one hand and makes a spear using shape manipulation.This spear is then launched at the target.It explodes upon contact causing a blast of 2 yards' radius
Note:Can be used 3 times.
Created by Chan.

Ninja art: Chakra Cannon (Seishou kyanon)
Rank: S
Type: Offensive/Defensive
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Descriptions: The user charges a massive amount of chakra into their index finger and aims at the opponent he then release the blast sending a blast of pure chakra at the opponent
~Can not use Ninjutsu techniques the next turn~
~Can only be used by me and who I teach~

Ninja Arts: Chakra Condor (Ninjutsu: Seishou hagetaka)
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user charges a massive amount of his own chakra into his body and releases it out of his back. He pays a great amount of attention on shape manipulation forming the chakra into a Condor of chakra that swoops down slaming into the opponent with enough force to crush bones. It works much in the same way the Chakra Cannon jutsu works in that it is made of pure chakra. The Condor is roughly shaped and almost looks like just a mass of chakra that is released out of the user's back and formed into the silhouette of a bird. It puts strain on the user's body enough to restrict basic Ninjutsu for the next turn.
*Can't use Basic Ninjutsu for the next turn*
*Can't use any Basic Ninjutsu the same turn*
*Can only be used twice in a battle*
*Has to wait 4 turns before being used again*
*Cannot use any other S rank techs that turn*
*Can only be used by me and who I allow*
(Gensō Taiken o Kasaneru Mōdo)- Illusionary Experience Layering Mode
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage Points: N/A
Description: This ability is based upon the ability of a shinobi to recall past experiences to aid him in battle. Commonly mistaken with the ability of the brain to seemingly slow down time when in a stressful or frightening experience, the Illusionary Experience Layering Technique calls upon the past experiences, which doesn’t slow time, but produces the same effect. When pressured by an attack or technique of the opponent, the shinobi will forcefully induce this state of the brain. The brain will almost instantly begin to layer thousands upon thousands of similar memories onto the shinobi from past experiences. This application of multiple memories allow the user to select parts and pieces of different memories, and then combine the fragmented parts into a single, complete, and almost duplicate memory of the current situation. By doing this, it produces a false slowed-time effect on the shinobi's mind, as the shinobi feels he has encountered the incoming technique many times before. In reality, time is not slowed, but the combination of previous, fragmented memories into a whole memory fools the body into a continuous, advanced muscle memory state. This ability allows the shinobi to display an overwhelmingly increased speed, agility, and reflexes when he counters/evades/blocks a physical attack performed by the opponent.
*Note: Can only be taught by Selendrile
*Note: Once this jutsu is used, the user must wait three turns in order for the memory layering to take affect (bonuses are not added until those three turns are over); Lasts for 5 turns
*Note: This mode allows the user a 1.5x reflex/speed boost as well as reflexes able to counter/dodge/block someone of Lee's speed without weights

(Hachu Jintai Modo) – Reptilian Mode
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Damage points: N/A
Description: The user absorbs the energy of a snake to attain a form of a half-human, half-snake. The skin becomes that of scales, which gives the user more defense from taijutsu attacks of up to B rank. The tongue and eyes change to that of a snake, editing the users senses while in this mode. The users strength is doubled, and his speed becomes extremely fast. To do this, the user will first use “Hidden shadow multiple snake hands” the snakes will then immediately wrap around him and almost instantly sink into the skin and grant the user this form.

Note: Must posses the Snake contract, as the user must absorb the snakes from hidden shadow multiple snake hands to do this jutsu.
Note: Must wait one turn for activation of mode
Note: Lasts for 5 of the users turns
Note: Because of the heightened senses, and the speed and strength increase. The users heart will have to work overtime. After this mode is deactivated the user will die.
Note: In this mode, snake jutsus can be used freely, without the need of jutsu posting. Meaning snake jutsus do not count as a move.
Note: Sense changes:

Eyesight: With the snake like eyes, the user can track movements equal to 3rd tomoe sharingan ability. The user also gains the ability to see chakra flow through anything that has no chakra flowing through it. Such as the hidden mist technique.
Smell and Taste: The alterations of the tongue and nose give the user the ability to track the opponent through anything based on their smell alone.
Vibration sensitivity: Do to the alterations to the users flesh, the user gains the ability to sense anything within the earth through vibrations. The user can also pinpoint exactly where the opponent is through their movements on the ground.
Infrared sensitivity: The user can see heat signature in human, and animals.

(Heishi mune houmen) - Dying Will Release
Rank: Forbidden
Type: Supplementary
Range: Short
Chakra Cost: 50
Damage Points: N/A
Description: The user releases 90% of their remaining chakra into a force known as the user's "Dying Will", the user's 5 senses are pushed to the Max, also it greatly increases the users reaction time dramatically improved ten fold, but this jutsu takes alot of pressure on the user's body
Note: can only be used once per battle
Note: only lasts 3 turns
Note: after using this jutsu is cancelled, the user can only used B and below ranked jutsu
Rebellion
Rank: S
Type: Weapon
Range: Short - Long
Chakra Cost: 40 (+ 30 for blocking each fire attack)
Damage: (20 base attack for normal use) (+15 damage to every fire based jutsu)
Description: the Rebellion sword is made out of a special metal that is able to use the user's fire chakra, it has a large white blade with a silver skull shaped handle, it's worn on the user's back like Kakashi's sword when he was young, when the user channels his fire chakra into the blade, a fire Aura surrounds the white blade making the sword more lighter and enhancing the user with faster reactions and turning the blades color into bloody red, as long as the user is wielding the blade he can perform any fire technique with the use of only a single handseal, also by adding the +30 fire chakra of the user to the blade, the blade can block fire techniques up to A-rank negating the fire and absorbing it but still receives a certain amount of damage from the attack.
- Cannot be used without mastering the fire element.
- User takes -10 damage when absorbing a fire technique.
- Can only block fire techniques 3 times per battle.
- Can only be weilded by ~Crow~

~Sword~
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(Katon: Doki no Rebellion) - Fire Style: Rebellion wrath
Rank: S
Type: Attack
Range: Short- Long
Chakra Cost: 40
Damage: 80
Description: The user grabs his Rebellion and concentrates a massive amount of fire chakra into it, then makes a crescent shaped pattern with rebellion horizontally or vertically while releasing the fire chakra causing a large cresent shaped wave of fire that races in the desired location.
- 3 times per battle
- The user loses the ability to block fire techniques when using this 3 times.
- The user can't enhance the damage of a fire technique any further when using this 3 times.

Sogeki no Geijutsu | Sniper Arts
(Only the ones made by Shin-Akira)

(Sogeki no Geijutsu: Shushō)- Sniper Art: Prime
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage: N/A
Description: The user enhances his bow with chakra so it may shoot arrows faster and more accurately. Only doujutsu can follow the speed of the arrows and the effect of this jutsu can be increased if used more than once.
-Lasts for 3 turns

(Sogeki no Geijutsu: Senpū Kōgeki)- Sniper Art: Whirlwind Assault
Type: Attack/Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: The user quickly darts to different positions by channeling chakra into his feet for a boost in speed and shoots a barrage of wind infused arrows from his bow at a target. The user's speed increases to 1.2x his original speed for a turn. This technique is best used when your position is unknown to confuse the target and attack him from his blind spot.
-Usable 3 times per battle and once per turn

(Sogeki no Geijutsu: Buruzuai)- Sniper Art: Bullseye
Type: Defense/Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (-5 each turn)
Damage: N/A (+10 to kyujutsu and Sniper techniques, -10 to other ninjutsu)
Description: The user imbues large amounts of chakra into his bow which manifests a web-like crosshair in front. It acts as a barrier against frontal attacks and strengthens arrows shot from the bow with once they pass through the one-sided barrier.
-Usable once per battle
-Lasts for 4 turns
-Can protect the user from 3 C-rank, 2 B-rank, or 1 A-rank attack
-Only 2 jutsu per turn may be used while this is active excluding the turn it was used

(Sogeki no Geijutsu: Tsūretsuna Ichigeki)- Sniper Art: Crushing Blow

Type: Attack/Defense
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: The user shoots 2 arrows from his bow into the air over a target. Then by forming a handseal, the earth chakra stored within the arrows are released and forms 2 circular shields made of stone at the head of the arrows that smashes the opponent beneath them. This can also be used as a defense against attacks. Each shield has a 12 ft diameter.
-Usable 3 times per battle

(Sogeki no Geijutsu: Jūden no Dangan)- Sniper Art: Bullet Circuit
Type: Attack
Rank: A-S
Range: Short-Long
Chakra Cost: 30 (+10 with clones)
Damage: 60 (+20 with clones)
Description: Six arrows surging with lightning energy are shot from the user's bow at high speed to accurately strike multiple targets. They each follow their own designated path and are seen as bright streaks of light. Metal wires may be attached to and made more durable by the arrows' lightning so they could paralyze targets ensnared by them. When performed in collaboration with a minimum of 2 shadow clones, an additional 6 arrows can be shot by each clone for a stronger attack.
-Usable 3 times per battle
-No S-rank or higher lightning techniques next turn
-Must have a bow

(Sogeki no Geijutsu: Fukusū no Namida no Dangan)- Sniper Art: Multiple Tearing Bullets

Type: Attack/Defense
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: The user shoots numerous arrows from his bow infused with a large amount of wind chakra at a target that augments their speed and generates rapidly spinning wind vortexes resembling drills that can be guided and will tear through a target and any obstacles in their way. The vortexes protect the arrows and allow the arrows to continue after they have hit a jutsu of the same rank.
-Usable 2 times per battle and once per turn

(Sogeki no Geijutsu: Roketto-dan)- Sniper Art: Rocket Bullets

Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: Several arrows shot at a target that produce intense flames around them and emit jets of flame propelling them at extreme speeds. The fire chakra within the arrows protect them from being damaged by the flame.
-Usable 3 times per battle
-No A-rank or higher fire jutsu next turn
 
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Genjutsu | Illusionary Arts
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(Genjutsu: Hyoumenka Seken) - Illusionary Arts: Shattering World
Rank: A
Type: Supplementary/Defense
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: The user performs a quick sequence of two handseals (Horse -> Inverted Bird) and traps the target in an illusion where they think that the sky has shattered into millions of pieces of glass which rain down upon them, piercing/skewing their body. This technique is primarily used to serve as a diversion allowing the user to escape or attack.
*Note: Can only be used twice
*Note: No genjutsu in the same turn.
*Can only be taught by McKnockout

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(Genjutsu: Joumae Oite) - Illusionary Arts: Locked On
Rank: A
Type: Supplementary/Defense
Range: Short-Mid
Chakra Cost: 30
Damage: N/A
Description: The user performs a quick sequence of two handseals (Horse -> Monkey) and traps the target in an illusion where the opponent's vision span/field is locked in one place. That is, their line of sight will not move even if they turn their head or body, making the opponent only seeing what they were seeing when the genjutsu was first induced. This technique is primarily used to serve as a diversion allowing the user to escape or attack and does not deal any damage to the opponent.
*Note: Can only be used twice.
*Note: No genjutsu in the same turn.
*Can only be taught by McKnockout

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(Genjutsu: Musei Furi) - Illusionary Arts: "Silent Handicap"
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage: N/A
Description: The user performs a single handseal (Tiger) and traps the target in an illusion where the target finds that they suddenly begin to perspirate (sweat) extremely excessively. Depending on the user, this can either be generalized (all over the target's body) or localized to any specific parts of his body (hands, feet, arm pits, face, and so on..). It is not long until the target is completely drenched in "sweat" making for a very uncomfortable and, not to mention, embarrassing feel for the target. However, this "sweat" is no ordinary sweat - it's properties/viscosity is likened to that of "Water Style: Starch Syrup Capture Field" being rather viscous and sticky like glue or sticky, wet dough, thereby significantly immobilizing the target's body (or body part). This sweat also puts off a very unpleasant odour which is simply incorporated to add to the realism of this illusion as well as interfering with the target's sense of smell and concentration. In reality, the target is unable to move his body (or affected body part, depending on how the genjutsu is induced by the user). This genjutsu lasts until dispelled by the target or cancelled by the user and does not hurt the target.
*Note: Can only be used 3 times per battle.
*Note: While affected by this technique, the target has considerable difficulty moving (particularly affected body parts).
*Note: No genjutsu in the same turn.
*Can only be taught by McKnockout
(Genjutsu: Kanchi O-ba-ro-do) - Illusionary Arts: Perception Overload
Rank: S
Type: Supplementary/Defense/Attack
Range: Short-Mid
Chakra Cost: 40
Damage: 80
Description: The user performs two handseals (Horse -> Monkey) to use Kanchi O-ba-ro-do.
Kanchi O-ba-ro-do is a powerful and surprisingly simple technique which allows the user to alter the target's ability to sense external stimuli in quite a unique manner. Under normal circumstances a person is unable to detect a stimuli until it has reached a certain intensity referred to as the absolute threshold. It is the body's natural mechanism to allow a person to block out unnecessary stimuli that would otherwise be distracting and preventative to accomplishing a focused goal. As such the body constantly sends a multitude of sensory signals that aren't registered by the brain. That is, the absolute threshold is the lowest intensity at which a stimulus can be detected; stimuli with intensities lower than this threshold are not registered by the brain. This technique effectively removes the mind's ability to block out these sensations i.e. removes the absolute threshold. This means that target(s) under its effect has all of their senses magnified/sensitized to all stimuli in and around him to the point that it clouds/completely engulfs their mind's ability to focus on anything but what they are sensing. In short, the target's five senses becomes extremely sensitive (i.e. hypersensitive) under this technique. In most cases this will immediately cause a target to fall into a near unconscious-like state due to the mass of information that is being channeled from every single one of their nerves. However, these effects are only temporary as the target's mind will eventually reestablish the sensory limitations after 1 turn.
*Note: Can only be used twice.
*Note: No genjutsu in the same turn.
*Note: Must wait two turns to use again.
*Note: No technique above S-Rank in the same turn.
*Note: The affected target is unable to perform complex jutsus (i.e. S-rank and above) and have their reaction times severely limited due to the excessive pain and mental strain, unless countered/dispelled appropriately.
*Can only be taught by McKnockout

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(Genjutsu: Kujaku Umou) Peacock Feathers
Type: Supplementry
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The user creates the illusion that the opponent is seeing peacock feathers floating around them. While in the genjutsu, the colorful 'eyes' on the feathers are looking at the opponent. In reality, the feathers are actually kunais with paper bombs attached to them and explode on inpact as soon as the kunais reach the opponent.
Note:
- Can only be taught by Sinderella23

Illusion Technique: Frenemies (Genjutsu: Tomoteki)
Type: Attack
Rank: B
Range: Short-, Mid-, and Long-Ranged
Chakra Cost: 25
Damage Points: 40
Description: This Genjutsu is created after the user throws a smoke bomb. After the smoke clears, the user is replaced with the opponents best freind, who attacks the opponent. The opponent does not want to attack them in shock, and is attacked. After this, the illusion ends.

(Genjutsu: Mizu Ei ) - Illusion Technique: Water Wrap
Rank: B
Type: Supplementary/Defensive
Range: Short- Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user releases his chakra and inserts it into his opponents brain whilst performing the snake hand seal, making it seem as if a long thick rope of water has suddenly materialize out of nowhere and wraps it self around the opponent, constricting the opponents movement, the rope would be so tight that the opponent wouldn't be able to move any parts of his body, thus preventing him from performing any hand seals, in reality the opponent would just be standing still struggling to move since he thinks a rope of water has tightly wrapped itself around his body.
Note: Can only be used 4 times.
Note: No other genjutsu in same turn.
Note: Lasts for 2 turn if the opponent hasn't managed to figure out it's a genjutsu and release himself.

Genjutsu-Never Ending Pit Of Death
Type:Supplementary
Rank:A
Range:Short
Chakra Cost:30
Damage Points:60
Description:The user cast a genjutsu on the opponent to make it seem as if a huge hole formed under him and he is falling to his death. While the opponent is in the midst of the jutsu, the user may finish him quickly or slowly torture him until he dies.
Tip: It is best used when your opponent is making handseals
* Can only be used once a match*
*Can Only Be Taught By ROTM*

This jutsu affects only the ocular nerves

(genjutsu: insei hitoame) illusion release: meteor shower
Rank: A
Type: Supplementry
Range: short-mid
Chakra Cost: 30
Damage Points: /
Description: makes the victim think that large meteors are falling from the sky landing all around them
- can only be taught by heavens blade

Genjutsu: Souzoubutsu Joushou Tora no Jutsu (Illusionary Technique: Manifest Rising Tiger Technique)
Type: Offensive/Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: 60 (At the end of the 2 turns)
Description: After preforming the necessary seals (Hare → Boar → Dog → Tiger) The caster creates the illusion of four large bangle tigers rising from the ground below their opponent. The tigers will then proceed in a formation formation to pin down the opponent, sinking their claws and teeth into the legs, and upper body of their opponent (tigers may attack by biting into the lower ribs and kidney areas, the pectoral, arm and/or shoulder regions...will be specified by caster). The victim experiences several hundred lbs of force applied to them not to mention a powerful jaw strength, pinning them to the ground. The victim will naturally topple over in the real world from the illusion and the perceived force applied to him.
~Can only be taught by Reborn
~ Jutsu lasts 2 turns
~Renders victim unconscious after 2 turns from pure trauma (almost 2 tones of pressure, blood loss perceived)
~Can be used 2 times per battle

Genjutsu:Turn Around [Heki Akumu no Jutsu]
Rank: A
Type:Supplementary
Range:Short-Long
Chakra Cost:40
Damage Points:
Description:A genjutsu that can create an opening for a person too attack. The user performs one hand seals, then the opponent without even knowing it has turned around a complete 180 degrees! It is a great genjutsu to use to disrupt an attack or launch one of your own.
Effect: A strange genjutsu, that literally forces the body to shift around 180 degrees, allowing to disrupt attacks and bringing openings for attacks.This genjutus is done by sight.
Note:Can only cast this genjutsu twice per battle

Magen: Shini Yuragi no Jutsu (Demonic Illusion: Mind Tremor Technique)
Type: Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: This is a technique meant to cause temporary confusion. The user will make the Dragon → Hare seals to initiate the illusion. Once cast, the victim will experience their vision to blur and appear to be as if it were being shaken and spun around in a very chaotic manor. The victim's chakra will be disrupted in their brain to a point where the damage causes a slight tremor in their brain, which will also result in a severe headache. The headache mixed in with the vision distortion will cause the victim to be very unbalanced while trapped in this illusion and also makes it difficult for them to focus while affected by this technique.
~Can be used 4 times per battle
~The inability for the victim to focus completely due to the severe headache and vision equilibrium distortion means they can't focus on techniques above S-rank while in the state of this technique and will have difficulty standing and moving
~This technique lasts 2 turns, after the second turn, the victim will succumb to vomiting as the stress becomes too much of them, the inducing of vomit will be the breaking factor.
~The user of this technique can't use genjutsu for the next 3 turns after this jutsu is cast.
~The user cannot use any other genjutsu while this technique is active nor can he use techniques above A-rank

(Genjutsu: Kurushii Songu) Illusion Technique: Painful Song

Type: Supplementry
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 20 (+5 if the opponent has a sharingan)
Description: The user casts a genjutsu on his/her opponent, making him feel like he has headphones glued to his head. A Justin Bieber song plays through the the headphones, causing the the opponent to scream in pain and feel like his ears are bleeding. In realilty, the user throws 2 kunais with explosive tags attached to the ends of the kunai. The kunais go past both the opponents right and left ear, exploding when it reaches close to the ears.
Note:
-Can only last one turn
-You have to say ,out load, a name of a Justin Bieber song after the opponent gets trapped.
-Can only be taught by Sinderella23 and those of her choosing

(Genjutsu: Kuroi Shin'en) - Illusion technique: Black Abyss
Rank: A
Type: Supplementary
Range: Short - Mid
Chakra cost: 30
Damage points: N/A
Description: The user will cause the target to fall into an illusion where black shadows envelop the target from their feet and encase in complete darkness but then they fall into a endless pit. This technique is primarily used for the user to distract the opponent from the reality of the situation setting them up for a surprise attack on the target.
~ Only twice per battle

(Genjutsu:Ryu_sha) Illusionary Technique: Quicksand

Type: Supplementary
Rank:A
Range: Mid Range
Chakra Cost: 25
Damage Points: N/A
Description: the user casts an illusion where the victim imagines they are trapped in quicksand. they start out buried up to their knees, but struggling makes them sink faster, and faster.
Notes
-can only be used twice per battle
-lasts one turn
-can only be taught by Dopeboyfresh95

Genjutsu:shindou (Genjutsu: Vibration)
Rank:S
Typeffensive
Range:All (as long as eye contact can be made)
Chakra:30
Damage:N/A
Description:
After making eye contact with the opponent, the opponent begins to feel as if they are vibrating intensely, making it hard to complete seals and focus, preventing the opponent from using jutsu that require major focus and precision(s-forbidden rank jutsu) The effects of the jutsu last two turns.
*Can only be used twice


Rank: S
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: After the user performs a string of three (3) handseals, he will put his opponent into a very powerful genjutsu that will trick his mind into an opioid withdrawal state, also known as detox. The effects of this genjutsu span over three (3) turns and if the opponent doesn't release from it, he will be left completely drained of strength and with no will to continue the battle. There are physical and psychological symptoms of withdrawal that affect the body, for the duration of the genjutsu. In the first turn of the genjutsu, the opponent will start feeling slight tremors, chills, itches and cramps in his muscles, all over his body. He will also feel dizziness and nausea. In the second turn he will start feeling more severe effects like, increased perspiration (sweating), tachycardia (increased heart rate) and general weakness all over his body. Regarding psychological symptoms he will start feeling anxiety, depression and paranoia. If the opponent doesn't release the genjutsu by then, he will enter the last stage of the genjutsu where he will experience extreme muscle and bone pain, followed by RLS (restless legs syndrome) which causes the body to shake uncontrollably. On the psychological side, the opponent will be completely overwhelmed and left without any will to continue battling and only wanting the pain to go away, crying for help. Using another genjutsu on the opponent, while this martyr genjutsu is active will dispel it because it requires precise and delicate chakra control in order to provoke such symptoms on the opponents brain.
Note: No other genjutsu while this is active
Note: No other genjutsu in same turn
Note: Usable only once (1) per battle
Note: Only McRazor can teach this
~~~​

Hakke Magenken: Segunda no Kata | Eight Trigrams Demonic Illusion Fist: Second Form
Rank: A
Type: Offensive
Range: Short/Mid
Chakra cost: 30
Damage points: 60
Description: The user focuses wind chakra into his hands or weapon and gestures towards the target. The gesture places the target in a Genjutsu, where the target sees the user dashing towards him while performing several slashing motions with his hands or weapon, which causes several small blades of wind to seemingly shoot out from his hands or weapons and race towards the target. In reality, the user simply focuses chakra into their feet and vanishes in a blur of speed, after which he appears right in front of the target and stabs his weapon or hand into the targets abdomen. The stab is usually aimed at vital organs.
-The illusion is C-ranked in strength.
-Can only be used 2 times per battle.
-Can only be taught by Zero Kelvin
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Hakke Magenken: Cuatro no Kata | Eight Trigrams Demonic Illusion Fist: Fourth Form

Rank: A
Type: Offensive
Range: Short/Mid
Chakra cost: 30
Damage points: 60
Description: The user focuses wind chakra into his hands or into a weapon, this will causes the wind chakra to extend itself from the chosen object and thereby increase its range. The extended wind chakra is invisible to the naked eye. As the user focuses wind chakra, he performs a simple gesture with his hand or holds eye contact with the target, either one of these will cause the opponent to be trapped in a Genjutsu. Inside the Genjutsu, the target will see the user disappear in a blur of speed and feel his presence behind him a moment later, the feeling of having the user behind him will be extremely realistic and include both the smell, the sense of danger, etc. The second the target becomes captured in the Genjutsu, the user will dash towards him with incredible speed and perform two incredibly fast slashes with his weapon or hands. This technique is based on Asuma Sarutobi’s Hien (Flying Swallow)
-The illusion is C-ranked.
-Can only be used 3 times per battle.
-Can only be taught by Zero Kelvin
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5:40 – 5:47
 
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McKnockout

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Taijutsu | Body Techniques
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Kentou Sensu) - Boxing Style
Rank: N/A
Type: Supplementary
Range: Short
Chakra: N/A
Damage: (Taijutsu rules)
Description: The user raises their fists up close to their face and begins jogging in place. By using this style, they must concentrate on their opponent at all times. And it has basically became a reflex to jab and dodge, making the user move a little faster than average (nothing compared to gates speed). The user also is ready to block at will, since his fists are already raised to do so. In this style the user only uses punches and constantly shifts their feet to move at lightning fast speed around the opponent when in elbow range.
Note: Can only be taught/used by Axle
Note: being in this style involves a strong cardio system, so it's very difficult to maintain without getting exhausted.
1- training session let's the user maintain for 2 turns
2:3 - training sessions lets the user maintain for 5 turns
5-training sessions lets the user maintain for 10 turns
Note: takes 3 turns to use this style again in the same match.

(Taijutsu: Stomp Em In Za Nattsu) - Stomp Em' In The Nuts
Rank: Forbidden
Type: Attack
Range: Short
Chakra cost: 50 + 10 for each additional stomp
Damage points: 50 + 10 for each additional stomp
Description: The user quickly crouches down and swiftly sweeps his left leg into his opponents legs to kick the enemy's legs out from under him, while charging chakra into his right leg. Then while the opponent is on the ground, the user repeatedly stomps on the enemy's scrotum, causing severe abdominal pain that forces the opponent into the fetal possition.

Note: Maximum of 5 stomps
Note: Can only be used once
 

McKnockout

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Kekkei Genkai | Bloodline Limit
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Kōton | Steel Release

(Kōton no Jutsu) – Steel Release Technique
Rank: D
Type: Offensive, Supplementary, Defense
Range: Short – Mid
Chakra cost: 10
Damage points: 20
Description: The user can manipulate their chakra to create small steel rods or steel tools to attack or defend with.

(Koton: Senbon Shawa) – Steel Release: Needle Shower
Rank: D
Type: Offensive, Supplementary
Range: Short-Mid
Chakra cost: 15
Damage points: 30
Description: The user will manipulate their chakra to create steel needles in their hands and will then throw them at the Target

(Kōton: Kōtsen Ōhashi) – Steal Release: Steel Beam Bridge

Rank: C
Type: Supplementary
Range: Short – Mid
Chakra cost: 15
Damage points: N/A
Description: After making a single hand seal the user will create a steel beam rise from the ground that can be used for many purposes such as creating a pathway across a gorge or lift them directly into the air.

(Koton: Kotsupaiku no Jutsu ) – Steel Release: Steel Spike Technique
Rank: C
Type: Offensive
Range: Short-Mid
Chakra cost: 15
Damage points: 30
Description: The user will manipulate their chakra to cause a spike made of steel to protrude from the ground in any desired location.

(Koton: Koutetsu no Heki ) – Steel Release: Steel Wall Technique
Rank: C
Type: Defensive
Range: Short
Chakra cost: 15
Damage points: N/A
Description: The user after making a series of 3 hand seals will then place their hands on the ground to erect a 2 meter high protective steel wall from the ground infront of them.

(Kōton: Daisen no Sōra) – Steel Release: The Beams that support the Sky
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user after making a series of 7 hand seals will manipulate their chakra to create a large steel posts to rise up from the ground and lifting a large mass of earth ontop of it. This can be used to lift the user and their enemy up into the air to make the fight more direct.

(Kōton: Kōutetsu yajuu no Jutsu ) – Steel Release: Steel Monster Technique

Rank: A
Type: Offensive
Range: Short - Long
Chakra cost: 30
Damage points: 40
Description: The user will manipulate a large mass of their chakra to create a large steel block that is 3 meteres squared from the ground that is then sent towards the opponent to crush them under the weight.
Note: Can only be used 3 times

(Koton: Koutetsu no Toride) – Steel Release: Fortress of Steel

Rank: A
Type: Supplementary
Range: Short – Long
Chakra cost: 30
Damage points: N/A
Description: The user will create several pillars of steel rise from the ground to surround the enemy enclosing them within the confinements of the walls and then from the top more pillars sprout to create a ceiling locking the target within a steel fortress.

(Kōton: Kōutetsu Ryu) – Steel Release: Steel Dragon

Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will make a set of 5 hand seals and then they will manipulate their chakra to create a steel dragon to rise from the ground and then the user will ride the head of the dragon and drive it straight down into the target.
Note: Can only be used 3 times.
Hyōton | Ice Release

Hyouton tsunami of yuki (Ice style gaint wave of snow)
Type:Attack
Rank:A
Range:Short-mid
Chakra Cost:30
Damage Points:60
Description:the user will place his hands on the already snow covered ground and make a the snow form a gaint wave that will crash into the enemy and bury them in snow possabley killing them.
note: must already be in an area that is snow covered
note: can only be used once perbattle
note: must be of the yuki clan
note: only the 6th hokage may use/teach
Hyouton: yuki bo-ru) ice relase snow ball
Type:attack
Rank: A
RangeShort-Long
Chakra Cost:30
Damage Points:60
Description: the user will place his hands on the already snow covered ground and focas his chakra ino the snow the snow will start to roll forward froming a gaint ball of snow in moments the ball is big enough to crush the enemy under it ( but not enough to kill the enemy)
note: must be of the yuki clan
note: must be in a snow covered terrin
note: no a rank or higher ice jutsu next turn.
note: can only be used 3 times per match.
Hyouton shimo hitonomi gekido ) Ice Release: Frost Bite Rage
Type:Supplementary
Rank:S
Range:Self
Chakra Points:50
Damage Points:N/A (+15 damage points to Ice techs and +10 damage points to taijutsu)
Description: The user will release a large amount of water and wind chakra around him gathering all the moisture in the air of a 10 meter radios and cover himself in it. This will look like the user skin tone is becoming lighter til it becomes pure Bluish-white, which in turn raises his/her defense due to be covered in ice(Basically able to block shurikens and kunais without special properties). In this form all Ice techs released from the user are 10 damage points stronger and when he touch something, it causes a minor case of frost bite, making taijutsu more effective. the user is also able to make ice jutsu with one hand seal.the user can not nbe harmed by fire of c rank or below as the ice around him would keep him cold and not inurjied.
Notes:
-Can only be used once
-Last 3 turns
-No more ice abilities for the rest of the battle.
-can only use ice jutsu and taijutsu while in this mode.
-must be of the yuki clan

(Hyouton: mizu freezeing no jutsu) ice relase water freezeing jutsu
Type: Supplementary
Rank: S
Range: short to long.
Chakra Cost: 40
Damage Points: -
Description: The user does a row of ten hand seals and then focas's his wind chakra into an already made water soruce cooling it untill it becomes ice.
note: only works on water the user used ( in other words i can't use this jutsu to freeze and enmey's water jutsuonly my own )
note: no more A rank ice jutsu for the next two moves.
note: can only be used 3 times
Mokuton | Wood Release

(Mokuton: Mini Mokuzou Bomu) Wood Release: Mini Wooden Bombs

Type:Attack
Rank:A
RangeShort-Long
Chakra Cost:30
Damage Points:60
Description: The user quickly focuses a large amount of chakra into their hands, creating multiple mini compressed balls of Wood. The user can then throw the balls wherever he desires. With the use of a single handsign, the user can make the balls explode, Causing a large explosion that will inflict major damage to anything that is touching it.
Note:
Can only be used three times per battle

(Mokuton: Kishou mokuzai doragon) Wood Style - Rising Wood Dragon
Rank: A
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Desrciption: A advance wood technique that take shape/form like a dragon when the user make stomp onto the ground summon a dragon that's made out of wood that capable of giving opponent severely serious damage.
The dragon is capable of defending one S rank jutsu(expect for lighting element jutus)
Can only be used 3 times per battle and no S rank wood following turn.
Hiden Jutsu | Secret Techniques
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Nara Techniques | Shadow Techniques

(Kage Shīrudo) Shadow shield
Type: Defense
Rank: C
Range: Short
Chakra Cost: 20
Damage Points: None
Description: The user form a shield layer at 2 ft in front of him which covers him like Garra's sand(or)Yamato's wood cover. The kunais or shurikens will attached to the shadow and remain there, on user command, the tools will be thrown back with the shadow chakra of the user, this will result "Shadow Imitation Shuriken".
- Can only be used by Nara members
- When it is used, the user can maintain the shurikens in the shadow, drop it or throw it back
- Cannot block flaming shurikens or elemental damage

(Kage: No fīrudo) -Shadow Field
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user gathers his chakra in his shadow and uses it to expand his shadow in a circle with a radius from 2 meter. Thanks to the users chakra in the shadow he is able to feel every movement in it. However the shadow can't trap the enemy like the shadow mimic no jutsu.
Note: One must have finished his shadow training.
Note: One must be member of the Nara Clan (Social group).
Note : Can only be used by Nara's
Note: Can only be used with permission of MikeyDread

(Kage Kobushi Sentou)- Shadow Fist Punch
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60 (if holding kunai +5)
Description: The user will focus chakra into there shadow, their shadow then exteneds from their feet then molds it into 10 fists which then begin to pumel the opponent. The fists can also hold kunai and throw shuriken, if the fists hold kunai then they begin to slash ths opponent countless times.
Note: Requires a row of 4 handseals.
Note: Can only be used 4 times in battle.
Note: Must have finished Shadow training.
Note: Only Orange-Hokage can teach this jutsu.

(Kawa Kageoni) - Shadow Demon Hide
Type: Attack
Rank: S
Range: Short-Long (depends on position of opponent´s shadow)
Chakra Cost: 40
Damage: N/A
Describtion: The user manipulates opponent´s shadow and focuses his chakra into it. Than the user manipulates his own shadow and combines his body with opponent´s and hides in it for as long as he wants to.
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Note:
*Usable once per battle
*Can only be used by Nara
*Can only be taught by Migualon J.J.

Kageton: Kuro Geto obu Babiron (Shadow Style: Dark Gates of Babylon)
Type: Attack
Range: Short-Long
Rank: S
Chakra: 40
Damage: 80
Description: The user does the necessary hand seals to call forth the Dark Gates of Babylon. The user is able to call forth a vast collection of ancient weapons that were collected throughout the ages of time, from noble kings and warriors, which appear behind the user. All of the weapons are coated with a black layer on them, which only allows them to be controlled by the user shadow technique. The user is able to control these weapons by firing them towards the opponent at lightning speed or by removing the weapons from the wall to wield them.
Note: The user can only choose to ether send the weapons out as an attack or removed them from the wall and wield them.
Note: Only useable for Shadow Jutsu Users.
Note: Can only be used 2 times in a battle.

Kageton: Kyuukyoku Kage Benso (Shadow Style: Ultimate Shadow Defense)
Type: Defense
Rank: A
Chakra: 30
Description: The user channels his chakra into his shadow, to perform the Ultimate Shadow Defense. The users shadow will manipulate into a large dark sphere around the user. The sphere will be shaped like a dome when the user is on the ground, because the other half of the sphere will be underground, making it able to block most jutsu all around. This jutsu can only block some A-Rank jutsu, but can block most B-Rank Jutsu and below.
Note: Can only be used 4 times in a battle.
Note: The sphere cannot block combined jutsu.
Note: Only useable for Shadow Jutsu Users.

Kageton: Kyuukyoku Kage Soujuu (Shadow Style: Ultimate Shadow Manipulation)
Type: Attack
Rank: B
Range: Short-Mid
Chakra: 25
Damage: 40
Description: The user is able to manipulate the shadows around him to materialize them into some of the strongest weapons known to men. This allows the user to create the strongest weapons for attack, such as spears, katanas, kunais, shuriken, etc. The shadow is materialized into a highly concentrated and dense form, which the user can use to attack with.
Note: Only useable for Shadow Jutsu Users.

Kageton: Kuro Inmetsu (Shadow Style: Black Suppression)
Type: Supplementary/ Attack
Range: Short - Mid
Rank: A
Chakra: 30
Damage: 60
Description: Once the user traps the opponent in a shadow possession jutsu. The user will have the shadow rise up onto the opponent similar to �(Kage Kubi Shibari) - Shadow Neck Bind� but on a larger scale, that covers the opponent completely. At any point when the shadow is rising up to cover the opponent, the user can compress the shadow to crush the opponent. (so if the shadow only raised up pass the opponents legs when the user compress the shadow then the opponents legs will only be crushed)
Note: The opponent must be caught in shadow possession jutsu first.
Note: Only useable for Shadow Justu Users.
Note: Can only be used 2 times in a battle.

Kageton: 1000 Kagetama (Shadow Style: 1000 Shadow Bullets)
Type: Attack
Rank: A
Chakra: 30
Damage: 60
Description: Once the user has Kageton: Kyuukyoku Kage Benso (Shadow Style: Ultimate Shadow Defense) activated, the user is able to send out thousands of shadow bullets from all directions of the sphere. These bullets are shape with a spiraling design on them, making them able to drill through many objects (like rocks, steel, trees) and pierce through many jutsus (made from wind or water). These bullets travel at high speeds and can break through most defenses because of the high speeds the bullets are traveling and the vast quantity of them.
Note: Must have Ultimate Shadow Defense activated.
Note: Can only be used 3 times.
Note: Must be a Shadow Jutsu user.

Kageton: Fumetsu Haji obu Shouten (Shadow Style: Undying Grasp of Death)

Type: Attack
Range: Short - Long
Rank: S
Chakra: 40
Damage: 80
Description: Slamming the user hands onto the ground, the user channels his shadow chakra throughout ground, causing a vast amount of shadowlike hands to rise up from the ground that covers up the entire field. The shadowlike hands can be controlled by the user at any point as long as the user’s hands remain on the ground. The user can change or combine the shape of the hands to form any shape the user desires. (Like spikes, shields, etc...) The user can use the shadowlike hands to bind down the opponent.
Note: The user can block off most S rank jutsu’s, except for fire jutsu of A rank and above.
Note: The shadowlike hands last for 2 turns.
Note: If the user removes his hand from the ground the jutsu will be canceled.
Note: Can only be used once in a battle.
Note: Can only be used or taught by ShadowNinja.
Inuzuka Techniques | Dog Techniques

(Boushi Nokogiri) - Spinning Saw
Rank: B
Type: Offensive
Range: Short
Chakra cost: 15
Damage points: 30
Description: The user and his Canine run at high speeds side by side and then jump while turning different ways combing each other into a spinning saw attack. The saw attack is capable of Breaking through B-rank Rock.If hit the enemy will suffer body damage and will be launched back a few meters
~Need to be member of the Inuzuka clan to use
~Must be used with a canine
~Must be taught by Daiki
~Must use All fours or beast clone jutsu first to use
~Can only be used 4 times per match

(Hibana Shikon) - Spark Fang
Rank: A
Type:Attack
Range:Short
Chakra Cost:25
Damage Points:50
Description:A taijutsu and Ninjutsu combination attack where the user must first use All Fours Jutsu or Beast clone to use.The user will focus gathering up katon chakra.He will then launch at the Enemy with his Ninken spinning at high speeds similar to the Gatsuga attack.He will then release the katon chakra causing the Gatsuga to turn hot red with sparks flying of.If hit the enemy will suffer Fire damage
~Need to be member of the Inuzuka clan to use
~Must be used with a canine
~Must be taught by Daiki
~Must use All fours or beast clone jutsu first to use
~Can be used 4 times in battle

(Sanjuu Fuu Shuuren) - Triple Wind Drill

Rank:S
Type:Attack
Range:Short
Chakra Cost:35
Damage Points:70(-20 if not hit but near attack )
Description:The User creates a clone of himself and then runs with his clone and Canine. While doing this they build up Fuuton chakra.They then jump into the air and spin around similar to Gatsuga,The user spins so fast they cannot see so dynamic marking is best used with this jutsu.They release the Fuuton chakra encasing the triple drill in a Blue glow.The Drill will swiftly glide through the air at the opponent and then hit then with piercing and rotating power causing considerable damage.Even if the attacks misses the opponent still Takes considerable damage.The attack is so powerful it can easily plow through A-rank rock and Water, if hit the enemy suffers extreme damage and will be hit back 10 meters
~Need to be member of the Inuzuka clan to use
~Must be used with a canine
~Must be taught by Daiki
~Must use All fours or beast clone jutsu first to use
~Cant use Inuzuka moves for 1 turn after using
~Can only use Twice in Battle
~Clone needs to be present for attack to work
Origami no Jutsu | Paper Techniques

(Kibaku Fuda Shuriken) - Exploding Tag Shuriken
Type:Attack
Rank:B
Range:Short
Chakra Cost:25
Damage Points:40
Description:Using her natural talent for origami, Konan creates shuriken out of exploding tags that is capable of cutting far better then normal shuriken since there chakra infused and explodes on impact.
~can only be used/taught by Konan/sexytendo
~can only throw three shurikens per attack

(Kami Misairu) - Paper Missiles
Type:Attack
Rank:A
Range:Long
Chakra Cost:30
Damage Points:60
Description:Konan uses her paper to create missiles and mixes them with exploding tags, she can control the speed and trajectory of the missiles while nearing her opponent and explodes on impact.
~can only be used/taught by Konan/sexytendo
~can only make five missiles per attack
~can only be used five times per battle

(Kami Tatsumaki) - Paper Tornado

Type:Attack
Rank:A
Range: Long
Chakra Cost:30
Damage Points:60
Description: Konan releases thousands of papers already shaped into various simple ninja weapons and swirl it around her opponent like a tornado. While her opponent is inside the Tornado, the papers can give thousands of cuts around the body. Konan can also add explosive tags to the tornado to make it more deadly or kill her opponent.
~can only be used/taught by Konan/SexyTendo
~Not strong enough like a real tornado
~The cuts aren't fatal
~can only be used 10 times per battle

(Pe-Pa Gikou: Koudo Kami Bunshin) - Paper Technique: Advanced Paper Clone
Type: Supplementary/Attack/Defense
Rank: A
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description:
The user is able to summon Paper clone but these clones are much more advanced. The paper clones are able to preform paper techniques and elements the user is able to preform. Other than that they act like normal Shadow clones.
Notes:
- Only usable by Paper Technique user
- Usable twice per battle
- Two clones maximum at one time
- The move Clone preforms counts as 1 of 3 moves
- Only usable/trainable by Sacrifice..

(Shikigami no Mai: Impale) Dance of the Shikigami: Impale
Type: Attack
Rank: S
Range: Short-Mid
Chakra cost: 40
Damage points: 80
Description:
Konan will use her Origami and Ninjutsu skills to send out her paper and have it surround the target. Her paper moves very fast to surround the opponent, as soon as it gets around the target it instantly forms into razor sharp spikes that impale the user. The spike are the same size as the Earth Spike technique.
Notes:
- Only usable by Konan
- Only usable once per battle
- Unable to use A-Rank or Above Paper Technique during next turn.
- Only usable/trainable by Dexter..
(Pe-Pa Gikou - Ame Jakkunaifu) Paper Technique - Rain of Knives
Type: Attack
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description:
The Paper user will send up into the sky, hundreds of paper sheets. The user will then form each individual paper into a sharp knife that is capable of puncturing weaker earth techniques. The amount of paper looks as if it has covered the sky and the area it covers is very wide. The user will then send all the knives down at the target at once, capable of hitting all sides of the target.
Notes:
- Only usable once per battle
- Unable to use A-Rank or Above Paper techniques during the next turn.
- Only usable by a Paper Technique user
- Only usable/trainable by Dexter..
 

McKnockout

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Summoning Contract I - Giant Crows
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Summoning Animal: Giant Crows
Scroll Owner: ~Crow~
Other Users who have signed contract: McKnockout, ~Drizzy~, -Kamishiro-, Tony Stark, Eddy-kun..
Summoning Boss if existing: Black
Other Summoning Animals tied to contract: Blaze, Fū, Aquarius, Hades

Crow Summonings:
±± (Karasu Kuchiyose No Jutsu: Kuro) - Crow Summoning Technique: Black ±±
Rank: Forbidden
Type: Summoning
Range: Short - Long
Chakra Cost: 50
Damage Points: N/A (-20 damage to the user when summoned)
Description: The user summons "Black" the boss of Crows, he is slightly larger than gamabunta and has an evil personality like Manda, he is a dead black colored and has thick black feathers , he can use lightning techniques up to S rank, also with his large wings he can use the wind element up to S rank as well , he can perform lightning and wind techniques that doesn't require the use of handseals, but in addition to that the user can make the handseals when he's on top of "Black" allowing Black to use any technique in the lightning element up to S-rank and every technique in the wind element up to S-rank, once per battle he can shoot a forbidden ranked lightning blast , but it extremely exhausts his chakra.
❖ Only stays on the field for 5 turns
❖ Can't use wind and lightning techniques in the same turn.
❖ When shooting the forbidden lightning blast he can't use lightning techniques higher than A-rank and he can't use wind techniques at all.
❖ Must have signed the Crows contract
❖ Can only be used by ~Crow~

±± (Karasu Kuchiyose no jutsu: Sora No Aquarius) - Crow Summoning Technique: Aquarius of the skies ±±
Rank: Forbidden
Type: Summoning
Range: Short - Long
Chakra Cost: 50
Damage Points: N/A (-20 damage to user when summoned)
Description: Aquarius of the high skies is a large female Crow and she's Black's (the boss of crows) wife, she has slighty pale blue colored feathers, she was given the name Aquarius due to her ability to use the water techniques up to S-rank without having to use a water source in order to perform them, She has trained in the water element since the day of her birth and grown greatly accustomed to the water element therefore in order for her to use water techniques that uses handseals in order to be performed, the user needs to make one handseal when he's on top of her head for every water technique she wishes to use that require handseals, although she has large wings she can't use the wind elemental techniques efficiently as other crows could, but instead she can deflect wind techniques up to A-rank by infusing her wings with chakra and flapping them making a large wind vortex at the desired wind technique that count towards one the users moves, Once per battle can Aquarius shoot a large condensed beam of water that reaches the forbidden rank in power but it extremely exhausts her chakra making her unable to use water techniques higher than A-rank and cannot deflect wind techniques anymore.
❖ Stays on the battlefield for 5 turns
❖ Can only cancel out A-rank wind techniques 2 times per battle
❖ Must have signed the Crows contract
❖ Can only be taught by ~Crow~

±± (Karasu Kuchiyose No Jutsu: Kaen) - Crow Summoning Technique: Blaze ±±
Type: Summoning
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: The user bites his thumb and wipes blood over a tattoo placed on the back of his hand and slams his hands on the ground to call forth the legendary fire crow, the fire crow is half the size of Gamabunta,what makes him special than other crows is the manipulation of the fire affinity, from his birth he was training to master the fire element and becomes more accustomed to it, therefore he can use the fire element up to S-rank techniques without the use of handseals in order to perform the fire techniques, he has thick feathers that makes him immune to fire techniques from A-rank and below,whenever this crow performs a fire technique it gets enhanced by +15 additional damage points due to him using more chakra in order to perform the fire technique required.
❖ Can only be summoned once per battle
❖ Stays on the field for 5 turns
❖ Must have signed the crows contract
❖ Can only be taught by ~Crow~

±± (Karasu Kuchiyose No Jutsu: Fū) - Crow Summoning Technique: Fū ±±

Type: Summoning
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A [+5 to wind based techniques]
Description: The user bites his thumb and wipes blood across a tattoo that's located on the back of his hand summoning Fuu a giant crow, Fuu is half the size of Gamabunta, he has thick black feathers all over his body and two lines of grey feathers across his belly and his wings, ever since Fuu was born he was trained in the arts of the wind release and can use up to S-ranked wind techniques without having to use a handseal in order to perform them, being greatly accustomed to the wind element and specially because he's a giant crow with giant wings a special ability was unlocked when he mastered the wind element, Fuu can use 2 wind techniques at the same time by gathering chakra in both his wings and belly, by flapping his wings and using his mouth as a medium he can use a wind technique by shooting it from his mouth and another wind technique by flapping his wings at the same time, due to this particular special ability his wings are lighter than any other crow and his feathers aren't as thick as other crows not granting him any immunity against wind elemntal techniques whatsoever, his ability in using the wind element has increased rapidly to the point where he performs each wind technique with more chakra than the wind technique requires originally, boosting any wind technique he uses by +5 damage points.
❖ Can only be summoned once per battle.
❖ Stays on the field for 5 turns.
❖ Ability to use two wind techniques at the same time can only be used twice per battle, and only up to A-rank per technique.
❖ Using two wind techniques simultaneously counts as 2 moves of the user's moves allowed per turn.
❖ Must have signed the Giant Crows contract.
❖ Can only be taught by ~Crow~

±± (Karasu Kuchiyose No Jutsu: Naraku) - Crow Summoning Technique: Hades ±±
Type: Summoning
Rank: S
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A [+10 to The summoner's Fire techniques]
Description: The user bites his thumb and gathers a large amount of chakra then afterwards he makes a handseal summoning "Hades" on the user's right shoulder, Hades is an elderly Crow at the same size of the elder Toad Fugasaku, he's all covered in black feathers from all over his body with two bright white lines across all of his body, Hades was born with the natural affinity of the fire release and used to master all of the fire techniques but due to his elderly age he can't perform any fire techniques anymore, but instead when he's staying on the user's shoulder or in other words having a physical contact with the user, he injects his fire chakra into the user's body accelerating the speed of the user's fire chakra when it's gathered by the user and increasing the amount, thus making less time for the user to perform fire techniques and allowing the user to perform fire techniques with one less handseal than it originally requires as well as boost their strength by +10 damage points. Another special ability that the crow possess is that he can sacrifice itself and injecting all of it's chakra to the user to boost the next fire technique that the user uses by +20 damage points and immediately vanishes from the battlefield afterwards.
❖ Can only be summoned once per battle.
❖ Stays on the field for 5 turns.
❖ The user can't use any Water based techniques when Hades is injecting his body with Fire chakra due to the negative chakra natures of Fire and Water.
❖ Must have Mastered the Fire release.
❖ Must have signed the Crows contract.
❖ Hades's ability to inject the user with fire chakra must be used within 3 turns after he's been summoned.
❖ Can only be taught by ~Crow~

Crow Arts:
±± [Karasu Geigei: Danmaku Karasu no Jutsu] - Crow Arts: Barrage Of Crows Technique ±±
Type: Supplementary/Offensive
Rank: C
Range: Short - Long
Chakra Cost: 15
Damage Points: 30
Description: The user forms a string of two handseals [Horse → Ram] summoning a massive number of crows around the opponent from every direction forming somewhat a whirling formation as they are circling around the opponent forming the shape of a tornado made of crows, because of the massive number of crows the opponent's vision is completely blinded from seeing the user or anything around him in a range, on the user's commands via chakra, all of the crows change their course and fly towards the opponent from all directions piercing him and cutting his skin as well as feasting on his flesh by their strong beaks.
Note: Can only be used 5 times per battle.
Note: Must have signed the crows contract.

±± (Karasu Geigei: Karasu Kyuuzō No Jutsu) - Crow Arts: Crow Explosion Technique ±±

Type: Supplementary/Offense
Rank: C
Range: Short - Long
Chakra Cost: 15
Damage Points: 30
Description: This is a ninjutsu technique in which the user infuses normal sized crows with a large amount of chakra, creating a large deal of pressure in the crow's body formed by the compression of chakra into the crow's body, causing the crows to explode each forming an explosion that has the same power and range of an explosive tag, this technique can only be used to infuse small sized/normal sized crows and causing them to explode, and cannot be used to cause large sized crows to explode, for this to work the targeted crows that are going to be infused with this chakra must be already present on the field, and must be summoned by the user of this technique.
-Can only be used 5 times per battle.
-Must have signed the Crows contract.
-Can only infuse a maximum of 4 crows at a time and can't be used more than once per crow or once per turn.

±± [Karasu Geigei: Shikkyaku Kyōi] - Crow Arts: The Falling Menace ±±
Type: Offense
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: 40
Description: After forming a string of 2 handseals {Horse → Bird} The user releases his chakra over the opponent's location summoning a giant crow that's on the same size of Gamabunta, the Crow however is summoned upside down having it's beak facing the ground with it's whole body facing the sky, as the Crow is summoned he forms a fast rotating around himself forming a giant drill with it's beak as the center of the drill, falling onto the opponent from above and drilling into them, The Crow is summoned above the opponent's location by 10 meters.
Note: Can only be used 4 times per battle.
Note: Must have signed the crows contract.

±± (Karasu Geigei: Hari Yobouchuusha) - Crow Arts: The Needle Shots ±±
Type: Supplementary/Offensive
Rank: B
Range: Short - Mid
Chakra Cost: 25
Damage Points: 40
Description: The user forms a string of two handseals [Horse → Tiger] summoning a massive number of crows around the user.Then the user directs the crows to attack the opponent by making them release their feathers at the opponent and when the feathers hit or go near the opponent,the user can make the feathers explode at any time.
Note: Can use this technique 2 times per battle
Note: Must have signed the Crow contract

±± (Karasu Geigei: Kuroi Umō Renda) - Crow Arts: Barrage Of Black Feathers ±±
Type: Offense
Rank: B - S
Range: Short - Long
Chakra Cost: 20 - 40
Damage Points: 40 - 80
Description: This technique is solely used by Crows with no exceptions, The Crow that's utilizing this technique opens his mouth while concentrating a great deal of pure chakra into his belly, forming the chakra into a large number of feathers which attain a solidified form through the concentration of chakra making it as hard as Iron, the Crow releases the feathers at the target through his beak, these feathers are pitch black colored attaining the same color as the feathers which are covering the crows body from the outside, the feathers range depending on the size of the Crow that is releasing the feathers, the bigger in size the bigger feathers released from it's beak up to the size of a normal sized Katana which is the biggest size the feathers could get and classified as an "S-rank", for this size of feathers the Crow that's releasing the feathers must be at least half the size of Gamabunta or bigger, any smaller sized crows than that release feathers that are the size of a kunai, if the Crows are normal sized the feathers they release are going to be the same size as a needle, having the size of a needle up to a Kunai is classified as a B-rank version of the technique.
- The S-rank version can only be used once per battle.
- If the S-rank is used the Crow cannot form an A-ranked or higher technique(s) the same and following turn.
- The B-rank version can only be used twice per battle and once per turn
- Must have signed the Crows contract

±± (Karasu Geigei: Hari Yobouchuusha) - Crow Arts: Blackness ±±
Type: Supplementary/Offensive
Rank: A
Range: Short - Mid
Chakra Cost: 40
Damage Points: 60
Description: The user forms a string of two handseals [Ram→ Tiger] summoning a massive number of crows around the user.Then the user directs the crows to fly at the opponent at high speed and then once the crows surround the opponent,the user makes the opponent think he is in pure blackness and that he is getting stabbed by feathers.
Note: Can use this technique 2 times per battle
Note: Must have signed the Crow contract

±± (Karasu Bunshin no Jutsu) - Crow Clone Technique ±±
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user performs the Tiger handseal, by doing this, 10 crows (per clone) "poof" in short range of the user. These Crows will then meet at a focal point, creating one image, that image is an exact clone of the original user. Because of the amount of chakra distributed in each clone, they can perform up to B rank techniques of the Basic 5 elements only.
❖ Only two clones can be created at a time.
❖ Only those who have signed the Crows contract may use this.

±± (Karasu Genjutsu: Za Ikameshii Karasus' benkou) - Crows Illusionary Arts: The Majestic Crows' Speech ±±
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: While a Crow summoning is in Play, the user may clap his hands together once, releasing his chakra. As basic genjutsu procedures, the chakra is used to disrupt the flow of chakra present in the victim's brain,which can disrupt the senses. As the genjutsu, the opponent experiences the summoned Giant Crow disperses into countless normal sized Crows. All the Crows then release a high-pitch cawing sound [this genjutsu is very short]. At the end of the jutsu, the opponent's ear drums will remain with a similar but very weak high pitch sound for that turn only, which means he will lose main use of his hearing for that turn only.
❖ Usable twice per battle.
❖ No genjutsu in the same turn or turn after.
❖ Can only be taught by Drizzy or ~Crow~.
❖ Must be a signer of the Crows contract.

±± Karasu Geigei: Ichi Hyaku Fi-dingu Karasu|Crow Arts: A Hundred Feeding Crows ±±

Rank: S
Type: Offensive
Range: Mid to Long
Chakra Cost: 40
Damage Points: 80
Description: Ichi Hyaku Fi-dingu Karasu is an advanced technique, It is said to bring great wrath upon the opponent. The user performs the Tiger, Dog, Rat, Ox and snake handseals. He will then clasp his hands together, releasing his chakra. Once this is done, the clouds begin to darken, the wind becomes violent. Once the first stage is completed, the technique starts to take shape. A hole will be created in the the sky, this hole will be the "eye", the point of focus. 100 crows will emerge from this hole in the violent weather, the wind currents aid them, as they rotate around the opponent, the sight is a tornado of Crows, with the opponent in the middle. The Crows will then charge onto the opponent, ripping his flesh, feeding on him. The jutsu must be casted mid/long range from the user, this way, the user himself escapes the wrath, the brutality of this technique.
Note: Can only be used once per battle.
Note: No S rank techniques for the next 2 turns.
Note: Weather cannot produce Kirin.
Note: Must have the Crow contract signed.
Note: Can only be taught by ~Drizzy~ or ~Crow~

±± (Katon: Kaen Karasu) - Fire Release: The Blazing Crow ±±
Type: Attack
Rank: Forbidden
Range: Short - Long
Chakra Cost: 50
Damage Points: 100 [-40 to the user]
Description: This is an advanced fire technique that's taught to the user by Blaze the legendary crow of fire and the most experienced crow in the fire release, this technique is given to the user after proving skilled enough in the arts of fire release and showing a sufficient amount of respect towards the crows, After the user forms a set of handseals (Ram → Monkey → Horse → Bird → Tiger) The user gathers a large amount of fire chakra into his lungs as well as inhale a large amount of air and mixes both air and fire chakra to create fire which is shot out of his mouth in the shape of a huge fire stream the same size as the "Oil flame bullet technique", immediately the user using his shape manipulation to turn the fire stream as it's shot out of his mouth into the shape of a soaring crow of fire At the size of the Blaze ball Technique scorching the ground as it heads for the target and making a noise equivalent to 100 crows screaming as it's heading for the opponent, this technique becomes exceptionally powerful if used after a wind technique that's possible to merge with this technique making it a fire/wind combination, the crow of flames absorb the power of the wind as fuel and becomes larger than it already is, but after this technique is used the user's body becomes extremely exhausted due to chakra overuse.
❖ Can only be used once per battle.
❖ The user is unable to use fire techniques at all for the next 2 turns.
❖ This technique counts as 2 moves of the 3 moves allowed per turn.
❖ This technique puts a huge strain on the user's body in the following turns due to the chakra overuse the simplest movements puts a huge strain on the user's body and the speed of the user drastically decreases for the next 3 turns.
❖ Can only be taught by ~Crow~

±± (Raiton/Suiton: Saishuu Sabaki) - Lightning/Water Release: Final Judgment ±±
Type: Attack
Rank: Forbidden
Range: Short - Long
Chakra Cost: 50
Damage Points: 100 [-40 to Black and Aquarius each]
Description: This is a collaboration technique between "Black" the boss of crows and his wife "Aquarius of the skies" the queen of crows, generated by Black's strong affinity towards the lightning element and Aquarius's strong affinity towards the water element and a large amount of chakra released into Black and Aquarius giving them the necessary chakra to utilize this technique, and also by using both most of their chakra when they are summoned together side by side on the battlefield and on the user's command, Aquarius using her ability to utilize the water element without having to use a water source to blow a giant wave of water from her mouth that's equivalent in size to the water shockwave technique but shot directly at the opponent in the shape of a beam of water, while at the same time that Aquarius does this, Black utilizing his strong affinity towards the lightning element, being the most powerful giant crow that was ever born, he shoots a rapid stream of lightning energy along with the water that Aquarius is making at the shape of a crow made out of lightning energy that's so powerful that when mixing with the water wave it forces the water to take the same shape of the lightning stream, the aftermath of this technique is a Lightning/Water Crow that's on the same size as either of Aquarius or Black, towards the direction of the enemy, as both Black and Aquarius suffer a large amount of damage from this technique making them vanish from the battlefield leaving the user extremely exhausted afterwards.
❖ Can only be used once per battle.
❖ This can only be used by Aquarius and Black together not seperately.
❖ The major requirement of this technique is that Aquarius and Black to be already summoned on the battlefield with separated summoning jutsus.
❖ Because this technique requires a massive amount of chakra, both Black and Aquarius are unable to continue the battle due to the enormous chakra strain on their bodies, and vanish from the battlefield immediately.
❖ No Lightning or Water jutsu higher then A-rank for the following turn, and S-rank the turn after.
❖ The user's body becomes extremely slower than normal after the usage of this technique as the slightest movements affect him greatly and his body becomes extremely weak for 2 turns after the turn this technique is used the, however he's able to perform the handseals as normal.
 

McKnockout

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Summoning Contract II - Civets
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Summoning Animal: Civets
Scroll Holder: DopeyDwarf
Other Users who have signed contract: McKnockout, Sasuke Sarutobi.
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: Gama S., Kabigon, Samson, Beta.

General Description: A civet is a medium-sized carnivorous animal adapted to living in grasslands, woodlands, savannas, sub-deserts, forest edges, and mountains. Civets are cunning-looking animals quite intelligent among the carnivora, with studies indicating that their social intelligence is on par with some primate species. They are capable of producing a musk highly valued as a fragrance and stabilizing agent for perfume. Both male and female civets produce the strong-smelling secretion, which is produced by the civet's perineal glands. Their fur varies from yellowish to dark brown to gold-ish to beige-white, depending on the species.

Civet Summonings:
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~(Hetto-neko Kuchiyose no Jutsu: Gama Samsara) – Civet Summoning Technique: Gama Samsara
Rank: A
Type: Summoning
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Gama is a relatively young and small civet who is part of the Samsara branch of the Civet kingdom; he is known to be one of the most gifted civets in his generation for having a peculiar resistance to genjutsu (except for S-rank and above genjutsu, and Mangekyō Sharingan). It is quite hard to control Gama as he only helps summoners he respects in battle. However, once on good ground, he becomes rather protective and close to the summoner. Gama is a dark brown civet who attaches to the user’s body (most of the time he wraps around the user’s neck) and has the ability to use all ninjutsu the user knows up to C-rank. When joined with the user’s body, Gama can help the user dispel him from any A-rank or lower genjutsu since he can release chakra into the user’s body.
Note: Gama has a strong bond with the contract holder and/or creator, and thus he stays on the field indefinitely when he’s summoned. As for anyone else, he only stays on the field for 4 turns and can only be summoned once.
Note: Each of Gama’s jutsu used count as a jutsu of the user.
Note: Gama can only help the user dispel A-rank and under genjutsu.
Note: Gama can only help the user dispel genjutsu (via releasing chakra) 3 times per battle.
Note: Genjutsu performed by Mangekyō Sharingan cannot be overcome.
Note: Must have signed the Civet Contract.

~(Hetto-neko Kuchiyose no Jutsu: Kabigon) – Civet Summoning Technique: Kabigon
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Kabigon is a huge brown civet about the same size as Gamahiro, well known among the Civets for being one of the biggest and heaviest of their kind. He carries a sword on his back that is proportionate to his size and has fur that is unusually thick and dense giving him quite a sturdy defence against attacks; this thick fur coupled with his huge body gives Kabigon a great natural defence, allowing him capable of withstanding attacks up to A-rank. The summoner is able to summon Kabigon to appear in the air and once per battle, Kabigon can destroy one earth-based jutsu (only up to S-rank) by slamming his body (or body part) with extreme force. Kabigon has no elemental affinity and hence can not use elemental ninjutsu.
Note: Can only be summoned twice, lasting two turns each time.
Note: Can only withstand A-rank and below jutsus.
Note: Kabigon can block up to 3 jutsus before dispersing (A-rank and under).
Note: Kabigon can use up to A-rank ninjutsu.
Note: Must have mastered ninjutsu.
Note: Must have mastered Basic 5 elemental ninjutsu.
Note: Must have signed the Civet Contract.
Created by DopeyDwarf
~(Hetto-neko Kuchiyose no Jutsu: Samson) – Civet Summoning Technique: Samson
Rank: A
Range: Short
Chakra Cost: 30 (+10 chakra per turn)
Damage Points: 60
Description: The user summons Samson, a dark-yellow adolescent civet roughly the size of an average human. He is a very energetic, flamboyant and exuberant pup very well known among the civets for his devious nature and excessive pranking. Samson is a master of the Transformation Technique allowing him to transform into anything he chooses; however in the midst of battle, Samson takes preference in transforming into offensive weapons such as swords, large shurikens or even spears – all of which are made of a special alloy however it is possible to break it if sufficient force is used. These weapons are able to be wielded by the summoner; however, the weapon uses a great deal of chakra and puts a strain of 10 chakra points on the user each turn he is used. Samson is also capable of using all ninjutsu, genjutsu and taijutsu the user knows up to A-rank although he can not use any elemental ninjutsu. The summoner can summon Samson to the field in his transformed state but only short range from the user.
Note: Can only be summoned twice, lasting two turns each time.
Note: Samson can only use up to A-rank ninjutsu, genjutsu and taijutsu.
Note: Samson can not use any elemental ninjutsu.
Note: Each of Samson’s transformations on the battlefield, count as a jutsu of the user.
Note: Must have signed the Civet Contract.
Created by DopeyDwarf

~(Hetto-neko Kuchiyose no Jutsu: Beta) – Civet Summoning Technique: Beta
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Beta is a relatively young, caramel Civet about the same size as Gamakichi who exhibits bright yellow markings around his eyes and mouth. He is a very fast and agile Civet characteristic of his natural affinity for lightning (Beta is capable of using lightning jutsus up to A-rank). He wields a wide range of weapons such as chokutōs, fans, katanas and sickles which he grasps and swirls around in his paws, mouth and tail infusing them with his lightning chakra. Despite his affinity for lightning, he prefers to use taijutsu and weapons play while in combat and also has good hearing and a keen sense of smell allowing him to track targets much more effectively even when he is unable to see the target.
Note: Can only be summoned twice.
Note: Remains on the field for only four turns.
Note: Must wait two turns to summon again.
Note: Must have signed the Civet Contract.
Note: Can only be taught/used by Sasuke Sarutobi.
Note: His jutsu count towards the users move count.
Civet Arts:
~(Hetto-neko no Jutsu: Toku Senbon) - Civet Style: Hide Projectiles
Rank: C-B
Type: Supplementary/Attack
Range: Short-Long
Chakra Cost: 20-25
Damage Points: 30-40
Description: This jutsu is the ability of Civets to shoot hardened strands of their fur towards their opponent, as sharp thrown projectiles. The fur that is shot is akin to sharp metal senbons but may varying in damage depending on the size and amount of chakra used. A Civet summoner can also create such senbon-like projectiles on their hands and can then use them as if they are kunais/senbon as they exhibit steel-like properties during their use, and may be further enhanced by chakra flow. Smaller Civets are capable of manipulating and using their fur to create projectiles that have the same damage and size as regular senbons. Normal Civets and human summoners can create projectiles that have the same damage and size as small daggers/kunais. While larger projectiles that are created by larger Civets would resemble the size and damage of Kushimaru's Nuibari (Sewing Needle) - about 5times the size of a projectile a normal Civet could create.
Note: Humans can only use B-rank version 4 times per battle.
Note: Must have mastered ninjutsu.
Note: Must have mastered Basic 5 elemental ninjutsu.
Note: Must have signed the Civet Contract.

~(Hetto-neko no Jutsu: Jakou Kasui) - Civet Style: Musk Stream
Rank: B-A
Range: Short-Mid
Chakra Cost: 25-30
Damage Points: 40-60 (+15 to fire jutsus)
Description: This jutsu is based off the Civets’ natural ability to secrete and emit a musk highly valued as a fragrance and stabilizing agent for perfume. By concentrating chakra in their perineal glands (in their mouth or hands), Civets can produce a modified version of their musk that is akin to oil. The user after gathering this liquid musk in their mouth can then spit the liquid at a target in a straight, continuous stream (like “Water Release: Water Horn”). This stream of flammable musk may vary in damage depending on the size and amount of chakra used.
Note: Only Civets can perform this jutsu.
Note: Only at least B-rank Civet Summons can use this jutsu.
Note: Can only use A-rank version 3 times per battle.
Note: If A-rank version is used, must wait at least 1 turn to use again.
Note: Must have mastered ninjutsu.
Note: Must have mastered Basic 5 elemental ninjutsu.
Note: Must have signed the Civet Contract.

~(Hetto-neko no Jutsu: Dokuro Assaiki Dageki) - Civet Style: Skull Crushing Strike
Rank: B-A
Range: Short-Mid
Chakra Cost: 25-30
Damage Points: 40-60
Description: This jutsu is a technique pertaining to the use of weapons that is unique to Civets. By taking advantage of their unique anatomy (the way their limbs are constructed allows Civets to produce much more leverage i.e. the length of their bones and where their muscles are attached to) and combining it with an advanced form of chakra flow, Civets are capable of dealing devastating blows/slashes/stabs/etc to their target. A Civet concentrates an immense amount of chakra into their weapon and begins to manipulate the shape of the enveloping chakra around the weapon. Usually, this technique is just used to increase a weapon's slicing capability but it is also possible to shape the chakra around the weapon to form other different forms e.g. large hammers, broad swords, etc. The size of the resulting enhancement is at best 1.5x the size of the original weapon. However, the speed as which the chakra forms is always the same, taking a couple of seconds to materialize its maximum volume. This technique requires quite a large amount of chakra and as such, only at least B-rank Civet summons can perform this jutsu. And because of the immense amount of chakra used and as a result, force produced (combined with Civet's added leverage) this technique is capable of withstanding ninjutsu techniques of the same rank and below.
Note: Only Civets can perform this jutsu.
Note: Only at least B-rank Civet Summons can use this jutsu.
Note: Can only use A-rank version 3 times per battle.
Note: If A-rank version is used, must wait at least 1 turn to use again.
Note: Only regular non-elemental chakra can be used, elemental chakra can not be used.
Note: Must have mastered ninjutsu.
Note: Must have mastered Basic 5 elemental ninjutsu.
Note: Must have signed the Civet Contract.
Created by DopeyDwarf
 

McKnockout

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Summoning Contract III - Caecilians
(Dropping Civet Summoning)
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Summoning Animal: Caecilian
Scroll Owner: McKnockout
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A


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General Description: The caecilians are an order (Gymnophiona) of amphibians that superficially resemble earthworms or snakes. They mostly live hidden in the ground, making them the least familiar order of amphibians. Put simply caecilians are, in general, "legless" amphibians (there are some species with limbs) with species that either live on land and burrow deep into the ground or live aquatically, burrowing deep into the floor of the water. Due to most species lacking limbs, smaller species of caecilians resemble worms while larger species resemble snakes. Their skin covers a set of tough calcite (rubber-like) scales, are covered with moist slime/mucus and are surprisingly found in many colours and patterns from black to yellow/orange to beige-white to striped, depending on the species.

Like other living amphibians, the skin contains glands that secrete a toxin to deter predators. Their skin secretions have been shown to have hemolytic properties (ruptures blood cells). Their anatomy is highly adapted for a burrowing lifestyle. They have a strong skull, with a pointed snout used to force their way through soil or mud. In water or very loose mud, caecilians instead swim in an eel-like fashion. Some caecilians are egg-layers, some give birth to live young, and some have eggs that hatch inside the mother (they live inside her until they get older).

Summon General Abilities: Due to their calcite (rubber-like) scales, caecilians are known to be relatively insensitive to lightning jutsus unless a sufficient amount of power/amount of lightning is used (further details regarding resistance to lightning in submission of individual summons). Another interesting ability that is possessed by the caecilians, is its secretion and use of toxins; these toxins if injected into the opponent (through an open wound for example) causes an unbearable burning sensation within the opponent's veins (they feel like their blood is on fire). As mentioned earlier, caecilians are also capable of secreting slime/mucus which some caecilians have the ability to add additional effects. The user is able to call forth a vast variety of caecilians ranging from small earthworm-like caecilians to large snake-like caecilians. By using specific amounts of chakra, the user can summon different types of caecilians with specific properties or abilities. In general, caecilians are specialists in Earth and Water Release.
 
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McKnockout

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Hakkin | Platinum
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(Hakkin No Jutsu) – Platinum Style Technique
Rank: A
Type: Supplementary/Attack/Defense
Range: Short-Long
Chakra cost: 30
Damage Points: 60
Description: The user uses their chakra and performs two handseals (Dog -> Ram) to create strong pillars, tools, walls and shields made out of Platinum. The user may manipulate the intensity of the metal’s lustre from normally glistening to blindingly bright/shiny (preventing the target from seeing) – the user must state the degree of lustre.
Note: Can only use 5 times per battle.

(Hakkin: Soujuu) – Platinum Release: Manipulation
Rank: A
Type: Supplementary/Attack/Defense
Range: Short-Long
Chakra cost: 30
Damage Points: 60
Description: The user performs two handseals (Boar -> Ram) to use this jutsu. It is used to manipulate the atomic structure in pre-existing Platinum jutsus to allow the user to alter/enhance and control the unique properties of Platinum. That is, allow the user to bend and reshape the Platinum into different shapes/forms, as well as, allowing him to manipulate the intensity of the metal’s lustre (from normally glistening to blindingly bright).
Note: Can only use 4 times per battle.

(Hakkin: Shigai Shainingu Kyuuten) – Platinum Release: City of Shining Heavens
Rank: A
Type: Attack/Supplementary
Range: Short-Mid
Chakra cost: 30 (+10 chakra per turn)
Damage Points: 60
Description: The user slams his hand onto the ground and releases his chakra into the ground surrounding him, manipulating it to create a vast field of Platinum pillars of different sizes to form and rise from the ground. This field of Platinum only covers the battlefield up to mid range with the sizes of the pillars ranging from the size of the user to the size of buildings (hence its name). This jutsu is primarily used as a source of Platinum for future jutsus.
Note: Can only use 4 times per battle.

(Hakkin: Renkinjutsu Gifuto) – Platinum Release: The Alchemist’s Gift
Rank: S
Type: Supplementary/Attack/Defense
Range: Short-Long
Chakra cost: 40 (+10 chakra per usage)
Damage Points: 80
Description: By using fire chakra and chakra pressure, the user is able to turn his regular earth techniques into Platinum. That is, his earth techniques won’t have any additional damage but rather will acquire the properties of natural, unaltered Platinum. The user can choose which earth technique is turned into Platinum.
Note: There is no additional damage boost.
Note: Can only use 4 times per battle.
Note: Only up to S-rank earth techniques.

(Hakkin: Gekido Hitonami) – Platinum Release: Raging Stampede
Rank: A
Type: Supplementary/Attack
Range: Short-Long
Chakra cost: 30
Damage Points: 60
Description: The user concentrates chakra into the ground and then stomps the ground causing four masses of glistening Platinum, in the shape of large bull's heads, to rise up from the ground and shoot out towards the opponent eventually slamming him. These bulls move and attack akin to Kisame's shark jutsus in which the bull heads are formed/rises from the earth and moves around without losing contact with the ground. These bulls heads are roughly the size of a large boulder with horns akin in size and sharpness as regular nodachis.
Note: Can only use 3 times per battle.
(Hakkin: Oni Sougishiki) – Platinum Release: Demon Awakening
Rank: S
Type: Supplementary/Defense/Attack
Range: Short-Long
Chakra cost: 40 (-10 each turn)
Damage Points: 80
Description: A jutsu which utilizes the earth directly beneath the opponent for it to work. After a quick series of two handseals, the user creates 8 large tentacles made out of highly chakra-infused, glistening Platinum which suddenly burst out of the earth below the opponent. These tentacles then suddenly grab onto the opponents and quickly coil around him, trapping and immobilising him. These tentacles can be created large enough to even immobilise large animal summons such as Gamabunta. If the opponent attempts to break out of the tentacles, it will only tighten its grip. If the user wishes, with an additional handseal, the tentacles return to the depths of the earth.
Note: Can only use 2 times per battle.
Note: No S rank Platinum techniques while this jutsu is active.
Note: The tentacles can only last a maximum of 3 turns.
Note: The additional handseal count as one of the user's jutsus per turn.

(Hakkin: Tenrai Bachi) – Platinum Release: Divine Retribution
Rank: S
Type: Supplementary/Attack/Defense
Range: Short
Chakra cost: 40
Damage Points: 80
Description: The performs three handseals (Dog -> Boar -> Ram) and then stomps the ground causing a giant mass of glistening Platinum, in the shape of a demon-like orge/troll about half the size as Gamahiro, to rise up from the ground. This orge (picture below) is of humanoid form and wields a club made out of Platinum proportionate to his size. This giant exhibits immense strength and is capable of creating craters with a single punch. This jutsu can act as either an attack or a defense (depending on how the user's uses this jutsu); and can be used for such things such as defending against incoming attacks or lifting the user to a higher position. Thrice per battle, this troll is capable of performing up to A-rank platinum jutsus (which counts towards the user's jutsu count). At the end of four turns, he will break apart/disintegrate into inanimate chunks of glistening Platinum.
Note: Can only use once per battle.
Note: Platinum jutsus counts towards the user's jutsu count.
Note: Lasts four turns and after that, will break apart into inanimate chunks of Platinum.
Note: No S rank Platinum techniques during the following turn.
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The giant however, won't be red but the colour of normal glistening Platinum.
 
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McKnockout

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Custom Weapon

Type: Weapon
Range: Short-Mid
Rank: S
Chakra: N/A
Damage: 80 (+10 to Aburame Jutsus)
Description: The Rosuto no Shishou, a famous bladed pole arm, is rumored to be created by a legendary blacksmith and Aburame clan member who only crafted for clan members he believed to be worthy of his works. It is essentially a large metal spear that is slightly over 2metres in length, weighs roughly 20kg and has countless engraved kanji inscriptions all over it (which allows the user to summon various weapons by channeling chakra through them [which are in fact summoning seals]); this weapon is usable only by the most skilled Aburame. If used by anyone else, the spear will seem to weigh 2tonnes and will become extremely hot, almost melting the person's hands. This spear was forged from a specially made metal alloy containing extremely high quality Platinum metal in combination with a very large amount of ancient Kikaichū (Aburame bugs) remains/exoskeletons (the spear is entirely made from this metal); this peculiar composition is rumored to be the source of this weapon's special abilities. The spear is comprised of, on one end, a large double-edged and pointed blade which spans 1/4 of the spear's overall length which is attached to the rest of the spear (a long cylindrical staff with a relatively heavy flanged mace on it's other end [picture below]). But that is not all, this spear (the staff part) is in fact hollow keeping a length of chain inside the spear which is connected to either end of the spear; this allows the user to abruptly shoot out (at the speed of a thrown kunai) either the blade or mace in order to increase the range of his attacks and in most cases, either bind or fatally maim the target. Users of this spear, being an Aburame, usually store a relatively large amount of their own Kikaichū additionally inside the spear (which can be used for Aburame jutsus and provide an added element of surprise in close quarter combat - the bugs can rush out when either end of the spear is shot out). When the chain is shot out, the user can charge chakra into the chain to make it stiffen or unstiffen at will.

The peculiar mix of Platinum and ancient Kikaichū remains allows this spear to, when in contact with an object, to absorb chakra (chakra absorption being a fundamental characteristic of Kikaichū, chakra feeding organisms). It can only absorb A-rank worths of regular, non-elemental chakra (i.e. A-rank jutsus that do not have a large area of effect), and can not absorb elemental chakra. Another special ability which arises from it's unique composition is that it grants the user and his Kikaichū a much higher understanding of one another, acting as a affinity/kinship amplifier of sorts, which allows the user to use Aburame jutsus with minimal effort and with increased efficacy.

*Note: Can only be used by Aburame Members.
*Note: Due to its weight, can only be wielded by a user that is at least Kage Rank.
*Note: Is indestructible though it can't cut through everything.
*Note: Chakra absorption can only be used 4 times per battle.
*Note: Chakra absorption counts towards the user’s jutsu count.
*Note: To use the spear’s abilities, the user must have it in his hands or strapped to his back.
*Note: Must have mastered ninjutsu.
*Can only be taught by McKnockout.
Spear End:
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Mace End:
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(Bou Ude Bijutsu : Majikku Daishou Manipyureito) - Pole Arm Art : Magic Size Manipulate
Type: Offensive
Rank: A
Range: Short/mid/long
Chakra Cost: 30
Damage Points: 60
Description: The user will throw his pole arm into the air and perform a Tiger hand seal and the pole-arm will transform into a 10x bigger size then it usual size then it will start moving when the user perform some simple hand gesture(not hand seals) and it will directed to it's user's target. If the target is been struck by the pole arm, the target will suffer heavily damage or even die.
Can be only used/taught by Toshiyuki
Can only be used 3 time per battle
This technique last for 2 turn
Only people that given permission to use '' Pole Arm Art '' is capable of using this technique

(Bou Ude Bijutsu : Seken Doumeihigyou) - Pole Arm Art : World Strike
Type: Offensive
Rank: A
Range: Short/mid/long
Chakra Cost: 30
Damage Points: 60
Description:The user will use the pole arm and strike onto the ground with huge force therefore causing huge impact onto the ground which is capable of knocking enemy down due to lost of balance and it will also cause huge cracks on the ground due to the huge impact and this will also will cause smoke appearing.
Can be only used/taught by Toshiyuki
Can only be used 3 time per battle
Only people that given permission to use '' Pole Arm Art '' is capable of using this technique

(Bou Ude Bijutsu : Hishou Doragon Oite Sono Sukai) - Pole Arm Art : Flying Dragon In the Sky
Type: Offensive
Rank: A
Range:Short/mid/long
Chakra Cost : 30
Damage Points : 60
Description: The user will jump up onto the air and do a strong slicing motion strike and it will release 2 dragon that is made out of wind pressure and send it toward the enemy, if the dragon doesn't strike onto the enemy it will still cause great impact so if the enemy is within close range, the enemy will suffer serious damage that will cause the enemy not able to move or even stand.
Can be only used/taught by Toshiyuki
Can only be used 3 time per battle
Only people that given permission to use '' Pole Arm Art '' is capable of using this technique
No S-rank Wind following turn

(Boushirenzu) - Eye-piece Lens
Type : Supplementary
Rank : A
Range : Short
Chakra cost : 35 (+5 to maintain)
Damage points : N/A
Description : This is merely just two eye-piece lens that are specially designed to utilize chakra within them. Once placed in the user's eyes, the eye-piece lens aren't visible to the enemy eyes and will only turn visible when coming in contact with enemy chakra. When this happens, it starts turning a translucent colour of blue and then fades away. The purpose of the technique is to block out enemy chakra that is sent via the eye, making it a defense against genjutsu that require eye contact or transference of chakra to the user's mind. The user is not able to control when it can be activated, it will self-activated once detecting enemy chakra trying to enter the user's body.
Note: Usable only once per battle
Note: Only up to B-rank illusion techniques
Note: Can only be used or taught by -Yusuke-
Note: Unable of defending against MS level techniques
Note: Not capable of activating manually by the user
Note: Counts as a move when it self-activates
Note: Can either be stated in the user's biography or the start of a battle
 
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~ Elemental Combinations
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(Suiton/Futon: Sakasa Senmetsu ) - Water/Wind Release: Inverted Destruction
Rank: Forbidden
Type: Supplementary/Attack
Range: Short-Long
Chakra Cost: 50 (+15 per turn)
Damage Points: 90
Description: The user concentrates a large amount of Suiton chakra into a nearby water source to cause the water to rotate/spiral around extremely rapidly, funneling upwards towards the heavens. That is, the user essentially creates a huge inverted water tornado (narrow funnel end upwards, towards the sky) to spiral upwards from a water source; using the addition of vast amounts of Futon chakra to drastically increase the tornado's rotational velocity and lethality (i.e. augmenting the sharpness and slicing capabilities of the huge rotating mass of water) due to the presence of furiously sharp wind currents. The width of this tornado spans to the limits of short range around from its epicenter and reaches up towards the sky; targets trapped near (either within it or close to it but on the outside of it) feel as though this huge tornado exerts an attractive/gravitational force on them, sucking/pulling them towards it's epicenter - however, in reality, this is just due to the intense amount of gale-force winds of the tornado. Any targets caught in the epicenter of this tornado will maimed by the wind currents before being sucked upwards towards the narrow end of the tornado (towards the sky). However this jutsu requires a very large amount of chakra and concentration to be used which has unwanted effects on the user.
*Note: Requires a water source.
*Note: Can only be used once per battle.
*Note: User takes 25 damage due to chakra and mental strain (due to the high amount of mental concentration required in order to perform and maintain such precise charka control).
*Note: The user's speed is reduced in half for 3 turns after activation.
*Note: Only one other jutsu in the same turn (this jutsu counts as two).
*Note: No techniques above S-Rank for 3 turns after usage and can not use wind or water techniques above A-rank for 2 turns nor above S-Rank for the rest of the fight.
*Note: The user is also affected if he is near the tornado.
*Can only be taught by McKnockout

(0.01-0.04s)

The spiraling water vortex in the background in both videos. It's kind of like an upside-down water tornado.


Type: Offensive/Defensive
Rank: S rank
Range: Short - Long Range
Chakra: 40
Damage: 80
Description: The user will first release a small amount of wind chakra in front of him in the form of a small circular wall, with diameter twice the size of him, and the same height as him. The wind will spin around in front of him for a couple of seconds. The user will then quickly gather his suiton chakra within his stomach and quickly spit it all out through the wind wall in front of him. The sudden burst of water will go through the wind with relatively ease, due to both being created of the same chakra source and it won’t have any resistance. The bullet of water will then continue to spin as it approaches its enemy. The main purpose of the wind previously made was to remain there so that the user can release his water chakra in a quick burst (the water bullet, not stream) and the wind would act as a second layer for the water bullet, giving it more strength. The water/wind combination will then spin much faster, resembling a miniature twister heading towards it destination with brute force and accuracy.

Notes:
-Can only be use thrice
-Counts as 2/3 of the user's move per turn.
-Cannot use A rank and above wind or water the next turn
-No other Wind/Water Combination jutsu the same turn this has successfully been used
-No other elemental combination the same turn this has been used
-Must have Water and Wind mastered to use
-Can only be taught by -Venom-

Picture of the jutsu:
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Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90 (+20 if combined with Fire)
Description: A technique where the user spews a mediocre "Exploding Flame Shot" sized orb of earth towards the opponent, after which he spews three smaller orbs of wind that accelerate forwards towards the orb of earth before finally matching its pace to orbit around it. The orb of earth spins clockwise, and is composed of a mass of unstable earth chakra. While the outer wind orbs comprised of vigorously spinning winds similar to that of the Rasengan all spin counter-clockwise. The user by then performing a single handseal causes the orbs of wind to converge in on the earth. When the four orbs come into contact, the disordered and opposite rotations combined with the unstable abundance of chakra explodes to creates a gigantic cone shaped turbulent vortex that expands forwards and outwards much like Planetary Rasengan. The earth is reduced to dust shaped rubble, and much like the Dust Wind Technique serves to give the wind a level of tangibility that allows it to shred through matter caught within the technique to pieces, while the wind forms disordered turbulent gale forces that are honed into an infinite number of blades that ravage the target. In effect a catastrophic blast of wind and earth is released forwards in a V cone shape, that spreads out at an angle of up to 110 degrees. This technique combines particularly well with fire, as the fire will be sucked into the vortex and used to superheat the earth particles while also combining with the wind to form a wind and fire combo. Thus making it a technique where countless forceful blades of compressed wind and fire ravage the target along with superheated molten earth. After having used this jutsu the user begins to experience fatigue, their throat becomes sore as sharp pangs of pain glance upwards from their chest area due to the abundance of chakra forcefully channeled through and out of the users gullet.

Notes:
- Can only be used 2x
- No fuuton or Earth jutsu for the rest of the turn, no Earth or fuuton jutsu above S rank for the next two turns
- The users movements will be sluggish for the remainder of the turn and for the next turn, preventing efficient use of Taijutsu.
- Can only be taught by Scaze
( Fuuton/Doton: Horun no Areno Eki ) Wind/Earth Style: The Horns of the Desert Lizard
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*

 
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