Melizzle's High Fashion Catwalk

Melizzle

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This is my Custom Jutsu thread. I would appreciate if people did not post in this thread unless it is absolutely crucial. I accept VMs so no one should really be posting.

Justu made by me will be in purple text.

 
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Melizzle

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(Doton: Yurasu Bakura) Earth Element: Rock Explosion
Type: Offensive
Rank: B
Range: Short – long
Damage points: 25
Chakra cost: 40
Description: The user takes rock from the ground and increases the density, making the rock much harder than normal rock. They then launch it at the opponent and keep a string attached to the rock.
When the rock comes in close range of the opponent, the opponent releases chakra through the string by making the ram hand seal, making the rock explode and causing severe damage to the opponent. The injection of chakra goes fast.
Note: Can only be taught by Wesobi
Note: Can only be used twice per battle
Note: The string is clearly visible to doujutus users, due to the injection of chakra before the explosion. Non-doujutsu users can see the string, but not very clear.
Note: No Doton attacks in the same turn.

(Senbon Kusa)-Grass Senbon
Type:Atack
Rank: D
Range:Short-Mid
Chakra:10
Damage:20
Description:The user sends his chakra into the grass near him and hardens it.After that the user would be able to fire the hardened grass from the ground like senbons at the oponent.
~Note:Can be only used on terains with short grass.

(Katon:Hitoshirenu Hisaki):Fire release:Hidden Flames
Type:Supplementary
Rank:C
Range:Short
Chakra cost:20
Damage: (15 whenever it's steped on)
Description:The user spits out tiny bearly visible sparks to the ground. They will continue to burn as tiny flame sparks almost invisible. If anybody steps on a spark it would engulf the persons feet/legs/lower body in a sudden burst of flames.

(Kuro Henshintan)-Black Shapeshifter
Type:Weapon
Rank:A
Range:Short
Chakra:N/A(30 for every shape change)
Damage:N/A
Description:The Black Shapeshifter is a weapon made of rare metals that can be found only on high mountains.The weapon can change into two diferent forms.It's primary form is a form of a long black katana.The second form is a form of a long black scythe with a red edge that has a long thick wire conected to it that is held on the back of a shinobi.
~Note:The weapons form can be changed only twice per battle.

(Rensa Raikou Baindo)-Chain Lighning Bind
Type:Supplementary/Atack/Defence
Rank:B
Range:Short
Chakra:25
Damage:40
Description:The user using his Black Shapeshifter in it's scythe mode spreads the thick wire around the battlefield in a shape that looks a little like a spiderweb.When the opponent inside the last line of the chain the user slams his scythe to the ground and the wire wraps around the oponent emiting electricity,shocking the oponent.The force of the electric atack is equal to a B rank lightning atack.
~Note:Can only be used with the Black Shapeshifter in scythe mode.
~Note:Can only be used 3 times per battle.

(Kurenai Raikou Bakuha)-Crimson Lighning Blast
Type:Atack
Rank:A
Range:Short
Chakra:30
Damage:60
Description:The user using his Black Shapeshifter in sword mode sends his chakra to the sword.Crimson colour electricity will start spining around the blade of the sword. When the enemy is hit by any side of the blade of the sword,the electricity will enter the oponents body,badly damaging his inner organs.The user can cause damage to himself if he touches the blade of the sword.
~Note:Can only be used with the Black Shapeshifter in it's primary form.
~Note:Can only be used twice per battle.
~The user must wait two turns after he used this jutsu to perform it again.
 

Melizzle

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(Raiton: ranpu suicchi) Lightning release: Light Switch
Type: Supplement
Rank: B
Range: Short-long
Chakra Cost: 25
Damage Points: n/a
Description: The user will form a two handseals and use their raiton chakra to adjust the brightness of Raiton based techs. It can make raiton techniques of B rank and up bright enough to blind the opponent and the user of course (if the user doesn't close their eyes while making the handseals). Due to speed of the light being adjusted which is a flash that stays light up for 3 seconds or until the lightning attack hits or is over and instantly fades back to normal the opponent can't just simply close their eyes as they don't know it's going to happen. Once the target is blinded they will stay that way for one turn.
- This does not increase the power of raiton techs, only adjusts the brightness.
- Can only be used twice per match.
- Must use a lightning technique of B rank or higher before using this jutsu. B rank due to the size and amount of electricity that's in B rank techs that C rank techs lack.
- Must skip a turn before using again.

(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.
 

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From Lili-Chwan


(Genjutsu: Saru no Sobaeru) Illusion Technique: Prankster Monkey
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: The user preforms 1 handseal, casting a genjutsu that affects the opponents' brain, making him loose control over his own techniques, by exaggerating on the proportions of said technique. For example, if the person goes to spit a fireball, the stream that is spat is bigger than usual, burning the face and anything near it. Or when the person runs electricity through his the body, loss of control makes it short-circuit and shock the body. Or when the user encases him/herself in earth, the earth constricts around the body, harming and preventing breathing. This does not serve to augment the damage of the technique, if the opponent manages to fulfill the technique, it just makes it backfire. This genjutsu doesn't work on every technique nor on every situation, the user must balance the usage of this technique with situations where increasing the technique would make it backfire. Only one jutsu is affected by the technique, the following ones will not be.
*The genjutsu will only affect people from the same rank and bellow. Sharingan users or other Genjutsu specialists will be able to affect one rank above*

( Genjutsu: Mahou no Kei Chikin ) Illusion Technique: The Voodoo of the Headless Chicken
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: Requires 5 handseals. This jutsu acts as the opposite of False Surrounding (Kokohin). Instead of manipulating the opponent's perception of his/her surroundings, it changes the perception of his/her body by removing or adding organs/objects. This allows the user to remove limbs/organs, to prevent certain actions to be taken, such as ripping one's eyes to make the opponent blind, removing one's lungs to make the user pass out from lack of air, removing one's legs to prevent the target from running etc, or add certain objects/organs, such as blades to one's stomach, or adding stitches to one's mouth, silencing them.
*Can only be used 3 times per battle*
*Opponent needs to find a way to counter or release the genjutsu in his countering turn when the illusion pertains to "removal" of organs or he'll lose conscience from the pain and mental strain*

(Genjutsu: Setsuwa no Ichi Ni Kumo) Illusion Technique: The Tale of the Itsy Bitsy Spider
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: This jutsu acts both as a form of Kai and an actual genjutsu. Itsy Bitsy Spider allows the user to manipulate the jutsu and make it work towards her own purposes, while trapping the opponent. This jutsu comes in 2 phases.
In the first phase, the user will suddenly start to turn into tiny hideous spiders, until she disintegrates completely, while manipulating the Genjutsu she's on. For example, if an opponent genjutsu creates a tree that envelops the user, it will constrict her so much that she explodes into multiple spiders, while the tree starts to decay. (The user can have any creativity she wants). This marks the release of the opponent jutsu.
In the second phase, the opponent will start to feel uncontrollable itch, and the genjutsu will force him/her to scratch him/herself frantically. The skin will start to breach and create gashes, from where small spiders will start to come out, as the skin will expose the muscles and the bones, until the person is just mutilating itself, with spiders appearing from every inch of his body. The fear and pain will grow on the person quickly and steadily, until all turns black and a huge hideous spiders suddenly appears in front of the user, with multiple horrible eyeballs, which will knock the opponent out, convulsing in his sleep.
*Knocks the opponent out for 2 turns*
*Can only be used against techniques of the same rank or lower*
*The user will not be able to use genjutsus for 3 turns*
*Can only be used 3 times per battle
*Genjutsu especialist or doujutsu specialist will be able to counter techniques one rank above*

(Genjutsu: Mikkoku Kurouido) Illusion Technique: The Betrayal of the Black Widow
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: The user performs 3 handseals and creates a genjutsu that latches onto the opponent's brain, gaining control of the user's chakra. It will suddenly and powerfully make the opponent fear his own jutsu, which will translate in seeing the jutsu transform into something menacing or deadly to the user. For example, turns a dragon fireball around and has it attack the opponent, turns an earth armor into a spiked one, where the spikes grow inwards instead of outwards, etc etc. This only works on jutsus of the same rank as the technique. Genjutsu specialists will be able to affect 1 rank above. As the genjutsu kicks in, the target will hear a loud church bell ringing on their ears, and they'll see their jutsus stop. Then, a few seconds later, a second ring will be heard, and the jutsu will turn on them.
In case of the Kurama, the effects actually become real. By latching itself on the part of the brain that controls the chakra, shortly after preforming the technique, the genjutsu will have the opponent resume the contact with the jutsu and have it's own chakra reshape, re-manipulate the jutsu into what the genjutsu is creating.
*Affects 1 person per usage*
*In case of the Kurama, the genjutsu is short-ranged*
*Can only be used once every 2 turns*
*Can only be used 3 times*
*Kurama's restrictions only apply when the Inner Demon is activated

( Genjutsu: Seidou Shiraha no Hato ) Illusion Technique: The Sanctuary of the Feathery Dove
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: After 3 handseals, the user is able to cast a genjutsu either on her/himself or on an opponent. The genjutsu pertains as the removal of harm and pain, giving a false sense of security, where there is none, by reattaching severed limbs or healing up wounds and burns or merely anesthetizing the opponent from pain. The illusion comes with a feeling as if the user has been coated by a soft bubble, like a feathery cushion, while seeing missing limbs being reattached, or wounds healing up or poisons being removed from the organism. The illusion makes it so that anything posterior to the initial cast of the genjutsu simple disappears or is bounced off from the skin, instead of healing, further adding to the false notion of security.
While it could be use to sustain wounds that do not put someone in immediate danger, being solely nuisances, the genjutsu could also cover up potentially fatal and paralyzing injuries, making it's target careless and self-harmful. The genjutsu latches strongly to the opponent's mind, allowing the user to combine it with a second genjutsu, making the second genjutsu strong against physical pain releases, however major pain stimuli ( very deep cuts, strong burns, etc. ) will still break it.
*Lasts 3 turns max*
*Can only be used 2 times*
*If used with a painful second genjutsu, there will be no pain involved.*
*Can be used against opponent's genjutsu as a means to counter it's effect, up to the rank of the technique*
*Genjutsu specialists or doujutsu users can cast against 1 rank higher*



(Kuchiose no Jutsu: Niiro oyobi Kiiro no Kyouku ) Summoning Technique: Red and Yellow Stability

Rank: C
Range: Self
Chakra Cost: 15
Damage Points: N/A
Description: Allows the user to summon either Cranberry Juice or Lemon Juice in controlled amounts into the user's own stomach. The summon is just like any other weapon summon, and the seal is found on the user's belly.

I'll now reveal the purpose of this mysterious technique. Back in the days, there was this technique used by Nexus and Rei that basically changed your body ph drastically, making you sick and defeating you in battle. There was no known counter and it usually meant auto-defeat. It was never used too much, and they don't even RP anymore (Nexus never actually did, as far as I remember). But this custom was created around the time of the 1st NB World War, and the threat of Rei being in Suna was over us, and so was this technique. I can shamefully say I've never used this jutsu xD

Nonetheless, Cranberry juice is like an infusion of Basic PH while Lemon juice is an infusion of Acid PH.

Since there are quite some CE and techniques that alter the ph, this could come in use, but no one really uses Ph sickening side-effects, mainly because they don't know about it.

Just wanna say, this is very reminiscent of the Cold War, making counters for threats that might never come, and indeed they didn't. xD



(Ninjutsu: Dorobō Neko) Ninja Arts: Burgler Cat

Rank: C
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: With one handseal, the user is able to create a small chakra burst on the palms of the opponent, when he/she's holding something (such as a sword, or a kunai, etc). The burst will invariably make the hand open, and shoot the object outwards. If in short-range, the user can choose to make the object fall on her hand.
Mainly this is a distraction jutsu, as most opponents, Sannin and above, will have the necessary reflexes to re-catch the weapon again after it is shot a small distance (arm's range or elbow's range).
The user can shout: "Expelliarmus", if the user is a geek.


(Ninjutsu: Nezumi no Hoohige ) Ninja Arts: Rat Whiskers
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will make one handseal and expel her chakra outwards, from her hands. The chakra will create a set of thin and sharp but strong wires, this chakra wires, which will have an Elemental Nature in order to be effective, will immediately wrap around the opponent. Wind will make the wires much sharper. Lightning would numb the opponent, and make the wires sharper. Fire would burn the opponent and make add to the sharpness of the wires melting properties, Earth will make the wires thinner but stronger. Water is useless to the effect desired.
Upon trapping the opponent, the user will quickly constrict the wires, severing the thinner limbs and severely injuring the thicker body parts (I.e Severe arms, legs, necks, and Injure torso, head).
*This jutsu can only be used twice per battle*
Note: The wires created aren't enough no envelop the whole body, so only a limb/body part can me affected.

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.


(Raiton: Harinezumi no Mayowasu ) Lightning Release: Deceiving Porcupine
Rank: A
Range: Physical Touch
Chakra Cost: 30
Damage Points: 60
Description: The user is able to expell lightning chakra from up to 3 adjacent Chakra Points, and insert it on the opponent's Nervous System. This technique works best if the user releases the lightning from the finger's chakra points, and the chakra power has the ability to paralize the opponent's muscles completly. If expelled from any other chakra point, the user can only paralize the arm or leg touched. (This doesn't apply to Gentle Fist users).
*Lasts 1 turn*
*Can only be used twice*


(Raiton: Fukuro no Giragira) Lightning Style: Owl's Glare
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: The user quickly gathers lightning chakra on the eyes, making them glow, iluminating the path. If eye contact is made with the opponent, a beam of lightning is shot to pierce the opponent's eyes. The beam is virtually untrackable, due to an optical illusion: Since the beam travels straight forward, all the opponent see are the glowing eyes. Only experienced doujutsu users or chakra sensors (Sage rank), will be able to notice the slight increase of chakra/glow as the beam is being shot, and as such are able to respond correctly.. In the case the opponent notices, it is easily blockable, for if it it's anything other then soft tissue (I.e. Eyes) the max it can do is leave 2 small wounds.
*Can only be used thrice, lasts 3 turns, where the user can shoot 2 pairs of beams throughout*

(Katon/Raiton: Mure Sai no Shuuren) Fire/Lightning Style: The Drill of the Rhinoceros Crash
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Point: 80
Description: The user will preform 3 handseals, and quickly spit a continuous stream of fire, which will start to spin with a great speed forming a huge drill. This rotation can be either around the user or near the user, the tip of the drill being pointed towards anywhere the user wishes it to point. As the user starts spitting the fire, the user will preform a different handseal, which will then start enveloping the fire drill with lightning chakra. As both elements start to friction on each other, the drill starts spinning substantially faster and will increase the temperature largely, all adding to the piercing power of the technique. At the user's wish, the bright drill can be shot at great speed towards the desired location, going on a straight line until the user decides to make it explode, blasting outwards multiple similar drills, significantly smaller in side.
*The large drill can shoot to Long Range, the small drills will be shot in a short range radius*
*Both phases can be done at the same time by two shinobis*
*Can only be used once every 4 turns, for a maximum of 2 times, given the chakra strain*
*Can't use Lightning or Fire Techniques above S rank in the next 2 turns*


(Doton: Zou no Shoufuku) Earth Style: Elephant's Submission
Rank: A
Range: Short-Long
Chakra Cost:30
Damage Points: 60
Description: The user stomps on the ground, erupting irregular rock boulders all around the opponent, striking the opponent with great strength and lifting huge ammounts of dust. The dust cloud stretches high and wide, lasts 3 turns and can only be blown away by B rank Wind. With one handseal, the user can make the boulders friction on eachother, by move in opposite directions, dilacerating anything trapped in between.
*It requires a 4 turns waiting before it can be used again*
*Can only be used twice per match*
*The user can't use S rank Earth jutsus on the next turn*

(Doton: Usagi no Bibiri) Earth Release: Cowardly Hare
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage Points: 30
Description: The user creates 10 small hare-like earth structures, which appear from the ground at least 20 meters from the opponent, all around. Their purpose is to approach the target and once they touch it, they blast outwards, with a small explosion, just like Paper Bombs. They're as fast as normal hares, but they're also as coward. They hide underground while the opponent is looking in their direction, and only move when in the opponent's blind spot. The transition between hidden and moving is almost instantaneous, and while underground they're undistiguishable to the naked eye (Can be seen or sensed by Byakugan and Chakra Sensors)
*Can't be used twice or thrice at a time. The user can only create a new set of hares once the first one has either reached the target or blocked in the way there*
*Can only be used thrice*

(Doton: Kachiku Kanshou ) Earth Release: Bovine Intervention
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: This Jutsu is based on the Earth Chakra's abilities to harden or soften any earth feature. By slamming the user's palm on the ground, or on any thrown or erupted earth structure, the user is able to harden or soften the said structure, all at once. The technique is based on the user's chakra reservations, and thus the area and volume of the feature the user wishes to change varies with it.
As described this technique has two variants:
-(Buru no Ai Naguriai ) Bison's Love Fist, which allows the structure struck by the right hand to harden immediately. Basically, any soft structure, such as Sand, Gravel or Mud (Created by Earth Release (Canon Element), not Mud Release (Custom Element)) will turn into rock.
-(Ushi no Nyuujou Kissu) Cow's Milky Kiss, which allows the structure struck by the left hand to soften immediately. Basically, any hard structure, such as Rock, Harden Mud or Earth will turn into sand.
-*Can only be used 3 times per battle*

(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*

(Doton/Katon: Ichida no Danpen Harinezumi) Earth/Fire Release: The Blow of the Shredding Echidna
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user preforms 6 handseals, while charging earth chakra on the ground, erupting up to 3 huge shields, about 3 meters radius, made of silicate minerals found in the earth. Afterwards, the user can preform 5 handseals, while charging fire chakra on the shields, which will make the shields explode outwards, turning into a shredding blast of hot glass particles, made from the crystallization of the silicate minerals. Likewise, the user can choose to preform only one handseal, and slam her hand on the shields, coated in fire chakra, which will take less time.
Wind can be added to make the blasts stronger.
*Can only be used once every 3 turns*
*The user is only able to use Earth or Fire jutsus up to S rank the next two turns.*

(Doton/Raiton: Tobu no Kangaru Bokushingu) Earth/Lightning: The Jump of the Boxing Joeys
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user will make 2 handseals, and charge earth chakra on the field. This will cause several earth features, (The ground and/or stagnant earth feature chakra or non chakra created) to implode on themselves, concentrating into head sized black balls, which will be extremely thick and heavy. But with a third handseal, the user will coat the with lightning, which will make them shoot out at great speeds. The lightning coat will not only protect the balls from lighting, making it spread harmlessly along the surface of the balls, but will also expel small electrical discharges whenever they touch anything, which will only make the balls propel further way. With the handseal meant to create the lightning chakra, the user can focus the attack on a target, by forcing the balls to be propelled off the ground into chosen directions. The heavy balls are capable of smashing the bones, and will kill if left unprotected.
*Great speed does not mean Lightning speed*
*This technique creates up to 4 balls*
*The lightning is able to protect the balls from all lightning jutsus up to his rank, being overpowered by wind jutsu the same and higher ranks.*
*Can only be used once every 4 turns, for a maximum of 2 times, given the chakra strain*
*Can't use Earth or Lightning Techniques above S rank in the next 2 turns*
*The user cannot perform other jutsu as long as they are controlling the bounce of the balls*


( Suiton: Puchibuta Ginkou ) Water Style: Piggy Bank
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user expells a great ammount of Water chakra throughout her body, quickly growing a thick water sphere outwards until it reaches the limits of short range. This thick sphere is not connected with the user, it's merely around her.
With one handseals (One hand) the sphere condenses on itself, concentrating all on the user's hand, still not touching it, which can then be released as an horizontal crescent.
*The user can't use water jutsus higher than S rank in the next turn, and will have to wait at least two turns to be used again*

(Suiton: Hebi no Naitei) Water Style: Serpent's Harem
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: 40
Description: The user stomps on the ground, releasing a wave of oil, knee-high, that can either be spread in a radial manner to Mid range, or straight forward to Long range, leaving behind a shallow layer of oil. As soon as the wave is released, with 3 handseals, the user can turn the oil layer into tons of snakes-like structures that will bite and restrain the target.
*can only be used once every two turns, and a maximum of thrice*

(Suiton: Bouhatei no Hanamizu) Water Release: Mole Snot
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user does a string of 4 handseals, creating a huge reservoir of a sticky substance (Similair to Water Style: Syrup Capture Field) underground. With one handseal, the user can erupt localized geiser-like streams around the opponent, which will then rain the substance upon the target. In case that doesn't work, the user can, by stomping on the ground, seep out the remaining underground syrup, sticking the opponent's foot to the ground.
In case the opponent decides to go underground to avoid the geysers he will come into contact with the substance underground and be stuck there, making him an easy target. The substance will short-circuit electricity, so if he tries using Nagashi to free himself he is dead.
*Can only be used thrice per match*

( Suiton: Hazumo Ibo no Kerokero) Water Release: Bouncy Frog Warts
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: After 3 handseals, the user spits out up to 5 spheres of water (The water has sticky properties, similair to Water Style: Syrup Capture Field), in a quick succession and at great speeds. Utilizing her Water Chakra, the user drastically increased the cohesion of the water molecules and decreased the adhesion of the water molecules, thus creating thick beads of water that will bounce off any object. The user can redirect the beads of water by stomping on the ground, thus erupting (up to 10) small pillars of earth (Counts towards the jutsu count) , until either she decides to pop them (using one handseal) or the beads collide with a sharp object, thus breaching the spheres and blasting the sticky substance inside onto the target. the user can infuse Fire or Lightning into the balls (For Boiling Beads or Electrified Bead, isntead of Sticky Beads), without changing the Adhesion and Cohesion levels. Wind jutsus might burst the ball aswell.
With one handseal, the user can make each bead burst into 10-20 smaller yet faster beads, with the same characteristics, despite the size.
*Can only be used 3 times per battle. Can only be used once every 2 turns*


(Katon: Kitsune no Uen ) Fire Release: Devious Fox
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user preforms a row of 5 handseals, and places her hand on the ground. From each finger, an extremely fast string runs along the floor, against the opponent, that then multiplies into a series of wires that engolf the opponent, locking his movements and burning him severely.
*Can only be used twice per match*

(Katon: Raion no Honba) Fire Style: Lion's Lair
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user expels a great amount of fire chakra throughout her body, quickly growing a flaming sphere outwards until it reaches the limits of short range. With one handseals (One hand) the orb condenses on itself, concentrating all on the user's hand, which can then be released as an horizontal crescent.
*The user is covered by a thin chakra coat that prevents the jutsu from burning her*
*The user can't use fire jutsus higher than A rank in the next turn, and will have to wait at least two turns to be used again*

( Katon: Jomei no Karasu ) Fire Style: Raven's Purge
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Point: N/A
Description: After 1 handseal, allows the user create a localized fast burning ember that reduces a patch of organic materials like leaves, mushrooms, plants, to ashes in moments, releasing a large cloud of smoke. These clouds will hold a specific compound or subtance that the organic material was holding, such as toxins, venoms, poisons, etc, quickly purging them into the air. With a second handseal, the user can control the hot smoke into vanishing harmlessly or aggregate it on an opponent. Can be used on opponent's techniques up to the rank or user's own created with no rank restriction, only size.
Works on dead animals, never bigger than a human, or a small group tiny animals, never bigger than a normal insect.
*requires a 1 turn cool down*
*Can only be used 3 times to overcome opponent's techniques*
 
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Melizzle

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(Doton: Yurasu Bakura) Earth Element: Rock Explosion
Type: Offensive
Rank: B
Range: Short – long
Damage points: 25
Chakra cost: 40
Description: The user takes rock from the ground and increases the density, making the rock much harder than normal rock. They then launch it at the opponent and keep a string attached to the rock.
When the rock comes in close range of the opponent, the opponent releases chakra through the string by making the ram hand seal, making the rock explode and causing severe damage to the opponent. The injection of chakra goes fast.
Note: Can only be taught by Wesobi
Note: Can only be used twice per battle
Note: The string is clearly visible to doujutus users, due to the injection of chakra before the explosion. Non-doujutsu users can see the string, but not very clear.
Note: No Doton attacks in the same turn.

Summoning Contract Gnus
(Kuchiyose no Jutsu) - Summoning Technique
Rank: C
Type:Supplementary
Range:Short-Mid
Chakra Cost:15
Damage Points:N/A
Description: A powerful jutsu, Ninpo Kuchiyose allows a ninja to summon animals, objects and the dead to fight on their behalf. The ninja normally signs a blood contract with the animal species, which allows him to summon different size and skill levels of creature.
Note:Must Have a signed contract with the animal you wont to summon
 
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Melizzle

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Raiton: Raigeki Kuresshendo (Lightning Style: Lightning Crescendo)
Type: Offensive
Rank: A
Range: mid-long
Chakra Cost: 30
Damage Points: 60
Description: The user channels Lightning into his sword and swings it at the opponent and creates a large crescent shaped bolt of lightning from the sword. The crescent expands as it travels through the air from the atmospheric discharges found within the atmosphere. The crescent can slice through all Earth except Forbidden rank.


Strike of Artemis (Dageki Artemis)
Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user holds out his left arm in front of him as if he is holding a bow and creates a lightning-drawn bow and draws back the right arm by his head, while creating a lightning bolt arrow. The bow and arrow are completely made of lightning. The user then adds a small bit of fire chakra to the bolt, increasing it's burning capabilities. The user then releases said arrow at the target. The bolt follows the enemy’s body heat (like a heat-sensing tracker). Once it has caught up to the body of the enemy, the bolts then begin to circle around the enemy's body in a spiraling fashion from the ankles up, wrapping the enemy up, and binding him, electrocuting him/her.
*Useable twice per battle*
*User cannot use fire nor lightning jutsus A-rank and above next turn*
*Can only follow the enemy for one turn before being destroyed*

(Futon: Boushi Bu-Meran Suraashu no Jutsu)-Wind Style: Spinning Boomerang Slash Jutsu
Type:Attack
Rank:B
Range:short-medium
Chakra Cost:25
Damage Points:40
Description:The user would make a boomerang shaped gathering of wind in each hand and throw them at their opponent and then the user would be able to control where it goes because of the flow of their chakra being in the boomerang. The user could then manipulate the chakra from a distant and adjust the height the boomerang is at and add more chakra to certain parts to make it turn in a certain direction.
*you can only make it move or curve through the air once.
*this jutsu can only be used by Kid Ace2392 or Lord of Kaos and people they teach it to.

Katon: Moui Kagutsuchi|Fire Style: Fury of the Fire God
Rank: A
Type: Offensive
Range: Short-Mid
Chakra Cost: 30
Damge Points: 60
Description: The user makes a few handseals, gathering large amounts of chakra in his arms, and slams his hands down onto the earth, releasing all the fire chakra within his arms. Upon the point of contact of his hands and the earth, a small wave of fire spreads out from around the location of the user. The wave of fire starts to spread quickly and becomes stronger as it spreads from the user. Within a matter of seconds, the entire distance of short- mid is filled with fire. Once complete, the only place that becomes clear of fire is the small area where the user is standing.
*Can only use twice*
*After using, the user cannot use any wind jutsus otherwise he will basically be committing suicide by powering the flames*
*If the user stays in the middle of the fire for more than a turn, he becomes several burned*

Earth Style: Levitating Plateau
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: 60
Description: The user creates a large chunk of the earth beneath him to rise into the air quickly, letting him manipulate the control of the piece of earth, causing it to be able to avoid and dodge B-rank and below jutsu. The user applies chakra to his feet to stay on the earth upside-down and, if he chooses to do so, can jump off and cause the earth to float towards what he wants it too.
*only stays in effect for four turns at the most*
*usable only three times a battle*

Doton: Ro-ma Koroshiamu (Earth Style: Rome’s Coliseum)
Type: Supplementary
Rank: A
Range: Short/Mid/Long
Chakra Cost: 40
Damage Points: N/A
Description: The user makes a large dome surrounding him and the opponent, creating a coliseum of sorts. The only way out of the dome is to use certain S-rank and above lightning. The dome cancels out all light, leaving it completely dark inside it.
*the dome last for the whole battle until destroyed with S-rank lightning*
*can only be used once*

Hades' Tombstone Teleport ♆ Aidaou Tafópetra Taxidevo
Rank: A
Type: Supplmentary
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: Similar in use to Hiding Like A Mole Technique, the user focuses earth chakra throughout his body whildst inserting it into the earth at the same time. As he does this, the user crosses his arms across him, as if he were in a coffin and falls either backwards or forward, sinking through the earth, entering it and traveling at high speeds (like ther original Hiding Like A Mole jutsu) and appearing several feet behind the enemy. If the user falls face-first towards the earth, then he will raise up face-first, facing the same direction he was in when he originally fell and vice-versa.
*Can be used in conjunction with another attack*
*Can only be used by Lord of Kaos*
*Can only be used every two turns*

(Suiton: atomikku shin'en) Water Style: Atomic Abyss
Type: Offensive
Rank: A
Range: Close –Mid (most effective up close)
Chakra: 30
Damage: 60
Description: The user creates 5 quickly condensed orbs of water from a nearby source of water. The orbs then begin to quickly orbit the user like an atomic nucleus, carving the earth as it touches the ground. The water orbs are then shot at the enemy in rapid succession with speeds like bullets.
*entitled to any elemental variations of this jutsu*
 
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1.
Summoning Animal: Hornets
Scroll Owner: Melizzle
Other Users who have signed contract: N/A
Summoning Boss if existing: Jaune the Queen
Other Summoning Animals tied to contract: Lumière and Marée
The summoner can use either a scroll of any size their choose or a tattoo that requires a swipe of their blood to call on the hornets. These hornets are lead by a royal family of fierce warriors that each specialize in an elemental jutsu and a special sting. They can fly as well as speak with humans but Aburame may also communicate with them through the clan secret of their bug communication.

2.
(Suzumebachi Yakujou: Jaune) Hornet Summon: Jaune
Rank: S
Type: Supplementary
Range: Short
Chakra: 40
Damage Points: N/A
Description: Jaune is the boss and queen of the royal family. She is a black and yellow, very large Hornet about the size of a city bus. Jaune is a Lightning style user and is resistent to C-rank and below lightning attacks due the the nature of her training. Her training and affinity allow her to use any lightning jutsu that the user knows up to S-Rank and without hand seals because hornets have no hands. Because of her size, the size of her jutsu matches, there for any normal technique she uses can reach one range further than normal. A sting from Jaune to a humanoid will kill however if she stings something closer to her size that being's speed will be slowed to 20% for two turns.
-Can be summoned once per battle
-Lasts up to four turns
-Can carry up to two people on her back at a time and can hide the user in her mouth protecting them from incoming damage

3.
(Suzumebachi Yakujou: Marée) Hornet Summon: Marée
Rank: S
Type: Supplementary
Range: Short
Chakra: 40
Damage Points: N/A
Description: Marée is one of the princesses of the royal family. She is a third the size of her mother Jaune and is a water element user capable of using all water techniques that the summoner knows up to S-Rank. Her size allows for her to have above average speed, being difficult but not impossible to track by anything beneath a 1T Sharingan. She also has pinpoint accuracy and can shoot highly pressurized streams of B ranked water at the opponent whilst moving counting as a one of the 3 moves. A sting from her releases a venom which attacks the lungs and restricts breathing which suffocates the opponent with a drowning sensation.
-Can be summoned once per battle
-Lasts up to 3 turns
-Can carry 1 person on her back, when flying quickly they must hold onto her not leaving their hands open for seals
-User can't use anything above S-Rank in the same and next turn upon summoning

4.
(Suzumebachi Yakujou: Beedrill) Hornet Summon: Beedrill
Rank: S
Type: Supplementary
Range: Short
Chakra: 40
Damage Points: N/A
Description: Beedrill is a drone in the kingdom. He stands about four feet tall and walks erect on his hine legs. He is yellow with black horizontal stripes and red eyes. His hands are silver sharp cones that can penetrate with ease. Beedrill is a very fast taijutsu specialist. He also has an extremely sharp stinger which he can fire at an opponent and regenerate (Mid Range max, damage of an A-Rank and counts as a move). A sting from him will kill if it hits a vital or soft spot. Otherwise it will paralyze the opponent due to the slight amounts of venom in it.
-Can be summoned once per battle
-Lasts up to 4 turns
 
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5.
(Genjutsu) Nenshou Oni: Burning Devil
Type:Offensive/Attack
Rank:B
Range:Short-Mid
Chakra:20
Damage:N/A
Description: When Kimi flashes her golden oni tattoo at her opponent, they fall into a genjutsu where they get the sensation that their body has burst into flames. The feeling of their entire flesh likely causes them to lose control of their body interrupting anything they were doing, but does not have to. After 1 turn the stress and sensation will break the genjutsu if they have not already released themselves.The trigger for this genjutsu is visual, human nature causes the opponent to look when shown.
~Taught by Melizzle
~Usable by Kimi
~Usable twice per battle
 
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