[Shop] Moxxi's CJ Shop (Water CJ Shop. We only sell water.)

Troi

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Note: All CJ adhere to the rules. 1,500 Kumi per CJ.



Suiton
Type: Defense/Supplementary
Rank: B
Range: Short-mid
Chakra: 20
Damage: 40
Description: The user makes three hand seals and focuses their suiton chakra into their hips, making a ring of water around the user's waist. From here, the ring can be extended from short range, to mid range and can be exploited to have multiple, very sharp water spikes all around the ring. These spikes can reach up to a foot long and can either face up, down or outward. This is used to stop (or make the tai/ken moves risky for the opponent) incoming taijutsu/kenjutsu attacks from the front, behind, side or above and to stop underground jutsu that involves the opponent coming up beneath the user.
Note - Only lasts for three turns and then after use, must wait three turns to put into effect again
Note - Can only be taught by Moxxi

Spots left: 1


Type: Offensive/Attack
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: By weaving six handseals, the user puts both hands forward and creates a construct composed of butterfly wings, a butterfly body and with the head of a Venus Flytrap plant a few feet away from the user's torso. This water beast is summoned with a slow chomping motion already developing as its head is formed, giving off a very intimidating appearance. As the user shoots it forward, the further it goes, the faster it chomps and the more pressure will be placed into its bite although the bite can be fatal at any range depending on how it is used. It is a streamed technique, so once the user sets this in motion, no technique can be used until after this technique is over with. This technique is very fast and very versatile, able to cut corners and take sharp turns very quickly and still meet its mark. Once it comes into contact with the target, the teeth of the Venus Flytrap bites down onto its prey, able to pierce flesh and bone and able to anchor an opponent in their current position by wrapping it's wings and body around the bitten target, making them vulnerable to another attack.

- Can only be used twice per battle
- Can only be taught by Moxxi

Spots left: 1

Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short | Short-Long
Chakra: 40
Damage: 80
Description: Weaving three handseals, the user will quickly summon the surrounding water vapor in the air. This will result in a water stallion to be summoned by the user's chosen side. This water stallion has the speed of a Kage ranked shinobi, so rather fast and can be ridden. This stallion will not only provide a sustainable water source for the user, but is able to jump in front of the user and expand themselves into a wall of water to defend them. Sort of like a moving shield without having to be carried. Other than this, the stallion is capable of splitting into duplicates of itself up to four and can charge at the opponent to blatantly and brutally bash them head on (short-long range), causing massive trauma. With the massive size that they are and the mass they hold, they can serve the purpose of knocking down and causing damage to rather big structures and summons. Up to four of these stallions can be summoned at a time and their water source capabilities last indefinitely and can only be used by the conjurer of the jutsu being that they derive from the user's chakra.

Note: Can only be used twice times per battle
Note: Must wait two turns before another use
Note: No Water techniques above A rank the next turn
Note: Water source lasts until destroyed
Note: Splitting ability divides the power of this technique
Note: Can only be taught by Moxxi.

Spots left: 5

Type: Offensive/Attack
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: After weaving ten handseals, the user will channel their chakra into the air around their target, gathering existing moisture in the air and creating moisture out of their released chakra. Once the very visible but small water bubbles of moisture imprison their target, being exactly ten feet away from each side and angle of the opponent, the small bubbles of water turn into spikes, all facing towards the opponent. Once the user claps, controlling and commanding the spikes, they dart towards the opponent at an alarming rate, aiming to pierce all angles around the target, encasing them in a spiked water coffin. If the user has a water affinity, the technique is exceptionally fast.

- Can only be used once per battle
- Cannot use any water techniques in the next turn
- Can only be taught by Moxxi

Spots left: 3


Doton

Type: Offensive/Supplementary
Rank: C
Range: Short-Long
Chakra: 15
Damage: 30
Description: The user will slam their hand on the ground or stomp the ground beneath them, releasing their doton chakra into a selected area. After this, they will hollow the underground wherever they please from short to long range. This hollowed ground is a means for storing techniques or elements, more specifically. Such as water, for example. To be later used sneakily at the user's discretion, while being underground and without being seen by the opponent. This can also be used offensively albeit not aggressively, as the user may supremely hollow the ground beneath the opponent and have them fall up to twenty feet deep into the ground. This is a captive side of the technique, and is not meant to cause damage, but is able to cause little damage if the opponent did not prepare to fall and would most likely break their legs. The hollowed spot can range to a max of 15 feet wide, and the length up to thirty feet as well, so fairly big. This technique does not fill the area with water, the user will need to use a separate jutsu to do so.

Note: Can only be taught by Moxxi
Note: Can only be used four times per battle

Spots left: 5


Type: Defense/Supplementary
Rank: S
Range: Short-Medium
Chakra: 40
Damage: N/A
Description: Weaving four handseals, the user will summon their doton chakra and place both hands onto the ground, making it rise from them up until medium range. This will result in a rock construct shaped like a salamander to be formed and it stands as tall as two stories tall and fifty feet wide. Being that it can be formed rather quickly, its goal is to immediately protect the user and any surrounding entities within its width and length from any over-head attacks. It serves as a totem and cannot realistically be controlled after summoned but also provides an immediate source for earth techniques. This structure is of S rank and solid, condensed earth, so it cannot be broken by any basic attempt. When prompted, the user may make the construct crumble, releasing giant sized boulders that will fall and break the earth underneath it, making craters in the ground. These boulders, if falling on a person or small summon can prove fatal. Being that this is not streamed, once the user activates the crumbling process, they are free to utilize any other technique within their power in unison and can choose in what area (tail, head, belly, etc.) and how much of the salamander breaks apart to rain down the earthen rocks.

Note: Can only be used twice per battle
Note: No A rank or above Earth techniques next turn
Note: Can only be taught by Moxxi

Spots left: 6

Jiton
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user will rush at an opponent who has a weapon drawn whilst building up just a bit of jiton chakra in their free hand. Upon attacking the user will use the charged hand to attract or repel the opponent's weapon of defense just enough to where the holder is unable to defend with it leaving them open for the attack. During this opening the user can plow forward with their weapon, exploiting the opponent's open body. This plays on the properties of magnetism and even converts the opponent's blade into a magnet for a few brief seconds however the time this lasts is very minuscule just enough to break a guard. It also converts the user's hand into a magnet as well but again is only long enough to attract or repel an opponent's means of defense (EG, sword, kunai, shuriken, any metal object). This can also work on low ranking Steel Jutsu.

Note - Does not effect the user
Note - Can affect C rank and below Steel Release
Note - Can only be taught by Moxxi

Spots left: 6

Sabaku
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will release a tremendous amount of sand from their gourd or conjure a tremendous amount of sand from the ground and raise it up sky high. After this, the sand will form up to eight fists of sand that will rain down wherever the user pleases. The force of these fists are so great that they crack the ground with their strikes, leaving broken terrain and crevices in their aftermath. The sand, making such strong contact with the ground bounces back up and becomes stationary for a very brief moment able to be manipulated by the user at will for other sand techniques and purposes.

Note: Only usable three times per battle
Note: Only usable by sand bios
Note: Can only be taught by Moxxi

Spots left: 6

Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A (+20 to sand)
Description: Using their preferred sand container, the user will release katon chakra into their container (considering it can be heated) and heat their sand to a very hot temperature. This will allow sand attacks to not only be capable of blunt force, but harsh burning towards skin. This adds +10 damage to further sand techniques. Although you cannot control other elements while utilizing this or use the sand while heating, you can control the hot sand by other means (the use of Yin-Yang release, by a weapon, etc.). This sand is hot enough to evaporate C rank and below water techniques. As this is a supplementary technique, it can be done in the same time-frame as another technique.

Note: Cannot use any other elemental technique (except sand and fire) while this is in use
Note: Can only be activated twice per battle
Note: When deactivated, the sand stays hot for two turns
Note: No fire techniques A rank and above the next turn after deactivation
Note: Can only be taught by Moxxi

Spots left: 6

Type: Offensive
Rank: S
Range: Short-Medium
Chakra: 40
Damage: 80
Description: The user will weave a handseal and raise their opposite hand. By taking advantage of the existing sand in the ground below their opponent, they will mush the ground downward, creating a deep crater this is inescapable by normal physical means (extremely deep and wide). After this, from the edges of the crater, several vines of sand will launch up and dive down into the crater, smacking, bashing and bluntly bludgeoning the opponent. After this they rise up again and form spiked tips and dive down once more, aiming to pierce the target multiple times. Keep in mind these tentacles are of great width and length so if pierced, it is liable to tear the victim apart. The potential blunt force and piercing force of the tentacles is so major that when they strike the ground, they leave giant mini craters in the aftermath of their path. After these two phases occur, these vines stay stationary after contact with something while more sand vines pop up along the crater, and criss-cross across the entire crater, covering the overhead view of the opponent completely. The crater size and amount of sand and sand vines used is big enough to completely encase and damage a summon the size of Gamabunta. After the giant sand burial is finally closed completely, the user will close their fist and the sand roof will cave in and line the firstly caved in crater, smoothing, smothering and violently squishing anything and everything under it. The technique is so massive in size that it greatly taxes the user.

Note: Only usable once per battle
Note: No B rank and above sand techniques the next turn
Note: Can only be utilized by sand bios
Note: Can only be taught by Moxxi

Spots left: 6
 
Last edited:

Troi

Active member
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Joined
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Messages
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I'll take a spot on the 3 Water ones.
Okay make the thread posting the ones you want. I also forgot to add this one. This one has 3 spots left.

Type: Offensive/Attack
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: After weaving ten handseals, the user will channel their chakra into the air around their target, gathering existing moisture in the air and creating moisture out of their released chakra. Once the very visible but small water bubbles of moisture imprison their target, being exactly ten feet away from each side and angle of the opponent, the small bubbles of water turn into spikes, all facing towards the opponent. Once the user claps, controlling and commanding the spikes, they dart towards the opponent at an alarming rate, aiming to pierce all angles around the target, encasing them in a spiked water coffin. If the user has a water affinity, the technique is exceptionally fast.

- Can only be used once per battle
- Cannot use any water techniques in the next turn
- Can only be taught by Moxxi
 
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