Nathan's customs.

Nathan

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My customs:
1. (Kenjutsu to Taijutsu: Baito Doragon) - Sword & Body Arts: Bite of the Dragon
2. (Meiton: Kasai Butoukai) Dark Release: Fire Ball
3. (Meiton: Oni Kasai) Demon's Fire
4. (Meiton: Ura — Gakudan) Dark Release: Palm — Orchestra
5. (Meiton: Gōsuto Hanabi) Dark Release: Ghastly Fireworks
6. (Meiton: Ura — Koten) Dark Release: Palm — Solo
7. (Katon: Gekaokakyō no Jutsu) Fire Release: Raging Blue Fireball Technique
8. (Genjutsu: Osoroshii Seppuku) Illusionary Arts: Dreadful Evisceration
9. (Chuu Doragon) - Kiss of the Dragon
10. (Katon: Eien No Zōka-en No Hinotama) Fire Release: Fireball of Eternally Increase Flames
11. (Katon: Eien No Moeru Inferuno Faiā Wa Supauto) Fire Release: Eternal Flaming Inferno Fire Spout
12. (Meiton: Mune Kurikaeshi Jajjimento) Dark Release: Pillar of Judgement
13. Fūton: Otto, Watashi no Yubi ga Subette! | Wind Release: Whoops My Fingers Slipped!
14. (Meiton: Inperiaru Kyuutai) Dark Release: Imperial Orb
15. (Ration: Shintou Foosu) Lightning Release: Concussion Force
16. (Genjutsu: Hakui Onna) Illusionary Arts: Woman in White
17. (Meiton: Sekai Wa Bunkatsu) Dark Release: Worlds Split
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19. (Suiton: Muku Kaishin) - Water Style: Fangs of Poseidon
20. (Ototon: Sensō no chōritsu) - Sound Release: Rhythm of War
21. (Yousobetsushori Ninjutsu: Rongu Karakuri) - Elemental Ninja Arts: The Long Con
22. (Gurifon Gijutsu: Benzaiten & Idaten's Rourou Konkon) - Griffin Art: Benzaiten & Idaten's Resonant Cry
23. (Ototon: Kakki ni Michita Ken) - Sound Release: Vibrant Fist
24. (Ototon: Damu Hooru) - Sound Release: Dumb Hole
25. (Ototon Genjutsu: Me o kii) - Sound Release Illusionary Art: Listening Eyes
26. (Gurifon Gijutsu: Alfheim no Hane Ame) - Griffin Art: Feathered Rain of Alfheim
27. (Gurifon Gijutsu: Targaryen no chi) - Griffin Art: The Blood of a Targaryen
28. (Ototon Genjutsu: Ototataku) - Sound Illusionary Art: The Sound of Drums
29. (Ototon: Kodai Sorufējusukēru) - Sound Release: Ancient Solfeggio Scale
30. (Chuu Doragon) - Kiss of the Dragon
31. (Katon: Karite Souhou) - Fire Release: Grasp From Beyond
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Medical customs:
Created -
1. Kindan Furuutsu | The Forbidden Fruit
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Taught -
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Custom weapon:
0. Sakugen | Reduction
0. Getsushō | Moon-Piercer
0. (Ekusukaribaa: Yakusokusareta Shōri no Ken) - Excalibur: Sword of Promised Victory

Taught custom weapons:

1. (Misuto Yajirushi) Mist Arrow

Griffin Summoning - Owner:
1. (Kuchiyose: Hono Gurifin kōtei) Summoning: Hono, The Griffin Emporer.
2. (Kuchiyose No Jutsu: Berufegōru) - Summoning Technique: Belphegor
3. (Kuchiyose No Jutsu: Amaimon) - Summoning Technique: Amaymon
4. (Kuchiyose No Jutsu: Ririsu) - Summoning Technique: Lilith
5. (Kuchiyose No Jutsu: Akame) - Summoning Technique: Akame
6. (Gurifin Kuchiyose no Jutsu: Hanuke) – Griffin Summoning Technique: Toothless
7. (Gurifin Kuchiyose no Jutsu: Benzaiten & Idaten) - Griffin Summoning Technique: Benzaiten & Idaten
8. (Gurifin Kuchiyose no Jutsu: Garuda) - Griffin Summoning Technique: Garuda
9. (Gurifin Kuchiyose no Jutsu: Cornyx, Kōtei no Kūgeki) - Griffin Summoning Technique: Cornyx, Emperor of the Void
10.​

Griffin Ninjutsu:
1. 26 - (Gurifon Gijutsu: Alfheim no Hane Ame) - Griffin Art: Feathered Rain of Alfheim
2. 27 - (Gurifon Gijutsu: Targaryen no chi) - Griffin Art: The Blood of a Targaryen
3. 30 - (Gurifon Gijutsu: Benzaiten & Idaten's Rourou Konkon) - Griffin Art: Benzaiten & Idaten's Resonant Cry

Maned Wolf Summoning - Signer
1. (Tategami Ōkami Kuchiyose no Jutsu: Durian) M. Wolf Summoning Technique: Durian
2. (Tategami Ōkami Kuchiyose no Jutsu: Jakunikukyōshoku) M. Wolf Summoning Technique: Law of the Jungle
3. (Tategami Ōkami Kuchiyose no Jutsu: Vivienne) M. Wolf Summoning Technique: Vivienne
4. (Tategami Ōkami Kuchiyose no Jutsu: Pakku no Ryōshu) M. Wolf Summoning Technique: Lords of the Pack​

M. Wolf Ninjutsu
1. (Tategami Ōkami Kuchiyose Gijutsu: Yōhiokita Ōkami) M. Wolf Summoning Art: Wolf in Sheep's Clothing
2. (Tategami Ōkami Gijutsu: Yaseikari) M. Wolf Art: Wild Hunt
3. (Tategami Ōkami Kuchiyose Gijutsu: Ragunaroku no Kiba) M. Wolf Summoning Art: Apocalyptic Fangs​

Golden Eagle (Village Contract) - Signer:
1. (Kuchiyose no Jutsu: Kintōshi no Kingu) - Summoning Technique: King Kintōshi
2. (Kuchiyose no Jutsu: Kin-hi) - Summoning Technique: Kin-hi​


My Own: Custom Fighting Styles:

1. Yūgana ken | Graceful Fist
1. Yūgana Ken: Tenkei Songu | Graceful Fist: Heaven's Song
2. Yūgana Ken: Mitsukai Yabureme | Graceful Fist: Angel's Tear
3. Yūgana Ken: Warai Doukeshi | Graceful Fist: The Laughing Court Jester
4. Yūgana Ken: Kenwo Houki Shimasu | Graceful Fist: Relinquishing the Sword
5. Yūgana Ken: Kamino Ai | Graceful Fist: The God's Love
6. Yūgana Ken: Buuto wo Houki Shimasu | Graceful Fist: Relinquishing the Boot
7. Yūgana Ken: Kamino Sonci | Graceful Fist: The God's Respect

2. Kyu Doragon Jutsu | Nine Arts Dragon
1. Kyu Doragon Jutsu: Teisei Orijin Tsuppari! | Nine Arts Dragon: Whisper Origin Thrust!
2. Kyu Doragon Jutsu: Burakku Orijin Arashi | Nine Arts Dragon: Black Origin Tempest
3. Kyu Doragon Jutsu: Koushoku Orijin Kakutou | Nine Arts Dragon: Lust Origin Grappling
4. Kyu Doragon Jutsu: Burakku Orijin Genkaiten | Nine Arts Dragon: Black Origin Threshold
5. Kyu Doragon Jutsu: Hageshi Orijin Tosshin | Nine Arts Dragon: Intense Origin Rush
6. Kyu Doragon Jutsu: Kurayami Orijin Shikichi | Nine Arts Dragon: Darkness Origin Threshold
7. Kyu Doragon Jutsu: Kinji Kasokudo Kohai | Nine Arts Dragon: Forbidden Acceleration Devastation
8. (Kyu Doragon Jutsu: Shiro Doragon Gekitai) – Nine Arts Dragon: White Dragon Repulse

Practitioner:

Doki Sono Kamigami | Wrath of the Gods
1. Doki Sono Kamigami:Teikiatsu of Ranmyaku | Wrath of the Gods: Cyclone of Chaos
2. Doki Sono Kamigami: Yuuretsu of Hercules| Wrath of the Gods: Valor of Hercules
3. Doki Sono Kamigami: Olympic Ascension| Wrath of the Gods: Olympic Ascension
4. Doki Sono Kamigami: Hyperion Kyouran | Wrath of the Gods: Hyperion Fury
5. Doki Sono Kamigami: Prometheus' Inferuno| Wrath of the Gods: Prometheus' Inferno

Kyotōryū Taijutsu | Kyotōryū Martial Arts
1. Kyotōryū taijutsu: Fuugetsu
2. Kyotōryū Taijutsu: Aerodynamic Movement

Maou Genkotsu | Devil's Fist
1. Devil's Fist: Gentle Caress (Mao Genkotsu: Onbin Aibu)
2. Devil's Fist: Vulcan's Folly (Mao Genkotsu: Gukuo no Vulcan)
3. Devil's Fist: The Yawn of Apachai(Mao Genkotsu: Akubi no Apachai)
4. Devil's Fist: The Great Wall (Mao Genkotsu: Za Taishita Hei)
5. Devil's Fist: The Red Storm of Set (Mao Genkotsu: Niiro Arashi no Set)

Shuukyuu Geijutsu | Football Arts
1. Football (Shuukyuu)
2. Football Arts: Gouenji's Legacy (Shuukyuu Geijutsu: Izou no Gouenji)
3. Knuckle Ball - (Fushi Butoukai)
4. Football Arts: Curve Ball-(Shuukyu Geijutsu: Sori Butokai)

Chēnsō Gigei | Chainsaw Arts
1. Chainsaw Arts: First Gear (Chenso Gigei: Saisho no Gia)
2. Chainsaw Arts: Second Gear (Chenso Gigei: Sekandogia)
3. Chainsaw Arts: Third Gear (Chenso Gigei: Sadogia)
4. Chainsaw Arts: Chain Body Rotation (Chenso Gigei: Chen Bodi Roteshon)

Bōrasu no Michi | Way of the Bolas
1. (Bōrasu no Michi: Baindingu no Surō) – Way of the Bolas: Binding Throw
2. (Bōrasu no Michi: Kasai Jūryō Sutoraiku) – Way of the Bolas: Fire Weight Strike
3. (Bōrasu no Michi: Raitoningu Jūryō Sutoraiku) – Way of the Bolas: Lightning Weight Strike
4. (Bōrasu no Michi: Yokusei netto) - Way of the Bolas: Suppression Net
5. (Bōrasu no Michi: Bakuhatsu) - Way of the Bolas: Detonation

Genkotsu Kamakiri | The Mantis Fist
1. Genkotsu Kamakiri: Dangan Ari: Kunō | Mantis Fist: Paraponera Clavata: Torment
2. (Genkotsu Kamakiri: Gai Kouchuu no Kata) Mantis Fist: Form of the Cleopatra Scythes
3. (Genkotsu Kamakiri: Dappi Kama no Katachi) Mantis Fist: Form of the Ecdysis Scythes

Dracova No Shinigami Ato | Reaper Art Of Dracova
0. Wasureta shinigami | The Forgotten Reaper
1. (Dracova no shinigami āto: Majin Hanto) Reaper Art Of Dracova: Genie Hunt

Sakashima Yaiba | Reverse Blade Style
1. (Sakashima Yaiba:Enko hagane) Reverse Blade Style: Arc Of Steel
2. (Sakashima Yaiba: Nakigoe Zou) Reverse Blade Style: Weeping Statue
3. (Sakashima Yaiba: Tsuppari Hyaku seken) Reverse Blade Style: Thrust Of A Hundred Worlds

Champuru | Champloo Kendo
1. Chanpurū kendō: Bōshi heddokikku: Champloo Kendo- Spinning Head Kick

Custom Elements - Creator/Co
1. Alcohol Release
1. Shuton: Rifuresshumento | Alcohol Release: Refreshment
2. (Shuton: Suiyo Saigai) – Alcohol Release: The Drunken Disaster
3. Shuton: Atamawari Zutsuu | Alcohol Release: Splitting Headache
4. Shuton: Yotta Oikosu | Alcohol Release: Drunken Overtake
5. Shuton: Hamon Abusan | Alcohol Release: The Repercussions of Absinthe
6. Shuton: Nomimono no Yuwaku | Alcohol Release: Temptation of the Drink
7. Katon/Shuton: Deisui | Fire Release/Alcohol Release: Drunken Stupor
8. Shuton: Jōzōjo Kantoku | Alcohol Release: Brewmaster Fury
9. (Shuton: Jägerbombs) - Alcohol Release: Jägerbombs
10. (Shuton: Kishaku Chūnyū) – Alcohol Release: Diluted Infusion
11. (Shuton Hijutsu: Tsumazuki Tamashī no Mezame) – Hidden Alcohol Release: Awakening of the Stumbling Soul
12. (Shuton: Nazomeita Yopparai) – Alcohol Release: Enigmatic Drunkard

2. Hot Ice Release
1. (Hottoaisu: Hottoaisu no Jutsu) – Hot Ice Release: Hot Ice Technique
2. (Hottoaisu: Kaishin Shiiru) – Hot Ice Release: Poseidon's Seal
3. (Hottoaisu: Hakamori no Manto) – Hot Ice Release: Gravekeeper’s Cloak
4. (Hottoaisu: Daimosu no Kifu) – Hot Ice Release: Donation of Deimos
5. (Hottoaisu: Tarutarosu no Ryōken) – Hot Ice Release: Hounds of Tartarus
6. (Hottoaisu: Aetherius Uminoken) – Hot Ice Release: Aetherius, Sword of the Sea
7. (Hottoaisu: Tōji) – Hot Ice Release: Winter Solstice

3. Rhythm Release
1. (Ritsuton: Pureryūdo ♫ Sensō no Oto) Rhtyhm Release: Prelude ♫ Sounds of War
2. (Ritsuton: Fuitchi ♬ Konton no Kyōmei) Rhythm Release: Discordance ♬ Resonance of Chaos

Custom Elements - Student

Hydrophobic Red Sand
1. (Nirro Suna: Shūkai) Red Sand Release: Gathering
2. (Nirro Suna: Reddosupaidā no Kankō Meisho) Red Sand Release: Red Spiders Attraction
3. (Nirro Suna: Yougu) Red Sand Release: Tools
4. (Nirro Suna: Sunaarashi) Red Sand Release: Sabels
5. (Nirro Suna: Akai Suna no Hogo-Sha) Red Sand Release: Guardian of the Red Sand
6. (Nirro Suna: Mekakushi of the Nirro Zetsumei) Red Sand Release: The Masque of the Red Death
7. (Niiro Suna: Sabaku no Hōtō) Red Sand Release: Desert Sparda
8. (Niiro Suna: Sheruburetto) Red Sand Release: Shell Bullet

2.
N/A.

Sensei bonus slots:
1. (Doton: Mogura No Kōgeki No Jutsu) Earth Release: Attack of the Mole Technique 2. (Kōton: Doragon Kourin) Steel Release: Dragon Advent - Donated 3. (Genjutsu: Issen Burookun Gomakashi) Illusionary Arts: One Thousand Broken Mirrors 4. (Meiton Kemuri) Dark Release: Dark Smoke. 5.

Village Customs - Konoha:
1. (Sarutobi Hi Ichizoku no Jutsu: Idaina Hai Hinotama) Sarutobi Clan Fire Technique: Great Ash Fireball
2. (Fuuton: shikkyaku ha zansatsu) - Wind Style: Falling Leaf Massacre
3. (Genjutsu: Minato No Izou) - Illusion Technique: Minato's Legacy
4. (Katon: Ryūsei-gun) – Fire Release: Meteor Shower
5. (Sono Izō no Senju: Hachi Mie no Moji) The Legacy of Senju: Trigram of Eight
6. (Fuuton: Arashi) – Wind Release: Tempest
7. (Hijutsu: Konohagakure no Rō) Hidden Technique: The Law of the Leaf
8. The Leaf Heritage: The Will of Fire & The Will of Darkness (Konoha Isan: Hi no Ishi & In'utsu no Ishi)
9. Summoning Technique: The Golden Branch Armor (Kuchiyose no Jutsu: Eda no Yoi Yoroi)
10. (Kuchiyose: Kin-hi) - Summoning Technique: Kin-hi
11. (Kuchiyose: King Kintoushi) - Summoning Technique: King Kintoushi

Given/trained customs:

水Suiton
1. (Suiton: Mizu Oni Kuike)-Water Style: Water Demon's Appetite
2. (Suiton: Mizu Assaku Katana) Water Release: Water Compression Blades
3. (Suiton: Fudō no Mizu Burokku) - Water Release: Immovable Water Block
4. (Suiton: Wakare Umi)- Suiton: Parting Seas
5. (Suiton: Dai iwa Shiroppu no Jutsu) - Water Release: Great Syrup Golem Technique
6. (Suiton: Mizu Kabe ) - Water Style: Water Wall
7. (Suiton: Sui Mizu) - Water Style: Acid Water
8. (Suiton: Tengai Dekisui) - Water Style: Dome of Drowning
9. (suiton: mizu bakuha) water style: water explosion
10. (Sution: Makishimamu Ba-suto)| Water Release: Maximum Burst
11. (Suiton: Bakuhatsu Mizu Torappu no jutsu) - Water release: Exploding Water Trap
12. (Kaze no Jutsu)- Air Vanishing Jutsu
13. (Suiton: Ryuutai Suteppu) - Water Style: Fluid Step
14. suiton: kibaku bisai mizu bomu (water style: explodin mirco water bomb)
15. (suiton: 1000 mizu hebi)-suiton: 1000 water snakes
16. Suiton: mugen chippoke mizu piranhas (Suiton: finite tiny water piranhas)
17. Suiton: o-dobi (Suiton: water of life)
18. Suiton: gisugisu mizu kaishuu (Suiton: atmosphere water collection)
19. Suiton: taiyou bakufuu (suiton: salor blast)
20. Suiton: taiyou furea- (suiton: solar flare)
21. (suiton: nettou)-suiton: boiling water
22. (suiton: nagasu (water style: to shed blood)
23. Suiton: Mizurappa Shippuu | Water Release: Violent Water Wave Hurricane
24. Suiton: Kandai Hakuchō no Serenāde | Water Release: Serenade of the Magnanimous Swan
25. Suiton: Pengins o Bakuhatsu - Water Style: Exploding Penguins
26. (Suiton-Mugen Mizu) Water Style: Infinite Water
27. Water Release: Tear of Sadness ♦ [Suiton:Namida no Hiai]
28. [Mizu Fuukaku: Mizu Sumasshu] Water Style: Water Smash
29. Suiton| Shinsui - [Water Release| Flood]
30. (Suiton: Tengoku Kanrinin) – Water Release: Heavenly Custodians
31. (Suiton: Katon Enerugī no Bunsan sa seru) Water Style: Fire Energy Disperse
32. Water Release: Disparity in Nature | Suiton: Shizen-kai no kakusa

風Futon
1. (Fuuton: Ekusupuro-Jon Uindo): Wind Release: Wind Explosion
2. (Fuuton:Hishou) Soaring
3. (Futon: Soyokaze Suteppu) - Wind Release: Zephyr Step
4. (Fuuton: Kurasshu) - Wind Style: Crash
5. (Fuuton: Kito Kaze)-Wind Style: Returning Wind
6. (Fuuton: Kaze Kyodan)-Wind Style: Wind Missles
7. [Fuuton: Za Hyoujin Kaze] ♦ Wind Style: The Sharp Wind ♦
8. (Fuuton: Kaze tengai ) - Wind Style: Wind Dome
9. (Fūton: Shū no Yūwaku Burīzu) - Wind Release: Shu's Tempting Breeze
10. (Fuuton: Shinku Hari) - Wind style: Crimson Needles
11. (Fuuton Seppaku: Kakou no Washi) - Wind Pressure style: Decent of the Eagle
12. (Fuuton:Shibu Kaze)-Wind Release:Branching wind
13. (Fuuton: Fūjin no Hankan) Wind Release: Fūjin's Revolt
14. (Fuuton: Fūryoku Ryūshi Bīmu) - Wind Style: Wind Particle Beam
15. Wind Release: Wind Blanket | Kaze buranketto
16. (Fuuton: Henteko Kunai) - Wind Style: Strange Kunai
17. (Fuuton - Mugen Kaze) Wind Style: Infinite Wind
18. (Fūton: Okami Kinjitou) - Wind Style: Emperor's Pyramid
19. (Fuuton: Sono kaze kiji) - Wind Release: The Wind Cloak
20. (Kaze Fuukaku: Kaze Nami) Wind Style: Wind Tsunami
21. (Fuuton: kaze kakujuu) - Wind style: Wind expansion
22. (Fuuton: kensei no doragon ) - Wind Release: Power of the Dragon
23. (Fuuton: kochou bure-do) Wind Style: Butterfly Blades
24. (Fuuton: Raiton Enerugī no Bunsan sa seru) Wind Style: Lightning Energy Disperse
25. (Fūton : Ō ni hyō) - Wind Release : Hail to the King
26. (Fūton : Ōsama Banzai) - Wind Release : Long live the King!
27. (Fuuton: kensei no doragon ) - Wind Release: Power of the Dragon
28. (Futon: Kaze Kingu no Yūkai Fīrudo) | Wind Release: Bounded Field of the Wind King
29. (Fūton Taijutsu: Sweh-Hon-Gwon) Wind Release Body Art: Soul-Crushing Strike
30. (Fūton: Chokusen to Yajirushi no Pasu) Wind Release: Straight and Arrow Path

土Doton
1. (Doton: Ishi Kiwa) Earth Release: Stone Edge
2. (Doton: Douyou)-Earth Style: Shaking
3. (Doton: Kyokan Mukade)-Earth style: Giant Centipede
4. (Doton: Daichi Kunai) - Earth Style: Earth Kunai
5. (Doton: Koudo Ame)-Earth Style: Earth Rain
6. (Doton: Kabe-O Honsho No Jutsu) Wall Of Text No Jutsu
7. (Kyousei Doton No Jutsu) – Greater Earth Style Technique
8. (Doton: Disuta-bu Shikaku) - Earth Release: Disturbed Vision
9. [Doton : Kichigai Gurando] - Earth Release : Mad Ground
10. (Doton: Daichi Bokudan) - Earth Style: Earth Bomb
11. (Doton: Tetsu Sukin Buki) – Earth Release: Iron Skin Weaponry
12. (Doton: Going Merry Kibarashi) - Earth Style: Going Merry Recreation
13. Doton: Hakachi no Tsuchi Gosunkugi (Earth Style: Graveyard of Earth Spike)
14. (Doton: Mugen Tsuchi) Earth Style: Infinite Earth
15. [Doton: Seis Fleur Kuracchi] Earth Release: Six Flower Clutch
16. (Doton: Joka Ressha) - Earth Release: Joker Train
17. (Doton: Ken No Sankuchuari) Earth Release: Sanctuary Of Swords
18. Doton Gi Sochi- Earth style deception step
19. Doton: Kuishinbō tatchi | Earth Release: Gluttonous Touch
20. (Doton:Sakashima Ishi Shawa)Earth Style: Reverse Stone Shower
21. (Doton: Tsuchi kakujuu) - Earth style: Earth expansion
22. (Doton: Rōsha No Hibana ) - Earth Release: Deaf Spark

遁Raiton
1. (Raiton: Sono Ikazuchi kiji) - Lightning Release: The Lightning Cloak
2. (Raiton: Raitoninguāmu) Lightning Release: Lightning Arm
3. Raiton: 涙雷神 Namida Raijin | Tears of the Thunder God
4. Katon: 神の怒り kamino ikari | Wrath of a God
5. (Raiton: Rikujōkōrō) - Lightning Style: Six-Staff Lightning Prison
6. (Raiton:Byakurai)-Pale Lightning
7. (Raiton: Nechinechi Tekidan) Lightning Release: Sticky Grenades
8. Raiton: Akuma Raimei Makaze | Demon Thunder Storm of the Devil
9. Raiton: Amatsukami hirameku | Heavenly Gods Flash
10. (Raiton: Dendou Kujo Shikata)Lightning Style: Electric Destruction Method
11. (Raiton:shuzoku taka) - lightning element: Racing hawk
12. (Raiton: Sen Tomoshibi) - Lightning Release: Beam of Light
13. (Raiton: Puroton Kikou)Lighting Style: Proton Armour
14. (Raiton Houmen: Kyojin no Gekirin) - Lightning Release: Giant Wrath
15. (Raiton-Mugen Raikou) Lightnin Style: Infinite Lightning
16. (Raiton: tenbatsu)- Lightning style: Wrath of God
17. (Raiton: Sono Ikazuchi Tentei Kusari) - Lightning Release: The Chains of lightning God
18. Raiton: Raiton ekō | Lightning Release: Lightning Echo
19. Raiton: Kaseki no shokku|Lightning Release: Limb Shock
20. (Raiton: Raijū no Fukku)- Lightning Release: Lightning Beast Hook
21. (Raiton: Hiken: Tsubame-Gaeshi) - Lightning Release: Concealed Sword: Swallow Return
22. (Raiton:Kagayakashii Enkou)- Lightning Arts:Brilliant Halo
23. (Raiton: Kossetsu Risō) Lightning Release: Fractured Ideals

火Katon
1. (Katon: Kushizashi No Za Moeru Shokushu & Muchi)-Impalement of the Flaming Tentacles & Whip.
2. (Katon: Moesashi no Ame) Fire Release: Rain of Embers
3. [Ryuuki Fenikkusu no Jutsu] ♦ Rising Phoenix Technique ♦
4. (Katon: Yomi Doki) - Fire Style: Underworld's Wrath
5. (Katon: Hanabi) - Fire Style: Fireworks
6. [Nenshou Haigara Ryuuki Fenikkussu no Jutsu] ♦ Burning Ashes Rising Phoenix Technique ♦
7. (Katon: Reza-Ken) - Fire Release: Razor Blade
8. (Katon: Benihime, Juzutsunagi) - Fire Release: Crimson Princess, Beaded Mesh
9. Fire fist (Honoo genkotsu)
10. (Katon: Kaji Kawari) - Fire Substitute
11. (Katon: Honoo Zugaikotsu Kabe) - Fire Style: Flame Skull wall
12. 1 sword style: blazing rage (shotoryu: kaen gekido )
13. (Katon: x-ba-na-)| Fire Release: X-Burner
14. Katon: Five Majestic Horsemen
15. (Katon:Fudou Faia Bakudan)- Fire release:Floating Fire Mines
16. (Katon: Reiji no shakunetsu) - Fire Release: Scorching Rage
17. (Katon Kenjutsu: Shakunetsu no u~ēbu) -Fire Release Sword technique: Scorching Wave
18. (Katon: Yuudoku Kaen ) - Fire Style: Toxic Flame
19. (Katon:Yuudoku Kaen Hari) - Fire Style: Toxic Flame Needle
20. (Katon: Bāsākā shakunetsu) - Fire Release: Scorching Berserker
21. (Katon- Mugen Kaen) Fire Style: Infinite Flame
22. (Katon: Kanetsu Nami) - Fire Style: Heating Wave
23. [Katon: Ira Kaen] Fire Release: Thorn Flames
24. (Katon: Uchiki Nekki) Fire Style: Reserve heat
25. (Katon: Fuuton Enerugī no Bunsan sa seru) Fire Style: Wind Energy Disperse
26. (Katon: Ai No Sono Kaen)Fire Style: Eye of the flame
27. (Katon: Hepaisutosu no Seiiki) – Fire Release: Hephaestus’s Sanctum
28. (Nanatsu Shukenja Kaen) Seven Sovereign Flames
29. (Katon: Kaika Ninetails: Dai Roku Tēru. Oshokui) | Fire Release: Flowering Ninetails: Sixth Tail; Corruption
30. (Katon: Kokuyouseki Hai) Fire Release: Obsidian Ash

素Elemental Combinations
1. (Raiton/Doton: Jinrai no Berukūsesu) Lightning/Earth Release: Belcusas the Thunderclap
2. Katon/Fuuton: Moeru Yōna Pengin no Bāningu ha Ω Fire/Wind Style: Burning Leaves of the Flaming Penguin
3. (Subashikoi sabure) Quicksand
4. (Katon/raiton: Ikkyou) - Fire/lighting style: Suprise
5. (Kaen Tatsumaki) - Blazing Tornado
6. (Kaen Rai Reiki) - Blazing Lightning Aura

忍Ninjutsu
1. [Kuuki shissou] ♦ Air dash ♦
2. (Butai Ryou Giryou) Elemental Enhancing Skill
3. cooking art: art of boiling (kukkingu bijutsu: bijutsu no futto)
4. Cooking art: fork frenzy (suiji gijutsu: bunten kyouran)
5. (Ninjutsu: Yoroi Kussetsu) - Ninja Arts: Armor Bending
6. (Ninpō: Ritomasu Yubi) Ninja Art: Litmus Finger
7. (Kyoujin Hachimitsu) - Stiff Honey
8. (Kumokasumi Saezuru) - Disappearing Chirps
9. Kuchyiose: Ni Rakuda o ato Chiisai Kuruma (Summoning: Two Camels in a Tiny Car)
10. (Kouu Kikaku) Raining Projectiles
11. Ninpo: Puresutēji | Ninja Arts: The Prestige
12. (Ninjutsu: Erementarukurōn Baku) - Ninja Art: Elemental Shadow Clone Explosion
13. (Gensō Taiken o Kasaneru Mōdo)- Illusionary Experience Layering Mode
14. (Ninpō: Orihime) - Ninja Art: Weaving Princess
15. (Ninjutsu: oshi kokuou) Ninja Art: Pressure Of A King
16. (Nintaijutsu: Sentō Shōkan no Jutsu) Ninja Body Art: Combat Summoner Technique
17. (Nintaijutsu: Ritomasu Fisuto) Ninja Body Technique: Litmus Fist
18. Ninja Arts: Touch of Circe (Ninjutsu: Souhou no Circe)
19. (Chakra RasenHou) chakra- Spiral Chakra Gun
20. Spiraling Shotgun
21. (Chakra Fuzei Kanadzuchi) chakra- Air hammer
22. (Kingusugureibu ♕ Busōko) Kingsglaive ♔ Armiger Arsenal
23. (Sentō Shōkan: Genjū no Tenken) Combat Summoner: Heavenly Fist of the Eidolon
24. (Ninpō: Ritomasu Fōmu) Ninja Art: Litmus Form

幻Genjutsu
1. (Genjutsu: Joumae Oite) - Illusionary Arts: Locked On
2. (Genjutsu: Zōfuku) - Illusionary Arts: Amplification
3. (Genjutsu: Damudo no Koe) - Illusionary Technique: Voices of the Damned
4. [Genjutsu: Higyou Na Kamae] - Illusion Technique: Strike a pose!
5. (Genjutsu: Gansaku Mizu Oshi) Illustionary Style: Fake Water Pressure
6. (Genjutsu : tenma sazanami) Genjutsu : Demon Hands
7. Genjutsu: Stun(Genjutsu: teiryuu)
8. Genjutsu: Kage bunshin no sakkaku | Illusionary Arts: Shadow Clone Illusion
9. Genjutsu: Enkin Fugu | Illusionary Arts: Distance Distortion
10. (Genjutsu: Ketsuraku Chuushin) Illusionary Arts: Missing Heart
11. Genjutsu: Kuchiyose | Illusionary Technique: Summoning Technique
12. [Genjutsu: Kusari Naraku] - Illusionary Arts: Chains of Hell
13. (Genjutsu: Ōkami Shōkōgun) Illusionary Arts: Werewolf Syndrome
14. (Genjutsu: Mayakashi) - Illusionary Arts: Deception
15. (Genjutsu: Hinan Ribingu Mokusei Sōru) Illusionary Arts: Condemned Living Wooden Soul
16. (Genjutsu: Nemui)-Illusionary Technique: Feeling Sleepy
17. Ototon Genjutsu: Oto no yogen | Illusionary Sound Arts: Prophecy of Sound
18. Illusion Arts: The Beach Life (Genjutsu: Bichiraifu)
19. (Onchou Kyou Buru-su) - Rhythm and Blues
20. Genjutsu: Himan Pengin no Omosa - Illusionary Arts: The Weight of the Obese Penguin
21. (Tsumibukai Genjutsu:Dai Kui )†Sinful Illusionary Arts: Gluttony†
22. (Genjutsu - Svengali) - Svengali illusion
23. (Genjutsu: Hason Shita Me) - Illusionary Arts: Brutal Mental Reversal
24.(Genjutsu: Warui Me) - Illusionary Arts: Corrupted Ocular Prowess
25. (Illusionary Technique: Chromesthesia) - Genjutsu: Chromesthesia
26. (Magen: Inku no Masutaa Irasuto) Demonic Illusion: Illustration of the Ink Master
27. (Genjutsu: Gaia no Jishhikaitei) Illusion Technique: Embodiment of Gaia
28. (Genjutsu: Karada-ka) | Illusionary Arts: Somatization
29. (Tsumibukai Genjutsu: Saisho Jūhō - Bakudan )Sinful Illusion Arts: First Curse - Bomb

体Taijutsu
1. (Kyatchi to Kikku) Catch and Kick
2. (Tonkuusho) - Point Blank
3. Forbidden Taijutsu Art: Lightning Eye Blinding = Rai Taijutsu Giijutsu: One Manako Buraindo
4. (Dim Mak - Hishou Ude Itami) - Deaths Touch - Soaring Arm Pain
5. (Taijutsu: Stomp Em In Za Nattsu) - Stomp Em' In The Nuts
6. (Tokei shikake no dageki) Clockwork Strike
7. (Hansen aura into) - Inverted Flamingo
8. (Gorira Sukuwatto) - Ape Squat
9. (Amaterasu no Hakudatsu) Heavenly Illumination's Deprivation
10. (Taijutsu: Ōrumaitei no Kosei) Body Art: Quirk of the All Mighty
11. (Taijutsu: Puraudomearī) Body Art: Proud Mary
12. (Migatte no Gokui ☯ Chō hon'nō) Mastery of Self-Movement ☯ Ultra Instinct

剣術Kenjutsu
1. Fukusuu Taka Dageki no Jutsu | Multiple Falcon Strike Technique
2. (Kenjutsu: Ken Suii) Sword Arts: Sword Transition
3. (Shisso Suta no Jutsu)- Hurtling Star Technique
4. Zekkendō: Mazāzu Rozario | Way of the Absolute Sword: «Mother's Rosario»
5. (Kenjutsu: Chikyū Seishin No Mukui) Sword Art: Earth Spirit's Reckoning

音Sound
1. (Ototon: Onkyou Bakko) - Sound Release: Sonic Domination
2. Ototon: Banshī no Hikō [Sound Release: Flight of the Banshee]
3. Ototon: Kyōmei sonikkubūmu (Sound Release: Resonating Sonic Boom)
4. Ototon: Boryūmukontorōru-Kon'ya Wa Tōku· Hādo (Sound Release: Volume Control-Pump up the Volume)
5. Ototon/Suiton: Māmansonābīmu | Sound/Water Combination: Merman Sonar Beam
6. Ototon: Kyōmei Suru Hito | Sound Release: Resonate Man
7. Ototon: Anata No Komaku O Fukitobasu (Sound Release: Blowing Your Eardrum)
8. Ototon: Nyu-Seken | Sound Release: The New World
9. Ototon: Kasshoku Bunsho - Sound Release: The Brown Note
10. (Ototon: Sectumsempra) - Sound Release: Sectumsempra
11. (Ototon: Ekō no hogo) - Sound Release: Protection of Echo
12. Ototon: Ni-Hankyo - Sound Release: Anti-Resonance
13. (Ototon: Rasshu) | Sound Release: The Rush
14. (Ototon: Cruciatus Jutsu) - Sound Release: Cruciatus Technique
15. (Ototon: Levicorpus) - Sound Release: Levicorpus
16. (Ototon: Hekis o za Ame) - Sound Release: Tears in the Rain
17. (Ototon - Locomotor) - Sound Release: Locomotor
18. (Ototon: Lumos) - Ototon: Lumos
19. (Ototon: Apparitionu) Sound Release: Apparation
20. (Ototon Genjutsu: Yakunan no Seisen) - Sound Release Illusion: Unholy Crusade
21. ( Ototon: Curse of Dolohovs ) - Sound Release: Dolohovs Noroi
22. Ototon: Hirō | Sound Release: Exhaustion
23. Ototon: Kussetsu | Sound Release: Refraction
24. Ototon/Genjutsu: Doppurā kōka | Sound/Illusionary Arts: Doppler Effect
25. (Sonido) - Sound Ceremony
26. Ototon Taijutsu: Renzoku Futsuu no Panchi) Sound Release Body Technique: Consecutive Normal Punches

黒Dark
1. (Meiton No Jutsu) – Dark Release Technique
2. (Taibu Meiton No Jutsu) – Greater Dark Release Technique
3. (Meiton: Zetsumei Kōsen) – Dark Release: Death Beam
4. (Meiton: Kyūkōshin) – Dark Release: Darkness Inversion
5. (Meiton: Akumate) – Dark Release: Devil's Kata
6. (Meiton: Yami no kōtingu) - Dark Release: Dark Coating
7. (Meiton: Kirudesuto)- Dark Release: Hungry Dragon
8. (Meiton: Kuro Kaigara) Dark Release: Dark Shell
9. (Meiton: Kurai Kurage) - Dark Release: Dark Jellyfish
10. (Meiton: Tsuji Giri) - Dark Release: Night Slash
11. (Meiton: Chikara Nigiri) Dark release: Force Grip
12. (Meiton: Heru Supea) Dark release: Hell Spear
13. (Meiton: Infernal Sora Ame) Dark Release: Infernal Sky Rain
14. (Meiton: Ketatamashii Yaris) Dark Release: Piercing Spears
15. Meiton: Tezukami Tora Ryuka (Dark Release: Grabbing Tiger Dragon's Fire)
16. (Meiton: Kyūketsukō usabarashi) Dark Release: Inhaling Diversion
17. (Meiton: Ken Deluge) Dark Release: Sword Deluge
18. (Meiton: Kage Amatsu) Dark Release: Shade Imperial
19. (Meiton: Kuro Renda) Dark Release: Dark Barrage.
20. (Meiton: Mei Soujuu) - Dark Release: Dark Manipulation
21. (Meiton: Tama) - Dark Release: Dark Sphere
22. (Meiton: Mei Heki Chika) - Dark Release: Dark Burst Underground
23. (Meiton: Kuro Kiri) - Dark Release: Black Mist
24. (Meiton: Cloak) - Dark Release: Cloak
25. (Meiton: Mei Hei) - Dark Release: Dark Wall
26. Dark Release: Dark Blast (Meiton: Mei Bakuha)
27. Dark Release: Dark Clone (Meiton: Mei Bunshin)
28. (Meiton: Mei Raihin) Dark Release: Dark Visitor
29. (Meiton: Renga Batto) Dark Release: Brick Bat
30. (Meiton: Yakunan Kaibutsu) - Dark Release: Evil Golems
31. (Meiton: Kuro Nagareboshi Kumo) Dark Release: Dark Meteor Cloud
32. (Metion: Doragon Otakebi) Dark Release: Dragon's Roar
33. (Metion: Giji Oni Uyuko) Dark Release: Pseudo Demon Wings
34. (Meiton : Kyūnyū insatsu) - Dark Release : Inhaling Print
35. Meiton: Mei Kasui Sakujou | Dark Release: Dark Spiked Whip
36. (Meiton : Ismuth no Ankā) - Dark Release : Ismuth's Anchor
37. (Meiton : Kyūnyū gurin) - Dark Release : Inhaling Grin
38. Meiton : Rīchingunettowāku) - Dark Release : Leeching Network
39. (Meiton : Aku no shōkan) - Dark Release : Evil Summoning
40. (Katon/Meiton : Chakurajaguringu) - Fire/Dark Release : Chakra Juggling
41. (Meiton: Yami no ka fuka) - Dark Release: Darkness Overload
42. (Meiton : Shugo tenshi) - Dark Release : Guardian Angel
43. Meiton : Dākusutējingu - Dark Release : Dark Staging
44. Meiton: Muchi - Dark Release : Scourge
45. Meiton: Chijō burēka - Dark Release: Terrestrial Breaker
46. (Meiton : Kindan no hen'i) - Dark Release : Forbidden Mutant
47. (Meiton : Makai Souhou) - Dark Release : Hell's Touch
48. (Meiton: Fōsu o Isogu) - Dark Release: Rushing Force
49. (Meiton: Andāwārudo hantei) - Dark Release: Underworld Judgement
50. (Meiton: Dākufangu) - Dark Release: Dark Fang
51. (Meiton: Kurai Chakurasutaffu) - Dark Release: Dark Chakra Spear
52. (Meiton: Dākuenerugī no Supin) - Dark Energy Spin
53. (Meiton: Shūshū ōbu) - Dark Release: Gathering Orb
54. Dark Release: Miniature Conversion | Meiton: Minichua henkan

嵐Storm
1. (Ranton: Earozoru no Arashi) - Storm Release: Aerosol Storm
2. (Ranton: 10 Arashi no ryūsei-gun) Storm Release: 10 Storm Meteor Shower
3. (Ranton: Arashi no 10 hōō) Storm Release: The 10 Phoenixes Of The Storm
4. Ranton: Arashi Baindo - Storm Release: Storm Bind
5. Ranton: Manako Sono Boufuu Ψ Storm Release: Eye of the Storm
6. Ranton: Joushou Kihou Ψ Storm Release: Rising High
7. (Ranton | Sono Shinsei Arashi ) Storm Release | The True Tempest
8. (Ranton: Arashi no tsume) | Storm Release: Storm Claws
9. (Ranton: Arashi purizun) | Storm Release: Strom Prison
10. (Ranton: Raikou "Drops")-Storm Release:Lightning Drops
11. (Ranton: Sutatikku Tamas)-Storm Release: Static Bullets
12. Storm Release: Crescent Shaped Storm Projectile
13. (Ranton: Kumono Ware)-Storm Release: Cloud Cracking
14. (Ranton: sh no chuushutsu)- Storm Release: Limb extraction

鋼Steel
1. (Koton: Hagane yari) Steel Release: Steel Spears

るScorch
1. (Shakuton: Ryū no ikari)- Scorch Release: Wrath of the Dragons

Total all: Shit lots
 
Last edited:

Nathan

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Dark release.

My creation;


Sensei bonus - 4 (Meiton Kemuri) Dark Release: Dark Smoke
Type: Supplementary​
Rank: A-rank​
Range: Mid​
Chakra: 30​
Damage: -​
Description: The user preforms three hand seals, and then gathers up dark chakra into there mouth. Then they blow out a thick purple smoke like fog that has such force that it can down medium to large trees within it's path. This technique also drains the chakra of whoever is caught into it. The smoke like fog is so dense that only very high ranked wind techniques are able to blow it away. The fog drains enough chakra that the victim is only able to use A-rank and below techniques.​
Note: Takes the fog one turn to form.​
Note: The fog lasts for 3 turns once formed.​
Note: Can only be used 3 times per match.​
Note: S-rank wind techniques are the only techniques able to blow away the smoke like fog.​
Note: Person trapped in the fog can only use A-rank and below techniques for two turns.​
Note: Can only be taught by Nathan.​
.​
Members who have learnt this:
Code:
[/INDENT][/INDENT]
[INDENT][INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=463829&page=2&p=14009466#post14009466"]LonelyAssassin[/URL][/INDENT][/INDENT]
[INDENT][INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=338189"]Wind..[/URL][/INDENT][/INDENT]
[INDENT][INDENT]- Skorm[/INDENT]
[INDENT]Corazon[/INDENT][/INDENT]
[INDENT][INDENT]- [/INDENT][/INDENT]
[INDENT][INDENT]- [/INDENT][/INDENT]
[INDENT][INDENT]
2. (Meiton: Kasai Butoukai) - Dark Release: Fire Ball
Type: Offensive​
Rank: A-rank​
Range: Short - Long​
Chakra: 30​
Damage: 60​
Description: This technique grants the user the ability to enhance his own Fire Release jutsu by absorbing his own jutsu and then being expelled through the lower square of the mark with augmented temperature. The flames of fire release jutsu can turn blue do to it's augmented heat. By using this method, the users fireball increases by one rank, though if used on a S-rank fireball per say, it will only gain a +10 damage boost​
Notes:​
- Must have used a fire release technique before you can use this technique.​
- Can only used 2 times per match.​
- Can only be taught by Nathan.​
.​
Members who have learnt this:
Code:
[/INDENT]
[INDENT]Skorm[/INDENT]
[INDENT]Corazon[/INDENT]
[INDENT]Delta[/INDENT]
[INDENT][/INDENT][/INDENT]
[INDENT][INDENT]
3. (Meiton: Oni Kasai) Dark release: Demon's Fire
Type: Offensive/Defensive​
Rank: S-rank​
Range: Short/mid​
Chakra: 40​
Damage: 80​
Description:​
The user performs Tiger → Goat→ Dog → Horse hand seals, then by releasing their dark chakra, the user (up to 5 metres around the user) is surrounded by blue flames that absorbs the chakra of anyone who touches it.​
Note: Can only be used once per match.​
Note: Can only be taught by Nathan.​
.​
Members who have learnt this:
Code:
[/INDENT][/INDENT]
[INDENT][INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=463829&page=2&p=14009466#post14009466"]LonelyAssassin[/URL][/INDENT][/INDENT]
[INDENT][INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=491393"]Delta[/URL][/INDENT][/INDENT]
[INDENT][INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=386645"]Albel[/URL][/INDENT][/INDENT]
[INDENT][INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=618496&p=20672336&viewfull=1#post20672336"]Klad[/URL][/INDENT][/INDENT]
[INDENT][INDENT]-[/INDENT]
[INDENT]Skorm[/INDENT]
[INDENT]Corazon[/INDENT]
[INDENT][/INDENT][/INDENT]
[INDENT][INDENT]
4. (Meiton: Ura — Gakudan) Dark Release: Palm — Orchestra
Type: Offensive​
Rank: S-rank​
Range: Short​
Chakra: 40​
Damage: 80​
Description:​
After using Dark Release: Inhaling Maw to absorb the physical and spiritual energy of the enemy jutsu. The user attacks with a surprisingly powerful set of palm strikes, each of which delivers a miniature bursting shockwave of dark-natured chakra. Each attack avoids the chest up until the final blow which packs a larger amount of force than the rest in order to knock the opponent back a fair distance. After which the user discharges a flurry of condensed beams of chakra which all aim for previously damaged points on the target before colliding in a collective explosion upon impact.​
Notes:​
- Must have used Dark Release: Inhaling Maw before use.​
- Can only be used twice per-match.​
- Can only be taught by Nathan.​
.​
Members who have learnt this:
Code:
[/INDENT][/INDENT]
[INDENT][INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=466649&p=14061681#post14061681"]Ciberr[/URL][/INDENT][/INDENT]
[INDENT][INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=386645"]Albel[/URL][/INDENT][/INDENT]
[INDENT][INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=463829&page=2&p=14009466#post14009466"]LonelyAssassin[/URL][/INDENT][/INDENT]
[INDENT][INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=618496&p=20672336&viewfull=1#post20672336"]Klad[/URL][/INDENT][/INDENT]
[INDENT][INDENT]-[/INDENT]
[INDENT]Skorm[/INDENT]
[INDENT]Corazon[/INDENT]
[INDENT][/INDENT][/INDENT]
[INDENT][INDENT]-[/INDENT][/INDENT]
[INDENT][INDENT]
5. (Meiton: Gōsuto Hanabi) Dark Release: Ghastly Fireworks
Type: Offensive​
Rank: A-rank​
Range: Short to Mid range​
Chakra: 30​
Damage: 60​
Description:​
After the absorbing the enemy's energy based technique using Dark Release: Inhaling Maw the user will mold the chakra from Inhaling Maw into their left arm, then user extends their arm forward and releases ghosts from a sphere in his/her left wrist. They seem to follow a set and guided path and they differentiate from it but they can cause enough damage to an opponent by slamming and leaving deep burning marks onto there stomach. The ghosts the user fires are only small (about two feet wide and five feet long) and shoots what seems to be an endless wave of Dark Fireworks.​
You must be registered for see images
Note: Must have used Dark Release: Inhaling Maw before use.​
Note: Can only be taught by Nathan.​
Note: Can only be used 3 times per battle.​
.​
Members who have learnt this:
Code:
[/INDENT][/INDENT]
[INDENT][INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=463829&page=2&p=14009466#post14009466"]LonelyAssassin[/URL][/INDENT][/INDENT]
[INDENT][INDENT]- [/INDENT]
[INDENT]Skorm[/INDENT]
[INDENT]Corazon[/INDENT]
[INDENT]Delta[/INDENT]
[INDENT][/INDENT][/INDENT]
[INDENT][INDENT]
6. (Meiton: Ura — Koten) Dark Release: Palm — Solo
Type: Offensive​
Rank: A-rank​
Range: Short​
Chakra: 30​
Damage: 60​
Description:​
After using Dark Release: Inhaling Maw to absorb the physical and spiritual energy of the enemy jutsu. The user discharges a quick burst of dark-natured chakra in a shockwave in order to knock their opponent back a large distance. The point of impact acts as a "marker" by leaving behind residual chakra on the target. From there the user builds up chakra in their hand and fires a five by five feet beam of energy from the Dark Release marking on their palm, using the earlier marker in order to hit the exact same spot at range.​
Notes:​
- Must have used Dark Release: Inhaling Maw before use.​
- Can only be used twice per-match.​
- Shock-wave doesn't cause damage as it's only a marker.​
- If the opponent gets out of the short range the beam won't work.​
- Can only be taught by Nathan.​
.​
Code:
[/INDENT][/INDENT]
[INDENT][INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=463829&page=2&p=14009466#post14009466"]LonelyAssassin[/URL][/INDENT][/INDENT]
[INDENT][INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=386645"]Albel Nox[/URL][/INDENT][/INDENT]
[INDENT][INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=618496&p=20672336&viewfull=1#post20672336"]Klad[/URL][/INDENT][/INDENT]
[INDENT][INDENT]-[/INDENT]
[INDENT]Skorm[/INDENT]
[INDENT]Corazon[/INDENT]
[INDENT]Delta[/INDENT]
[INDENT][/INDENT][/INDENT]
[INDENT][INDENT]-[/INDENT][/INDENT]
[INDENT][INDENT]-[/INDENT][/INDENT]
[INDENT][INDENT]
14. (Meiton: Inperiaru Kyuutai) Dark Release: Imperial Orb
Type: Offensive​
Rank: S-rank​
Range: Short - Mid​
Chakra: 30​
Damage: 60​
Description:​
After using Dark release: Inhaling Maw to absorb the physical and spiritual energy of the enemies technique, the user will perform one hand seal and then crosses his arms above his head to begin charging the jutsu, forming a small black orb which rapidly grows in size and also gains small white lights inside it, similar to the night sky. He then unleashes the orb at the target. The orb appears to be incredibly strong, and holds tremendous amount of power to crush its opponents. This technique is able to trap the enemy in itself. Once inside the enemy is surrounded by darkness and no sound. The person trapped in the technique is able to use A-rank and below water or earth techniques to escape from the orb.​
Notes:​
- Can only be used twice per-match.​
- Must have used Dark Release: Inhaling Maw before use.​
- Have to wait two turns before you can use it again.​
- The target once trapped inside the orb can only use A-rank and below water and earth techniques.​
- Wind/Fire/Lighting have no affect if trapped inside the orb as those elements will only increase the power of the orb.​
- The user can only have the orb active for a max of two turns.​
- Can only be taught by Nathan.​
.​
Members who have learnt this:
Code:
[/INDENT]
[INDENT]Skorm[/INDENT]
[INDENT]Corazon[/INDENT]
[INDENT][/INDENT][/INDENT]
[INDENT][INDENT]
17. (Meiton: Sekai Wa Bunkatsu) Dark Release: Worlds Split
Type: Offensive​
Rank: A-rank​
Range: Mid-range​
Chakra: 30​
Damage: 60​
Description:​
After the use of Dark Release: Inhaling Maw the user concentrates a large amount of their dark chakra into the palm of their hand, the user can generate a dark force that will darkened their hand, after doing the hand seals Goat → Dog the user will simply wave his arm; and the dark release chakra is release from the users upper square on their hand and released in straight line to create large-scale explosions (the scale of said explosion has the power to send two full grown people flying) in a linear pattern.​
You must be registered for see images
Notes:
- Can only be use twice per-match.​
- Must have used Dark Release: Inhaling Maw before use.​
- The explosions only go up to a mid-range radius.​
- Can only be taught by Nathan.​
.​
Members who have learnt this:
Code:
[/INDENT][/INDENT]
[INDENT][INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=386645"]Albel Nox[/URL][/INDENT][/INDENT]
[INDENT][INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=360727"]Délta[/URL][/INDENT][/INDENT]
[INDENT][INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=618496&p=20672336&viewfull=1#post20672336"]Klad[/URL][/INDENT][/INDENT]
[INDENT][INDENT][/INDENT]
[INDENT]Skorm[/INDENT]
[INDENT]Corazon[/INDENT]
[INDENT]
12. (Meiton: Mune Kurikaeshi Jajjimento) Dark Release: Pillar of Judgement
Type: Offensive​
Rank: A-rank​
Range: Short​
Chakra: 30​
Damage: 60​
Description:​
The most powerful of Castiel's dark release techniques, after using Dark release: Inhaling Maw to absorb the physical and spiritual energy of the enemies technique. The user moves his hands around in a semi-circle before positioning his hands on top of one other. One hand has two fingers pointing down while the other has two fingers pointing up. He then releases a torrent of dark energy from his palm (that has the diamonds on it) that will travel around the users body this torrent of dark chakra is formed around the user like a tube, a vertical tube. This tube doesn't touch the users body it's one meter away from the users body so he doesn't take any damage, if the opponent is within range of this technique they will receive massive damage.​
You must be registered for see images
Notes:
- Must use Dark release: Inhaling Maw before the use of this technique.​
- Can only be used three times per-match.​
- Have to wait two turns before the use of this technique again.​
- Can only be taught by Nathan.​
.​
Code:
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[INDENT][INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=386645"]Albel[/URL][/INDENT][/INDENT]
[INDENT][INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=463829&page=2&p=14009466#post14009466"]LonelyAssassin[/URL][/INDENT][/INDENT]
[INDENT][INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=618496&p=20672336&viewfull=1#post20672336"]Klad[/URL][/INDENT][/INDENT]
[INDENT][INDENT]- [URL="https://narutobase.net/forums/showthread.php?t=749322"]Azwrath[/URL][/INDENT][/INDENT]
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[INDENT]Skorm[/INDENT]
[INDENT]Corazon[/INDENT]
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Taught to me;


(Meiton No Jutsu) – Dark Release Technique
Rank: C​
Type: Supplementary/Attack/Defence​
Range: Short – Mid​
Chakra Cost: 15​
Damage Points: 30​
Description: The user can make small dark release energy blasts , shields or any form he wishes to make through the usage of dark release although it's not a solid matter as it's substance is almost like the wind release.​
Note: Can only be used 5 times per match​
Note: Can only be taught by ~Crow~​
(Taibu Meiton No Jutsu) – Greater Dark Release Technique
Rank: A​
Type: Attack/Defence/Supplementary​
Range: Short – Long​
Chakra Cost: 30​
Damage Points: 60​
Description: This is a stronger version of the dark release technique, the user can shoot dark release energy blasts , shields or any kind of shape through the usage of the dark release but on a larger scale than the standard dark release technique.​
Note: Can only be used 3 times per match​
Note: Can only be taught by ~Crow~​
(Meiton: Zetsumei Kōsen) – Dark Release: Death Beam
Rank: S​
Type: Attack​
Range: Long​
Chakra Cost: 40​
Damage Points: 80 [+20 if absorbed a B-rank technique using inhaling maw beforehand]​
Description: The user gathers a large amount of dark chakra into both of his palms then he brings his hands in front of him while his palms are facing crossed angles as the user releases the dark chakra Into a small condensed black orb that looks the same as the tailed beast bomb through the usage of shape manipulation, then the user releases a large black beam that covers a wide area and thrusts at fast speeds in the desired location due to the high concentration of the black orb, the user can enhance the beam's power by using the energy absorbed through the usage of the inhaling maw technique beforehand which is a separate technique and must be done in the same turn that this technique is used in.​
Note: Can only be used 2 times per battle​
Note: No dark release techniques higher than A-rank for 2 turns after this turn.​
Note: Can only be taught by ~Crow~​
(Meiton: Kyūkōshin) – Dark Release: Darkness Inversion
Type: Supplementary​
Rank: B​
Range: Short​
Chakra Cost: 20​
Damage Points: N/A​
Description: This is an advanced usage of the "Dark Release: Inhaling Maw" Technique, which is used to absorb chakra, however instead of absorbing a ninjutsu technique's chakra, whenever the opponent puts the user inside a genjutsu, after knowing that it's a genjutsu that was used on him the user concentrates a large amount of Dark Release chakra into both of his hands into the upper square mark in both hands, extracting the physical and spiritual of the opponent's chakra inside the user's body, and absorbing the opponent's chakra from the body releasing the genjutsu, it's also possible to free other people being put inside a genjutsu however the user has to know for sure that the person they are absorbing the genjutsu chakra from is under a genjutsu, or the user is going to end up absorbing some of that person's chakra making them weaker, it only works on allies within range or the user himself, after absorbing the opponent's chakra the user can use it as a medium to release through the "Dark Release: Judgment" technique (if the Genjutsu was B-Rank or above).​
Note: Can only be used thrice per battle.​
Note: Works on A-rank and below Genjutsu techniques excluding MS level genjutsu.​
(Meiton: Akumate) – Dark Release: Devil's Kata
Type: Offense , Supplementary​
Rank: A​
Range: Short​
Chakra Cost: 30 (+10 per turn)​
Damage Points: N/A (+15 to Taijutsu)​
Description: This is a dark release technique used for hand to hand combat purposes, after using the "Dark Release: Inhaling Maw" technique beforehand to absorb the opponent's chakra and have it within the upper square mark of the diamond shape in their hands and spreading it out through their whole bodies, the user releases portions of the charka absorbed from the opponent when performing Taijutsu techniques or freeform combat, boosting up the power of there taijutsu techniques and having a certain amount of pressure with each punch that's enough to blow an opponent away several meters when struck with a hit from the user's body while this technique is active. This technique also allows the user to destroy boulders, rocks or the ground itself from the build up pressure (all within reason and to lower extents than those of Chakra Enhanced Strenght) that's released from the portions of chakra, however due to the limit of the chakra the user absorbed before using this technique it doesn't last long.​
Note: Can only be used 4 times.​
Note: Lasts 2 turns.​
Note: While active, user can't use Dark Release techniques, while molding Earth, Water or Wind chakras will dispel the effects of the technique.​
This was trained by Dante.. to let me use these jutsu(s). Link to the training thread. .​
(Meiton: Yami no kōtingu) - Dark Release: Dark Coating
Rank: B​
Type: Supplementary​
Range: Short​
Chakra cost: 20​
Damage points: N/A​
Description: This technique allows the user to wrap objects in an immensely compressed and condensed layer of dark chakra. The coating makes said objects resistant to the flames and bolts of lightning produced by the techniques of Katon and Raiton Release. However, this coating is not strong enough to overcome or stop the techniques of said elements of disadvantage due to the technique's effect being limited to observing the chakra that comes in contact only.​
Note:​
-This coating can't be applied to living beings as it would absorb the natural heat generated by their bodies, resulting in their death.​
-The coating must be applied while the user is physically in contact with the said objects or connected through a third object. However, the object can be disconnected/thrown after the coating has been applied.​
-The coating can only last for 2 turns, and regenerating the coating or increasing it after the turn it was originally used counts as using the jutsu for a second time.​
-The infused items will glow in a blue color.​
This was trained by 'Kurapika to let me use these jutsu. Link to the training thread. .​
(Meiton: Kirudesuto)- Dark Release: Hungry Dragon
Type: Offensive/Attack​
Rank: A-Rank​
Range: Mid-Long Range​
Chakra: 30 Chakra​
Damage: 60 Damage​
Description:​
After having user convert the absorbed chakra from the Dark Release: Inhailing Maw from an A or lowered ranked Lightning/Fire technique or S rank and lower raw chakra, then releases a Dragon composed of Dark chakra with help of shape manipulation, from his left hand, the dragon if clashed against a B rank or lower Fire or lightning based technique it will "eat" the technique meaning it absorbs it and will simply grow bigger, faster and stronger meaning it becomes an S rank technique, however the user must keep the dragons tail attached to there left hand, meaning if he stops the chakra channeling the dragon will simply dissapear. It has enough strength to smash an opponent to the ground and break a few bones and whatnot.​
- Can only be used 2 times per battle.​
- Must wait 3 turns before using again.​
- Must be a Dark user.​
- Can only be taught by -Castiel-​
This was trained by -Castiel- to let me use these jutsu. Link to the training thread. .​
(Meiton: Kuro Kaigara) Dark Release: Dark Shell
Type: Defensive​
Rank: A​
Range: Short- Mid​
Chakra: 30​
Damage: 60​
Description: The user takes their dark chakra and covers themselves in the dark chakra. The dark chakra comes out of the users lower square, which creates the light blue flames like it should when releasing dark chakra out of that square, and surrounds the user to protect them from wind, fire and lighting techniques up to A rank, since dark release is strong against those chakra natures. However you must have absorbed the opponents chakra first before using it and it is weak to B rank water and earth with a valid reason. Whenever the shell successfully counters an attack, the dark chakra around the user disappears.​
Note:​
-Must have a Dark release bio​
- Must have absorbed the opponents chakra first to make the shell​
-Must have learned Dark Release up to A rank​
-Shield lasts 2 turns if it hasn't successfully countered an attack and can be used 3 times per battle​
-Can only be taught by Sindy​
This was trained by Sindy to let me use these jutsu(s). Link to the training thread. .​
(Meiton: Kurai Kurage) - Dark Release: Dark Jellyfish
Type: Offensive / Defensive​
Rank: A​
Range: Short-Mid​
Chakra Cost: 30​
Damage: 60​
Description: The user will focus their Dark Chakra and form 3 handseals. After finishing the three handseals, they form a large, floating body of Dark chakra with 10 extending arms of Dark Chakra that forms a fist on each one (Each fist having a destructive force that can break bones), a Dark Jellyfish. The body of the jellyfish moves slowly through the air but the arms can attack swiftly. The jellyfish's body can absorb C-Rank jutsu and after doing so, can burst in a large mass of blue fire that burns anything short-range of it.​
Restrictions:​
~Usable once.​
~After absorbing 3 attacks, the jellyfish will vanish in thin air.​
Looks like:​
This was trained by Xanthe to let me use these jutsu(s). Link to the training thread. .​
(Meiton: Tsuji Giri) - Dark Release: Night Slash
Type: Attack​
Rank: A-Rank​
Range: Short - Long​
Chakra Cost: 30​
Damage: 60​
Description: The user will hold their palm outwards and a sword made out of dark chakra will come out of their meiton mark on their palm. This sword can be used to combat against other weaponry that utilizes chakra to increase their strength. If the user swings their sword, they can release the sword as a long blade of dark chakra at the target.*​
Restrictions:​
~Usable twice.​
This was trained by Xanthe to let me use these jutsu(s). Link to the training thread. .​
(Meiton: Heru Supea) Dark release: Hell Spear
Type: Offensive/Defensive​
Rank: A rank​
Range: Short​
Chakra: 30​
Damage: 60​
Description:The user will first have to absorb a technique using Dark release:Inhaling Maw. After the technique has been absorb the user will cover their left arm in a layer of Meiton chakra. Once fully formed the shape gives off the appearance of a jaggered shield that is attached to the users arm.Being made of pure Meiton chakra this shield can withstand S rank fire wind and lightning attacks. If the user see's fit this can also be used as a weapon with the shields jaggered appearance being quite sharp. The user can use this weapon as a form of offensive close ranged combat or as a shield to deflect different techniques.​
Restrictions​
Can only be used twice per battle​
Lasts 3 turns when used as a close combat weapon​
While in use no other dark release techniques can be used​
Can only be taught by Delta​
What this technique looks like​
You must be registered for see images
This was trained by Délta to let me use these jutsu(s). Link to the training thread.
(Meiton: Chikara Nigiri) Dark release: Force Grip
Type: Offensive​
Rank: A​
Range: Short-Mid​
Chakra: 30​
Damage: 60​
Description: The user will convert the absorbed chakra absorbed from Inhaling Maw send it throughout the battlefield silently. The user will then condense the chakra causing a hand consist of dark chakra to form anywhere there is said chakra. (Example, the user will "Disperse" the chakra around the area in a mistly like form. The mist is very thin and gives off a light blusish appeal. The hand itself is the size of a fully grown human male. Capable of completely wrapping around the neck of a fully grown human male. The hand takes no more than a a second or two to form. But the chakra must first spread throughout the battlefield, which takes one turn) The hand will then travel at the opponents neck at the speed of a wind infused kunai and begin to wrap around the it. Choking the target leaving him unable to breathe. This will also cause the targets vision to become blurry due to the force of the grip. If not stopped the hand can deal serious damage to the neck itself. Though the user can mimic the movement with his left hand as if he was actually choking the opponent, this will allow the user to crush the opponents throat if and only if the user mimics the movement of the hand. This restricts the users ability to use other justu if he chooses to do so.​
-Only usable twice per battle.​
-Must be taught by Ciberr.​
This was trained by Ciberr to let me use these jutsu(s). Link to the training thread.
(Meiton: Infernal Sora Ame) Dark Release: Infernal Sky Rain
Type: Offensive​
Rank: B​
Range: Mid-Long​
Chakra: 30​
Damage: 60​
Description: After having used Dark Release: Inhaling Maw to absorb the physical and spiritual energy from the opponents jutsu. The user will then release up to 12 dark spheres that are purple color and are each the size of a kickball. The spheres are formed around the users body and with an upwards wave motion with either of his hand, will hurl them into the sky. From there they will rain down towards the target hitting them. A single dark sphere has enough power in it to break a bone.​
Note: Can only be taught by Albel Nox.​
Note: Can be used three times per battle​
Note: Must use Dark Release: Inhaling Maw before use.​
Note: Once used the user must wait two turns before using again.​
This was trained by Albel Nox to let me use these jutsu(s). Link to the training thread.
(Meiton: Ketatamashii Yaris) Dark Release: Piercing Spears
Type: Offensive​
Rank: A​
Range: Short-Long​
Chakra: 30​
Damage: 60​
Description: After having absorbed the physical and spiritual energy of an opponents jutsu through the use of Dark Release: Inhaling Maw, the user will then with his palm still open from using Inhaling Maw, will aim it towards his opponent and begin releasing dark spears at his target. Only 6 spears can be released when used, and each spear is .5 meters around and 1.5 meters long.​
Note: Can only be taught by Albel Nox.​
Note: Must use Dark Release: Inhaling Maw before use.​
Note: Can be used twice.​
Note: Must wait one turns before using again.​
(Meiton: Mei Raihin) Dark Release: Dark Visitor
Type: Offensive​
Rank: A​
Range: Short-Mid​
Chakra: 40​
Damage: 80​
Description: After using Inhaling Maw to absorb the physical and spiritual energies of an opponents jutsu, the user will gather up his dark chakra, slam his hand down onto the ground in-front of him, and release the dark chakra through the marking on his palm into the ground sending it below his opponent causing a purple/black circle 3 meters in diameter to appear. As the circle appears, some of the dark chakra from the circle will begin to rise up from behind the target and form into an angel of death with a large purple scythe in its hands. The moment the angel is formed it will begin to spin around rapidly with the scythe slicing the opponent six times.​
~ Can only be taught by Albel​
~ Must use Inhaling Maw beforehand​
~ Can only be used twice​
~ No other dark jutsus may be used in the same turn​
This was trained by Albel Nox to let me use these jutsu(s).​
(Meiton: Renga Batto) Dark Release: Brick Bat​
Type: Offensive​
Rank: A​
Range: Short-Long​
Chakra: 30(-10 to opponent for each bat)​
Damage: 60​
Description: The user will begin by gathering up his dark chakra and then release it through one of the marking on their palms in the form of five rounded, softball sized, dark purple bats that each have two long sharp teeth at the top of their mouths. The moment they are formed they fly over to the target or targets and latch themselves onto them by biting down onto multiple areas of the body. As they bite down and latch on they start sucking out the victims chakra(10 chakra points for each bat for a total of 50), which in turn they will start to turn into a light blue color the next turn if the victim does not get rid of them where they will then explode into light blue flames that burn the areas of the body that the bats were latched onto. The flames themselves are so hot that they cause 3rd degree burns to the areas that they cover making those spots completely useless to the victim. If the user has absorbed chakra before hand through any means of any dark jutsu he can use that chakra to form one large bat(half the size of a fully grown adult) made of light blue flames instead of five bats. Like how regular bats release sound waves this larger bat does something similar, but instead of releasing sound waves it is able to release a stronger version of Dark Release: Revival Fist from its mouth once per turn. Unlike the smaller bats this larger one is able to stay on the field for three turns and doesn't latch onto the opponent to drain their chakra. Once the three turns have ended or the bat gets destroyed it will erupt into a sea of intense light blue flames burning everything within short range.​
- Can only be taught by Albel​
- The small bats can only be used three times per battle with a one turn cool-down between each usage. The large bat can only be used twice per battle with a one turn cool-down.​
- Having the large bat release the dark shock wave costs one of the users three slots​
- No dark jutsus above A-rank the following turn of making the large bat​
Link to the training thread.
(Meiton: Kyūketsukō usabarashi) Dark Release: Inhaling Diversion
Type: Offensive​
Rank: A rank​
Range: Short-Long​
Chakra: 30​
Damage: (Technique dependant)​
Description: This is an advanced method of using the technique Inhaling maw. Instead of storing the foreign chakra the user instead redirects it back at the opponent. The way this technique works is by increasing the flow of chakra to Inhaling maw causing it to absorb chakra twice as fast as the regular inhaling maw. While this happens the user links his top and bottom square chakra network creating an arc between the two from which chakra can travel. As the user absorbs chakra it is sent into this new link and has Dark chakra added to it, once the chakra is added the technique is fired back at the opponent. From using this method the original attack is strengthen and more potent. This method is fairly fast, as it release chakra at the same time it absorbs leaving little window for opponents to react.​
Note : Any technique redirected gains plus 1 rank to its original power(I.e A rank becomes S rank)​
Restrictions:​
Can only be used 3 times per battle​
Jutsu Follows Dark release's absorption rules​
Can only be Taught by Delta​
This was trained by Délta to let me use these jutsu(s). Link to the training thread.
Meiton: Tezukami Tora Ryuka (Dark Release: Grabbing Tiger Dragon's Fire)
Type: Offensive/Defensive​
Rank: D-S​
Range: Short-Long​
Chakra Cost: Varies (10-40)​
Damage: Varies (20-80)​
Description: This is a masterful technique of those who possess the Dark Release kekkei genkai. This technique utilizes both of the defining characteristics of Dark Release in a single technique. This technique is a classic example of using your opponent's force against them. The user will first hold both his hands out with their fingers crouched like tiger claws. When their opponent's attack gets within short range, the user will immediately begin siphoning out the chakra and absorbing their technique with his left hand, while simultaneously converting the absorbed chakra into Dark Chakra. When the absorbed chakra becomes dark chakra, the user will then emit the chakra from his right hand, in the form of purple and black flames in a large constant stream. The stream of dark flames will take the shape of a large dragon as it heads towards their target. Though the dragon is naturally large, depending on the strength of the technique being absorbed, the overall damage inflicted varies. If hit in close range with this technique, the victim will receive major internal damage (level of damage varies based on rank of technique).​
Note: In this technique the user is both drawing in and converting chakra for it to be released. There is a one second delay from the beginning of the absorption of your opponent's technique to the conversion and release of the dark chakra as an attack.​
Note: The absorbing process follows the same principles and guidelines of Dark release.​
Note: If this technique is used to absorb and redistribute a technique of S-rank or above, the user cannot use S-rank Dark Release techniques and up for the next turn.​
Note: This technique can only be taught by Reborn​
Note: S-Rank version can only be used 3x per match.​
This was trained by Sunzi to let me use these jutsu(s). Link to the training thread.
(Meiton: Ken Deluge) Dark Release: Sword Deluge
Type: Offensive​
Rank: A​
Range: Short-Long​
Chakra: 30​
Damage: 60​
Description: After using Dark Release: Inhaling Maw to absorb the physical and spiritual energies of an opponents jutsu, the user will gather up his dark chakra and release it into the ground underneath his opponent. The dark chakra will then rise up in a circle around the opponent and shoot up into the sky above him, and rain back down at the opponent in the form of 15 black/purple blades. The dark blades are 2 feet wide and 5 feet long. These blades when hit by them don't cause any cuts of the sort but cause serious burns in the spots they hit along with internal damage to those areas as well.​
Note: Can only be taught by Albel Nox​
Note: Can be used three times​
Note: Must wait one turn before using again​
Note: Must use Dark Release: Inhaling Maw before hand​
This was trained by Albel Nox to let me use these jutsu(s). Link to the training thread.
(Meiton: Kage Amatsu) Dark Release: Shade Imperial
Type: Offensive​
Rank: S​
Range: Short-Long​
Chakra: 40​
Damage: 80​
Description: After using Dark Release: Inhaling Maw to absorb the physical and spiritual energies of an opponents jutsu, the user will gather up his dark chakra and release it in the form of a small black/purple orb that is the size of a baseball from the lower square located on his left palm. The small orb is shot towards the users specified target. Once the small orb has reached short range of the desired target, the user will make the snake hand-seal which causes the orb to begin expanding. As the orb expands it begins releasing countless numbers of raw chakra spikes spikes from the outside which begin to skewer the opponent.​
Note: Can only be taught by Albel Nox​
Note: Must use Dark Release: Inhaling Maw before hand​
Note: Can only be used twice​
Note: Can not use any other Dark jutsus in the same turn as this is being used​
Note: Must wait two turns before using again​
This was trained by Albel Nox to let me use these jutsu(s). Link to the training thread.
(Meiton: Kuro Renda) Dark Release: Dark Barrage.
Type: Defensive​
Rank: B rank​
Range: Short-Mid​
Chakra: 20(+10 for every extra shot fire)​
Damage: 40​
Description: The user will begin by holding both his hands up with the palms facing towards the sky. The he will condence dark chakra inside his body and cause it to seep out of his palms and form small balls of dark chakra around the size of a cannonball. Then by using brute strength the user will throw the balls at the opponent. Upon impact the balls will explode into a maelstorm of dark chakra severely burning the opponent. This jutsu isn't limit to just two shots as the user can continually form and throw these balls. The balls form rather swiftly about the same speed as a chidori. Each 2 balls are equivalent to a B ranked Dark release technique.​
Can only be taught by Delta​
This was trained by Délta to let me use these jutsu(s). Link to the training thread.
Dark Release: Dark Clone (Meiton: Mei Bunshin)
Rank: B​
Type: Supplementary​
Range: Short​
Chakra cost: 25​
Damage points: N/A​
Description: The user makes one hand seal and makes a clone made of dark chakra. The user can only make two clones per jutsu. The clone can only use dark Release jutsus and taijutsu.​
Dark Release: Dark Blast (Meiton: Mei Bakuha)
Rank: B​
Type: Attack​
Range: Short-Long​
Chakra cost: 25​
Damage points: 40​
Description The user releases a wide blast of dark chakra out their palm. The blast is wide enough to take out three humans standing side by side.​
(Meiton: Mei Soujuu) - Dark Release: Dark Manipulation
Rank: C​
Type: Attack/Defense/Supplementary​
Range: Short-Mid​
Chakra cost: 20​
Damage points: 30​
Description: This is a basic Dark Release jutsu using their dark chakra, the user will make it solid(compressed). The user can make things such as weapons(kunais, shurikens etc), platforms, and small shields.​
(Meiton: Tama) - Dark Release: Dark Sphere
Rank: A​
Type: Defense​
Range: Short​
Chakra cost: 30​
Damage points: N/A​
Description: The user release dark chakra all around them making a complete sphere around their body. The sphere is 360 degrees around and solid(compressed) and can block B rank and below attacks. If hit by A rank it will be destroyed. If it by anything above A rank the user will be hit with rest of the power of the attack after the it destroys the sphere.​
Note: Only used three times per battle​
Note: Only used by Dei Dei​
(Meiton: Mei Heki Chika) - Dark Release: Dark Burst Underground
Rank: B​
Type: Attack​
Range: Short - Long​
Chakra cost: 25​
Damage points: 40​
Description: The user releases dark chakra into the ground. Then whenever, the user claps their hands together. Right when the user claps the chakra moves to the desired place and with no warning bursts up with black chakra that causes tremedous internal damage the thing it attacks.​
(Meiton: Kuro Kiri) - Dark Release: Black Mist
Rank: B​
Type: Supplementary​
Range: Short-Long​
Chakra cost: 25​
Damage points: N/A​
Description: The user releases dark chakra throughout the battle field. The user chakra starts to make a black thick mist filled with the user chakra. The user and opponent can`t use their eyes in this but doujutsus like the Hyuga`s and Nagato`s can see through the mist. Sharingan can`t since it is filled with the user`s chakra. The user can feel movement through the mist.​
Note: Only used three times​
Note: Mist last for four turns​
Note: Idk if MS and EMS can see through chakra mist but if it can then they can see through this mist.​
(Meiton: Cloak) - Dark Release: Cloak
Rank: B​
Type: Defense​
Range: Short​
Chakra cost:25​
Damage points: N/A​
Description: The user makes a black cloak around themselves. The cloak protects the user from C rank and below attacks. B rank attacks destorys the cloak. Anything above B rank destroys the cloak and the user is hit with rest of the power after the attack destroys the cloak.​
(Meiton: Mei Hei) - Dark Release: Dark Wall
Rank: B​
Type: Defense​
Range: Short​
Chakra cost: 25​
Damage points: N/A​
Description: The user puts both of their hands up and release dark chakra. The user makes a solid(compressed) black wall of dark chakra. The wall protects against C rank and below attacks and weapons​
Note: Only used four times per battle​
This was trained by Satān(Solf) to let me use these jutsu(s). Link to the training thread.
Type: Offensive​
Rank: S​
Range: Short-Mid​
Chakra: 40​
Damage: 80​
Description:​
After absorbing the physical and spiritual energy of an opponents jutsu through the use of Dark Release: Inhaling Maw, the user focuses the chakra in his dominant hand (the one that contains the Dark Release Diamonds mark) then he shall use shape manipulation to release two golems' faces-like monsters that generate from the same amount of chakra and spread while heading for their target and deal the usual Dark release damage to the enemy and blow them away.​
The movements of the two Golem heads can be controlled by the user, which mean he can make them attack the enemy from two different sides.​
Each one of the Golem heads can deal a A-Ranked Dark-Release Damage to the target, so if all of them attacked the enemy at the same time successfully, the attack can deal an S-Ranked Dark release damage to the target.​
The user can also choose to attack with the two Golem Heads merged in one giant Golem Head, but it's movements will be slower the separated Golem heads.​
The Golem head(s) head for their target like a stream of Dark release power with the shape of a Golem's Head in the front, and a normal stream of Dark power that generates from the user's Diamonds mark.​
- Can only be taught by megaamine.​
- Can only be used three times in a battle.​
- No S-Rank Dark release techniques can be used in the following turn, which means that the user can't use them three times in a row.​
Type: Offensive​
Rank: S rank​
Range: Short-Long​
Chakra: 40​
Damage: 80​
Description: The user will being by absorbing a jutsu(A rank or above) using Inhaling Maw. Once completed the user will begin to channel the dark chakra out of his bottom square and into the sky above the opponent, the user will begin to form a large cloud above the opponent made up of dark chakra. Once formed the user will cause the cloud to rain down 5mx5m balls of dark chakra down onto the opponent. these are shaped like meteorites as they pummel down to the ground. The sheer power of the chakra is enough to break bones and upon contact and severly burn the opponent. Using this jutsu the user can rain down over 20 balls of dark chakra onto the opponent until the cloud disappears. The cloud covers and area 10 metres in every direction from the center of the opponent. If the user is closer to the opponent then 10 metres he will have to defend against the jutsu as well. This jutsu will also destroy everything within its radius​
Restrictions:​
Must use Inhaling Maw prior​
Can only be used once per battle.​
Can only be taught by Delta​
(Metion: Doragon Otakebi) Dark Release: Dragon's Roar​
Type: Defensive/Offensive​
Rank: S-Rank​
Range: Short(Defensive), Short-Long(Offensive)​
Chakra: 40 (-15 per turn to stay active)​
Damage: 80​
Description: The user will begin releasing a large amount of dark chakra from the markings on both palms to where it surrounds the user in the form of a self sustaining purple transparent barrier extending the half of short range with the user at the center, that is the shape of a dragon's head. The barrier follows similar principles to Dark Release: Inhaling Maw, but as a much stronger version of it. Following the strength and weaknesses of dark release this barrier can absorb S-ranks jutsus that dark is strong against such as Fire, Lightning, Wind, Raw chakra, Storm, etc. Though it can only absorb B-rank and lower water based jutsu. This barrier has no effect on any earth based jutsus at all. When the barrier has absorb a jutsu it will gain a light blue hue to it as with then shoot towards the intended target as a light blue flaming dragon's head. With simple hand gestures the user can control the head as it moves towards its target. Being made of dark chakra and made of light blue flames as well as the force behind it, it is capable of causing deadly 3rd degree burns all over the body as well as sever internal damage such as broken bones and ruptured organs. The user is able to move freely around the battle field as the barrier will follow, keeping the user at the center of it.​
- Can only be taught by Albel​
- Can only be used twice and must wait two turns after the barrier has vanished before using it again​
- The barrier lasts until it has absorbed a jutsu and is released or if it is destroyed. Until either happens it will remain active while draining 15 chakra points each turn from the user​
- While active the user may only use S-rank and below Dark jutsus as well as the elements that make up the KG: Fire and Lightning​
- As this technique both absorbs the technique and then releases it, takes up two jutsu slots per turn​
(Metion: Oni Uyuko) Dark Release: Demon Wings​
Type: Offensive/Defensive/Supplementary​
Rank: S​
Range: Short-Long​
Chakra: 40(15 per turn)​
Damage: 80​
Description: After having absorbed the physical and spiritual natures of a jutsu before hand through the means of any dark absorbing based jutsu, the user will released the newly found power in the form of dark chakra that travels out from both of their markings on each palm. The chakra will travel from their palms to their upper back and take the form of large self sustaining pitch black demonic wings that allows them not only flight(flight speed is the same as the users speed) but also other abilites. The wings themselves span 7 ft across and have 2 purple/black medium sized, condensed orbs of dark chakra at the center of each of them making a total of 4 orbs. The orbs located on each wing can be shot off one at a time or multiple at a time, and with simply hand gestures of the user they can be controlled how the user sees fit. Upon impact, the orbs have enough force behind them to break bones, rupture organs, and knock the opponent backwards as the orb(s) erupt into a maelstrom of violent flames that reach up to short range, but have S-Rank power.​
- Can only be taught by Albel​
- Can only be used once per battle​
- The wings being self sustained drain 15 chakra points per turn.​
- By using one of the allowed 3 moves the user can use the wings to evade a jutsu within reason, and can only be done once per turn​
- No dark jutsus in the same turn the wings are made and none above A-rank the following turn​
Type: Defence/Offence​
Rank: A​
Range: Short​
Chakra Cost: 30​
Damage Points: 60​
Description:​
The User places their palm against a solid surface and releases their dark chakra making a print purely out of Dark chakra which looks exactly like their Dark Mark, onto that surface fuelled with chakra from using Inhaling Maw beforehand; the print is the same size as the Dark tattoo on their hands (Smaller than the palm). Once the print is made on the surface it stays there for a few turns acting like sort of a trip mine - if a jutsu passes by into short range of the print, it absorbs that said jutsu and becomes fuelled with even more chakra making it glow a light purple. The Print doesn't disappear just yet as it has one more use and that is when an enemy steps within short range of that Print it explodes into light blue flames, engulfing and severely burning anyone within three meters of it. Can absorb S-Rank Fire, Wind and Lightning, B-Rank Water and has no effect on Earth if one print is made. Up to two prints can be made per use, power is split between them (Each Print becomes B-Rank). If two prints are made, each one can absorb A-Rank Fire, Wind and Lightning, C-Rank Water and they have no effect on Earth.​
- If two are created, they must at least be in 5 meters with one another​
- Print lasts 3 turns on the field​
- Can only be used 4 times​
- Can only be taught by LonelyAssassin​
Type: Supplementary/Offensive​
Rank: B - Rank​
Range: Short - Medium​
Chakra: 20​
Damage: 40​
Description:​
After using Dark Release: Inhaling Maw to absorb the natural and spiritual chakra within a jutsu then the user will perform a single hand sign (Ox) and channels the Meiton chakra into the lower diamond mark on his hand and release the chakra and manipulate it to dark on the form of a dark long spiked whip that can be used to trap or just attack the opponent which would result in the spikes inflicting damage.​
Notes:​
Can only be used twice per battle with a two turn break in between​
Requires Dark Release: Inhaling Maw to be used prior​
Can only be taught by BlackCrow​
Type: Supplementary/Defensive​
Rank: A​
Range: Short/Long​
Chakra Cost: 30 (+10 Print Activation)​
Damage Points: N/A (+60 Damage Disperse Explosion)​
Description:​
The User when performing the Summoning Technique or when wiping blood on their Summon Tattoo will also wipe a bit of blood on their Dark Mark and THEN slam their hands on the ground. The User uses this in conjunction with a summon, both chakra costs will be used to summon the animal/creature but it will be counted as one whole move out of three. The summon will appear inside a target technique or right before it, usually a Lightning, Fire or Wind one - however when summoning they will be surrounded by a Dark shroud that will absorb the technique they are summoned in and basically replace it. It can be used as a way of counterattacking and surprising considering they would literally seem to appear from the opponent's Jutsu.​
The Absorbed Dark will Make a Print Similar to that of the User's Dark Tattoo on the Summon's Back. This allows for a multitude of things that can happen, however only one of the following may be chosen:​
- If the user and the summon were to be in close proximity the user could place their hand on said Print and absorb the chakra into their own mark to fuel for later Dark Release Techniques.​
- Or the user can activate the Dark Mark which will grow larger and basically seem the consume the Summon, it will look like it is covered in one big purple void. Giving it a Demonic Appearance. However this will allow the user to perform Dark Release Techniques through the Summon, using it's own chakra as the source the user will be able to perform any Dark Techniques they know. However if this is used the user cannot use Dark Release Techniques in the same turn that the Summon does. This lasts for however long the Summon has left on the Field.​
- Can absorb against S-Rank Wind, Fire, Lightning. B-Rank water. No effect on Earth.​
- Must know Dark Release​
- Must by taught by LonelyAssassin​
- One of the Three Options above Costs a Turn, and only one can be chosen​
- Can only be used four times​
Type: Supplementary​
Rank: A​
Range: Short - Mid​
Chakra Cost: 30 (-20 per turn)(-60 from opponent per turn)​
Damage Points: N/A​
Description:​
After Absorbing the spiritual and physical energy of a jutsu using "Dark Release : Inhaling Maw" the user performs a couple of hand seals and slams their hand on the ground, they will make a sort of chakra network in the ground with their dark release and it will spread out through the earth all up to mid range. The dark network will carry the properties of absorption, as long as the opponent is touching the ground the Dark network will sap the chakra from them and it will all go back through the network and to the user as long as he is touching the floor with his hand, allowing him to use Dark Jutsu for the future.​
The user doesn't have to have his hand on the ground all the time, but if he wants to collect the chakra sapped from the opponent then he can gather it all at once at a later time by simply pressing his palm against the ground covered using the leeching network - however this costs one of your three moves. The great thing about this jutsu as well is that it will also send back to the user where their opponent(s) are, so it becomes like a sort of sensing for them.​
As long as this technique remains active on the field it will weaken all opposing Fire, Wind and Lightning that come from the ground or move along it (such as Intelligent Hard Work) onto the field by 1 rank.​
- Lasts for four turns​
- Must be taught by LonelyAssassin​
- Jutsu is self sustaining, sapping 20 chakra from the user ever turn it's active​
- To use this Jutsu, user must have successfully absorbed using Inhaling Maw​
- If the User leaves the effected area of the Leeching Network then it will dispel the jutsu.​
- Has a two turn cool down and can only be used twice per battle​
- Inhaling Maw and Ultimate Inhaling Maw can't be used in the same turn, and also no Dark S-Rank techniques in the same turn​
Type: Supplementary​
Rank: C​
Range: Short​
Chakra Cost: 15​
Damage Points: N/A​
Description:​
The user will shoot a small fireball from his palm, it will pop up and jump to the opposite hand where the physical and spiritual energy of the fireball is extracted by the Dark Mark on the user's palm. This is the half the equivalent of Inhaling Maw, meaning it must be used twice to be able to use Techniques that require one use of Inhaling Maw and four times to be able to use those that require Ultimate Inhaling Maw. If this is used only once then only B-Rank and below Dark jutsu can be performed.​
- This technique can be done in rapid succession (three uses will occupy the same time frame), though it will still count as one of your three moves for each usage.​
- IF used in rapid succession up to twice or three times, it has a two turn cooldown till it can be used again at all.​
- Must be taught by LonelyAssassin​
(Meiton: Yami no ka fuka) - Dark Release: Darkness Overload
Type: Offensive​
Rank: S-rank​
Range: Short-Long​
Chakra: 40​
Damage: 80​
Description: After having absorbed chakra beforehand, the user slams his marked palm on the ground, sending the dark chakra beneath the target’s feet. With one simple hand seal the user manifests this technique in the form of a giant dark purple orb which traps the target in. The unique mechanism of this orb is that it can absorb the chakra of anything trapped inside. As long as the user can maintain this technique, the orb will absorb 20 chakra per turn. Upon absorbing chakra, the orb will start to take light blue color. Since the user has complete control over the orb, he can move it freely with simple hand swings. When the orb is forcefully slammed against any solid matter (ground, for example), the orb will dissolve into countless tiny orbs. Through the performance of one hand seal, the user will shape them into senbons which are made of light blue flames. They will rain down on the enemy and cause intense burns to areas that are hit.​
Restrictions​
-Needs prior chakra absorption​
-Can only be used twice​
-No A-rank or above Dark jutsus​
-Can only be taught by Klad​
(Meiton : Shugo tenshi) - Dark Release : Guardian Angel
Type: Supplementary/Offensive/Defensive​
Rank: B-rank​
Range: Short​
Chakra Cost: 20 (-10)​
Damage Points: N/A​
Description: The usage of this technique lies with the user activating one of their Dark Marks, on either of his hands. Upon the activation, it will stay active for four turns. The functional Dark Mark will take the manifestation of dark purple chakra surrounding the user's arm, and will serve as an active Inhaling Maw which automatically absorbs Lightning, Wind and Fire up to A rank, (also other elements depending on the Elemental Strengths & Weaknesses of Dark Release Absorption ability) without the user needing to. Simply put, the user won't bother directing his arm outwards to absorb, but the vivid dark chakra around his arm will do the job for him. Should any absorbable technique come within the short range of the user, it will immediately get absorbed by the dark chakra. This ability can also extract the physical and spiritual energy from chakra infused weapons. The user, however, won't be able to use his releasing ability on the chosen Dark Mark, but the other Dark Mark can still be used.​
With the sacrifice of chakra each turn, the user will only be able to absorb up to A rank techniques per turn. The technique will not stop once it has absorbed an A rank technique, but it will simply not be able to absorb anymore during that turn. Can be deactivated at will.​
Restrictions​
-Lasts for four turns​
-No Dark techniques used when this is activated​
-Can only be taught by Klad​
Meiton : Dākusutējingu - Dark Release : Dark Staging
Type : Defensive/Offensive​
Rank : A​
Range : Short​
Chakra Cost : 30​
Damage Points : 60​
Description : After having absorbed a technique/chakra before hands, the user activates one of his dark marks before touching the surface he's in. A conical shaped pitch black platform is raised from the ground, right in front of the user. This platform then surrounds the user omnidirectionally up to 5 meters if so he wishes.. Respecting the Strength and Weaknesses of Elements instructions, this platform can block attacks up to A rank by absorbing their spiritual and physical energies. Once something is absorbed, the dark platform rapidly scatters into countless pointy and sharp blue flame projectiles with a simple hand seal from the user. These projectiles are directed towards any direction if the user so wishes, by making hand gestures. If any of these miniature deadly bullets make contact with a target, they will receive a 2nd-degree burn and also many major cuts in their flesh.​
Restrictions​
- Must have absorbed something before using​
- Cannot be used in a consecutive manner​
- Must wait for 2 turns to use again and can be used only 3 times a battle​
- Can only be taught by Klad​
Meiton: Muchi - Dark Release : Scourge
Type: Supplementary/Offensive/Defensive​
Rank: B ( A )​
Range: Short - Long​
Chakra: 20 (30)​
Damage Points : 40 (60)​
Description: The user can apply this to themselves or thrust their arm towards a target and apply it to them, this can be applied to summons, clones or singular entities like Stone Golem. The user forms a dark shroud of chakra around the target, and this armor adapts to the target's own frame pattern. The Dark armor is B-Rank in strength and will absorb elements according to the Strength and Weaknesses of Dark Release Absorption.​
When and if the armor absorbs a jutsu the dark properties naturally take away the physical and spiritual energies and expels it stronger, expelling it in the form of A-Rank blue flames which cover the target's frame. The armor will burn and cause internal damage if it comes into contact with an enemy. With the use of a single hand seal the user is able to have the flames shoot forward as a horizontal tornado of flames crash into the opponent or a separate target - setting it alight.​
Restrictions​
- Has a two turn cooldown​
- Must have absorbed a jutsu beforehand​
- Lasts four turns until absorbed. Adds another two turns to countdown when it absorbs a technique​
- Can only be taught by Klad​
Meiton: Chijō burēka - Dark Release: Terrestrial Breaker
Type: Offensive/Supplementary​
Rank: C - S Rank​
Range: Mid - Long​
Chakra: 15 (40)​
Damage: 30 (80)​
Description: Terrestrial Breaker is a prime example of how a simple Dark technique can become lethal. The user slams either palm on the ground and sends Dark chakra underground. Via using shape manipulation, he will manifest said chakra in the form of a basketball sized purple dark orb which will lie inches underneath the ground's surface. The lethality of this technique depends on how long the orb will stay active. Each turn, this orb will absorb the target's chakra and any absorbable technique they use (only underground related techniques; following Dark's elemental S/W). The longer this orb stays active, the more it will absorb and this will result in a more powerful release. Once this orb absorbs chakra it will turn into light blue color, associated with flames. The diameter of the orb increases by 2 meters every time it increases in rank, as the main point of it is to absorb chakra in order to make itself stronger and bigger. The surface of the earth will start to gain a light blue glow, once this orb absorbs chakra. The blue shade is faint at first, but it becomes vivid once the rank of the orb increases. At will, with a single hand seal by the user, he'll trigger the orb and make it explode in an extensive amount of blue flames which will cause internal and external burns to anything caught in it. The explosion leaves a crater behind, its size depending on how strong the release was. This orb increases by one rank every turn (it's C-Rank on the first turn, B-Rank on the next) up to a maximum of S-Rank and it can only be detonated once it's at least B-Rank in power.​
Restrictions​
-User can't use Dark techniques while the orb is active​
-The orb lasts for four turns​
-It has two turns cooldown before used again and can only be used twice per battle​
-Can only be taught by Klad​
(Meiton : Kindan no hen'i) - Dark Release : Forbidden Mutant
Type: Supplementary / Offence / Defence​
Rank: S​
Range: Short - Long​
Chakra Cost: 40 (-20 per turn)​
Damage Points: 80​
Description:​
After using Inhaling Maw twice or Ultimate Inhaling Maw once to absorb the physical and spiritual energy of a technique the user bites their thumb and wipes it on one of their dark tattoos as a sort of sacrifice and then claps their hands together, they will then open their hands and expel dark chakra from their marks on both their palms and creates the shape of a man using the chakra. All over the dark purple body there seem to be Absorption Tattoos that resemble those on a Dark user's palms, except from two light blue eyes there seem to be no other features. The mutant has the capability of absorption and will be capable of absorbing the same amount as "Dark Release : Ultimate Inhaling Maw" before taking actual damage (S-Rank Release Strength).​
The Mutant is self sustaining, leeching chakra from the user and using 1 out of 3 of the user's turns the Mutant can use "Dark Release : Inhaling Maw" but a more powerful version at A-Rank. The Forbidden mutant is capable of performing ordinary B-Rank strong fist Taijutsu with +10 internal damage bonus and will run at the same speed as the user. So the mutant can run around and jump in front of jutsu for you to keep you alive, or get close and personal to sap chakra from the user with it's passive "Dark Release: Draining Touch" ability whenever it touches them.​
The Forbidden Mutant's end game is that if it successfully absorbed a jutsu during it's life it can at any point suddenly grow a light blue and will explode into a fiery maelstrom of blue flames. Depending on how many jutsu the Mutant has absorbed it will effect the range of the explosion, if it absorbs the equivalent of an A-Rank technique it's a short range blast radius, S-Rank is Mid-Range radius, Higher than S-Rank is Long-Range radius. The user can be harmed by the end game if not careful.​
- Must be taught by Albel​
- Seals on the body are purely cosmetic​
- Lasts until Defeated or Until the User Wills.​
- Can only be used twice per battle​
- No Absorption Based Dark for 2 turns​
- Only one Forbidden Mutant on the field at a time.​
- No Dark Release in the Same turn​
(Meiton : Makai Souhou) - Dark Release : Hell's Touch
Type: Supplementary / Offensive / Defensive​
Rank: B (A - S)​
Range: Short (Mid)​
Chakra Cost: 20 (-40 points to the enemy per turn + turn it is applied)(-20 for activation)​
Damage Points: N/A (40-80 for activation)​
Description:​
Much like the Dark Release : Draining Touch this will require the user to touch the opponent with their palm and channel their dark chakra through the opponent's clothing, once that has been achieve the absorbing dark chakra will start off as B-Rank in strength absorbing some chakra from the opponent to begin with, and then it will go up a rank each turn sapping more chakra from the opponent. The maximum rank this technique can reach is only S-Rank, however the dark chakra embedded into the clothing will keep seeping chakra until the hand seal is made. The clothing that has been embedded with the chakra will gain a light purplish/black hue. For B-Rank the clothing with just gain the light purple/black hue, at A-Rank the clothing will darken up to a regular purple/black hue, and S-Rank it will turn a dark purple/black hue.​
By forming a hand seal the user will active the dark chakra in the opponent's clothing which will then cause the Dark chakra to burst into blue flames, setting the entirety of the clothing the opponent has on fire upon activation. Depending on the strength the opponent will receive deadlier damage, at S-Rank they would die in a second from the intense heat; whereas A-Rank would leave major burns if not dealt with, B-Rank only causes minor burns if not dealt with. Flames will keep burning until the opponent is dead if left undefended.​
- Must be taught by Albel​
- Can be used four times per Battle​
- Requires Contact with Opponent​
(Meiton: Fōsu o Isogu) - Dark Release: Rushing Force​
Show​
Type: Attack/Defense​
Rank: S​
Range: Short-Long [Short-Mid] If shot near the ground​
Chakra Cost: 40​
Damage: 80​
Description: After performing the handseals Bird → Rat → Tiger → Dog the user will waive either hand in a fast motion towards his opponent at an arc or angle releasing unfocused dark release energy from his hand infront of him causing dark release energy to be forcefully shot out as a wave of dark release energy that is very large advancing towards the opponent within seconds. Due to its raw power and size if waived near the ground it causes earth to crumble and rise rushing along with it.​
Note: Can only be used 2 times per battle.​
Note: This technique is 7 meters wide and 4 meters in height.​
Note: No Dark Release techniques for the following turn.​
Note: Must Be of at least Kage ranked.​
Note: Can only be used by Nagato..​
(Meiton: Andāwārudo hantei) - Dark Release: Underworld Judgement​
Show​
Type: Attack​
Rank: S​
Range: Short-Long​
Chakra Cost: 40​
Damage: 80​
Description: The user will perform 3 necessary handseals sending his dark release chakra underground slams his hand unto the ground causing the earth underneath the opponent to crackle with energy and then erupt in a violent blast of dark energy of a 6 meter radius that shoots up like a cylinder. The blast will cause severe lacerations to the skin all over.​
Note: Can Only be used 3 times per battle.​
Note: No S Ranked Dark Release for 2 turns.​
Note: Can Only Be Taught By Nagato..​
(Meiton: Dākufangu) - Dark Release: Dark Fang​
Show​
Type: Attack/Supplementary​
Rank: S​
Range: Short-Long​
Chakra Cost: 40​
Damage: 80​
Description: The user will rotate his body while surging unfocused dark energy around himself. The user can choose to launch himself towards the enemy as a violent vortex of swirling dark energy that has enough force to break bones on contact. This technique can be used to avoid certain techniques. This technique looks like Kibas single fang over fang technique except you are covered in unfocused dark chakra.​
Note: Can Only be used 3x Per Battle​
Note: If missed hitting the ground user will be left disorientated.​
Note: Can Only Be Taught By Nagato..​
(Meiton: Kurai Chakurasutaffu) - Dark Release: Dark Chakra Spear​
Show​
Type: Attack​
Rank: A​
Range: Short-Long​
Chakra Cost: 30​
Damage: 60​
Description: The user will perform 4 necessary handseals channeling their dark chakra condensing it into a thick 6 foot solid spear. It can be fired at high speeds, hitting the opponent within seconds. It has enough strength and force to rip through boulders.​
Note: Can Only Be used 3x per battle​
Note: Can be shot from the mouth​
Note: Must have permission to use by Madara.. & Nagato..​
(Meiton: Dākuenerugī no Supin) - Dark Energy Spin​
Show​
Type: Attack/Supplementary​
Rank: S​
Range: Short-Mid (Depending on the speed and power of the spin)​
Chakra Cost: 50​
Damage: 80​
Description: Much similar to the Hyuga clan rotation the user spins at top speed while emitting large amounts of dark release chakra around him creating a dark release dome. Because of the spinning it releases waves of dark energy chakra that thrashes everything in it's path(goes in all directions) at high speeds (the same speeds as pressure damage). When the technique ends the entire battlefield is left in ruins.​
Note: Once Per Battle​
Note: Takes one turn to prepare enough chakra.​
Note: The thrashing originates from the user giving the opponent time to counter.​
Note: No other Dark Release techniques this turn and the following one.​
Note: Only two jutsus can be performed the next turn due to being disorientated from spinning so much.​
Note: Must have permission to use by Madara.. & Nagato.​
(Meiton: Shūshū ōbu) - Dark Release: Gathering Orb​
Rank: S​
Type: Supplementary/Defense​
Range: Mid-Long​
Chakra Cost: 30​
Damage: 60 (+10 w/ Absorbtion)​
Description: The user uses both hands to channel a large amount of dark chakra into an unstable dark energy ball that is released towards the target that expands due to it being unstable absorbing the energy from fire and lightning techniques rendering them useless, but also making the dark orb even more highly unstable filled with so much energy and lack of compression and then it explodes.​
Note: Can only be used once per battle​
Note: Cannot absorb technique as powerful as Kirin or Amaterasu​
Note: Absorbs the energy from techniques as big as Fire Style: Blaze ball​
Note: Blast radius is 5 meters in every direction, and if user is in short range of this technique he will have to defend from it as well.​
Note: Only absorbs S ranked or lower​
Note: No Dark Release techniques for 1 turn​
Note: Must have permission to use by Madara.. & Nagato..​
Type: Supplementary​
Rank: B-Rank​
Range: Short-Mid​
Chakra Cost: (Same as targeted jutsu)​
Damage Points: N/A​
Description: While dark release jutsu's doesn't possess the same level of tangibity as compared to other elements, Unruly's Apprentice allows the user to shape other dark jutsus uniquely. As it augments other dark jutsus, it's activated in the same timeframe slot as the jutsu it's applied to. To explain what it does, Unruly Apprentice acts on "Release" type dark jutsus to manipulate the otherwise uncontrollable blasts into condensed sentient spiders. The size of the spiders can be changed (up to 15 meters in size) and they have simple motor capabilities. Simply put, they crawl around with each spider exploding into blasts of dark chakra upon user's will. The rank of the jutsu used directly influences the strength of the dark blasts. One spider will result in a single explosion of said rank and the number of spiders produced reduce the strength of the blasts per rank.​
Note: Cannot be used with jutsus above S-Rank.​
Only usable six times per match.​
 
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Fire release.

My creation;

7. (Katon: Gekaokakyō no Jutsu) Fire Release: Raging Blue Fireball Technique
Type: Offensive
Rank: A-rank
Range: Short to Mid range
Chakra: 30
Damage: 60
Description:
The user preforms the hand seals Boar → Tiger → Horse → Snake or Dog → Dragon → Monkey → Hare, and then making a ring with their thumb and index finger, the user blows through the ring which either forms into a continuous blue flamethrower or a blue sphere, both having immense destructive power that are capable of forming massive craters in the ground.
Note: Can only be used three times per battle.
Note: Can only be taught by Nathan.

Members who have learnt this:
Code:
- [URL="http://www.narutobase.net/forums/showthread.php?t=283315"]Shinta[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=317206"]Vision[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=318617"]Ĺight[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=320453"]Roju[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=335576"]Kōrra[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=335663"]Jokey[/URL]
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10. (Katon: Eien No Zōka-en No Hinotama) Fire Release: Fireball of Eternally Increase Flames
Type: Offensive
Rank: A-rank
Range: Long
Chakra: 30
Damage: 60
Description:
The user inhales a massive amount of air, then turns it into fire before quickly exhaling it in a thin stream with a tiny fireball at the end. As the fireball nears its target, flames jump violently from the stream, grabbing nearby oxygen molecules in the air to use as fuel before joining it again soon after, like a solar prominence. The flames jump out and gather more quickly and get much hotter as it travels, making this jutsu a long range one, as it grows in size and power with distance. If the fireball hits an object, its jumping flames will swirl around the object, engulfing it in flames. If the target is a person, the flames will engulf the person and feed off the oxygen surrounding them while the oxygen in their lungs will exit them due to the vacuum effect and lack of oxygen outside the body.
Notes:
- Can only be used twice per-battle.
- Can only be taught by Nathan.

.

Members who have learnt this:
Code:
- [URL="http://narutobase.net/forums/showthread.php?t=346115"]Vision[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=403167"]-Tsuki[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=335663"]Shuusai[/url]
- [URL="http://narutobase.net/forums/showthread.php?t=690170&p=19981445#post19981445"]Neji Hyūga[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=691163&p=20009628#post20009628"]Moxxi[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=386645&page=3"]Albel[/URL]
11. (Katon: Eien No Moeru Inferuno Faiā Wa Supauto) Fire Release: Eternal Flaming Inferno Fire Spout
Type: Supplementary
Rank: S-rank
Range: Long
Chakra: 40
Damage: 80
Description:
After the user users Fire Release: Fireball of Eternally Increase Flames. The user performs the required hand seals. The user will make immense fire-stream turn upright and rotate clockwise, while making the flaming prominence rotate counter-clockwise, appearing as if the fire arms are continuously wrapping the fire-stream, while creating a jet-stream effect, further feeding the technique. The jumping flames leap out from bottom of the flaming prominence' and get sucked into the top of the fire funnel, creating a cloak of moving fire surrounding the vortex itself. After casting this jutsu, it will become self-sustaining, while growing hotter and faster.
Notes:
- Must have used Fire Release: Fireball of Eternally Increase Flames before using this.
- Can only be used once per match.
- Takes one turn to become self-sustaining.
- Self-sustaining only lasts one turn after this technique is used.
- Can only be taught by Nathan.

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Members who have learnt this:
Code:
- [URL="http://narutobase.net/forums/showthread.php?t=346115"]Vision[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=335663"]Shuusai[/url]
- [URL="http://narutobase.net/forums/showthread.php?t=690170&p=19981445#post19981445"]Neji Hyūga[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=691163&p=20009628#post20009628"]Moxxi[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=386645&page=3"]Albel[/URL]
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31.
Type: Offensive
Rank: Forbidden
Range: Short (Contact) - Long (radius)
Chakra: 50
Damage: 90 (-40 to the users arm)
Description: The user will begin by making the string of handsigns (Tiger → Dragon → Tiger → Monkey → Snake → Dog → Tiger → Dragon → Half Tiger) required to use this technique, while simultaneously building a large amount of Fire Release chakra within their body. What is unique about this technique is that it uses the user's own body as a catalyst for the technique to be invoked. Once the user finishes building the large amount of fire chakra in their body they will attempt to grab onto the target with their dominant hand, or they can use both hands if they choose, then they will cause the large amount of fire chakra to rapidly flow into their arm(s) that have a hold of the target. Due to the immense amount of fire chakra flowing through the user's arm it can be seen flowing through the user's chakra system as red chakra with the appearance of veins even without dojutsu. An extremely large amount of heat is given off as the fire chakra travels through the user's arm so much so that it actually cause heavy damage to the user's arm causing it to become a black-charred color.

Then the user will release the chakra on the target, causing a massive pillar of red fire to consume the target. The massive pillar of fire extends 40-50 meters in the air and not only incinerates the target completely but a large radius around the pillar. The destructive power of the force of the explosion is so great that it is capable of completely decimating solid steel structures, incinerating anyone within its radius, and able to destroy a large chunk of a village the size of Konohagakure. The after effect leaving a massive scorched crater with the user lying in it. Despite its destructive power, the user is able to survive, they do this by flowing an additional amount of fire chakra all around their body, shoulders and backwards, chest, so forth. This protects any vital organs from being severely damaged from this dangerous technique, however, the arm they used will be completely unusable for the reminder of the battle. Thus, that said the user is unable to perform any techniques that require the use of hand seals, or hand gestures.

Notes:
- Must have a fire specialty; either first or second.
- Can only be used once per-match.
- No fire techniques in the same turn as this, or for two turns after of any rank.
- Can only be taught by Nathan
- The users arm is beyond repair for medjutsu and or kinjutsu.
- No jutsu S rank or above in the following turn
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Members who have learnt this:
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- Imperfect
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Taught to me;


Type: Supplementary
Rank: C
Chakra Cost: 10
Damage Points: N/A
Description: This jutsu uses the Ox handseal. When your opponent attacks you, you disappear in a cloud of fire. When you poof away, your opponent gets burnt while they are in that cloud of fire that you created


Type: Offensive
Rank: B
Range: Short - Long
Chakra cost: 20
Damage points: 40
Description: The user will raise one hand into the air with an open palm, while assembling a good amount of fire chakra in their open palm. Then while assembling the chakra, the wielder will manipulate the chakra into, turning into a blazing hot circular blade that spins in the air just above the wielders palm, making it look like a circle of pure fire, which can be thrown at the enemy with great speed and accuracy.
Note: The blade is capable of cutting through C-rank earth
Note: Must be taught by Gutsy Jiraiya


Type: Offensive | Supplementary
]Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user first channels their fire chakra into the ground around the opponent. Subsequently, the user materializes the fire chakra into countless yet tiny fireballs around the size of a raindrop. The fireballs emerge from the ground, rising upwards, surrounding the opponent at short-range. The fireballs are highly condensed, hence the reason why it is so small. The user can cause the fireballs to explode simultaneously around the opponent with a simple snap of a finger. As there are many fireballs exploding simultaneously in a haphazard manner, it resembles a firework. Due to the low rank of this technique and the relatively small size of each fireball, the resultant explosion can cause close to no harm, perhaps some minor burns. However, as there is a large quantity of explosions, and at such close range to the opponent, it would cause a lot of noise. Furthermore, due to the fireballs being in extremely close proximity to the opponent when they explode, the explosion would temporary blind the opponent for a couple of seconds as the fireballs are very bright. However, the user will not be affected as the fireballs are not close enough to affect him.

- Can only be taught by Toshiro


Type: Offensive/Attack
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: By focusing the users chakra into an existing fire source, with no chakra infused or your own chakra infused, the user manipulates the current existing fire source, preferably rather large, and changes its shape. Wherever he wishes, the user can cause a huge amount of fire tentacles and whips to spring forth from the fire source, like Water Dragon Whip, that are sharp, and fiery, and they then race towards the opponent. Despite their sharpness, it would usually be used to impale the opponent, but the intense heat of the whip does not necessarily need to pierce through, impaling your opponent, but its heat can cause burns also. However, the whips are still strong enough to pierce through flesh, burning a hole through and skewering through. The whips can be controlled individually.
Restrictions:
Can only be taught by Baldy..
Only usable 3 times per battle
There must be a pre-existing fire source to create these technique, the tentacles and whips cannot be created out of nowhere
Flaming tentacles and whips travel at a fairly fast pace
This technique cannot be created with the opponent's fire, since the opponent's fire has his own chakra in it. Can only manipulate regular fire. The fire source used must either be created by the user, or is naturally created, with no chakra within.


Type: Offensive
Rank: A
Range: Long
Chakra: 30
Damage: 60
Description: the user expels a very large cloud of flame in to the air, however this is merely a distraction, the fire does not disperse but rather condenses into countless tiny embers which very slowly fall to the ground in the target area. When the user performs the Tiger hand seal these embers burst in to flame again, the result is covering the target area an explosion that covers short range from the epicentre of the explosion. This technique also causes large black clouds to form, mimicking the clouds used for Kirin however no lightning is present.
Notes:
- Can only be taught by Shinta,
- Can at most cause three areas of embers to explode although the ember rain covers the entire field,
- The embers do no significant harm until they are detonated,
- Can be used four times per battle,
- The embers can continue raining for up to two turns, after which they become useless. On the turn of detonation, this jutsu must be posted again. The repost does not count as one of the four uses but still counts towards one of the three jutsu for that turn,
- The large black clouds remain on the field for four turns but again serve no purpose for kirin.


Type: Offensive
Rank: A
Range: Long
Chakra: 40
Damage: 80
Description:
The user performs several hand seals and then slams their palms to the ground. The torso and up of a huge demonic looking entity tears up from the ground with it's arms raised above it's head. It is made of blazing flames. The flaming monster slams it's fists down onto the field infront of it in a hammer like motion. Upon impact of the giant fists hitting the ground, the giant flaming summon hails down in a blazing tidal wave and spreads rapidly across the battle field.

* Can only be used twice per battle
* Can only be taught by Link


Type: Offensive
Rank: A-Rank
Range: Mid
Chakra: 30
Damage: 60
Description: This is an advanced katon technique. The user preforms two hand-seals, and utilizing their chakra, they focus it into the ground anywhere, mid-range from the user. The user preforms one more hand-seal, and using shape manipulatio, they form a large fireball that rises from the ground. The user constantly sends chakra into the fireball while compressing it at an incredible rate, so it looks like an expanding sphere of intense flames. On the users command, they can cause it to explode, creating a giant explosion that covers entire short range and the shockwave will reach mid range

- Can be used three times per match
- No fire techniques in the same turn
- Can only be taught by Toshiro
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(Katon: Juzutsunagi) - Fire Release: Beaded Mesh
Type: Supplementary/Offensive
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user launches condensed fire chakra in the form of a tangible blood-red colored net, generated from a weapon's length or body part (hand or foot), and simply throws it over the intended target(s) with a simple slashing motion from the weapon or waving motion from the body part. The net further binds and restricts opponents' movements by constricting to their form. This net appears elongated and somewhat narrow and can vary in size depending on what the user sees fit (cannot imprison something larger than half the size of Gamabunta). After throwing the net, the user can stab the net with the tip of their weapon by, for example, throwing the weapon towards the net or alternatively perform the tiger hand seal. Doing so will create orbs of fire on the constricted parts of the net that soon after erupt into a large and devastating explosion.

Note: Can only be used thrice per battle
Note: Two turns cooldown between usage
Note: Cannot use S-Rank and above fire in the same turn

This was trained by -Tsuki to let me use this jutsu. Link to the training thread. .


Rank: A
Type: Attack
Range: long
Chakra Cost:30(-10 each turn)
Damage: 60(if hit)
Description: The user will focus fire chakra to his sword and make it extend into a huge blazing fire sword that it long range big (the weight is the same, because fire doesn't weigh).Than the user can swing it in any direction and anything it touches it put on fire.
*can only be used once and lasts 3 turns


Rank: S
Type: Attack/supplementary
Range: short -mid
Chakra Cost:40
Damage: 80
Description: The user will concentrate a lot of fire into his fist than by doing a punching motion he will create a huge fire ball that will go at the opponent at high speed.
*Can only be taught by mugen-sama


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.


Range: Short/long
Rank: Forbidden
Type: Attack
Chakra Cost: 50 [+30, when the user takes the second deep breath]
Damage: 90 [+20, when the user takes the second deep breath]
Description: This technique can only be used after using ♦ Rising Phoenix Technique ♦ in which it utilizes the blazing ashes left over from the jutsu. The ninja does the necessary hand seals; draws chakra from their mouth into their chest and then immediately exhales it. They then blast a streaming jet of fire into the centre of all the ashes, which then spreads out into all the blazing flames and they all ignite and burst up in a giant circular wall of fire, spinning violently the blazing glare consolidates into a rapid moving giant sphere. Once the sphere is made, it then burst out and two phoenix like wings of fire blast outwards to the sides. Finally, with another deep breath through the nostrils, the fire out put will be increase and the blazing fire will rise back up into an even larger and stronger phoenix then before and the technique is basically repeated but with greater power. 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 that can burn the surroundings.
~Usable once per battle.
~Only one other technique that turn, can be used before this technique. After this technique none can be used until next turn.
~No fire element for the next turn.
~No Taijutsu for next turn
~Faust can only teach this.


Type: Attack/Defence
Rank:Forbidden
Range:Mid-Long
Chakra: 50
Damage: 90
Description: For this technique, the user will extend his/her hands forward, focusing a large amount of Katon chakra. The user will then condense/charging this chakra into both of their palms. The user will then use two of their jutsu slots to make sure that their chakra is evenly charged in both arm or this won't work. Because of the strength of this technique, the user has to put one hand behind them, and then the other hand to release the stream. The user will turn to their side, achieving perfect symmetry then they will yell "X-Burner" releasing the large mass of flame from both arms. The arm that is facing away from the opponent is not to attack, but for support or-else the user would be sent flying because of the extreme pressure from the arm they fired the technique. The x-burner is a beam of pure fire chakra that is sent toward the opponent in one direction which means it can be easily avoided, but does extensive damage if it makes a direct hit. This beam is about 4 meters in width.
Drawbacks and notes:
-When the user uses this technique, the user can't use ANY katon techniques for the Next 2 turns
-User becomes very tired because of the extensive amount of chakra used and can hardly move
-The user must stay stationary when using
-No s-ranks the same turn and the turn after this technique is used
-After this is used, the user becomes sluggish, not moving as fast as they did before, their speed is cut by half.
-Can only be fired once.
-Can only be used by Light


Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will release fire chakra into the ground and ignite the ground, creating a wall of blue flames to separate the user from their target. Then, the user will manipulate the blue flames and shape it into a large skull, two times the size of the user. The skull will have an opened mouth and would be in the center of the flame wall. The skull can do either two things, release a flamethrower/torrent of flames towards the target or release projectile-like large balls of flames towards the target. Around the large skull of fire will be smaller skulls that do not do anything but simply make the technique look cooler and more intimidating.

Looks similar to this:
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Notes and Restrictions:
- The wall itself is ignited up to short-range from the user, however, the flamethrower/balls of flames released is released either short/mid range from where the wall was set up.
- Can only be used three (3) times per battle
- Needs two turns to use again
- Can only be taught by EdwardSama


Type:Attack
Rank:B
Range:Short-Mid
Chakra:20
Damage:40
Description:The user will perform the Tiger hand seal and exhale a medium sized fireball a little more than half the size of the Great fireball technique into the air a little above him and his opponent but closer to the opponent.The fireball when it is close to the opponent will split into around 12 fire orbs the size of a coconut which would float around the opponent in mid air.If the fireball comes in contact with an solid object it will explode and also detonate the other mines around.The fire orbs are like the Exploding Flame Shots so they can't engulf someone in flames but cause damage to him by exploding.
~Note:Can be used twice per battle.
~Note:The user must wait 2 turns before using it again
~Note:If the orbs don't explode they can remain on the battlefield for one more turn.
~Note:No S rank fire techniques the same turn this is used.


Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user makes the Horse handseal, while doing so, they gather an enormous amount of Katon chakra molding it in their stomach. They then channel all that chakra to their mouth focusing it there and take a deep breathe. They will then bump both fist together five times breathing out five fire orbs. Using shape manipulation, these five orbs will turn into men on horse that's made out of fire. The user can use the five horsemen to defend or attack and they move at the same speed as an average running horse. Whenever the horsemen comes into contact with something, they will turn into a flaming vortex that wraps around the object and burns like a flaming inferno.
Note- Can only be used 2 times per battle.
Note- Can't use any A-rank or higher Katon jutsus in the same turn
Note- Can only be taught and learnt fro ~Jellal.F~
Note- Need to have completed Katon training


Type: Defensive/Supplemental
Rank: B-Rank
Range: Short
Chakra: 20
Damage: 40
Description: After performing the Tiger hand seal the user will channel their Katon chakra thru both legs into the ground which will encircle the user in a half meter radius away from the users body in a golden fiery aura of chakra which peaks a half meter above the users head protecting the user and burning anything that touches it.
-Must be taught by ~Vegeta~


Type: Offensive/Defensive
Rank: A
Range: Short-Medium
Chakra: 30
Damage: 60
Description:After using Fire Release: Scorching Rage the user can channel the katon chakra surrounding them onto their sword focusing the chakra onto the blade. The user can then do a simple crescent-shaped slash at the opponent along the lines of Slicing Crimson Wave but instead launches the concentrated fiery golden chakra into a slicing wave of fire. Can also be used to defend from Kenjutsu style attacks of equal rank or lower with-in reason, but the chakra will only stay on the blade for 1 move no matter which way it is used.
~Notes~
-Must know my Fire Release: Scorching Rage
-Must be taught by -Vegeta


Rank: A
Type: Supplemental/Attack/Defense
Range: Short/Mid
Chakra Cost: 30 (15 per turn to maintain)
Damage Points: 60
Description: After Performing Fire Release: Scorching Rage the user will focus and maintain the fiery golden chakra surrounding him and can move about freely on the field of battle, but cannot leave the ground or the chakra will dissipate. The user can ram the enemy while surrounded in the chakra burning them and delivering blunt force damage as well as 4th degree burns. The user may also clap his hands together with the palms open and outward, concentrating and releasing the chakra in a stream of fire up to mid range, which will also end the jutsu.
~Notes~
-Lasts 3 turns unless released
-Must know my Scorching Rage and it must be used on the same turn
-Damage to taijutsu is increased +10 due the the flames surrounding the user
-User can only use katon elemental jutsu while this is active, but can perform physical taijutsu/kenjutsu attacks
-Must be taught by -Vegeta


Type: Supplemental/Defensive/Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The brother jutsu to Scorching Rage and Scorching Berserker. Scorching Demoniac looks to capitalize on Scorching Berserker's ability to focus and sustain the fiery aura of katon chakra around oneself. By making the Dragon seal and farther manipulating the chakra while also molding more katon into the aura (After already using Scorching Berserker), it can be made to shine brightly outwards along the same lines as Fire Release: Fire Whisp, as the fiery golden chakra aura grows outwards and upwards 2 more meters surrounding the user to 2 1/2 meters around/above, and it's heat and strength increases from A to S rank in terms of raw damage to the touch. This can also slightly blind the enemy like looking momentarily into the sun, just nowhere near as intense, and will hinder their vision for one turn. The user has a couple options, as once the chakra is honed and focused to this point, it's very intensified and short lived, and will fade away at the end of the turn. The user can perform punching type motions, firing up to 4 bright 1 meter diameter fireballs at the opponent (also along similar lines of the Fire Whisp technique, strength divided depending on how many are fired off), or the user can make a mad run for the enemy attempting to ram them or use taijutsu/kenjutsu strikes against them. Finally, they can focus the aura around them to a single area, clapping their hands together palms facing outwards, streaming the golden fiery chakra from around themselves siphoning it off them like done in Scorching Berserker, however the strength of the stream would be S ranked and would be able to strike opponents long ranged (as opposed to mid ranged in Scorching Berserker) and would be 3 meters in diameters. No matter what is done (including nothing), the effects of Scorching Berserker will end at the end of the turn if this is used.
~Notes~
-Can only be used 2 times per battle
-Scorching Rage can not be used again for 4 turns
-No S rank Katon or above in the next turn
-Damage to taijutsu is increased +5 to the +10 from Scorching Berserker for a total of +15 from the intensity of the heat.
-User is bound by the same restrictions as Scorching Berserker in terms of maneuverability and can only use katon elemental jutsu/taijutsu/kenjutsu while active.
-Must be taught by -Vegeta
-Firing off the fireballs will use up the entirety of the cloak/aura


Type: Attack
Rank: S
Range: Short-Mid
Chakra Cost: 40 (+10 if used twice in a row)
Damage Points: 80
Description: After preforming Bird,Ram,Dog and Tiger hand seals, the user focuses their chakra into their left hand. When the fire contacts the opponent, it should burn through their organs and spine, causing a large hole in their body.


Type: Attack
Rank: B
Range: Mid-Long
Chakra Cost: 20
Damage Points: 40
Description: The user lights their hari with their chakra.
When the needles tips of the needles contact skin, they burn the opponents skin and inject poison into their body.


Type:Attack/ sup
Rank:forbidden
RangeShort-mid
Chakra Cost:50
Damage Points:100
Description: After a few hands seals the user will summon a huge fire that will surround him and the area around him in a huge blaze. the flames will form a dragon that will attack the opponent or defend from attacks like taijutsu.
only after extreme trainin, the user will be allowed to use this jutsu bcz the body need to be trained to handle the flames from this jutsu. after the flame is summoned the user can use the flames to power up other attacks or use it for combination moves.
the user is able to manupilate the flames only at close range. this juts will last fro 3 turns unless it is put out
*only can be used once*
*no s rank fire jutsu for the next turn*
*i have rights to other elemental variation of this jutsu*
*Created by Hellsbadass*


Rank: A
Type: Supplementary/Attack
Range: Short-Mid
Chakra Cost:30
Damage: 60
Description: Focusing his/her katon chakra the user will put their hands out into the air releasing a massive heat wave. This wave is hot enough to evaporate incoming water jutsu B-Rank and below. And its hot enough to melt metal.(ex: Kunai, Shuriken, Iron sand, gold dust.)

♦ Can be used four times per battle.
♦ Must have complete mastery over Fire.
♦ Must be taught by Mathias


Type: Attack/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: User chooses some weapon(s) and channels his fire chakra in them, it can be done through a distance, contact with the weapon is not required. After channeling the chakra, with just one Tiger hand-seal user makes the chakra burst into flames in a shape of thorn, which reaches out half-meter in a shape of spiked orb. User can simultaneously envelop maximum of 5 weapons with thorn flames.
Note:
♦ Usable 4 times per battle.
♦ Copyrights © Blizzard


Rank: S
Type: Supplementary
Chakra: 40
Damage: N/A
Description: User uses to 2 turns to completely charge this jutsu with fire chakra and then when its used all the fire jutsu’s damage points increases by +20 ( but chakra cost remains same ). This jutsu lasts only for 3 turns .
( only alimujtaba786 can teach this jutsu ).

Type: Supplementary
Range: Short
Rank: B
Chakra Cost: 25
Damage Points: N/A
Description: The user will make the Ram handseal and instantly discharge fire chakra from their body to make a wall of fire chakra in front of them this will be an almost instant process, as wind jutsu of B rank or below hits the wall of fire chakra the fire chakra will absorb the wind this will happen because of fires elemental advantage over wind energy from the jutsu and cancel it out, the wall will then disperse.

Rank: S
Type: Offensive
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: The user will make 4 handseals and gather all their Katon chakra into the palms of their hands in a compressed ball , they will then clap their hands together above their head and send a blast of fire all around them in one huge dome shape wave. The jutsu emits extreme heat from the fact that its katon and also because the katon chakra is compressed before it is released and is hence capable of burning down large trees, scorching boulders and even evaporating very small ponds and streams that get caught in the blast
Note: Can only be used twice per battle.
Note: This jutsu counts as 2 of the 3 per turn
Note: No katon of A rank or higher on the next turn.
Note: must wait one turn before using this jutsu again.
Note: If used twice, no katon on the next turn after used twice.

(Katon: Hepaisutosu no Seiiki) – Fire Release: Hephaestus’s Sanctum
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Mid – Long
Chakra: 40 (-15 per turn to sustain)
Damage: 80
Description: Hephaestus’s Sanctum is a technique in which the user is able to produce flames in the air on the battlefield through the rapid conversion of fire chakra by quickly weaving the Tiger, Boar, and Snake hand seals. The flames produced undergo heavy shape manipulation which are then materialized in at a minimum of a radius of mid-range from the user treating the user as a center point effectively creating a dome of fire around the user. The fire, having undergone extremely precise shape manipulation becomes effectively solid. Upon completion the user may maintain the dome for as long as they please or they may produce from it, through the use of an additional hand seal, spikes that can reach up to a maximum of short-range from their point of creation on the walls of the dome either inside or outside. Should the user desire to end the technique they may either release it as normal or cause the dome to converge on the center point. The dome, being made of the user’s chakra, will not harm the user upon convergence. Once fully converged upon the user the dome will suddenly expand outward creating an immense firestorm that reaches up to long-range around the user.
Note: Can only be used once (1) per battle.
Note: No A-Rank or above fire techniques in the same or next turn.
Note: The user must maintain this technique; as such they cannot use other techniques while this technique is active.
Note: Can only be taught by Drackos



(Nanatsu Shukenja Kaen) Seven Sovereign Flames
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Created by a group of Fire Style Masters who used their emotions to influence their Chakra, the Seven Sovereign Flames are not considered traditional Jutsu in the sense that the user simply gathers Chakra, adds various changes to Shape and Nature, then performs it against their opponent in Battle. Rather, they are the purest form of "Supplementary Enhancement" for all techniques that the user knows that fall under the Basic 5 Element of Fire. The user takes their skill in the manipulation of the Fire Element and combines it with their powerful, sometimes overwhelming, emotions, with the result being seven new types of Fire, each with their own special properties, all derived directly from the emotions infused into them. The Seven Masters all created their Sovereign Flames after succumbing to the reprecussions of their own emotions. One was consumed with hatred and rage, and hurt the one he loved, while another gave up something precious to them, and was consumed with overwhelming grief and sadness. After their own traumatizing experiences, and eventual personal revalations, they all came to understand and accept the flaws in their own emotional states, and used their understanding of these emotions to further their skills in Fire Release, revealing their true colors as it were. The concept of emotions influencing Chakra has been referenced in the series on a few occasions. One of the best examples of this is Karin Uzumaki, a powerful Sensor-Type Ninja with a unique and extremely detailed form of Sensory perception. Using her Sensory abilities Karin once described both Naruto and Sasuke's Chakra at around the same time in the series claiming Naruto's was "bright and warm", while Sasuke's was "dark and cold", which coincided with both of their emotions during the Five Kage Summit Arc. Karin's description of the nature of both Naruto and Sasuke's Chakra supports the concept that one's Chakra is tightly interwoven with the current state of the users emotions, with this Jutsu using different emotions to directly affect and alter the user's Fire Release Chakra in unique and interesting ways.

The Seven Sovereign Flames are directly applied to one's biography, under the Specialties section as an extension of the Fire Element, thus requiring any user of this Jutsu to specialize in the Fire Element. Within this extension of their Fire Element specialty, the user must specify one of the Seven Sovereign Flames, which becomes their "personal" Sovereign Flame, which they naturally embody, allowing the user to imbue their entire Fire Release arsenal into that Sovereign Flame, each with their own unique properties (All of which are explained below). Only one user of this Jutsu can specialize in any given Sovereign Flame at a time, meaning two users cannot embody the same Flame at the same time. The Sovereign Flame that the user specializes in will always be available to the them at the start of a battle (in addition to base/ regular Fire Style), at no additional chakra cost. Additionally, while the Sovereign Flames have their own unique properties, they are all still considered, for all intents and purposes, Fire Style Ninjutsu, and always follow the Elemental interactions and guidelines for regular Fire Style, regardless of any unique or alternative properties they possess. Finally, the effects of the Sovereign Flames scale with the Rank, size, overall power, etc of the Jutsu they are infused into, just like any regular form of Elemental Ninjutsu, with higher ranking Jutsu logically dealing more severe effects upon contact with a target, object or surface.

The Sovereign Flames themselves are as follows;

Asmodeus' Ire - Created as the result of his rage hurting one he loved, Asmodeus created this Sovereign Flame. The user must also know and understand their own anger to access this brutally crimson red fire, which is deeply rooted in all things connected with rage. Asmodeus' Ire grants one's Fire Style with the ability to barbarically consume oxygen, creating a Fire that is extremely volatile, and explodes on contact with any form of solid matter. This phenomena is also refered to as a "thermobaric explosion", and has the added benefit of severely reducing oxygen levels in the immediate area of effect of any Fire Jutsu imbued with this Sovereign Flame, lessening the power of any and all Fire Style within the area after this Sovereign Flame has been used by 1 Rank.

Alisa's Bliss - The end result from the overbearing joy that she brought into the world, Alisa created this Sovereign Flame. The user must also know and understand their own joy to access this vibrant Sovereign Flame, which is linked directly to the user's happiness. As she was never one to enjoy fights, Alisa's Bliss has no blatanlty offensive properties, creating a yellow flame that grants one's Fire Style with the ability to blind all within Short Range of a Jutsu imbued with this Sovereign Flame, similar in nature to a flashbomb.

Diarmuid's Covetousness - Born from attempting to fill an empty, endless void in his life by accumulating material goods, Diarmuid forged this gangrenous green Sovereign Flame,which is deeply rooted in all things connected with jealousy. Diarmuid's Covetousness grants one's Fire Style with the ability to steal, or copy, the attributes and abilities of other Fire Release Jutsu it is able to make direct contact with, and successfully overpower. This applies to both friendly and enemy Jutsu, and allow attributes that stem from both the manipulation of the Chakra's Nature and Shape. However, any attempt to "steal" or "copy" the abilities of another Sovereign Flame will result in failure, as the conflicting nature of the emotions that constitute the Sovereign Flames will render each other inert. While it has no stolen attributes or abilities, it produces basic flames just like a regular Fire Jutsu, simply with a different color.

Imogen's Sorrow - Imogen's perpetual sadness came from an ultimatum that shattered her life, with the resulting sadness causing her to forge her own Sovereign Flame by accident. The user must also know and understand their own sadness to access this silent, ghostly blue fire, which is deeply affected by the sorrows of ones life. Imogen's Sorrow infuses one's Fire Style with the property to exude an external endothermic reaction in place of the regular exothermic reaction, drawing in heat from the Jutsu's surroundings and forcing the outer reaches of the Jutsu to be "perceived" as cold. But despite this perception, at the core of any Jutsu imbued with Imogen's Sorrow still burns a powerful flame like regular Fire Ninjutsu, causing the usual burns on contact with a target or surface. The difference is the first moments where the Jutsu approaches an opponent, making them believe it's something entirely different from Fire Ninjutsu, thus giving the user a slight advantage.

Schifone's Acrimony - Unfortunatly for it's creator, this Sovereign Flame was created from their abhorrent disgust for the world. The user must also know and understand their own disgust to access this pungent purple fire, which is connected with one's own sense of revulsion. Schifone's Acrimony grants one's Fire Style with the ability to produce an overwhelming scent, as it consumes more of the trace elements found in the air. With these higher concentrations of those trace elements, the flame bombards the opponents sense of smell, overloading it, while also effectively acting as an active marking agent that allows Olfactory Sensors, like Ninja Hounds and the Inuzuka, to track the target to the ends of the Earth, regardless of attempts to remove it.

Phobos' Recreancy - Born from a perpetual, crippling fear of the world, and the darkness within it, Phobos created this Sovereign Flame. The user must also know and understand their own fears to access this deceptively dim black fire, which is deeply rooted in cowardice. Phobos' Recreancy imbues one's Fire Style with the unique property to emit zero light, thus creating a black fire that perfectly blends into darkness, and is well suited for assassinations or deception, as it is identical to the famed Black Flames of Amaterasu, though obviously lacking it's unique ability to never be extinguished.

Rhiannon's Clarity - Rhiannon was a very unique young woman, as she never really had any predisposition for any emotion whatsoever. Eventually she came to understand that this was not the product of apathy, or a disinterest in showing any emotion, but simply the result of achieving a true state of peace, and by coming to acknowledge this, she created this Sovereign Flame. The user must also know have a sense of neutrality to access this surprisingly unique pure, clear fire, which is the result of enlightenment. Rhiannon's Clarity imbues one's Fire Style with the unique property to completely allow light to almost pass completely through it, thus creating the illusion that the user's fire is invisible. Despite this "invisibilty", it still distorts any light that passes through it, created a "wavy" effect that can still be seen by the naked eye.

Note: This Jutsu must be stated in the user's biography, and posted at the beginning of every battle.
Note: Chosen flame must be stated in the user's bio
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.



(Katon: Kaika Ninetails: Dai Roku Tēru. Oshokui) | Fire Release: Flowering Ninetails: Sixth Tail; Corruption
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Allows for the release of vast amounts of pure fire chakra from all over ones body that creates an aura in the shape of nine fox tails, each twice the size of the user, that will cocoon around the users body. The tails can be manipulated to attack or defend for a time - acting as condensed chakra capable of interacting with physical objects to deal blunt and burning damage - however their real power lies in their ability to disperse into dozens, if not hundreds of seed like orbs of fire chakra that, by default pulsate outwards in all directions, but can be directed towards particular locations should the user so wish. As the seeds travel outwards they indiscriminately phase into any object, being, or technique of lesser strength and forcefully alter or distort it's properties to make it explode - with said explosions always being angled away from the user. When a structure explodes it in turn releases countless more seeds that allows for a chain reaction that can completely devastate battlefields, as the seeds are capable of making the strength of undermined techniques into their own, not weakening, but instead growing in strength and number with each clash. This ability is effective against all earth based techniques of lesser strength (Excluding crystals), opposing fire techniques of lesser strength, and water techniques two ranks lower, however it is ineffective against water techniques of A rank and above, Lightning techniques and wind techniques; A rank water techniques will simply evaporate while Lightning and Wind techniques will clash normally.

- Can only be used 2x
- No fire techniques above B rank for the rest of the turn
- Cannot be used on consecutive turns
- Can only be taught by Scaze



(Katon: Kokuyouseki Hai) Fire Release: Obsidian Ash

Type: Defensive | Offensive | Supplementary
Rank: A- Rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: A rather simple yet effective technique for ranged weapon users, the user will channel chakra into their weapons with fire chakra. Once they do this the user will release/throw/drop the weapon at the enemy. The effect of the technique isn’t seen through normal means as a standalone technique does nothing, but when the ranged weapon is in the process of being destroyed/stopped the user is able to click their teeth. This will activate the hidden mechanic of the technique in which the fire chakra embedded into the weapon will surge through it allowing it to dematerialize the weapon in question into ash thus allowing it to remain safe before impact with another object. The users ash is then formed into a cloud of hot ash which the user can activate to detonate and explode with a click of the teeth. The dematerializing of the weapons counts as a move but causing it to explode doesn’t . The projectiles although when infused with the fire chakra they look the same until activated midflight in which they shift into red hot ash. The projectiles in question also retain the explosive and hot properties of ash and once they touch the target burns on contact dealing 30 damage to them and can explode on contact dealing 60 damage.

*Can only be used four times per battle*
*Can be applied to up to one projectiles at at a time*
*No Fire Techniques A-ranked and above next turn*
*Ash cloud can remain for one turn before dissipating naturally*



 
Last edited:

Nathan

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Wind release.

My creation;

13. Fūton: Otto, Watashi no Yubi ga Subette! | Wind Release: Whoops My Fingers Slipped!
Type: Offensive
Rank: B-rank
Range: Short
Chakra: 20
Damage: 40
Description: The user will gather a small, but intense amount of wind chakra in their fingertips, usually the index and middle finger, and afterwards he will give their target a single tap. Upon contact, the wind chakra is released all at once and slams into the target, causing impact damage and sending them flying back. The user can jab their finger deeper to cause even more damage than normal and can use two hands to double the effect. Alternatively, the user can use this method to destroy solid techniques such as those from earth release (or similar) which will shatter upon being hit.
Notes:
- Can only shatter B-rank and below techniques of solid nature.
- Can only be taught by Nathan.

.

Members who have learnt this:
Code:
- [URL="http://narutobase.net/forums/showthread.php?t=372658"]neilson[/URL] 
- [URL="http://narutobase.net/forums/showthread.php?t=378949"]Shinta[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=395053"]Abon[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=435920"]Blake Belladonna[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=431696"]DRAGYZ[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=669805&page=2"]Nakiri[/URL]

Taught to me;

Type : Supplementary
Rank: C rank
Range : Mid
Chakra : 15
Damage : N/A
Description : The user starts by performing the Snake handseal and then greatly concentrating his Wind chakra.The user create a flat blanket of highly dense air beneath the opponent,barely visible,only giving off a slight shine and a slight feeling beneath the opponents feet.The
user will then perform a hand gesture to any direction,which will cause this blanket to be pulled from underneath the opponent's feet, greatly affecting their balance and causing them to fall towards the opposite direction.
-Can only be used 4 times a fight
-Can only be taught by -L-

(Futon: Soyokaze Suteppu) - Wind Release: Zephyr Step
Rank: C
Type: Supplementary
Range: Short
Chakra Cost: 15
Damage Points: -
Description: This technique is in a similar respect to the Peacock Whirlwind Formation technique. The user constantly expels wind chakra from their body, creating a current of wind which revolves around them. The purpose of the technique is to give the user extra maneuverability so they can become more agile with their movements, allowing them to swiftly move around people and small projectiles. The wind revolving around the user is only strong enough to make the user more agile, and doesn't protect against anything. The technique only increases one's flexibility allowing them to move around these things, it doesn't allow for any speed increments. If used on a person, the velocity of the current can knock them off their feet.
Notes:
- Can only be used five times a match.

This was trained by Alternative to let me use this jutsu. Link to the training thread. .

(Fuuton:Hishou) Soaring
Type:Supplementary
Rank:C
Range:Short-Long
Chakra Cost:25
Damage Points:n/a
Description:This technique is used for gliding through the air, and causes little damage to the user when landing on the ground. The technique focuses wind chakra beneath the user while they are falling through the air, reducing the speed at which they travel at towards the ground. The reduced speed helps reduce the impact they make when landing on the ground causing no broken bones, or anything. When the user lands on the ground they will have minor burns at the area where they focused their wind chakra at.

-Can only be used while in the air
-The user is vulnerable to attacks while falling
-User has minor burns in the area where they focused their wind chakra at
-Can only be used twice per match
-Can only be taught by Toshiro

This was trained by Toshiro to let me use this jutsu. Link to the training thread. .

(Fuuton: Ekusupuro-Jon Uindo): Wind Release: Wind Explosion
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: During movement of the user. The user will release a burst of exploding wind towards the bottom of their feet to move at the speed of sound. It will appear to the opponent as the user had teleported, however this is not the case. Any dojutsu users as well as sound and sensory ninja's would be able to follow the movements however they would lose the movements towards the end as the user would be moving too fast.

Note: User has to be moving to use this jutsu.
Note: Can be used two times per battle.
Note: Can't use to move in the air or fly around
Note: Can use it to change direction, but will count towards the users 3 moves per turn
Note: Can only use this to move within the line of sight. (Meaning can't go around walls without changing directions)
Note: If ran into something the user will take -50 damage as a result of the great speed
Note: Can only be taught by NineVision




This was trained by NineVision to use this jutsu. Link to the training thread. .

(Fuuton: Kurasshu) - Wind Style: Crash
Type: Defensive|Supplementary
Rank: A-Rank
Range: Short(Activating the technique)
Chakra: 30
Damage: n/a
Description: The technique is based off of the user utilizing their chakra, and inserting it into an intangible substance. The substance acts as a medium to contain for your chakra to be inserted into. As the chakra is successfully inserted into the substance, by utilizing the slicing trait that the wind is well known for, the wind chakra slices through the bonds of the chakra particles within that substance causing it to spread outwards. By manipulating your chakra with great precision, the wind continues ravaging inside the substance, causing it to spread outwards to the point it severs totally, turning into many smaller harmless particles of the substance, making it neutral, and causing it to disperse entirely.

- Can be used two times per match
- No wind techniques in the same turn, or the turn after
- After using it for the second time in a match, the user loses their ability to mold wind chakra properly
- For elemental techniques the user can neutralize it up to A-Rank, where as non elemental techniques can be neutralized up to S-Rank.
- Can only be taught by Toshiro
- Is useless against large attacks that would still travel towards useless such as Intense Pain
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This was trained by Toshiro to let me use this jutsu. Link to the training thread. .

(Fuuton: Kito Kaze)-Wind Style: Returning Wind
Type: Defense
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The user blasts out a big sphere of wind from his/her mouth sending back every up to A-rank fire jutsu. It can be combined with some fires moves creating a combo.
*Note: Fire has the same damage + 30 wind damage. (If the combo is made)
*Note: The user can't use wind style next turn.
*Note: Can only be used 2 times per battle.
*Note: Faust can only teach this.

These were trained by Faust to let me use these jutsu. Link to the training thread. .

(Fuuton: Kaze Kyodan)-Wind Style: Wind Missles
Type: Attack
Rank: S
Range: Medium/Long
Chakra Cost: 40
Damage Points: 80
Description: This jutsu sends highly long ranged, fast-paced wind missiles at the target. The user will send out five bursts of wind highly concentrated to a point. These are extremely sharp, fast paced, piercing blasts capable of piecing various defences, including thick stone or wood [ up to A rank ] and even if they are dodged or blocked the shock wave they create will throw a weak [ Chuunin and below ] opponent off balance. They are extremely hard to avoid because of their speed, although the speed is about one tenth of the First Gate.
*Note: Usable twice per battle.
*Note: Up to five missiles may be created per use. The missiles travel only in a straight line.
*Note: Due to the large amount of chakra required for this technique, it cannot be used if any clones of the user are present. Furthermore, the user can also definitely not use clone techniques or Genjutsu for the next two turns.
*Note: If the wind is blocked, there might be cases that the opponent is thrown off balance cause of the great wind blast, if they are Chuunin and below.
*Note: Faust can only teach this.

These were trained by Faust to let me use these jutsu. Link to the training thread. .

[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.

These were trained by Faust to let me use these jutsu. Link to the training thread. .


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.


Type: Attack
Rank: B
Range: Mid/Long
Chakra Cost: 20
Damage Points: 40
Description: The user focuses their wind chakra onto the kunais. After they are thrown, they explode and turn into large tornados. If missed, tornado follows the opponent for a few seconds and disappears.

(Fūton: Shū no Yūwaku Burīzu) - Wind Release: Shu's Tempting Breeze
Rank: S
Type: Attack/Defence/Supplementary
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: A simple jutsu used to combat against faster paced opponents, Shu's tempting breeze relies on the user to have faster moving opponents, who - once set off from their initial spot - can't control their speed and movement without effort. The user, upon seeing the opponent set off or prepare to set off would manipulate his chakra at the end of his finger tips (including thumbs) and extend multiple small birds which resemble hummingbirds in both looks and size (generally between 5-9 inches). The birds are made out of translucent wind which can be manipulated to fly around the user, creating a barrier of slicing wind, using their speed and sharpness of their beaks/wings to create the barrier, making it impossible for things to bypass them as they continue to intertwine with each other. The user would be able to manipulate the wind made hummingbirds, allowing him to not only create the barrier but also manipulate the birds to fly outwards and perform coordinated attacks which are extremely hard to evade and having the power to slice the opponents skin or even just pierce through their body. Although a simple move to counter, when used against faster moving opponents, the natural 'colour' of wind and the girth of the hummingbirds allows them to be extremely hard to see for an opponent moving at fast speeds. Moreover, as a Wind jutsu, the user can also change the nature of the technique so that rather than its slicing abilities, the hummingbirds madeof wind combine to provide a large blowing force which can be used to push back enemies and summons of various sizes within reason. The hummingbirds are generally fast flying birds, this allows them to keep up with faster opponents without trouble. This speed limit however, only goes up to the third gate. This special ability does not mean they are generally able to fly at that speed but they instead are able to merely have the ability to adjust their speed to match their opponent, when faced against opponents faster than their average speed which is generally equivalent to double of the average ninja.
~ Can only be used 2 times
~ Can only be taught by Erzo
~ Lasts 3 turns unless destroyed
~ Once used, must wait 1 turn before re-using.
~ No other wind jutsu higher than A-rank in same turn or next turn
~ The hummingbirds can be used to attack but will always act as a whole, seemingly like a flock and never individually.

This was trained by Erzo to let me use this jutsu. Link to the training thread. .


Type:Attack
Rank:A
Range:Mid(only)
Chakra:30
Damage:60
Description:The user will perform two hand seala and exhale a thick and powerful stream of wind.When the wind gets to around the end of short range the stream will branch into 7 smaller,streams of wind that are very sharp at the top.3 will go to the left of the opponent,3 to the right and one above.Once they get to the line of the opponent they will turn towards him,punching and cutting him where they hit.
Note:Can be used only once per battle.
Note:No above A rank wind the same and next turn.


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


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


Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: With the concept of shape manipulation, the user forms a tornado around his/her arm. By swinging his arm across, he releases a burst of gust forward that sends anything in range flying back. These winds are blunt and don't do damage, as the technique is mostly designed to knockback opponents or strengthen existing jutsus, however it makes up with its force and range.
-No handseals required.


Rank: Forbidden
Type: Attack
Range: Short-long
Chakra Cost: 50
Damage Points: 90 (-15 to the user)
Description:
This technique is a simple yet powerful wind technique which focuses purely on destructive power. The user draws blood from his and like a summoning technique then weaves together three hand seals (Tiger - Dragon - Snake) whilst gather a massive amount of chakra directly in the center of his chest. When the three hand seals are finished the user moves his hands from out of the path of his chest and releases from the chest a condensed circular beam of glowing wind chakra. The beam begins as a circular, 3 foot in radius beam until it reaches five meters away from the user. Once it leaves close range the chakra can no longer be controlled and it suddenly expands outwards into a large half dome like explosion that moves outwards 30m in every direction except back at the user. The concentrated wind expanding so quickly leaves everything in its path cut up on a small scale, so being hit with it is Certain death. The aftermath of the attack is very identical to that of the mini tbb that the 4tails naruto did when fighting Orochimaru, though due to so much powerful wind chakra being blasted from the users chest, it leaves his chest cut up with 1inch deep cuts that leaves him bleeding moderately.
- Usable one time
- No wind techniques in the same or next turn
- The user can't use A-rank or lower Tai for 3 turns due to the body being worn out
- Cannot use techniques above S-Rank for 2 turns afterwards


Type: Defensive/Offensive
Rank: A
Range: Short - Medium
Chakra Cost: 30
Damage Points: 60
Description: The user will their channel wind chakra around certain body points or objects whilst manipulating the wind currents in the environment to create one of the following effects;

Pyramid: Being one of the two defensive methods; The user will channel his/her wind chakra throughout three bladed objects like Kunais, shurikens, swords etc and throw them on the ground within range, forming a triangular formation. As the objects are placed on the ground, a pyramid made of cutting/shredding wind will be created that covers the user's entire vicinity, including the floor. During creation the user is able to choose whether or not the cutting/shredding effects the floor side.

Shield: Being the second defensive method; The user will shift his body in the form of a "Y" with his/her arms raised and feet placed together. Both feet and hands will act as connection points to each other, similar to the bladed objects, creating a triangular shield of cutting/shredding wind in front of the user as means of defense.

Net: The user will throw three bladed objects and manipulate the wind chakra channeled throughout them and the wind currents to create a triangular net of cutting/shredding wind that travels forward along with their respective projectiles.

▵ The user is unable to perform any other techniques if the shield method is in use.
▵ Can only use one method per turn
▵ Can be used four times per battle
▵ Must be taught by Hard


Type:Attack/ sup
Rank:forbidden
RangeShort-mid
Chakra Cost:50
Damage Points:100
Description: After a few hands seals the user will summon/gather a huge gust of wind that will surround the user and the area around him. the gust of wind will form a dragon that will attack the opponent or defend from attacks like taijutsu and other jutsu (dependin on the randk and size).
The gust of wind of wind is able to blow back the opponent several feet in the air and it has slicing wind. after the gust of wind is summoned, the user can use the wind to power up other attacks or use it for combination moves.
the user is able to manupilate the wind only at close range. this juts will last for 3 turns.
*only can be used once*
*no s rank wind jutsu for the next turn*
*Created by Hellsbadass*


Type: Defense
Rank: A
Range: Short
Chakra Cost:30
Damage Points: N/A
Description: User channels Wind chakra in his/her hands. He then claps and separates his/her hands from each other creating a long cloak that could easily cover users body (10 feet by 10 feet). The clock is a mesh of strong tight wind bonds which are not harmful to the user whose chakra is used. He can then use this cloak to protect him from other jutsus by wrapping it around him or the jutsu. This cloak is super effective against lightning style technique which are A-Rank or below, It can tear the lightning into molecular level, which means the wind mesh of the cloak will destroy the lightening leaving no trace but it disappears after it is used once.
Note:
~ Can defend the user from A-Rank or below Lightning jutsus; such as: waves, thunder or bolts etc.
~ Can be destroyed by B-Rank Fire Jutsu.
~ Will disappear after used once.
~ Lasts for 2 turns without use.
~ Can only be used 2 times per battle.
~ Can only be taught by -Blizzard-

- Not too sure how many slots left?


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*


Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: + 25
Description: After releasing a wind jutsu the user will perform 2 handseals as they release there chakra into the wind jutsu. In doing so, the user will increase the power and size of the wind jutsu boosting any wind jutsu by 25 damage points. By the increase in chakra the wind gains more power as it increases the power of the wind blast aswell as the size by expanding the wind currents.

Note: Can only use used on wind the user or the users summon has created
Note: Can only be used once one each wind jutsu creates
Note: can only be used 3 times


Type: Attack
Rank: A
Range:Short/Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will cup his/ her hands infront of their chest focusing wind chakra to the palms of their hands, they will then throw their hands up into the air releasing 5-10 wind manipulated butterflies. The user can then manipulate the wind butterflies around the battle field to wherever they want within range, the user can then snap their fingers at any time of their choosing and instantly manipulate the wind from its butterfly state to blades which then hurl towards the target(s) at extreme speeds from where ever the butterflies where last situated.

Note: when the butterflies are changed to blades they are almost impossible to see by an ordinary ninja due to they're small blades of wind.

Note: this jutsu takes a few seconds when sommoning the wind chakra and manipulating the butterfly shapes to the disired location

Note: Can only be used three times per battle


Type: Supplementary
Range: Short
Rank: B
Chakra Cost: 25
Damage Points: N/A
Description: The user will make the Ram handseal and instantly discharge wind chakra from their body to make a wall wind chakra in front of them this will be an almost instant process, as lightning jutsu of B rank or below hits the wall of wind chakra the wind chakra will absorb the lightning this will happen because of winds elemental advantage over lightning energy from the jutsu and cancel it out, the wall will then disperse.

Rank: B
Type: Offense
Range: Short
Chakra Cost: 20 (-5 per turn)
Damage Points: 40
Description: This technique is specialised for those who have great control over their wind chakra. This is usually used in close combat where the user will release their wind chakra around a part of their body covering them in wind. This wind is rotating around their body like a rasengan wrapped around a limb. Due to it being the users chakra and not that strong, it wont hurt the user, which can be quite painful if an opponent is hit by it. When someone/something is hit by this wind created be the user, it will great a burst of wind on impact from the user, creating seveal wind slashes forwards which can cause 2 inch cuts on an opponent.

Note: can stay active for 2 turns at a time
Note: Can't use fire jutsu at the same time

Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description:
The User makes Three Hand seals a forms a small, very pressurized ball of wind no bigger than Golf ball at the end of their Index Finger. They fire it from their finger and it flies across the battlefield at high speeds, though it can still be seen and tracked with the ordinary human eye - it's speed is still very impressive and will reach distances of 5 meters in a second, it's pretty quiet too except for the little zipping sound it makes in close range.

The Attack may seem small but always has an intended target, the ball can shred through thick rock/earth and trees/wood weaker than it until it gets to the destination the user desired for it. Once it does that compressed ball of energy releases as a wind explosion, scattering anything in range of it (5 Meter Radius Explosion) - it would sound like that of a Cannon being fired when the ball explodes. If this Ball was intended to hit an Earth (Or Earth Based) Target, it would shatter the rock and spread it far away, like a fragmentation effect the earth would scatter and could hit the user's opponent. The Damage however would only be half of the original Earth technique's damage, and it would act as an Earth (Or Earth Based Depending on the Target) Technique instead. If this were to hit a Water Technique it would have that also explode in various directions, though this would NOT damage unless it was a Liquid that's not water with effects (Again only half of what the original liquid-based tech damage would have been), for example if it were a sticky liquid or acidic liquid the effects would still apply if it hit the opponent.

If this hits other Energy based Techniques like, Lightning, Wind it would just act like an ordinary Wind Explosion and have no unique effects like above. Fire however, if it hits a B-Rank Fire technique or below it will explode in a large Maelstrom of flames - looking like a giant glowing orange orb in the sky for a moment, the fire would be scattered across the ground and burn anything that touches it.

- Wind Specialists can do this without Handseals, and can be formed at the Tip of a Weapon or infused with a projectile.
- Can also be used to successfully counter or in combination with the Shuriken Shadow Clone Technique (Wind Ball would be fast enough to catch up to Multiplied Tool), scattering the multiplied tools in many directions. This only works for Wind Specialists.
- Must have Mastered Wind to Learn.
- Can only be Taught by LonelyAssassin
- No S-Rank Wind or above in the Same turn this is used
- Cannot be used Consecutively
- Can only be used 4 times


Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description:
This Technique is very much like it's Father Technique "(Fūton : Ō ni hyō) - Wind Release : Hail to the King" where it fires the small condensed ball of wind, it drills through anything until it reaches it's target and explodes as a Ball of wind. It effects the elements as how it's father Technique did as well. However the only different is that a the sphere when it explodes only has a 3 meter diameter instead of 5 and instead of only one it can create up to 8 balls of wind, the rank can be split evenly or allocated (For example if the user was to create three spheres of wind they can have one of them being A-Rank whilst the other two are B-Rank).

The spheres can be formed all at once in a circular formation or in a cluster of sorts, it's up to the user's imagination - then they could also be shot one at a Time or all at once at one target or many. Spheres however only travel in a linear direction. Or they can be formed consecutively, one right after another as long as they aim in different directions it can fire at different targets. When fired like this the Spheres can home in on a target and will move to hit it if they move.

Normal users have to perform 5 Hand seals. Like it's father technique it can be formed without handseals at the End of a Weapon or Index finger only if they're a Wind Specialist AND they know the jutsu "(Fūton : Ō ni hyō) - Wind Release : Hail to the King".

- Maximum of 8 Spheres at C-Rank each
- Minimum of 1 Sphere at S-Rank
- Can only be used two times per Battle
- No A-Ranks on the same turn as this.
- Four turn Cooldown
- Can only be Taught by LonelyAssassin

(Fuuton: kensei no doragon ) - Wind Release: Power of the Dragon
Rank: B
Type: Offense
Range: Short
Chakra Cost: 20 (-5 per turn)
Damage Points: 40
Description: This technique is specialised for those who have great control over their wind chakra. This is usually used in close combat where the user will release their wind chakra around a part of their body covering them in wind. This wind is rotating around their body like a rasengan wrapped around a limb. Due to it being the users chakra and not that strong, it wont hurt the user, which can be quite painful if an opponent is hit by it. When someone/something is hit by this wind created be the user, it will great a burst of wind on impact from the user, creating seveal wind slashes forwards which can cause 2 inch cuts on an opponent.

Note: can stay active for 2 turns at a time
Note: Can't use fire jutsu at the same time



(Futon: Kaze Kingu no Yūkai Fīrudo) | Wind Release: Bounded Field of the Wind King
Type: Offensive/Defensive/Supplementary
Rank: S Rank
Range: Short-Long
Chakra: 40 (-10 per turn active)
Damage: 80
Description: This technique showcases the usage of the wind release, in accordance to the users body and or objects which he might be carrying or is in constant contact with, like weapons. Once the contact with the specific object is maintained, or without the object needed, the user will have the wind from all around, stick closely to a desired location in the body or object, forming 2, very distinctive layers from one another. The first layer which comes directly above the said object, has no particular effects, and strength. It plainly refracts the light allowing the said object to be invisible apart from some currents of wind, which move around, indicating the existence of that object. The second, is the most versatile one, giving the said object a lot of strength and versatility equal to an S-Rank above their original versatility. In cutting edge weapons, this layer even further enhances their sharpness as well. The second layer, which can be seen once the first one is used, is a very stable one. The second layer has a very characteristic effect, which is the ability of, at will, releasing blasts of air current, which might be either a rotating tornado which has a very strong pushing and very spread out cutting capabilities, to a very powerful, all destroying blast of wind, similar to Wind Release: Pressure Damage. A third and last form of releasing it, is a very thin, precise and powerful slash of wind, which has insanely large cutting capabilities, which can be directed, at the location where the said object or weapon is aimed towards. The strength of the said blast or tornado can be split a total of 2 times, creating 2 blasts at exact power of A-rank. The release of the blast will count towards the jutsu limit, and the releases can be independent in time from one another, as long as the effect of the technique is visible. Due to the effect of the last layer being largely visible, he cannot keep this layer active for longer than 4 turns, while the last one which carries no rank or visible boost, except than of rendering the weapon invisible, he can keep active for further, but needs to give a total of 5 chakra points each turn.

Note: Can only be used 3 times.
Note: Remains active for 4 turns (Last layer can be open for far longer, but it carries no attributes, and it consumes 5 chakra point every turn).
Note: Initial release of layers counts as a move, thereby as a jutsu usage limit.
Note: Weapon or object must be constantly in contact
Note: Can only be taught by Six Paths.



(Fūton Taijutsu: Sweh-Hon-Gwon) Wind Release Body Art: Soul-Crushing Strike
Type: Offensive
Rank: S-Rank
Range: Short
Chakra: 40
Damage: 80 (-20 to user)
Description: One of the most advanced techniques developed by a secret group of Taijutsu and Martial Arts masters known as the Murim, the Soul-Crushing Strike takes the properties of Wind Release to it's extreme, and applies them to a seemingly simple punch. The user starts by gathering an insane amount of Wind Release Chakra within one of their arms, and uses Shape Manipulation to mould this Chakra into tiny, extremely sharp blades. From there the user throws a seemingly basic and relatively harmless punch at their opponent, however, this bland façade is meant to trick the opponent into dropping their guard. Upon direct contact with the opponent the user releases the entirety of this gathered Chakra directly in one blast, causing severe damage to the limb/ body part that the user is directing this Chakra onto. This is physically seen as an explosion of force, displacing the air directly in front of the punch and creating what can only be likened to a sonic boom, however, there is far more going on here than what the naked eye can see. As the user forcibly fires the gathered Chakra and blades of Wind onto the surface of the opponent's body, these blades invade, become lodged in, and shred the targets Chakra Network, causing irreparable damage to the affected area, effectively making it impossible for the target to mould Chakra with any part that is struck by the Soul-Crushing Strike. Additionally, the generated explosive force is strong enough to break bones, even those of the Kaguya, whom are known for their extreme resilience. But despite the immense power this technique possesses, releasing such a large amount of lethal, moulded Chakra carries it's own set of risks for the user. For starters, such a large expulsion of Chakra damages the arm the user performs the Soul Crushing Strike with, making it impossible to mould Chakra A-Rank and above for 4 turns after using this technique, as well as severely hampering and slowing their ability to weave seals, as the entire arm feels the shockwave produced by the strike. Next, consecutive usage of such a technique, especially if it's utilized within the same window of time (If used within 4 turns of the previous usage, and is still suffering from the previously mentioned after effect) would give the user the same effects as the target/ recipient of this technique, making it permanently impossible to mould or channel Chakra with the arm(s) this technique is performed with. Finally, the biggest flaw in the Soul-Crushing Strike is that if one is able to avoid direct contact with the user, even if the technique is performed successfully, and the blades of Wind are released with the successful explosive force of the technique, it fails entirely, as the Blades of Wind will simply buffer the surface of the target. Additionally, should the previously mentioned flaw/ method of avoidance occur, the user still succumbs to the same restrictions and drawbacks as if the technique had been completely successful, further adding to the risk versus reward factor of this technique.

Note: Can be used a max of twice per battle
Note: User must wait at least 2 turns between usages.
Note: No B-Rank or higher Taijutsu can be performed after this technique for 1 turn.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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(Fūton: Chokusen to Yajirushi no Pasu) Wind Release: Straight and Arrow Path
Type: Offensive/ Supplementary
Rank: B-Rank
Range: Short - Long
Chakra: 20
Damage: 40
Description: The user starts by infusing Wind Release Chakra into a projectile weapon, typically a Bow and Arrow, but other forms of weapons that fire projectiles are applicable, such as blowguns, crossbows, etc. As they infuse their chosen weapon with the Chakra, they become completely shrouded in a light swirling vortex with a faint green hue. The user then launches the projectile, deliberately aiming off-target as a means of faking-out their true quarry, as the shroud channels from the weapon into the fired projectile. As the infused projectile flies through the air at high speed, thanks to the shroud of Wind reducing wind resistance for the projectile, once it reaches a certain point, usually as it is about to fly past the intended target, the user surges their Chakra, activating the shroud's second effect. The majority of the shroud's presence becomes accumulated at one specific point along the shaft/ body/ etc of the projectile, and immediately releases three bursts of Wind, first to halt/ slow the projectile down, second to change its trajectory, then finally fire the projectile in that direction at top speed. The sudden change in the projectiles trajectory, and the process used to achieve this change, is virtually instant, making it very difficult to track without some form of Chakra Sensory or Dōjutsu but not impossible and harder still to defend against, simply due to the tricky nature of the shot. Finally, the user can either apply the shroud to multiple projectiles, such as knocking multiple arrows on a bow simultaneously, or infuse a single projectile with the ability to change it's trajectory multiple times, but with each additional projectile or infusion into a single projectile, the power of this Jutsu is distributed equally amongst them, to a max of 4 projectiles with 10 power each, or 3 consecutive changes in a single projectiles trajectory. Easily utilized for swift and silent take-downs during covert ops, this technique is also very handy for simply outright shooting the user's targets with a blindingly fast, Chakra infused projectile, and was used by a lone Guardian, and legendary Hero of Justice, who only appeared when the world was drenched in warfare, and on the brink of annihilation.

Note: Can be used a max of 5 times per battle, and only once per turn.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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Nathan

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Earth release.

My creation;


Sensei bonus - 1. (Doton: Mogura No Kōgeki No Jutsu) Earth Release: Attack of the Mole Technique
Type: Offensive
Rank: B-rank
Range: Long
Chakra: 20
Damage: 40
Description:
By using the Earth Release: Hiding Like a Mole Technique to quickly move around the battlefield, the user appears out of the ground and attacks foes with a Sword or Shuriken. Thanks to the concealment imparted by the ground, the user can pop up anywhere unexpectedly on the battlefield to ambush opponents. Few opponents are prepared to defend themselves from attacks originating beneath them, and this technique excels at exploiting that weakness.
Notes:
- Can only be taught by Nathan.
- Can only be used in conjunction of Earth Release: Hiding Like a Mole Technique

.

Members who have learnt this:
Code:
- [URL="http://narutobase.net/forums/showthread.php?t=383015"]Teño[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=408542&p=12567744&viewfull=1#post12567744"]Sasuke56[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=471615"]-Vegeta[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=567776"]Drackos[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=610479"]Devilicious[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=612168"]Zanithe[/URL]
Taught to me;

(Doton: Ishi Kiwa) Earth Release: Stone Edge
Type: Attack
Rank: B
Range: Mid
Chakra Cost: 25
Damage Points: 40
Description: The user stomps the ground and lifts up a number of stones the size of a coconut, the stones will be lifted and aligned in front of the user. Then the user performs a single hand seal and sends them off with a great force.
Note: Can only be used once every 2 turns.
Note: Can only be used by Kerrah and those who he allows.
Image of how it looks:
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(Doton: Disuta-bu Shikaku) - Earth Release: Disturbed Vision
Type: Supplementary
Rank: D
Range: Short-Long
Chakra cost: 10
Damage points: N/A
Description: The user will begin by stomping the ground and channelling his Earth chakra into it. He will then gather Earth particles from within the ground and bring them onto the battlefield, sending them towards their opponent. The purpose of these Earth particles is to temporarily blind the opponent, by flying straight towards his eyes. the particles are invisible to the naked eye.

This was trained by Kerrah to let me use this jutsu. Link to the training thread. .

(Doton: Douyou)-Earth Style: Shaking
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: Using this technique, the user sends earth chakra into the ground to cause the ground to shake. The enemy will lose balance and fall if their on the ground. The spot of the ground to affect can be controlled. This can be used as a distraction either.
*Note: Faust can only teach this.

(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.

These were trained by Faust to let me use these jutsu. Link to the training thread. .

(Doton: Koudo Ame)-Earth Style: Earth Rain
Type: Attack
Rank: S
Range: Medium/Long
Chakra Cost: 40
Damage Points: 80
Description: After the necessary hand seals, the user will infuse a large amount of earth with chakra then uplift it, raising it into the sky. Then form the material into a large amount of earth spikes. These will be sent crashing down upon the target covering a large area, cutting and piercing the target with large sharpened rocks. These projectiles are infused with chakra adding to their strength and lethality, making them hard as steel.
*Note: Can only be used two times in battle.
*Note: The user can't perform Earth Style next turn after using this jutsu.
*Note: Takes ten seconds to prepare the attack.
*Note: Faust can only teach this.

These were trained by Faust to let me use these jutsu. Link to the training thread. .

(Doton: Daichi Kunai) - Earth Style: Earth Kunai
Rank: S
Type: Attack
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user shapes their chakra to make a kunai from the earth. When this kunai is hit on the opponent, the nearest organ turns into stone.

This was trained by Jokey to let me use this jutsu. Link to the training thread. .

(Doton: Shi Matsu) - Earth Style: Death Awaits.
Rank: S
Type: Offensive/Defence.
Range: Short-Mid.
Chakra Chost: 40
Damage Points: N/A
Description: The user performs five handseals, and speaks the words (Death awaits you) and strikes the ground with one hand. Depending on how strong the user thinks his/her opponent is, one to five skeleton shaped figures condensed and made from the strongest earthly material will come out of the ground will come from the ground around the target, it is also th users decision in whether they come fully out of the ground or not. And the skeletons will quickly grab the target, usually before they have any time to react unless they have the ability to react quickly enough through either sensory or doujutsu style abilities. This will leave the target unable to move, and setup for a free and easy attack.
►This Jutsu can only be used once per battle.
►The Jutsu only lasts for one full turn.
►The user must be able to pinpoint the location of the target, so they have to see the target.
►Cannot perform A rank or above Earth techniques the following turn.

These were trained by Mugen Ryukyu to let me use these jutsu. Link to the training thread. .

(Doton: Kabe-O Honsho No Jutsu) Wall Of Text No Jutsu
Type: Attack/Defense
Rank: S
Range: Long
Chakra Cost: 40
Damage Points: 80
Description: The user will make 5 hand-signs and slam their hands to the ground. A giant hollow wall will rise from the ground with two giant doors, it is as tall as Gamahiro and 3x thicker than Gamabunta's Sword. The user makes another handseal causing the doors to open and letters will burst out from inside the wall into 4 chains made of text made from the earth of the wall that will attempt to wrap around the opponents limbs. If successful the user then makes one more handseal, causing the chains to tighten, crushing the opponents limbs as the chains retract, pulling the opponent into the wall where the doors then slam shut, trapping the opponent inside. The wall will then go back into the ground and close in on it'self, crushing the opponent.
Notes:
- Can only be used once per battle
- Must have mastered Earth
- Must be of at least Sannin Rank
- No A Rank Earth for the next turn
- Due to the walls Size, it takes 15 seconds for it to completely rise and 3 seconds for the doors to open.
- The chains take 2 seconds to get to the opponent per 5 meters. So, 2 seconds for short range, 4 seconds for mid range and 6 seconds for long range.

This was trained by -Yard- to let me use this jutsu. Link to the training thread. .


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.


Type: Attack
Range: Short-Mid
Rank: S-Rank
Chakra Cost:40
Damage Points: 80
Description: The user gather great amount of his doton chakra , then he channel it onto his hands , slamming his hands on the ground and focus it onto the ground that surround the opponent , and then he make from the surrounding ground 10 sharks that surround the opponent from all sides and angels and then he direct it towards the opponen
Note: Can only be used 2 times.
Note: Must master Doton.
Note: Can't use any Doton jutsu at the same turn.
Note: Can't use Doton jutsu higher than b rank for the next turn.
Note: Must take the permission from Kamishiro to use it.


Rank: C
Type: Supplementary
Range: Short/Mid
Chakra Cost: 15
Damage Points: 30
Description: When this bomb hits anything, it will create a giant wall that will fall into the opponent.


Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30 (-10 per turn active in direct physical contact)
Damage points: N/A (+10 to physical attacks)
Description: This technique was developed by Mathias himself after carefully studying the properties of the "Iron Skin technique, and Super Light weight technique" He came to the conclusion that if we could insert our chakra into other objects to increase or decrease its weight, why not do the same to coat them with an iron skin for added strength? The user will channel their chakra throughout a selected object, which then hardens the skin to a steel-like quality. This increases their defensive power to the utmost limits. The objects skin also becomes much darker, an almost black colour. The destructive power of physical attacks is increased, making this a great, all purpose technique. The user can not coat an object with greater mass then of a human being, being the advanced version of Iron Skin Technique. However unlike the Iron skin technique, if the user loses physical contact with the said object, it will take a full turn for the chakra to drain out of the object and lose its iron coat. This was based on the Added weight and Light weight techniques. This technique when activated leaves the object vulnerable to lightning based techniques.
Note: Can be used three times per battle
Note: Must wait one turn before re-using
Note: Must have mastered Earth
Note: Must be taught by Mathias


Type: Attack/Defense
Rank: S
Range: Short
Chakra Cost: 40 (-10 every time a cannon ball is shot)
Damage Points: N/A
Description: After performing Monkey → Horse → Dog → Ox → Boar the user will concentrate all of his/her doton chakra and clap their hands together. By doing so the Straw Hat Pirates’ full size ship the “Going Merry” will be created made completely of earth from the ground itself. As long as the user is aboard the ship his/her earth style techniques will require three less hand seals to perform. The ship itself is able to float in water sources(The ship will not turn into mud unless it is on that water source for longer than two turns) and mud itself (for ex. Swamp of the underworld). Depending on the elemental advantages the ship can block B-Rank and below techniques but the part that was hit will crumble afterward. If any attacks are coming from above, the user can walk inside the “meeting room” of the ship for cover. The unique ability of the ship is that it can shoot A-Ranked cannon balls made of earth from the ships main cannon in the front. The ship has a stock of five cannon balls. Every cannon ball has multiple explosive tags attached to them that can be detonated with the use of a single hand seal. The users chakra is infused with the ship itself, so only S ranked or above enemy earth techniques will be able to overpower the ships earth chakra and use it as an earth source.
Note: Can only be used once per battle.
Note: No earth style techniques in the previous turn.
Note: No earth style techniques in the same turn the ship is being created. (Shooting the cannon ball does not count)
Note: If the ship is not destroyed it will stay in play for 3 turns.
Note: Because of the massive use of doton chakra, the user will not be able to form A-Rank or above earth techniques for the next turn or S-Rank for two.
Note: The first cannon ball that the user shoots immediately after the creation of the ship (and shot in the same turn he is created) will not count towards the three jutsu per turn.
Note: Any other cannon ball shot afterwards counts as one of the three jutsu’s per turn.
Note: The shot cannon balls reach up to long range.
Note: Can only be used by Mathias


Rank: S
Type: Attack
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description: The user will thouderously slams his hands into the ground, creatin a small earth quake and 20 meter long sharp ridged earth spikes that will protrude out ground, stabin and shredding anything.
the user create a huge forest (not trees) of these long spikes coverin the whole battle field.. the widht of the spike is the same lenght as an average human's shoulders. the spikes can also cause damage to summons like gama.
*can only be used once*
*Created by Hellsbadass*


Type:Attack/ sup
Rank: A
RangeShort-mid
Chakra Cost:30
Damage Points:60
Description: After a few hands seals the user will send his chakra into ground to create a shock wave, thats will slow down the target(s) movement, pin point their location or fire rugby/ american football size chunks of earth into the air (close range only) surround ther user and the area around him.
*Created by Hellsbadass*


Type: Attack
Rank: A
Range: Long
Chakra Cost: 30
Damage Points: 60
Description: The user makes six arms appear out of a vertical portal behind the opponent ; two grab an opponent's legs and makes them fall backwards. Two pairs hold the foe up at their back, and a pair grabs his upper body. The pairs at the upper body and legs pull, cracking the foe's back.
Note:
♦ Can be used 4 times per battle.
♦ Copyrights © Blizzard.


Type: Supplementary/Offensive
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: Following a foot stomp or placing the hands to the ground, the ninja will change the composition of the earth beneath the target to form a linear track Starting where the target is and extending up to mid range in any direction. First, the distance of the track will turn into a slick mud for the entire distance other than what the opponent is standing on. This would take a moment but once the path takes the properties of the slick mud, the casting ninja would dislodge the patch of earth the target is standing on and launch it down the path at fast enough speeds to cause the target to lose footing.
-Can only be used 3x times


Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description:The user will perform the Horse → Dog → Ox → Snake handseals and channel earth chakra into their sword(s) before thrusting it into the earth. This will cause countless earthen swords four feet in length to rise from the ground across the battlefield with either the blades or hilts facing skyward, and leaving only a small area around the user undisturbed. When this technique is used with the blades facing upwards, they will emerge with such devastating force that they would be able to impale a large summoning creature. The blades are then able to be shoot skyward to attack aerial targets at the user's will. The blades will then fall back upon the field due to gravity but they will fall with the blades facing downwards and lodge themselves in the ground. This provides the user with an virtually unlimited supply of weapons that can be thrown at the opponent or used to fight in close combat, but since traces of the user's chakra remains in the earthen swords, only the user will be able to dislodge them from the earth. The created blades crumble after three turns
~Can only be used twice per battle.
~No S-Rank or above earth techniques in the same or next turn.
~Must wait four turns before it can be used again.


Type: Supplementary
Rank: C Rank
Range: Short
Chakra: 15
Damage:
Description:
This jutsu is primarily used in short range and close combat fighting. The user can focus their earth chakra into the ground at any point where the enemy is about to step, and proceed to lower that small portion of earth for that step. The earth section being lowered is very precise to the enemies foot size, and also the exact moment the enemy steps onto the ground. The section of earth will drop down one foot into the ground and will delay an enemies movements and creativity for defending briefly, hopefully causing an opening to attack. This jutsu is fast as it is simply focused on one foot of the enemy while they are in movement.

Restrictions:
+ can only be used on land
+ can only drop down the earth not lift it.
+ can only be taught by Juha


Type: Attack
Rank: A-rank
Range: Short/Mid
Chakra Cost: 30
Damage Points: 60 (+10 if the mud is ignited)
Description:
As the name hints towards, 'Kuishinbō tatchi' is a jutsu that is initiated either off of coming into contact with the target or doing a series of 3 hand seals to initiate it from a distance. Once the user touches the target, whether it's through his (user's) hand, leg, elbow etc. he'll release a a baseball sized dark blob of muddy earthen material which will stick to the target. Alternatively the 3 hands seals allow the user to make the blob shoot from the ground anywhere within 15m of himself to stick onto a target. The blob of Earth takes on unique properties of the flammable mud variant of Earth, being very mud-like and sticky to the touch, thus seeming like a ball of swamp material with its dark color and sticky texture. Once the blob is in contact with the opponent it starts to act on its own accord. The blob of mud begins to duplicate itself like a germ of some sort, quickly spreading across the target as it expands to become thicker and heavier by the second. Within a moment's notice the mud would completely ensnare the opponent's entire body, starting to smother and crush him within the mud. Due to the flammable nature of the mud it would be highly reactive to flames, sparks and electricity; catching a blaze and making the mud even more dangerous. The mud doesn't make explosions when it is ignited though, but simply catches on fire to start heating and turning the mud into a molten mud of sorts. This isn't limited to simply being used on a human either, it can be used on summonings or other jutsu within reason (like a stone golem) to ensnare and constrict them with the mud.

☆ Needs to be taught by BlackCrow
☆ Usable 3x
☆ Lasts 2 turns unless destroyed


Rank: S
Type: Offensive
Range: Mid
Chakra Cost: 40
Damage: 80 (+15 if hit by the falling rocks)
Description: The user will make 2 hand seals and slam their hands to the ground channelling their Doton chakra into the ground and spreading it evenly all around the underneath of their opponent, the user will then make a further handseal and hundreds of sharp edged, torpedo shaped, pointed, chunks of rock will fly up from the ground underneath the opponent hitting the opponent with enough force to make deep lacerations and cuts in the opponents skin. The chunks of rocks that are saturated in the users doton chakra will then fall back to the ground due to earth's gravitational pull the speed at which the rocks fall can be increased slightly by the user making them fall faster. The rocks will hit the opponent as they fall and cause further damage.

Note: Can only be used twice per battle
Note: No other earth jutsu in the same turn
Note: No S ranks in the same turn

(Doton: Tsuchi kakujuu) - Earth style: Earth expansion
Show
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a earth jutsu the user will perform 2 handseals as they release there chakra into the earth jutsu. In doing so, the user will increase the power and size of the earth jutsu boosting any earth jutsu by 25 damage points. By the increase in chakra the earth jutsu will grow in size and become more dense addding to its power.

Note: Can only use used on earth the user or the users summon has created
Note: Can only be used once one each earth jutsu creates
Note: can only be used 3 times



(Doton: Rōsha No Hibana ) - Earth Release: Deaf Spark
Show
Type: Attack/Defence/Supplementary
Rank: C
Range: Short - Long
Chakra Cost: 15 (-5 to maintain the jutsu) (-10 when used alongside other Earth techs)
Damage Points: N/A (30 if contact with heated Earth/Rock is made)
Description: An activation of sorts, this jutsu allows the user to use other Earth techniques (only those which consist of rock/hardened Earth) but with a slight difference which allows the jutsus used to have a different layer of Earth emerge simultaneously. This layer of Earth would merely scrapes against it continuously, at fast speeds, causing the original Earth, beneath the layer to be extremely hot due to frictional heating. As this process occurs, the Earth jutsu being used creates sparks which fly off 2/3 meters from the source, the sparks do no damage if they manage to land on the opponent, however, if left on clothing, they have the ability to slowly burn the piece of clothing, unless put out within a turn (can be put out by simply patting it away with your hand). This whole process allows normal Earth jutsus used to deal scorching damages equivalent to that of a C-ranked Fire technique, however, as already mentioned the rank of the Earth jutsu used remains the same and so can be destroyed by an appropriately ranked technique, according to the strengths and weaknesses of the Earth element. Moreover, this jutsu would have no effects on the mud based Earth jutsus as the layer of Earth has no source from which it can emerge from when used. Due to it's lack of ability to deal damage alone, the activation of this jutsu is instant, allowing it to be performed in the same time-frame as another jutsu.
~ Can only be taught by Erzo
~ Can only be used thrice; Lasts 5 turns
~ Once used, the user must wait a turn before using agan.

 
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Nathan

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Water release.

19.
Type: Offensive
Rank: S-rank
Range: Short - Long
Chakra: 40
Damage: 80
Description: This technique is known as one of the highest examples of Water Release. This jutsu was created by John 'Gyojin' Reese to demonstrate the full destructive power of pressurized water. After weaving the necessary hand signals, the user manipulates their chakra to gather as much water as they can within the space around then. While doing as such, they channel the water into the space around their hands, increasing its mass without disrupting its volume until it turns a near-black-blue colour. The user then places their hands in front of their face and releases the sphere. The sphere is about the size of a small water balloon and travels extremely fast. Upon impact with the target, the sphere only deals a force of about 200 pounds per square inch. However, the sphere then explodes into the shape of the head of a sea monster with many rows of massive fangs, and the mouth snaps shut upon the target. The second impact explodes with the force of upwards to two-thousand tons per square inch, enough force to crush the target and anything around them, and create a violent flood that can demolish buildings, uproot trees, and tear into the earth. The bite of the monster head also creates an intense flash of light from the friction.

To even utilize this jutsu, one must have a great reserve of chakra and excellent chakra control. Without these properties, the jutsu will be stabilized properly and will become less potent than it should be. In worst cases, the jutsu can backfire, instantly killing the user from the water pressure or at least severely wounding them. A great amount of water is needed as well, unless the user can use Water Release ninjutsu without pre-existing water sources.
Notes:
- Can only be used once per-match.
- Water source needed to use this technique, unless if user has a Tobirama Senju bio, or Gyojin custom clan bio.
- No water before, or in the same turn as this technique.
- No water for two turns after the use of this technique.
- Can only be taught by Nathan.

Members who have learnt this:
Code:
- [URL="http://narutobase.net/forums/showthread.php?t=571193"]Penguin.[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=460154&page=3"]Solf[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=471615&page=2"]-Vegeta[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=495597&page=2"]Question[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=497045"]Shady Doctor [/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=670210"]Eighth Sacrifice[/URL]

Taught to me;

(Suiton: Fudō no Mizu Burokku) - Water Release: Immovable Water Block
Rank: C
Type: Supplementary
Range: Short
Chakra Cost: 15
Damage Points: -
Description: The user will perform the Bird and Tiger seals and create a water block out of the moisture in the air and their chakra under their feet. By condensing the water, they can create a block momentarily to use as a stepping stone, allowing aerial maneuverability.

This was trained by Alternative to let me use this jutsu. Link to the training thread. .

(Suiton: Bakuhatsu Mizu Torappu no jutsu) - Water release: Exploding Water Trap
Type: Supplementary/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user sends their chakra in the water beneath you and your opponent. Afterwards, the user moves their two hands in an upward motion to make the water rise up beneath the user and the opponent. The user must be at a short ranged to their opponent in order to perform this technique, and in addition, both the user and the opponent must be on top of a water source. By releasing their chakra into the water underneath the user and the opponent, the user is able to manipulate the water to rise up and cover him/herself along with his/her opponent. The opponent and the user will be unable to move because of the density and pressure of the water. By surrounding themselves with a thin shield of chakra before performing the technique, they are able to move freely around the water, though the opponent can do the same even when caught in the jutsu (but it would take 3 seconds to cover yourself in chakra completely.) In the water, the user and the opponent is allowed to use suiton techniques only.

Note & Restrictions:
- Can only be used three times per battle
- Can only be taught by EdwardSama (me)
- When you are in the water, only water techniques are allowed.
- Can only use water techniques up to B-rank when you are in the water.
- Needs one full turn until you can use it again.
- Because you need to be close to your opponent to perform this technique, it is impossible to only trap your opponent.
- Requires a water source
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This was trained by EdwardSama to let me use this jutsu. Link to the training thread. .

(Suiton: Wakare Umi)- Suiton: Parting Seas
Type: Supplementary/Defense
Rank: B rank
Range: Short-Mid
Chakra: 20
Damage: N/a
Description: The user performs a single handseal, then holds his dominant hand up to his mouth. Almost as if he is about to perform a fireball. This jutsu works similar to wind return jutsu. Just with water jutsu. So the opponentn sends a giant wave of water at you. The user would perform a single handseal, then hold his dominant hand up to his mouth. As the wave gets closer, the user would release a blast of pressurized water from his mouth seperating the wave in two. Causing it to travel around or away from the user.
Note: Can only part/seperate B rank and below water jutsu
Note: Can only be ued twice per battle
Note: This jutu is multi directional, meaning it can be aimed upward , left, right, and downward
Note: Can only be taught by Gecko

This was trained by Gecko to let me use this jutsu. Link to the training thread. .

(Suiton: Sui Mizu) - Water Style: Acid Water
Rank: A
Type: Attack
Range: Short/Mid
Chakra Cost: 30
Damage Points: 60
Description: The user spits out a portion of water that is acid. When the acid contacts skin, the skin just sizzles and disappears. Just leaving the opponent's raw flesh.

This was trained by Shuusai to let me use this jutsu. Link to the training thread. .

(Suiton: Mizu Kabe) - Water Style: Water Wall
Type: Defence
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: A wall of water rises in front of you. When an object contacts the water, it turns into ice.

(Suiton: Tengai Dekisui) - Water Style: Dome of Drowning
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.

This was trained by Shuusai to let me use this jutsu. Link to the training thread. .

(Suiton: Mizu Oni Kuike)-Water Style: Water Demon's Appetite
Type: Attack
Rank: A
Range: Short/Long
Chakra Cost: 30
Damage Points: 60
Description: A jutsu which utilizing the water around the opponent for it to work. Below the opponent, a head made of water emerges and tries to swallow up the opponent, having sharp dagger like teeth. If the initial chomp misses the opponent, a tongue will emerge to wrap around the opponent to try and pull them back under for a second attempt.
*Note: Must be performed when both user and opponent are on water.
*Note: Twenty eight handseals are needed to perform this, meaning any ninja will take three seconds to finish the handseals.
*Note: Once the tongue drags the opponent underwater, it grabs him and keeps him there until he escapes or drowns [ no biting if the tongue catches him ]
*Note: Usable only three times in battle.
*Note: Faust can only teach this.

These were trained by Faust to let me use these jutsu. Link to the training thread. .

(Suiton: Mizu Assaku Katana) Water Release: Water Compression Blades
Type:Supplamentary
Rank: A - rank
Range: Mid- Long
Chakra:30
Damage:60
Description:The user performs the Rat,Boar,dragon and ram handseals and release several bullets (limit 8). After the bullets are release the user then claps their hands together while focusing their chakra turning the bullets into spiralling Disk like blades. These blades travel at the speed of common water projectile techniques and are very sharp . They can cut through C rank and lower Earth. The blades are so sharp that they are able to carve lines through the ground below. -Can only be taught by light
-Needs Mastery Over Water
- Has to be S-class ninja or higher
-Can only be used 2 times

This was trained by Ĺight to let me use this jutsu. Link to the training thread. .

(Suiton: Dai iwa Shiroppu no Jutsu) - Water Release: Great Syrup Golem Technique
Rank: S
Type: Offensive, Supplementary
Range: Short
Chakra cost: 40
Damage points: 80 (+30 if charged with lightning)
Description: Similar technique to Great Stone Golem, the user expels a large creature composed of syrup from his mouth. Hence the golem is made of syrup, it has the ability to absorb certain mud, suiton, raiton jutsus, up to B-rank, thus making him bigger, than his original size. The golem only expand if he absorbs a suiton or a mud technique. If the opponent gets in contact with him, he'll be sucked in the golem, thus suffocating him to death.
Note:
-Can be used twice
-If the golem destroyed, it can continue towards as a water wave.
-After absorbing a jutsu the golem will become 150% bigger, regardless of the rank.
-The golem can only absorb 3 techniques, after which it will crumble.
-Suiton needs to be mastered in order to do this.
-Can be taught by Dr. House

This was trained by House to let me use this jutsu. Link to the training thread. .

(Sution: Makishimamu Ba-suto)| Water Release: Maximum Burst

Type: Attack
Rank: S
Range:Mid-Long
Chakra: 40
Damage: 80
Description: For this technique, the user focuses a large mass of suiton chakra into their hands. The user will then place their hands together as if they were performing ' Storm release: Laser Circus', channeling the chakra allowing it to surround their hand. After this step has been done, the user will then yell 'Go!' releasing this bird shaped wave. The wave spreads out to about 3 meters in diameter, still leaving a trace on the users hand, however it doesn't mean that the user is able to redirect the bird shaped wave after the initial trajectory it takes.

-No Fire techniques the turn this is used
-Usable 2x
-Can only be taught by Ĺight

This was trained by Light to let me use this technique. .

suiton: mizu bakuha) water style: water explosion
Rank: A-S
Type: attack
Range: short - long
Chakra: (A rank: 30) (S Rank: 50)
Damage: (A rank: 60) (S Rank: 100)
Descriptions: with just one seal, the user can make any water substance and water source explode in a huge blast. this just can be mixed with other water jutsu, even water clone jutsu. note once used the jutsu the water will be still there.. it wont disappear.. it will be just scattered every where and the larger the source of water the greater the damage.

once used = No S-rank jutsus next turn
used twised= no S rank or A rank jutsu next turn
Can be used 3 times per battle

(Kaze no Jutsu)- Air Vanishing Jutsu
Rank:S
Type:Supplementary
Range:Short-Mid
Chakra Cost:40
Damage Points:N/A
Description:The masters of water jutsu can learn this. The user can use chakra to condense a small part of the air. The user then can blend in their appearance with the water particles in the air to create an invisibility. The best jutsu for preparing an assassination.

This was trained by Hellsbadass to let me use this technique. .


Type: Attack
Rank: C
Range: Short
Chakra Cost: 15
Damage Points: 30
Description: Water gushes out from the mouth like a waterfall and is manipulated to form a small water hurricane that surrounds the user, washing away the enemy at close quarters.
Note: Can only be taught by Kārin.


Rank: A
Type: Offensive/Supplementary
Range: Short/Medium/Long
Chakra: 30 (+5 chakra cost for the explosion)
Damage: 60 (N/A if it explodes)
Description: The user will perform two handseals and afterwards he is going to expel a large creature from his mouth, in the form of a gigantic swan composed out of sticky water (thrice the size of an average shinobi); the water has very dense, viscous and adhesive quality similar to that of Water Release: Starch Syrup Capture Field. After the landing of the swan, the user will simply smash it against his target (e.g. a human body or a summoning) with great blunt force. The sticky water will stick to the target’s body, enveloping the whole body, leaving no openings. While covered in the sticky water, the covered body/object cannot move at all, because the sticky water is heavy/sticky and therefore the target is trapped in it; hence becomes a target of lighting release techniques. To signify this, not only that the target is trapped but also the affected body/object will drown due to the great amount of sticky water that he/it has been enveloped in. Furthermore, the most charming thing about this particular water release technique is that the user can expel out several swans, up to two, yet smaller (size of a regular shinobi). If the user decides to spit out two swans, each swan will be equal to B rank. The technique itself has also one more final use. The user, after spitting out the swan(s), can anytime cause the actual made out of sticky water swan(s) to explode thus will release a very large quantity, in the form of a sticky swamp, covering the area around the region in which the swan(s) had exploded. The released sticky swamp cannot rip through most obstacles (e.g. humans, solid objects etc) in its path and therefore its use doesn't serves to obliterate the target but to, upon contact, stick the sticky water to the target thus making the movements of the target heavier. To cause the technique to explode the user can snap his finger no matter in what range he is located.
Note: No Water release techniques above S-Rank in the same or next turn
Note: Follows elemental weaknesses and strengths of the water element
Note: Can only be used twice (2) per battle
Note: Cannot be used on consecutive turns
Note: Only Drāgy can teach this


Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user would begin to take five explosive tags from their ninja pouch and throw the tags in front of themselves as they flash the bird hand seal. After flashing the bird hand seal, five human sized penguins made of sticky water form around the explosive tags, leaving an air pocket inside themselves so that the explosive tags don't get dampened. Once the water penguins form around the explosive tags, the penguins either jump or dash straight forward at the opponent in hopes of wrapping themselves around the opponent. Once the penguin's wrap themselves around the opponent, the user flashes the seal of confrontation to detonate the explosive tag, causing the opponent massive damage.

Note: The user cannot use explosive tags for two turns after this jutsu is used
Note: Can only be used three times per battle
Note: Can only be taught by Penguin.


Rank: A
Type: Defensive
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Ryuutai Suteppu is a very simple taijutsu technique with the enhancement of water. When being attacked in close range, the user will focus his chakra in the moisture of the air and materialize water beneath his feet. He will then use that water to slide back and forth in the ground as if he were standing on ice. However un-like ice, the user has complete control over his fluid movements. Can be used quite effectively to boost the randomness of movement when using Drunken Style. This technique will last for two turns, but the user will be restricted in only using regular ninjutsu, water, taijutsu, genjutsu, and kenjutsu, no other elemental affinities.
Note: Can be used twice
Note: Must have mastered Taijutsu
Note: Must wait two turns to use again.
Note: Must be taught by Mathias


Type:Attack/ sup
Rank:forbidden
RangeShort-mid
Chakra Cost:50
Damage Points:100
Description: After a few hands seals the user will summon a huge wave of water that will surround him and the area around him. the wave of water will form a dragon that will attack the opponent or defend from attacks like taijutsu and fire jutsu.
after the wave of water is summoned, the user can use the wave to power up other attacks or use it for combination moves.
the user is able to manupilate the wave only at close range. this juts will last for 3 turns.
*only can be used once*
*no s rank water jutsu for the next turn*
*Created by Hellsbadass*


Rank: B
Type: Attack- defence
Range: Short
Chakra Cost: 15
Damage Points: 30
Description: the user will perform the necessary hand seals can create a water spike in the hands. the spikes are like (Suiton: Mizu Kuri No Yaiba) - Water Style: Sword of Draining and the spike is held on the forearm like guren's crystal spike jutsu.
the spikes are detachable and can be reformed. the tip of the spike is very sharp and the side is ridged, makin it anble to shred flesh off (like kisame's sword, only when pulled back). the user will stab the opponent, loggin and detachin the water spike in the opponents body.
once stabed the opponent will slowly start to lose some blood bcoz the spike is shaped in such away that it will drain blood of slowly. if the opponent trys pull it out, the spike will rip the flesh and make the wound bigger, causin more blood loss.it is very painful. The opponent can only be stabed 6 times b4 he dies of blood loss.
*-5 chakra points are taken when the spike is reformed*


Rank: B
Type: supplymentary
Range: Short-long
Chakra Cost: 20
Damage Points:N/A
Description:the user collects water from the atmosphere (it takes 3 turns to collect the water)


Rank: s
Type: supplymentary
Range: Short-long
Chakra Cost: 70
Damage Points: 100
Description: after usin the suiton: atmosphere water collection (waitin for 3 turns) the user creates a hugh, really thick water disk high above the clouds and it is frozen (bcoz its realy cold). The disk magnifies the suns rays to blast a beam that hits the opponent wit pin point accuracy, after the blast the disk brakes and ice shards falls on the opponent. It?s a one hit K.O (exceptions are time/space jutsu)
Note: can only use once per battle


Rank: B
Type: supplymentary
Range: Short-long
Chakra Cost: 20
Damage Points: N/A
Description: after usin the suiton: atmosphere water collection (waitin for 3 turns) the user reflects the sun?s rays to blind the opponent and to cancels shadows/ shadow jutsus in the entire area for 4 turns.


Rank: s
Type: supplymentary
Range: Short-long
Chakra Cost: 70
Damage Points: 100
Description:the user boils the water at a really really high temp, so that it cannot be frozen..... all water jutsus performed on/in the boiling water is really hot (cannot be frozen), if the opponent is under water they will be boiled...(it last for 10 or 20 turns and i can use it twice)


Rank: S
Type: Attack
Range: Short-long
Chakra Cost: 65
Damage Points: 130
Description: after performin the neccessary hand seals, the user will spit out chakra infused water. the user will create a huge pillar of water and once it reached its maxmium height, the pillar will explode into a fine cloud of microscopic water bombs.
These tiny bombs will be controlled by user's chakra as they move towards their target. The target will then unknowingly breathe in the cloud. These tiny bombs will then travel throughout the body and detonate, causing microscopic explosions.
This in turn causes the body to disintegrate on a cellular level.
*have to wait 3 turns for the pillar to reach its max height.*
*can only be used once and now S rank jutsu for the next turn*


Rank: S
Type: Attack
Range: Short-Long
Chakra Cost:40
Damage Points: 80
Description:the user creates 1000 water snakes, its just like Water Style:Infinite Shark Frenzy. the snakes bind the opponent and attack them(bite or constict). once bitten the opponent will not be able to move (for 3 turns because he/she is still bound) this jutsu has poison mixed in it so that when the snakes bite the opponent they loses 10 health for 3 turns.


Rank: s
Type: supplymentary
Range: Short-long
Chakra Cost: 40
Damage Points: +30
Description: the user creates a school of infinite tiny piranhas that can tear flesh from bone. It + 30 more damage when used wit other jutsus


Rank: B
Type: supplymentary
Range: Short
Chakra Cost: 100
Damage Points: N/A
Description the user creates a suit of water that cover the body, that can heal the user or anyone 1 inside it (must be in the suit of water for 4 turns to heal | chakra: 100)


Rank: B
Type: Supplementary
Range: -
Chakra Cost: 20
Damage Points: N/A
Description: A tear falls from the user's eye on water, making it's volume grow to a relatively large lake.
-May be used only by Reido Kira.


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.
♦ Copyrights © Blizzard.


Rank: A
Type: Attack/Defence
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user focuses water chakra underground and has it burst forth in waves away from his epicenter, blocking techniques with ease and continuing on in a attempt to harm the opponent.
(Only 3 Waves may form at any given time.)
Note: Can only be used 3 times.


Type: Supplementary
Range: Short
Rank: B
Chakra Cost: 25
Damage Points: N/A
Description: The user will make the Ram handseal and instantly discharge water chakra from their body to make a wall of water chakra in front of them this will be an almost instant process, as fire jutsu of B rank or below hits the wall of water chakra the water chakra will absorb the fire this will happen because of waters elemental advantage over fire energy from the jutsu and cancel it out, the wall will then disperse.


(Suiton: Tengoku Kanrinin) – Water Release: Heavenly Custodians
Type: Offensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-15 per turn)
Damage: N/A
Description: A technique in which the user releases suiton chakra from either their body, manipulates a water source, or the moisture in the air to create familiars. Should the user use this technique to manipulate the moisture in the air they can only create familiars within short-range of their position; however, should the user manipulate a water source the creation of the familiars can reach up to long-range. The familiars created from this technique share certain characteristics. This includes the nature of their composition and their basic abilities. The nature of the compositions of the familiars is that of a thick, viscous, glue-like water which is highly condensed to make them effectively solid. Additionally, the familiars are imbued with a limited form of sentience which feeds upon the user’s chakra allowing them to act autonomously from the user and respond to his or her will. This technique can produce two familiars, each unique from each the other. The user can create either one or both of the familiars but can never create two of the same familiar. Should the user create one, it will possess S-Rank capabilities. Should the user create both they will both possess A-Rank capabilities. Both familiars are shaped into humanoids upon creation and are roughly the same size as the user. They both move at the speed of an average kage ranked ninja.

Vothdar; Vothdar is one of the unique familiars that possesses the unique ability to manipulate his being and form into a sticky water with properties identical to that of Water Release: Grudge Rain Technique. Through this Vothdar becomes capable of draining 50 chakra with those he comes into contact with and can store that chakra within his body. To absorb chakra Vothdar simply needs to come into physical contact with an opponent and initiate the technique to manipulate his composition at the cost of a move. Alternatively, Vothdar can also absorb the chakra from an opposing technique allowing him to reconstitute himself and create a sort of self-regeneration. What this means is that Vothdar must be completely destroyed within elemental weaknesses and strengths of Vothdar's creation strength (A/S Rank). in order to be neutralized. Additionally, for each 50 chakra or technique absorbed the user can then have Vothdar merge with the user’s water techniques. This in essence causes Vothdar to enhance a water technique by +10 damage for each technique or 50 chakra drained from a target. Doing so will terminate Vothdar.

Vol Anari; Vol Anari is the other of the unique familiars that possesses a powerful variation of the Hiding in Mist Technique as its ability. Vol Anari can disperse its body into a thick, heavy mist and can move about the battlefield in this state at the speed of a Kage Ranked ninja. This can be done either passively or at the cost of a move to evade a technique within reason and elemental weaknesses and strengths. However, Vol Anari’s ability comes with a twist. Through its sentience Vol Anari becomes able to, in its mist state, surround an opponent and similar to Gaara’s sand manipulation abilities quickly condense on the opponent’s body and crush them under immense pressure as Vol Anari reforms. This is done at the cost of a move and the strength of the pressure is equivalent to the rank of Vol Anari’s body. Meaning if Vol Anari is created in conjunction with Vothdar the technique will produce an A-Rank strength. If Vol Anari is created alone, it will possess S-Rank strength.

Note: Can only be used twice per battle.
Note: Familiars will remain on the battlefield for a maximum of four turns.
Note: After this technique expires or is prematurely ended no Water techniques above A-Rank for the same and next turn.
Note: Can only be taught by Drackos.



Water Release: Disparity in Nature | Suiton: Shizen-kai no kakusa
Type: Defensive/Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: N/A
Description:
Performing three handseals, the user extends his one or both hands and apprehends an enemy Suiton technique to manipulate the cohesive bonds of water molecules; altering it to a large extent and effectively removing its ability to exist as "drops". This causes the water technique to "shatter", losing its force and structure. The water regains its physical form nigh instantaneously becoming a regular source of water that can be used for other water techniques. However, using this on larger water techniques can prove to be a double-edged sword since the water could just as easily wash the user away after it’s reconstruction due to the water’s ever moving nature.
Note: Only works on water Jutsus composed of less than 20 chakra points
Requires a cooldown of one turn after using it twice

 
Last edited:

Nathan

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Lighting release.


My creation;

15. (Ration: Shintou Foosu) Lightning Release: Concussion Force
Type: Offensive, Supplementary
Rank: B-rank
Range: Short
Chakra: 20
Damage: 40
Description:
The user will conducting Lightning Chakra in his hand and then palming the opponent in the solar plexus which is the weakest point in the body, and blasting his chakra through them in a sort of concussive blast while forcing the opponents chakra out of their body. It can also partially paralyze other parts of the body when struck.
Notes:
- Can only be taught by Nathan.

.

Members who have learnt this:
Code:
- [URL="http://narutobase.net/forums/showthread.php?t=385466"]Gutsy Jiraiya[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=279183"]Loki[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=438019"]-Severus Snape-[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=400394"]-Yard-[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=432894"]noni1997[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=431696"]DRAGYZ[/URL]

Taught to me;
(Raiton: Raitoninguāmu) Lightning Release: Lightning Arm
Type: Offensive
Rank: B
Range: Short-Mid Range
Chakra: 20
Damage: 40
Description: While performing the Seal of Confrontation, the user channels their lightning chakra into their arm, to create a dense bolt of lightning that they will direct to shoot out at the opponent. The user then creates five fingers so that the leading front of the lightning, takes on the shape of a hand which can be use to grab the opponent or other objects where they will be burned by the lightning and receive a strong shock. The user can branch off up to two extra arms from the original lightning bolt that can grab other nearby objects or opponents, this ability can be used to great effect if the opponent manages to doge the initial arm where by the user will shoot off a new arm from the original bolt to attempt to grab them a second time. The lightning arm is a bolt similar in size to the 'leash' of between the user and hound in the Lightning Beast Running Technique that will form a hand large enough to wrap around a human sized torso. The secondary arms can only be broken off the original arm and are both similar in size and can only reach targets within the mid-range radius of the user.
Notes:
- Can only be taught by Shinta.
- The original arm and subsequent secondary arms will only be able to reach targets within mid-range of the user no matter where the secondary arms break off they can still only reach targets within mid-range of the user.
- Must hold the Seal of Confrontation in order to keep the jutsu active while continuing to channel the lightning bolt through their free arm. If the user breaks the Seal of Confrontation or cancels the flow of lighting through their free arm, the jutsu will no longer operate.
- Can be used six times per battle.

This was trained by Shinta to let me use this jutsu. Link to the training thread. .

(Raiton: Sono Ikazuchi kiji) - Lightning Release: The Lightning Cloak
Type: Defense
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: User channels lightning chakra in his/her hands. He then claps and separates his/her hands from each other creating a long cloak that could easily cover users body (10 feet by 10 feet) . The clock is a mesh of strong tight lightning bonds which are not harmful to the user whose chakra is used. He can then use this cloak to protect him from other jutsus by wrapping it around him or the jutsu. This cloak is super effective against earth style technique which are A-Rank or below, It can tear the earth into molecular level, which means the lighting mesh of the cloak will destroy the earth leaving no trace, but it disappears after it is used once.
Note:
♦ Can defend the user from A-Rank or below Earth jutsus which are of reasonable size, not huge boulder but rocks, spikes, small earth weapons.
♦ Can be destroyed by B-Rank Wind Jutsu.
♦ Will disappear after used once.
♦ lasts for 2 turns without use.
♦ Can only be used 2 times per battle.
♦ Can only be taught by Blizzàrd

This was trained by Blizzàrd to let me use this jutsu. Link to the training thread. .

Raiton: 涙雷神 Namida Raijin | Tears of the Thunder God
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description:
The user releases 50-100 miniature bursts of raiton chakra that take the form of very small blue orbs the size of small marbles. These orbs jet towards the opponent and surround them. Among these blue orbs is a single, purple orb. At the users will or if the orb is disturbed in anyway, this purple orb will release a negative discharge that will cause all the orbs to release a static discharge in which will cause a chain reaction and make strong shock wave that will electrify the foe and cause a weak paralysis.
It will look similar to this but the opponent will be in the middle of the scattered orbs.
You must be registered for see images
Note:If used during a storm, the attack power will +5
Note:If used when a mist or moist fog is covering the field, the user will also be affected slightly
Note:The opponent can still move after the attack but cannot use past B-rank raiton jutsu for 1 turn
Note:Can only be used 3 times per battle.

Raiton: Amatsukami hirameku | Heavenly Gods Flash
Rank: S
Type: Offence
Range: short/long
Chakra cost: 40
Damage points: 80
Description:
The user gathers raiton chakra in their palms, performs a few seals and then slams their hands to the ground. Lightning, tears up from the ground infront of the user and burts towards the opponent. When the lightning is close to the opponent, another bolt of lightning, surges down from the sky in an instant and collides into the bolt on the ground, creating a giant electrical explosion that could easily get an opponent at close range.
Can only be used 2 times per battle.
Can not use raiton jutsu for 1 turn.
Can only use up to B rank raiton jutsu for 2 turns.
Can only be used if there are thunder clouds on the field.
Can only be used and taught by ~Sage~.

Raiton: Akuma Raimei Makaze | Demon Thunder Storm of the Devil
Rank: A
Type: Supplementary
Range: Long
Chakra Cost: 40
Damage Points: N/A
Description:
The user gathers raiton chakra from the core of their body, as they aim their palms to the sky. The user then releases the chakra in one big burst towards the sky, causing a disruption in the atmosphere and creating a disastrous thunder storm in the the sky.
Covers the sky with thunder clouds.
Last's for 2 turns.
Can only be used twice per battle
Can only be used and taught by ~Sage~

This was trained by Link to let me use this jutsu. Link to the training thread. .

(Raiton: Rikujōkōrō) - Lightning Style: Six-Staff Lightning Prison
Type: Supplementary
Rank: A-Rank
Range: Mid-Range
Chakra Cost: 30
Damage Points:n/a
Description:The user performs a sequence of five hand seals, then begins to point their index finger towards the target. A large blinding light begins to emit from the users index finger which can result as a distraction towards the enemy. The user shoots six triangular beams of lightning that emerge from their index finger. The beams of lightning then begin to head towards the opponent. The six triangular beams surround the target in a hexagonal formation. Soon after surrounding the target, the six beams of lightning slam into the target's midsection, holding them in place, and doing minor physical damage. Soon after the beams come into contact with the target, they release electricity making the enemy paralyzed, much like Nagashi, hindering the target's movement, and speed.

- Paralyzation last for ten seconds
- Can be used two times per match
- No lightning techniques in the same turn
- Can only be taught by Toshiro
You must be registered for see images

This was trained by Toshiro to let me use this jutsu. Link to the training thread. .

(Raiton: Nechinechi Tekidan) Lightning Release: Sticky Grenades
Rank: A
Type: Offensive
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user begins by performing two hand seals, once done he uses shape manipulation to change Lightning Chakra into the form of 5-10 tiny birds, which resemble the appearance of Deidara's explosive clay birds, the user then provides it with static properties. Upon finishing the steps above, he then throws them at the opponent with excellent precision and upon contact due to the static nature of the birds, it sticks to them and causes a short range explosion.
Notes: Can only be taught by Ezio..
Notes: Only usable twice per battle
Notes: No Lightning jutsu higher than A-rank, next turn.

This was trained by Ezio.. to let me use this jutsu. Link to the training thread. .

(Raiton:Byakurai)-Pale Lightning
Type:Attack|Supplementary
Rank:Forbidden
Range:Short-Long
Chakra:50
Damage:100
Description:This technique is similar to Chidori Sharp Spear, but its power far exceeds it. The technique is performed by the user focuses their lightning chakra towards their index finger. They then begin to compress the stored chakra in their finger. Then, by releasing the chakra from their index finger, into a dense spherical shaped beam of lightning, roughly 3x the size of chidori sharp spear. It can reach up to long-range, wrecking and piercing through many objects, however, the user is unable to control the trajectory, the direction, like Chidori Sharp Spear. The beam simply goes in one direct manner, and thus, the lack of flexibility. The technique is forbidden due to the fact that because of the huge amount of chakra built in your puny index finger, and releasing it all at once, quickly, at the same time, it is lightning chakra, it would cause your index finger to be numb for one full turn, unable to move it, remaining limp. The finger will also look slightly burnt and black during this time, causing some stinging pain to the user. This makes it impossible to perform hand seals during this duration
-Can only be taught by Toshiro
-Only usable 2 times per battle
-Cooldown of 3 turns(including the turn the finger is numb)
-No S-rank Lightning and above in the cooldown period
You must be registered for see images

This was trained by Toshiro to let me use this jutsu. Link to the training thread. .

(Raiton: Dendou Kujo Shikata)Lightning Style: Electric Destruction Method
Type: Offense
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user weaves Hare->Rat hand seals, and concentrates their Raiton chakra in 7 places in their immediate vicinity. The user will form 7 azure spheres (size of basket balls) of potent lightning in any formation around them or in front of them. On the user’s command the spheres of lightning will fire countless others spheres of lightning that explode with great force and power upon impact. With the quantity, and speed of spheres being fired, if the spheres are formed in front of the user in formation, it is near impossible to dodge and must be countered. If they are not countered that will obliterate the opponent, by shredding them with their intense power and force.
-If sphere are not all facing the same direction and are in a circle formation around the user, each barrage can from one does B-rank damage.
-Can only be used twice
-Spheres can only be formed in the immediate vicinity of the user
-Can only be taught by Abon

This was trained by Abon to let me use this jutsu. Link to the training thread. .

(Raiton:shuzoku taka) - lightning element: Racing hawk
Rank:A
Type:Attack
Range:short-mid
chakra cost:30
Damage:60
Descreption:The user counsintrates a big amount of lightning chakra to his mouth and than spits it out at the enemy.Than the user uses his chakra minipulation to form a hawk (only head and wings)
that attacks the enemy at high speed.
*can be used 2 times per battle

These were trained by -Mugen- to let me use these jutsu. Link to the training thread. .


Type: Attack
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user focuses chakra into his/her lungs or mouth.
Then they release their chakra from their mouth to create a large beam of lightning. When the chakra is released, everything in its way will be destroyed, but not humans.


Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Makarov exudes a constant surge of destructive lightning that surrounds him, which shakes the surrounding environment and destroys stuff within the vicinity, he feels hate and anger running trough his whole body getting the relish to destroy everyone who harmed or attacked his friends, allies or himself, his eyes will become white causing lightning currents surround him and during this state, Makarov will also be able to walk or run around while having the lightning currents cover his body, and while doing so, every forbidden earth technique and below will crumble when it comes in contact with Makarov.
Note: Every C-Ranked water technique and below will evaporate because of the high ranked lightning covering him, every Water technique above that rank will be lethal for Makarov.
Note: Because of the high ranked lightning, not even forbidden ranked Earth technique's are able to handle the lightning currents
Note: The user won't be able to perform any Lightning technique's the following turn after dis-activating it
Note: All wind techniques lose one rank when performed.


Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user will start by creating proton particals from their raiton chakra inside their body and separating them from the main source of Raiton chakra inside their body . Once completed the user will expel the protons outside his body attaching them on the outside of his body like armor. By doing this it creates an Armour of Raiton Protons that cling to every inch of the users body. By doing this it creates a Magnet affect making all Raiton based Techniques unable to strike or even get near the users body without being diverted away. By expelling Raiton Protons outside of the users body any lightning attack will be unable to make contact as the Protons coming together from opposing Raiton based techniques will cause a negative reaction and push each other away thus making any Lightning jutsu curve around the user leaving him harmless.
Restrictions:
Lasts for 1 turns once activated.
Can only be used thrice per battle.
Can only be taught by Delta


Type:Attack
Rank: S
Range:Short- mid
Chakra cost:40
Damage Points:80
Descripton: The user stores a large concentrate of lightning in his hands, which can be fired at the opponent or be used in a taijutsu to add more power to the punch. Raiton: tenbatsu has the same power as the Raikiri but unlike the Raikiri, the tenbatsu can collect static energy and low rank lightning jutsu to increase it attack. the user can use this jutsu every other turn, for this jutsu to recharge.
no S rank lightning jutsu after usin tenbatsu, if used the user has to wait 3 turns b4 usin tebatsu
if A rank lightning jutsu is used, the user has to wait for another turn to tenbatsu again
*Created by Hellsbadass*


Type:Attack/ sup
Rank:forbidden
RangeShort-mid
Chakra Cost:50
Damage Points:100
Description: After a few hands seals the user will summon a huge storm of lightning that will surround ther user and the area around him. its similar to Raiton: Chidori Raimei (Lightning Style: 1000 Birds Thunderstorm but the lightning will form a dragon that will attack the opponent or defend from attacks like taijutsu and earth jutsu.
after the storm of lightning is summoned, the user can use the lightning to power up other attacks or use it for combination moves.
the user is able to manupilate the wave only at close range. this juts will last for 3 turns.
*only can be used once*
*-10 chakra for every turn thats its active*
*no s rank lightning jutsu for the next turn*
*Created by Hellsbadass*


Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: During the battle user channels its lightning chakra as a long stream of thick chakra threads in the ground below him/her through his/her feet. These threads tear the ground, coming out as lightning chains and wrapping both legs of the opponent to shock them or restrict their motion. An additional chain could be manipulated to stab the opponent when he/she is fully tied up.
Note:
~ Can be used twice per battle.
~ No S-Rank or above Lightening jutsu in the next turn.
~ Can only be taught by -Blizzard-


Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: After channeling chakra to one's dominant hand, the user extends it and releases the chakra in the form of a lightning rod protruding from the palm of his hand which the user then grips. By applying shape manipulation and bending the tip into a pseudo hook, the user then spins himself and hooks onto the opponent. As he spins, the opponent is caught on the hook and is hurled by the user in whatever direction he chooses. This jutsu is best used in conjunction with taijutsu or freeform taijutsu.
Note: Can only be used 3x per battle
Note Can only be taught by Izzeh/Deviation


Rank: S-Rank
Type: Offensive
Range: Short
Chakra cost: 40
Damage points: 80
Description: Swallow Return is a forbidden sword technique that requires extreme precision, first in lightning chakra control and second in swordsmanship. It's a technique to where three concurrent arching blades close on the enemy from all sides to create a pseudo prison. While the user downplays it as simply successive slashes, it is actually using lightning chakra to the highest potential to overload one's arms and sword to increase speed and cutting ability. It starts with the user raising his sword above his shoulder, channeling lightning chakra to the nerves in the arms and to his sword. Once the user has done that, he performs a flashing slash from his right to his left, followed by two seemingly simultaneous, over-lapping flashes that appears to disregard the concept of time and space, producing a slash attack that arrives from three different directions due to the increased reflexes of one's arms. The user then lifts his sword as it gathers all his lightning chakra towards the blade and delivers another downwards slash resulting in an explosion of chakra, damaging the opponent.
Note: Can only be used twice per battle
Note: Unable to use A-Rank or above Kenjutsu & Lightning for the following turn
Note: User's arms are slightly numbed afterwards
Note: Must have lightning as a specialty


Type: Supplementary
Rank:A
Range:Short
Chakra:30
Damage:N/A
Description: The user will create a small halo that hovers over his head. It has been shown that Raiton was capable of becoming so bright that it blinds the enemy. The halo will be so compressed of bright Raiton that it creates a bright light that prevents the enemy from viewing him. This gives the user an advantage to pressure the enemy.

Restrictions/Notes:
-Must be taught by Omega
-Can only be used 2 times
-Requires 1 turn cool down before used again
-Lasts 3 turns or until ended

(Raiton: Kossetsu Risō) Lightning Release: Fractured Ideals
Type: Supplementary/ Offensive
Rank: A-Rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user starts by performing a sequence of two Handseals, Snake → Horse gathering a large quantity of Lightning Release Chakra, and infusing it into a projectile, such as a bolt for a crossbow. As they infuse their Chakra into the projectile, they become completely shrouded in a heavy aura of reddish-purple lightning. The user then takes aim, either into the air, or at a target before them, depending on how they wish to utilize this Jutsu, as there are two different, but conceptually identical usages for this Jutsu.

The first is for enemies that generally have some semblance of distance from the user. By aiming into the air, the user then fires their projectile into the air in an arc, aiming to hit the target on the descent of their projectile's arc. Once the projectile reaches a certain distance from the user, Mid-Range or beyond, the Chakra infused into the projectile "activates", forcefully shattering the fired projectile into numerous pieces, all carrying their own equivalent portion of the projectiles Chakra. Each fragment of the projectile then instinctively moulds the Chakra into the form of the original projectile, effectively creating a barrage of dozens of lightning-based projectiles formed from the scattered remnants of the original projectile. As the barrage of Chakra projectiles descends upon the target, the effect for each individual projectile is equivalent to that of an explosive tag, as when they hit the ground, surface, object, target, etc, they release the Chakra constituting the form of the Chakra projectiles in the form of of a concussive blast (Roughly 2m radius around the point of impact), individually dealing small amounts of impact-based, kinetic damage to the target which combines to create one, singular explosion, engulfing the surrounding area (Roughly 15m radius around the target).

The second application is similar to a certain degree, but is utilized for close quarters engagements, allowing range/ projectile fighters, who are generally susceptible to attacks in close range, due to their weapons being more inclined towards distant targets, to defend themselves. Instead of aiming into the air/ at the sky, the user aims directly at their target, and fires. Upon being loosed, the Lightning Release Chakra contained within the projectile automatically initiates both the fragmentation and shaping aspects of this technique, causing the lightning projectiles to be shot off in a cone towards the target direction. Due to not having travelled as far, or gained as much speed or force due to the descending arc found in the former usage, this usage lacks any of the concussive force found in it, and instead, the projectiles pierce through the target, shredding and embedding themselves within the their body. Once the projectiles have embedded themselves within a target, after 1 turn, the Lightning Release that constitutes the projectiles themselves dissipates, leaving behind open wounds within living targets, or cavities in solid surfaces they plant themselves within, potentially leaving fresh lacerations in their place.

Note: Can be used a max of 3 times per battle, and the user must wait 2 turns between each usage.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

 
Last edited:

Nathan

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Steel release


My creation;

Donated:

Sensei bonus - 2. (Kōton: Doragon Kourin) Steel Release: Dragon Advent Type: Offensive, Defensive, Supplementary Rank: Forbidden Range: Mid Chakra: 50 Damage: 90 (-40 to the user) Description: The user first performs the hand seals Tiger → Dog → Boar → Rat → Monkey → Dog → Dragon → Serpent → Rat, the user exudes a large aura of steel chakra, resembling a dragon. They then manipulate as much metallic objects as they can sense and gathers them around them. They then shape the metal around them until everything except their face and some distance around them is covered by metal. The user then utilizes their chakra to form the mass of steel into the shape of a bipedal dragon. This technique coats the user in a suit of metal, similar to armor, and reinforced by chakra. Taijutsu blows are far stronger than normal and the armor is durable to many attacks. If some of the metal is destroyed, the aura left in its place will refuse the metal. The dragon can also create and launch a storm of projectiles at the opponent. However, this jutsu is extremely risky to use. For one, it changes the user's posture into a dragon-like stance. Secondly, the chakra needed for this technique is incredible, especially the restoration process. Third, the armor is incredibly heavy, weighing almost 300 pounds. The chakra aura negates the weight, but only for so long, giving the technique's effectiveness a strict time limit otherwise the user may get crushed. Finally, the metal coating the user makes them very vulnerable to Fire Release techniques. Notes: - The storm of projectiles counts as 1 of the 3 moves. - The chakra aura negates the weight for two turns. - Can only rebuild itself once, per use. - Can only be used once per battle. - No steel related jutsu's for four turns after the use of this. - The user will be completely drained, can only use B-rank and below techniques. - Taijutsu up to S-rank are made renderless. - A-rank fire jutsu will be able to give major damage to the user of this. - Can only be taught by Nathan. . Members who have learnt this:
Code:
- [URL="http://narutobase.net/forums/showthread.php?t=457227"]FeeLPaiN[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=464178&page=2&p=14078633&viewfull=1#post14078633"]Andrej[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=592038"]Selendrile[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=648805"]Ańbu Juniør[/URL]
-
-

Taught to me;


Type: Attack
Rank: B
Range: Mid
Chakra:25
Damage:40
Description: The user will gather there Koton chakra and create a 5 steels spears and throw them diretly at the opponent.
Note:Must have Steel Release
Note: Must Be Taught by ~Johninto~
 
Last edited:

Nathan

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Scorch Release

Taught to me;

Type: Attack
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will gather their Shakuton chakra and create 4 several flaming orbs that resemble small suns. Than a red/yellow flaming dragon comes out of every orb and strikes the opponent. Just like Scorch Release: Extremely Steaming Murder the dragons evaporates some of the water within their target making steam come out of the opponent's body.
Note: Usable 2 times
Note: No Scorch Release next turn and No A rank or above Fire/Wind jutsu next turn
Note: Needs Scorch Release and needs to be taught by ~Korra~
Note: Just like Extremely Steaming Murder reduction of water leaves target exhausted and as such can only perform 2 moves the following turn.
 
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Nathan

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Storm release.

Taught to me;


Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: This technique is somewhat similar to (Fūton: Jūha Reppū Shō) - Wind Style: Beast Tearing Gale Palm, the user will focus his ranton chakra in his hands while performing the hanseals Rat → Tiger → Dog → Ox → Rabbit → Tiger, creating one or two massive demonic-like claws that extend from the users hands, made of thunder clouds and covered in lightning, that grab the target(s) and paralyse it completely.
Note: Can only be taught by –Severus Snape-


Type: Attack
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will shoot a single beam of lighting into the sky, that then will move in an arc shape down on the opponent. When the beam of lightning starts to drop down, it will split in 30 smaller lightning beams of 1 cm, that will surround the opponent in a dome like shape. Any contact with the "bars" of this cage will send the prisoner staggering back from a violent shock and results in a paralysed limb immediately upon contact. The cage has a diameter of 3 meters and a height of 2 meters, and can be made up to 10 meters away from the user.
Note: the beam has to stay in contact with the user for the prison to hold
Note: Can be used twice per battle
Note: Can only be taught by -Severus Snape-


Rank: A
Range: Short - Mid
Type: Offensive/Defensive
Chakra: 30
Damage: 60
Description: The user gathers Storm chakra within his lungs, he then expels the storm chakra through his mouth in the form of a cloud of mist, this cloud is made up of fine water particles mixed with lightning to complete the power of storm, the cloud of mist then travels forward towards its target and wets the targets skin, while also continuously stuns the target and paralyzes them, the cloud of storm could also be used as a defensive wall to block earth and fire techniques up to S Rank from reaching the user.
Note - Can only be taught by -Yashiro-
- Must have a Storm Bio and mastered Storm Release
- Can be used 3 times per battle
- No Storm techniques in the same turn
- This technique could defend against all Earth and Fire techniques up to S-Rank, it could defend against earth because of the earth being weak against the lightning composed within the storm and fire because of the water composed within the storm


Rank: S
Type: Attack
Range: Long
Chakra Cost: 40
Damage Points: 80
Description: The user will do 2 hand signs and channel his Ranton chakra and sends it to the sky and starts creating 10 light blue balls made up of lightning and water chakra. The balls are the size of normal boulders. The user will then send the balls down from the sky at the opponent controlling where the meteors will hit.
Note: Usable 2 times a match
Note: No Ranton jutsus the next turn
Note: Raiton and Suiton jutsus are restricted to B rank the next turn.
Note: Must have storm release


Rank: S
Type: Attack
Range: Long
Chakra Cost: 40
Damage Points: 80
Description: After the user does the require hand signs this technique that creates 3 light blue phoenixes that are big as Sasuke's Hawk. The phoenixes are sent at the user's will to attack the opponent in whatever direction and angle the user chooses.
Note: Usable 2x a match
Note: No Ranton for the next turn
Note: Water and Lightning are restricted to B rank for the next turn.
Note: Must have Storm Release.


Rank: C
Type: Offensive/Supplementary
Range: Short - Mid
Chakra cost: 15
Damage points: 30
Description:
The user will prefrom one handseal and while their hands are being released from the handseal position, the Storm cloud begins to expand from their fingertips to form a circle. By concentrating the water and lightning chakra in their fingertips they're able to cause the cloud to from. The circle cloud is about 1 foot in diameter. You can see right through the circle since the cloud is the circle shape. From the circle cloud the concentrated bright beams comes from the cloud and begin to from a net pattern in the circle. The user then can force the new Storm net at the target and as the net is thrown it grows in size. If it was thrown at a target at short range it gets as big as 7ft so it's able to be bigger than a human and if it's thrown at a taregt at mid-range then it grows to 14ft to cover a wider area. The whole process of forming the net to throwing it is very fast due to the low level of jutsu it is and any Storm user can do this with ease. The beams that provide the actually bind does not cut a taregt but it burns them.

Restrictions
Only usable twice per battle
Only usable by a Storm Release bio
Only usable/trainable by Coyote


Rank: S
Type: Attack
Range: Mid - Long
Chakra cost: 40
Damage: 80
Description:
The user will preform a row of 3 handseals then the user will send their water & lightning chakra into the sky. While in the sky Storm cloud will form in a certain point in the sky, from that point clouds will extend in a spiral manner at a very quick pace so if you'd look at the sky you would see a giant cloud that would resemble a sea shell in a sense. However as the storm clouds in the sky grows bigger and bigger it begins to rain down lightning beams that the user can either make rain down one bolt at a time or all at once, the beams at targeted by the user to hit the enemy or an area around the enemy. The cloud can grow up to 2 ranges meaning it can start at long and go into mid. The beams that rain from the sky are rather strong and can puncture into the ground about 10 feet. The beams are controlled by the user. They can either be concentrated onto one area or over a wide range to trap a enemy in a hail of lightning beams. The maximum about of lightning beams that can be rained down during the period the technique is active is a maximum of 7 and anything less than that to form up stronger beams. (The S-Rank power is divided amongst the 7 beams)

Ψ Restrictions Ψ

Usable once per battle and lasts 2 turns
Unable to use Storm technique in next move
Only usable by "Storm Release" user
Only usable/trainable by Coyote


Rank: A
Type: Attack
Range: Mid - Long
Chakra cost: 30
Damage: 60
Description:
The user will proceed to slam their fists together and when they bump both hands begin to glow and halo a bright ring. Then simultaneously with the left hand the user will face it towards the ground in any fashion (i.e. directly towards the ground, at an angle) and fire a beam of light that lifts them off the ground to avoid an attack or push back into a different range and with the right hand three bright balls form. Simultaneously they unleashes 3 beams of light that can be wither shot directly in a straight line parallel to each other or they can branch out in an arc to cover more of an area. These beams of light have the same effect as those from "Laser Circus" causing an explosion of sorts to emit from the area of impact.

Ψ Restrictions Ψ
Usable twice per battle
Unable to use Storm technique in next move
Only usable by "Storm Release" user
Only usable/trainable by Coyote


Type: Offensive
Rank: Forbidden
Range: Mid - Long
Chakra: 50
Damage: 90
Description:
One of the strongest Ranton techniques known to the clan. The user will preform a series of 4 handseals, once released the user will rise up slightly up the ground with their arms both rises up horizontally. The most noticeable feature that effects the users body is how both their eyes turn white as winter, though they can still see. During this time the sky turns dark with storm clouds and bright lights appear around the user. Suddenly the user is completely surrounded by storm clouds. The cloud turn a blindly gold and then hundreds and hundreds beams of lights emit from the user surrounding clouds. The beams are 360 degrees and are launched like missiles across the battlefield. The beams go high into the sky and drop down as well as other beams are horizontal above the ground. These beams rain down all over behind, in front, the right, to the left of a target as well as being able to destroy most of the ground.

Restrictions
- Only usable by a Ranton user
- Unable to use Storm and lightning techniques for 2 turns
- Unable to use water techniques for 1 turn
- The user can only use B-rank and below for 1 turn
- Only usable/trainable by Coyote
- Usable only once


Type: Offensive
Rank: B
Range: Mid-Long
Chakra Cost:10 (-15 for every turn active)
Damage Points:20 (+10 every turn active)
Description:The user will gather raiton and suiton chakra, then release it into the clouds. Then they will manipulate the clouds, causing rain drops to fall. These rain drops are filled with small bolts of concentrated lightning. When hit, the lightning will give the opponent small bolts of electricity, that will stun them.
Note:A powerful fire enough (B-Rank or above) can neutralize the rain drops
Note: If there is no clouds, then this can not be performed
Note: If not stopped in 5 turns, the opponent will be paralyzed
Note: Can only be used 2 times a battle
Note: Must be taught by McAfeezy


Type:Attack
Rank:B
Range:Mid-Long
Chakra Cost:20
Damage Points:40
Description:The user will gather raiton chakra and suiton chakra into their mouth. Then they will combine them, creating water bullets filled with lightning inside their mouth. Then the user will shoot these bullets at the opponent, on contact the will explode, leaving the opponent wet, and continuously shocked, due to the lightning.
Note: Effects last for 2 turns
Note: Usable 3 times a battle
Note: Can not use any Storm Techniques up to B-Rank the following turn.
Note: Must be taught by McAfeezy


Rank:B
Range:Short-Long
Type: Attack/Defense
Chakra: 20
Damage: 40
Description: The user will sling their hand forward releasing a crescent shaped projectile of storm at the opponent or object.
Note: Usable 4x


Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description The user will send storm chakra towards any construct that is made of metal like substances (Kunais, shurikens,etc) this also includes normal swords, special swords like a CW for example will not be effected. This also effects Paper (Explosive Tags for example) like substances, though this does not effect paper ninjutsu. The user will channel storm chakra around the constructs, using the water vapor in the air they will wet the constructs then a electrical charge due to the storm chakra will appear on the constructs. What happens to the construct is since the water part will force the constructs to weaken, the paper is naturally weak to water. Also metal will weaken and rust the metal due to the chakra infused storm weakening it. The lighting portion will then tear through the constructs rendering them useless.
- Can only be used 3 times in a battle
- Can not use Storm release jutsus the same turn as this one
- Must have mastery over Storm Release


Type: offensive-Supplementary-Defense
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: A very dangerous short range technique. The user by channeling storm chakra towards area of bone on the users body and releases the storm chakra in the direction the bone is aiming. So if the elbow of the left arm for example is facing upward towards the oppopents chest, the storm will be released in that direction towards the opponent chest. The storm chakra is concentrated but not sharp it can shock the area hit. So if an opponent is touched by the chakra an electrical shock is sent to the opponent which can severely harm them, this shock is also precise enough to tear through normal armor and normal metal. The storm chakra stays connected to the user and can reach up to 5 meters in length. Its color is bright blue. Note chakra is not molded in the bone but simply uses the bones as a medium to direct the storm chakra.
- Using this jutsu counts towards the turn slot so releasing the storm chakra more then once will count towards move slot
- Can only be used a total of 5 times in battle
- Must have mastery of storm release
 
Last edited:

Nathan

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My creations;



Taught to me;


Rank: A
Type: Offensive
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will begin by channeling their doton chakra into the earth, manifesting four spherical entities, lined with spiked protrusions that rise into the air short range around the user. Each sphere is roughly the size of a softball, while the spikes are each around an inch long. Once in the air, the user will perform two handseals in order to imbue their ration chakra into each of the spherical entities. Usually, lightning would simply tear through the earth, however in this case, the lightning has similar characteristics to that of the Banquet of Lightning technique – The lightning channeled through the earth will actually augment the offensive capabilities of the earth. Each of the four entities will then be propelled towards the enemy at great speeds, cutting into the body and tearing off chunks of flesh as they make contact with an opponent. The lightning will serve to induce paralysis as well as allow the entities to easily tear through most defenses.
- Can be used thrice per battle.
- Counts as 2 of the 3 slot techniques per turn.
- The user must wait a full two turns before utilizing this technique a second time over.
- Can't use Earth and Lightning in the next turn


Type: Offensive
Rank: C
Range: Medium-Long
Chakra: 15
Damage: 30
Description: If the user is in a forest, they can begin to start gathering katon chakra. Once that is done, they insert that chakra into leaves around the opponent. With those leaves now beginning to burn and smoke, the user flashes the bird hand seal and begins to cause a gust to occur by the opponent. This gust would not only blow the leaves off the trees towards and around the opponent, but the wind would also increase the fire's heat and move the smoke from the leaves around. This would cause the opponent major annoyances and small burns if the leaves around him touch their skin.
Ω Can be used four times per battle
Ω Can only be taught by Penguin.


Rank: S
Range: 10ft in radius
Type: offensive
Chakra: 40
Damage: 25 per turn
Description: User uses water and earth element and gathers chakra into hand and then strikes the ground and makes quicksand in the desired place which is 10ft in radius.
Only alimujtaba786 can teach this jutsu


Type: Attack
Range: Short - long
Rank: A
Chakra: 30
Damage: +1 rank
Description: This jutsu will be used after the user has used a lightning jutsu. It is similar to the way that when Darui used a lightning jutsu to add to his water jutsu as he was spitting it out against Sasuke. After having release a lightning jutsu, the user will focus more chakra into it. As they do they will focus upon the heat of the lightning. In doing so they can do one of two things. They will either:

1. By adding the extra chakra they will control the heat, causing flames to wrap around the lightning jutsu the user jutsu make, making it a fire lightning combo. This will add 1 rank to the power of the jutsu from the extra chakra used. The fire would stay wrapped around all the lightning as it's being produced from the lightnings heat.

2. Use their chakra to convert the full heat of the lightning into fire, changing the state of the energy, so that the lightning now becomes a fire attack. So if the user used chidori spear, they would be extending it, then control the heat to change it into a sharp flame spear extending form their hand, changing the chakra nature through the use of physics.

The user can only used this on one jutsu, and once they have used it they can't change it back.

Note: Useable 3 times
Note: Can only be used on A ranks and below
Note: Can't use water jutsu in the same turn after having used this.


Type: Attack/Defense
Rank: Forbidden
Range: Short-Long
Chakra Cost: 80
Damage Points: 100
Description: The user combines there wind and fire chakra together to create this ultimate attack. First the user will build up there chakra in the air quickly creating a high powered tornado, then by adding there fire chakra to it the tornado will be set ablaze creating a fire/wind combo thats very dangerrous. This attack can be created infront of or around the opponent, but if the user is withing short range of this attack they will take the same amount of damage.

Note: Can only be used once
Note: No s ranks or above the next turn
Note: User will take 30 damage too if its used at mid range


Rank: A
Type: Attack/defend
Range: Short-Mid
Chakra Cost: 30
Damage Points: (+20 to taijutsu attacks)
Description: This is much like chidori nagashi. The user will focus their lighning chakra around their body (the lightning will not be touching the user) creating an aura of lightning. They will focus this chakra so that the lightning vibrates around their body moving faster and faster, without hurting them as it is controlled. As it moves faster, the lightning creates a mass of heat to produce flames that combine with the lightning moving around the users body. These flames wont be touching the user so he wont be burnt. This aura is used for close combat attacks and can be formed pretty quickly. When hitting something in this mode, the user will release the lightning through the object shocking it with a bolt of lightning and cause numbing/partial paralysis to living objects. Not only this, but the heat built up from the electircal current will burn the target too. And example of how this would work would be, when you go to punch an opponent, if they put their hand up to block it, you would hit their hand, shocking their hand dealing lightning damage, numb their hand from the shock for 1 turn and burn the targets hand.

Note: This mode can but used for up to a total of 4 turns in a battle.
Note: The user is more vulnerable to water attacks and would take +20 more damage if hit by a water jutsu.
Note: When this aura is active, the user can't use wind or water jutsu.
Note: This isn't using two elements at the same time, the lightning is generating the heat, i'm not creating the fire.
Note: Can't be used while in Sage mode (or similar) or with EIGs.
 
Last edited:

Nathan

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Sound Release

My creations;

20.
Type: Supplementary​
Rank: A-rank​
Range: Short (Self)​
Chakra: 30​
Damage: N/A (+10 to taijutsu) (+10 to sound)​
Description: A spin on sound that is meant to be beneficial to the target, this innovative technique developed by Nathan. It uses sound to alter the targets' brainwaves in order to increase their physical proficiency. The user produces a low sonorous sound, this sound isn't used on anyone but rather used on the user themselves. Once under the influence of the sound the user will begin to feel their blood "boiling with anticipation", their body will seem lighter and more supple, and they will have enhanced physical prowess due to the brainwaves altered by the sound. This also gives the user increased damage to their sound based techniques, as the user is already in a state surrounded by sound, thus they only need to further shape manipulate the sound. The sound is able to persist only as long as the sound is present which requires the user to constantly manipulate and duplicate the soundwaves which affect the the user. The only downside to this technique is that is the user choices to channel any other chakra based techniques, excluding sound & the elements that make up sound, thus lightning and wind, this technique will cease. The way the user uses the sound waves on themselves is by releasing tiny amounts of sound chakra all throughout their body a method also know as "whole body vibration" but just distributed at a much higher frequency.​
Notes:​
- The technique lasts three turns.​
- Can only be used twice times per-match.​
- Must wait one turn before reusing.​
- No sound techniques for one turn after this ends.​
- Whilst in this state, due to the humming this technique removes the need for handseals only for sound techniques.​
- Can only use free-form, taijutsu (elemental taijutsu can be used if it falls under sound, lightning or wind), as well as sound, lighting and wind techniques that are A-rank & below while this is active.​
- Can only be taught by Nathan.​
Members who have learnt this:
Code:
[/INDENT]
[INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=497233&p=18686276&viewfull=1#post18686276"]Detective L[/URL][/INDENT]
[INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=500799&p=19853060&viewfull=1#post19853060"]Iᴍᴘᴇяғᴇᴄᴛ[/URL][/INDENT]
[INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=430721"]McRazor[/URL][/INDENT]
[INDENT]- [URL="https://narutobase.net/forums/showthread.php?t=728839"]Nagato...[/URL][/INDENT]
[INDENT]- Pervy Sage[/INDENT]
[INDENT]- Corazon[/INDENT]
[INDENT]
23.
Type: Supplementary​
Rank: B-Rank​
Range: Short​
Chakra: 20​
Damage: N/A​
Description: This technique begins with the user attacking the enemy with a punch or a slap towards either side of the enemies head. The moment that his his hand connects with the enemies body, inaudible sound waves will be released, from the hand, towards the user’s skull. These sound waves will travel through the canals in the ears heading towards the which controls the balance of the body is very important for taijutsu techniques and perceiving the location of the individual properly. The soundwaves will damage this organ, so that the enemies body movements will not match with what the other senses tell the body to do. They in short can’t make out the correct location so that the hits that the enemy intends to land, won’t connect.​
Notes:​
- Can only be used three times per-match.​
- Lasts for six turns.​
- Must wait three turns to reuse.​
- Can only be taught by Nathan.​
Members who have learnt this:
Code:
[/INDENT]
[INDENT]- Reserved.[/INDENT]
[INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=497233&p=18686276&viewfull=1#post18686276"]Detective L[/URL][/INDENT]
[INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=500799&p=19853060&viewfull=1#post19853060"]Iᴍᴘᴇяғᴇᴄᴛ[/URL][/INDENT]
[INDENT]- [URL="https://narutobase.net/forums/showthread.php?t=728839"]Nagato...[/URL][/INDENT]
[INDENT]- [/INDENT]
[INDENT]Pervy Sage[/INDENT]
[INDENT]- Corazon[/INDENT]
[INDENT]-[/INDENT]
[INDENT]
24.
Type: Supplementary/Offensive​
Rank: S-rank​
Range: Short (Short - Mid for offensive application)​
Chakra: 40 (-20 per each turn the Dumb Hole's supplementary application is active)​
Damage: 80 (+10 for offensive application when sound is absorbed)​
Description: This technique is based off a interesting concept known as the " " or "Dumb Hole". The user starts by gathering Sound Release Chakra either in a specific part of their body, or throughout their entire body. The user then releases this Chakra in the form of a "bubble" around themselves which can be as large or as small as they wish, but it's size is restricted to Short Range of themselves. The bubble consist of high frequency, low energy sound waves, which vibrate at an extremely high frequency, so any noise that the barrier makes is above regular hearing, but this also creates an interesting effect. As the sound waves are vibrating at a higher frequency than most other sounds, especially those that are not created as a result of Sound Release, they act like a barrier for all but the most powerful Sound Waves, making it impossible for sounds from outside the bubble to be perceived inside the bubble. This applies in reverse too, making sounds from inside the bubble impermeable from the outside.​
In addition to acting like "soundproofing", Dumb Hole has another application, which is far more violent and destructive than it's more supplementary application. By compressing the same high frequency, low energy Sound Release Chakra anywhere within of short range from the user, the user is able to create a much more violent, but controllable Dumb Hole, which visually resembles a Rasengan, that acts like a Black Hole for Sound Waves, drawing in any Sound from the immediate vicinity and trapping it inside the Dumb Hole. Once the sound chakra is trapped within the confines of the dumb hole, the user is able to use their own chakra to amplify and change the Sound trapped within the Dumb Hole, changing it into a sound wave that has low frequency and high energy, or in other words, destructive qualities. Once the user has changed the sound so that is able to act like a destructive Sound Jutsu, they aim the Dumb Hole at their designated target and weaken it's surface, causing the sound waves trapped within to violently burst out in the direction of the designated target, releasing them in the form of a destructive wave of Sound.​

Note: This technique's offensive application can only be used two (2) times per battle.​
Note: If the offensive application is used, the user must wait two (2) turns before they can use this technique again.​
Note: The supplementary application can only be used three (3) times per-match.​
Note: The supplementary application stays active for three (3) turns, unless countered, or manually halted by the user.​
Note: The user can also only use sound, wind, lightning ninjutsu, taijutsu, kenjutsu & genjutsu techniques below A-rank while this supplementary application is active.​
Note: Can only be taught by Nathan.​
Members who have learnt this:
Code:
[/INDENT]
[INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=500799&p=19853060&viewfull=1#post19853060"]Iᴍᴘᴇяғᴇᴄᴛ[/URL][/INDENT]
[INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=592038&p=19372928&viewfull=1#post19372928"]Selendrile[/URL][/INDENT]
[INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=670883"]Lord of Kaos[/URL][/INDENT]
[INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=675788&p=19499266#post19499266"]Priest[/URL][/INDENT]
[INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=497233&p=18686276&viewfull=1#post18686276"]Detective L[/URL][/INDENT]
[INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=704522"]Vex[/URL][/INDENT]
[INDENT]
25.
Type: Supplementary​
Rank: A-rank​
Range: Short​
Chakra: 30 (-10 per-turn it's activated)​
Damage: N/A​
Description: This technique utilizes the user’s knowledge of sound and its vibrations. Through years of training to recognize objects and the way they vibrate and release sound waves, the user translates that knowledge into a visual sense by inducing himself into a genjutsu. Within the genjutsu, the user is able to physically see the sound-waves released from an object when it is created, moves, or produces any sort of sound. Stationary sound waves (from something such as a tree, boulder, etc) appear as blue waves. Sound-waves from moving objects (such as a person, kunai, technique, etc) can range from yellow to red depending on the object’s speed. By color differentiating the various sound waves, it allows the user to filter out the waves that are irrelevant to the current situation. Furthermore, this technique can also alert the user to movement of an object before the object actually moves. For example, if the opponent begins to move forward, his muscles, tendons, and other tissues would begin contracting and elongating in order to produce the movement. This produces sound-waves that can alert the user to the movement before it actually occurs.​
Notes:​
- Once activated, it lasts for three turns.​
- Can only be used thrice per-match/four per-event.​
- Can only be taught by Nathan.​
Members who have learnt this:
Code:
[/INDENT]
[INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=592038"]Selendrile[/URL][/INDENT]
[INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=500799&p=19853060&viewfull=1#post19853060"]Iᴍᴘᴇяғᴇᴄᴛ[/URL][/INDENT]
[INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=392012&p=14900788&viewfull=1#post14900788"]Reborn[/URL][/INDENT]
[INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=702142"]Yαgurα[/URL][/INDENT]
[INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=430721"]McRazor[/URL][/INDENT]
[INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=432720&page=3"]Negative Knight[/URL][/INDENT]
[INDENT]
28.
Type: Supplementary​
Rank: A-rank​
Range: Short - Mid​
Chakra: 30​
Damage: N/A​
Description: By activating this genjutsu though the click of a finger, or any sound the user releases sound waves that travel towards the opponent and induces a genjutsu that follows the following the victim's mind begins repeating a simple pattern. Four drum beats in a second by second loop, constantly repeating in their mind. The sound of it tears away at the victim's mind, leaving them mentally weak until their mental state deteriorates to a point where their reaction time is halfed from the annoyance from the drums playing in their head.. The way this works is it plays havoc on the brain's capabilities of identifying touch, smell, sounds, sights, etc. The brain detects this sound as an anomaly, so it shuts down the auditory senses, rendering them basically deaf. That doesn't work and the sound still plays, so it starts shutting down the senses, one at a time until there's nothing left to shut down. The sound's still playing though, so it does one last thing; One last ditch effort to try and remove the sound. The brain shuts down areas that pertain to logic and reasoning, leaving the victim in a state of disarray, but the sound plays on still. Whilst in reality the opponent is a broken mess, and unable to move.​
Notes:​
- Can only be used twice per-match. Must wait two turns to use it again​
- Cannot be layed.​
- No genjutsu for one turn after the use of this.​
- Lasts two turns unless broken.​
- Can only be taught by Nathan.​
Members who have learnt this:
Code:
[/INDENT]
[INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=500799&p=19853060&viewfull=1#post19853060"]Iᴍᴘᴇяғᴇᴄᴛ[/URL][/INDENT]
[INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=383015"]Answer[/URL][/INDENT]
[INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=670883"]Lord of Kaos[/URL][/INDENT]
[INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=704522"]Vex[/URL][/INDENT]
[INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=703490"]Venom[/URL][/INDENT]
[INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=710115"]Scaze[/URL][/INDENT]
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29.
Type: Supplementary​
Rank: S​
Range: Self - Short (Direct Contact)​
Chakra: 40 (-20 per ability used that has a turn duration)​
Damage: N/A​
Description: This technique is derived from "The Ancient Solfeggio Scale", which basically is: "Solfeggio frequencies make up the ancient 6-tone scale thought to have been used in sacred music, including the beautiful and well known Gregorian Chants. The chants and their special tones were believed to impart spiritual blessings when sung in harmony. Each Solfeggio tone is comprised of a frequency required to balance your energy and keep your body, mind and spirit in perfect harmony." To start the use of this technique, the user gathers up a large amount of sound chakra that can either be released, or used in two options. The user then either starts to vibrate the chakra, either within their own body, or the body of their intended target Using their chakra, the user is able to manipulate and alternate between specific frequencies the chakra vibrates at, resulting in various beneficial effects on the receiving party. The available frequencies, and the effects generated by them, are as follows;​
174 Hz - "Do" (Pain Relief) - The lowest of the Solfeggio Scale, this frequency uses the slow and calming vibrations to act as a sort of anaesthetic, relieving the affected of pain and trauma. While under the effects of "Do", the user/ target is more tolerant of minor pain, (i.e broken finger, or broken toe, etc) lending them a brief respite from the burden of physical damage. The target is unaware of their body's own pain for 2 turns.​
285 Hz - "Io" (Healing Increased Efficiency) - The "Io" frequency is perhaps one of the most beneficial forms on the Solfeggio Scale, this frequency helps return tissue into its original form. 285 Hz influences energy fields, sending them a message to restructure damaged organs. It also leaves your body rejuvenated and energized. In other words "Io" helps the repair of damage done to it's target, allowing them to be healed faster and more effectively by Medical Shinobi. Any Medical Jutsu performed on a target under the effects of the "Io" frequency cost 50% less Chakra, which last for a max of 3 turns and expire when a Medical Jutsu is performed on the user. The sound itself doesn't actually heal the user in anyway, but it just creates an opening for medical ninjas to use their techniques more efficiently.​
396 Hz - "Ut" (Killing Intent Resistance) - "Ut" is a rather unique frequency, as it grants its target a feeling of liberation from negative feelings, such as guilt, fear or anger, and general corruption of the mind through whatever means (as long as the jutsu used to corrupt the mind is the same or lower ranked, than this jutsu). Through this liberation the user is granted a high level of mental clarity, the likes of which may seem alien to them. Thanks to the relief of the burden of negative emotions, a beneficiary of the "Ut" frequency will be less susceptible to techniques that prey on such emotions. This makes the user one level more resistant to the "Killing Intent" Jutsu for 2 turns, after which their mind and new capabilities will return to their original state before anything had happened.​
417 Hz - "Re" (Re-encouragement) - Next tone from the solfeggio scale is connected with resonation processes or processes of amplification. Re can “delete” person’s “alienation from God” and enable returning to the “right path”. This solfeggio frequency cleanses traumatic experiences and clears destructive influences of past events. It can be used for cleaning limiting impression, which disables the person to achieve her life goals. When speaking of cellular processes, tone Re encourages the cell and its DNA to function in an optimal way. 417 Hz frequency energizes your body cells and helps to use their creative potentials. This one creates a small window of opening where the users reaction speed is by a scale factor of 1.5x, that being said this frequency is activated will only last the turn it is used on.​
852hz - "La" (Genjutsu Resistance) - Tone ‘La’ is linked to your ability to see through the illusions of your life, such as hidden agendas of people, places and things. This frequency can be used as means for opening a person up for communication with the all-embracing Spirit. It raises awareness and lets you return to spiritual order. Regarding cellular processes, 852 Hz enables the cell to transform itself into a system of higher level. The sound created from this effect, creates a resistance to genjutsu, how this works is that the sound reverberates the users chakra flow in such a way that it constantly fluctuates the chakra which makes it easier for the easy to break out of genjutsu of same rank as this jutsu, this technique lasts for two turns. And this only works on basic genjutsu, and sound based. Anything that comes from a Doujutsu is unaffected.​
Notes:​
- Only one effect can be used per-usage.​
- Each effect can only be used once per-match/twice per-NW event.​
- Cooldown of two turns before re-use.​
- Not a medical ninjutsu technique, this is rather a technique that enhances the use of medical ninjutsu though the use of specific frequencies.​
- Can only be taught by Nathan.​
Members who have learnt this:
Code:
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[INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=500799&p=19853060&viewfull=1#post19853060"]Iᴍᴘᴇяғᴇᴄᴛ[/URL][/INDENT]
[INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=704522"]Vex[/URL][/INDENT]
[INDENT]- [URL="http://narutobase.net/forums/showthread.php?t=430721"]McRazor[/URL][/INDENT]
[INDENT]- [URL="https://narutobase.net/forums/showthread.php?t=728839"]Nagato...[/URL][/INDENT]
[INDENT]Pervy Sage[/INDENT]
[INDENT]- Corazon[/INDENT]
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Taught to me;

Type: Defensive/Supplementary​
Rank: S​
Range: Close​
Chakra: 40​
Damage: 0​
Description: The user focus sound chakra all over his body making the sound chakra begin to gently resonate through his entire entity as a low frequency pulse. The low frequency vibration would ripple through the user while negating another vibration caused by external affect, probably from the opponent's sounds technique. This is just like two ripple merging together. The user's sound wave combines with the opponents sound wave causing a destructive interference. With this, the user is able to counter act the affects of induction from external sound waves and negate them​
completely.​
NOTE: Can only be used 3x per battle with a 2 turn wait after each use.​
NOTE: Last 3 turns​
NOTE: No wind jutsu while active​
NOTE: No other S-ranked Sound jutsu while active​
Rank: Forbidden​
Type: Attack​
Range: Short-Long​
Chakra: 50​
Damage: 90 (-20 to user [suffering internal damage, and little hand tremors)​
Description: The user rises their hands in the air and sends sound wave and vibrations all over the field causing a rumbling sound, then he/she grips their hands and slowly lowers them as if they are pulling the sky down. As their hands lower, the rumbling sound continues rapidly. The opponent begins to loose their sense of balance and concentration due to the sound wave tampering their brain and the earth rumbling like an earthquake. Little by little, the sound turn slightly sharper and more waves enter the brain, making their ears bleed (resulting deafness) and their vision blurred & unstable. The user finishes the jutsu by gathering all the sound waves into one point, delivering a sonic blast that sends opponent flying. Any Lightning or Earth jutsus during this technique useless because of the enormous amount of sound waves through the air and ground which is able to disperse both elemental chakra.​
Note: Damaged ears and eyes lasts 2 turns.​
Note: Usable once per battle.​
Note: No jutsu at the same turn.​
Note: No sound jutsu for 2 turns.​
Type: Supplementary/Attack​
Rank: B​
Range: Short​
Chakra: 20​
Damage: 40​
Description: The user, while in the air, channels sound chakra in his mouth and performs a high pitched supersonic scream that produces sound waves from his mouth. These sound waves, when angled correctly at the ground or any surface (has been seen used on water/liquid source as well) and will levitate the user, allowing for controlled flight.​
Type: Attack/Supplementary​
Rank: A​
Range: Short - Mid​
Chakra: 30​
Damage: 60​
Description: The user charges sound chakra into each of their arms while stretching their arms out wide. They then simultaneously swing both arms inwards across their chest sending forth two bursts of sound waves from their arms. One of the sound Waves resonate at a pitch and frequency to shatter any object into pieces before it comes into contact with the two sound waves. The first sound wave will dissipate as soon as the object in question shatters. The Second sound wave emits a loud noise that will damage the enemy's inner ears, causing loss of balance and pain.​
Note: This technique happens extremely quickly.​
Note: The first sound wave can only shatter anything other than Fire/Lightning/Wind as long as it has a physical mass (Works against Earth/Water/Metals/Crystals/Ice/Lava/etc) of A Rank and below.​
Note: Can only be used once ever 3 turns.​
Note: The ripple effect in the air, caused by the Sound Waves is visible, although extremely fast.​
Type: Supplementary/Attack​
Rank: A​
Range: Short - Long​
Chakra: 30​
Damage: 60 (Only if increase in sound)​
Description: The user, after producing sound waves (Either naturally or by a technique), will move one of their hands in such away that it appears as if they are decreasing or increasing the sound of a speaker (Clockwise to increase; Counterclockwise to decrease). Doing this allows the user to change the decibel of any sound waves produced so that it becomes either extremely loud and deafens the opponent or extremely soft to where the target could no longer hear it. Increasing the sound can cause the opponent's eardrums to blow, causing extreme pain and deafness.​
Note: Can only Change the Volume 3x a battle​
Note: Can only be used with Sound Techniques A Ranked and Below.​
Note: Opponent(s) goes deaf for one turn.​
Note: Opponent(s) suffer from bleeding of the ears and throbbing pain for 2 turns after deafness dissipates.​
Type: Attack​
Rank: A​
Range: Short - Long​
Chakra: 30​
Damage: 60​
Description: the user, being submerged in water, channels sound chakra into their lungs and screams at a certain resonate frequency. The Sound picks up the water and travels as a combination towards the opponent. The sound/water combination then travels at an incredibly fast speed towards the opponent. The speed of this technique gives it incredible piercing power. The sound waves and water continue to spread out further as it travels, a small vortex with a 3 meter diameter.​
Note: Can only be used 3x per battle​
Note: This technique can also be used to deflect an A Ranked or lower Water technique back at the opponent as a sound/water combination without the user being submerged in water.​
Note: No Sound or Water techniques in the same turn.​
Type: Supplementary/Defense/Attack​
Rank: S​
Range: Short​
Chakra: 40​
Damage: 80​
Description: The user surges their body with sound chakra and creates a circular wall of pulsing, resonate sound waves that gives off the impression to onlookers that the user is vibrating at an extremely fast rate. The Resonate sound waves travel throughout the air and the ground at the range of the user and destroy anything it comes into contact with. Any object(s) or force within range of the user as this pulse is released is sent backwards and away from the user into Mid Range​
Note: Can only be used 2x per battle.​
Note: No Sound Techniques for 2 turns.​
Note: No Sound techniques can be used in the same turn.​
Note: After use cannot mold anything above S-Rank for 3 turns.​
Type: Supplementary/Defense​
Rank: Forbidden​
Range: Short​
Chakra: 50​
Damage: (Enough Pain to cause bleeding and get out of S Ranked Genjutsu)​
Description: The user, when placed under a Genjutsu, commits the ultimate sacrifice a sound user could and charges Sound Chakra into both of their eardrums. With a forceful push, they cause their eardrums to pop extremely loud, instantly releasing them from the Genjutsu. The pain caused by this leaves the user feeling rather unbalanced, however the constant residual pain in their ears allows them to become resistant to Genjutsu. The hearing of the opponent will be gone throughout the remainder of the battle, however the feeling of unbalance lessens as the battle draws on.​
Note: Can only be used once per battle.​
Note: Causes 50 damage user​
Note: No Sound jutsu above A Ranked for 3 turns.​
Type: Supplementary​
Rank: B-Rank​
Range: Short-Long​
Chakra: 20​
Damage:​
Description: The user start to focus his ototon chakra into his index finger. He then twitches it slightly, and by doing so sends a slight sound wave at the opponents eye. Because of the vibrations in the sound, the opponents eyeballs start to vibrate, causing it to distort the opponent's vision.​
Note: Can only be taught by Wesobi​
Note: Can only be used twice per battle​
Note: The distortion of the opponent's eyes lasts 2 turns​
Note: Can't use other sound based techniques in the same turn.​
Type: supplementary​
Rank: C​
Range: Short - Long​
Chakra: 15​
Damage: /​
Description: First believed to be an urban legend, it took wesobi a long time next to an insane amount of effort and diapers to achieve completion on this technique. The user start by creating high power sound waves in his throat. The frequency is below 20 Hz, meaning that the human ear can’t hear it. Even though the human ear can’t hear it, the opponent his body will still feel the vibrations. The vibrations cause the opponent’s bowels to involuntarily work, and thus making the opponent lose control of their bowel movement. This results in content of the opponent’s bowels leaving his body. To counteract the effect on the user himself, he also focuses high frequency sound waves around his body, to counteract the effect.​
Note: Can only be taught by Wesobi​
Note: Can only be used once, unless used against members of the Akimichi clan, who eat an enormous amount of food compared to “normal” people. Against them, it can be used twice.​
Note: No other sound techniques in the same turn.​
Type: Offensive​
Rank: S​
Range: Short - Mid​
Chakra Cost: 40​
Damage Points: 80​
Description: A powerful Sound jutsu, the user points his arm or a weapon forward while speaking the word "Sectumsempra". Upon speaking the words, the user triggers the gathered Ototon chakra to be released, following the user's arm movements. Upon contact, the waves create deep and profuse​
gashes across the foe's body, seeming like an invisible sword strike has afflicted the foe's body. Due to the depths of the cut, the​
victims run the risk of dying from blood loss if treatment is not applied in time, if the wounds are not instantly fatal. The user is also able to use this as a means to sever obstacles in his way as well as sever certain parts of the opponent's body.​
Notes:​
-Can only be taught by Detective L​
-Can only be used 3 times at max.​
-After using, the user cannot use S rank and above Sound jutsu the next turn.​
Type: Defensive / Supplementary​
Rank: B-S​
Range: Short-Long​
Chakra: 20-40​
Damage: 40-80​
Description: Protection of Echo is one of the few defensive techniques of Sound Release. The user will charge the index finger, and thumb of both hands with Sound chakra and snap his fingers, which would release the sound chakra as a sound waves towards the intended structure and/or target. The structure must be a tangible item, like mud, earth, ice, crystal, etc.; Fire and lightning, or any intangible elements would not work. The sound chakra is sent out and envelopes the targeted structure, shaping around its structure through shape manipulation. By performing a hand seal after the chakra has covered the structure, the user will order the chakra covering the structure to crush it with immense vibrations and force, reducing it to fragments of its original form. This is done by causing the seemingly harmless sound vibrations to dramatically increase in vibrations and molecular movements, thus causing it to become much more dangerous. The sound vibrations would crush the tangible object into fragments, forcing it to disperse and lose its shape thus losing its offensive capability. For instance, a boulder headed towards the user would simply crumble into smaller sediments and rubble, causing it to lose momentum and durability and gradually descend to the ground. The strength of the technique varies depending on the strength of the technique that the user wishes to destroy (In order to destroy techniques according to elemental strengths and weaknesses).​
Notes & Restrictions:​
Note:Can only be used 4x with a 2 turn cooldown between each usage & Can only be taught by EdwardSama​
Note: No S-rank Sound Release in the same turn or next turn.​
Note: If it is used to destroy other attacks, it still abides the elemental strengths and weaknesses. Cannot be used on humans.​
Type: Supplementary​
Rank: A​
Range: Short-Mid​
Chakra: 30​
Damage: N/A​
Description: The user will charge their chakra into both of their hands and then clap it quickly. The opponent, soon as he hears the clapping sound of both hands [the chakra is released through the hands as the user is clapping and traveling through the sound that makes when clapping] the opponent will be placed under a genjutsu that mimicks the physical symptoms of having low or absent blood circulation on the opponents inner ear. This will induce a high pitched noise which will cancel out all other noises, essentially rending the opponent deaf for the duration of the illusion. This will affect his balance and his ability to reason such is the disconfort felt by the constant noise. Precise movement like long sequences of handseals (more than 4) or strong taijutsu (above C-Rank) are impossible. The targets handseal speed lowers to half as well as his movement speed. His hearing is also completely negated, even if he has otherwise enhanced hearing (this is an illusion, not a sound technique itself so everyone is affected by it). In reality, the target is perfectly fine physically and all the symptoms he experiences (loss of hearing, loss of balance, loss of mental and physical agility, etc) are illusionary and come from the effects one would experience if the illusion was indeed real.​
Note: Able to use three times per battle.​
Note: Last three turns unless broken.​
Note: Can afect anyone in range​
Note: Can not use or layer another genjutsu while the opponent is under this genjutsu.​
Note: Can only be taught by Vision​
Type: Offensive | Defensive | Supplementary​
Rank: A rank​
Range: Short​
Chakra: 30​
Damage: N/A (+10 Taijutsu)​
Description: A simple technique, created by focusing large amounts of Sound based chakra to the soles of ones feet. One would then run towards the opponent, and by simply releasing said Sound chakra, create a tangible blast of Sound from the soles of one's feet. The frequency of the Sound released differs, two different frequencies on each feet. When they are spontaneously released, they resonate and create a controlled explosion, which blasts the user forward with greater speed. This can be used in conjunction with Taijutsu, or simply as a method of dodging from faster attacks. The technique simply releases the burst for a short period, and doesn't increase the user's reaction speed, simply allows them to move faster than usual, at speeds without Leg Weights. The blast of speed, is also only capable of making the user move in linear directions, or in the way the user was moving when the technique was activated.​
Notes:​
-Can only be taught by Detective L​
-Can only be used three times per fight​
-No Sound A rank, and above in the same turn or the next​
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Type: Offensive​
Rank: A​
Range: Short-Mid​
Chakra cost: 30​
Damage points: 60​
Description: The Cruciatus Jutsu is one of the three Unforgivable Jutsu, usage of any appropriate for a death sentence on the user. Considered the most sadistic of the three, the Cruciatus Jutsu is associated with Pain, as that is it's primary effect and objective. Beginning by channeling high amounts of Ototon chakra, the user begins by releasing this chakra through the usage of a lone word. Upon speaking the word "Crucio", the user triggers a high frequency, but low energy wave to be released, casting a genjutsu on the target, casting excruciating pain on the victim. As the genjutsu is cast, the target doesn't see his surroundings change at all, only the user speaking the words and feeling as if pressure is pushing on the body, seeing slight ripples emanating from the user, causing the target to potentially believe this is a projectile approaching the target that is causing damage. Considering the fact that this curse doesn't physically harm the victim, it only stimulates pain receptors, overloading the with such high signals that it impairs motor abilities over time, the concept of pain being so high that they cannot physically move. While seemingly lasting a long time due to the echoing of the user's voice in the genjutsu, the actual illusion lasts only 2 turns, causing pain the entire process, but should the user subject an opponent to it for more than a turn, the target's mind will be broken, causing them to become vegetative, and comatose.​
Note: Note: This jutsu can only be used 3 times a battle, lasting 2 turns each use.​
Note: After each usage, the user must wait at least 2 turns before using again.​
Type: Supplementary​
Rank: C​
Range: Short - Mid​
Chakra Cost: 15​
Damage Points: N/A​
Description: A rather weak Sound jutsu, this is used to cause a foe small annoyance by lifting him in the air. This works by the user speaking a Sound (Levicorpus) and causing a set of waves to form around the opponent's leg, isolating the lower leg with a powerful wave. The purpose of this isn't to deal damage, however; after forming the wave, the user then causes it to move, the isolated leg moving with it, flipping him upside down in the process. Causing no damage, this hindering Sound jutsu is used to cause annoyance to the opponent as it lifts him into the air, slowly hoistering him higher and higher. This is ideal to use against an opponent as they perform handseals, interrupting them and forcing a momentary pause in their actions as they are flipped upside down. The user must also accompany this phrase with a jerking movement, done with their hand or a held item.​
Type: Supplementary​
Rank: C​
Range: Short - Long​
Chakra: 15​
Damage: N/A​
Description: The user focuses sound waves through the air and into an object of some sort, being able to move objects through the battle field through the usage of their hands, or even by 'conducting' an object's movements through the manipulation of a staff, or other weapon. This is done by having high frequency, low amplitude soundwaves form discreetly around an object, and using them to grasp the object. The objects can be manipulated to move in simple or complicated patterns, and even to zoom through the air. However, the jutsu cannot manipulate anything of higher weight than a medium sized boulder. This cannot be used on the opponent's clothes or attire but can be used on any weapons they may be wielding.​
Note: Teachable only by Vex​
Type: Supplementary/Defensive​
Rank: A​
Range: Short-Long​
Chakra: 30​
Damage: N/A​
Description: The user channels his sound chakra into his hand (either one) and quickly snap his finders to send a high frequency & high pitch sound wave out in a omnidirectional manner. Should the sound wave connect with his opponent's weapon (Basically anything solid; kunais, chains, shuriken that has direct contact with the victim(s) ) the vibrations will resonate through the weapon for 2 turns and if contact is maintain with the weapons, the vibration will pass along through to the opponent's weapon and then his body causing temporary muscle paralysis for two turns due to the sonic vibrations being released. Muscle paralysis can easily be avoided if the opponent loses contact with the said weapon(s) for a short time interval of when the weapon(s) starts to vibrate. This sound jutsu works similar to the canon sound jutsu; 'The voice of Midas' in which the opponent suffers a muscle paralysis after hearing the sound. This jutsu can only be used thrice per fight with a one turn interval. No S rank and above sound jutsu the turn this jutsu is successfully used and the next.​
Type: Supplementary​
Rank: A​
Range: Short​
Chakra: 30​
Damage: N/A​
Description: A sound jutsu conceived after seeing the legendary Hozuki clan in action. The user would be able to suddenly turn his body into pure, low frequency, high amplitude sound waves. It would, in actuality, appear as if the user had turned into wind. However, the user's body becomes changed into sound. The user is actually able to reform and disperse at will. This can even be applied to singular portions of the user's body, or to single limbs. The opponent would not actually be harmed upon the user's body turning to sound. However, the sound waves would drive back all matter within a short range radius. This is similar in manner to (Ototon: Himei Zetsubou no Jutsu) - Sound Release: Scream of Despair Skill. Thus, the jutsu would be good to use upon being bound. While the user is capable of normal movement if a singular body parts are changed into sound, if the user were to turn just his lower body into sound he becomes capable of moving at the average speed of a sage ranked user, and able to use sustained flight. This is done by way of acoustic levitation. Furthermore, if the user was to turn his entire body into sound he becomes able to move as a cloud of sound waves (unable to attack, and extremely vulnerable to wind) that travels at the speed of a Sage Ranked shinobi. The user is visible as ripples ain the air, and the opponent is able to hear him as a low pitched hum. Although matter, and energy attacks will be unable to affect the user, attacks utilizing wind are extremely effective. They become able to disperse the user's form. When large scaled wind jutsu such as Tornado Wall strike the user, his form becomes displaced to such a degree that he is unable to reform. This means that the user must be very wary while he is transformed. Upon dispersing, a loud 'pop' is heard. This is, of course, purely cosmetic and serves no purpose. Alternatively, by varying the way in which the sound waves travel, and condensing them - the user becomes able to appear as a traveling whisp of dark smoke (again, purely cosmetic).​
Note: Usable twice per battle.​
Note: Lasts for the duration of the turn it's used in​
Note: No sound jutsu in the same turn​
Note: No sound above A rank next turn​
Note: Teachable only by Vex​
Note: User cannot use this Jutsu whilst he is using a technique to seal the opponent's wind, or restricting him from using wind.​
Type: Supplementary​
Rank: C​
Range: Short - Long​
Chakra: 15​
Damage: N/A​
Description: High frequency sound waves have been shown to be able to be converted into pure energy in the form of light. This is called Sonoluminescence (the process of high frequency sound waves being transformed into light), and is a well documented phenomenon. The usage of chakra to generate the soundwaves causes them to be much more potent than normal, being able to produce much brighter light than what is normally found in sonoluminescence.By focusing their chakra, as a jutsu is released, the user is able to quickly produce a sound wave (through some sort of body movement, snapping a finger, clapping, even whistling) which is of a high enough frequency to immediately generate a bright flash of light. This sound wave is released in the same time frame as the previous Jutsu, and aims to make it difficult to see the incoming jutsu, disrupting the opponent's sight. The sound wave would seemingly 'coat' the expelled jutsu in light, making it difficult for the opponent to see the jutsu or look at it directly, blinding the opponent if he looks at it directly for more than a few seconds. This would not work against the Byakugan, or chakra sensors.​
Note: Teachable only by Vex​
(Ototon Genjutsu: Yakunan no Seisen) - Sound Release Illusion: Unholy Crusade
Type: Supplementary​
Rank: A​
Range: Short - mid​
Chakra Cost: 30​
Damage Points: N/A​
Description: The user when will focus their ototon chakra into any sound generated by metal e.g. swords clashing, kunai being scrapped against each other, et cetera. The released chakra will be used to amplify the sound it creates so that it’s audible even at long-range. The sound (e.g. the creaking and clanking of armour) will instead be replaced by a cacophony of noise that sounds like thousands of metallic bars being torn apart. The sound produced drowns out all other sound with the exception of large explosions (similar but far superior in effect to Whisper of the Canines) and anyone who hears it barring the user will be induced in a genjutsu. The illusion consists of a black knight fully clad in armour and wreathed in an aura of shadow appearing directly in front of the opponent. The knight's helmet is cleaved in two and falls to the ground to reveal an emaciated corpse residing beneath. From within the corpse, an infernal spectral being comes forth and the corpse clad in metal falls limply to the ground. The knight's loss of animation and the presence of a ghost-like entity suggest that the dead body was possessed. The wraith which emerges appears to be a manifestation of fire and smoke in the shape of a human skull and it immediately enters the opponent body to possess them. When the wraith takes control of their body, it will bombard their brain with graphic and ghastly experiences to prevent the ability to focus on anything or even think clearly. This control even extends to bodily processes that are consciously controlled (e.g. the movement of their body). This will leave the opponent paralyzed in reality until the genjutsu is broken. If the illusion isn't broken within two turns of being cast, the opponent will go unconscious due to the mental strain of the possession.​
Notes:​
Can only be used twice per battle​
No S-Rank or above Sound in the user's next turn​
( Ototon: Curse of Dolohovs ) - Sound Release: Dolohovs Noroi
Type: Offensive​
Rank: A rank​
Range: Short - Mid​
Chakra Cost: 30​
Damage Points: 60​
Description: A Sound jutsu based upon Sectumsempra, but rather than amplify it's abilities, it is less powerful than the parent technique while offering greater versatility. By making a sudden slashing movement with his arm or a weapon whilst molding Ototon chakra, the user releases visible Sound waves that resemble a streak of purple jet like flames. Unlike the parent technique, the user isn't able to alter his arm movement's to direct the attack, instead acting as a direct projectile shot forward. However, just like the parent technique, the waves cause direct damage to the area struck, only this time below the surface and not visible. Causing no visible marks or bleeding, the wave vibrates and causes high pain within the muscles and tissues of the limb struck. If struck within a limb, the afflicted limb is left with deep tissue damage that leaves it unusable from the damage. If struck in the chest, the wave is capable of rendering an opponent unconscious as it constricts the muscles of the lungs and causes great pain, however not directly killing them.​
Notes:​
-Can only be taught by Detective L​
-Can only be used 3 times at max.​
-After using, the user cannot use S rank and above Sound jutsu the next turn.​
Ototon/Genjutsu: Doppurā kōka | Sound/Illusionary Arts: Doppler Effect
Type: Supplementary​
Rank: B-Rank​
Range: Short-Mid​
Chakra: 40 Chakra​
Damage: N/A​
Description: After shooting or throwing a projectile or ninja weapon, the user uses the sound of the moving object as a trigger for a powerful illusion. The sound of the object would not be enough on it's own to trigger the illusion, so the user has to use his chakra in order to amplify the sound. The powerful illusion consists of tricking the opponents hearing, using the basic principle of incoming sound, called Doppler effect. The doppler effect works by making the sound of an incoming object much louder than it is, as it's moving away from the person. This happens because the sound waves of the incoming object get shorter and shorter as it's getting closer to the listener and longer and longer as it's receding. Using his ability to control sound with his chakra, the user would disturb the opponents chakra flow, causing confusion in his hearing and making incoming objects appear much closer. Using the genjutsu he can also make the opponent hear the object coming from behind, or any other side of choice. The purpose of this genjutsu is to effectively confuse the opponent and trick his senses, making him unsure whether to trust his hearing or vision, giving the user a short window to take advantage against the opponent.​
Note: Usable only twice per battle​
Note: Only McRazor can teach this​
Ototon: Kussetsu | Sound Release: Refraction
Type: Supplementary​
Rank: A-Rank​
Range: Short-Mid​
Chakra: 30​
Damage: N/A​
Description: The user can use his sound chakra in order to refract a soundwave that he already performed by altering the transmission medium, i.e air. After performing a sound jutsu the user can thicken or thin out the air in the path of the jutsu in order to redirect it, mostly if the opponent tries to dodge it or to dodge incoming projectiles. He can do this twice in a quick succession but with the double chakra cost. Since he's altering soundwaves he has to be really quick and have complete sound mastery. To perform the technique he can snap his finger if he's altering the soundwave at short range, or a handseal if it's at medium range.​
Note: Can refract soundwaves up to (including) A rank​
Note: If refracting twice in a quick succession then only up to B rank​
Note: Usable thrice per conflict​
Note: Only McRazor can teach this​
Ototon: Hirō | Sound Release: Exhaustion
Type: Supplementary​
Rank: A-Rank​
Range: Short-Mid​
Chakra: 30​
Damage: N/A​
Description: After performing a handseal, the user hums an infrasound wave and directs it at the opponent. Infrasound waves have frequency below the 20Hz that human ears can hear. This frequency has, specifically, 5Hz because of its unique effects on the human body. Because of its short frequency it causes exhaustion, shortness of breath and even nausea for a short period of time. It happens because it affects the opponents lungs and causes the air to rapidly and intensively move in and out, distupting his regular breathing patterns, which in return jumpstarts all the other effects.​
Note: Effects last for 1 turn​
Note: Can only be used twice per battle​
Note: Only McRazor can teach this​
(Sonido) - Sound Ceremony
Rank: S​
Type: Offensive/Defensive​
Range: Short-Long​
Chakra cost: 40​
Damage Points: 80​
Description: Sound ceremony is an advanced sound manipulation skill. The technique falls in the broad of category of body flicker techniques, techniques that involve use of chakra for a sudden burst of speed. Sound ceremony does not involve any hand seals, the user begins by channeling a wave of sound that goes deep into the ground and travels back to the user, the travel time (back and forth) of the first wave is instant much like hindering sound and is meant to analyze the area (up to long range), the wave comes back carrying the information of the innate molecular vibrations of the surrounding area. Following the first wave, the user charges himself with chakra and travels to a distance, in a single step, as he lands, he sends a wave that travels into the ground and comes back, bouncing him off the surface yet again. The user could repeat this process for a maximum of 6 steps, the distance of each step itself depends on the user’s desire as well as his mastery in Taijutsu (10m normally, 20m for taijutsu specialists or Nb tai users, and 25m for those who have mastered NB Tai). The speed of the user as he travels is nearly untraceable to naked eye akin to leg weights (defined by a multiplier of x2 in the speed formula). Each step sends ripples through the surface user is stepping on, crushing the area and crumbling it into gravel. Though the process takes time (occurs between one to two second after the user steps off) , meaning the user could be on his third step by the time the area around the first step breaks apart. The technique is similar to a destructive sound wave, but it does not crush objects from sheer force. The wave released after each step, has the specific frequency that breaks the molecular bonds of the object in contact, causing it to fall apart (Vibrating an object at a frequency similar to that of its molecular frequency, causes it to fall apart. I.e. an opera singer breaking a glass with her voice). After at least 3 steps (2 seconds for a master) of moving around, the user could hit the opponent directly releasing the wave into the body, crushing the bones in the targeted area or limb. The technique can seamlessly be combined with another taijutsu for maximum potential damage. First movement is considered the first step, the user crushes the ground beneath him as makes his first move as detailed in the picture below .​
Note: Usable 3 times per conflict.​
-Effective against solid elements (i.e. steel, and crystal) upto its own rank. Distorts the shape of liquid substances and allows the user to step off them, even when submerged.​
-If used to attack the enemy on the first or second step, the damage is reduced to ½ and only causes mild numbness to the targets body (apart from the damage itself).​
-The damage of the technique does not root from hindering sound waves. The area of effect of the destructive waves is circular of the same radial range as the travel distance (10,20 or 25m). Surface/objects caught between multiple waves is crushed into finer grain.​
-Requires mastery of Sound ninjutsu and taijutsu.​
-Visual depiction: X​
(Ototon Taijutsu: Renzoku Futsuu no Panchi) Sound Release Body Technique: Consecutive Normal Punches
Type: Offensive​
Rank: S-Rank​
Range: Short​
Chakra: 40​
Damage: 80​
Description: A relatively simple, yet deceptive, technique that is as deadly as it is simplistic, the Consecutive Normal Punches technique has the user utilize low frequency, high amplitude sound waves to perform a unique kind of physical attack. The user starts by simply gathering a large quantity of Sound Release Chakra within one of their fists, manipulating it to achieve the aforementioned low frequency, high amplitude waves within the chosen limb. As this happens, physical vibrations can be seen, even with the naked eye, emanating from the user's chosen hand/ arm, signalling the technique's preparations are met. Finally, upon throwing a punch, even a basic, straightforward jab, the user releases the gathered Chakra, causing their own fist to vibrate at an unbelievable, near uncontrollable, rate. Visually it appears as though the user is punching with numerous fists, or is employing some manner of after-image to confuse the enemy, however, what is truly happening is that the user's fist, due to vibrating so violently, physically alternates between so many positions concurrently that it appears that there's more than one punch being thrown. This is similar to the phenomenon when , appearing as though there's more than one string is physically occupying the same spaces. The movement caused by the vibrations from the string being plucked are simply too fast for the naked eye to perceive them all, leaving movements of the string out, and giving the appearance that more than one string is present. In the case of this Jutsu, although it's the same principle, due to it being executed via Chakra, the danger is very much real. The total number of fists can range from dozens to hundreds of individual attacks, and this, combined with the large overall quantity of Sound Chakra being utilized to have the user's fist act and be perceived in such a way, is where the lethality of this technique comes from. Because despite this Jutsu creating an attack that looks like a simple punch with after-images, each and every punch is, technically, real. The user isn't attacking with illusions, they are attacking with sheer speed, creating multiple attacks from a single release of Sound Release Chakra to cause intense vibrations. This allows the user to target a large angle of front of themselves, or spread the focus of an attack over a wider surface area of their target, with the vibrations inflicting the same type of damage most other Sound-based Taijutsu techniques impose on the affected party. The vibrations can damage both soft tissues and harder materials, such as bones, while the physical punch(es) the user performs can spread this damage across the majority of the body, with varying effects and damage, depending on the area the user strikes.​
Note: Can be used a max of twice per battle/ event.​
Note: User must wait 2 turns between usages.​
Note: User cannot perform S-Rank or above Sound Release techniques for 2 turns after this technique's usage.​
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.​
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Nathan

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My creation;


18. (Genjutsu: Issen Burookun Gomakashi) Illusionary Arts: One Thousand Broken Mirrors
Type: Supplementary
Rank: A-rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: After perform the hand seals Horse → Dragon → Ox, the target(s) is/are placed under the illusion that they are surrounded by a giant, 360-degree mirror, which reflects themselves and their surroundings. The mirror will then slowly break into pieces, then break into even smaller pieces, and continue subdividing until there are countless shards surrounding the target, all of which reflect the target and his surroundings. Once the shards have finished dividing, they will fly at the victim and stab him, leaving the target with minor mental damage.
Notes:
- Can only be used twice per-match.
- Can only be taught by Nathan.

.

Members who have learnt this:
Code:
- [URL="http://narutobase.net/forums/showthread.php?t=435920"]Blake Belladonna[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=446024"]Zeref.[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=435988"]-Yashiro-[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=335663"]Shuusai[/url]
- [URL="http://narutobase.net/forums/showthread.php?t=460154"]Satān[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=669805&p=19342897#post19342897"]Nanazai[/URL]
8. (Genjutsu: Osoroshii Seppuku) - Illusionary Arts: Dreadful Evisceration
Type: Offensive
Rank: A-rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: "Illusionary Arts: Dreadful Evisceration is a terrifying technique that strikes fear into the hearts of all who witness it. It was originally developed for the purposes of judicial execution, but was soon adapted by ninja for use in battle." After the hand seals Ram → Dog, the opponent will be placed in a genjutsu. The opponent will believe that their stomach is getting cut open. The victim is then compelled to disembowel himself with their hands because of the of the effects of this Genjutsu. Since vital organs are being pulled out from said stomach in the process the opponent will believe that he is dying but in reality is in shock and unable to move.
Notes:
- Can only be used twice per-match.
- Have to wait one turn before it can be used again.
- No Genjutsu next turn.
- Can only be taught by Nathan.


.

Members who have learnt this:
Code:
- [URL="http://narutobase.net/forums/showthread.php?t=430721"]McRazor[/URL] 
- [URL="http://narutobase.net/forums/showthread.php?t=435988"]-Yashiro-[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=444266&p=13473660"]Selendrile[/URL] 
- [URL="http://narutobase.net/forums/showthread.php?t=335663"]Shuusai[/url]
- [URL="http://narutobase.net/forums/showthread.php?t=460154"]Satān[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=444859"]Frozenstein[/URL]
16. (Genjutsu: Hakui Onna) Illusionary Arts: Woman in White
Type: Offensive
Rank: A-rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user will perform the Rat Handseal. Once the genjutsu has been cast the target is placed in a dense forest like area surrounded by trees and plants, the sky above the area is enveloped in dark clouds giving the surrounding landscape a much darker and grimmer appearance and the atmosphere seems to be filled with grief and despair. As the illusion progresses and once the sky fully darkens, the target will immediately be surrounded by roots coming out of the ground and various tree branches wrapping around the victims arms, thus the victim is robbed of their mobility and is unable to move in reality if he/she doesn't deal with the illusion. A woman dressed in white suddenly appears out of nowhere, the woman will begin to walk towards the victim dragging her body in a slow manner. Once she is near the trapped victim the woman in white will put the palm of her hand on the victim’s chest, roots will then begin to extend out of her fingers and will then rip through the targets chest causing them immense amount of pain. Once the damage is done the tree branches and roots from beneath the victim will continue to envelop until their entire body is wrapped up, then the victim will be dragged into the ground, as the woman in white watches on. Due to the complexity and dangerous nature of the illusionary pain, it may cause the victim to fall unconscious if they don't release the illusion, besides delivering mental damage.
Notes:
- Can only be used twice per-match.
- Must wait two turns before using this technique or any genjutsu again.
- Can only be taught by Nathan.

.

Members who have learnt this:
Code:
- [URL="http://narutobase.net/forums/showthread.php?t=425430&p=14223802#post14223802"]House[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=425430&p=14223802#post14223802"]non1997[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=476129"]Mugen Ryukyu[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=471615"]-Vegeta[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=392012&p=14900788&viewfull=1#post14900788"]Reborn[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=460154&page=2&p=15087372&viewfull=1#post15087372"]Cyclòps[/URL]
Donated:

Type: Supplementary Rank: A-rank Range: Short - Mid Chakra: 30 Damage: N/A Description: After weaving the needed hand signals (Tiger → Horse), the user will have placed the opponent under an illusion. Once the target enters the genjutsu, they are thrown into a landscape of trees, grass, and rocks made of mirrors. The target hits the ground and is unable to move. After a few moments, the landscape, including the mirror sky, is broken into an innumerable mass of shards that cascade upon the target like an avalanche. Upon the shards crashing upon them, the shards become a raging ocean, tearing and cutting into the opponent relentlessly. Finally, once the target is rendered a bloody mess, the genjutsu ends and the target suffers immense mental fatigue. Notes: - Can only be used three times per-match. - No genjutsu next turn. - Can only be taught by Nathan. Members who have learnt this:
Code:
- [URL="http://narutobase.net/forums/showthread.php?t=669805&p=19342897#post19342897"]Nanazai[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=578031&p=19776554&viewfull=1#post19776554"]BlackCrow[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=684541"]Kooljay[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=691163&p=20009628#post20009628"]Moxxi[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=692095&p=20033175#post20033175"]Six Pāths[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=392012&p=14900788&viewfull=1#post14900788"]Reborn[/URL]

Taught to me;

Genjutsu: Stun(Genjutsu: teiryuu)
Rank:S
Type:Attack
Range:Short/long
Chakra Cost:40
Damage Points:80(20 to user)
Description: The user streaches his dominant arm out and puts the opponent under genjutsu.The genjutsu will just temporarily nullify the part of the brain that is in command of movement.Thus it will stun the opponent.
*Will stun the opponent for 1 turn
*Can be used twice per battle
*Requires opponent to be seeing the user
*can only be taught by Mugen-sama

These were trained by -Mugen- to let me use these jutsu. Link to the training thread. .

Genjutsu: Enkin Fugu | Illusionary Arts: Distance Distortion
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: For this technique, the user will focus their chakra, sending it into there opponents nervous system, attacking their sense of sight. As the chakra has been implanted the opponent will then be trapped in a genjutsu. The user will then extend his/her hand, with a pulling motion as if they are pulling the terrain close together ex. From area being long range, person trapped in gen will think the range is mid. The opponent will then see ripples in the terrain.
-Useable 2x
-Must have mastered genjutsu
-Must be Kage ranked or higher
-Must be taught by Light...

This was trained by Light to let me use this technique. .

(Genjutsu : tenma sazanami) Genjutsu : Demon Hands
Type: Sup
Rank: A
Range: Short-Mid
Chakra Cost:30
Chakra Damage:N/a
Description: The User Takes out a Staff Or Sword and Stabs it in the ground infront of him. If the opponent looks at the staff/sword as it stabs the ground, Soon As the sword hits the ground a Huge Demon hand will emerge from the ground, grabbing the opponent restricting his/her movements. The Demon hand will start to squeeze the opponent crushing their bones in the genjutsu but in reality just stunning him

-Can only use twice
-Must have a staff or sword to use this
-Cant use genjutsu in the next turn
-Only Taught By General Phaze

This was trained by General. to let me use this jutsu. Link to the training thread. .

(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

This was trained by McKnockout to let me use this jutsu. Link to the training thread. .

Genjutsu: Zōfuku | Illusionary Arts: Amplification
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: The user performs the Monkey hand seal and places his opponent in a genjutsu. The genjutsu makes the person under it feel as if their respiratory system has been pushed to incredible limits. It makes the persons muscles feel heavy and hard to move all the while making them feel they are out of breathe all the time, just like the day after an intense workout. They also become incredibly fatigued and all movement is slowed considerably. When they try to move they will think that they are stiff around the body and their limbs. The effects gradually build up over the coarse of three turns. On the first turn the effects aren't really noticeably however the opponent does feel slightly more fatigued, the opponent will think it's only battle fatigue. The second turn they feel more fatigued, feeling stiff all around the body making them think it's harder than it really is, however it's an illusion of feeling within their body and they are able to move like they would normally would. On the third turn these effects are amplified to such a degree where they have shortness of breath and struggle to perform rapid movements, with it, making the opponent harder to concentrate. For example performing hand seals alone takes considerable time to perform as their concentration is completly over taken by the fact that they can not breathe.

Restrictions
- Only usable twice per match
- No Genjutsu in the same or next turn.
- Full effect takes three complete turns unless broken
- Genjutsu lasts 4 turns
- Can only be taught by Kryptiic

This was trained by Kryptiic to let me use this jutsu. Link to the training thread. .

(Genjutsu: Damudo no Koe) - Illusionary Technique: Voices of the Damned
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 25
Damage Points: -
Description:
• The user will perform two hand seals (Dog → Ram). Once the user is quite close to the target, more notably their ear, they will take in a deep breath, and breathe out. This breath is infused with chakra, which upon reaching the ears parses through the drum and into the canals, messing with the target's chakra causing distortion to them, making them feel dizzy and off-balance. From this the target feels like they had been spinning around for a while, and felt dizzy from that. The closer the user is to the target's ear, the more effective the illusion is to them.
Notes:
• Can only be performed 4 times a battle.
• This can only be performed when the user is really close to the target.

This was trained by Alternative to let me use this jutsu. Link to the training thread. .

(Genjutsu: Gansaku Mizu Oshi) Illustionary Style: Fake Water Pressure
Rank: B
Type: Supplementary/ Attack
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40 due to the stress
Description: The user begins by performing a mere single handseal, upon doing so, he/she transmits an illusion displaying two large waves of water appearing 2 meters from either side of the opponent, these waves of water then pressurize the opponent and explode immediately upon contact, resulting in the opponent's brain malfunctioning due to the stress
Notes: Can only be taught by Ezio..
Notes: Only usable thrice per battle.

This was trained by Ezio.. to let me use this jutsu. Link to the training thread. .

Genjutsu: Kage bunshin no sakkaku | Illusionary Arts: Shadow Clone Illusion
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra Cost: 25
Damage: N/A
Description: The user performs the clone hand seal and makes his opponent see a shadow clone appear next to the user. The opponent then sees the shadow clone and the user start running towards him, both in an arc, left and right. Then the opponent sees them using jutsus that come at him from both sides, somewhat diagonally. As the jutsus are coming at the opponent, the original user can freely attack him.
Note: Using an other Genjutsu while this is active would end the illusion
Note: Only McRazor can teach this

This was trained by McRazor to let me use this jutsu. Link to the training thread. .

[Genjutsu: Higyou Na Kamae] - Illusion Technique: Strike a pose!
Rank: E
Range: Short/Long
Type: Supplementary
Chakra: 10
Damage: N/A
Description: A jutsu without handseals for those who want to look cool and modest in the most unimaginable ways, this technique works best with a cape and tight clothes or similar wearing. The user strikes a pose in which he rises his dominant hand into the air and with the other hand to the side, falling on one knee almost as leaping forward, sending out a small portion of wind chraka into the air, it begins to circle around them and through them, causing a minor breeze. This breeze doesn't really affect anything of importance, merely causing clothes to billow dramatically through the wild wind along with the user's hair. With flaming passion the user gazes at the opponent with his chocolate eyes sending out a dramatic wink and strikes with the risen hand through their hair, smoothly gathering them backwards when the wind blows, immediately placing them under a genjutsu. To them, the user becomes the most beautiful being in existence. The actual genjutsu has no effects of struggling or immobilization, it just adds to the drastic performance of the user.

These were trained by Faust to let me use these jutsu. Link to the training thread. .


Type: Supplamentary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/a
Description: The user will point to the users heart area which is the trigger for the genjutsu. Once done, the user will make a hand gesture as if they were squeezing something that was in their hand. As they continue to squeeze their hand the opponent will feel sharp pains in their chest. The more the user squeeze his hands the more the heart of the opponent aches. The air in the user palms represents the heart of their opponent. If the user so please he can indeed crush the air in his palm resulting in the crush of the opponents heart. This will cause pains beyond measure. In the genjutsu his heart would be crush but since it is an illusion he would die just experience massive pains.
Note: Can use a max of 3 times
Note: Cant use this jutsu back to back
Note: If the user crushes the opponent heart, due to the massive pains the genjutsu will automatically be broken


Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user will perform a series of five hand seals and then slam their hand on the ground. Instantly putting the opponent under a genjutsu where they will see an illusion of a summon to appear before the user. The summon will actually be any summoning animal within their summoning contract. It could be any of the contracts they have signed [two within the rp]. Once the illusion is set, the opponent will see that animal just like a summon. As the hand seals and the slaming of the ground is mimicing the act of actually summoning their animal. The summon however will be able to perform any of the actual summoning animals abilities though it will have no effect on the opponent. However, they can create an illusion that they use their actual abilities. The summoning animal is intangible and will not take any physical harm. The only way to get rid of them are to break the genjutsu.
Note: May be able to use three times per battle
Note: Last the turns of their summon animal within the contract [No more than 5]
Note: The abilities of the animals will not have an effect on the opponent.
Note: The summoning animal will be intangible and can not be harmed in anyway
Note: Must have a signed summoning contract to able to use this technique
Note: Must be taught my Vision


Type: Attack
Rank: A-rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user transfers his chakra into the opponent's mind meanwhile performing a single handseal, the "Ram" handseal, casting an illusion into the opponent causing him to see the ground below him divided into two sections, a right section which moves at the right direction of the opponent and a left section that moves at the left direction of the opponent, leaving the opponent without any solid ground. Meanwhile the ground is moving countless chains shows up from the space that is left by the divide of the two earth sections. These chains are manipulated by the user, giving him the capability of binding the opponent with the chains, inflicting damage with the chains etc.. . Leaving the opponent open in reality and inflicting damage to him because of the amount of stress caused form the illusion.
Note: Can only be taught by Kamishiro
Note: Can only be used 3 times a battle
Note: Can't use any genjutsu technique higher than A-rank at the same turn


Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage points: N/a
Descriptions: The user of this technique will weave two handseals and clap his hands together, placing his opponent under a genjutsu. In this illusion, the opponent will begin to suffer from the effects of Hypertrichosis, commonly known as Werewolf Syndrome. This will make the opponent start to experience rapid hair growth on the entirety of their body. This can make the opponent struggle to breathe or move due to the binding of the mass of hair they believe they are covered in.
-Used thrice per battle


Rank: A
Type:Supplementary
Range: Short-Mid
Chakra Cost:30
Damage Points:N/A
Description: This Genjutsu will affect the sense of hearing of the opponent. The user first make 6 hand seals and then will hum in a low rhythmical beat and tap their feet to the beat which will bind the opponent who will hear it. The victim will feel their body moving to the beat and wont be able to move on their own free will. The victim will then be moving towards the source of the sound. This Genjutsu will only restrict the movement of the opponent. The opponent will still see and feel what is happening around him.
Note: Since its a sound base, a strong sound can cancel the humming and tapping of the user
Note: This jutsu only affect the legs of the opponent, leaving him fully capable of performing hand seals.
Note: Cant be seen by Dojutsu.
Note: Genjutsu last 2 turns.
Note: No other Genjutsu until the end of the battle.
Note: Can only be use/taught by WastedMonkey


Type: Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: Mayakashi is a very tricky illusionary technique that requires precise elemental knowledge. Once the opponent has released a technique towards the user (Ex. Fire Style: Intelligent Hard Work) he will then yell out loud the elemental style that the opponent's technique is weak to and release the "technique" (Ex. In this case it would be Water Style to phase off against Fire Style). It's at this time where the opponent will be placed in an illusion where he sees the user release the elemental weakness to overpower his original attack. However in the illusion the opponent will see his own attack still overpower the user's "Technique" and continue forward, blasting the user away. Upon collision, the opponent will hear screams of pain from the user due to his "injured" state, leading the opponent to believe it is actually real. While in reality the user has either already blocked or defended against the incoming attack catching the opponent completely off guard. Nearing the end of the illusion the opponent will still hear and see the user laying on the ground crying out in pain for two turns, unless the illusion is dealt with.

Notes:
- Can only be once per battle
- The real technique the user will utilize to defend or block is not included with this genjutsu technique, it must be posted separately.
- The user has complete control over the technique the opponent will see used to counter his own.
- No genjutsu must have been used previous to this one in the start of the battle.
- No genjutsu next turn.
- Must be taught by Mathias


Type: Offensive
Rank: A-rank
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: The user signs a Rat-Boar-Ram handseal which will create an illusion within the opponent's mind that suddenly his skin turns very rough and rigid then wooden like texture starts violently sprouting through his skin, creating ridges. His skin is turning literary into a solid wooden like texture while increasing in size, immobilizing his body as his skin turned into wood, acting like an armor that he can't move in. As the wooden texture is taking over his body, the targets skin on his face scales up which will eventually cover the sight of the opponent. The target's hearing will also eventually be lost because of the growth of the wood patching his ear canals and covering his ears with wood. Since his skin turned literally into wood from his point of view, in reality, his body is immobilized after the illusion takes full effect. Encased in an illusionary wood armor made from his own skin, the target is rendered unable to move or perceive the outside world.
Notes:
- Can only be taught by House.
- Can only be used twice per-match.
- No genjutsu for the next two turns.
- Can only target one opponent.
- The effects of the genjutsu aren't immediate and progress through time, leaving a small window of opportunity for the opponent to counter.
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Type: Supplementary
Rank: C
Range: Short - Long
Chakra Cost: 15
Damage Points: N/A
Descrption: A very simple and extremely quick genjutsu. By sending chakra to the opponent's brain, the user can depress the central nervous system of the human body, placing the opponent into several states such as, tranquility, relaxation, sleepiness, slowed breathing etc. In other words the opponent will feel sleepy and start yawing. The purpose of this jutsu is to steal a very small time from the opponent to prepare an attack (a yawn last for 2 to 4 seconds), and since this jutsu doesn't exatcly hurt the opponent or put him/her to sleep, theres no need to use Kai or inflict pain to him/her self as he won’t be able to realize this is an illiusion (after all a yawn is something very common and simple)
~Can only be used 3 times per battle and the user must wait a turn before reusing.


Rank: B
Type: Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user makes five hand seals and cast an illusion on their opponent. The opponent's mind believe they are on a beach laying in the sand with their friends and has just had a dream of fighting(the fight they are in right now). In reality the opponent is just immobilize.


Type: Supplementary
Rank: S-rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Himan Pengin no Omosa is a special type of genjutsu, in the fact that it is dormant and requires a paramount change to the target's weight in order to activate. It is great for fighting opponent's who change their weight to alter their speed or taijutsu. After injecting chakra into the opponent's brain, the user would set upon them a fantastic genjutsu, dormant in nature. To activate this illusion, the opponent must change their weight drastically in any way, shape, or form. An example of this would be if the opponent chose to increase their own weight via the usage of (Doton: Kajūgan no Jutsu): Earth Style: Added Weight Rock Technique, they would actually feel as if they used the (Doton: Keijūgan no Jutsu) - Earth Release: Light Weight Rock Technique on themselves, with the effects being tripled. So in reality, they would still be moving at the speed of the Added Weight, but in their own mind, they would believe they are faster than what they are, ruining their chances of using taijutsu due to their lack of timing between what they see and their actual speed. That is not the only way this genjutsu works. If the genjutsu has already been casted and the target happens to have leg weights on themselves, and the target took said leg weights off in an attempt to blitz the user, it would feel as if the target actually had three sets of weights on themselves. Minor weight changes will not set this technique off. Either the opponent will need to have dropped their leg weights or their weight will have to have at least changed by a factor of two (meaning their weight will need to at least have doubled or halved) for this technique to take effect.

Note: Can only be used twice per conflict
Note: Genjutsu lies dormant for four turns
Note: Cannot use genjutsu above A-rank for two turns after this jutsu
Note: Can only be taught by Penguin.


Type: Attack
Rank: Forbidden
Range: Short
Chakra Cost: 40
Damage Points: N/a
Description: The user will perform 3 needed hand seals to summon a special type of mechanical doll to the feild. This is a special mechanical doll made entirely of chakra metal. When its summoned it is infused with the users chakra from that moment. Svengali is a special mechanical doll made of chakra metal that responds to the sound of the users voice comands, but not just any comands. From the moment this doll is summoned it begins to mess with the opponents head. After being on the feild for one turn the doll will put a kind of transe upon the opponent. This transe make the opponent become like the doll turn by turn. See below for details.
After being on the feild for 2 turns, the opponents arm will go solid like the dolls metal limbs, making them unable to move it.
After being on the feild for 3 turns, the opponents other arm will go stiff like the dolls other arm.
After being on the feild for 4 turns, The users legs will go stiff, unable to move them or feel any sensation in them.
After svengali has been on the feild for 5 turns, the opponents whole body will be stiff like svengali's and they will not be able to move or feel anything.
When svengali has control of all the opponents limbs they are unable to battle.
Due to this abilitily they are unable to move any part of their hands and can't feel any pain in their limbs. It is almost as though someone elses limbs are attached to their body that they cant feel or move. Not only does Svengali take over the opponents actions through hypnosis, he also becomes on with the target, so if svengali is poked, the opponent possesed by him will feel it too. The same effect applies in a painful way. If svengali has taken effect on of of the opponents arm, and the same arm on svengali is stabbed, the opponent will cry out in pain as though their own arm was stabbed, though they would still be unable to move it.
Note: No S rank or above while controlling Svengali
Note: No nin/gen jutsu can be used at the same time as svengali
Note: No Genjutsu for the rest of the match after use.
Note: While the user is controlling svengali, he is only able to peform 2 jutsu per turn due to concerntrating on svengalis use.


Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/a
Description: This technique is a counter illusion applied by a Shinobi who understands and makes use of the necessity of pain to be released from an illusion. After using a logical deduction to figure out they are in an illusion, the caster of this technique will place an illusion on themselves. Affecting their own chakra flow, the caster would fool his brains nerve receptors through the illusion to amplify the sense of self-imposed pain. This illusion would serve the purpose of aiding the Shinobi to escape an illusion by making their brain believe they are under more pain then they really are. Falsifying what they really experience, the pain imposed for example by a kunai simply nicking the the users skin would now feel more like the kunai was just stabbed into them. While the user is under this illusion, it could backfire if an opponent lands a technique, as the user would feel a false pain far beyond what the opponents technique actually delivered. The illusion would immediately end after its use in conjunction with a source of pain to escape an illusion, the illusion itself dispersing from the faux pain it enabled.
-Usable 4 times
- User could not use S rank Genjutsu the subsequent turn to this one


Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/a
Description: This illusion is triggered when the user claps his hands together as the opponent watches. This illusion affects the opponents ability to make accurate ocular calculations. More specifically, the illusion has an affect on the opponents depth perception and the nerves synchronizing the eyes, making it impossible for the opponent to attack with accuracy with techniques that are projectiles or anything else requiring accuracy to strike. Specifically, through the effects of the illusion the opponents depth perception would continuously change, the minor adjustments making it impossible for the victim to judge distance. On top of the hindrance to their perception, the illusion would work to offset the synchronization between the victims left and right eyes. For example, while under the illusion the opponents left eye would not be focused on the exact spot as the right eye anymore, throwing off accuracy. The opponents eyes would fail to work together, each eye slightly misaligned from its opposite, a necessity to use the eyes to measure anything or work to their full potential. The techniques subtle effects would be what makes it so useful to its caster, the opponents would see the same stuff, but the slight disturbances would not give a true representation of the measurements and calculations a Shinobi would have to make.
-Usable Thrice
-No Genjutsu could be layered over this


Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: After performing two hand seals, the user can inject their chakra into their target's mind and invoke Chromesthesia. In detail, the user of the jutsu manipulates target's sense of hearing and sight and causes the user's visual cortex to also interpret the sound in the form of colors. The colors themselves that are associated with sounds are unique to the individual but, there is a correlation between the loudness of sound and the amount of colors seen. The louder the sound, the more colors the targets sees. While in the genjutsu, if the target hears loud sounds their vision will be blocked by an array of colors. In layman's terms Chromesthesia is sound-to-color synesthesia, which means those inflicted with the disorder will see the sounds they hear in the form of various colors.

Note: Can only be used thrice per battle
Note: No Genjutsu above A Rank can be used in the user's next turn
Note: Can only be used by those taught by Kooljay.

Example of what the target might see/hear.
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Type:Supplementary
Rank: B -Rank
Range: Short
Chakra: 20
Damage: N/A
Description:
The user will make a set of 3 hand seals, to which the user then channels his chakra into the brain of the target causing a genjutsu to occur. The user will create a fake sense of a sudden spike in blood pressure, by emulating caffeine overdose. This done through a hormone in the body, to which the caffeine blocks the mental signal to the arteries. This genjutsu starts off as a normal on but as time goes by the effects of the genjutu becomes more severe. During the first two turns nothing really happens, creating a false sense of nothing after the handseals are made. After 3 turns has passed the real effects kick in as the first two was used to create a *build up* in blood pressure due to the amounts of caffeine used. The targets body starts shake and limbs become tighter, making it hard to move. There veins start to become visible. The restraint created from the overdose causes them within the genjutsu unable to make hand seals. In reality the target is unharmed, but body is frozen in place.

*Requires 3 turns for effects to activate*
*Can be used two times per battle*

Type: Offensive
Rank: A - Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description A rather simple yet powerful genjutsu but can provide for a wonderful opening if used correctly. The user will make three hand seals while channeling chakra into the brain of the enemy. Once down, the target will see the user change form and turn into actual paper from a book. The paper will fly directly towards the target instantly surrounding them in an array of paper. The pages will circle the target and once done will forcefully join onto the targets body. The target will then hear the voice of the user uttering words in the head of the enemy but the words start to get louder and louder, causing the target to experience mental stress from the attack. In reality the target is unharmed but is suffering from intense mental stress and if not broken in the next turn will suffer fatigue and mental exhaustion for 1 turn due to the large strain the illusion leaves on the target after which the illusion ends. The user can also make the genjutsu more unique by adding things such as when changing into paper they can make it seem to be on fire or adding smoke while creating fake heat or causing them to cough from it. This adds to some uniqueness based on usage of the technique and is only restricted to the imagination of the user .

*Can only be used twice per battle*
*No genjutsu above A-rank next turn*


Type: Supplementary
Rank: A-rank
Range: Short-Mid
Chakra cost: 30
Damage points: N/A
Description: The user makes four hand seals causing an illusion to occur, to which once activate the opponent will see the user instantly slam their hands onto the ground. Once they do a blue summoning formula will appear on the ground under the enemy. A blue chain with a spear head will form behind the target and stab into the spine of the target, to which once it does it will spread out and latch onto the surrounding environment (such as trees, mud puddles,water etc). The chains that branch from the original will then seemingly begin to absorb the properties of the said surroundings and forcefully injecting back into the body of the target. The target will feel immense amount of pressure as they feel there bones being morphed into the same material being absorbed by the chains(changing the bones into tree bark, hardening like steel etc). In reality the target is unharmed but us under immense mental strain and will pass out after 2 turns if they don’t break the illusion due to the intense mental strain. The technique is highly versatile as it can be used in accordance to the actual environment, thus making it harder to decipher.

*Genjutsu lasts two turns*
*Can only be used twice per battle, leaving the user unable to use A-rank and above genjutsu until the the illusion ends*

Type: Supplementary
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: N/A
Description: The user forms two hand seals, and induces a Genjutsu on the opponent. By the user's choice, the Genjutsu affects the opponent by causing a loss in physical function of one specific limb, albeit, with more precision after choosing a specific limb to affect. The Genjutsu lends from the concept of Somatization, where the victim loses function in a specific area of his body with no apparent organic basis. For example, the user of this Genjutsu can choose to cause the loss of motor movement of the opponent's hand, thus causing the opponent to feel as if he has no hand, although it is unharmed. This would cause the opponent to drop a weapon he might be holding in his hand at that time. Ho

(Tsumibukai Genjutsu: Saisho Jūhō - Bakudan )Sinful Illusion Arts: First Curse - Bomb
Show
Type: Offensive | Defensive
Rank: B-S Rank
Range: Short-Mid
Chakra: 20-40
Damage: N/A
Description: The user will make five hand seals causing a genjutsu to occur. The user induces a genjutsu where everything within the genjutsu can and will induce an explosion on touching it. If the target tries to hold an object, the object will explode on contact. This will happen with everything excluding things the opponent was already in contact with when the illusion was first initiated i.e if the target tries to physically touches the user; an explosion will occur that acts as a defense for the user. The explosions are simulated to be “real” and such induces false pain on the target, though this doesn’t harm them in reality, it however can cause mental stress if a strong enough explosion is used. The explosions power can vary on ranking and can have different effects while the genjutsu is active.

B-Ranked – Is strong enough to induce minor burns to the target if contact is made, but doesn’t cause any mental strain.

A-Rank – Is strong enough to deal 40 damage worth of mental stress, and causes more intense burns from the explosions. The shock it can induce is enough to disarm a person in reality if they hold a weapon or object.

S-rank – Induces 60 damage worth of mental pain and the explosions of the genjutsu are enough to even create false sense that the target lost a limb from the explosion. The sound of the explosion is also loud enough to induce false deafness in the target, making them unable to hear. The user also makes it impossible for the target to move the limb they seemingly lost in the genjutsu in reality. The user can also add the explosive properties to his own real techniques, to which they will explode if contact is made with the target or a targets technique but this doesn't increase the elemental techniques power as the explosions are not real.

*Can remain active for 4 turns*
*Can be used twice per battle*
*No A-rank or above genjutsu in the next turn*
*No other genjutsu this turn above B-Rank*
*Once a rank is picked, all the explosions will adhere to that power*

 
Last edited:

Nathan

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My creations;

21.
Type: Offensive
Rank: B-rank
Range: Short - Long (if thrown)
Chakra: 20
Damage: 40
Description: This technique is a rather creative technique. This technique is an alternative performance of the Shadow Clone Technique in which the user will create a bladed weapon out of one of the basic five elements, but with a twist. It gives of the impression of a normal elemental bladed weapon, but hidden within the chakra is a shadow clone of that decided element. Once the weapon is created within the users hand (at this time depending on the element chosen the user will receive some effects from it, example if they picked fire they would receive minor burns from holding the weapon) - from there the user will throw the elemental bladed weapon, at any time the user can perform one hand seal to release the elemental shadow clone from the elemental blade, if so the clone will grasp hold of the blade and fight. This technique is best used as an assassin technique; getting the sword behind the opponent and stabbing them from behind. The speed at which the user performs this technique has given the illusion that the user is using Space–Time Ninjutsu on more than one occasion. Additionally, by manipulating the position of the blade via wire strings he can more easily position his blade behind an opponent.
Notes:
- Only usable four (4) times per-match, and one clone per-usage.
- Bladed weapon can range from anything from a kunai to a longsword, tanto, etc.
- Follows the rule of only four (4) clones per-match.
- If not thrown, the weapon stays active for four (4) turns. If thrown the weapon and the clone within the blade stay on the field for three (3) turns.
- Any of the basic five (earth, fire, wind, water, or lightning) can be used to create the weapon, and cannot be a mixture of two elements unless the user has the required training (Yin-Yang Release).
- The user will receive minor damage holding the elemental blade, depending on the nature of the chakra (fire - minor burns, lightning - small shocking, wind - minor cuts, earth & water - no effect)
-The clone can only use the element(s) its composed of and non-elemental abilities.
- Can only be taught by Nathan.

Members who have learnt this:
Code:
- [URL="http://narutobase.net/forums/showthread.php?t=658766"].Shanks.[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=659192"]Noni[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=190771"]Baldy[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=571193&p=19128606&viewfull=1#post19128606"]Penguin.[/URL] 
- [URL="http://narutobase.net/forums/showthread.php?t=664227&p=19215414#post19215414"]Zaphkiel[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=446024"]Edward[/URL]

Taught to me;


Type: Supplementary
Rank: E-Rank
Range: Short
Chakra: 5
Damage: N/A
Description: This Jutsu was created using the special paper Sensei's possess to assess a Shinobi's Elemental Affinity as a basis. The user focuses Chakra in their finger/ hand and, by performing a small action that represents the Element they wish to replicate, they produce a raw/ primal form of the chosen Element. While this technique lacks any real "punch", its strength lies in the users imagination. The following is a list of basic examples from the 5 Elemental Natures, note that these are simply basic examples, and not the sole usage of the technique.

Fire: The user can snap their fingers, using the heat caused by the friction to make a "lighter" from their finger/ thumb. Other uses include low heat Fire's, such as Ash.

Wind: The user can twirl their finger around, using the rotation to create a mini-vortex on their fingertip. Other uses include basic variations of Wind, like small gusts.

Lightning: The user can rub their fingers together, using the vibration to mimic a small electrical charge. Other uses include basic variations of Lightning.

Earth: The user can ball their hand into a fist, compressing their Chakra and make a small rock or pebble. Other uses include softer or lighter variations of Earth, such as mud, dirt or dust.

Water: The user can simply draw a line of Water in the air, using free-flowing movements with their finger, creating a "stream" of Water in the air. Other uses include basic variants on the Water Element, such as syrup or oil.

Note: Can only be taught by x iiiMPerFeCT.


Type: Supplement
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: N/A
Description: Elemental chakra can be infused into kunai's to increase their abilities. For instance, infusing a kunai with wind chakra would increase the kunai's cutting power to not only stop an incoming kunai attack, but would slice through the kunai easily along with increasing the speed of said kunai. Infusing a kunai with doton chakra would increase the kunai's force tho this is done by the user using doton to increase the strength of his arm when throwing the kunai. Katon chakra would increase sharpness of the blade by heating it up and allowing it to cut through objects easier. Now you can do the same with pushing a certain type of chakra to your feet to increase speed or sending it to a limb to increase it's ability. What this technique is basically the user will send out chakra throughout his body infusing the chakra in his muscles/limbs to increase their abilities depending on the elemental chakra they used. Tho, they can only use one type of chakra for this.

Earth enhancing skill: If the user sends out Doton chakra throughout their body infusing it with their body, they will gain increased strength by 2X, being able to lift boulders and crack concrete with their fists. User can only use Earth techniques while using this.

Wind enhancing skill: If the user sends out Fuuton chakra throughout their body infusing it with their body, they will gain increased speed by 2X of what they had before. User can only use Wind techniques while using this.

Water enhancing skill: If the user sends out water chakra throughout their body infusing it with their body, they will gain increased stamina. Scientifically, muscles rely on water to work for longer periods of time and this reduces the build up of certain acids that makes your muscles feel as if they're on fire when working out too long. This gives a good performance boost making it harder for the user to tire out. User can only use Water techniques while using this.
Notes:
- Can only use one element enhancing skill once per battle and the enhancing effects only last for 3 turns.
- Can only use one element enhancing skill at a time.
- Each enhancing skill counts as one of the users 3 jutsu per turn.


Type: Attack/Supplementary
Rank: B-rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user performs a set of 3 hand seals and send chakra inside the opponent's clothing. He then changes the structure of it, make it stronger and finally manipulate it. This manipulation can be made in 2 ways. He can make the clothing to completely wrap around the opponent and crush him, or wrap around in certain parts like arms, legs, upper/lower body, etc. Using either means to crush the opponent, the technique has the same power. It can squeeze and crush the opponent really fast, break his bones and deal internal damage to him. This technique can be used not only on regular clothes, but armors and generally everything that is worn on the body. In addition to the offensive usage, the user can also use this technique to move the clothes through simple hand movements. By doing this, he sacrifices the offensive damage of the technique but gains more usage versatility.
- wrapping happens extremely fast and when it start to squeeze the opponent, it can force him to release his grasp on weapons or cancel techniques that needs direct control
- ninjas with extreme strength such as Tsunade or Raikage may break out from the tech
- can only be taught by Frozenstein


Rank: B
Type: Supplementary
Range: Mid-Long
Chakra Cost: 20
Damage Points:N/A
Description: This jutsu is when the user spits out a gooey and sticky thing. It is honey. When it is spit out, the opponent can't move.


Type: Supplementary
Rank: C
Range: Short
Chakra Cost: 10
Damage Points: N/A
Description: The user does the Tiger hand seal. When your opponent attacks you, you disappear into 10 birds flying and chirping away.
You reappear 30 meters away from where you disappeared.


Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user throws a projectile(kunais, shuriken..etc)at the sky. Then the sky comes raining down the copies of the original
projectile to the whole field. (not continuous raining and cannot be directed to the opponent)


Type: Offensive | Supplementary
Rank: B rank
Range: Short - Long
Chakra: 20
Damage: 40
Description:
An advance concept of Chakra manipulation and transformation technique. The user will pile up 10-15 Explosive tags together and compress, manipulate them using raw chaka in order to hold them up together into a small spherical ball. Now, using the concept of transformation technique, the user will transform the small ball of compressed bunch of explosive tags into anything the user desires( Within logic. Obviously the user can't transform it into another Ninja or a summon) like a ring, kunai, senbon or even a headband, piece of cloth etc. The transformed ball will remain as such unless and until activated for a sti[ulated number of turns or interrupted by an external agent that causes it to explode and revert back to it's original form. Now, at his own will, the user can make a simple hand gesture in order to either revert back the explosive tags to it's normal form or simply detonate. After reverting back to the normal form, the user can direct the tags to anywhere he desires. There is a drawback for this technique that, if the transformed object comes in contact with any external agent that will trigger the explosion of the tag like piercing of a lightning, Burning in fire, smashing with rock; The transformation breaks down and it explodes. Once it is transformed, it will keep up it's transformed state for 4 turns after which it get's re transformed to it's original state and explodes.
- Can only be used 4 times per battle.
- Can only be transformed into anything that is within the size of a normal Katana and within logic.
- Can only be taught by -Best-.


Type: Supplementary/Offense
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (depends)
Description: A basic technique derived from shadow clone explosion jutsu. The user will simply perform their own clone of this techniques version, this time composed of elemental chakra. First, the chakra composed for the clone allows them to only perform their respective element up to and including S-Rank as well as non-elemental abilities. From there, through the use of a hand seal, the user can decide to have the tangible elemental clone explode accordingly to its rank. Water clones explode into adhesive water that binds the opponent, earth explodes into sticky, flammable mud, lightning "explodes" into a burst of unfocused lightning (same power as nagashi), fire explodes into ash and wind explodes into a dome of slicing winds. The clones are created short-range from the user, can travel up to long-range and their explosion reaches a short-range radius. The explosion itself has the power of an A-Ranked elemental technique.

Note: Can only be used three times
Note: Requires one turn cool down before re-use
Note: Follows same logical rules for regular clones
Note: Clone can only possess one of the basic five affinities
Note: Only one clone can be created per usage


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


Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30 per turn
Damage: N/A (+60 if used with Lightning)
Description: Utilizing normal, durable ninja wire, the user channels chakra to it and utilizes it to bind his opponents. The user can elect to increase the friction the strings, making the wire hotter and able to case burns, making it a good technique to use for torture and information gathering. The strings can take on whatever form the user wishes making it quite a versatile technique to use with ninja wire. By channeling lightning-type chakra to the wires the user can increase their cutting power to cut through solid earth of A-Rank and lower. The user can also elect to not channel chakra to the wires and instead use a more suitable lightning technique to fit his situation. The strength of the binding is A-Rank. The technique itself does no damage until combined with lightning.
Note: Can only be taught by Deviation

Type: Defensive
Rank: A
Range: Short
Chakra Cost: 30
Description: As shinobi tap into their elemental chakra to learn how to harness and use them, they become proficient in manipulating the element itself within their body. This technique is an advanced yet simplistic defense which utilizes the basics of elemental chakra manipulation. This technique allows a shinobi to essentially block/deflect enemy techniques akin to how they would block taijutsu techniques. This is accomplished by focusing into one’s body, typically their hands and arms, the same elemental nature being used against them. When met with direct contact with the concentrated area, instead of the jutsu damaging the user, the jutsu is met with a coating of chakra and little more than the feeling of a force hitting against them until the jutsu is dispelled. Of course this isn’t an assured defense to all techniques; however, the stronger a shinobi is with a specific element, the stronger their defense with this jutsu can become.
Note: This technique can be used with any elemental nature that the user knows how to use
Note: This technique can be used to forcibly block or repel, deflect away, or simply coat themselves to render a normally fatal technique less severe. In the case of the last level the defense becomes weaker and damage will be sustained.
Note: This technique works against elemental A-ranked and below (B-rank if the user coats their body and takes brunt of attack). For elemental specialties, the user can deflect elemental techniques S-rank and below (A-ranked if they coat their bodies)
Note: Against advanced elements (KG or CE's anything that requires more than one base element manipulation) This technique's defense is down graded by one rank equivalent per the above.
Note: This technique can be used only once every 2 turns. If used to block an S-rank technique, this technique can only be used once every 4 turns.
Note: Can only be used a max of 4 times.


Type: Supplementary
Rank: E - S
Range: Short - Long
Chakra: 5 - 40
Damage: N/a
Description: This technique is used as another form of intimidation, by showcasing the amount of chakra the user currently wields/posses. The user will exert chakra from all over their body releasing their chakra causing it to take on a transparent hue but visible to the eye. Resembling a distortion in the air. This chakra due to it being very powerful becomes very dense, meaning others though its not offensive, can feel it. As if their body got slightly heavier then normal. Depending on how much chakra is released, depends on how far the chakra can be felt from a distance.

Note: This jutsu is mainly for rping purposes but the effects of S rank can stun a chounin and genin
Note: The S rank can only be used twice
Note: A-S rank reaches up to long range C-B reaches up to mid range E-D Short range
Note: This is offensive in no way at all. This jutsu though it makes the opponent feel slightly heavier its for cosmetic purposes and does not effect the speed what so ever


Type: Offensive/ Defensive/ Supplementary
Rank: B-Rank
Range: Short - Mid (Depending on the size of the Summon)
Chakra: 20
Damage: 10 (B-Rank Summon) 20 (A-Rank Summon) 30 (S-Rank Summon)
Description: Created by a Summoning Jutsu savant known as the Sentō Shōkan (Combat Summoner) with the specific goal of allowing the user to combine both the Summoning Jutsu and Taijutsu together, he was able to create a new form of Close Quarters Combat. In the simplest terms, the Combat Summoner technique takes the basic concept of the Summoning Jutsu and allows them to be performed in conjunction with Taijutsu. As this Jutsu has its roots set in the Summoning Jutsu, this Jutsu requires it's user to fulfil similar conditions as the Summoning Jutsu, with minor differences which are explained below. This Jutsu is primarily responsible for introducing and explaining the concept of "Combat Summoning", and acting as a reference for derived techniques, all of which will logically fall under the category of Nintaijutsu.

There are 2 key aspects to the Combat Summoner technique, the first of which is the alteration to and general application of the user's Summoning Tattoo('s). Instead of being a small, easily concealed Tattoo which is utilized for instant Summoning without Hand Seals, the Tattoo is applied to the entirety of the users body. Because of this it functions like an active map of the user's body for the Summoning Technique itself, with each part of the user's body being linked to a corresponding part of their Summoning Animal's body through their Tattoo's. This allows the user to Summon the corresponding body part of their Summon by activating the Tattoo('s) located on that specific body part. The second aspect is the actual application of the technique in battle. The regular Summoning Jutsu works by signing a Contract with a specific Animal in blood, then sacrificing a small portion of blood each time the user wishes to use the Summoning Jutsu, by wiping blood on their Tattoo, then applying both Chakra and pressure to a surface via direct contact. This technique's Summoning steps are almost identical, with the only real difference being a more direct approach to the "Contact" portion. Logically the user must still apply both blood and Chakra to their Tattoo's, and make contact with a surface, the surface mainly being considered the opponent's body, before the Combat Summoning actually occurs.

The following is an example of how this Jutsu would work within a standard combat scenario. A signer of the Toad Contract performs the D-Rank Taijutsu technique "(Kodzuku) Punch" with their left fist which connects with their target, while also meeting the conditions for the Summoning Jutsu. As they channel Chakra through the Tattoo on their left arm, which also has the necessary blood wiped across it, they become able to "Summon" the left arm of their Summoning Animal to reinforce their attack, which for the purposes of this example is the B-Rank Summon, Gamatatsu. Gamatatsu's fist then almost instantly "materializes" in the area surrounding the user's left arm, similar in appearance and function to how users of the Mangekyō Sharingan can partially manifest their Susano'o's arm, appearing in the area surrounding the user, but not "overlapping" it. This means that any harmful Jutsu that the user may have active will not affect the Summoned fist, as they would not be able to make direct contact, unless the harmful Jutsu has an extended range. Gamatatsu's fist also attacks the target, following the same general speed, trajectory, etc as the users attack, creating a two pronged attack, one being the D-Rank (20 Damage) punch the user threw, and the other being the B-Rank (10 Damage) Combat Summoner punch from Gamatatsu, resulting in a total of 30 damage, should both punches successfully land without interference. Upon the completion of the attack, whether either attack was successful or not, Gamatatsu's arm disappears as quickly as it appeared, leaving the user to plan their next attack accordingly.

Note: The Combat Summoner Tattoo's are designed and applied by the user at their own discretion, requiring the user to post this Jutsu in the "Other" section of any Biography that wishes to use this Jutsu.
Note: Although the damage of this technique is based on the Rank of the Summon, unique effects and abilities for any Summons utilized with this technique must also be taken into consideration, whether they be a result of the Summon's Biology, or an ability they possess.
Note: Due to the unique method of Summoning that the Combat Summoner Jutsu utilizes, the partial Summoning employed by the Combat Summoner Jutsu does not affect the Regular Summoning Jutsu Method. This is because the Combat Summoning method relies solely on the actions and Chakra of the user for it's activation, and thus doesn't conflict with it. However, any Animal that has been Summoned using the Regular Method cannot be Summoned via the Combat Summoner Method. This is because when Animals are Summoned using the Regular Method, they expend their own Chakra to maintain the Summoning, and once they run out of Chakra, roughly around 4 turns later, they become unavailable to be Summoned afterwords. The Combat Summoner Method adheres to this restriction because it's based on the Summoning Animal, not the method of Summoning.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.


Type: Supplementary/ Offensive
Rank: A-Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: Developed as a form of Taijutsu Supplement by a Shinobi who used another one of their own technique's to help himself gain solid footing in the Nin-Tai genre, Litmus Fist carries on the concepts of it's parent technique, Litmus Finger, into new fields of use on a much larger but narrow scale. Where the parent technique was focused on creativity and speed through lack of any Hand Seals, this technique is solely focussed on collaboration with almost any form or stance of Taijutsu in close quarters combat, including Free-Form Taijutsu. The user begins by gathering a large amount of Chakra, distributing it equally throughout their body. Once this is done, the user then performs Taijutsu actions, motions, movements, etc, releasing the Chakra in conjunction with them. Just like with the parent technique, but on a much larger scale, these Taijutsu actions and motions are physically representative of the nature of an Element (An example of this would be using friction to create Fire Release Chakra, or loose, free-flowing movements for Wind Release Chakra, and fluid motions for Water Release, etc.), which cause the Chakra to take on the properties of, and change into, Elemental Chakra. From there, the user applies Shape Manipulation and the same level of creative freedom from the parent technique to perform various kinds of Ninjutsu enhanced Taijutsu actions, either creating the Element they wish to use from their own Chakra, or from existing sources, like a nearby sources of Water, or the ground beneath their feet, however, any offensive action involving an existing Element must originate from the users position, same with Elements created by the user. The user can also control incoming Jutsu, however, the Rank of the Chakra must be at least one Rank higher than the incoming Jutsu, in addition to the Jutsu having to be within Short Range of the user to infuse their Chakra into the Jutsu. Although this technique's extreme versatility comes at a price. After the initial kneading of Chakra, the user cannot perform any other Jutsu while the Chakra gathered for this Jutsu remains. The user can split this Chakra into as many attacks they wish to perform, (Within reason of course, so the user can perform 1 A-Rank, or 2 B-Rank, 4 C-Rank, or even a combination of ranked attacks, like 1 B-Rank and 2 C-Rank, Etc.), however with each division of the Chakra used, so too does each individual action logically lose power. However, this drawback is arguably the Jutsu's best quality, due to fact that the Nature of the Chakra is only changed when released in conjunction with Taijutsu actions, this allows the user to swiftly and accurately shift between Elements, and even perform numerous and extremely unique combinations of Elements. This allows the user to easily create their own unique "style", simply by performing a series of basic actions and combing the Elements those actions unleash, for devastating results.

All of the Elements utilized by this Jutsu can be used to either supplement the user's Taijutsu strikes, or to engage in ranged combat by firing the produced Elements towards their target, allowing the user to seamlessly shift between close quarters combat and ranged combat, without it affecting the flow of the users moves. In addition to this, the user is able to utilize more than the standard form of the Elements they perform, so for example, when the user performs this Jutsu in conjunction with Fire Release, they don't have to use simple flames, they could also use ash or flammable mist should they desire, as both exist within the canon list for Fire Release. A more detailed list of the available variants for the basic 5 Elements is already provided within the parent technique, "(Ninpō: Ritomasu Fingā) Ninja Art: Litmus Finger", however as a rule of thumb, if it exists in the canon list for the Element, it can potentially be utilized in some shape or form through this Jutsu.

Note: The user can keep this technique active for a max of 2 turns, and must wait 2 turns after it's deactivation before they can use it again. If the user does not use the full amount of Chakra gathered for this technique by the end of the 2 turn limit, they lose the remaining Chakra.
Note: This Jutsu can be used a max of 4 times per battle. This restriction relates to the number of times this Jutsu can actually be activated, not the number of individual attacks allowed while using this Jutsu, as those are already clarified and restricted by the amount of Chakra the user gathers and expends on each attack.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "(Ninpō: Ritomasu Fingā) Ninja Art: Litmus Finger".



(Ninpō: Ritomasu Fōmu) Ninja Art: Litmus Form
Type: Supplementary
Rank: N/A
Range: Self - Short
Chakra: N/A
Damage: N/A
Description: A simple technique, with varying applications, Litmus Form takes principles from both of it's related techniques, namely the simplicity of Litmus Finger, and the full body applications of Litmus Fist, and combines them both, to create a full-body application, which is achieved through a very simple method. This technique utilizes the Chakra that naturally leaks from the body [X], and is what allows Chakra Sensor-types to detect other lifeforms, such as enemy Shinobi, to create an unranked, full body cosmetic. It has been shown that this naturally exuded can be directly manipulated, such as with the "Chakra Suppression Technique", allowing the user to prevent this Chakra from escaping the body, making them virtually invisible to Chakra Sensors. This technique follows a similar principle, allowing the user to passively manipulate this ambient Chakra, moulding it much like they would for a Jutsu, applying both changes to the Shape and Element, giving it a basic "form" as it leaves the body. This however, unlike the aforementioned technique, doesn't make the user invisible to Chakra Sensors, as the Chakra is still "leaving" the users body, simply in another "state". This allows the user to re-purpose this Chakra, for example, allowing them to wreathe themselves in flames, or cloak themselves in an aura of electrical energy, vortex of wind, etc, and other purely cosmetic applications, without any actual Chakra cost, or effort on part of the user, leaving them open to perform other actions without interference. These cosmetics carry no damage, or tangible properties, not from a lack of control or influence from the user, but simply due to them being composed of the "dregs" of one's Chakra Flow, Chakra that would otherwise go unused, making any impact on both the user, other beings, and the world around them, almost entirely negligible.

Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "(Ninpō: Ritomasu Fingā) Ninja Art: Litmus Finger" and "(Nintaijutsu: Ritomasu Fisuto) Ninja Body Technique: Litmus Fist".


Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This jutsu is simply an expansion of a basic ninja skill learned in the academy. The basic transformation jutsu allows the user to transform himself into virtually anything based around his imagination. The technique is designed to allow someone to use a larger amount of chakra, and shape control, in order to be able to transform inanimate objects around him, that he is touching in a similar way to the canon transformation technique. The user uses shape transformation, and extremely precise chakra control to not physically change it but to change its appearance in a way similar to the transformation jutsu. Like the transformation technique, the object's actual physical properties are not changed. For example if the user was to transform a brick into a feather, the newly transformed feather would weigh the same as a brick, and have the same mass; the reverse is also true. In addition, the transformation will revert after being hit by a elemental jutsu of B rank or below, following the elemental strengths and weaknesses.

#Can only be taught by Vex
#No ninjutsu above A rank same turn or next turn
#Can only be used three times per battle

(Chakra RasenHou) chakra- Spiral Chakra Gun
Rank: A
Type: attack
Range: long,short-mid
Chakra cost: 30
Damage Points: 60
Description: this is move is as powerful as rasengan. it is a purely spiraling chakra ball that charges on the user fin(chakra Rasen ShottoHou) chakra-

Spiraling Shotgun
Rank: B
Type: attack
Range: long,long-mid,short: 25
Chakra: 25
Damage: 40
Descriptions:.a big and stronger versions then spiraling of chakra gun but spreads apart into 100 weaker bullets ger tip
Note: the user only has three rounds during each battle

Pretty much, this is the ability to concentrate chakra on the finger tip and release it like a bullet. There is a stronger version that covers more area and does lots of damage. Then there is a Yang version that increases the intensity of the original version's strength.

(Chakra Fuzei Kanadzuchi) chakra- Air hammer

Rank: b
Type: attack
Range: short
Chakra: 30
Damage: 60
Description: the user gathers up chakra in their hand and releases it at once giving off a explosive effect



(Kingusugureibu ♕ Busōko) Kingsglaive ♔ Armiger Arsenal
Type: Supplementary/ Offensive/ Defensive
Rank: B-Rank
Range: Short (- Long for projectile weaponry)
Chakra: 10 (Activation) 5 (Per Weapon) 5 (Per Turn Active)
Damage: 5 - 40 (Depending on the severity of an injury)
Description: Created by a small inner circle of Konohagakure Shinobi, as a means of better protecting their "King", the Hokage, the Kingsglaive act as another layer to the Hokage's personal guards, like the ANBU Black Ops, and would give their lives in defence of their King. To achieve this end, the Kingsglaive utilize the Munitions Bunker within Konohagakure, the same one utilized in the "Golden Branch Armour" Konohagakure VCJ, but in a more creative, controlled and specific manner. The user starts by drawing blood, channelling Chakra into their hand(s) and performs the Summoning Jutsu for the Contract they have with the Konohagakure Munitions Bunker, however, instead of Summoning the weapons themselves directly from the bunker, they create small Space/ Time Portals (Similar to the kind formed in "(Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop"), after which they use Shape Manipulation to mould the shape of these portals, making their general shape identical to that of the weapon the user wishes to Summon. This is done due to the sheer scope of the arsenal, so the user shapes the portal to take the same shape as the selected weapon, and only that weapon can "fit" through the portal, like cutting a key for a lock. Since these portals in the shape of the desired weapon are composed entirely of the user's Chakra, they are practically weightless, and their positioning can be controlled by the user at will, allowing the user complete control over their arsenal in this state. Each individual weapon the user wishes to summon requires them to expend a small amount of Chakra to create an individual portal and incorporeal shape for the selected weapon. The amount of weapons the user can maintain at any given time is limited to a min of 2, and a max of 8 weapons, but they can draw from the virtually infinite arsenal of the Munitions Bunker, summoning different styles of weapons from the same kind of weapon (Examples are given in the VCJ). Once the user has selected and summoned their weapons, and have their "Arsenal" orbiting their person, they can start to utilize these weapons in combat. Once they are brandished by the user or otherwise directly interacted with, the weapon is automatically summoned from the Munitions Bunker, being pulled through the S/T Portal the user creates. In the case of the user directly wielding the weapon, this allows them to use the weapon as though they were physically carrying and transporting it, however, as soon as the weapons leave the user's hand/ control, or leave a Short Range radius of the user, the Summoning is immediately undone, and the weapon reverts to it's previous form as a Summoning Portal in the shape of a weapon, and returns to orbiting the user with the rest of their arsenal. The only exception to this rule are projectiles utilized by ranged weaponry, for example arrows for a bow, which are unaffected by this limited range. In more situational circumstances however, such as an opponent's tool colliding with a weapon from the arsenal, would cause the weapon to temporarily be summoned, reacting to the external presence/ force, thereby deflecting the tool, before undoing the summoning and reverting back to it's previous state instantaneously. The user can change the weapons they have currently "lined up" with this technique by "selecting" a different weapon and moulding the portal to "fit" that weapon, allowing them to switch between various weapons for radical changes in their combat style, however this can only be done on weapons that are not being directly interacted with in some other fashion. Due to the potentially complicated nature of this technique, and the Chakra required to maintain it, the user cannot utilize Techniques or Ninjutsu that require Elemental Chakra at the same time as this technique. Jutsu that utilize Raw Chakra, or no Chakra at all such as Taijutsu, can still be utilized in conjunction with this technique, as they generally have less complicated natures than Elemental Ninjutsu.

Note: This Jutsu can remain active for a max of 4 turns, and after it's usage, cannot be used for 2 turns.
Note: Can only be taught to and used by Konohagakure Shinobi who have access to "(Kuchiyose no Jutsu: Eda no Yoi Yoroi) Summoning Technique: The Golden Branch Armor".

(Sentō Shōkan: Genjū no Tenken) Combat Summoner: Heavenly Fist of the Eidolon
Type: Offensive
Rank: A-Rank
Range: Short
Chakra: 30
Damage: 60
Description: The user starts by drawing blood across the Combat Summoning Tattoo('s) present on the limb('s) they wish to perform this Jutsu with. Once this is done, the user must simultaneously throw a punch, kick or whatever Taijutsu action they desire, while they channel Chakra into their Combat Summoning Tattoo('s). This will trigger the basic Combat Summoning method, having a corresponding Summon simultaneously attack in an identical fashion, however, this is only the first step of this technique. Immediately after the first Combat Summoning is achieved, and the Summon is attacking in tandem with the summoner, the summoner abruptly stop channelling Chakra into the Tattoo('s), halting the process of technique mid-usage. The user then immediately repeats the last step, and channels Chakra back into the Tattoo('s), causing another Combat Summoning to occur virtually instantly after the previous one began, while occupying a different space around the limb(s) the user is attacking with. While still performing the same physical action, the user repeats this step again, and again, and again, each time stopping and restarting the circulation of their Chakra to the designated limb(s), causing the same effect to occur, Summoning another corresponding limb/ body part of their Summon('s) to add to the ever growing number of attacks assailing the target. The end result is a seemingly endless, "wild" barrage of attacks, all thrown at almost exactly the same time, and all in sequence with one another, forming a "wall" of punches, kicks, or whatever type of Taijutsu the user performs. The user can incorporate multiple Animals from any of the Summoning Contracts they are signed with into this Jutsu, however, this Jutsu cannot be performed in conjunction with specific animals from those Contracts, only generic Summons. Additionally, the focus, or more specifically the area of effect of this Jutsu can be manipulated by the user, allowing them one of two potential usages for this technique. The first is to attack over a wide area, roughly 180 degrees with the central point being directly in front of the direction the attack is thrown, potentially allowing the user to attack multiple targets, objects, counter Jutsu, etc, or even prevent a flanking attempt by covering a wider area than a standard attack. Alternatively, the user can focus all of the attacks in one specific direction, or on one specific point, maximizing damage by targeting an opponents weak point in their defence, or areas where a continuous series of attacks would be far more effective than an offensive that was spread out. The maximum range of this Jutsu is Short Range.

Note: This technique can be used a maximum of 3 times per battle. Additionally, no Combat Summoner Jutsu can be used within the same turn.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "(Nintaijutsu: Sentō Shōkan no Jutsu) Ninja Body Art: Combat Summoner Technique".

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Taught to me;


Rank: B
Range: All
Type: Supplementary
Chakra Cost: 25
Damage: N/A
Description: Air dash is a special move that allows a ninja to jump once, and while they are still going upward, push off of air to jump again in a different direction. It does not allow them to go upward again, only allowing them to dash forward in mid-air, backwards, down, left, or right. How this works is that while a ninja is jumping, they will force chakra out of their feel, forming a purple seal underneath them that look like a circle with 6 points like a star beneath them. From there they will have a split second to dash in any direction with the exception of up. This can be used once per jump from the ground and the dash is fast enough to dodge some attacks.
~Usable only twice.
~Faust can only teach this.


Rank: A-rank
Type:Attack/Supplementary/Defense
Range: mid-long
Chakra cost: 30 (-15 per turn to maintain)
Damage points: 60
Description:The user will first unwrap a scroll.Than make the tiger handseal and summon 100 forks witch are infused with wind chakra.Than using his chakra the user will control the forks fully with hand motions.Allowing them to attack the opponent or stop them in mid flight.
*Once summoned,the user can use 50 forks to block any B-rank attack (after that the forks will be useless and disappear)
*The 100 forks can be summoned only once per battle
*They last for a maximum of three turns
*When they are in play, the user cannot utilise wind jutsu
*Only Mugen-sama can teach this


Rank: A-S
Type: Supplementary
Range: short-mid
Chakra Cost:30-40
Damage:N/A
Description: The user focuses his chakra to any water source in range and makes it boil.This has 2 effects that can be used.The first is he user makes the water boil so the opponent cant stand on it or go near it.(causes steam that can burn if come to near)The second needs more chakra to preform (40),it can make all the water thats in range evaporate almost instantly.(can be used to stop A-rank water jutsus)
*Can only be used 3 times
*boiling lasts for 4 turns
*No water jutsu can be used the same turn this is used.
*Cant be used 2 times in a row.Have to wait a turn to use again
*Can't be used on attacks.
*If using the second effect you must be in short range ONLY
*Can only be taught by mugen


Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra Cost : 50
Damage Points : N/A
Description: The two camels come straight from Arabia, and they are stuffed in an old tiny rusty car. They are extremely hostile and can prove themselves lethal, should anyone cross the line with them. The camels are total players. The only problem is they cannot move due to being stuck in a tiny car. The camels barely show any obedience to the owner itself, can stop listening to orders and go berserk. Their only weakness is the car they're in.
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Nathan

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My Creations;

1.
Type: Offensive, Defensive
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60 (-10 per finger used)
Description: Bite of the Dragon is both a defensive and offensive type technique that falls under both sword, and body arts. To pull off this move the user must have a good amount of strength, chakra, and precision as this technique is rather a quite complex move. Observing the target the user will match the exact breathing pattern of the foe and channel chakra to one of their dominant hand's fingers. Then as the foe strikes the user is able to catch and absorb the impact of the strike with the mid section of their finger (the users hand is largely reinforced with chakra to be able to catch the damage, with minimal amount of damage). The user will then bring down the top half of their finger onto the target's weapon, causing the absorbed strike to semi-instantly be redirected as slashing damage back at the foe, the way that the user can redirect said blow is created by applying friction to the sides of the finger and the blade/hand. This technique can be used with all fingers on one hand at the same time thus drastically boosting the power that is redirected at the foe. It can also use this technique to block powerful taijutsu strikes.
Notes:
- Can only be used four times per-match.
- Cool down period of one turn before usage again.
- Can only redirect sword/hand damage up to A-rank (60 DMG)
- Raw chakra kenjutsu, taijutsu and samurai attacks work, as long as they are either from a bladed weapon, or from a fist of that of an A-rank and below.
- Can only be taught by Nathan.
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Code:
- [URL="http://narutobase.net/forums/showthread.php?t=692069"]Deviation[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=578031"]BlackCrow[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=669805"]Nakiri[/URL]
- LA 
- [URL="http://narutobase.net/forums/showthread.php?t=471615&page=2"]-Vegeta[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=648805"]Ańbu Juniør[/URL]

Taught to me;


Rank: B
Type: Offensive
Range: Short
Chakra Cost: N/A
Damage: 40
Description: The user will advance on the enemy, closing the distance in one powerful lunge using the left leg to anchor himself. While doing this the user will channel Futon chakra in his right leg and left hand respectively. He'll then bring the right leg, which would be hanging behind, towards the opponent's ankle(s) in a short, horizontal instep kick but he won't complete the motion, instead he'll cease movement in the right foot as soon as it reaches about 5-6 inches from the opponent's targeted foot where he will release a small gust of wind with just the right amount of force to send them off their feet while his left hand in the form of a Shuto strike will come crashing down on the opponent's neck or head area but he won't complete this motion either, instead he'll stop his own hand a few inches from the target to have a more powerful gust of wind fire from his hand onto the targeted area from the user's upper left towards the lower right in a diagonal motion. The small gust supplied by the sweeping kick combined with the more powerful gust from the hand will cause an imbalance in the force applied on the opponent's body and send the opponent spinning in a clockwise motion with great force, capable of up to 4 revolutions spinning on the spot.
Note(s):
- Can only be done 3x


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


Rank: S
Type: Supplementary ~ Attack
Range: Short
Chakra Cost: 40(+10 per turn)
Damage Points: N/A
Description: Tonkuusho is a type of Taijutsu which allows the user to fight with the opponent from any position, even by not looking at him. The user begins charging chakra around him in high amounts, creating a sort of invisible cloak of chakra which the user can feel around him(1.3 meter radius), thusforth, whenever the opponent strikes inside that chakra cloak the user can feel exactly where. This is nothing like the Byakugan's abilities however, as the user does not have a 360 degree view of everything around him. Tonkuusho is recommended to be used only for Taijutsu, as the radius around which the chakra cloak floats around is very small.

- The cloak can be held as much as the user wants to, however it costs him 10 chakra per turn.
- After it's been deactivated the user cannot activate it again for the rest of the battle.
- Must be taught by Shigure.


Type: Defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Using their honed reflex's, the user intercepts an opponents punch or kick by ducking to the inside of the kick or punch, and grabbing the opponents ankle or wrist using one hand. The user then delivers a powerful round-house kick using the opposite leg to the arm that caught the opponent, kicking them with such force in the side of the opponents head that it sends them flying back sidewards to mid-range.
Notes:
- Can only be taught by Shinta,
- Can only be used to intercept taijutsu without full-body elemental enhancements such as lightning armour,
- Can only be used four times a match.


Rank: B
Range: Short
Type: Offensive
Chakra Cost: N/A
Damage Points: 40
Description: The user pulls back his arm and sticks two fingers out into a striking position, he then strikes fast at the enemy's muscle in the arm his Biceps and Triceps. He hits in such a way,focusing on internal damage,that he tears the muscle in the enemy's arm causing soaring arm pain. If the attack is successful the enemy is unable to use that arm for a turn. Continues use on the arm will cause major pain.
Note
~Lasts for 1 turn
~Must be taught Dim Mak to use


Type: Offense
Rank: A
Range: Short
Chakra cost: 30
Damage points: 60
Description: The user will concentrate Raiton chakra into his index and middle fingers. He will then thrust them into the opponent’s eyes, blinding him instantly. Due to the Raiton chakra the opponent's eyes would be blind and his whole face numbed for the following turn.
Note: No A rank or S rank Taijutsu and Lightning attacks for the next turn.
Note: Can only be used twice per battle.
Note: Can only be taught by PowerOfDarkness


Type: Offensive
Rank: A
Range: Short
Chakra: N/a
Damage: 60
Description: Forcing taijutsu to act in unison with flamboyance, Inverted Flamingo is a simple but effective close quarters maneuver focusing on switching the standard roles of a shinobis hands and feet. Starting from an upright stance or already lacking footing, a fighter who uses Inverted Flamingo would flip into a stance where they are supporting their body with their hands, or simply put a handstand. Capable of covering a few meters quickly by shuffling the hands, a Shinobi would not be at a major disadvantage using this style. Specialists would be able to function easily on their hands as demonstrated by Might Guy often embracing a handstand. The body now inverted, this style would allow a Shinobi to embody flare to deliver powerful strikes with their legs. An example would be a concussive flurry of 3 spinning kicks as the user spun on his hands or even using the "Inverted Flamingo" to leap above the opponent using only the arms and then proceeding to deliver a kick to the top of the opponents head.
-Usable 4 times
-Limited to A rank taijutsu same turn


Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: N/a
Description: This body technique would focus on the improvement of one of the most basic compound movements, the squat. The technique would initiate by the Shinobi dropping their butt low, as if they were about to squat, and then exploding into the motion of a squat. Instead of the ninjas upper body rising, their legs would inversely drive down with great force into the ground beneath them. This would dismantle the earth beneath them and create a crater with a radius of 3m, the force from the technique sending a shock throughout the ground beginning with them and ending at Short range, strong enough to cause a Shinobi to fall down. If the Shinobi using the technique was standing over a substance like water or mud, then the force from this technique would displace the substance up to 10m away in the direction of the force applied from 'Ape Squat'. This technique is not offensive in nature but logically could cause damage, for example if an opponent was burrowed in the ground beneath a practitioner who uses Ape Squat, they could be crushed by rocks.
-Can be used 3 times
-Only A rank and below taijutsu in the same turn

(Amaterasu no Hakudatsu) Heavenly Illumination's Deprivation
Type: Supplementary/ Defensive
Rank: S-Rank/ Forbidden
Range: Short
Chakra: N/A
Damage: N/A (-20 to user after is they perform the Forbidden Rank variation)
Description: This technique's very namesake is derived from it's original purpose, which was to deprive the Forbidden Technique of the Uchiha Clan, Amaterasu, of oxygen, thus causing the "inextinguishable flames" to die out at a much more rapid rate than the "Seven days and seven nights" that it's legends state. To achieve this, user performs a swift series of powerful sweeping/ arching Taijutsu actions, all performed at the air surrounding themselves, or their intended target. The intent is not to actually land a direct hit on the intended target or for the attacks to even be remotely within the vicinity of the target, only to have the target be within range of this technique's effect. By successfully performing this series of sweeping and arcing Taijutsu actions, the user disrupts and shifts the flow of air around their target, forcing the air within the area to be "pushed" out of the area. This is somewhat visible in the form of a semi-translucent "dome" around the target, with the area inside this "dome" possessing lower quantities of all elements found in the air, especially oxygen, thanks to the air being forced back. For example, if the users right arm has caught fire, the user can perform the actions and motions with their left, using their strength and speed to remove the elements in the air that allow the fire to continuously burn, causing it to die out almost instantly. The user can also use this technique to neutralize flames that have hit and are burning a partner of the user. The user simply performs the same kind of actions and motions, with the target area being within the range of those actions. Of course, this Jutsu doesn't heal any damage done to anyone hit by a Fire Release Jutsu, it's merely a defensive measure to prevent further damage from remaining flames. Another way this Jutsu can be used is defensively, as a preventative measure, rendering Fire Jutsu inert before they either hit the user, their intended target, or if the user has a decent sense of timing, as they are released. If the user can recognize that a Fire Release Jutsu is about to be performed, through whatever Sensory ability they may possess, and/ or through logical reasoning, this Jutsu can be performed to counter an enemy Fire Release Jutsu either before it's fully performed, or before it reaches the user. The effects of this Jutsu only persist for a few seconds before the air quickly rushes back to the spot the user performs this technique on, meaning if this Jutsu is used defensively, the users timing must be impeccable, otherwise their Jutsu would fail to achieve it's goal, leaving the user open, thus more than likely be hit by the incoming Fire Release Jutsu. This only works on the area where the movement is made, meaning if the user swings their arm in front of them, it doesn't effect fire from behind them.

Note: The S-Rank variant can only be performed a max of 2 times per battle/ event. The Forbidden Ranked variant can only be performed once per battle/ event. Additionally, if the user performs the S-Rank variant more than once, they cannot use the Forbidden Ranked variant, and if they use the Forbidden Ranked variant, they cannot use the S-Ranked variant.
Note: After the first usage of the S-Rank variant, the user cannot perform this Jutsu for 2 turns. After the second, the user cannot perform this Jutsu and Taijutsu of S-Rank or above for 3 turns.
Note: After the user performs the Forbidden ranked variant, the limb(s) utilized in the usage of this technique will succumb to extreme cramping due to the high level of force and muscle control required to displace enough air to affect Jutsu of Forbidden Rank, like the Amaterasu. This results in high levels of pain for the user, as well as an inability to perform any Taijutsu above B-Rank with the affected limb(s) for 4 turns. Additionally, the power of the user's Taijutsu also suffers as a result, weakening the users Taijutsu by 10 Damage for 4 turns. Not only this, but the user is unable to use his arm for handseals for a full turn following the user of the forbidden ranked variation due to the strain it takes to cause such a vacuum.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ. And can't be used against The Pervy Sage.



(Taijutsu: Ōrumaitei no Kosei) Body Art: Quirk of the All Mighty
Type: Defensive/ Supplementary
Rank: A-Rank
Range: Self
Chakra: 30
Damage: N/A
Description: Created by an elusive "Hero" known only as the "Symbol of Peace", Quirk of the All Mighty is an advanced Taijutsu technique that requires extreme body control, meaning any who wish to perform this technique must have completed training in basic Taijutsu, as well as specialize in the field should they wish to utilize this technique. Quirk of the All Mighty is a hybrid defensive and supplementary Taijutsu technique which focusses on the concept of "Shock Absorption", and it's usage to enhance the user's own Taijutsu. Usually the first thing that comes to mind when a "shock absorber" is mentioned is some form of plush material, like a cushion, or a material that can "push back" when force is exerted on it, but the human body also has it's own natural Shock Absorber. The body's muscles. Unlike other kinds of Shock Absorbers though, when our muscles absorb shock, they do not "cushion" a blow, or push it back, instead they contract. For example, if the user defends from a standard punch using their open hand, catching it in their palm, the triceps contract to absorb the shock from the force exerted by the incoming fist. The same concept is applied, but on a much larger scale, to the entirety of the user's body. User's of this technique learn how to perfectly control the majority of their body's muscles in such a way that they can contract the muscles in any given area that is being attacked, and contract the surrounding muscles in a way that they can completely absorb it, in addition to "diverting" it in the direction they contract their muscles. Using this technique the user could block a Taijutsu attack with their fist, contract the muscles in their hand and arm, down their torso, and into their leg, absorbing the shock and diverting the incoming force to their leg. Naturally this technique is more beneficial for users with a "Mesomorphic" build/ body type, or in other words have large amounts of muscle mass, however, even users with an "Ectomorphic", or those with a lankier build/ body type, build can greatly benefit from this Jutsu, and the potential application of absorbing and redistributing shock from a physical attack.

Note: This technique can be performed a max of 4 times per battle. Additionally, the user must wait at least 1 turn between usages.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.



(Taijutsu: Puraudomearī) Body Art: Proud Mary
Type: Offensive/ Supplementary
Rank: B-Rank
Range: Short (- Long (Mobility)
Chakra: 20
Damage: 40
Description: A technique that utilizes physical enhancement through Chakra, for a simple yet effective purpose , Proud Mary requires the user to possess a basic understanding of Taijutsu, and be flexible enough to achieve it's unique, and honestly odd stance. The user starts by gathering Chakra throughout their legs, using it to enhance their natural capabilities, and preparing to stabilize this Jutsu's next step. The user leaps forward with their dominant foot and proceeds to perform a downward arcing kick, spinning their entire upper body, whilst keeping their leg as straight as possible. From this point the user then proceeds to continue the same spinning motion and transition into another downwards arcing kick with the opposite leg, requiring the user to perform a full-split and maintain it for as long as they wish to continue using this technique. The user then proceeds to continuously perform the same series of spinning kicks, keeping their legs rigid and straight, using the constant spinning to both appear and effectively function like a wheel, quickly traversing the terrain, whilst performing a powerful and relentless series of kicks, almost akin to a buzz-saw. This technique can be used to easily close a gap between the user and their target, or to evade certain techniques, and when combined with the "Tree Climbing Exercise" allows the user to effectively traverse almost any kind of terrain at high speeds, even topographical features that are highly elevated, or are inconsistent in nature. Additionally, through the constant spinning/ rotating motion this technique employs, the user can easily reach great speeds, equivalent to their individual top speed, determined by factors such as their Rank, overall Speed Level, etc. This is what makes the technique easily fatal, the overall high speed the user charges at their opponent with, combined with the seemingly endless series of kicks can easily cause severe damage, whether through trauma from physical impact, or even lacerations, simply due to how fast the user is spinning.

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Restrictions
☆ Can only be used twice per battle
☆ Can not use Taijutsu above B rank in the same turn
☆ Can not be used in consecutive turns



(Migatte no Gokui ☯ Chō hon'nō) Mastery of Self-Movement ☯ Ultra Instinct
Type: Supplementary/ Defensive
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description: An advanced Taijutsu art, based on the martial art of "(Mushin) Empty Mind", a mental state where the body reflexively reacts without the need of having any specific input from the practitioner, resulting in such refined levels of instinct and intuition to a level where they can respond to any threat without the need for thought. This is achieved via an intense level of training, wherein one is endlessly bombarded with incredibly fast, yet weak strikes, until they eventually grasp the concept of "self-movement", where each part of the body seemingly acts independently of the user's own will. It teaches one to abandon the practice of "thinking before moving", and simply initiate "moving without thinking". This is incredibly useful, as messages from the brain can only move through the nervous system to one's body parts so fast, subsequently losing precious time in combat that add up with every consecutive movement and action. This technique does not increase, or grant any kind of additional boost to the user's movement, tracking or reaction speed in any sense. Instead, it is akin to an automated defensive stance that allows the user to effectively negate any incoming physical attack that they can, visually or otherwise, register, without actually thinking about performing the actions. The body moves, almost as if on it's own accord, to respond to incoming attacks, and attempts to negate, redirect, or counter them in the most logical manner, before proceeding to intercept the next attack. A perfect idiom to describe this stance is "The lights are on, but no one is home", as the user is clearly responding to external threats, yet doesn't always seem entirely "present". One of the many benefits to this technique is that it is purely physical, and, by it's very nature, requires little to no input from the user themselves, especially in regards to their Chakra flow. As their body is reacting instinctively, rather than with directed motions and a proper input from the user themselves, they're free to use their heads to perform other actions, such as analysing attack patterns, potential weak points, and formulate and initiate proper counter attacks, etc. There are significant drawbacks to this technique as well however as, by it's very nature, it can only allow the user's body to react to actions and attacks that they can witness. This means the user cannot use this technique against attacks faster than they can track or logically register due to speed, but also attacks of a deceptive nature, or attack the user in some unregisterable manner, such as attacks that cannot be physically seen, like "Frog Kumite", or attacks that strike outside the user's field of vision. However, in the case of techniques that are directly applied via physical actions, such as in the case of a Shinobi driving a Rasengan into the body of their opponent, the user can divert this incoming threat by redirecting the physical motions of the opponent's strike, "countering" the Rasengan without making physical contact with it, or even ending the technique. [X] Finally, entering into this stance does not constitute the usage of one of the user's 3 Jutsu per turn, however, if this technique is used to defend against another Jutsu, every instance of a successfully defended technique does consume one of the user's allotted Jutsu from their next turn. When used to defend against freeform actions and movements, no Jutsu slots are consumed. This can, in most cases, force a stalemate in close-quarters combat centric fights, as neither party gains any ground, or inflicts damage upon the other.

Note: Can only be used for a max of 3 turns, and user must wait 3 turns between usages.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and can only be used by Biographies with a Taijutsu specialty.


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Taught to me;


Type: A
Rank: Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: This technique is similar to the Slicing Crimson Wave technique, where the user channels chakra into their sword, and then releases it in a crescent shape. However, in the Hurtling Star Technique, the user will rapidly pump their arm(s) back and forth, performing multiple forward thrusts with their sword. This action releases a maximum of four, five foot long beams of chakra at any desired location. This technique can also be used with two swords.
Note: Can only be taught/used by Selendrile
Note: Usable three times per battle


Type: Attack
Rank: C
Range: Short
Chakra Cost: 15
Damage Points: 30
Description: User forces chakra flow to muscles and joints in the arm allowing user to perform several rapid strikes in quick succession.
Note: Must use with a sword, katana, or tanto.
Note: Can only be taught by Kārin


Type: Offense/Supplementary
Rank: C
Range: Close
Chakra: 15
Damage: N/A
Description:This technique allows the user to end their Kenjutsu technique mid way, in order to quickly transition into a Kenjutsu maneuver of C rank. Focusing chakra into their waist, spine and attacking arm, The user will momentarily pause as his muscles begins to clench in said areas. The second it is felt, like an instinct, the user releases the placed chakra, allowing them to move freely without being forced by the bodies previous strike momentum. Giving them seconds to try and form an attack to combo the previous with. If done correctly, the target will notice the user do a fake out, crossover move or "juke" like movement before beginning his next attack.
Notes:
- Next jutsu must be a C rank Kenjutsu.
- Cannot alter or change users flight path.
- Can only be used 3 times per battle after every 10 user posts.
- Can only be taught by Shinobi B "Benn"


Type: Offensive
Rank: A -ranked
Range: Short
Chakra: 30
Damage: 60
Description: A sword technique which is based on the concepts of the Hyuga Clan’s main style of fighting, Gentle Fist. This while it was developed by said members of the clan, it can be used by anyone but not towards the extent of which a Hyuga can. The user will channel chakra into their blades, where they manipulate the chakra mostly towards the tip of the blade. The user will then make five consecutive stabs towards the target’s tenketu’s using ones Byakugan , forcing them to be closed and sealed. The user will then unleash another five strikes perpendicular striking five more chakra points and sealing them away. The impact will create an X shaped pattern on the chest of impact in which the user dealt. Once down, the user will deal one last strike towards the chest directly in the center of the X and cause a burst of chakra to push the enemy back a few feet away. This sword technique emulates the Gentle Fist by using the chakra in the sword to insert and forcefully close the tenketsu’s. In the case of non Hyuga users(Samurai and Kenjutsu Specialists), they will simply stab into the chest of the target normally without sealing away the chakra points of the enemy.

*Blocked chakra points will be sealed after attack for one turn, restricting the opponent of techniques A-rank and above*
*Can be used twice per battle*
*Can be used by non Hyuga bios, however don’t gain the chakra sealing due to lacking knowledge of Gentle Fist and the Byakugan*

(Kenjutsu: Chikyū Seishin No Mukui) Sword Art: Earth Spirit's Reckoning
Type: Attack/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user gathers an immense amount of chakra that is kneaded inside the body and channelled into a sword held vertically behind the user's back with both hands. The chakra will pool to the edge of the blade that faces towards the user and be released all at once as the sword is swung in a vertical downward motion. The released chakra will appear as a quick flash of green that acts as a kind of thruster to increases the speed and force of the swing tremendously, so much so that it is able to shatter the ground around the user up to mid range, and destroy earthen structures of the same rank or below. The shattering of the ground gives rise to a dust cloud that obscures the vision of both the user and the opponent. The Main focus of this techniques, which is to destroy the ground, also serves to unearth objects lying beneath the surface, such as people or summonings which are traveling through the earth. Due to the force of the impact and damage caused to the sword, this technique can only be used three times. Upon being used the third time, the sword's blade will shatter.
~Can only be used three times per battle.
~Cannot be used consecutively.

 
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Nathan

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Type: Weapon
Rank: S-rank
Range: Short
Chakra: 40 (-20 per turn Wind of the Fire Sword is activated)
Damage: N/A
Description: Excalibur is a typical Western sword with a length of ninety centimeters and a width of twelve centimeters, and it has Fairy Letters inscribed on it to show that it is not the work of mankind.

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Excalibur's primary strength, as shown in the hands of Artoria, is its ability to store large amounts of chakra channelled into by its wielder. Utilizing this chakra, the user can lessen the chakra he uses from her own reserves in battle, allowing her to continue fighting for longer periods of time. Particularly, she stores fire natured chakra in Excalibur, and then channels wind chakra into it during a fight, combining these elements for a special form of chakra flow he calls the Wind of the Fire Sword (Hiken no Kaze).

Avalon: Subete Tōki Risōkyō | Avalon: The Everdistant Utopia
- Avalon is the hallowed scabbard of Excalibur, the embodiment of the utopia Artoria seeks. It is a luxurious piece of equipment made of gold and decorated with blue enamel that seems more like a treasure to show dignity and nobility like a crown or staff than a weapon, it is a scabbard. The scabbard is quite special in the sense that it doesn't quite act as what a normal scabbard would, this one actually resides within Artoria's body and can be materialised with the use of her chakra. The main ability this scabbard holds is a type of ultimate defence of sorts. The scabbard dissipates into countless tiny particles in the air and engulfs the user to become a "portable fortress" that shuts out all interference. This is done by placing Excalibur within the scabbard which releases chakra into the scabbard which causes the scabbard to create a type of barrier made out of chakra and the scabbard itself that protects the user from attacks from all angles, this in turn causes the user to lose access to Excalibur for the turn the defence is active. The scabbard on its own is nothing more then a useless artifact, as the scabbard only reacts to either Excalibur or Artoria herself, if someone else tried to use it, it wouldn't react to them, it only reacts to Artoria's chakra. This technique is equal to that of a S-rank technique.
- The ultimate defence can only be used twice per-match, and can only defend up to A-rank techniques.
- The ultimate defence only stays active for the turn it is used on.
- The ultimate defence in size is about one inch all around away from the user.
- The user looses access to the use of Excalibur for the turn the defence is active.
- It releases blue aura around the user when used.
- Cool down of one turn before re use.

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Hiken no Kaze | Wind of the Fire Sword utilizes Excalibur ability to store chakra over long periods of time, and then combines this stored chakra with chakra. The user flows into the blade during the heat of battle. The user accumulates chakra of the fire nature inside of Excalibur, until the sword possesses a great enough reserve of that chakra, which is necessary for the technique to be used without exhausting the chakra supply. When the user flows her wind chakra into the blade, it works together with the stored chakra; first, flames erupt around it, and then the wind comes forth, taming the flames and condensing them against the blade like another layer of metal, just that this one displays a darkened version of Excalibur, with a spiral like pattern laid on the blade. This has multiple effects: for one, the wind strengthens the fire, resulting in a super-heated blade which can easily meld rock and cauterize the wounds inflicted with it; it also dramatically increases the cutting potential of Excalibur, being able to slice though earthen based substances with ease, and metal based weapons, that hold no special abilities such as kunai, swords, and so forth.
- This ability is equal to that of a S-rank technique.
- Wind of the Fire Sword transformation lasts a max of three turns. After that the sword reverts back to it's standard form, and will not be able to channel any more fire or wind chakra chakra into it for the rest of the match. Also the user will be unable to use any fire or wind techniques for one turn after the revert. And follows the strengths and weaknesses of fire.

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Hiken no Kaze: Ten o Bunkatsu Sutoraiku | Wind of the Fire Sword: Strike That Splits the Heavens - It uses the fire chakra stored inside Excalibur to release a trail of flames around the blade, which then enhances with wind chakra for attacks. In its most basic form, the user just slashes in the direction of the desired target, resulting in the creation of intense flame waves that follow the trajectory of the previous swing. The user can also completely surround an area with the flames, forming something small like simple walls to trap enemies, or even a different shape which burns them to death on contact; the user can also utilizes this ability defensively, engulfing the immediate area around themselves in such fire.
- This ability is equal to that of an A-rank technique.
- Wind of the Fire Sword: Roaring Flame Whirlwind ability may only be used thrice per-match and is only usable while in the wind of the fire sword form.
- Has a long ranged reach.

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Notes:
- The storing of the fire chakra ability does not counts as a move. But if the users intends to do this, they must post this technique as a reference.
- Every ability count as a move per turn
- Can only be used by a Artoria (Saber) bio.
- Can only be taught by Nathan.


Members who have learnt this:
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Taught:

(Misuto Yajirushi) Mist Arrow
Rank: S
Type: Weapon
Range: Short
Chakra cost: 40
Damage points: N/A
Description: Mist Arrow is two cannons strapped to the user's forearm. They have different designs(meaning the skull is a different shape or different look like for and example it could be a snake head) based on the user of the weapon. The default design is that of a skull on the front of it attach to a barrel.

The Arrow are made of a material so the user can channel their chakra and manipulate water sources or even the moister in the air for varies objects such as weapons and shields on top of them as its main ability. These two cannons are the perfect weapon for a weapon user and water user. The user channels their chakra and absorbs some water or moister in the air. The highest the rank of the object that is made of water is A rank or lower.

Mist Arrow secondary ability is to use the user's chakra to produce the same weapons and shields as if they were to use it with a water source described before. The highest rank of the object is A rank or lower.

The third and last ability of Mist Arrow is to release a compress blast(can be shaped into different figures so fit the situation at hand) of one of the first two abilities to use a water source describe before or using the user's chakra to send it at a target. This ability is B rank and can only be used every other turn.

-Only one ability is able to be used a turn
-Water ability is only used when the air has enough moister to make the weapon of chose of the user or a some type of water source is in the area of short range of the user to use to use to make the weapon of chose of the user and must have the user chakra in it or no chakra at all.
-The weapons made from the water/chakrae still go by the elemental advantages and disadvantages
-The weapons also feel like the real weapon when used
-Cost a jutsu slot every time to defend or attack
-Water users like Tobirama, Gyojin clan members, and Mei who all can in their own unique way generate/create water from thin air, can create the water this way.

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Dropped:
Sakugen | Reduction
Type: Weapon
Rank: S-rank
Range: Short - Long (Only if the chain is used.)
Chakra: 40 (+30 for every beam of chakra used.)
Damage: 60 (+20 for every beam of chakra used -5 when the user absorbs raw chakra)
Description:
A blade of the finest quality forged by Castiel and named for its raw chakra stealing abilities. It is exquisite in both form and use, a dual edged blade that mimicked the shape of a roaring flame, a hilt of obsidian, and a long chain hidden within the hilt which would only respond to his chakra. This blade was developed to steal the raw chakra from opponent with every connecting attack, and store them within, making it a “living” but not sentient blade. He crafted it of Crusentu, a metal darker than night and near indestructible. Due to its large size it is worn on Castiel's back and when swung it can deal both slashing damage and blunt bashing damage. With each swing that connects with the opponent chakra is taken and absorbed by the sword. Once raw chakra has been absorbed into the blade it may be used to produce beam of energy that can cut through steel and fly off the blade with each slash, increase the cutting power of the blade, or provide Castiel with chakra. Within the hilt of Sakugen is a chain that can be used to extend the range of the swings and enables Sakugen to be used as a projectile weapon that may be retrieved. The chain has a limit of extending to a distance of twenty meters, and is able to retract at a speed of half a second per meter, meaning it takes ten seconds to retract Sakugen after the chain has been extended to the maximum length which creates a large window from an opponent to counterattack.
Restrictions & notes:
- Using Sakugen and it's absorbing raw chakra both count as 1 of the 3 moves
- Sakugen is on Castiel's back at all times.
- Sakugen can't absorb anything but raw chakra.
- Can only use the absorbing raw chakra from opponent(s) ability three times per-match.
- User takes five damage when absorbing opponent(s) raw chakra.
- Chain only extends to 20 meters and takes 10 seconds to retract the chain/sword.
- Can only be wielded by Nathan and his Castiel bio.
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Getsushō | Moon-Piercer
Type: Weapon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Getsushō looks like a katana with an extremely long blade, reminiscent of a nodachi. It sports a red and black coloured, western-looking hand guard and has a traditional yellow and red hilt-wrapping flanked by golden-coloured plates on the hilt, which ends in a very ornate, carved pommel. The sheath belonging to it is lacquered red. Because of its unusually long blade, Getsushō is noted to be difficult to handle, something which is further enhanced due to the hardness of its blade also making it heavier than a normal katana; as such, much training and physical strength are necessary to wield it properly in battle. Getsushō's hardness, however, makes for strong blows and a similarly strong defence.
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Getsushō's primary strength, as shown in the hands of Nathan, is its ability to store large amounts of chakra channelled into it at the start of an battle by its wielder. Utilizing this chakra, the user can lessen the chakra he uses from his own reserves in battle, allowing him to continue fighting for longer periods of time. Particularly, he stores fire natured chakra in Getsushō, and then channels wind chakra into it during a fight, combining these elements for a special form of chakra flow she calls the Wind of the Fire Sword (Hiken no Kaze).

Shottogan Inpakuto | Shotgun Impact - Another one of Getsushō's primary strength is when the blade comes into contact with his opponent, the user can focus their own chakra into his blade and release it. The result is equivalent to the effect of a shotgun blast, ripping apart the nearby flesh. A brief burst of fire also comes from the blade while the jutsu is executed, making the user look as if they had fired a shotgun. This ability is equal to that of a B-rank technique. This ability can be used without the need of transforming into Wind of the Fire Sword form.
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Hiken no Kaze | Wind of the Fire Sword utilizes Getsushō ability to store chakra over long periods of time, and then combines this stored chakra with chakra. The user flows into the blade during the heat of battle. The user accumulates chakra of the fire nature inside of Getsushō, until the katana possesses a great enough reserve of that chakra, which is necessary for the technique to be used without exhausting the chakra supply. When the user flows his wind chakra into the blade, it works together with the stored chakra; first, flames erupt around it, and then the wind comes forth, taming the flames and condensing them against the blade like another layer of metal, just that this one displays an intense orange glow. This has multiple effects: for one, the wind strengthens the fire, resulting in a super-heated blade which can easily meld rock and cauterize the wounds inflicted with it; it also dramatically increases the cutting potential of Getsushō. This ability is equal to that of a S-rank technique.
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Hiken no Kaze: Mōka Tsujikaze | Wind of the Fire Sword: Roaring Flame Whirlwind - It uses the fire chakra stored inside Getsushō to release a trail of flames around the blade, which then enhances with wind chakra for attacks. In its most basic form, the user just slashes in the direction of the desired target, resulting in the creation of intense flame waves that follow the trajectory of the previous swing. The user can also completely surround an area with the flames, forming something small like simple walls to trap enemies, or even a massive twister which draws opponents in with its winds to burn them to death; the user can also utilizes this ability defensively, engulfing the immediate area around themselves in such fire. This ability is equal to that of an A-rank technique.
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Hiken no Kaze: Subeta Honoo Kuuki | Wind of the Fire Sword: Sword of Flame & of Air - Using the fire chakra stored within Getsushō the user releases it, and while that is happening the user also channels wind chakra into it, the chakras wraps around the sword in a spiral pattern. While the chakras are on the sword, the chakras move at high speeds around the blade. This is the source of the Wind of the Fire Sword: Sword of Flame & of Air power. The user would then preform a powerful stab while simultaneously releasing all of the chakra at once. If an opponent is hit by it, the foe will receive major damage while being launched off their feet. This ability is equal to that of an B-rank technique.
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Notes & Restrictions:
- The storing of the fire chakra ability does not counts as a move, but must be mentioned in the users first turn of the match, and it can be stored there for as long as the user needs. But needs to be filled on the users first turn.
- Shotgun Impact ability may only be used four times per-match, and has a short ranged reach.
- Wind of the Fire Sword transformation lasts a max of four turns. After that the sword reverts back to it's standard form, and will not be able to channel any more fire or wind chakra chakra into it for the rest of the match. Also the user will be unable to use any fire or wind techniques for two turns after the revert.
- Wind of the Fire Sword: Roaring Flame Whirlwind ability may only be used twice per-match and is only usable while in the wind of the fire sword form, and has a long ranged reach.
- Wind of the Fire Sword: Sword of Flame & of Air ability may only be used twice per-match, and is only usable while in the wind of the fire sword form, and has a short range reach.
- May only be wielded by Nathan, and who he chooses.

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Summoning Animal: Griffin's.
Scroll Owner: Nathan.
Other Users who have signed contract: Yume, , , , , Hokusai
,
Summoning Boss if existing: Hono.
Other Summoning Animals tied to contract: Belphegor, Amaymon, Lilith, Akame, Toothless, Benzaiten & Idaten, Garuda, Cornyx &
Approval: . (Was approved in one of the older cj threads it seems)
Summoning Animals:
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1.
Rank: S
Type: Supplementary
Range: Short
Chakra: 40
Damage: N/A (60 w/ A-Ranked fire stream's)
Description: Hono is the emporer of all Griffin's. He is also known to be the most powerful of all Griffon's. Hono earned this title by defeating Tsume in an all out battle for the title. He has a very calm, nice, and forgiving personality. Hono mean's blaze, and Hono certainly live's up to his name. He is a very powerful creature, who does not have to rely on special ability's or ninjutsu in a battle. Hono is very capable physically, having a very muscular body and razor sharp claw's that can tear through flesh like butter. He can move and run with immense speed, and he can soar through the air even faster. Due to his speed he move's faster then a shinobi sage. But Hono earned his name through special ability. He can easily breathe stream's of fire that are capable of scortching anything in his path.
♦ Can only be summoned once per battle.
♦ Must have signed Griffin Contract.
♦ Fire Stream count's as a move.
♦ Fire Stream's are A ranked, and reach up to mid range.
♦ Lasts 4 turn's before dispersing.
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2.
Type: Summoning
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user bites his thumb and wipes blood over a tattoo placed on a body part and slams his hands on the ground to call forth the legendary and mighty Belphegor, the thunder emperor, Bell is a extremly large Gryphon and is able to carry a total of three people on his back, he is the exact same size as gamaken, but what makes him special is his fur/feathers it has gray-brown-blueish colors, with the tips of his feathers colored deep royalblue, and his eyes are completely blue with the round border being gray. Bell has the manipulation of the lightning affinity, from his birth he trained to master the lightning element and thus he become more accustomed to it, therefore he can use the lightning element upto S-rank, not to mention that his both wings are always covered with S-Ranked lightning when summoned he can use it in close combat, Belphegor does not need any handseals to perform lightning techniques, due to his mastery over the lightning element he even rivals the fire emperor. Belphergor is often refered to as the Lightning Emperor.
♦ Note: Bell can only be summoned once per battle.
♦ Note: Belphegor can stay on the field for 5 turns per battle.
♦ Note: Can only be taught by the holder of the gryphon contract.
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3.
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 a body part and slams his hands on the ground to call forth the legendary and mighty Amaymon, the earth emperor, Amaymon is a very large Gryphon and is able to carry a total of five people on his back, he is the exact same size as gamahiro, Amaymon usualy wears silver armor, which protects him from kunai's and basic weapons, as seen in the picture, but what makes him special is his looks his fur/feathers are goldish/silver of color, with the tip of his feathers colored light brown, and his eyes are the color of the desert repersenting his elemental affinity, he has a very interesting body strucutre which is very well build even amongs the Gryphon's it's muscular and just as hard as stones. Amaymon has the manipulation of the Earth affinity, from his birth he trained to master the earth element in Iwagakure and thus he became more accustomed to it, therefore she can use the earth element upto S-rank, without any use of hand seals (counting towards the users moves), and he can only perform his jutsu's while he is on the ground. Amaymon is often refered to as the Earth King, Amaymon.
♦ Note: Amaymon can only be summoned once per battle.
♦ Note: Amaymon can stay on the field for 5 turns per battle.
♦ Note: Can only be taught by the holder of the gryphon contract.
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4.
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 a body part and slams his hands on the ground to call forth the legendary and mighty Lilith, the sky empress, Lilith is a fairly large gryphon and is able to carry a total of three people on her back, she is the exact same size as sasuke's hawk, but the thing that makes her special is her looks, her fur is completely sky blue, with the tip of her feathers colored light orange-blue, and her eyes are the color of the skies resembeling her elemental affinity, Lilith's both wings are always covered with a sort of s-ranked wind barrier which cuts everything that comes near it, this comes handy in close combat, Lilith has a very interesting bone strucutre which is hollow from the inside and very thin, thus it makes her lighter allowing her to be the most fastest gryphon of her kind to ever exist, a normal ninja could easly loose track of her in the skies, and she is also very hard to spot due to her effective camouflage. Lilith has the manipulation of the wind affinity, from her birth she trained to master the wind element and thus she became more accustomed to it, therefore she can use the wind element upto S-rank (counting towards the users moves), without the use of any handseals. Lilith is often refered to as the Sky Empress, or simply Sora.
♦ Note: Lilith can only be summoned once per battle.
♦ Note: Lilith can stay on the field for 5 turns per battle.
♦ Note: Can only be taught by the holder of the gryphon contract.
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5.
Type: Summoning
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The user must bite his thumb and wipe the bloood on his tattoo and snaps his fingers to summon Akame, Prince Of The Griffins. Akame meaning Red eyes was given that name by his Dad, The Griffin King. He is a Griffin chick, he is about the same size as a bear cub. Due to the fact that he has no fur yet he is placed in jet black looking armor which is given to all baby Griffins.The armor protects him from projectiles.The armor is made of strong yet very light material still allowing Griffins to fly at fast speeds. He has extremely sharp talons that can be used to cut and tear into the opponent. Being the son of the Griffin King he has a natural affinity to fire and can shoot out small C-rank fireballs that move extremely fast due to their size. He has an extremely heightened sense of smell which allows him to pinpoint the enemy locations. He has been training with Mugen ever since Akame was born, due to the special bond they have developed a fighting style with each other making them the ultimate tag-team.
*Can only be taught by Mugen Ryukyu
* Fireball counts as 1/3 moves a turn
* Fireball is short-mid range
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6.
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Toothless is young among the Griffin population. Yet his young age does not hinder his abilities in combat nor his personality or intelligence. Toothless is an intelligent Griffin capable of easily communicating with his summoner and his fellow Griffins. He boats a friendly personality with his dry humour, teasing, and playfulness. In his home Toothless is very popular with his friends and children. All appreciate his playful behaviour. In heated combat however Toothless allows his intelligence to take over and put him into a calm and collected state. Toothless boasts a large size with a wingspan of 8.5 meters. His feathers are nearly all black allowing him to easily blend in with dark surroundings such as caves and the night sky. In flight, he is incredibly graceful and can fly as fast as any Griffin regardless of size. As a mature Griffin Toothless is highly capable of manipulating his chakra like any other living being. Toothless is noted for his unique saliva and its properties when he infuses his chakra into it. His saliva offers both offensive and supplementary purposes to the summoner allowing them to access either of its abilities depending on the situation. The first use is the usage of the saliva as a powerful adhesive. Normally, water can take on a glue like state. However, this takes that to the next level. The adhesive properties of Toothless’s saliva make it almost an instant glue (similar to Water Style: Starch Syrup Capture Field but slightly different) when it connects with the target. The glue is incredibly powerful and makes it nearly impossible to break without the use of a high ranked internal technique (S-rank raw chakra based technique, or A-rank elemental technique). In this state his saliva also has a burning property to it, this burning is produced by the very small amount of fire that resides within his mouth and due to that, the fire and his saliva merge together when Toothless needs it. While the glue hardens quickly it will also burn the target causing 2nd degree burns on contact causing immense pain. Toothless’ saliva can also take on a supplementary use as well allowing him to heal his summoner when he covers the summoner’s wounds in the saliva. The saliva is not an accurate or precise heal. It will simply stop the bleeding of surface wounds, anything deeper than that the saliva will have no effect on. It cannot repair severed limbs or anything of that degree. Simply it can stop any immediate danger and allow the summoner to fight on longer. Toothless creates this supplementary saliva by dividing the bad types of bacteria from the good ones, so he doesn't harm the user. Toothless’s final ability is one that allows him to change the colour of his black feathers to anything he wishes allowing him a potent camouflage which takes advantage of his surroundings. This is incredibly versatile and makes it so anyone outside of short range of Toothless will have great difficulty in seeing him, if one is to pay attention though, they will be able to see the ripples that Toothless will cause though the use of movement.
Notes:
- Can only be summoned once.
- Will remain on the field for a maximum of four turns.
- Toothless’s saliva ability counts as two different abilities – an offensive burning glue or a supplementary healing technique. Both are S-Rank techniques. Both techniques have a mid-range reach. Each technique can be used twice.
- The camouflage technique is an A-Rank technique. Lasts for two turns unless he uses another one of his abilities.
- The fire within Toothless' mouth cannot be used for attacks on its own, it can only be used in conjunction with the saliva.
- Each one of Toothless abilities count as a move.
- Must have signed the Griffin contract
7.
Type: Summoning
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll in order to summon Benzaiten and Idaten, the Harmonic Twins. As twins, they share similar appearances, voices, abilities, etc, however they have radically differing personalities, which is how one can usually tell them apart. As a result of their "unique" birth, being hatched from the same egg, the twin Griffins developed a special equilibrium of Chakra natures, a delicate balance of Element's and applications for those Elements that should have been inherited by a single Summon, but were split amongst the Twins in this case. Not only has this bonded the twins out of a sense of necessity, it's also made them one of the best duos in the Summoning Animal community.
Idaten: The eldest of the twins, Idaten is also the more dangerous of the two as his brash, hotheaded nature and headstrong personality always seems to get himself into danger, simply for the fun he finds in it. A majestic beast to behold, he is six foot tall, eleven feet in length and both his feathers and fur have a dark striped pattern running through them. Idaten also possesses a large plumage of feathers and hair rolling from his head to his tail, which he displays with great pride and zeal whenever the opportunity arises. Idaten is known for his affinity to perform offensive forms of Sound Release, such as "(Ototon: Hibiki Rendan no Jutsu) - Sound Release: Echo Assault Skill" and "(Ototon: Himei Zetsubou no Jutsu) - Sound Release: Scream of Despair Skill" up to A-Rank. In addition to this, Idaten also possesses an affinity for Lightning Release Jutsu up to B-Rank and of course, usage of any Jutsu by Idaten counts towards the users 3 moves per turn.
Benzaiten: Younger brother to Idaten, Benzaiten is more relaxed and timid, preferring to take a more tactical approach to battle than his brother. Benzaiten's fur and feathers are a lighter shade than Idaten's, with dark brown spots speckling his entire coat and plumage. His lithe figure and generally slimmer frame would make one believe he is weaker than Idaten, however this is not the case. Just like Idaten, Benzaiten is known for his special equilibrium of Nature Affinities. Benzaiten is well known for his usage of "covert" and Supplementary forms of Sound Release. Idaten has such a highly tuned sense of hearing that he always has the "(Ototon: Naiteki Ne no Jutsu) - Sound Release: Inner Sonar Skill" activated passively, allowing him to keep his Summoner updated on specific details, such as the location of their opponent/ target, should other methods of detection be unavailable. Benzaiten also has access to other indirect Sound Release skills, such as "(Ototon: Teisei Tame Inu) - Sound Release: Whispers to the Canines" or "(Ototon: Takanari Kichigai) - Sound Release: Ringing Madness". Benzaiten has access to like Sound Related skills up to A-Rank. In addition to this, Benzaiten is also able to perform Wind Release Jutsu up to B-Rank and besides the aforementioned case of "(Ototon: Naiteki Ne no Jutsu) - Sound Release: Inner Sonar Skill", each count as a usage towards the users 3 moves per turn.
Note: Can only be summoned once.
Note: Each Griffin can remain on the field for a maximum of four turns.
Note: Cannot summon any other Griffin for the next two turns.
Note: Must have signed the Griffin contract.
8.
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Garuda is the most talented of all Griffins who is known for his immense knowledge in the field of taijutsu and genjutsu that he acquired over the ages. His age is unknown even to the Emperor Griffin, as he was still alive and as young as he is today, even when the Emperor was born. When on his four limbs, Garuda stands thrice as tall as any human, while his wing spans around 12 meters long. He has a red muscular body with golden wings, and a golden hood that gives him an appearance of that of a phoenix. Even though his size is comparatively smaller as compared to the Emperors, Garuda possesses the talent to defeat each and every one of them, due to him being the master of the ancient Griffin Claw Arts. With constant training, Garuda has developed claws that can crack even the hardest substances on earth. These claws can not only take any amount of damage, without feeling any repercussion, but they can rip open the target's flesh using the raw muscle strength. Even his body, protected by the golden feathers, are immune to C-Rank and below physical attacks. He can take one B-Rank attack once and still continue though. This is again, due to the numerous times that he has hurt himself during training, that he no longer feels the pain in those areas. His reaction and movement speed is twice as much as any other Griffin, giving him an unfair advantage over others. However, this does not affect his flying or running speed. Although Garuda is so much proficient than others in Taijutsu, he rarely gets in a taijutsu brawl. That is because, he would have already defeated the target even before the fight has begun, thanks to his Genjutsu skills. Since he is unable to use elemental chakra, Garuda flaps his wings to release a pulse of chakra(mid-range). Anyone caught within the radius, gets caught in the genjutsu (A-Rank against one person; B-Rank against multiple) where they will see purple smoke appearing all around the terrain, to blind their vision. Garuda can constantly channel his chakra into their brains, since he is not capable of performing any other elemental attacks, by spending 10 chakra every turn. The smoke will limit the vision of the target(s) to short-range of themselves, and they can only see silhouette of everything around. And to add to the confusion, the target(s) will see the silhouettes of multiple entities hovering around them, till one of them attack the target(s) from behind, break their spine, and render them motionless which causes mental damage (40). In reality, the target(s) are free to move.
Notes:
- Can only be summoned once.
- Garuda can carry two people on its back.
- Garuda can only use the genjutsu mentioned above.
- The genjutsu above can only be used once per-match, and while Garuda is on the field. Genjutsu lasts two turns unless broken.
- The genjutsu cannot be layed with.
- Garuda lasts on the battle for 4 turns.
- Must have signed the Griffin contract
9.
Type: Summoning
Rank: S-Rank
Range: Short
Chakra: 40 (-30 Chakra to activate his ability)
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll in order to summon Cornyx, the Emperor of the Void. Cornyx is an ancient and malicious Griffin, said to have been old even while the Sage of the Six Paths still walked the earth. He is a monstrous and horrific sight to behold, as his body is mostly covered in matted black fur and ruffled ebony feathers, both of which are slowly decaying, while his body generally looks emaciated and well aged beyond any other Summoning Animal on the Griffin Contract, lending him an air of eeriness and general undeath. But despite his ghastly body, Cornyx can still fly and maintain flight for as long as any other Griffin, regardless of his seemingly decomposing form. Cornyx is also a very powerful Griffin, rumored to rival or potentially even exceed the power of the Griffin Emperor, Hono, however, due to his less than polite and kind personality, he is considered the "black sheep" of the Griffin Summoning Contract, and thus would never truly be considered for the position of "Boss" or "True Emperor".
Cornyx's greatest strength is also his greatest weakness, as it doesn't rely solely on his own power, and depends on the participation, unwilling or not, of his Summoner. Upon summoning him, Cornyx will attempt to make physical contact with his user, attuning himself to, and siphoning off of one of his summoner's Chakra Natures, like a parasite leeching from it's host. Cornyx will passively absorb a large amount of the user's Chakra (60 Chakra), and from that point on he will be capable of using whatever Chakra Nature he absorbed from his Summoner. Cornyx can choose from any Elemental Nature his Summoner is in possession of, be it one of the Basic 5, an Advanced Nature like KG, or a special element, sound, rain etc... The more powerful and unique the Chakra nature, the more aggresive and avaricious Cornyx becomes in his pursuit of it, which may end up in him deliberately harming his Summoner in order to achieve new Chakra and the abilities and techniques they allow him. Through this ability he will be capable of using all of the Jutsu of that Element, up to and including S-Rank, without the need for handseals. With all Jutsu used by Cornyx logically counting towards the users total Jutsu per move. This ability to adapt to other natures can be used as many times as Cornyx wishes, however, it always incurs the cost of 30 Chakra from the user, and the Element(s) from the latest usage of this ability overtake the Element(s) from the last, meaning Cornyx cannot have access to mutliple Elements simultaneously.
Note: Can only be summoned once, and can remain on the field for a maximum of four turns.
Note: Cannot summon any other Griffin for the next two turns.
Note: Must have signed the Griffin contract.
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Yüme's permission for allowing me (Nathan) to take full ownership of Griffins: .
Yüme training me (Nathan) in Griffins: .





Techniques:

26.
Type: Offensive/ Supplementary
Rank: B-Rank
Range: Short - Long (Short AoE)
Chakra: 20
Damage: 40
Description: Many Flying Contracts have their Animals utilize their feathers in combat, giving them such special effects as exploding upon contact with a solid medium etc. The Griffin's of the Griffin Contract utilize this ability to great effect with their own Elemental Affinities. By channelling Elemental Chakra within their feathers, then firing them at their designated target, the Griffin's utilize their projectile-like feathers as a form of "Chakra Dampener". Because the feathers are loaded with a great amount of Elemental Chakra, once fired and separated from their Griffin, these feathers slowly "leak" this Chakra into their surroundings. This "leaked" Chakra acts as a buff or debuff to Jutsu, depending on the Element of the Jutsu being formed. For example, if a Water Style Griffin performed this technique, and the opponent is unaware of the influence it exerts into it's surroundings, and attempted to perform a Fire Style Jutsu, the leaked Water Style Chakra from the Griffin's feather would affect the Fire Style Jutsu, decreasing it's Rank by 1, affecting it's power and effectiveness as a result. The opposite is also true. If the same Griffin performed this technique, and fired a feather next to their Summoner, who then proceeds to use a Water Style Jutsu, it's Rank would be increased by 1, thus affecting it's power and effectiveness as a result. This technique can only detrimentally affect a Jutsu of the same Rank, or lower, while it can reinforce any Jutsu from E-Rank to A-Rank.

Note: Can only be used a total of six times per-match/event..
Note: Must have signed the Griffin CSC.

27.
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description: One of the greatest abilities of Griffins is, their immunity to fire. They can blaze through storms of fire, without even a scratch on their body. Their skin is so tough, that it can withstand even the hottest temperatures of fire. Users of the Griffin Contact can take advantage of this ability, by forming the seal of confrontation, to summon the Griffin's skin from their homeland (similar to summoning Toad stomach). As soon as the seal is formed, the user's body undergoes changes. From the pores of his skin, the skin of griffin emerges all over their body, like fungus taking over a piece of bread. The skin, red-black in color, creates a tight mesh over the user's body, to a form a coating over their existing skin, that provides certain qualities to the user's body. The Griffin skin serves two purposes: The first being the obvious, that it renders the user immune to all flame type fire attacks S-rank and below. However, the user will take damage if the fire attacks contain rocks or other debris (only impact damage). The second purpose is that, the skin helps the body to maintain homeostasis. Any changes in temperature outside, will not affect the body of the user. However, both these properties only work as long as the user is covered in the Griffin Skin. The skin being so tough, also allows the user to take lesser damage from taijutsu based attacks (-20 damage).
Note: The skin reverts to homeland after 4 turns.
Note: Can only be used once per battle/twice per event.
Note: Must have signed the Griffin contract.

22.
Type: Supplementary, Offensive
Rank: A-rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: While neither Benzaiten nor Idaten possess the skill or general Chakra control to perform Sound Release Genjutsu on their own, they can combine their Chakra's in the form of a loud, continuous and harmonized cry, that creates an A-Rank Illusion which affects a very wide omni-directional area, mid-range from each of them. Any target(s) of this Genjutsu-infused cry within a rough 15m radius that hears it is immediately rendered immobile, and trapped within a paralyzing visual & auditory Genjutsu. Within this illusion the target witnesses themselves being bombarded by a flock of winged beasts, each one assaulting them with high pitched screams that reek of agony and suffering. In reality the target is constantly subjected to the harmonized cries of the two Griffin's, which isn't as powerful as a physical Sound Release technique, but still takes it's toll as time progresses. If the target(s) of this Genjutsu remain trapped within it's confines for the entirety of the two turns the twins can maintain, the mental strain that the Genjutsu inflicts will begin to appear, rendering the target(s) completely paralyzed and deafened due to an intense ringing in their ear, a residual effect of the screams from both the twins, and the beasts within the Genjutsu. The after-effects of this Genjutsu take 2 full turns to recover from, by which point, the target(s) may have already been subjected to torturous forms of "play" by the twins, especially Idaten. The sound waves by themselves do not cause any physical damage, except mental damage that the target(s) receive while being subjected to the illusion. Also, since the user/summoner, has so much training with the two, he/she would've been used to the cry, and as such wouldn't get trapped in the illusion.

This Illusionary Technique is unique to Idaten and Benzaiten. While performing this Genjutsu, both Idaten and Benzaiten are solely occupied on maintaining this Genjutsu, and cannot use any other technique actively, however, as long as they are fuelling the Genjutsu with their harmonized cry, the Genjutsu cannot be broken through traditional means (Pain, ) because so long as the cry is fuelling the illusion, even if it's broken, it immediately traps the target(s) again (unless a chakra surge is created to break the effects. The twins can maintain this Genjutsu for a max of 2 turns, before they must stop. This is because the strain on their vocal chords from performing the Genjutsu forces them to stop, before they do permanent damage to themselves. Also, to use this genjutsu, either Idaten or Benzaiten (whoever produces the base note), will have to build up chakra in their throat first (which lasts one turn), that creates a loud high-pitched noise, and then the other sibling, would join in, to harmonize the voice note, and thereby creating an illusion.
Note: Must be a signer of the Griffin contract.
Note: Can only be used twice per-match.
Note: Cool down of one turn before re-use.
Note: Benzaiten & Idaten must both be present to use this technique.
Note: Lasts for two turns.
Note: Cannot be layed with another genjutsu.
 
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Nathan

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Ducks - Dropped.

DROPPED

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Approval: | | Training proof: [ ] Taking ownership proof: [ ] Summoning Animal: Ducks. Scroll Owner: Nathan. Other Users who have signed contract: Faust (the one and only duck lord) Deviation. Summoning Boss if existing: Luffy. Other Summoning Animals tied to contract: Laffy, Taffy, Faffy, Naffy. Description and Background: General Description of the Animal in Real Life Breeds of duck: Ducks are a group of small, fresh and salt water birds from the Anatidae family. Ducks can vary in size but for the most time they grow to about 26 inches (65 centimeters) in length and can weigh up to 3 pounds (1.4 kilograms). Listed above are several members of the Duck family. They are very similar to other members of the Anatidae family, like the Loon, Grebes, Gallinules or Coots, which sometimes causes confusion to the untrained eye. Most ducks make the classic "quack" sound, but despite widespread misconceptions, most species of duck do not "quack". In general, ducks make a wide range of calls, ranging from whistles, cooing, yodels and grunts. For example, the scaup – which are diving ducks – make a noise like "scaup" (hence their name). Calls may be loud displaying calls or quieter contact calls. Ducks resort to a variety of plant and aquatic life for food. Ducks eat things like grasses, aquatic plants, fish, insects, small amphibians, worms, and small molluscs. Some Ducks have evolved to allow them to swallow fish whole, while others have teeth-like "pecten" that allow them to filter the water for small organisms and other sources of food. The overall body plan of ducks is elongated and broad while their necks are sort-long and thin. The body shape of diving ducks varies somewhat from this in being more rounded, making them heavier and able to sink further, but at the cost of a slower flight speed In the case of some fishing species the bill is long and strongly serrated. The scaled legs are strong and well developed, and generally set far back on the body, more so in the highly aquatic species. Ducks wings are very strong and are generally short and pointed, and the flight of ducks requires fast continuous strokes, requiring in turn strong wing muscles. Three species of steamer duck are almost flightless, however, many species of duck are temporarily flightless while moulting and so they seek protected and sheltered area with plenty of food to rely on. Ducks moult their feathers in preparation for migration, growing new feathers for the long distances they will travel.
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Background in the RP. The Ducks make their home in a region of the Ninja World called Anaheim. It's a veritable paradise with many large rivers and streams for the ducks to traverse and live on. Not much else is really known about the Duck's home region, only that Faust had discovered it, and then passed it on to Nathan. Nathan then taught the secrets of the Ducks to Deviation. The Ducks of Anaheim have a many natural abilities that they can use in battle. They can produce a deafeningly loud "quacking" noise that can damage the hearing of any in the area (technique will be made). Their bills are powerful enough to break through non-Chakra infused Rock and other solid materials. They can fly at extreme speeds, around that of a Sannin Ranked Ninja. Depending on their size, the can carry between 1-3 people, and still be able to fly at their high speeds. They are also very intelligent, able to speak perfect English to other beings. Signers of the Duck contract receive the below tattoo:
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Summoning Animals: 1. Type: Attack/Defense/Supplementary Rank: Forbidden Range: Short/Long Chakra cost: 50 [ +10 per turn it stays in play] Damage points: N/A [-20 to the user when summoned] " The duck once came and left only destruction behind... " Description: The user will summon Luffy, the lord of the ducks, by performing the necessary hand seals and smearing his blood on his palm. Luffy has a dual elemental affinity of wind and water allowing him to flap his wings at high speeds in order to summon gusts of wind as well as release razor sharp feathers with the gusts. He can also release water bullets from his mouth that can flood an area with little effort. He is about the size of gamabunta and can fly at high speeds because of his wind affinity, also he can easily withstand taijutsu attacks such as kicks and shurikens. Luffy can easily move through water and air able to carry the user at high speeds. [Can only be used once per battle.] [Can only stay in play for a total of 5 turns.] [No other summonings can be used for the rest of the battle.] [Wind gusts and Water bullets are equivalent to A-rank and count as a move when used.] 2. Type: Attack/Defend Rank: A-rank Range: Short-Long Chakra cost: 30 Damage points: 60 Description: the user will summon Taffy, the son of Luffy, by performing the necessary hand seals and smearing his blood on his palm and clapping his hands together. Taffy has an elemental affinity of earth allowing him to flap his wings at high speeds and release rock sharp feathers along w/ dust clouds . He is big enough to carry one person in flight and can fly at high speeds. He is able to use B-rank earth jutsus and gives them (+10 damage points) when performing a user/summon combo. *Note: can only be used once per battle. *Note: can only stay in play for a total of 5 turns. *Note: Dust clouds are B-rank and count as one of the jutsus of a turn. 3. Type: Attack/Defend Rank: A-rank Range: Short-Long Chakra cost: 30 Damage points: 60 Description: the user will summon Laffy, the son of Luffy, by performing the necessary hand seals and smearing his blood on his palm and clapping his hands together. Laffy has an elemental affinity of fire allowing him to release fire from his mouth. He is big enough to carry one person in flight and can fly at high speeds. He is able to use B-rank fire jutsus and gives them (+10 damage points) when performing a user/summon combo. *Note: can only be used once per battle. *Note: can only stay in play for a total of 5 turns. *Note: Fire bullets are B-rank and count as one of the jutsus of a turn. 4. Type: Summoning Rank: A-rank Range: Short - Long Chakra: 30 Damage: 60 Description: The user bites his thumb and wipes blood over his hand and slams his hands on the ground to call forth Faffy the son of Luffy. Faffy is light-blue, it has two feathery tufts on its head that connect at the bottom, forming a V-shape. It has a darker blue, feathery underside which makes it appear as if it were in mid-moult. It has yellow, webbed feet and a small tail. Faffy is able to carry one full grown person on it's back, and fly at Sannin speed. Faffy has an elemental affinity of lighting allowing him to create lighting bursts from his mouth. He is able to use B-rank lighting jutsus and gives them (+10 damage points) when performing a user/summon combo. Notes: - Faffy can only be summoned once per-match. - Faffy can only stayed in played for four turns. - Lighting bursts are B-rank and count as one of the techniques in a turn. - Must have signed the Duck contract.
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5. Type: Summoning Rank: A Range: N/A Chakra cost: 30 Damage points: N/A Description: The user will summon Naffy, the son of Luffy, by performing the necessary hand seals and smearing his blood on his palm and clapping his hands together. Unlike most ducks, Naffy has no elemental affinity but rather excels in Kenjutsu and Taijutsu. Naffy is 5"11 in height, wears a grey kimono and carries an Iai sword with him that clips on to his left side when not in use and dons a samurai hairstyle. Though Naffy is unable to fly, he is agile (Sannin-Rank speed) and very perceptive about his surroundings and opponents, able to differentiate between a skilled opponent or an amateur. He is able to use B-rank Kenjutsu and Taijutsu that the user knows. Naffy's demeanor is stoic and focused, which allows him to maintain his composure during difficult battles. Out of all the summons, Naffy is the only one who requires a little explanation from the user as he can quickly assess a situation and act accordingly. ♦ Note: can only be used once per battle. ♦ Note: can only stay in play for a total of 4 turns. ♦ Note: must have signed the Duck Contract.
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Duck Arts:
Type: Attack Rank: B Range: Short-Mid Chakra: 20 Damage: 40 Description: Having Naffy the Duck summoned to the field, both the user and Naffy draw their swords and channel chakra to them at the same time. Both the user and Naffy dash forward quickly towards their target, making sure to cross paths with each other, leaving behind a red trail of red colored chakra. The target is the switchpoint where they make their attack as one ends up on the right and the other on the left and both behind the target. As they land their strike on their target, they release the chakra from their swords resulting in a small explosion. They sheath their swords shortly after ending the technique. Note: Must have Naffy summoned on the field Note: Must have signed the Duck Contract Note: Can only be used 3 times per battle​
 
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1.


Yūgana ken | Graceful Fist
Type: Nin-Taijutsu.
Background: There once was a time, when there was little known about jutsu, or Kekkei Genkai. A simpler time, when most fought with their body's alone. Due to this many struggled to stay on top, creating different form's of Taijutsu. But one form stood above all, and was never defeated. This style was known as the Graceful Fist. Many relied on power, and simple physical strength. But one man realized that there was another way. A better, and more peaceful way to end a fued. Graceful Fist is purely based on patience, and striking with maximum effect. And this was the key to winning any fist fight. Nathan came along this style from an old man that he met from his journey.

Inner working's and Movement's of the Graceful Fist style.
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Description on the Abilities and Inner Workings of the Style: The Graceful Fist style consist's of three main rule's. The first rule is to stay Patient and Calm at all time's, it is always the key no matter what's headed your way, breaking this rule can be fatal. The second rule is to stay fluid, a stiff fighter is always inaccurate. And the third rule, is to strike with Maximum effect, and we will get to that in the explanation here.

Movement and Style: Graceful Fist is mainly performed with fluid movement of the body. The user will watch the opponent's every move, nothing get's past a Graceful Fist Master. You rarely block in this form of fighting, you will always counter. For example, if a simple quick punch is thrown, it can be blocked by simply moving the hostile fist out of the way with your wrist, this will also leave the opponent in an unstable position.

Striking with Maximum effect: Graceful Fist user's also has knowledge over every single muscle that is in the human body, thus comes the striking with maximum effect. The strike will always be for an important area, more likely a pressure point.
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Nin-Taijutsu related effect's: By utilising the Wind aspect of Graceful Fist, a user of the style is able to use it to enhance their striking power and overall effectiveness of the style itself. By using shape manipulation, the user is able to mould his wind chakra into sharp projections that extends from his fingers/fist. Then, by using their knowledge of the human body and the placement of the muscles, a Graceful Fist user can strike the opponent in a vital area or muscle, and severe it through the skin by precisely slicing it with the Wind chakra. This allows a Graceful Fist user to cut the muscles of the arm/leg etcetera causing the opponent to be greatly harmed and lessen their overall ability to use their arms/legs, giving the Graceful Fist user an advantage in battle.

The user of Graceful Fist is able to use Wind as a supplementary too. By coating their legs and arms in Wind chakra,and manipulating it with great precision, it allows the user to be more fluid when fighting. When coating the legs, it allows the Graceful Fist user to be light on his feet and move a bit faster and evade attacks from the opponent, thus countering with the Graceful Fist techniques giving the Graceful Fist user a upper hand.

With both these aspects, Graceful Fist users are able to easily evade and strike back with great precision.

Example Techniques:

Yūgana Ken: | Graceful Fist: Muscle Strike
Type: Offensive
Rank: B-rank
Range: Short
Chakra: 20
Damage: 40
Description:
The user will go into the Graceful Fist stance and by using their great knowledge about the muscles/pressure points in the human body. The user will aim for whatever muscle/pressure points and strike with a simple palm strike.
Notes:
- Must say which muscle they are planning to strike.

Yūgana Ken: | Graceful Fist:
Type: Supplementary
Rank: C-rank
Range: Short
Chakra: 15
Damage: N/A
Description:
By coating the users limbs with wind chakra, the user will be able to move much more fluidly, when the legs are coated with wind chakra, it allows the user to be light on their feet, and able to use Graceful Fist techniques with more ease, and move around with that same ease.
- Can only be used for Graceful Fist techniques, nothing else.

Yūgana Ken: | Graceful Fist:
Type: Offensive
Rank: C-rank
Range: Short
Chakra: 15
Damage: N/A
Description:
The user will gather a small amount of wind chakra around their hand and/or fingertips, and by using their great understanding of the muscles and pressure points, the user will place their hand on their target muscle or pressure point and the wind chakra will seep out of the users fingertips causing a cut around the skin, allowing Graceful Fist techniques to do more pain to the target.
- Can only be used for Graceful Fist techniques, nothing else.

Additional effects:
- Graceful Fist user's have great stamina. Due to you having to move at all times fluidly regarding the style, stamina is built.
- The user of Graceful fist will be able to take strong blow's, not only do you learn about pressure point's and muscular area's during the learning process, you must constantly resist these physical blow's. To be sure no Graceful fist user could really fight one another.
- A Graceful Fist user does not require hand-seals to use the Nin-Taijutsu of this style.
- In The Training process, you will strike hard object's with merely a finger or two, practising. Therefore the user's hand's and finger's will be rock hard.

Restrictions:
- Those who wish to learn this style must go though one training session with the creator [Nathan]
- A Graceful Fist user is not as strong as a normal strong fist user, so in a pure physical match, Graceful Fist is Outmatched.
- Must be at least Kage [post count] to learn this style.
- Must have both Taijutsu and Wind release completed.
- Can only be taught by Nathan.


____________________
P a t e n t C e r t i f i c a t e

Nathan., our loyal member, gave on the 3rd of January, 2014 a request for a Patent on custom fighting style Yūgana ken | Graceful Fist. I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;​

Yūgana ken | Graceful Fist
Powered by Madāra Uchiha
Copyright 2014, Nathan., NarutoBase.net

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1.
Type: Supplementary, Offensive
Rank: S-Rank
Range: Short
Chakra: 40
Damage: 80
Description: Heaven's song is considered the basic form of the Graceful Fist. The user will gather a large sum of fuuton chakra towards every point of their body and release it forward to create a semi-transparent white aura around the users body (finger tips, limbs, stomach area, etc.). When releasing this style the users take up the properties of fuuton chakra that corresponds with Graceful fist. The user will feel much lighter and fluid when using the style, especially in hand to hand combat where the user will be able to react with ease. This is because Graceful fist allows the user to watch the opponents every move with high level of clarity, this allows the user to counter an opponents attack in hand to hand combat. Due to being much lighter with the wind chakra around their body the user will be able to leap further and move around quicker. The user will also obtain a higher attack potency in battle. The user, whenever they deliver a attack towards the opponent it will cause serious sharp cutting pain because of the attributes the fighting style takes up. The sharp pain is precise and accurate furthermore since the user has high knowledge of the human body, knowing where every muscle and ligament are located they can use this cutting property to cut the muscles because of the sharpness this fighting style grants towards the user. This means the user can rip a muscle of the opponents biceps for example and completely render that arm useless or move with serious pain.
Notes:
- Can only be used three times per-match.
- Must be a practitioner of Yūgana Ken | Graceful Fist
- Can only be used in conjunction with Graceful Fist techniques.

2.
Type: Offensive
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60
Description: The user will gather a large amount of fuuton chakra towards both of their hands create a semi-transparent aura around their hand. The same process is done towards the users knees as well. The user will then dash towards the opponent and attempts to deliver a jumping knee thrust but the moment the opponent begins to react towards the knee thrust, because of the users clarity and reactive ability will then snap that same knee back basically faking the knee thrust and instead delivering a sharp finger slash in a horizontal manner while still in the air, towards the wound of the opponents neck, cutting that area completely which will generate serious pain towards the neck while at the same time the opponent will be unable to move their head around while blood spilling heavily from the area cut . The user will then land on the ground and once again deliver a finger slash but towards the solar plexus cutting it in half, finishing the opponent off.
Notes:
- Can only be used three times per-match.
- Must wait two turns before using this technique again.
- Must be a practitioner of Yūgana Ken | Graceful Fist

3.
Type: Offense
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60
Description: A deceptive move for the fighting style. The user will gather fuuton chakra towards each of their hands. The user will use one of their hands, by opening their palm, and having their fingers face towards the eye of the opponent, the user will attempt to deliver a straight eye jab. The hand though, progresses at a normal pace, similar to regular ninjas. The main purpose is not to necessarily strike the eyes of the opponent but to force their attention towards the fingers. As the opponent focused towards the hand coming at their eyes, basically after the first hand jabs the opponent in their eye's at a normal pace track-able by normal ninjas, the user will right after hitting the opponent with the eye jab use their other hand to deliver a much quicker (matching the basic speed of the fighting style) and aggressive hit aiming towards the opponents chest, delivering a slash which is quite deep and a large amount of blood will begin to spill, inflicting serious pain. The opponent will be severely harmed if they take a full hit from this attack. It becomes extremely difficult for the opponent to notice the slash due to the distraction and pain from the finger jab which makes it a formidable technique, and difficult to deduce.
Notes:
- Can only be used twice in battle
- Must be a practitioner of Yūgana Ken | Graceful Fist
- Must wait one turn before use again

4.
Type: Offensive/Supplementary
Rank: S-Rank
Range: Short
Chakra: 40
Damage: 80
Description: A efficient and fast pace combo attack, the user will take a basic stance and channel fuuton chakra towards each of their hands increasing its cutting proficiency and accuracy. The user will first start off with aiming towards the wound of the opponents hand, severing it, and in quick succession the user will use their other hand to severe the wound of the other hand of the opponent. After severing that wound, the user will lift both their hands and slice the wound of the lower arm, this for each arm, done one after the other, similar to how the user severed the wounds of the opponents hand. Then with the same exact pattern but this time lifting their hands higher, they will severe the wounds of the upper arm located slightly under the shoulder, slicing the wounds one after the other. Due to the accuracy of each slice delivered, the user will be sure to slice only the wounds, basically leaving deep cuts (three on each arm) that will begin to spill blood slowly (though not something that will kill them). Due to having all the wounds of the opponents arms severed they will be completely rendered useless (the opponents arms). This means using hand seals or wielding weapons with the use of their hands would be impossible.
Notes:
- Must be a practitioner of Yūgana Ken | Graceful Fist
- Can only be used three times per-match
- Must wait one turn before using this technique again

5.
Type: Defence/Supplementary/Offensive
Rank: B-rank
Range: Short
Chakra: 20
Damage: 40
Description: This is one of the basic counters of the fighting style. When an opponent is attempting a kick towards the user in any directions or area of the users body, the user due to their flexible motion is able to move around to position himself properly to ready is counter. The moment an opponent attempts to kick the user, the user will gather fuuton chakra towards one of their hands and sharpen the chakra around their hand to increase its cutting efficiency. They will then use the hand that gathered the fuuton chakra, to block the attack. Not only does the opponent block the attack but since the style revolves around always countering an opponents movement, the user will immediately severe a wound of the opponents foot located around the ankle. For example if they are trying a round house kick to the users head, the user will block the kick while severing the wound located on the foot (around the ankle) by raising their hand to level with the wound, since that was the area attempting to make contact with the opponents head. The block and cut is basically done at the same time when contact is made, thus allowing this jutsu to keep true with one of the rules of the fighting style. This counter only works towards the lower body of the opponent, specifically their legs (Spinning kick, straight kick, etc). The severing of the wound will inflict an annoying, pinch type pain. Not only will this slow down the opponents movement but also it will begin to spill blood (though it will not necessarily kill them).
Notes:
- Must be a practitioner of Yūgana Ken | Graceful Fist
- Can only be used four times

6.
Type: Offense-Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: A corresponding combo similar to the other combos displayed by the fighting style. The user will take a basic stance and channel fuuton chakra towards each of their hands increasing its cutting proficiency and accuracy. The user will squat low or try to position his body in a way where he is level with the opponents legs. The user will thrusts both their hands towards the muscle of the opponents thigh, this muscle is located right on the hip flexor of the opponent and severe the muscle. After severing these muscles, the opponent will begin to shake starting from their feet and feel slight pain. In quick succession the user will lower their hands and thrusts both hands at the same time once again towards another muscle located on the thigh, that is located right in front of the quadriceps. After this the opponent will be unable to stay on both feet, they will likely fall over due to the fact they will not be able to stand properly because of the severed muscles on their legs. The opponent of course would not be able to even move around with their legs whatsoever, the blood spilling will not kill the opponent neither though but it will inflict sharp, pinch like pain.
Notes:
- Must be a practitioner of Yūgana Ken | Graceful Fist
- Can only be used three times per-match
- Must wait one turn before using this technique again and no Graceful Fist jutsu the next turn

7.
Type: Defensive, Supplementary, Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: This is one of the basic counters of the fighting style. When an opponent is attempting a kick towards the user in any directions or area of the users body, the user due to their flexible motion is able to move around to position himself properly to ready is counter. The user will gather fuuton chakra towards one of their hands and sharpen the chakra around their hand to increase its cutting efficiency. The moment an opponent attempts to use a upper body attack, they will use the hand that gathered the fuuton chakra, to block the attack. Now only does the opponent block the attack but since the style revolves around always countering an opponents movement, the user will immediately severe a muscle of the opponents hand located around the wrist. An example is, if the opponent is attempting a hook punch, the user will simply raise their hands to block the hand that the opponent is using to punch the opponent, but as they block they will keep their palm open and slice the muscle as they block the punch. The block and cut is basically done at the same time when contact is made, thus allowing this jutsu to keep true with one of the rules of the fighting style. This counter only works with upper body attacks (Punches, palm thrusts, etc)
Note:
- Must be a practitioner of Yūgana Ken | Graceful Fist
- Can only be used four times per-match


Members who have learnt this:
Code:
- [URL="http://narutobase.net/forums/showthread.php?t=512258"]-L-[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=484933"]Noni[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=485693"]Vex[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=521311"]Solf[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=578342"]Hard[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=585154"]Drackos[/URL]
 
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2.

Kyu Doragon Jutsu | Nine Arts Dragon
Type: Nin-taijutsu
Background:
Centuries ago lived 9 monks in which all were known widely through lands for their knowledge and understanding of Martial Arts, along with a vast amount of information embedded into their minds about the physical capabilities of shinobi lineages through witness of war. They had never condoned violence nor the principle lust for power, knowledge to them was power and the key that would carry the future. In knowing this, the Monk 9 gathered in secrecy and shared their logical ideals with one and other along with sharing their foundation of each Martial Art they had mastered. Each of them trained with the mentality of peace set in their stone hearts. A child of prophecy came along in which had no home, no family nor friends; no hope. They harboured this child, raising him in the serene surroundings of lush mountains. Pouring into him everything they knew, good, giving him a complete understanding of everything and thus converting this child unto a Shinobi. He eventually mastered each individual fighting art in which he merged into one of perfection, thus giving birth to the Nine Arts Dragon. It has been passed down only to those who are worthy of such.
Description on the Abilities and Inner Workings of the Style:
The idea of this particular art is based on the foundation of fuuton. The user will constantly distribute fuuton chakra to certain points throughout the body in which will aid the user with drastic movements. May it be for evasive, offensive or defensive abilities. The fuuton chakra would be released from the body at each point it is channeled to. It will be released in the form of controlled explosions of air in which will ultimately propel these parts of the body. If the user were to channel fuuton chakra to the underside of their feet and jump while releasing said chakra, they would be repelled higher, as the fuuton forced from the bottom of their feet will add a drastic amount of momentum. This same principle will be applied to the rest of the body. No-matter where that part is, a stabilized burst would aid, adding momentum or using an abundance of chakra to force them to move though it would be extremely hard to control if the explosion is too large. Applying these small bursts along side synchronized movements adding momentum can cause the user to reach a much more stable, and increased speed with specific maneuvers and/or overall movement in certain circumstances such as supplementary techniques or evasive techs.
This image is too big to show without a spoiler:
In this image shows a burst of a air-like technique. This Art will work like this. This is how it would look if someone who knows this Custom Style attempted to punch another person using their right arm. The user would bring up their arm in a hook like motion while they channel their chakra into their elbow and release the burst as they throw the right hook. The burst will speed the persons punch drastically also.

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Example Techniques:

Name: Kyu Doragon Jutsu: Bikkuribako | Nine Arts Dragon: Jack-In-The-Box
Rank: C
Type: Offensive
Range: Short
Chakra Cost: 15
Damage Points: 30
Description: The user proceeds to punch the opponent while channelling a small amount of fuuton chakra to the back of their forearm, close to the elbow. As he begins to punch, he releases a small burst of fuuton chakra from his elbow that speeds up the attack dramatically, making it harder to avoid.
  • Can only be used 3 times per battle
Name: Kyu Doragon Jutsu: Sukai Foabooru | Nine Arts Dragon: Sky Walk
Rank: B
Type: Defensive
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The user creates continuous bursts of fuuton from the bottom of their feet as they kick in any logical direction of their position. This gives them the ability to basically jump or walk in mid-air with each step at a great speed.
  • Can kick upwards, backwards or forwards.
  • Can be used as an evasive technique
  • Can be used to move or maneuver in mid-air.
  • Can only be used 3 times per battle
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Additional effects and Restrictions:
  • This CFS gives the user increased speed and reaction time, that above of a normal strong fist user. Due to the constant fast motion, and quick changing of direction.
  • Users must have Mastered Fuuton.
  • Users must have Mastered Taijutsu.
  • Can only be taught if approved by the original creator, Nathan.
____________________
P a t e n t C e r t i f i c a t e

Nathan., our loyal member, gave on the date February the 27th of 2014, a request for a Patent on Custom Fighting Style (Nine Arts Dragon). I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;​

Kyu Doragon Jutsu
Powered by Madāra Uchiha
Copyright 2014, Nathan., NarutoBase.net

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1.
Type: Supplementary
Rank: C-rank
Range: Short
Chakra: 15
Damage: N/A
Description: Using this technique the user can passively create bursts of wind at any time, any specific point on the users body. This technique is mainly used to physically evade most techniques with the help of the wind chakra. Also by the choice of the user, they can send their wind chakra to their feet to have the ability to propel their self to any point they want, forwards, backwards, left, or right if the user chooses, that being said, if they want to change another direction they would have to re-use this technique again.
Notes:
- Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon

2.
Type: Offensive
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60
Description: The user concentrates his wind chakra and focuses the chakra into every point of their body. The user can then cause the wind chakra to surge outwards suddenly, to propel the user towards the opponent. However, unlike other jutsu of the style, the wind surges multiple times. With each propulsion by the wind, the user accelerates. These accelerations, and the constant propulsions cause the opponent to see afterimages of the user appearing behind him. These can be mistaken for shadow clones, and makes it difficult to find the user's actual positioning. The user when he reaches the opponent, will then deliver a powerful uppercut at the opponent. As the uppercut happens, the user causes a sudden burst of wind chakra emanating from the bottom of the user's elbow. This causes the uppercut to do much more damage than normal to the opponent.
Notes:
- Can only be used three times per-match
- Have to wait a turn before use again
- Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon

3.
Type: Defensive
Rank: B-rank
Range: Short
Chakra: 20
Damage: 40
Description: This technique can only be used as a counter, the user will wait till the opponent has thrown a fist towards the user, the user will channel wind chakra into his hands, and both of his elbows, allowing him to catch the oncoming fist quicker, able to react faster. As the user grabs hold of the fist he will use his infused hand to crush opponents fist by squeezing it whilst leaping to the right, grabbing the shoulder and pushing it to the front whilst having the fist in the users other hand pulling it towards the user ready to dislocate the arm by the pressure and impact of the wind destroying it, and even capable of ripping it off by the enhanced wind if the user chooses to.
Notes:
- Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon
- Can only be used every two turns.

4.
Type: Supplementary
Rank: B-rank
Range: Short
Chakra: 20
Damage: N/A (+5 to all Nine Arts Dragon techniques) (+5 to taijutsu)
Description: The user initiates the inner fuuton chakra to release through the pores of the users body. This in turn gives the user the ability to use the Nine Arts Dragon principle and incorporate it into free form taijutsu. While this technique is active, the user is only able to use fuuton based techniques, Nine Arts Dragon techniques, free-form taijutsu and normal taijutsu techniques (non-chakra based tajutsu). The free-form damage is equal to a standard D-rank taijutsu technique. Speed is sightly increased to match the standard of Nine Arts Dragon style as well.
Notes:
- Free-form damage is increased to D-Rank (20 damage points)
- Last for 4 turns.
- Once this technique ends, the user is incapable of using any Nine Arts Dragon techniques for 2 turns.
- Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon.

5.
Rank: A
Type: Offensive, Supplementary
Range: Short – Mid
Chakra: 30
Damage: 60
Description: The user applies the basic principles of the Nine Arts Dragon and builds up a very high amount of fuuton chakra into their back. The user will then, ever so slightly, jump into the air and suddenly release all the chakra at once launching themselves forward in a single massive burst of speed causing them rush forwards at the speed of the NAD style. Upon coming within range to their target the user punches their target with both their fists in the gut launching the target backwards a few meters and inflicting severe damage. When the punch strikes their target the user will release a sudden burst of fuuton chakra from their elbows as well increasing the damage dealt. When this technique is released it creates a concentrated A-Rank blast of wind behind the user that extends to 5 meters directly behind them.
Note: Can only be used three times.
Note: No Nine Arts Dragon techniques can be used for 2 turns after this technique has been used.
Note: Only can be used to move forward.

6.
Type: Offensive, Defensive, Supplementary
Rank: S-rank
Range: Short – Mid
Chakra: 40
Damage: 80
Description: The user applies the basic principles of the Nine Arts Dragon but on an advanced and much more chakra taxing level. Building off the basic usages of Whisper Origin Thrust the user can release bursts of wind at any time from any point on their body with varying usages. The technique can be used to evade physical attacks or to propel themselves at incredible speed in any direction be it forwards, backwards, left, right, or up. Of course, as with the basic technique, the user must use this technique again to change their direction. Unlike the original technique, this version if far stronger and far more deadly when used offensively. To begin with, this technique happens much faster than the previous iteration. The speed at which the bursts of wind carry the user occur in the blink of an eye (a non-enhanced eye). The user can control the amount of wind released and depending on their use will utilize stable wind or incredible bursts of wind that are unstable but very powerful. For example, if the user wishes to evade an attack they can simply use this technique to throw themselves into the air or backwards in the blink of an eye with an incredible burst of wind that is unstable. While unstable the user will be carried off to safety at a far distance. Similarly the user can use the wind bursts in close quarters combat similarly with how they do with other Nine Arts Dragon techniques. This can cause a punch, which is normally traceable with the naked eye, to happen in the blink of an eye. The damage of course is much deadlier and can cause very severe injuries if the opponent doesn't counter it properly. The technique is incredibly versatile and allows the user very powerful methods of evasion, attack, and other uses. Additionally, the user can simply release large bursts of wind from their body at any point. These are unfocused blasts of wind that can carry off debris and other objects as well as simply throw an opponent off balance and carry them away. This however, requires the user stand perfectly still making it dangerous to use in close range. If the user does not stand perfectly still when releasing these huge blasts of unfocused wind they run the risk of being blown back themselves and causing severe damage to their own body. The possible uses for this technique are up to the user’s own imagination and limitations.
Notes:
- Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon
- Can only be used three times per battle.
- Can only be used once every three turns.
- After being used the user may not use Nine Arts Dragon techniques above A-Rank for 2 turns.

7.
Type: Offensive
Rank: Forbidden
Range: Short – Long
Chakra: 50
Damage: 90 (-20 to the user)
Description: The user applies the dangerous aspects of the Nine Arts Dragon and builds up an incredibly high amount of fuuton chakra throughout their entire body. After using the basic application of the Nine Arts Dragon to propel the user high into mid-air they user will then release this technique to come crashing down upon their target. Before releasing it the user will position themselves to target their opponent and then release this incredible amount of chakra. They will, in a sudden and uncontrollable burst of wind, become a missile to come crashing down on their opponent in a single linear direction. They will fly down at the speed of Sound Release: Massive Echo Assault Skill. Upon coming within range of the ground they will release a huge amount of fuuton chakra. The fuuton chakra serves one purpose. That purpose is that the fuuton chakra released will rip the ground below them apart creating a large crater that spans up to the end of short range and is about two meters deep. The user does not have to release the second burst of wind if they use this to directly strike their opponent. The damage done by a direct hit is incredibly high and can make for a very fatal attack and happens incredibly fast. The user however will suffer from the effects of the attack regardless of how they use it. They will suffer slight damage from the amount of chakra they suddenly released while also damage on their body from the debris created from the destruction of the ground if used in such a manner. This, unlike other Nine Arts Dragon, does not operate on a stable level. As such while they are spiralling down on their target the user can only stop by using Nine Arts Dragon: Whisper Origin Thrust in the opposite direction.
Notes:
- Can only be used once per battle.
- The user cannot use any Nine Arts Dragon techniques for the rest of that turn and the following 2 turns.
- The user cannot use any fuuton techniques above A-Rank for 2 turns.
- The user cannot use any A-rank techniques for 1 turn.
- Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon

8.
Rank: C - B
Type: Offensive, Supplementary
Range: Short
Chakra: 20
Damage: 40
Description: Applying the basic principles of the Nine Arts Dragon the user uses their fuuton chakra to repel enemy attacks in short range of them. Using this technique the user will release wind from any of their tenketsu in short range of their opponent. Unlike other Nine Dragon Art techniques this will act in the opposite way. Instead of propelling the user in a direction of their desire this technique will repel an opponent’s attacks or their entire body completely depending on the amount of chakra the user puts into this technique. In close range the chakra can be released from an arm to block an incoming punch and throw the opponent’s arm off course for example. The user’s arm will also respond to the sudden release of wind as well and be propelled in the opposite direction so the user must account for this in their actions so not to injure themselves. At C-Rank this technique can be used to block simple attacks and repel just those attacks while doing no direct damage to the opponent. At B-Rank this technique can be used against attacks that deal 40 damage points or less or B-rank and below techniques while at the same time knocking them off course.
Note: This technique can only be used once every 2 turns.
Note: At B-Rank this technique can only be used twice.
Note: Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon

Members who have learnt this:
Code:
- [URL="http://narutobase.net/forums/showthread.php?t=520791"]Jokey[/URL] 
- [URL="http://narutobase.net/forums/showthread.php?t=485693&page=2&p=15433593#post15433593"]Vex[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=517019"]Afro-san[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=517793"]Vayne[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=578683"]Hard[/URL]
- [URL="http://narutobase.net/forums/showthread.php?t=585244"]Scaze[/URL]
 
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