[Open] Quickie

Venom

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Mid-range starting distance
Plain open field. Midday.

Post ya bio and what not then I'll take first move. Unless u want first move...

Don't think i want a long fight so after 5 turns I'll just submit it for a sensei to pick the winner. So go all out z.z
 

мсʀᴀᴢᴏʀ

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Mid-range starting distance
Plain open field. Midday.

Post ya bio and what not then I'll take first move. Unless u want first move...

Don't think i want a long fight so after 5 turns I'll just submit it for a sensei to pick the winner. So go all out z.z

I suppose I'd like to take this one. Barney bio in sig. I'm jounin now so I can use all the abilities. Posted the update yesterday. I also agree to the 5 turns and grading.
 
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Venom

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Will be using Raiden in sig.

Upon seeing the opponent approaching a distance away Raiden would grip on to the handle of the Goddess of Earth. Waiting for the man to get a bit closer. Without a formal introduction of any, Raiden would simply swing the whip to perform two simultaneous doton techniques. The first was a passive enhancement to his earth base techniques that happened in the same timeframe as two large large earth creatures bursting forth from the ground to the man's side, 5meters out. Both would charge in to attack at different angles. To corner him like savage animals hunting their prey. Another special trait of these avatars would be their lack of elemental weakness removed thanks to a special ability of the Goddess of Earth.

Doton: Inukai Takeru no Mikoto ) - Earth Style: Inukai Takeru no Mikoto
Type: Offensive
Rank: S
Range: Mid - Long
Chakra: 40 +10 (50)
Damage: 80 +20 +15 (115)
Description: A technique where the user creates ferocious canine chakra avatars from the land itself. They will pursue their targets relentlessly in order to clamp down on them with their jaws, restraining and crushing them, and their speed is so great that they were even able to catch Sage ranked Ninja. The user can also transmit elemental jutsu through the body of one of the canines after it grasps a target, causing it to travel the length of its body at normal speeds until it erupts from the mouth.

Doton: Arumajiro no yoroi)- Earth Release: Armour of the Armadillo
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: N/A(+10 to chakra cost to techniques)
Damage: N/A(+20 to Earth techniques)
Description: This is the brother technique to Earth Release: Rubble Creation. Unlike its counterpart, this technique is more passive in nature. This user activates an ability which allows them to infuse additional Earth chakra into their own Earth-based techniques(includes Earth-based KG/CEs). As a result, any subsequent Earth technique performed by the user would emerge with an additional layer of rubble around it. The earthen particles coating the technique would be jagged and abrasive in nature. Hence, this grants the original Earth technique an extra dimension, in terms of its offensive potential, as it allows the original Earth technique to deal additional damage. In other words, all Earth techniques used while this is active grant a sort of ‘shredding’ property, which in turn, allows it to deal more damage than it originally would. For example, for techniques such as Destructive Rock Rising Pillars, the pillars that rise would be coated with the aforementioned particles, thus becoming somewhat abrasive(coupled along with its original blunt destructive power). The added mass also aids in its destructive potential. For techniques such as the Hardening technique, the rocks would be coated with more rubble, which would make it more ‘abrasive’ to the touch, and allow it to deal more damage(when used offensively). It would also serve as an additional defensive mechanism, and would grant the technique the ability to defend against techniques with 20 more damage points than usual. The rubble used for this technique must either originate from the terrain itself, or extruded from the user’s body itself. This means that for the most part, this technique only works on projectile-type techniques, and terrain manipulation techniques. This technique may not be used to enhance mud techniques. Activating this ability does not require any time whatsoever and is instant. This is because it does not do anything when used independently, and its effects are only realized when another earth-based technique is used.

Notes:

-Can only be used 4x per battle
-Lasts for 3 turns
-Technique may be deactivated at any time.

Health: 200
Chakra: 2000 - 40 - 10 = 1950
 

мсʀᴀᴢᴏʀ

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Will be using Raiden in sig.

Upon seeing the opponent approaching a distance away Raiden would grip on to the handle of the Goddess of Earth. Waiting for the man to get a bit closer. Without a formal introduction of any, Raiden would simply swing the whip to perform two simultaneous doton techniques. The first was a passive enhancement to his earth base techniques that happened in the same timeframe as two large large earth creatures bursting forth from the ground to the man's side, 5meters out. Both would charge in to attack at different angles. To corner him like savage animals hunting their prey. Another special trait of these avatars would be their lack of elemental weakness removed thanks to a special ability of the Goddess of Earth.

Doton: Inukai Takeru no Mikoto ) - Earth Style: Inukai Takeru no Mikoto
Type: Offensive
Rank: S
Range: Mid - Long
Chakra: 40 +10 (50)
Damage: 80 +20 +15 (115)
Description: A technique where the user creates ferocious canine chakra avatars from the land itself. They will pursue their targets relentlessly in order to clamp down on them with their jaws, restraining and crushing them, and their speed is so great that they were even able to catch Sage ranked Ninja. The user can also transmit elemental jutsu through the body of one of the canines after it grasps a target, causing it to travel the length of its body at normal speeds until it erupts from the mouth.

Doton: Arumajiro no yoroi)- Earth Release: Armour of the Armadillo
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: N/A(+10 to chakra cost to techniques)
Damage: N/A(+20 to Earth techniques)
Description: This is the brother technique to Earth Release: Rubble Creation. Unlike its counterpart, this technique is more passive in nature. This user activates an ability which allows them to infuse additional Earth chakra into their own Earth-based techniques(includes Earth-based KG/CEs). As a result, any subsequent Earth technique performed by the user would emerge with an additional layer of rubble around it. The earthen particles coating the technique would be jagged and abrasive in nature. Hence, this grants the original Earth technique an extra dimension, in terms of its offensive potential, as it allows the original Earth technique to deal additional damage. In other words, all Earth techniques used while this is active grant a sort of ‘shredding’ property, which in turn, allows it to deal more damage than it originally would. For example, for techniques such as Destructive Rock Rising Pillars, the pillars that rise would be coated with the aforementioned particles, thus becoming somewhat abrasive(coupled along with its original blunt destructive power). The added mass also aids in its destructive potential. For techniques such as the Hardening technique, the rocks would be coated with more rubble, which would make it more ‘abrasive’ to the touch, and allow it to deal more damage(when used offensively). It would also serve as an additional defensive mechanism, and would grant the technique the ability to defend against techniques with 20 more damage points than usual. The rubble used for this technique must either originate from the terrain itself, or extruded from the user’s body itself. This means that for the most part, this technique only works on projectile-type techniques, and terrain manipulation techniques. This technique may not be used to enhance mud techniques. Activating this ability does not require any time whatsoever and is instant. This is because it does not do anything when used independently, and its effects are only realized when another earth-based technique is used.

Notes:

-Can only be used 4x per battle
-Lasts for 3 turns
-Technique may be deactivated at any time.

Health: 200
Chakra: 2000 - 40 - 10 = 1950
Forgot to mention, seals and cw stated in bio.
_
I'm not much of a lighting user myself so you're putting too much effort into those puppies.

Barney saw as the creatures were formed from the ground itself and he felt that was cute. It took a simple handseal because of his primary water specialty in order to easily corrode the beasts away, burning right through the earth in their essence. As he did the hansdseal, water would form in a circular fashion around him, after which it would expand outwards in a burst while Barney kept the handseal locked. The water would assume a black color signifying that it wasn't just regular water but in fact something much more dangerous. Something that allowed Barney to play evenly and even with an advantage against earthen users and those alike. As the beasts were corroded, the spinning vortex would condense upwards in an arc, albeit slightly weakened with some 80ish damage, into a stream of water that resembled a dragon and would come crashing down onto the opponent. As Barney directed the water precisely at the opponent, he would release the handseal, producing two new ones in order to create a corrosive mist that would start falling and sizzling as it would hit the ground, all across the battlefield. It had the ability to weaken matter based defenses, corroding their structure and allowing attacks to penetrate easier.

(Suiton: Suishū Gorugon) - Water Release: Powerful Blasting Rain Trench
Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40 (+10 to sustain)
Damage: 80+20
Description: After performing the Dragon → Tiger handseals, this technique will summon a large amount of water near the user that will then be used to strike at the opponent in several versatile ways. Shizuku has been known to transform it into a dragon with a gaping mouth to attack though the user can shape it in any way he needs for his intended purpose. The water used will be stationary till it is sent offensively toward the opponent and as long as the user fuels it and the technique isn't fully negated, the Tiger handseal can be sustained and the water manipulated and used. The technique can also be used from nearby water sources, including low rank water techniques, for the same effect. Due to the immense control needed, the technique is considered a highly advanced use of water release, requiring the user to possess a primary water specialty to use.
Note: Can only be used by Water Primary Specialists.

(Suteijian Suiton: Ikari no Yomi) Ξ Stygian Water: Ferry to the Underworld
Rank: B
Type: Supplementary | Offensive
Range: Short - Long
Chakra Cost: 20 ( +10 to Water jutsu )
Damage Points: N/A (+20)
Description: Designed as a way to increase the user's ability to utilize Stygian Water, this technique is treated as an infusion type ability which is to be used side by side with a regular suiton technique. When the user uses a Suiton technique up to and including S ranks, they can perform this in the same timeframe in order to coat said technique with a thick layer of Stygian water by adding Stygian Water chakra into it and giving it heated, corrosive properties which makes them more dangerous (+20). Alternatively, When a water source is around within range, whether it be a small river or an large pond, the user is able to send his chakra into the source and transform it into Stygian water to create a source for his techniques.Similar to Mei Terumi and her corrosive/Burning elements, the user is immune to being burned by his creations, thus enabling him to physically touch the element whenever his chakra is present, but isn't immune to bluntly being hit by it. This not only provides a source of Stygian Water, but also prevents others from using the Water source unless they somehow over power the user's chakra to cleanse the corrosive water and use it as their own.
Note: Can only be used 4 times with a two turn cooldown

(Suteijian Suiton: Megami no noroi) Ξ Stygian Water: Curse of the Goddess
Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 20 (-5 per turn)
Damage Points: N/A (-20)
Description: Created as a way to deter opponents, the user does two hand seals and creates a light rain of Stygian Water. What this rain does is uses Stygian Water's corrosive ability to eat away at matter used within the rain. This translates to a 20 damage reduction in foreign earth based jutsu, ranging from Earth to Steel to even Shikotsumyaku bones and CE derived from Earth. This allows the user to weaken the opponent's jutsu to prevent high damage being done against him. Something unique about the technique is that the rain doesn't fall within a 2m radius of the user and the clouds created will move accordingly to the user's movements to keep this radius of non rain available.
Note: Lasts 3 turns each use, reducing enemy jutsu during that time.
Note: Can only be used 3 times with a 2 turn cooldown period between usages


Rain: 1/3
Chakra: 2000-40-10-20-20=1910
HP: 160
 

Venom

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"Water style user huh..." Raiden thought to himself as he witness the huge water source forming into a dragon after dealing with the earth canines easily. Before it could head down and harm Raiden, the Hayabusa Master would quickly string together the needed handseals while running to the right (your left) in an arc manner but maintaining the mid-range distance for now. The purpose of the handseals was simple; to infuse the opp's water creature with Raiton chakra (Both are 50 chakra but Lightning have an elemental advantage over the CE) with two simultaneous techniques. Raiden's chakra would easily purge the opp's chakra from the creature so that Raiden could control it. As soon as everything went in place successfully, he would control the already close to the opponent dragon to curve back around in attempts to ram into the man head on with force to break bones.

Raiton: Senshu Yousei)-Lightning Release: Usurper’s Claim
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 +10
Damage: 80
Description:
To begin the user will form the Dog>Dragon hand seals and focus their lightning chakra into an existing liquid source or technique. Using a similar concept that has been shown in previous lightning techniques, the user will then infuse the liquid with a current of lightning throughout the source, containing and electrifying it and by doing giving them the ability to levitate and manipulate the liquid. The user can shape the liquid into various forms to attack their target, shocking them from the current while also dealing blunt damage from the force of the water.

Note:
~Can only be used two times
~Cannot use lightning techniques above S rank for the rest of this turn and the next
~Can only be taught by xHoudinii

Iryo Ninjutsu: Hijoushoku ) Medical Technique: Emergency Provisions
Type: Supplementary
Rank: D - Rank
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: A basic application that demonstrates the superior chakra control traits of a medical ninja. Initially trained into understanding the essentials of chakra control - this technique seeks to emphasize on this to a certain degree. Passively activated, the user may use this technique to willingly allow an increment of +10 to be infused into a single technique of their choosing. This of course under normal circumstances would prove to be useless in battle - but in some situations such as with Fuinjutsu, Medical Ninjutsu or other abilities in general this proves to he highly beneficial. This can only be employed up to four times per battle.

Health: 200
Chakra: 1950 - 40 - 10 = 1900
 

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"Water style user huh..." Raiden thought to himself as he witness the huge water source forming into a dragon after dealing with the earth canines easily. Before it could head down and harm Raiden, the Hayabusa Master would quickly string together the needed handseals while running to the right (your left) in an arc manner but maintaining the mid-range distance for now. The purpose of the handseals was simple; to infuse the opp's water creature with Raiton chakra (Both are 50 chakra but Lightning have an elemental advantage over the CE) with two simultaneous techniques. Raiden's chakra would easily purge the opp's chakra from the creature so that Raiden could control it. As soon as everything went in place successfully, he would control the already close to the opponent dragon to curve back around in attempts to ram into the man head on with force to break bones.

Raiton: Senshu Yousei)-Lightning Release: Usurper’s Claim
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 +10
Damage: 80
Description:
To begin the user will form the Dog>Dragon hand seals and focus their lightning chakra into an existing liquid source or technique. Using a similar concept that has been shown in previous lightning techniques, the user will then infuse the liquid with a current of lightning throughout the source, containing and electrifying it and by doing giving them the ability to levitate and manipulate the liquid. The user can shape the liquid into various forms to attack their target, shocking them from the current while also dealing blunt damage from the force of the water.

Note:
~Can only be used two times
~Cannot use lightning techniques above S rank for the rest of this turn and the next
~Can only be taught by xHoudinii

Iryo Ninjutsu: Hijoushoku ) Medical Technique: Emergency Provisions
Type: Supplementary
Rank: D - Rank
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: A basic application that demonstrates the superior chakra control traits of a medical ninja. Initially trained into understanding the essentials of chakra control - this technique seeks to emphasize on this to a certain degree. Passively activated, the user may use this technique to willingly allow an increment of +10 to be infused into a single technique of their choosing. This of course under normal circumstances would prove to be useless in battle - but in some situations such as with Fuinjutsu, Medical Ninjutsu or other abilities in general this proves to he highly beneficial. This can only be employed up to four times per battle.

Health: 200
Chakra: 1950 - 40 - 10 = 1900
Barney was impressed at how easily his opponent took over control of his technique. Not only that, but he also managed to infuse it with lightning, creating a dangerous combination that just by looking at it, seemed to almost be out of Barney's scope of defence. There were two known variables that he based his next move by. First, he knew his element and its weaknesses. Second, he knew the weakness of lightning as well. Both shared the same one and it was wind. With two simple handeals, Barney had just enough time to take a jump backwards to increase the angle and control of his technique and in order to release a powerful sphere of wind aimed forwards and slightly upwards, at the dangerous combination. The wind would overpower the combination but continue drastically weaker, by 30 damage. Its size was also questionable whether it would scathe the opponent as he took a run in an arc towards Barney's left, his main hand. To ensure that it would hit, Barney would snap his fingers, creating a sphere of wind with the epicentre between his opponent and the trajectory of the wind blast, spinning in such a quick fashion that it would put the opponent directly in front of the blast of wind, just as it was about to hit, dealing great damage.

(Fūton: Shinkū Taigyoku) – Wind Release: Vacuum Great Sphere
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: After performing two hand seals Tiger → Dog the user launches a stronger version of the Wind Release: Vacuum Sphere technique, where the user instead chooses to compress the entirety of the previously inhaled breath into a single large, crushing sphere of wind chakra that they then proceed to expel from their mouth.

風 Fuuton: Ara Sunappu! | Wind Release: Oh Snap!
Type: Defensive/Supplementary
Rank: B-Rank
Range: Short-Long
Chakra: 20
Damage: N/A
Description:
The user snaps the fingers of one hand while focusing his chakra into the air around a specific point. A spherical area that will span short range around its epicenter, will rotate 180º either clockwise or counter clockwise (in either a horizontal or vertical axis). If an enemy is caught in the area, his body will turn and he'll be left facing the direction opposite to the one he was initially facing and may even lose his balance and fall if he is on the ground. The rotation happens at roughly 120 rpm, meaning that the half rotation will take only more or less half a second. While incapable of damaging the opponent, it can, when used correctly, be very useful in throwing the enemy off his feet. Because the air is infused with the users chakra, it makes it so that the air will forcefully move the opponent, turning him around at a blazing speed. The speed of the technique is such that it can be used against speed enhanced running/moving enemies (as long as the user can perceive the movement of the enemy) or even to intercept projectiles. When used against projectiles, the large sphere will rotate at such speed, that the projectile will continue its course albeit in the opposite direction (normal elemental weaknesses and strengths apply).
Note: Can only be taught by Scorps

Chakra: 1930-40-20=1870
 

Venom

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I always wanted that CJ from scorps some years back. Really nice ;_;

Raiden would put a brakes to his movement as the large wind sphere was heading his way. Focusing his Harmattan chakra within the body, Raiden would quickly slam both hand together to release an omnidirectional wave of hot wind to rampage through the field. Drying up everything up to long range. The hot wind would easily swallow up the opponent's wind sphere and continue on a bit weaken (-10dmg). With the wind doing it's thing, Raiden would continue by stooping down and stringing together some handseals. Followed by slamming his hands to the ground to surge the battlefield below with radioactive lava for his own future purpose.

Karakazeton: Chichi no Shinkō - Harmattan Release: Faith of the Father
Type: Offensive/Defensive/Supplementary
Rank: D-S (S rank)
Range: Short/Mid/Long
Chakra: 10-40
Damage: 20-80
Description: The user makes harmattan crafts of varying sizes and volume for defenses, offensive and supplementary purposes. This ranges from harmattan spheres, spears, bullets, blades, shields, updrafts, tornadoes, twisters, discs combining this with shape manipulation, the user can craft out several harmattan constructs up to his own creative imagination which can be spewed from the mouth, created from his body or created from surrounding air. The power, size and density of the harmattan construct created depends on the amount of chakra that is being spent to conjure them. However the user needs to make a handseal before fashioning harmattan out of the surrounding air.
NOTE: S-ranks can only be used 3x per battle with a turn inbetween usage
NOTE: A rank can only be used 4 times

Shinpiton: Inugami Guren) Corium Release: Dog Biting Crimson Lotus
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80(if used as a geyser)
Description: The user will weave several handseals before placing their hands on the ground, releasing copious amounts of Corium Release in the ground below them. This technique partially transforms the ground into Corium, starting from a meter below the surface. This technique prevents methods of traveling through the ground, such as the Hiding Like A Mole technique, or from inferior techniques from being generated from the ground. However, the true usage of this technique is to cause the radiation-like effects of Corium to emit from the ground around the user. Those that come remain within the area of effect for at least one turn would experience severe nausea and disorientation slowing their tracking speed by half, with the threat of passing out should the opponent remain in the area for too long. By weaving an additional handseal, the user can cause the pool of Corium below to erupt upwards like a geyser to act as defensive wall against other entities or to attack the opponent. This eruption is signaled by a rumbling, but happens very rapidly once triggered. Using the geyser ends the technique, but bathes the surrounding area in a large pile of chakra-less Corium.
Note: Can only be used once per battle
Note: No Corium techniques can be used for three turns after this technique is used

Shinpiton: Kaku Kazan) Corium Release: Nuclear Volcano
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Corium Release is a molten element that carries through it potent traces of radiation. This radiation, in addition to its intensely high heat and density, causes the element to be extremely deadly even without direct contact, able to create hindering effects on targets simply through proximity (being within short-range of it). The effects of the radiation, outlined below, occurs in every Corium technique, with the effects increases by the amount of Corium created through each rank.

D-C Rank: Proximity to Corium of these ranks causes intense nausea, dizziness and pain, enough to cause the affected to stumble or fumble with their weapons, or mess up the aim of thrown techniques.

B-A Rank: In addition to previous effects, those exposed would become unable to form more than three handseals in a row; will pass out after three turns of sustained exposure due to the compounded stress of the radiation on the body. Due to the strain on the body, the affected target's ability to concentrate and mold chakra deteriorate, resulting in techniques consuming +10 more chakra.

S Rank and above: In addition to previous effects, those exposed would pass out after two turns of sustained exposure, with their tracking speed halved due to the intensity of the effects. The radiation will also make complex movements (Taijutsu A-rank and above) impossible.

Note: Effects from radiation only go into effect after one full turn of being within short-ranged of Corium
Note: Should a target affected by Corium remove exposure(either through leaving short-range of the Corium or removing its presence), effects will wear off after one turn

Health: 200
Chakra: 1900 - 40 - 40 = 1820
 

мсʀᴀᴢᴏʀ

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I always wanted that CJ from scorps some years back. Really nice ;_;

Raiden would put a brakes to his movement as the large wind sphere was heading his way. Focusing his Harmattan chakra within the body, Raiden would quickly slam both hand together to release an omnidirectional wave of hot wind to rampage through the field. Drying up everything up to long range. The hot wind would easily swallow up the opponent's wind sphere and continue on a bit weaken (-10dmg). With the wind doing it's thing, Raiden would continue by stooping down and stringing together some handseals. Followed by slamming his hands to the ground to surge the battlefield below with radioactive lava for his own future purpose.

Karakazeton: Chichi no Shinkō - Harmattan Release: Faith of the Father
Type: Offensive/Defensive/Supplementary
Rank: D-S (S rank)
Range: Short/Mid/Long
Chakra: 10-40
Damage: 20-80
Description: The user makes harmattan crafts of varying sizes and volume for defenses, offensive and supplementary purposes. This ranges from harmattan spheres, spears, bullets, blades, shields, updrafts, tornadoes, twisters, discs combining this with shape manipulation, the user can craft out several harmattan constructs up to his own creative imagination which can be spewed from the mouth, created from his body or created from surrounding air. The power, size and density of the harmattan construct created depends on the amount of chakra that is being spent to conjure them. However the user needs to make a handseal before fashioning harmattan out of the surrounding air.
NOTE: S-ranks can only be used 3x per battle with a turn inbetween usage
NOTE: A rank can only be used 4 times

Shinpiton: Inugami Guren) Corium Release: Dog Biting Crimson Lotus
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80(if used as a geyser)
Description: The user will weave several handseals before placing their hands on the ground, releasing copious amounts of Corium Release in the ground below them. This technique partially transforms the ground into Corium, starting from a meter below the surface. This technique prevents methods of traveling through the ground, such as the Hiding Like A Mole technique, or from inferior techniques from being generated from the ground. However, the true usage of this technique is to cause the radiation-like effects of Corium to emit from the ground around the user. Those that come remain within the area of effect for at least one turn would experience severe nausea and disorientation slowing their tracking speed by half, with the threat of passing out should the opponent remain in the area for too long. By weaving an additional handseal, the user can cause the pool of Corium below to erupt upwards like a geyser to act as defensive wall against other entities or to attack the opponent. This eruption is signaled by a rumbling, but happens very rapidly once triggered. Using the geyser ends the technique, but bathes the surrounding area in a large pile of chakra-less Corium.
Note: Can only be used once per battle
Note: No Corium techniques can be used for three turns after this technique is used

Shinpiton: Kaku Kazan) Corium Release: Nuclear Volcano
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Corium Release is a molten element that carries through it potent traces of radiation. This radiation, in addition to its intensely high heat and density, causes the element to be extremely deadly even without direct contact, able to create hindering effects on targets simply through proximity (being within short-range of it). The effects of the radiation, outlined below, occurs in every Corium technique, with the effects increases by the amount of Corium created through each rank.

D-C Rank: Proximity to Corium of these ranks causes intense nausea, dizziness and pain, enough to cause the affected to stumble or fumble with their weapons, or mess up the aim of thrown techniques.

B-A Rank: In addition to previous effects, those exposed would become unable to form more than three handseals in a row; will pass out after three turns of sustained exposure due to the compounded stress of the radiation on the body. Due to the strain on the body, the affected target's ability to concentrate and mold chakra deteriorate, resulting in techniques consuming +10 more chakra.

S Rank and above: In addition to previous effects, those exposed would pass out after two turns of sustained exposure, with their tracking speed halved due to the intensity of the effects. The radiation will also make complex movements (Taijutsu A-rank and above) impossible.

Note: Effects from radiation only go into effect after one full turn of being within short-ranged of Corium
Note: Should a target affected by Corium remove exposure(either through leaving short-range of the Corium or removing its presence), effects will wear off after one turn

Health: 200
Chakra: 1900 - 40 - 40 = 1820
It's an awesome cj indeed :)
_

Just before the snap, a sudden blast of wind filled the battlefield in an outward motion. Barney's wind blast was momentarily removed from play by something more powerful. Something which could be seen as dusty ripples colliding with his wind and crashing into each other. Barney knew he had to quickly defend before being hit. Though in Barney's eyes, offense was always the best defense, thus he looked for ways to not only defend but also put pressure on the opponent to defend himself, and possibly force him to take some damage. Although he despised heat and fire, taking a much greater liking to cold, ice and water, Barney had to do what was necessary. After a single hand seal, he exhaled a massive flame from his mouth that within its first moment of release formed a wall but then as it seamlessly formed outwards, created a sphere of fire, containing the dry and arid air that was just created, and setting it all ablaze with his opponent inside of it. The heat from the fire was so intense and unpleasant that even Barney took some moderate damage just by exhaling the fire. Since the battle started heating up, Barney would pop a soldier pill to boost his future techniques.

火 (Katon:Nenshou Tama): Burning Sphere
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user starts gathering a larger amount of fire chakra inside his lungs then after a needed amount of fire chakra has gathered the user performs a "Tiger" handseal and exhales all of the fire chakra he gathered and starts molding the fire to create an immense wall of flame that surrounds the target and then forms a huge contained sphere of flame in wich the enemies are imprisioned.Its shown to be extremly powerful and can be even capable of imprisoning a summoning.
Note: Can only be used once per battle.
Note: The user takes 25 Damage because of exhaling the fire.
Note: Opponent trapped in the sphere of flame take damage because of the lack of oxygen in the sphere and from the burns received.Opponent and Summon are trapped for one turn.
Note: No fire jutsu can be used the following two turns.

(Heishi Piru) Soldier Pills
Type: Supplementary
Description and Background: Soldier pills are a more combat aimed variation of the military ration pill. Upon ingesting the pill, your chakra supply doubles, but burns at a greatly accelerated rate due to the "pressure" involved. Upon ingesting the pill, any ninjutsu you use gains +15 damage and any taijutsu gains +10 for 4 turns. Upon expiration of the effects you must use an extra 10 chakra for every technique afterwards for 5 turns with no enhanced effects due to the fatigue setting in meaning you have to force your techniques more, and thereby adding to the toll it takes on your body. These pills are a basic medicine medical ninjas use in combat and are essentially black small round pills which are swallowed and absorbed through the mucosa in the stomach, made off of various ingredients and medicinal herbs as well as stimulants. Can only be given out to up to 4 times, excluding the user's use.
Description of Side Effects:
-Upon using a second pill in a conflict the additional chakra cost after expiry rises to +30 until healed
-Upon taking a third pill, the medical ninja will suffer cardiac arrest upon expiry of the pill.
-Costs a move per turn to use.

SP: 1/4
Chakra: 1890-40=1850
HP: 160-25=135
 

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Raiden didn't budge at the creation of the fire around his short range area (confirmed with u about the fire in short range). Instead he would smirk and continue on with his plan as normal (Dog Biting Crimson Lotus) as a body seal of his activates to absorb the fire all around Raiden on it's own. Protecting him as quick enough to not cause real harm. Immediately after these events Raiden would channel wind chakra to his hand as he got up and dash towards the enemy in attempts to enter short range of him. Upon getting up to run towards him raiden would swing his right arm from right to left to release a quick blade of wind for the man to deal with before Raiden reaches him.

Fūinjutsu: Maiyā no bando) - Sealing Arts: Mayer's Band
Type: Defensive/Supplementary
Rank: D-S
Range: Short
Chakra Cost: (equivalent to the amount of opposing tech)
Damage: N/A
Description: This seal, Mayer's Band, was created by an Uzumaki prior to their village's destruction. The jutsu's purpose revolves around the ability to identify and seal foreign energy produced by the user's enemies. The seal itself is placed onto a wrist band and it is a kanji line shaped like a pentagon with open circles placed at every point of the shape. When foreign energy enters short range of the user, the circles on the wristband emit a bright colorful light signifying to the user that an energy different from the energies known to them has broken their perimeter. The sealing band cannot inform the user about the type of energy being used, but it can and does tell the difference between the various energies it comes across, and thus repeats the same color glows corresponding with that energy when met again. Once the energy is close enough the seal will release a special energy absorbing barrier around the user protecting them for that one attack before sealing the foreign energy into the wristband protecting the user. The jutsu is quite helpful for shinobi who don't have any energy sensing abilities, and its sealing effect only lasts a limited time. After sealing its maximum amount of energy the band will only work as an energy identifier for the user, but it will no longer be able to seal energy.
NOTES
►Activates 3x per battle
►Has a one turn cool down
►When a S-Rank technique is sealed, no fuuin in the following turn, and then no fuuin above A in the next
►Seal must be placed in biography
►Can only be taught by ZandaT

Fūton: Kaze No Yaiba) - Wind Style: Wind Blade
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: This technique is a pinpoint slashing strike, where the user emits chakra from their fingertips and materialises it into an near invisible weapon that assaults the enemy in a gust of wind. If the Sickle Weasel Technique can be regarded as a swarm of small wind kunai, then this technique is akin to a virtually unavoidable longsword which can leave the target's body mutilated. Just being in close proximity to the technique can cause minor cuts. The wind blades can be created and thrown, like projectiles, in rapid succession, although in this case, each one weaker than the single use application. The technique cannot be blocked by physical weapons and is insanely fast by not relying on the use of Hand seals but, because it still requires the user to perform hand gestures to use and is somewhat visible in the effect it produces, it can still be defended against by using appropriate evasion techniques or fast elemental ninjutsu.

Move that went through last turn unhindered. Reposting for reference.

Shinpiton: Inugami Guren) Corium Release: Dog Biting Crimson Lotus
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80(if used as a geyser)
Description: The user will weave several handseals before placing their hands on the ground, releasing copious amounts of Corium Release in the ground below them. This technique partially transforms the ground into Corium, starting from a meter below the surface. This technique prevents methods of traveling through the ground, such as the Hiding Like A Mole technique, or from inferior techniques from being generated from the ground. However, the true usage of this technique is to cause the radiation-like effects of Corium to emit from the ground around the user. Those that come remain within the area of effect for at least one turn would experience severe nausea and disorientation slowing their tracking speed by half, with the threat of passing out should the opponent remain in the area for too long. By weaving an additional handseal, the user can cause the pool of Corium below to erupt upwards like a geyser to act as defensive wall against other entities or to attack the opponent. This eruption is signaled by a rumbling, but happens very rapidly once triggered. Using the geyser ends the technique, but bathes the surrounding area in a large pile of chakra-less Corium.
Note: Can only be used once per battle
Note: No Corium techniques can be used for three turns after this technique is used

Shinpiton: Kaku Kazan) Corium Release: Nuclear Volcano
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Corium Release is a molten element that carries through it potent traces of radiation. This radiation, in addition to its intensely high heat and density, causes the element to be extremely deadly even without direct contact, able to create hindering effects on targets simply through proximity (being within short-range of it). The effects of the radiation, outlined below, occurs in every Corium technique, with the effects increases by the amount of Corium created through each rank.

D-C Rank: Proximity to Corium of these ranks causes intense nausea, dizziness and pain, enough to cause the affected to stumble or fumble with their weapons, or mess up the aim of thrown techniques.

B-A Rank: In addition to previous effects, those exposed would become unable to form more than three handseals in a row; will pass out after three turns of sustained exposure due to the compounded stress of the radiation on the body. Due to the strain on the body, the affected target's ability to concentrate and mold chakra deteriorate, resulting in techniques consuming +10 more chakra.

S Rank and above: In addition to previous effects, those exposed would pass out after two turns of sustained exposure, with their tracking speed halved due to the intensity of the effects. The radiation will also make complex movements (Taijutsu A-rank and above) impossible.

Note: Effects from radiation only go into effect after one full turn of being within short-ranged of Corium
Note: Should a target affected by Corium remove exposure(either through leaving short-range of the Corium or removing its presence), effects will wear off after one turn

Health: 200
Chakra: 1820 - 40 - 30 = 1750
 

мсʀᴀᴢᴏʀ

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Raiden didn't budge at the creation of the fire around his short range area (confirmed with u about the fire in short range). Instead he would smirk and continue on with his plan as normal (Dog Biting Crimson Lotus) as a body seal of his activates to absorb the fire all around Raiden on it's own. Protecting him as quick enough to not cause real harm. Immediately after these events Raiden would channel wind chakra to his hand as he got up and dash towards the enemy in attempts to enter short range of him. Upon getting up to run towards him raiden would swing his right arm from right to left to release a quick blade of wind for the man to deal with before Raiden reaches him.

Fūinjutsu: Maiyā no bando) - Sealing Arts: Mayer's Band
Type: Defensive/Supplementary
Rank: D-S
Range: Short
Chakra Cost: (equivalent to the amount of opposing tech)
Damage: N/A
Description: This seal, Mayer's Band, was created by an Uzumaki prior to their village's destruction. The jutsu's purpose revolves around the ability to identify and seal foreign energy produced by the user's enemies. The seal itself is placed onto a wrist band and it is a kanji line shaped like a pentagon with open circles placed at every point of the shape. When foreign energy enters short range of the user, the circles on the wristband emit a bright colorful light signifying to the user that an energy different from the energies known to them has broken their perimeter. The sealing band cannot inform the user about the type of energy being used, but it can and does tell the difference between the various energies it comes across, and thus repeats the same color glows corresponding with that energy when met again. Once the energy is close enough the seal will release a special energy absorbing barrier around the user protecting them for that one attack before sealing the foreign energy into the wristband protecting the user. The jutsu is quite helpful for shinobi who don't have any energy sensing abilities, and its sealing effect only lasts a limited time. After sealing its maximum amount of energy the band will only work as an energy identifier for the user, but it will no longer be able to seal energy.
NOTES
►Activates 3x per battle
►Has a one turn cool down
►When a S-Rank technique is sealed, no fuuin in the following turn, and then no fuuin above A in the next
►Seal must be placed in biography
►Can only be taught by ZandaT

Fūton: Kaze No Yaiba) - Wind Style: Wind Blade
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: This technique is a pinpoint slashing strike, where the user emits chakra from their fingertips and materialises it into an near invisible weapon that assaults the enemy in a gust of wind. If the Sickle Weasel Technique can be regarded as a swarm of small wind kunai, then this technique is akin to a virtually unavoidable longsword which can leave the target's body mutilated. Just being in close proximity to the technique can cause minor cuts. The wind blades can be created and thrown, like projectiles, in rapid succession, although in this case, each one weaker than the single use application. The technique cannot be blocked by physical weapons and is insanely fast by not relying on the use of Hand seals but, because it still requires the user to perform hand gestures to use and is somewhat visible in the effect it produces, it can still be defended against by using appropriate evasion techniques or fast elemental ninjutsu.

Move that went through last turn unhindered. Reposting for reference.

Shinpiton: Inugami Guren) Corium Release: Dog Biting Crimson Lotus
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80(if used as a geyser)
Description: The user will weave several handseals before placing their hands on the ground, releasing copious amounts of Corium Release in the ground below them. This technique partially transforms the ground into Corium, starting from a meter below the surface. This technique prevents methods of traveling through the ground, such as the Hiding Like A Mole technique, or from inferior techniques from being generated from the ground. However, the true usage of this technique is to cause the radiation-like effects of Corium to emit from the ground around the user. Those that come remain within the area of effect for at least one turn would experience severe nausea and disorientation slowing their tracking speed by half, with the threat of passing out should the opponent remain in the area for too long. By weaving an additional handseal, the user can cause the pool of Corium below to erupt upwards like a geyser to act as defensive wall against other entities or to attack the opponent. This eruption is signaled by a rumbling, but happens very rapidly once triggered. Using the geyser ends the technique, but bathes the surrounding area in a large pile of chakra-less Corium.
Note: Can only be used once per battle
Note: No Corium techniques can be used for three turns after this technique is used

Shinpiton: Kaku Kazan) Corium Release: Nuclear Volcano
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Corium Release is a molten element that carries through it potent traces of radiation. This radiation, in addition to its intensely high heat and density, causes the element to be extremely deadly even without direct contact, able to create hindering effects on targets simply through proximity (being within short-range of it). The effects of the radiation, outlined below, occurs in every Corium technique, with the effects increases by the amount of Corium created through each rank.

D-C Rank: Proximity to Corium of these ranks causes intense nausea, dizziness and pain, enough to cause the affected to stumble or fumble with their weapons, or mess up the aim of thrown techniques.

B-A Rank: In addition to previous effects, those exposed would become unable to form more than three handseals in a row; will pass out after three turns of sustained exposure due to the compounded stress of the radiation on the body. Due to the strain on the body, the affected target's ability to concentrate and mold chakra deteriorate, resulting in techniques consuming +10 more chakra.

S Rank and above: In addition to previous effects, those exposed would pass out after two turns of sustained exposure, with their tracking speed halved due to the intensity of the effects. The radiation will also make complex movements (Taijutsu A-rank and above) impossible.

Note: Effects from radiation only go into effect after one full turn of being within short-ranged of Corium
Note: Should a target affected by Corium remove exposure(either through leaving short-range of the Corium or removing its presence), effects will wear off after one turn

Health: 200
Chakra: 1820 - 40 - 30 = 1750
Barney's pill kicked in as his fire got sucked away only to reveal his opponent about to slam his hand on the ground. How was this possible? Did he execute two techniques simultaneously or was he just so skilled? It must've been a dormant seal, like the ones he had on his own body. That was the only logical explanation, just as it logically meant that slamming your hand on the ground also meant channeling chakra into it for an assault from below. Barney couldn't take the chance so he did what he knew best. A single tiger handseal and Barney got to meddle with the Forbidden. From his body, an explosion of water occurred that had barely enough words in the dictionary to describe it. It was so violent that it damaged Barney in the process as well. The fact that it wasn't simple water, but instead sticky water that would stick to his opponent preventing his movement, along with the corrosive properties of the Stygian Water element, was a death sentence. The explosion would scatter the sticky corrosive substance trapping the opponent to the ground while massive amounts of water would fill the battlefield up to 30m in height within bare seconds, lifting Barney up while simultaneously trapping, drowning and corroding his opponent. As the water formed completely, it would lose its sticky properties, leaving only its corrosiveness in play.

水 Suiton: Sono Senryou no Mazu | Water Release: The Possession of The Water Goddess
Type: Offensive/Defensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90+20+15=125 (-20 to the user)
Description:
The user will do 3 hand seals (Tiger+Ram+Horse) while focusing and molding a large amount of chakra into his core. As he releases this massive amount of chakra in an omnidirectional burst, thick gluey water (like that of (Suiton: Mizuame Nababara) - Water Style: Starch Syrup Capture Field) oozes from his pores in copious amounts and at great speed. If at first the water seems to quickly ooze from the user, it quickly begins to burst into a gigantic 20 meter high explosion of water that reaches long range in under 2 seconds. However, this technique carries enormous risks. Once triggered the user can't stop or control the technique. The amount of water that is produced is so high that the battle field will be left with a 30 meter deep layer of water in only a few seconds. Once the water is completely created, it loses its sticky properties and reverts back to normal water. However, this water will stay in play until the ending of the match. The user however, will be left exhausted and severely damaged from the overuse of his chakra.
Note: can only be taught by Scorps
Note2: user can't use any Water Jutsu above S-Rank for the reminder of the match and can only use up to A-Rank water in the same and next turn.
Note3: user can't use anything above S-Rank the following turn
Note4: usable only once

(Suteijian Suiton: Ikari no Yomi) Ξ Stygian Water: Ferry to the Underworld
Rank: B
Type: Supplementary | Offensive
Range: Short - Long
Chakra Cost: 20 ( +10 to Water jutsu )
Damage Points: N/A (+20)
Description: Designed as a way to increase the user's ability to utilize Stygian Water, this technique is treated as an infusion type ability which is to be used side by side with a regular suiton technique. When the user uses a Suiton technique up to and including S ranks, they can perform this in the same timeframe in order to coat said technique with a thick layer of Stygian water by adding Stygian Water chakra into it and giving it heated, corrosive properties which makes them more dangerous (+20). Alternatively, When a water source is around within range, whether it be a small river or an large pond, the user is able to send his chakra into the source and transform it into Stygian water to create a source for his techniques.Similar to Mei Terumi and her corrosive/Burning elements, the user is immune to being burned by his creations, thus enabling him to physically touch the element whenever his chakra is present, but isn't immune to bluntly being hit by it. This not only provides a source of Stygian Water, but also prevents others from using the Water source unless they somehow over power the user's chakra to cleanse the corrosive water and use it as their own.
Note: Can only be used 4 times with a two turn cooldown

Chakra: 1850-50-20=1780
HP: 135-20=115
 

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Raiden's eyes widen at the sight of what appears to be an explosion of some sort that carried a gigantic wave across the battlefield. In response to this and to not take up much time, he would continue to channel his wind chakra but this time slightly different. Utilizing his yin natured abilities, he would combine the wind & lightning nature elements to take form into a massive dragon that went directly into the path of the wave. The dragon would be wrapped in a layer of wuji that Raiden passively place on it's massive body upon creation. The dragon went forth but not in a direct linear path. Instead it would practically 'swirl' (or zig zag pattern ig? Lol) so that it can break through the wave and create a wide opening for Raiden to follow through to his opponent. Thanks to the layer of wuji, the might of the wave would be dropped in power significantly (-30 chakra/60dmg) as the remaining dmg clashed against the dragon. Barely doing anything as it continued practically unhindered to the water ninja with Raiden coming right behind. (Im not sure if I would still lose the 15dmg to my lightning/wind dragon or not but it doesnt affect things much either way tbh).

Inton: Dai Mugen Ryu) - Yin Release: Great Phantom Dragons
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 150
Damage: 100 | 120 (for multi-element)
Description: A more powerful version of “Yin Release Hungry Ghost Technique.” Rather than the user arbitrarily adding their Yin Release chakra to a specific technique, the user will create a number of large, elemental dragons using any of the basic elements plus their Yin Release chakra. The user can create up to 5 serpentine dragons which, once created, can act independently according to the user’s will. Due to the user being able to manipulate multiple elements at once, each dragon created can be of a different nature. Each dragon will also have the absorption properties of “Hungry Ghost,” thus becoming even more dangerous. However, due to the massive amount of chakra and control needed to use these dragons, the user can only control two dragons at any given time. While the dragons are present, the user cannot use any Yang Release or elemental techniques of the natures that currently exist within the dragons. Yin Release masters can combine two natures together in order to make a multi-elemental dragon or even a dragon consisting of an advanced element or CE that they know. However, in doing so they will only be able to create two dragons.

Neidan: Wuxing) Internal Alchemy: Five Agents
Type: Supplementary
Rank: B – S (A)
Range: N/A
Chakra Cost: 20 - 40 (30)
Damage: N/A
Description: Five Agents is a technique where by the user augments their other non-Neidan techniques by combining them with Wuji. The technique mitigates the weakness of a user’s non-Neidan techniques by utilizing the neutral nature of Wuji to erase part of or all a conflicting technique so that the user’s technique becomes neutral or continues with limited inhibition against other techniques. Alternatively, the user can make other techniques more effective against weaker techniques via the same method. This technique is accomplished by combining the user’s non-Neidan technique with Wuji Dao with all three dantian. As a result, this is not an actual augmentation but a collaboration technique between Wuji Dao and a non-Neidan technique. The user will either wrap the layer of Neidan manipulated chakra around their non-Neidan technique or embed it within their non-Neidan technique. The wrapper method causes opposing entities to interact with the Neidan technique before the non-Neidan technique. When the wrapping application is used, the opposing technique interacts with the neidan first, which then erases chakra based on the amount is applied. Whatever is left over will behave in accordance with said rank so if 10 chakra remains after erasure, it will be D rank with 20 DMG. The embedded method causes the opposing entities to interact with the non-Neidan technique before the Neidan technique comes into play (essentially inverting the process). For example, if the user embeds 40 chakra into a technique that goes against a 120 DMG S rank with 70 chakra vs a 100 DMG Technique (40 Wuxing Embedded). After the applied technique clashes, which it loses, the neidan then interacts afterward, erasing 40 chakra this brings it down to 30 which then as the layering, it is treated with the A rank stats so 60 DMG etc since it originally had 70 This technique is learned at chunin rank at B-rank. It can be used within the same timeframe as the user’s non-Neidan technique. At jounin level, the user can enhance the strength of this technique and use it A-rank. Dragon Ninja are capable of using this technique S-rank and using B-rank passively. Head Ninja are capable of using this technique up to A-rank passively but are incapable of using S-rank. Master Ninja can use A-rank passively and use up to S-rank.

Note: chunin can only use this technique every three turns. Jounin can use the technique once every two turns. Dragon/Head Ninja can use this technique once every other turn, and master ninja can use this once per turn.
Note: Passive use of this technique at any rank increases the cooldown duration per use by one turn and can only be utilized 4 times per battle.
Note: S-rank version of this technique can only be used once every three turns.
Note: chunin and jounin will be required to use an additional 2 hand signs with whatever technique they are collaborating with to use this technique. The higher echelon will only require 1 additional seal unless the application is S-rank.

Health: 200
Chakra: 1750 - 150 - 30 = 1570 + 30 (unused wind blade) = 1600
 

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Raiden's eyes widen at the sight of what appears to be an explosion of some sort that carried a gigantic wave across the battlefield. In response to this and to not take up much time, he would continue to channel his wind chakra but this time slightly different. Utilizing his yin natured abilities, he would combine the wind & lightning nature elements to take form into a massive dragon that went directly into the path of the wave. The dragon would be wrapped in a layer of wuji that Raiden passively place on it's massive body upon creation. The dragon went forth but not in a direct linear path. Instead it would practically 'swirl' (or zig zag pattern ig? Lol) so that it can break through the wave and create a wide opening for Raiden to follow through to his opponent. Thanks to the layer of wuji, the might of the wave would be dropped in power significantly (-30 chakra/60dmg) as the remaining dmg clashed against the dragon. Barely doing anything as it continued practically unhindered to the water ninja with Raiden coming right behind. (Im not sure if I would still lose the 15dmg to my lightning/wind dragon or not but it doesnt affect things much either way tbh).

Inton: Dai Mugen Ryu) - Yin Release: Great Phantom Dragons
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 150
Damage: 100 | 120 (for multi-element)
Description: A more powerful version of “Yin Release Hungry Ghost Technique.” Rather than the user arbitrarily adding their Yin Release chakra to a specific technique, the user will create a number of large, elemental dragons using any of the basic elements plus their Yin Release chakra. The user can create up to 5 serpentine dragons which, once created, can act independently according to the user’s will. Due to the user being able to manipulate multiple elements at once, each dragon created can be of a different nature. Each dragon will also have the absorption properties of “Hungry Ghost,” thus becoming even more dangerous. However, due to the massive amount of chakra and control needed to use these dragons, the user can only control two dragons at any given time. While the dragons are present, the user cannot use any Yang Release or elemental techniques of the natures that currently exist within the dragons. Yin Release masters can combine two natures together in order to make a multi-elemental dragon or even a dragon consisting of an advanced element or CE that they know. However, in doing so they will only be able to create two dragons.

Neidan: Wuxing) Internal Alchemy: Five Agents
Type: Supplementary
Rank: B – S (A)
Range: N/A
Chakra Cost: 20 - 40 (30)
Damage: N/A
Description: Five Agents is a technique where by the user augments their other non-Neidan techniques by combining them with Wuji. The technique mitigates the weakness of a user’s non-Neidan techniques by utilizing the neutral nature of Wuji to erase part of or all a conflicting technique so that the user’s technique becomes neutral or continues with limited inhibition against other techniques. Alternatively, the user can make other techniques more effective against weaker techniques via the same method. This technique is accomplished by combining the user’s non-Neidan technique with Wuji Dao with all three dantian. As a result, this is not an actual augmentation but a collaboration technique between Wuji Dao and a non-Neidan technique. The user will either wrap the layer of Neidan manipulated chakra around their non-Neidan technique or embed it within their non-Neidan technique. The wrapper method causes opposing entities to interact with the Neidan technique before the non-Neidan technique. When the wrapping application is used, the opposing technique interacts with the neidan first, which then erases chakra based on the amount is applied. Whatever is left over will behave in accordance with said rank so if 10 chakra remains after erasure, it will be D rank with 20 DMG. The embedded method causes the opposing entities to interact with the non-Neidan technique before the Neidan technique comes into play (essentially inverting the process). For example, if the user embeds 40 chakra into a technique that goes against a 120 DMG S rank with 70 chakra vs a 100 DMG Technique (40 Wuxing Embedded). After the applied technique clashes, which it loses, the neidan then interacts afterward, erasing 40 chakra this brings it down to 30 which then as the layering, it is treated with the A rank stats so 60 DMG etc since it originally had 70 This technique is learned at chunin rank at B-rank. It can be used within the same timeframe as the user’s non-Neidan technique. At jounin level, the user can enhance the strength of this technique and use it A-rank. Dragon Ninja are capable of using this technique S-rank and using B-rank passively. Head Ninja are capable of using this technique up to A-rank passively but are incapable of using S-rank. Master Ninja can use A-rank passively and use up to S-rank.

Note: chunin can only use this technique every three turns. Jounin can use the technique once every two turns. Dragon/Head Ninja can use this technique once every other turn, and master ninja can use this once per turn.
Note: Passive use of this technique at any rank increases the cooldown duration per use by one turn and can only be utilized 4 times per battle.
Note: S-rank version of this technique can only be used once every three turns.
Note: chunin and jounin will be required to use an additional 2 hand signs with whatever technique they are collaborating with to use this technique. The higher echelon will only require 1 additional seal unless the application is S-rank.

Health: 200
Chakra: 1750 - 150 - 30 = 1570 + 30 (unused wind blade) = 1600
@[email protected]

My god. Good luck with grading, I guess. :(
_

Barney released the massive water from his body but it was uncontrollable. The water kept going and going and as a response his opponent made a powerful dragon out of wind and lightning combined. At first the dragon swirled towards Barney but suddeny its swirling motion backfired, starting to swirl backwards at the opponent, swirling around his body until it ultimately swirled into him, rendering his defense useless as the water kept pooling up.

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

Supreme
Joined
Aug 17, 2011
Messages
20,639
Kin
2,216💸
Kumi
3,366💴
Trait Points
40⚔️
Official Grading


*Ahem* Right so I was asked by both parties involved to grant the final verdict of this battle. Now if you’re unfamiliar with my grading style, I keep things classy and go through it move by move and award a point to an individual whom I think won the turn. If there’s no clear winner, I will simply give a neutral point, meaning both sides gain a point. Now then, since this is a fight with shorter replies, I’ll try to keep this shorter than last time lmao. Anyways, let’s start.

Turn one: Venom starts with a classic opener. Big attack with extra damage; while McRazor does the same but aside from one boost, he tacked on a debuff as well to his technique. This would allow his technique to reduce the stone canines damage by – 20; then the rest of damage calculation. So that would leave a 100 vs 95 interaction, allowing SW Technique to continue towards Venom at 65 DMG. This turn however to me is a neutral one, as it’s pretty much the same move being done by both sides, its just Razor taking the extra step to assure his technique continues but that alone doesn’t warrant him the win of this turn.

Turn Two: Venom would retaliate by utilizing his Lightning Technique alongside the passive infusion of chakra in order to seize control over the liquid. This then allowed him to redirect the liquid beast back towards Razor. Razor would then respond by utilizing the Wind technique in order to overpower it but also attempted to use Wind Snap to place Venom into the direct path of the wind. Ok now this turn def was better than the first, a lot more interesting moves being used here. Now in terms of who won? Honestly, both of you did the same in my opinion but I did like that Razor IC used knowledge his character would deduct that his CE and the Lightning are both weak to wind thus resorted to using it. Clever way of dealing with it OOC and IC. I did like Venom’s approach too however, instead of just bulldozing through the technique, he would instead take the CE over for himself and force it back at Razor. Neutral turn for me again, but style points def goes to Razor for this one.

Turn Three: Venom responds to the weakened wind technique by releasing an omnidirectional wave of hot breath. I mean wind, same difference. Anyways to deal with it while following up with turning most of the terrain into Corium afterwards, setting up a trap of sorts. Razor would respond to the hot breath by utilizing the fire technique in order counter it. This however caused Barney to take some damage; leaving him losing 25 HP. He would then consume the medical pill afterwards. Hmm, again this was another neutral round for me. I don’t think anyone really took the advantage here; once again this jutsu tennis ya’ll be on be making me snore! Then again, I’m a culprit of it but I’m the one grading so…neutral turn again.

Turn Four: So in response to the fire, Venom;s body seal self-triggers – absorbing the fire; and thus his previous use of Corium went off without an issue. Cool, and thus afterwards uses Wind Blade at the opponent. However, Barney would release a massive water explosion; basically, threating to drown, burn and all that other jazz to Venom. Honestly, neutral round again, nothing…special about this one either. Minus the fact that Venom got his Corium off I suppose lol. Anyways neutral round.

Turn Five: Final Turn, Venom uses Phantom Dragons with Wuxing to deal with Razor’s water. Razor attempts to use his genjutsu to make Venom lose control over his dragon and thus ending the move and water winning. Ok so, this is where I have to come into it and wonder just how exactly this interaction is played out. So firstly, the Phantom Dragons aren’t made from the body, unless the person commands for such. In Venom’s case, it seems like the technique would spawn in the “air” so to speak. Cool, so its really a matter of. Would Venom’s dragons have enough time to interact with the water vs would the illusion be casted fast enough to prevent the interaction. So; let’s do it like this. F Rank water has a speed of 14 vs the Phantom Dragon has S Rank Lightning Speed (14) so both techniques are the same in speed, but the size difference? Venom made no mention as to how big he made his dragon but also, we can give a benefit of the doubt since it’s size was intended to be able to snake through the water. So; given these stipulations, with how the Phantom Dragons can spawn just about anywhere, it would have clashed with the water in time. But now you wonder, what about Razor’s genjutsu? Easy to debunk, considering how HUGE this wave of his is, 20 meters is not “small” by any means. And as far as I’m concerned; the wave and how massive the Phantom Dragon would be in order to handle it would leave me to believe that the illusion actually cant be casted as 1. Razor has no form of extrasensory to know where Venom is exactly in order to trigger the illusion. 2. Illusions require you in the lack of the former to have some sort of visual on the opponent in order to trigger the illusion. Because of this, I have to say Razor’s attempt fails here, thus allowing Venom’s move to go unhindered as intended. If I’m misunderstanding here what happened, please let me know but other than that, this turn would go to Venom.

Verdict: After tallying the points, its in Venom’s favor with 5 to Razor’s 4. The las turn really shifted the score, and if it was another neutral, I would have taken into consideration how much HP Razor lost due to self-infliction. I know sometimes we don’t have better options but I’m sure you did in these instances, maybe. Either way, something would have to be used to determine the tie breaker and HP loss would have been a factor. Anyways, good fight both of you, try to do less jutsu tennis next time doe…any questions please feel free to forward to me on Discord DMS. Mirai out~
 
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