[OPEN] - Sclass+

Skorm

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Zora was staggered when she saw what was behind that water. A band of identically grossly looking people that looked like to be part of some sort of cult or whatever. Feeling quite outmatched, Zora would bite off some skin from her thumb, draw blood on her summoning tattoo and..

Kuchiyose No Jutsu!

Nahla would appear and crashed right into the big pool of water. Her gigantic body would be too big to completely fit into the pool but still, it kept her wet(giggity) and moist.. z.z'
Now then what do we have here? These guys looks like they mean business, shall we give it to'em?
Zora nodded and would conjure up a large typhoon that would feed on the water that surrounded Nahla. Since eye-contact was now broken between her(Zora) and the gang since Nahla's royally big ass was in the way she had to rely on her directions. Or just go big.. Zora would create a large water typhoon in conjuction with a water technique Nahla would use. Together they would create a rather devastating blow towards the group.

Kuchiyose no Jutsu: Nahla) Summoning Technique: Nahla
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Nahla is the biggest, oldest and wisest of the vampire squids and also the boss summoning of the contract. Stretching out 80 meters long, she can dwarf most aquatic summons and her eyes are as big as a large boulder. Her main abilities are using the generic vampire squid techniques which are varying from water techniques and using their blinding musk. Her gigantic tentacles along with the cap is able to cover huge grounds and being hit by said thing will be considered lethal. Since her skin is very quite durable and thus she cannot be harmed by lightning, water, earth B-rank and below but can be damaged by fire, lightning, and wind above B-rank. She is capable of using all water jutsus that the user knows(including customs and with a +20 damage bonus) as well as the signature disorienting Vampire Squid mucus that she would shoot out from her tentacles. The musk is extremely sticky and on touch will sting quite a lot. However if it gets into the system(mouth, eyes, ears etc) it causes nausea and leaves the victim blind for up to two turns. On physical contact it will remain very sticky and as previously mention give the user a sticky sensation. Like all Vampire Squids, Nahla possesses water pressure sensory. This is an asset that only works when submerged under water and lets the Vampire Squids feel pressure from up to Long-range and thus detect movement. Her main weaknesses are fire and wind, while her skin lets her tackle on most physical attacks as well as lightning, though strong variations considered doesn't make her invulnerable to physical attacks in the long-run.

Note: Can only be summoned once per battle.
Note: Lasts 4 turns.
Note: Getting struck by her tentacles or crushed under her body counts as S-ranked blunt damage.
Note: The mucus can be burned away or blown away by fire and wind with quite minimal effort (at least B-rank), but if inserted into the system or physically touched the effects remains. Musk also counts as S-ranked techniques.
Note: Must have signed the Vampire Squid contract and can only be summoned through the contract tattoo(smearing blood) or through a scroll.
Note: Can only be taught by Skorm

(Taiton: Minakami taifū) Typhoon/Water Style: Water Typhoon
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40(+20 to suiton techniques)
Description: The user will focus their typhoon chakra into a body of water nearby(up to mid-range) and through shape-manipulation create a gigantic water typhoon. The mass of the water makes the typhoon even deadlier and through the capabilities of the typhoon release, it can shred through solid material like butter. This jutsu is meant to not only attack opponents but also create new water sources of the users liking. The water can dig itself down very deep and the only limit is the users imagination. The trail of the water typhoon will drench everything it leaves behind it.

Note: Requires water source or a conjunction with another water jutsu.
Note: Can only be taught by Skorm.

Suiton: Kyojin Nami Shougeki) – Water Release: Giant Wave Crash
Type: Offensive/Defensive
Rank: A
Range: Long
Chakra: 30
Damage: 60 60 + 20 + 20=100
Description: The user gathers a large amount of water that can then be used to crash into the opponent. It is strong enough to push back Killer bee in Eight tales form.

Note: Requires a water source.
 

Ushiro

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Zora was staggered when she saw what was behind that water. A band of identically grossly looking people that looked like to be part of some sort of cult or whatever. Feeling quite outmatched, Zora would bite off some skin from her thumb, draw blood on her summoning tattoo and..

Kuchiyose No Jutsu!

Nahla would appear and crashed right into the big pool of water. Her gigantic body would be too big to completely fit into the pool but still, it kept her wet(giggity) and moist.. z.z'
Now then what do we have here? These guys looks like they mean business, shall we give it to'em?
Zora nodded and would conjure up a large typhoon that would feed on the water that surrounded Nahla. Since eye-contact was now broken between her(Zora) and the gang since Nahla's royally big ass was in the way she had to rely on her directions. Or just go big.. Zora would create a large water typhoon in conjuction with a water technique Nahla would use. Together they would create a rather devastating blow towards the group.

Kuchiyose no Jutsu: Nahla) Summoning Technique: Nahla
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Nahla is the biggest, oldest and wisest of the vampire squids and also the boss summoning of the contract. Stretching out 80 meters long, she can dwarf most aquatic summons and her eyes are as big as a large boulder. Her main abilities are using the generic vampire squid techniques which are varying from water techniques and using their blinding musk. Her gigantic tentacles along with the cap is able to cover huge grounds and being hit by said thing will be considered lethal. Since her skin is very quite durable and thus she cannot be harmed by lightning, water, earth B-rank and below but can be damaged by fire, lightning, and wind above B-rank. She is capable of using all water jutsus that the user knows(including customs and with a +20 damage bonus) as well as the signature disorienting Vampire Squid mucus that she would shoot out from her tentacles. The musk is extremely sticky and on touch will sting quite a lot. However if it gets into the system(mouth, eyes, ears etc) it causes nausea and leaves the victim blind for up to two turns. On physical contact it will remain very sticky and as previously mention give the user a sticky sensation. Like all Vampire Squids, Nahla possesses water pressure sensory. This is an asset that only works when submerged under water and lets the Vampire Squids feel pressure from up to Long-range and thus detect movement. Her main weaknesses are fire and wind, while her skin lets her tackle on most physical attacks as well as lightning, though strong variations considered doesn't make her invulnerable to physical attacks in the long-run.

Note: Can only be summoned once per battle.
Note: Lasts 4 turns.
Note: Getting struck by her tentacles or crushed under her body counts as S-ranked blunt damage.
Note: The mucus can be burned away or blown away by fire and wind with quite minimal effort (at least B-rank), but if inserted into the system or physically touched the effects remains. Musk also counts as S-ranked techniques.
Note: Must have signed the Vampire Squid contract and can only be summoned through the contract tattoo(smearing blood) or through a scroll.
Note: Can only be taught by Skorm

(Taiton: Minakami taifū) Typhoon/Water Style: Water Typhoon
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40(+20 to suiton techniques)
Description: The user will focus their typhoon chakra into a body of water nearby(up to mid-range) and through shape-manipulation create a gigantic water typhoon. The mass of the water makes the typhoon even deadlier and through the capabilities of the typhoon release, it can shred through solid material like butter. This jutsu is meant to not only attack opponents but also create new water sources of the users liking. The water can dig itself down very deep and the only limit is the users imagination. The trail of the water typhoon will drench everything it leaves behind it.

Note: Requires water source or a conjunction with another water jutsu.
Note: Can only be taught by Skorm.

Suiton: Kyojin Nami Shougeki) – Water Release: Giant Wave Crash
Type: Offensive/Defensive
Rank: A
Range: Long
Chakra: 30
Damage: 60 60 + 20 + 20=100
Description: The user gathers a large amount of water that can then be used to crash into the opponent. It is strong enough to push back Killer bee in Eight tales form.

Note: Requires a water source.
Pein calmly watched their opponent, draped in traditional robes, draw blood and touch a tattoo on her body. A summoning ritual. She was wise enough to acknowledge her own inferiority, but not enough to back down. Such a shame. As the lake before them starts to swell with the appearance of a giant squid the Paths disperse, jumping away to distance themselves from the creature besides Deva path who jumps forward with his arms extended toward it. In a moment a invisible force would impact the creature and repel it, launching it backwards out of the lake and far into the distance as though it weighed nothing. The woman's unfortunate positioning would put her in the path to be crushed by her own summon, its enormous size and resulting weight working against her.

Meanwhile, Asura path takes to the sky by propelling himself through the air at high speed and soars over the enemy's position at a height of 100 meters. From there he transforms his arm into a cannon and releases a focused blast of chakra at them that would cause a large destructive explosion on impact.

( Doujutsu: Rinnegan ) Eye Technique: Samsara Eye (for reference)
Type: Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: N/A ( -5 per turn )
Damage: N/A
Description: One of the 3 great Doujutsu, the Rinnegan has, like the other, the ability to see chakra and the chakra flow of individuals. It also allows the user a great clarity of perception and tracking abilities, although its levels vary from user to user. Dispicted as the eyes of the SO6P, the Rinnegan awaken on Madara Uchiha after he obtained his EMS and implanted Hashirama's Senju cells in himself. Having both lineage from the SO6P allowed him to awake the Rinnegan. When Madara activates the Rinnegan, he seems to not suffer any kind decrease in his EMS abilities in terms of tracking speed, clarity of perception or seeing chakra. Eventually his eyes were bestowed upon Nagato Uzumaki and in him manifested lower abilities (equal or comparable to a 3 Tomoe Sharingan). While Nagato was never able to deactivate his eyes, Madara could switch at will between his EMS and Rinnegan eyes, although he wasn't able to go from 3 Tomoe to Rinnegan directly. Eventually Obito transplanted Nagato's (and subsequently Madara's) Left Rinnegan into himself. By doing so he gained access to both Doujutsu at the same time although losing the ability to deactivate the Rinnegan and as such, losing chakra constantly to maintain it.
Note: Constantly passively active in Nagato and Obito bios
Note: Requires activation ( spending move ) for Madara bios but remains active indefinetely afterwards if the user chooses to. After having a complete Madara bio with Rinnegan for 1 month, user becomes able to switch between both doujutsu without spending a move. User needs to have activated EMS before and had it active for 1 full turn.

( Shinra Tensei ) - Divine Punishment
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short
Chakra: 40 ( +20 per extra range )
Damage: N/A
Description: Using the Deva Paths abilities to manipulate gravitational forces, the user will repulse and push away anything around him up to a given range, in all directions, producing an omni-repulsion effect. The force and repulsive effect is absolute, affecting both energy and matter alike. The technique itself can be used with different ranges/sizes, depending on how much chakra the user spends for the technique and can even, in its smaller form, be sustained, forming a static defensive field instead of a wave-like effect.
Shōkibo - Small Scale: the user will push away anything around him up to short range. The offensive power in this size is not that high as it hits opponents but can still do severe damage. It isn't, however, fatal, boasting a physical 40 damage. If the user focuses this ability with the help of his hands he can sustain a defensive absolute repulsive field around him. He can't, however, do any technique while he is sustaining it and he can only sustain it for 2 turns. Once used, takes one turn cool down to use gravitational related techniques again.
Chūkibo - Medium Scale: the user will push away anything around him up to mid range. The offensive power in this size is severe, sending opponents flying backwards with enough force to, if not defended properly, leave near fatal physical damage. Although not directly fatal, the technique boasts a physical damage of 80. If the user focuses this ability through one or both hands, he can push away a specific target or technique alone, instead of producing the normal omni-repulsive wave. Once used, takes 2 turns cool down to use gravitational related techniques again.
Ōkibo - Large Scale: the user will push away anything around him up to long range. The offensive power of the technique is devastating and anything in its path that doesn't manage to defend properly is left obliterated. Its fatal if unguarded, boasting a physical damage of 160. Using this techniques poses a great deal of danger to the user as he damages his chakra pathway itself to be able to mold sufficient chakra to perform it. Once used, the user loses the use any gravitational related techniques for the remainder of the fight and is unable to mold chakra for techniques above A-Rank for 5 turns.
Note: The technique is immune to normal Elemental Weaknesses and Strengths and as such can't be blocked or stopped. However, the enemies can still use techniques that prevent or reduce physical damage to their bodies to survive its effects or escape its range through a fast enough technique. This means that in the large scale, while the technique can't be stopped or directly countered, enemies can still manage to survive if the logically counter.
Note: can only be used by Rinnegan bios with the ( Tendō ) - Deva Path active

( Chakura Suishin Būtsu no Jutsu ) - Chakra Propulsion Boots Technique
Type: Supplementary
Rank: C
Range: Short - Long
Chakra cost: 15 ( -15 per turn )
Damage points: N/A
Description: The Asura Path utilizes chakra that shoots out of his boots to propel himself in a linear direction, greatly increasing his speed. Other Rinnegan bios can also use this technique by having the Asura Path activated and producing the technique from their feet. With enough mastery, the user can even be granted flight as long as he fuels the technique. In this case however, he needs to spend chakra to sustain flight, spending a move to keep active.
Note: Can only be used through Asura Path or with it active.

( Reza Bakuhatsu no Jutsu ) - Laser Explosion Technique
Type: Offensive
Rank: A
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: Through the Asura Path, the user is able to create a cannon of sorts from his body. This "hi-tech" looking weapon is nothing more than a chakra cannon. It shoots a very dense and concentrated beam of chakra that travels at blazing speeds. The dense concentration of the beam makes it strong enough to play in equal terms to elemental techniques of the same rank.
Note: Can only be used by Rinnegan bios.
Note: Requires the user to have the (Shuradō) - Asura Path active.
 

Skorm

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Instead of proceeding as planned, Nahla would fly backwards. Zora would perform three handseals and summon the spirit avatar. She would use it as a break to hinder incoming impact dealt to her a d Nahla. Nahla herself focused on the flying guy who started to shoot some lasers. Great. She would release her water chakra in the form of a pressurized wave that not only nullfied the lasers but kept going and destroyed the man. The last of the water would be coming towards the five others and cut through their path as both a diversion and aggression. This would happen as she was secured by the spirit avatar.
The good thing now was that Nahla wasnt in the way anymore and Zora had a clean view towards the targets. Waiting for what they planned next.

(Taiton: Supirittoabatā) Typhoon Style: Spirit Avatar
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40(-10/turn)
Damage: N/A
Description: Spirit Avatar is a technique that is influenced on the black wind clone technique but instead of summoning clones, an avatar of typhoon release is summoned on the field. The user performs a sequence of three handseals and creates the entity. The spirit may vary in size stretching down to the size of a stone golem. Being made by the typhoon release itself, the spirit avatar can tank anything that S rank typhoon release can tank. Albeit being very similar to the black wind clones, the avatar spirit has a very unique feature except its size variation and strength and that is that it can inhabit the user by merging with their body or that of a summoning they control. This will coat the affected body with the chakra the avatar spirit is made by and while at the same time giving the affected body the same resistance as the spirit avatar, also being controlled by the user of the technique. In combat, the avatar spirit may perform all wind/typhoon techniques based on wind and even custom fighting styles based on wind that the user knows up to A-rank. The spirit avatar may also coat material matter as well, such as swords and other objects will which give the said object the strengths of the spirit avatar (S-ranked typhoon chakra).

Note: Usable twice per battle, lasting four turns.
Note: Must have completed the typhoon release up to S rank.
Note: No Typhoon release A-rank and above can be used for the following turn after each usage expiration.
Note: Can only be taught by Skorm.
(Suiton: Suidanha) Water Release: Severing Wave
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (100)
Description: After doing the Tiger hand seal, the user will quickly exhale a very thin stream of pressurized water that will be able to cut even rock. The most noteworthy feature of the technique is how fast the stream is and how sharp it can be. By moving his head, the user can alter the jet's cutting path, creating longer cuts or affecting bigger targets.
 
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Ushiro

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Asura stops his jets, adjusts his body, and reactivates his jets to make a sudden right turn out of the path of the pressurized water stream being spewed by the squid. He also tosses five flash bombs past the stream to blind both squid and summoner as the scattered bombs detonate in front of them. The other Paths avert their eyes tot avoid being blinded. At the same time, Deva forms a handseal, utilizing his elemental mastery (wind specialty) to generate five giant tornadoes, all lined up side by side forming a powerful wall large enough to completely intercept the water stream before dissipating. Asura then takes advantage of the enemy's blindness and fires four blazing fast lasers of concentrated chakra toward their enemies' left side. The explosion caused by these lazers would completely engulf the colossal squid as well as the spirit avatar.

( Chakura Suishin Būtsu no Jutsu ) - Chakra Propulsion Boots Technique
Type: Supplementary
Rank: C
Range: Short - Long
Chakra cost: 15 ( -15 per turn )
Damage points: N/A
Description: The Asura Path utilizes chakra that shoots out of his boots to propel himself in a linear direction, greatly increasing his speed. Other Rinnegan bios can also use this technique by having the Asura Path activated and producing the technique from their feet. With enough mastery, the user can even be granted flight as long as he fuels the technique. In this case however, he needs to spend chakra to sustain flight, spending a move to keep active.
Note: Can only be used through Asura Path or with it active.

(Fūton: Tatsumaki Heki) - Wind Release: Tornado Wall
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 70
Damage: 100
Description: The user does the Ram hand seal and generates a large wall of 5 Tall tornadoes in front of him that are sent towards the opponent. A flying summoning with a wind affinity can create this technique by simply flapping their wings to generate the wind for the technique with normal S rank damage.

Note: Can only be used by Wind Primary Specialists.
Note: Can only be used twice.

(Shuradō: Rēzā Shōmetsu) – Asura Path: Lazer Annihilation
Rank: S
Type: Offensive
Range: Short-Long
Chakra: 40
Damage: 80
Description: An advanced version of Lazer Explosion, the user creates four chakra cannons from his body that shoot very dense and concentrated beams of chakra at blazing speeds, causing widespread destruction. The dense concentration of the beams makes them strong enough to play in equal terms to elemental techniques of the same rank.
-Usable twice per battle and requires a 2 turn cool down period.
-Requires the user to have the (Shuradō) - Asura Path active.
-Can only be used by Ushiro.
 

Skorm

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Even when the target changed path rapidely, the pressurized waves were continuous and followed the target til outmost destruction. Ripping through the flashbombs with little to no effect. The water hits the Asura path as the Spirit avatar has breaken Nahlas fall. They weren't out of danger yet. Zora could see large tornados forming around Nahla and herself. With little time to do anything else, Nahla and Zora would focus their strength together to form a devastating ice tornado that would leave them in the eye of the storm while everything else would slow down in a biting -50 degrees cold. Even if the Asura path had made it through the streams, it would be destroyed now along with the tornados and the group of opponents. Both attacks were aimed to be a large scale conjunction move leaving everything in its path in a solid frozen state. Nothing mechanical would work in these conditions, let alone human. With the ice typhoon in process, Nahla and Zora would back away from the enemy, distancing the eye of the storm away from them as well as Zora would flank on Nahla's left side to be able to spot the result.

(Suiton: Suidan no Jutsu) - Water Release: Water Bullet Technique
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 100
Description: The user inhales and molds a great amount of chakra into their chest, exhaling a very large quantity of water in the form of a powerful torrent towards their intended target. The stream of water is so powerful and concentrated it can rip through most obstacles in its path. The stream itself contains so much concentrated water that it can flood medium to large sized depressions of the battle field in relatively short amounts of time.

(Taiton: Kōri no Taifū) Typhoon Style: Ice Typhoon
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (-10/turn)
Damage: 80
Description: The user will summon a huge typhoon from a large water source after performing three hand seals and use the freezing capabilities of wind to create microscopic ice patterns in the air that it affects. The typhoon will have a temperature of -50 degrees and being caught inside the storm will result in death within two turns. The first turn will result in major frostbite. The ice particles that are wrapped up in the typhoon will also create cutting wounds, along with any debris that is caught inside of it. As the temperature is so dropped, everything will move much slower and running speeds are directly affected by the cold. This results in everyone caught in the storm is limited to walking-speed at max while they will try to counter it. The user themselves are in the eye of the storm, unaffected by the cold and cutting forces of the ice typhoon. They can maintain the typhoon for 3 turns but in the same instance are unable to utilise any ninjutsu other than typhoon and wind as the ice typhoon is taking a large toll to maintain. In the storm, elemental jutsu is also affected by the cold. Water techniques will freeze instantly and lightning techniques are just nullified of the winds intensity. The ice typhoon requires a watersource before use or can be used in conjunction with a large-scale water jutsu. All effects of the ice typhoon are nullified in the eye of the storm, regardless of if you're the user of the technique or not.

Note: Can only be used twice per battle.
Note: Lasts a maximum of 4 turns per use
Note: Requires a cooldown of 2 turns per use.
Note: Can only be taught by Skorm.
 
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Ushiro

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Seeing their enemy generating a brilliant tornado of freezing winds and ice, Pein prepares two techniques to bring the storm under their control. The Preta path creates a spherical barrier surrounding him that expands to encompass most of the battlefield in no time at all. The barrier appear to swallow the tornado up, absorbing all of the wind that carried the ice particles and gave them movement. Deva simultaneously forms a handseal and holds it as he generates numerous powerful wind currents surrounding him and the other Paths at a scale rivaling the technique that was to be used on them. These winds divert the trajectory of the ice particles, that now have nothing propelling them, away from Pein and takes control of them, creating a similar tornado imbued with ice that advances on the duo in an arc, funneling a storm of ice and wind onto them. The Human path supplements the tornado with one of his own, much smaller in comparison, created with a single upward spinning kick. It moves with the larger tornado and adds to its strength. They don't care about Asura at this point, who seems to have been caught up in everything.

(Gakidō: Sentakukyūshū Shīru) – Preta Path: Selective Absorption Seal
Rank: S
Type: Defense/Supplementary
Range: Short-Mid (Long for single technique)
Chakra: 40
Damage: N/A
Description: Through use of the Preta Path the user will create a sealing barrier similar to the original Blocking Technique Absorption Seal. Instead of universally absorbing all chakra, this barrier absorbs chakra of a particular nature or form. (Goes by the categories of the jutsu list. Eg. Raiton, Mokuton, Normal Ninjutsu, Fuuinjutsu, etc.) In exchange for this limitation, the user may expand the barrier’s range very fast and cover everything mid-range from the user as a large sphere also extending beneath the ground. Alternatively, the barrier may be expanded even further into long-range with the condition of targeting just one specific jutsu to be absorbed, as long as the user knows or has witnessed the jutsu before. However, this barrier cannot absorb jutsu with components from different categories (like Steel) without specifying that particular category or technique. Nor will the components be absorbed (Fire and Earth) if Steel is chosen. Techniques falling under multiple categories (eg. Water/Lightning Release) will only absorb one of them and leave the other unaffected.
-Can only be used by Ushiro
-Requires Preta path to be active
-Counts as one of the uses of Blocking Technique Absorption Seal
-Choice can only be changed if this technique is used again

(Fuuton: Henka no Kaze)- Wind Release: Winds of Change
Type: Attack/Defense/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 (+15 each turn active)
Damage: 80
Description: The user forms 3 handseals to generates and control wind currents throughout the battlefield that can vary in strength from a breeze to wind capable of lifting large buildings. The user must keep the last hand seal held to maintain precise control of the currents and continue the jutsu.However a fire technique of A rank or above can cut the control of the wind currents
-Usable twice per battle
-No A-rank or higher wind jutsu for the next 2 turns
-Can only be taught by Shin-Akira

( Konoha Ryūjin ) - Leaf Dragon God
Type: Offensive/Defensive
Rank: A-rank
Range: Short-Long
Chakra: 30
Damage: 60
Description:
This is an ultimate taijutsu technique created by the legendary taijutsu master Chen. It appears to be initiated by an upward spin kick at which point it quickly becomes like tornado. Forming into a dragon with long whiskers, it attacks the target aiming to swallow them, at which point they are cut by the razor sharp air currents inside the attack. After initiating the attack, the user appears to remain shielded within the base of the tornado as the outward surface of the dragon seems to be solid enough for a person to impact and rebound off of, making the only way to enter the technique once it has been initiated is by being swallowed. However, there is one distinct weakness to the technique. Since the Dragon God's real form (and what it basically is) is that of an ordinary tornado, though cosmetically shaped into a dragon, its attack power is based on rotation. If one enters the attack's centre (Dragon's Eye) while rotating at high speed, such as Lee's One-Man Front Lotus, it can be dispersed without inflicting damage. The technique, while seemingly similar to Wind Release, is actually just the users own physical power (through the use of the spinning kick) shaping the air into currents through movement. It is, however, enough to fight off elemental ninjutsu of the same rank and below.
Note: Can only be used by Taijutsu Specialists and EIG users
 
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