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Noni

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Decide who gets the first move yourself​
 

Noni

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As his opponent steps ahead to Lancers mid range. He formulates a simplistic plan to see how his opponent react, this will allow Lancer to pin point his opponents way of fighting and deduction of situation. Giving Lancer information he could use against his opponent. Lancer performs two hand seals, and opens up a portal above his opponent in the sky, roughly 10-15 meters high. The portal covers the entirety of the opponent's short range radius. Out the portal Lancer summons a vast amount of normal sized boulders composed of a unique crystal called Quartz. They come crashing down along with the momentum of gravity, allowing Lancer to continue with his plan as set. These crystals might not seem any different then regular earth, when they crash on top of you, blunt force damage would be received, and broken bones would be assured. Along with this though, when they crash with the solid ground, the distortion/pressure from the initial crash will cause the crystal to release a vast amount of unfocused electricity through out the surface that crashed with the earth. So not only would you be crushed from the boulders, but the electricity would surely paralyze you, ripping you to shreds due to its sharp nature. Lancer attack was nothing to truly behold, or impressive, it was mainly to divert his opponents attention away from him. He would be forced to pay attention to those crystals if he wants to counter them appropriately. Evading them would probably be the option chosen, it wouldn't be safe to have them crash on the ground- not for the opponent at least, Lancer would love it if that happened. Either or, Lancer proceeds with his next plan as the crystals begin their descent on the unlucky victim.

(Sekieiton: Debi Ten no Kengen)- Quartz Release: Devi's Heavenly Manifestation
Type: Offense
Rank: A
Range: Mid - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their Quartz Chakra in the air, perform two hand seals, and open a portal in the sky, similar to Dropping Lid. From the portal, the user will drop a vast amount of crystal Quartz, as they begin go fall towards the ground, when they make contact with the ground, the sudden impact will force an electrical disturbance from the crystal material, anyone unlucky enough will to be within the vicinity will easily be crushed from the impact, as well as electrocuted. All of them the size of regular boulders. Alternatively, the user can summon one large construct composed of Quartz, the same size as the Dropping Lid technique, the end result will be relatively the same. This technique must be used at least mid-range away from the user.

Note: Can only be used thrice per battle

Biting his thumb, drawing some blood, he wipes it across his shark tattoo after performing a set of hand seals. This allows Lancer to summon one of his taught sharks, Ceto. The shark is summoned right behind Lancer in close range. Amazing sense of hearing, and being a hammer head shark allows for his vision to excel well beyond normality. His unique bodily composition, and color gives him chances for hiding, and fluid movement. Lancer commands the beast of the sea to barrel underground. It can passively swim through earthly material, as it barrels and swims to your location right below you. Moving at speed any normal ninja can, it knows what Lancer needs of him. To remain underground when he is needed for attack, Lancer will assess his opponents move and command the beast to move accordingly. He will have great smell of his opponent even from underground. Besides, he is no more then a few meters below the surface.

( Kuchiyose: Ceto ) ♆ Summoning: Ceto
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: Able to grow to lengths of 6 meters, Ceto sharks are a genus of sharks closely related to Hammerhead sharks, with Earth affinity. Light gray and have a greenish tint to them, their bellies are white which allows them to blend into the ocean when viewed from the bottom and sneak up on their prey, creating a process generally called countershading. As with all sharks, Ceto sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. The positioning of the eyes, mounted on the sides of the shark's distinctive hammer head give the shark good 360-degree vision in the vertical plane, meaning they can see above and below them at all times. They possess the characteristic elongated head, which is a chakra focal point, thus much more resistant and strong. Rather than biting, they usually slam their heads on their prey, beating them to submission. Capable of driving it's hammer like head into the opponent to deliver bone crushing blows, Ceto sharks are capable of breaking through B ranked defenses of solid based elements. With their chakra, they gain a passive ability of swimming through earth as well as through sea, though their speed in water is faster than when they travel through the earth. Moving at half their speed, Sharks are able to move through earth at the speed of the average ninja.

Should the user choose to attempt to summon a full Shark but fails, he is able to Summon a baby variant of Ceto sharks, spanning from 2-3 meters long and having the ability to bite through C ranked defenses and swimming at half the speed of the a full grown Ceto shark. Should a baby Ceto shark collide into a foe, he is able to cause bone bruising and cracking impacts, dispersing on contact. While only one full grown shark can be made from this summoning, up to 5 baby sharks are able to be summoned. These baby Ceto are also able to utilize an unique ability lost when they become fully grown as they move away from the school of sharks. As baby Ceto, they are able to swim under the user and and burst up from under the water (or earth) at max speeds, crashing into the opponent and causing bullet like impacts. As they collide into the user, they bite each limb with a fierce grip, causing damage as the last shark bits the skull of the opponent, before dispersing, causing A ranked damage. These baby Ceto are only able to attack and defend as a school of sharks.
Note: Lasts 4 turns at max
Note: Can only be summoned once per battle; baby Ceto sharks are able to be summoned twice. But if Baby Ceto sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon Baby sharks more than once.
Note: They are able to use Earth up to S Rank (up to C rank for baby Ceto sharks).
Note: Using Ceto sharks ability to physically attack enemies count as an S ranked ability and counts towards the user's moves, as well as using earth jutsu.

Lancer from there channels lightning chakra into his palm, releasing a spear that is three meters long. The spear is composed of extremely special properties, but Lancer for now is keeping it dormant, to be used when he needs it. As any lightning spear, it has amazing piercing property, composed of a yellowish color, with electrical wires randomly popping out of its body as it makes a easy to hear cracking sound.

(Raiton: Nozomi negurekuto)- Lightning Release: Desiring Neglect
Type: Offense/Defense
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: An advance lightning application jutsu. The user will release a spear projectile out of their body, or mouth. The spear vividly similar to the False darkness spear, and can reach lengths up to four meters. It contains similar traits. Has a serious amount of piercing potential, ripping flesh apart, or bursting through rocks as it travels, and can paralyze anything that comes into contact. What makes this unique is lightning's ability to control other material, with jutsus like Lightning Blade Levitation for example. The user through a simple hand seals, can activate one, of its two special application while performing the spear, creating a sort of electrical field where the spear is the epicenter of this field. The first, offensive base (Snake hand seal), the spear will release electricity (appears like electrical wires) that extends up to mid range from its body in a Omnidirectional manner that acts as a medium for the electrical field distances, anything that is in reach of the electricity will be used as a medium for the spear (metal, rocks, water, etc), and follow the spears trajectory, and target, flanking it from the same side it reached. All the material touch will have a small shock value on contact due to the contact with the electrical wire conducting itself onto material. The second ability is opposite, and more defensive (Dragon hand seal), the spear will once again release those electrical extensions up to mid range, anything that is in reach by them will forcefully be pushed back into a longer distance, or from where they came from, this includes natural material. Both these abilities can be used on opponent's techniques, but must overpower the ranking to do so successfully. This spear can be multiplied when desired through mental command, and by holding the hand seal, can control where, and how they move. Length of the electrical extension can be adjusted from short-mid range for the users need. This spear alternatively can be harnessed by the users hands to be used in close range, and when doing so, due to being in closer contact, can control where the electricity is released from the body of the spear (the tip of the spear, laterally, etc), and still have the same effects needed. To harness the spear, it has to be created from hand.

Note: Can only be used twice
Note: When harnessed, will last up to three turns
Note: One turn cool down before re-use
Note: Can only be taught by Noni
Note: No other S-Rank or above Lightning in the user's same turn
 

Mirai

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As his opponent steps ahead to Lancers mid range. He formulates a simplistic plan to see how his opponent react, this will allow Lancer to pin point his opponents way of fighting and deduction of situation. Giving Lancer information he could use against his opponent. Lancer performs two hand seals, and opens up a portal above his opponent in the sky, roughly 10-15 meters high. The portal covers the entirety of the opponent's short range radius. Out the portal Lancer summons a vast amount of normal sized boulders composed of a unique crystal called Quartz. They come crashing down along with the momentum of gravity, allowing Lancer to continue with his plan as set. These crystals might not seem any different then regular earth, when they crash on top of you, blunt force damage would be received, and broken bones would be assured. Along with this though, when they crash with the solid ground, the distortion/pressure from the initial crash will cause the crystal to release a vast amount of unfocused electricity through out the surface that crashed with the earth. So not only would you be crushed from the boulders, but the electricity would surely paralyze you, ripping you to shreds due to its sharp nature. Lancer attack was nothing to truly behold, or impressive, it was mainly to divert his opponents attention away from him. He would be forced to pay attention to those crystals if he wants to counter them appropriately. Evading them would probably be the option chosen, it wouldn't be safe to have them crash on the ground- not for the opponent at least, Lancer would love it if that happened. Either or, Lancer proceeds with his next plan as the crystals begin their descent on the unlucky victim.

(Sekieiton: Debi Ten no Kengen)- Quartz Release: Devi's Heavenly Manifestation
Type: Offense
Rank: A
Range: Mid - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their Quartz Chakra in the air, perform two hand seals, and open a portal in the sky, similar to Dropping Lid. From the portal, the user will drop a vast amount of crystal Quartz, as they begin go fall towards the ground, when they make contact with the ground, the sudden impact will force an electrical disturbance from the crystal material, anyone unlucky enough will to be within the vicinity will easily be crushed from the impact, as well as electrocuted. All of them the size of regular boulders. Alternatively, the user can summon one large construct composed of Quartz, the same size as the Dropping Lid technique, the end result will be relatively the same. This technique must be used at least mid-range away from the user.

Note: Can only be used thrice per battle

Biting his thumb, drawing some blood, he wipes it across his shark tattoo after performing a set of hand seals. This allows Lancer to summon one of his taught sharks, Ceto. The shark is summoned right behind Lancer in close range. Amazing sense of hearing, and being a hammer head shark allows for his vision to excel well beyond normality. His unique bodily composition, and color gives him chances for hiding, and fluid movement. Lancer commands the beast of the sea to barrel underground. It can passively swim through earthly material, as it barrels and swims to your location right below you. Moving at speed any normal ninja can, it knows what Lancer needs of him. To remain underground when he is needed for attack, Lancer will assess his opponents move and command the beast to move accordingly. He will have great smell of his opponent even from underground. Besides, he is no more then a few meters below the surface.

( Kuchiyose: Ceto ) ♆ Summoning: Ceto
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: Able to grow to lengths of 6 meters, Ceto sharks are a genus of sharks closely related to Hammerhead sharks, with Earth affinity. Light gray and have a greenish tint to them, their bellies are white which allows them to blend into the ocean when viewed from the bottom and sneak up on their prey, creating a process generally called countershading. As with all sharks, Ceto sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. The positioning of the eyes, mounted on the sides of the shark's distinctive hammer head give the shark good 360-degree vision in the vertical plane, meaning they can see above and below them at all times. They possess the characteristic elongated head, which is a chakra focal point, thus much more resistant and strong. Rather than biting, they usually slam their heads on their prey, beating them to submission. Capable of driving it's hammer like head into the opponent to deliver bone crushing blows, Ceto sharks are capable of breaking through B ranked defenses of solid based elements. With their chakra, they gain a passive ability of swimming through earth as well as through sea, though their speed in water is faster than when they travel through the earth. Moving at half their speed, Sharks are able to move through earth at the speed of the average ninja.

Should the user choose to attempt to summon a full Shark but fails, he is able to Summon a baby variant of Ceto sharks, spanning from 2-3 meters long and having the ability to bite through C ranked defenses and swimming at half the speed of the a full grown Ceto shark. Should a baby Ceto shark collide into a foe, he is able to cause bone bruising and cracking impacts, dispersing on contact. While only one full grown shark can be made from this summoning, up to 5 baby sharks are able to be summoned. These baby Ceto are also able to utilize an unique ability lost when they become fully grown as they move away from the school of sharks. As baby Ceto, they are able to swim under the user and and burst up from under the water (or earth) at max speeds, crashing into the opponent and causing bullet like impacts. As they collide into the user, they bite each limb with a fierce grip, causing damage as the last shark bits the skull of the opponent, before dispersing, causing A ranked damage. These baby Ceto are only able to attack and defend as a school of sharks.
Note: Lasts 4 turns at max
Note: Can only be summoned once per battle; baby Ceto sharks are able to be summoned twice. But if Baby Ceto sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon Baby sharks more than once.
Note: They are able to use Earth up to S Rank (up to C rank for baby Ceto sharks).
Note: Using Ceto sharks ability to physically attack enemies count as an S ranked ability and counts towards the user's moves, as well as using earth jutsu.

Lancer from there channels lightning chakra into his palm, releasing a spear that is three meters long. The spear is composed of extremely special properties, but Lancer for now is keeping it dormant, to be used when he needs it. As any lightning spear, it has amazing piercing property, composed of a yellowish color, with electrical wires randomly popping out of its body as it makes a easy to hear cracking sound.

(Raiton: Nozomi negurekuto)- Lightning Release: Desiring Neglect
Type: Offense/Defense
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: An advance lightning application jutsu. The user will release a spear projectile out of their body, or mouth. The spear vividly similar to the False darkness spear, and can reach lengths up to four meters. It contains similar traits. Has a serious amount of piercing potential, ripping flesh apart, or bursting through rocks as it travels, and can paralyze anything that comes into contact. What makes this unique is lightning's ability to control other material, with jutsus like Lightning Blade Levitation for example. The user through a simple hand seals, can activate one, of its two special application while performing the spear, creating a sort of electrical field where the spear is the epicenter of this field. The first, offensive base (Snake hand seal), the spear will release electricity (appears like electrical wires) that extends up to mid range from its body in a Omnidirectional manner that acts as a medium for the electrical field distances, anything that is in reach of the electricity will be used as a medium for the spear (metal, rocks, water, etc), and follow the spears trajectory, and target, flanking it from the same side it reached. All the material touch will have a small shock value on contact due to the contact with the electrical wire conducting itself onto material. The second ability is opposite, and more defensive (Dragon hand seal), the spear will once again release those electrical extensions up to mid range, anything that is in reach by them will forcefully be pushed back into a longer distance, or from where they came from, this includes natural material. Both these abilities can be used on opponent's techniques, but must overpower the ranking to do so successfully. This spear can be multiplied when desired through mental command, and by holding the hand seal, can control where, and how they move. Length of the electrical extension can be adjusted from short-mid range for the users need. This spear alternatively can be harnessed by the users hands to be used in close range, and when doing so, due to being in closer contact, can control where the electricity is released from the body of the spear (the tip of the spear, laterally, etc), and still have the same effects needed. To harness the spear, it has to be created from hand.

Note: Can only be used twice
Note: When harnessed, will last up to three turns
Note: One turn cool down before re-use
Note: Can only be taught by Noni
Note: No other S-Rank or above Lightning in the user's same turn
Quiet she remained as she entered the combat zone with her enemy near her. Annabel was due for her next battle elsewhere but a quick warm up can be arranged. As the man was getting his self, she simply smiles and waited for the moment. With the hand seals made from the man, he created a portal head over of Annabel though at the time unknown to her. Above her as the crystals started to form and descend from the sky about her, Annabel was ready when she noticed the shade being created from the falling crystal overhead. Annabel swiftly channeled her fire chakra into her legs and arms and using the streams momentum, she manipulated it to push herself out of the reach of the falling Quartz before it hit the ground. This is done with a slight jump, allowing her to move backwards and out of the reach of the Quartz.

Type: Attack/Defence
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user will focus their fire chakra into their hands or feet. The the user will surround their hands of feet in flames releasing a blast of fire from their hands like when a rocket blasts off. This concerntrated stream will travel up to mid range. Due to the power of the flames, if the user doesn't have his feet firmly on the ground the blast of fire will push him in the opposite direction to which the flames are traveling.

Note: can only make max of 2 blasts per use


Not bad Mizukage-kun eheheh

Annabel commented towards her leader. As he began his second technique, she swiftly held onto her Queen’s Blade sword, and spun the blade as she landed on the ground. Once she does this, it creates a magnetic field of chakra around her, thus allowing her to become that of a human magnet so to speak. Once she was done, he would of already summoned his Shark and had it go underground, as she was paying attention the while he did this. Annabel watched as Lancer released his Lightning spear outwards, she was bit worried as to what it might do, though she simply ignores this and channeled chakra into her eyes , having the crimson eyes swirl to life as she watched the Mizukage with her now activated Sharingan. She was roughly on the edge of long though in mid-range still. Annabel simply readied herself of the next attack. She smirks and started to laugh as she watched him. She simply said to herself

His jutsu is nice..but that damn animal is under me...ehehe I know what to do


Rank: A
Type: Supplementary
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The Kenjutsu technique allows Swordsmen to more easily fight against Shinboi attacks of all sorts; the user will activate this technique by quickly focusing chakra into their weapon and spinning it in a complete circle in front of them. After this simple ritual is completed, a “magnetic” burst of chakra is released all around the user that causes all foreign chakra to be condensed as it approaches the user. Ultimately, the “magnetized” chakra will be drawn into the user’s weapon, effectively concentrating even large scale jutsu into simple, yet still equally powerful, streams or orbs, depending on the incoming techniques composition. This technique can easily be described as turning the user's weapon into a "Chakra Lightning-rod", thus the name.
*The strength of drawn in techniques does not diminish at all, and if the user doesn’t counter the techniques, the chakra will flow into the user’s body via the weapon and do full damage or preform its intended purpose
*Once activated, this remains active for four turns, but it’s effect is only valid while the user is holding a weapon.
*Only useable 4 times per battle.
*This jutsu only effects "non-solid" techniques like Wind, Fire, Lightning, Water, or objects like mud. Techniques with a sturdy molecular composition won't be affected by this technique, such as Earth or Ice, but does nothing to change their effects if they are not dealt with.



Type: Supplementary
Rank: A-Rank
Range: Short-Long
Chakra: 30 (-10 per turn to keep active)
Damage: N/A
Description:
One of the Three Great Dōjutsu (San Daidōjutsu), the Sharingan is the kekkei genkai of the Uchiha clan. Unlike the other Dōjutsu, not all members of the Uchiha Clan possess the Sharingan. This great Dōjutsu seems to awaken only on exceptional Uchiha members and only in times of great stress. Once awaken, the pupil turns red and a single tomoe (巴) seal appears around the center pupil. As the user masters and evolves their eyes, the tomoe (巴) seals increase, topping 3 per eye. The main ability of the Sharingan, like any other Dōjutsu, is to enable the user to see the flow of chakra. This ability is further improved as the Sharingan gives color to chakra, enabling the user to differentiate chakras from different people or from different sources. Although the user can see chakra through matter, he cannot see beyond dense matter or in long distances. Coupled with the ability to see chakra, Sharingan users gain acess to an incredible clarity of perception that enables them to read insanely fast movements or minor details, enabling them the ability to foresee in an easier way, traps, incoming attacks, etc. This clarity of perception is so great that a Sharingan user can sometimes start performing a counter to an attack that is still being performed, enabling the counter to be launched only a split a second after the attack. This clarity of perception leaves Sharingan users able to track high speed movement easily as well as to read through handseals. This last ability enables them to learn techniques much faster and sometimes copy them directly from the enemy, as long as the user has the necessary chakra affinities and requirements to perform it. Finally, the Sharingan is often linked to Genjutsu and mind-manipulating illusions, mostly because the user can, mostly through Eye Contact, directly and precisely use his chakra to manipulate the enemy's chakra flow. In return, the users clarity of perception gives him the ability to more easily decipher visual illusions cast upon him and see past them. The Sharingan has a great cost to the user though. The chakra consumption disables its use for long periods of time and, even when the user grows stronger, it's still hard to keep it active for long periods of time.
Note: The user, if he hasn't gained full mastery over his Sharingan, will need to spend a move to activate it, although as long as he has chakra and enough stamina he'll be able to keep it active until the end of the match. If the user is Sannin Rank or above and has gained his 3 Tomoe Sharingan and held it for one month, he becomes able to passively activate it, meaning he'll no longer spend a move of his 3 per turn.
Note: To avoid direct Eye Contact and be able to focus only on the body movement below the chin, the opponent needs to have mastered Taijutsu to possess the necessary skill.
Note: Predicting the nature of a technique or what it exactly is requires the user to either know the technique or that its a cannon technique.
Note: Danzo and Kakashi bios activate the Sharingan by removing the covers in their respective eyes and suffer a +10 chakra consumption per turn penalty
Note: The user is bound by the abilities and limits of the stage of sharingan he possesses, stated in the rules of the KG.




Summary:
You summon Quartz, evaded with Dragon Slayer Stream
Summons Shark, activated Raijinsho
Your spear, activated Sharingan.
 

Noni

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Hm, just as expected, a form of evasion. Effectively moving backwards through fire propellers to escape the radius of the crystals. The pattern was too obvious for Lancer's taste. He is a Kiri ninja, needs more deception. Plus, he did a mistake by allowing Lancer to continue with a vast majority of the move. Lancer spear, his shark underground. There is a huge room of options and potential tactical movements. Lancer points his spear to the Quartz crystals dormant on the ground, small craters from where they land, and the electricity long dispersed after the crash. He has the electrical wires of the spear burst out from its body and tip, and sends it forward to the mid range area where they are, this creates an electrical field that allows for Lancer to control the area he desires, specifically the crystals, he repels them to go back at his opponent, using momentum for them to travel forward all at once, covering this time the long range radius of where you stand, and moving in projectile like manner. That burst of Chakra on the sword Lancer doesn't really know much about, but he would see sending solid element at him, that would provide great blunt force damage, and hurl you backwards.

As the projectiles move to you, Lancer performs three hand seals, and causes the ground below him to rise in a long wave, thick, with jagged bulky rocks erecting out of the body. At the same time the wave rises, the ground around you begins to twist and turn on your ankles, restricting you in place as the projectiles move at you for a clearer opportunity of attack and destruction. The wave begins to move towards his opponent at a wide right arc, curling inward as he gets closer to you to the left. This leaves the left side of the wave to be facing you, and allows Lancer to release more attacks, this time from the body of the wave, he branches out earthly attacks that aim for the left side of your body, coming to you from your right. To assess the situation, I'm riding a wave with my spear on hand, you have crystal projectiles coming straight at you, and branches of earth coming at your right, as well as earth wrapped around your feet constricting your movement.

(Doton: Doryūha) - Earth Release: Earth Flow Wave
Rank: B
Type: Offensive
Range: Mid - Long
Chakra cost: 20
Damage points: 40
Description: After performing the required hand seal sequence Rat → Snake → Tiger the user creates and rides a wave of earth that can branch of to attack from a distance. The user can also use the technique to manipulate the terrain and trap the target by wrapping earth round their legs preventing them from moving

The shark continues to hover below ground, but he keeps it so it stays close to Lancers wave, flanking it at all times.
 

Mirai

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Hm, just as expected, a form of evasion. Effectively moving backwards through fire propellers to escape the radius of the crystals. The pattern was too obvious for Lancer's taste. He is a Kiri ninja, needs more deception. Plus, he did a mistake by allowing Lancer to continue with a vast majority of the move. Lancer spear, his shark underground. There is a huge room of options and potential tactical movements. Lancer points his spear to the Quartz crystals dormant on the ground, small craters from where they land, and the electricity long dispersed after the crash. He has the electrical wires of the spear burst out from its body and tip, and sends it forward to the mid range area where they are, this creates an electrical field that allows for Lancer to control the area he desires, specifically the crystals, he repels them to go back at his opponent, using momentum for them to travel forward all at once, covering this time the long range radius of where you stand, and moving in projectile like manner. That burst of Chakra on the sword Lancer doesn't really know much about, but he would see sending solid element at him, that would provide great blunt force damage, and hurl you backwards.

As the projectiles move to you, Lancer performs three hand seals, and causes the ground below him to rise in a long wave, thick, with jagged bulky rocks erecting out of the body. At the same time the wave rises, the ground around you begins to twist and turn on your ankles, restricting you in place as the projectiles move at you for a clearer opportunity of attack and destruction. The wave begins to move towards his opponent at a wide right arc, curling inward as he gets closer to you to the left. This leaves the left side of the wave to be facing you, and allows Lancer to release more attacks, this time from the body of the wave, he branches out earthly attacks that aim for the left side of your body, coming to you from your right. To assess the situation, I'm riding a wave with my spear on hand, you have crystal projectiles coming straight at you, and branches of earth coming at your right, as well as earth wrapped around your feet constricting your movement.

(Doton: Doryūha) - Earth Release: Earth Flow Wave
Rank: B
Type: Offensive
Range: Mid - Long
Chakra cost: 20
Damage points: 40
Description: After performing the required hand seal sequence Rat → Snake → Tiger the user creates and rides a wave of earth that can branch of to attack from a distance. The user can also use the technique to manipulate the terrain and trap the target by wrapping earth round their legs preventing them from moving

The shark continues to hover below ground, but he keeps it so it stays close to Lancers wave, flanking it at all times.
Negated was the answer to the attack Lancer started to assume. As the mud on the ground starts to coil onto Annabel’s leg, the mud‘s chakra is merged into small orbs as the effects of her technique took effect. The small orbs are then quickly absorbed into the blade, but due to the effects of Queens’ Blade after it was infused with the power of Mythos through the Ani ritual, the blade rejected this chakra, rendering the chakra useless. Looking as the quartz boulders where making its way towards her, along with the Mizukage on the mud wave, she simply remained composed with her crimson eyes. She made a a set of three hand seals quickly exhaling a great amount of ash from her mouth. Using shape manipulation, she brought the ash into a humanoid form, to which it gives off a dark hue. The monster simply moved swiftly into the path of the quartz aimed at Annabel, to which it burns the material of the Quartz. The beast was stronger elemental wise (unknown to Anna) as it eats the material and kept her safe. The creature grew in size as it consumed all of the quartz boulders reaching about 12 feet tall(4 meters) which it then roared watched as the man on the earth wave made his way towards her. Annabel now with a quick motion of her hands command the beast to move towards Lancer, planning to intercept him as he come closer.

Once in range, Annabel manipulated the creature to divide into several smaller variants of itself. The beast was made into one “clone” the original and the clone now begin A-ranked each. The clone flanks to the left side, while the original does to the right, simply having the clone dive in as it exploded in the face of the enemy. The original one simply does a full 180 turn, now to be in the back of lancer in case he managed to survive. Annabel remained composed and with a smirk on her face, she simply channeled her chakra into her feet, shit then causes Sea urchin spines to rise from the ground. Once she does this, she simply keeps them inactive on the field for abit onto she was ready to use them. Annabel simply stated towards her enemy.

Ehehe, seeing your own jutsu used against is a pain isn’t Mizukage-kun? I want to watch you die to your own creation!

She said loudly and laughed with malice in your speech.

Type: Offense/Supplementary/Defense
Rank: S
Range: Short-Long (Created short range, long range movement)
Chakra Cost: 40 (-15 chakra per turn to sustain)
Damage Points: N/A (80 for explosion, 20 when contact with the enemy is made)
Description: The user will gather a large amount of fire chakra, perform 3 hand seals, and release outward from their mouth a dense amount of ash. The user through shape manipulation will turn the ash into a demonic, and aggressive creature. Having a wavy exterior and body composition similar to a human, black in color, with a reddish hue in the outer layer of the creature. This beast of ash is around two meters in length. This beast has a special ability, through its impressive movement and lightweight of ash, it can travel along the ground with great ease and float in the air (movement that can be traced with the naked eye), but also interact with dense, earth-like material, burning anything it touches into ashes, the beast will use this ash it burns for its own deeds, allowing the ash to essentially "stick" on to the beast. This has the beast become larger in size (doubles in size with every interaction it comes with, and the structure must be larger then its body is currently when interacting with it) growing with every earth object it comes into interaction with, however, its overall ability and power remains relatively the same, it simply contains an advantage in brute force. Its second ability, is its adaptability with its own body structure, the beast can split himself in multiple "clones" of itself, each being weaker then the other, with up to eight being able to be made (Each would be C-Rank). These beasts will remain relatively the same, in how it attacks, being able to burn and create explosions relative to its size and rank. They can also come back together, reforging into themselves and its previous state as one body, or simply less bodies then before. Each time they split, the bodies will be decreased in half from its previous size. How the creature moves is specific to the users need, its movements are governed entirely by the user's mental commands. This beast can subdue the opponent by covering them completely with its body, burning them to pulp, it can perform basic body-art movements, where it can skin a person with every attack, or it can be set a blaze to create a large explosion (explosion size is equivalent to the size of its body).

Note: Can only be taught by Noni
Note: Beast lasts for four turns (unless cancelled)
Note: Can only be used twice per battle
Note: Requires two turn cool down before re-use
Note: Cannot use fire S-Rank or above the turn the beast is created
Note: Follows elemental strength and weakness



Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30 (10+ optional)
Damage: 60
Description: The user will perform two handseals and place either palm against a surface beneath them, alternatively can do so with a stomp. Doing so will allow the user to summon underground/underwater numerous (or countless) and distinctively flower-like pedicellariae (wrench- or claw-shaped structure), which are usually pinkish-white to yellowish-white in color with a central purple dot - orginating from a Sea Urchin known as the Flower Urchin. They possesses short and blunt spines through the branches. These reach a height of up to two meters, and can be made to arise from beneath either in a single area or throughout the entire fields. Creating an essence, a field of flower-like Sea Urchin tentacle-like spines. These cling onto living things, wrapping and rubbing against any nearby targets. It's main threat comes from their venom, capable of delivering mildly painful stings when touched or brushed off against (such as moving through them). It's effects are mainly shortness of breath initially, prolonged contact such as remaining inside the field for a whole turn leads to muscle cramps in the legs and forearms; making it hard to move the arms and legs, although not to the extent of paralysis. Much like regular Urchin spines, these are highly durable and hard, thus regular (freeform) blade slashes won't be nearly enough to slice through them. Aside from the first turn, the user will need to pay +10 chakra per turn to keep the fields actively seeking targets and restricting them, otherwise they will have no movement. However it will still keep it's effects when contact is made with them, it simply won't seek out anyone if they're nearby. With a seal, the user can remove them from the field.

*Lasts a maximum of four turns
*Can only be used twice per battle
*Must wait two turns between uses
*Must be a signer of the Sea Urchin contract




Summary:
The earth wave wrapping around my leg is negated due to Raijinsho, and absorbed into my sword but it cant take foreign chakra, therefore its completely negated.
I used Jurisdiction of Verbti to stop the Quartz boulders by having it eat it aka burn them and have it stick to the beast, have it move towards you and split into one clone. He clone dives at you and explodes while the other goes around you to the back. I then use Fields of Pileolus to summon the field of Urchin spines.
 
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