Please don't post here. If you have any requests, questions, or comments, VM me or PM me. Thanks
From this day, I also strip my customs from everyone. If we made a deal for you to use them prior to the new rules, or I granted you access due to me teaching you snakes, remind me and I will add you as a user. This applies to everyone except Leaf, Dr. House, Omnom, Deidara Nara and Korra.. (Or whatever any of these people decide to call themselves this week)
Every person who has allowed me use of their customs did so before the implementation of the new customs rule. IE before February 2012.
~My Creations~
#1 - (Hebi Shindo) - Snake Tremor
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra Cost:25
Damage Points:40
Description: The giant snake slams its tale on the ground making a large Earth release tremor that can knock the
opponent off balance, the isn't effected if he/she is on top of the snake.
Note: Must be able to summon snakes
Note: Must summon Manda or Kyodaija
Approval -http://www.narutobase.net/forums/showpost.php?p=2210051&postcount=2389
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#2 - (Taijutsu: Stomp Em In Za Nattsu) - Stomp Em' In The Nuts
Rank: Forbidden
Type: Attack
Range: Short
Chakra cost: 50 + 10 for each additional stomp
Damage points: 50 + 10 for each additional stomp
Description: The user quickly crouches down and swiftly sweeps his left leg into his opponents legs to kick the enemy's legs out from under him, while charging chakra into his right leg. Then while the opponent is on the ground, the user repeatedly stomps on the enemy's scrotum, causing severe abdominal pain that forces the opponent into the fetal position.
Note: Maximum of 5 stomps
Note: Can only be used once
Approval -http://www.narutobase.net/forums/showpost.php?p=2435859&postcount=2794
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#3 - (Kuchiyose: Hiraishin Mokuton Hebi) ~ Flying Wood Snake
Type: Attack/Defense
Rank: S-Rank
Range: Short/Mid/Long
Chakra Cost: 40
Damage Points: N/A
Description: Orochimaru fused the cells of hashirama senju, as well as the dna of Pein's giant bird summon, into the genes of Manda. The snake is half the size of Manda with wood platelets for scales. It has the ability to use Wood jutsus. And it has wings allowing it to fly. Given its size, it is able to fly with the added weight of 3 people, of Orochimaru's build.
~Wood jutsus require the use of said jutsu, and count toward the maximum 3 jutsus per turn as per Rei's R&R
~Can only be summoned once per battle
~The snake flies at the speed of Pein's giant bird
~The snake can only stay on the field for 5 turns
~Can only be summoned by someone who knows wood, or Snakes
Approval -
You must be registered for see links
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#4 - (Senei Ta Jashu) - Hidden Shadow Million Snake March
Rank:S
Type:Supplementary
Range:Short-Long
Chakra Cost:50
Damage Points:N/A
Description: Million snake march is a Ninjutsu technique that manifests a incredibly large torrent of snakes, which extend from the sleeve. Orochimaru can extend these snakes to attack a target. Once extended the snake can bite into the target to hold and bind them. Lightning chakra can be infused into the snakes to inflict extra damages. The snakes are also strong enough to grab onto things like trees or the ground and pull the user to safety. They can extend to long range in a matter of a second or two
Note:Must be able to summon snakes
Note: Lightning chakra causes paralyses and electrocution, depending on how much the opponent is bitten.
Note: Can only be used twice
Note: The snakes shoot out as fast as a kunai is thrown
Note: The have no special health and/or resistance, they are just snakes
Note: The torrent is huge, which is why it takes forbidden rank amount of chakra, it is basically multiple hidden snake hand times 10. About 200 snakes out of each arm.
Approval -http://www.narutobase.net/forums/showpost.php?p=4382175&postcount=4711
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#5 - (Kuchiyose: Hebi Chakra Sen'yaku) ~ Summoning: Snake Chakra Infusion
Type: Attack/Defense
Rank: S-Rank
Range: Short/Mid/Long
Chakra Cost: 40
Damage Points: N/A
Description: The user will summon a giant snake, the size of manda, and infuse into him upon summoning, a specific element of chakra (fire, water, lighting, ice, etc) of the users choosing. The snake will then be able to use all of that element's jutsus, and carry that element's weakness, example, a snake infused with fire chakra, will have a weakness to water.
~This jutsu can only be used twice
~Can be used with ANY base 5 element that the user knows
~The snake can only use a total of 5 jutsu
~To kill the snake, you must deliver either 3 C-rank techniques, 2 B-rank technique or 1 A-rank technique
~The snake's jutsus count as one of the users 3 jutsus
Approval -http://www.narutobase.net/forums/showpost.php?p=4263678&postcount=4570
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#6 - (Hachu Jintai Modo) – Reptilian Mode
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Damage points: N/A
Description: The user absorbs the energy of a snake to attain a form of a half-human, half-snake. The skin becomes that of scales, which gives the user more defense from taijutsu attacks of up to B rank. The tongue and eyes change to that of a snake, editing the users senses while in this mode. The users strength is doubled, and his speed becomes extremely fast. To do this, the user will first use “Hidden shadow multiple snake hands” the snakes will then immediately wrap around him and almost instantly sink into the skin and grant the user this form.
Note: Must posses the Snake contract, as the user must absorb the snakes from hidden shadow multiple snake hands to do this jutsu.
Note: Must wait one turn for activation of mode
Note: Lasts for 5 of the users turns
Note: Because of the heightened senses, and the speed and strength increase. The users heart will have to work overtime. After this mode is deactivated the user will die.
Note: In this mode, snake jutsus can be used freely, without the need of jutsu posting. Meaning snake jutsus do not count as a move.
Note: Sense changes:
Eyesight: With the snake like eyes, the user can track movements equal to 3rd tomoe sharingan ability. The user also gains the ability to see chakra flow through anything that has no chakra flowing through it. Such as the hidden mist technique.
Smell and Taste: The alterations of the tongue and nose give the user the ability to track the opponent through anything based on their smell alone.
Vibration sensitivity: Do to the alterations to the users flesh, the user gains the ability to sense anything within the earth through vibrations. The user can also pinpoint exactly where the opponent is through their movements on the ground.
Infrared sensitivity: The user can see heat signature in human, and animals.
Approval -
You must be registered for see links
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~Wasp Summoning Contract~
Summoning Animal: Wasps
Scroll Owner: Scarface
Other Users who have signed contract: N/A
Link To Approval:
You must be registered for see links
Summoning Boss if existing: Saimyōshō
Other Summoning Animals tied to contract: Hell wasp swarm, infusion wasp
#7 - (Kuchiyose: Saimyōshō) ~ Summoning: The Hell Wasp
Type: Attack/Defence
Rank: S-Rank
Range: Short/Mid/Long
Chakra Cost: 40
Damage Points: N/A
Description: The user will perform the tattoo version of the summoning jutsu of the wasp contract, summoning forth Saimyōshō~The Hell Wasp. Saimyōshō is a single gigantic king of the wasps, the size of a horse with the flying speed of Pein's giant bird. Saimyōshō can up to S-rank fire element techniques, he can only use 5 techniques per summoning. They count as one of the users 3 jutsus per turn. Saimyōshō's poisonous stinger is unlike any other bug, a single drop of venom from Saimyōshō paralyzes the foe for 1 turn.
~Saimyōshō can only be summoned once per battle
~Saimyōshō can only use a total of 5 techniques
~Saimyōshō can only remain on the field for 4 turns of the summoner
~Nothing under B-rank can harm Saimyōshō, to kill Saimyōshō you must deliver either 3 b-rank techniques, 2 a-rank techniques, or 1 s-rank techniques irregardless of element.
Approval -http://www.narutobase.net/forums/showpost.php?p=4046230&postcount=4110
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#8 - (Kuchiyose: Saimyōshō Chakra Sen'yaku) ~ Summoning: Hell Wasp Chakra Infusion
Type: Attack/Defense
Rank: S-Rank
Range: Short/Mid/Long
Chakra Cost: 40
Damage Points: N/A
Description: The user will summon a giant wasp, the size of a horse, and infuse into him upon summoning, a specific element of chakra (fire, water, lighting, ice, etc) of the users choosing. The wasp will then be able to use all of that element's jutsus, and carry that element's weakness, example, a wasp infused with fire chakra, will have a weakness to water.
~This jutsu can only be used twice
~Can be used with ANY base 5 element that the user knows
~The wasp can only use a total of 5 jutsu
~To kill the wasp, you must deliver either 3 C-rank techniques, 2 B-rank technique or 1 A-rank technique
~The wasp's jutsus count as one of the users 3 jutsus
Approval -http://www.narutobase.net/forums/showpost.php?p=4046230&postcount=4110
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#9 - (Kuchiyose: Saimyōshō Ishu) ~ Summoning: Hell Wasp Swarm
Type: Attack/Defense
Rank: S-Rank
Range: Short/Mid/Long
Chakra Cost: 40
Damage Points: N/A
Description: The infant spawns of Saimyōshō, 50 to be exact, are summoned via the wasp summoning tattoo to the battlefield. They are the size of a soda can. They fly at the speed of a kunai being thrown. Their venom is just as potent as Saimyōshō's, one drop to paralyze a foe.
~Can only be used once per battle
~Only active for 4 of the users turns
~Can only be destroyed by high rank (a and s) fire and lightning element jutsus
Approval -http://www.narutobase.net/forums/showpost.php?p=3956238&postcount=3997
Rebellion
Rank: S
Type: Weapon
Range: Short - Long
Chakra Cost: 40 (+ 30 for blocking each fire attack)
Damage: (20 base attack for normal use) (+15 damage to every fire based jutsu)
Description: the Rebellion sword is made out of a special metal that is able to use the user's fire chakra , it has a large white blade with a silver skull shaped handle ,it's worn on the user's back like Kakashi's sword when he was young , when the user channels his fire chakra into the blade, a fire Aura surrounds the white blade making the sword more lighter and enhancing the user with faster reactions and turning the blades color into bloody red, as long as the user is wielding the blade he can perform any fire technique with the use of only a single handseal, also by adding the +30 fire chakra of the user to the blade , the blade can block fire techniques up to A-rank negating the fire and absorbing it but still receives a certain amount of damage from the attack.
~Cannot be used without mastering the fire element.
~User takes -10 damage when absorbing a fire technique.
~Can only block fire techniques 3 times per battle.
~Can only be wielded by ~Crow~
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[Meiton No Jutsu] - Dark Release Technique
Rank: C
Type: Supplementary/Attack/Defence
Range: Short - Mid
Chakra Cost: 15
Damage Points: 30
Description: The user can make small dark release energy blasts , shields or any form he wishes to make through the usage of dark release although it's not a solid matter as it's substance is almost like the wind release.
- Can only be used 5 times per match
- Can only be taught by ~Crow~
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[Taibu Meiton No Jutsu] - Greater Dark Release Technique
Rank: A
Type: Attack/Defence/Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: This is a stronger version of the dark release technique, the user can shoot dark release energy blasts , shields or any kind of shape through the usage of the dark release but on a larger scale than the standard dark release technique.
- Can only be used 3 times per match
- Can only be taught by ~Crow~
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[Meiton: Zetsumei Kousen] - Dark Release: Death Beam
Rank: S
Type: Attack
Range: Long
Chakra Cost: 40
Damage Points: 80 [+20 if absorbed a B-rank technique using inhaling maw beforehand]
Description: The user gathers a large amount of dark chakra into both of his palms then he brings his hands in front of him while his palms are facing crossed angles as the user releases the dark chakra Into a small condensed black orb that looks the same as the tailed beast bomb through the usage of shape manipulation, then the user releases a large black beam that covers a wide area and thrusts at fast speeds in the desired location due to the high concentration of the black orb, the user can enhance the beam's power by using the energy absorbed through the usage of the inhaling maw technique beforehand which is a separate technique and must be done in the same turn that this technique is used in.
- Can only be used 2 times per battle
- No dark release techniques higher than A-rank for 2 turns after this turn.
- Can only be taught by ~Crow~
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[Meiton: Teikoku Sasshi] - Dark Release: Imperial Judgment
Type: Attack
Rank: Forbidden
Range: Short - Long
Chakra Cost: 50
Damage Points: 90 [-40] to the user due to the immense exhaustion]
Description: This is a stronger version of the dark release "Judgment" technique, by utilizing the energy absorbed from an S-ranked technique through the usage of the "grand inhaling maw" technique, the user extends both of his hands in front of him converting the chakra that was absorbed into black flames that cover a vast area similar to the judgment technique but much stronger and on a larger scale due to using more energy for the usage of the technique through the usage of a stronger version of the inhaling maw which is the grand inhaling maw, the black flames covers an area as the wind technique pressure damage does slicing deep through the earth as it heads towards it's destination utilizing the lightning properities that the dark chakra have making this technique as fast as most lightning techniques used.
- Can only be used once per battle
- Must have used the Grand Inhaling Maw technique beforehand
- No dark release techniques For 3 turns after this is used
- The user cannot use any genjutsu techniques for 4 turns.
- The user is put into an immense state of exhaustion where the slightest movements puts a huge strain on his body for the next turn and can't use more than 2 jutsus the next turn due to the immense chakra exhaustion.
- Can only be taught by ~Crow~
Meiton: Yuuen Kyūketsukō| Dark Release: Grand Inhaling Maw
Rank: S
Type: Defense
Range: Short
Chakra Cost: 40
Damage Points: -
Description: This technique is a stronger version of Dark Release: Inhaling Maw, used only to absorb high ranked techniques. It follows the same concept, however, instead of just one hand to perform, the user will need to use both. He will point his palms together in the direction of the incoming technique and will then absorb it. This is this technique's weakness: since the user needs both hands to perform it, he will be more vulnerable to a surprise attack, being unable to perform an adequate defence most of the times. The absorbed technique can then be released via Dark Release: Judgement
~Usable twice per battle
~There must be a gap of at least one turn between each usage
~Can only absorb techniques up to S-rank or combos made of techniques up to A-rank
(Suishi Awa no Jutsu)-Drowning Bubble Jutsu
Rank:A
Type:Supplementary
Range:Short
Chakra Cost:30
Damage Points:N/A(hold target still and ends game if targets doestn escape in 3 turns)
Description:A slick assassination technique. The user creates a blob of water, and makes it float using chakra. The water blob is then positioned on front of the target's mouth and nose, to halt breathing. The target will breathe in the water instead, and drown.
Undead Dragon - a former dragon god that was brought back to life. he has poison based attacks. he has the strongest poison ever.
[Kuuki shissou] Air dash
Rank: B
Range: All
Type: Supplementary
Chakra Cost: 25
Damage: N/A
Description: Air dash is a special move that allows a ninja to jump once, and while they are still going upward, push off of air to jump again in a different direction. It does not allow them to go upward again, only allowing them to dash forward in mid-air, backwards, down, left, or right. How this works is that while a ninja is jumping, they will force chakra out of their feet, forming a purple seal underneath them that look like a circle with 6 points like a star beneath them. From there they will have a split second to dash in any direction with the exception of up. This can be used once per jump from the ground and the dash is fast enough to dodge some attacks.
~Usable only twice.
~Faust can only teach this.
Genjutsu: (Shin-Wan)- Extending arm illusion
Type- Supplementary
Rank- E
Range- N/A
Chakra cost- N/A
Damage-N/A
Description- This is the purest form of genjutsu, an illusionary technique which doesn't even rely on chakra. Due to horizontal stripe patterns on the users arms it makes it seem as though the users arms are wider and shorter than they really are. This makes it difficult to block or avoid taijutsu attacks.
*Only HiddenShadowNinja's bios can use/teach this jutsu
*This jutsu is active from the second the opponent sees the user and therefore does not count as a move
*Must have horizontal stripes on the users arm clothing or tattoos.
*This jutsu must be posted at the start of the battle along with the users bio.
*It takes the opponent a minimum of 2 turns to figure out the secret of the illusion (after the user does any sort of punching attack.)
*Even if the opponent figures out the secret to the illusion, it'll still be difficult to avoid taijutsu unless they can figure out a way to judge the distance correctly.
*I was given special permission by Rei to have this since it is not technically a jutsu
(Doujutsu: Tsuchi Shin)-Eye Technique: Earth's Core
Rank: S
Range: Short
Type: Supplementary
Chakra Cost: 40
Damage: 80
Description: User activates Sharingan and then moves in front of opponent and makes them look at his/her Sharingan eye(s) and then the opponent then falls into a Genjutsu where the opponent is in the Earth's Core and is burning in lava that is in the illusionary genjutsu world that the opponent is placed in and it makes a large crater filled with lava come up from under the ground under the opponent's feet in the real world and also distorts the vision of the opponent in the real world meaning it makes the opponent's sense of sight go haywire.
*Only Sharingan users can use this jutsu. *
**Can only be used once per battle**
***Can only be taught by a Sharingan User like myself, Akiza. ***
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(Doton: Shitae Shikaishi Kata: Unten Kouza) Earth Release: Animated Dentist Style: Operating Chair
Rank: S
Chakra Cost: 40
Damage Points: N/A
Type: Supplementary/Summoning
Range: Short-Long
Description: Forming the necessary 10 handseals, the user will then focus their chakra into the earth, and summon underneath their opponent, suprising them, a large Dentist's Operating Chair, which then binds them to the chair by the arms and legs, to be 'operated on' by the user with their following jutsu, such as an attack like Chidori or Hard Water Spike, numbing or rinsing their mouth out, respectively, but more likely killing them since either jutsu would separate their upper head from their mouth. The jutsu rises up quite quickly however if the opponent doesn't counter within 5 seconds, they are drawn into the chair and bound, even if they try to move away from it.
(Doton- Iwa Same Gyakujou) Earth release: Rock Sharks Frenzy
Type: Attack
Rank: A-Rank
Range: Short-Long
Chakra cost: 30
Attack points: 60
Description: the user creates 3 earth chakra based sharks in the ground under his feet made out of rock and sends them after the opponent. The sharks encircle the opponent before attacking from underground.
*Note: can only be used by Toku.
*Note: Usable 3 times per battle.
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(Katon- Hanguri Shiroari) Fire release- Hungry Termites
Type: Supplementary
Rank: A-Rank
Range: Short-Long
Chakra cost: 30
Attack points: 60
Description: the user releases a flame from his hand that then takes the form of a swarm of termites. The swarm starts devouring the woods around the user and any wood jutsu used against him upto A rank
*note: can only be used 3x per battle.
*note: can only be used by Toku.
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(Katon- Furea Jiyuu) Fire release: Flare Pillars
Type: Attack
Rank: S-rank
Range: Short-Long
Chakra cost: 40
Attack points: 80
Description: the user will raise four pillars made of fire around himself (exactly NW, NE, SW, SE) at a short distance from himself. The pillars will begin spinning emitting heat and raising the temperature of the battle field to melt any ice on it(only applies to ice in the area not ice jutsus being used to attack by the opponent).
*Note: can only be used by Toku.
*Note: can only be used 3x per battle.
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(Doton- Chiri Akuma) Earth release- Dirt Devil
Type: Attack
Rank: A-rank
Range: Short-Long
Chakra points: 30
Attack points: 60
Description: the user will create a large dirt devil full of gravel using his earth chakra and send it towards his opponent. The earth spins so fast that it causes the wind to cut the opponent while the gravel will bash him pretty bad.
*Note: can only be used by Toku.
*Note: can only be used 3x per turn.
(Doujutsu: NaiKajuu) – Eye Technique: Dead Weight
Rank: S
Type: Offensive
Range: Mid
Chakra cost: 40
Damage points: 80
Description: This is an Advanced Mangekyo Sharingan technique where the user releases chakra into the opponents mind and then creating the illusion that that the enemy target is moving slowly. The user is actually manipulating their chakra in the enemy targets mind and affecting the flow of signals that are sent to make the muscles move.
Note: Affects last for 2 turns.
Note: Can only be used once.
Note: Can only be used With Mangekyo Sharingan
Note: Can only be taught by Kaito-sama
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(Dōjutsu: Fudo Nenshou Gekido) – Eye Technique: Fire Gods burning Rage
Rank: Forbidden
Type: Offence
Range: Long
Chakra cost: 50
Damage points: 90 (-30 to user)
Description: The user will cast an illusion over the enemy trapping them in a realm where they see a torrent of red-hot flames burn and surround them and covering them in fire. The fire then burns the victim causing severe mental scaring and leaving the victims in a wrecked state with their body engulfed in sweat from the intensity of the illusion.
(The user receives –30 damage to themselves from the strain of using the technique and causes their eyes to bleed)
Note: Can only be used once per battle
Note: Can only be used with Eternal Mangekyo Sharingan.
Note: Requires eye contact
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(Dōjutsu: Adachigahara Nikuyakon) – Eye Technique: Demoness the butcher of souls
Rank: Forbidden
Type: Offence
Range: Mid
Chakra cost: 50
Damage points: 90 (-30 to user)
Description: The user traps the enemy in a illusion where they then find themselves inside a temple of the underworld and standing in front of them is Adachigahara the Demoness wielding a sword of black flames that is then swung down in a stabbing motion through the enemies stomach and causes the enemy target to bleed from their nose and ears from the severe torture of their mind.
(The user receives –30 damage from the stress from chakra control)
Note: Can only be used once.
Note: Can only be used with Mangekyo Sharingan and Eternal Mangekyo Sharingan.
earth style: crushing earth (doton: assai tsuchi)
rank: A
type: attack
range: short-mid
chakra: 30
damage: 60
description: the user makes one quick hand sign and focus his earth chakra throughout the ground the earth crushes an opponent in the ground or change the earth under the opponent so if he chooses to go underground it will crush him as soon as he goes under
~3 times per battle
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wind style: protection shield (fuuton: bouie tate)
rank: S
type: defense
range: short
chakra: 40
damage: n/a
description: the user will focus his chakra throughout the air around him causing the wind to form into an invisible shield the shield is strong enough to block any lightning attack (including kirin if the shield is created b4 chidori is fully charged) and any other element or attack A rank and down besides fire however if fire is used on the shield (B rank and higher) it will cause anything protected by the shield (inside it it is a 360 degree shield) to completely burn
~once per battle
~lasts 4 turns
~no fire jutsu inside the shield
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lightning style: lightning manipulation: (raiton: denkou soujou)
rank: S
type: attack/supplementary
range: short-long
chakra: 40
damage: 80
description: the user focuses his lightning chakra throughout the air causing any already created lightning to fall under the users manipulation once the jutsu is in affect the user can control the lightning anyway way he pleases
~the lightning must be already created
~once per battle
~lasts 2 turns
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earth style: death trap (doton: zetsumei kansei)
rank: S
type: attack
range: short-mid
chakra: 40
damage: 80
description: the user will slam his hands on the ground and the earth around the opponent will come up and trap then in a dome of earth (with about 6 inches of room) the dome is special if the opponent attacks the walls of the dome they will instantly shatter and earth spikes will shoot out of the wall spewing the opponent all over however the entire after the dome is formed the user focuses his fire chakra into the dome so if the opponent doesn't attack the walls after 1 turn the walls will melt to lava and burn the opponent
~no earth jutsu for 3 turns after
~no fire jutsu 3 turns after
~once per battle
~the dome forms quickly so if the opponent is in middle of a jutsu and does not realize the dome is forming it is very hard to dodge
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reflection binding (touei baindingu)
rank: S
type: attack
range: short-mid
chakra 40
damage: 80
description: this technique requires both the user and the opponent to be on terrain with a reflection below it (I.E. water). The user will focus his chakra and make one hand sign (the jutsu is very fast) once done the users chakra will travel through the terrain below and grab on to the reflection of the opponent. Once this happens it will appear if you looked at the reflection that there are millions of small ropes holding on to the opponent completely sealing his movements. then the user will say ''rip'' and in the reflection the strings will rip through the opponents flash all over killing him
~once per battle
~no ninjutsu for 3 turns afterwards (not including elemental jutsu)
~no taijutsu three turns afterwards
~no other jutsu can be used by the user in the same turn
~the user must have amazing chakra control to use this jutsu
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(Naibun Fuu zonokiri)-Heavy Mist
Type:Supplementary
Rank:A-rank
Range:Short/Mid
Chakra Cost:30
Damage Points:N/A
Description: By focusing his wind and water chakra on an already created mist, the user will be able to keep it stable by making it denser, heavier and fixed in place with strategic wind current. Only an S-rank wind jutsu can clear this mist.
Note: Can only be used 3 times per match
Note:The mist stay denser and heavier for 2 turns after use of this jutsu
~Mera-Mera~
mera-mera bodi (flame-flame body)
rank: A
type: supplementary
range: short
chakra: 30
damage: N/A
description: This technique is a technique Ace uses to turn his body into fire. By focusing his fire chakra out of all pours he can turn his body to fire at will. By doing so he doesn't have the actual appearence of fire, at first it isn't noticable however when an object say, a kunai, passes through him it will just sail through him and you will see the fire reforming his body. B/c of this all Ace's fire jutsu naturally become stronger where all his water and wind become weaker. He is also immune to elements such as earth, wind, which would just blow him away and allow him to reform without taking damage, and fire itself. While he is obviously weak to all techniques strong against fire.
~can only be activated for maximum 2 turns at a time and a maximum of three times per battle
~all fire jutsu go +20
~no water jutsu in the form
~opponent's earth or fire techniques do no damage; opponent's water techniques do 2x damage and could extinguish the fire should a S-Rank or higher hit Ace.
~all of Ace's wind jutsu lose half their power
~No EIG or any other mode while in this form
flame flame whips (mera-mera shiranui)
rank: S
type: attack
range: short
chakra: 40
damage: 100 (80+20 for mera-mera)
description: Ace launches two long lances made of fire at his opponent's chest. The lances have the combined effect of simultaneously burning an opponent while piercing their chest.
~only when mera-mera is active
~Twice per battle
~no wind jutsu same turn
mera mera jiten (flame flame spin)
type: Attack
rank: S
range: short-long (depending on the speed and power of the spin)
chakra: 40
damage: 100 (+20 for mera-mera mode)
description: Much similar to the Hyuga clan rotation Ace spins top speed. Because of his body of fire the spinning releases a wave of fire that burns everything in it's path(goes in all directions) at high speeds (the same speeds as pressure damage). When the technique ends the entire battlefield is left in ruins and the ground in a near-lava state. No more ice jutsu can be used for the duration of the battle, Furthermore all water sources previously on the field are evaporated, thus in order to perform most water jutsu the opponent first has to create a source however water jutsu that don't require a source are usable. All fire jutsu (for the user and opponent) go up +10 due to the heat in the air. Since the jutsu is made originally from Ace's own body he can choose if he wants to appear at the end of the wave by traveling the fire or remain in the same position.
~1 times per battle
~only fire jutsu in the same turn as usage
~only 2 jutsu in the same turn and the next turn
~no fire jutsu 2 turns after mera-mera ends because of this
~the opponent takes +20 damage instantly due to the heat in the air after the technique ends and whenever the user ends mera-mera mode he takes the same damage (+20)
~only water jutsu of the same rank (either S with a boost or forbidden b/c the jutsu equals in power with forbidden due to mera mera technique) can stop this jutsu. If a water jutsu on a lower rank is used it will just be evaporated
mera-mera koudo atsusa (flame-flame advanced heat)
rank: Forbidden
type: supplementary
range: short
chakra: 100 (requires intense concentration of chakra)
damage: +50 to all fire jutsu and 100 damage to the user after the technique ends
description: The ultimate mera-mera technique, by focussing an intense amount of fire the user will enter mera-mera however the flames that make up his body are 10 times hotter than normal. So hot that the user can literally sit in a pool of lava and act as if it were normal. The justu advances all his fire jutsu greatly however it has major drawbacks.
~lasts only one mera-mera mode
~mera-mera can't be used 3 turns before usage
~only fire jutsu in this form of mera-mera
~does 100 damage to the user after mera-mera advanced heat
~no more fire, water, or wind jutsu after mera-mera advanced hea
~ and no more A, S or forbidden ranks after mera-mera advanced heat
~no more taijutsu for the rest of the battle
~no more jutsu that require hand signs for the rest of the battle
~any water jutsu that comes within close range of the user will evaporate
mera-mera fenikkusu tama (flame-flame phoenix bullet)
rank: S
type: attack
range: short-long
chakra: 40
damage: 100 (80+20 for mera-mera)
description: The user releases a small bullet of fire that travels at great speeds towards the opponent. At about 5 feet infront of the opponent the user focuses his fire chakra and the bullet turns into a phoenix of fire (about twice the size of the normal phoenix) hitting the opponent a bunring him to a crisp
~once per battle
~only one other jutsu in the same turn
1 - (Hakkin: Tenrai Bachi) – Platinum Release: Divine Retribution
Rank: S
Type: Supplementary/Attack/Defense
Range: Short
Chakra cost: 40
Damage Points: 80
Description: The performs three handseals (Dog -> Boar -> Ram) and then stomps the ground causing a giant mass of glistening Platinum, in the shape of a demon-like orge/troll about half the size as Gamahiro, to rise up from the ground. This orge (picture below) is of humanoid form and wields a club made out of Platinum proportionate to his size. This giant exhibits immense strength and is capable of creating craters with a single punch. This jutsu can act as either an attack or a defense (depending on how the user's uses this jutsu); and can be used for such things such as defending against incoming attacks or lifting the user to a higher position. Thrice per battle, this troll is capable of performing up to A-rank platinum jutsus (which counts towards the user's jutsu count). At the end of four turns, he will break apart/disintegrate into inanimate chunks of glistening Platinum.
Note: Can only use once per battle.
Note: Platinum jutsus counts towards the user's jutsu count.
Note: Lasts four turns and after that, will break apart into inanimate chunks of Platinum.
Note: No S rank Platinum techniques during the following turn. Approval:
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2 - (Hakkin: Oni Sougishiki) – Platinum Release: Demon Awakening
Rank: S
Type: Supplementary/Defense/Attack
Range: Short-Long
Chakra cost: 40 (-10 each turn)
Damage Points: 80
Description: A jutsu which utilizes the earth directly beneath the opponent for it to work. After a quick series of two handseals, the user creates 8 large tentacles made out of highly chakra-infused, glistening Platinum which suddenly burst out of the earth below the opponent. These tentacles then suddenly grab onto the opponents and quickly coil around him, trapping and immobilising him. These tentacles can be created large enough to even immobilise large animal summons such as Gamabunta. If the opponent attempts to break out of the tentacles, it will only tighten its grip. If the user wishes, with an additional handseal, the tentacles return to the depths of the earth.
Note: Can only use 2 times per battle.
Note: No S rank Platinum techniques while this jutsu is active.
Note: The tentacles can only last a maximum of 3 turns.
Note: The additional handseal count as one of the user's jutsus per turn. Approval:
You must be registered for see links
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3 - (Hakkin: Shigai Shainingu Kyuuten) – Platinum Release: City of Shining Heavens
Rank: A
Type: Attack/Supplementary
Range: Short-Mid
Chakra cost: 30 (+10 chakra per turn)
Damage Points: 60
Description: The user slams his hand onto the ground and releases his chakra into the ground surrounding him, manipulating it to create a vast field of Platinum pillars of different sizes to form and rise from the ground. This field of Platinum only covers the battlefield up to mid range with the sizes of the pillars ranging from the size of the user to the size of buildings (hence its name). This jutsu is primarily used as a source of Platinum for future jutsus.
Note: Can only use 4 times per battle. Approval:
You must be registered for see links
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4 - (Hakkin: Renkinjutsu Gifuto) – Platinum Release: The Alchemist’s Gift
Rank: S
Type: Supplementary/Attack/Defense
Range: Short-Long
Chakra cost: 40 (+10 chakra per usage)
Damage Points: 80
Description: By using fire chakra and chakra pressure, the user is able to turn his regular earth techniques into Platinum. That is, his earth techniques won’t have any additional damage but rather will acquire the properties of natural, unaltered Platinum. The user can choose which earth technique is turned into Platinum.
Note: There is no additional damage boost.
Note: Can only use 4 times per battle.
Note: Only up to S-rank earth techniques. Approval:
You must be registered for see links
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5 - (Hakkin: Gekido Hitonami) – Platinum Release: Raging Stampede
Rank: A
Type: Supplementary/Attack
Range: Short-Long
Chakra cost: 30
Damage Points: 60
Description: The user concentrates chakra into the ground and then stomps the ground causing four masses of glistening Platinum, in the shape of large bull's heads, to rise up from the ground and shoot out towards the opponent eventually slamming him. These bulls move and attack akin to Kisame's shark jutsus in which the bull heads are formed/rises from the earth and moves around without losing contact with the ground. These bulls heads are roughly the size of a large boulder with horns akin in size and sharpness as regular nodachis.
Note: Can only use 3 times per battle. Approval:
You must be registered for see links
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6 - (Hakkin No Jutsu) – Platinum Style Technique
Rank: A
Type: Supplementary/Attack/Defense
Range: Short-Long
Chakra cost: 30
Damage Points: 60
Description: The user uses their chakra and performs two handseals (Dog -> Ram) to create strong pillars, tools, walls and shields made out of Platinum. The user may manipulate the intensity of the metal’s lustre from normally glistening to blindingly bright/shiny (preventing the target from seeing) – the user must state the degree of lustre.
Note: Can only use 5 times per battle. Approval:
You must be registered for see links
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7 - (Hakkin: Soujuu) – Platinum Release: Manipulation
Rank: A
Type: Supplementary/Attack/Defense
Range: Short-Long
Chakra cost: 30
Damage Points: 60
Description: The user performs two handseals (Boar -> Ram) to use this jutsu. It is used to manipulate the atomic structure in pre-existing Platinum jutsus to allow the user to alter/enhance and control the unique properties of Platinum. That is, allow the user to bend and reshape the Platinum into different shapes/forms, as well as, allowing him to manipulate the intensity of the metal’s lustre (from normally glistening to blindingly bright).
Note: Can only use 4 times per battle. Approval:
1 - (Shinningu hiton: fassu no bunshin ) Shining fire: Face clone
Rank: S
Type: attack/supplementary
Range: short-long
Chakra: 40
Damage: 80
Description: To perform this jutsu the user is required to perform a set of 10 handseals after which he will spit out fire from his mouth. Using chakra manipulation, the user will shape the fire into a head (withe mouth etc.), when the face is fully formed it will race at the opponent. When at mid distance with the opponent, the head will open its mouth. The inside of the heads mouth is so intensely hot, that is will emit a blinding light, which will make the opponent temporarily blind.(1 turn)
Note: Can only be used once.
Note: no fire above B-rank next turn
Approval:
You must be registered for see links
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2 - (Shinningu hiton: Hiton Dagekki) Shining fire: Fire's heavenly slash
Rank: S
Type: attack
Range: long
Chakra: 40
Damage: 80
Description: During battle the user will spit a sphere of shinning fire into the air. When the fire reaches a certain point at cloud level, it will create such an explosion, that it will literally look like the air is on fire, thus making the atmosphere very hot.(A rug of flames will be in the air) After waiting 1 full turns after the usage of this. The user can perform a single handseal in order to gather the heat and shinning flames in the air above, and call it down onto the opponent.
Note: While this is active neither the user, nor opponent can go above the ground level. (Fly or catapult themselves)
Note: If the user chooses to bring the flames down to the opponent and the opponent is only mid-range from the user, both the user and the opponent will take damage.
Note: This justu will scorch the earth up to mid-range.
Note: Can only be used once
Note: No B-rank or above fire from 2 turns after usage.
Approval: