Scorch Release Techniques

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Zenryoku

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Scorch Release​

C rank

(Shakuton: Shaku Jutsu) Scorch Release: Scorch Technique
Rank: C-Rank
Type: Offensive/Defensive/Supplementary
Range: Short-Mid
Chakra: 15
Damage: 30
Description: The user will use their scorch chakra to create orbs, walls, blast, waves, etc. of scorch to either attack or defend oneself.

B rank

(Shakuton: Sukōchi kabe) Scorch Release: Scorch Wall
Rank: B-Rank
Type: Offensive/Defensive/Supplementary
Range: Short-Mid
Chakra: 20
Damage: N/A (40 if used offensively)
Description: The user will gather their scorch chakra and create a wall of scorch before them, standing eight meters tall and five meters wide. The user can than use this wall as a means of protection or send the wall towards an opponent, knocking them backwards and causing burns.

A rank

(Shakuton: Kajōsatsu) -Scorch Release: Extremely Steaming Murder
Rank: A
Type: Offensive
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: The user creates several flaming orbs that resemble small suns. these orbs rotate around the user and can be freely controlled to attack enemies. When an orb touches an opponent. it apparently evaporates some of the water within their target. When this happens steam can be seen emitting from the opponents body.
Note: reduction of water leaves target exhausted and as such can only perform 2 moves the following turn.

(Shakuton: Taiyō-shin no Shukufuku) Scorch Release: Blessing of the Sun God
Rank: A
Type: Defensive
Range: Short
Chakra: 30
Damage: N/A
Description: The user will perform the Ram sign and create two orbs of scorch around them that resembles the size of Water Prison Jutsu. The user can only use these orbs for protection from ninja tools and incoming attacks.
Note: Lasts for two turns and can only block A-Rank and below Water, Wind and Fire jutsus.
Note: Can only be used four times

(Shakuton: Taiyō Yoake ) Scorch Release: Solar Aura
Rank: A-Rank
Type: Offensive
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will form the Tiger into the Bird handseal and then channel their scorch chakra into their dominant hand, slamming it upon the ground. This will release a 360° wave of scorch from around them that burst outwards, hitting everything in its path. The wave is heated enough to cause third degree burns on opponents.

S Rank

( Shakuton: Shōkyaku Eikoudan ) - Scorch Release: Incinerating Flare Technique
Rank: S
Type: Offensive
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: The user after performing the required Tiger hand seal will create flame orbs spinning around the user that combine into a larger one which the user then holds above their head floating and the causes it explode outwards arround the users position to incinerate the surrounding area and or enemies.
Note: Can only be used by Pakura or Scorch Release users from the Hidden Sand Village

(Shakuton: Arumagedon) Scorch Release: Armageddon
Rank: S-Rank
Type: Offensive
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will channel their scorch chakra into the sky and form a giant orb the size of giant boulder. The user will then snap their fingers and cause the orb to explode into a fiery meteor strike of mini orbs of scorch, the size of Aburame bugs. The scorch orbs pack a good impact and burn anything they touch while the user can manipulate where they hit, allowing them to remain safe.
Note: Can only be used twice

(Shakuton: Taiyō no Chikara) Scorch Release: Power of the Sun Technique
Rank: S-Rank
Type: Offensive
Range: Short-Mid (Created in short)
Chakra: 40
Damage: 80
Description: The user will perform the Tiger sign and create a mini orb of scorch that closely resembles a sun. After doing so, one can choose to throw it or go into range of the opponent. The user will then snap his fingers, causing the orb to grow and trap the opponent within it, becoming as big as the water prison jutsu. The orb will then heat itself up to immense degrees, evaporating the water within their target. When this happens, steam can be seen emitting from the opponent's body. Due to the loss of water, the opponent can only use two jutsus for the next two turns.
 
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