Symmetra - Daemon BATTLE REVIEW

Daemon

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Some Pre-Fight Things.

Instead of starting with my Kuvira puppet as my main body. I'll start with Saryn with some body modifications, she has an extra set of backwards facing arms as well as eyes around her head to give her 360 degree vision.

(Serīnu) - Saryn
Rank: S
Type: Puppet
Range: N/A
Chakra Cost: 40 (if summoning)
Damage Points: N/A
Description: Saryn is a puppet that acts as the perfect conduit for Sasori's Poison as well as his Poison Ninjutsu. Saryn is a rather tall puppet, standing at 6ft 4 inches. She is humanoid in her appearance. Her body is mainly white and purple with golden accents around her bosom as well as around her head. On summon, Saryn passively exudes a mist of poison from her body that leaks from her neck area , the her knee joints and elbow joints, filling her immediate vicinity with poison. This leaking poisonous gas persists as long as he isn't destroyed. Saryn's main ability stems from her generation of poisonous "spores". In reality these spores are just miniature poison smoke bombs that can be released from any section of Saryn's body. These miniature poison smoke bombs have a velcro/sticky-like feature that allows them to latch on to virtually any surface including the opponent's clothing and throughout the terrain. The poison spores are so light they can travel on air currents and can glide through the air similar to dandelion seeds. These spores can also be found within the poisonous gas that leaks from within Saryn's body. This ability is known as "Spores" can be used passively without the cost of chakra by increasing the force of the leaked poisonous gas from Saryn's body on Sasori's command. The gas released from this usage can permeate into mid-range if not stopped. The Saryn's second ability, "Miasma", focuses on the usage of these spores in an offensive manner. On Sasori's command, Saryn can detonate these spores releasing toxic poison into the air. The detonation of these spores are so violent that they do a baseline of 60 damage to the opponent they are attached to. Naturally, Saryn, through Sasori's command, can choose not to detonate the spores within range of any allies. Once detonated, the opponent can become exposed to whatever poison was within those spores leading to further effects depending on the poison. The detonation of these spores costs a move, has a short-range blast radius, and requires 30 chakra to do so. Due to Saryn being connected through Sasori through chakra threads, Sasori can interject his Chakra throughout Saryn's entire body allowing him to use her to perform Poison Release/Ninjutsu techniques. However, this costs a move and the chakra cost is dependent on the technique used through Saryn. As a bonus, Sasori can mix these detonating spores with his Poison Ninjutsu through the use of Saryn and using Miasma in conjunction with the technique. If Sasori decides to do this, the Poison technique would gain a +20 damage boost and detonating the spores will occupy the same timeframe as the Poison Technique. However, empowering a technique can only be done twice in a battle. As a trade off of for Saryn's offensive abilities, Saryn can easily be destroyed by techniques of B rank or higher making her one of Sasori's weaker puppets. Like all of his Puppets, Sasori has a heart container slot in which he can switch into this puppet at any time. The user can choose to have this puppet replace his main body and if doing so, must be stated on the user's biography or posted before a battle.

Note: The poison associated with "Spores" and "Miasma" is to be stated either in the bio or prior to battle.

Poison said:
The poison is a dark, thick liquid that can be deployed by direct contact with an open wound. Once poisoned, a target will experience loss of stamina and increasing pain 3 turns after exposure. The poison itself acts in the span of 5 turns per exposure, dealing 20 damage per turn and consuming 20 extra chakra points per turn. After the 5 turns, the target may lose conscientiousness if not healed or treated. All of Sasori's puppets and weapons are poisoned and a minor cut with one of them is enough to be poisoned.
(Kigen) Genesis
Type: Offensive/Defensive/Supplementary
Rank: D-A
Range: Short-Mid
Chakra: 10-30
Damage: 20-60
Description: A Mutation Fist technique that incorporates a basic and advanced application into the style. This technique is essentially another basic application that allows the user to adjust their body as they see fit. By simply sending chakra into seals across their body up to four at max the user is able to resummon a limb if wanted and replace it with an appendage to further suit their needs or just summon an appendage from anywhere on their body. The capabilities of this technique is near limitless, but the attachments must still be logical. At most the attachments can deal up to A-rank damage however, if the user has more than one limb then the rank will be split between said limbs. If desired the user can choose to coat said limb into any elemental nature they know with the help of sealing tags that the style is composed of. The user is also able to create attachments that can act as a shield or other supplementary tasks. An example of this technique in action would be the user using it to replace one of their arms with a snake entity that can be protracted up to a foot in length and replace their other arm with one that has a sword in it; the snake can be used to restrain or grapple on to opponents depending on its rank. Like what Mutation Fist is based on it essentially allows the user to direct attacks at the enemy giving them little time to counter. Let it be noted, that these replacements will essentially become physically modified onto the user’s body and can be permanent. However, the user can always choose to passively return their body back to its original state if wanted, but if choosing to keep their modified body the user can always choose between wielding their body as freeform tools or by spending a move they can apply the damage of the rank of the technique they originally used. The user can also send chakra in up to four tags located on their limbs and resummon them, but can only last one turn and can't be used on the user's heart itself, and if doing so then the usage is equal to D-rank and five additionally chakra point are required for each limb resummoned. If wanted, the user can choose to passively start a battle with certain attachments as long as it is stated in the user's biography or beginning of a battle. There is also a passive function of this technique that enables the user to produce limbs such as hands or legs in order to perform hand seals or jutsu requirements. For example, if the user's hands are preoccupied they can use this to passively produce hands in order to perform the hand seals requires for the jutsu to be activated. In no way can this be used in order to use another jutsu at the same time as the user is currently performing one. This will only allow the user to more conveniently perform the requirements for certain techniques and the process of summoning the hands and performing the jutsu requirements happens pretty smoothly. With this version the user can also create passive attachments equivalent to free form, but the attachments must still follow the rules stated above.

Note: A-rank version can only be used four times with a turn cool down between usages.

I'm also starting the fight with my puppet Sister Friede fused into my body to give myself a 3rd pair of arms, an extra head sitting atop my left shoulder and her man body and legs wrapped around me like an armor.

(Shisuta Friede) - Sister Friede
Rank: A
Type: Puppet
Range: N/A
Chakra Cost: 30 (if summoning)
Damage Points: N/A
Description: Sister Friede is a puppet designed by Sasori of the Red Sand to accompany him into battle and be able to switch into the puppet in the blink of an eye. Sister Friede is a female puppet, standing around the same height as Sasori himself. She is draped with a nun's outfit with a burn scar on the right side of her face. Sister Friede comes equipped with a scythe that is drenched in Sasori's trademark poison. If the scythe cannot inflict the poison through a wound, Sister Friede's scythe can release a cloud of poison from itself that can encompass mid range. This scythe is capable of reaching into mid range with a swing and is attached to the puppet through a condensed Chakra String that isn't visible to the naked eye. This gives Sister Friede complete control over her scythe allowing her to change its direction on a dime and retract the scythe to her at any time. Unlike most puppets, Sister Friede has a compartment within her arms that contains Sasori's blood. Sister Friede's special ability allows her to join bodies with Sasori (or other puppets). By disconnecting her joints, Sister Friede can attach to Sasori increasing his lethality, giving him another set of arms as well as her scythe, a second head etc. This fusion costs a move if not fused before battle, however, the user and Sister Friede can unfuse passively. Like all of Sasori's puppets, Sister Friede has a heart container slot which Sasori can switch into at any given time when not fused. Sister Friede's entire body (including her Scythe) is made up of a similar material to Hiruko's shield but slightly stronger, allowing her to defend against B rank and below techniques with no damage to her body. When fused with Sasori, at the cost of a move, Sasori can reorganize Friede's body to act as a shield to defend against techniques of B rank and below or an A rank technique, in which the puppet would be sacrificed. Sister Friede can enter battles (either fused or unfused) with Sasori already summoned if state in the user's bio or before a match.

My CW and Seals on my body are located in my Bio
 

Inch

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Anthony Fantano and his twin Cal Chuchesta are already on the battlefield when Symmetra arrives. Cal, standing slightly off to the side, wears his signature grey sweater and vacant expression. Anthony, sporting a t-shirt with the letters "F L O S S" across its center, speaks to an unseen audience.

"Hey everyone! Firsthony Fightano here, the internet's BUSIEST music nerd, and it's time for a review of this new Daemon fight with his Symmetra bio. For those of you who don't know, Daemon is a familiar character within the NarutoBase Roleplay Scene who is most famous for producing ASTRONOMICALLY high damage numbers with his taijutsu, as well as being quite the memer. In spite of his reputation, Daemon's been pretty quiet these past few years, citing that there's no point in RPing."

"No point in RPing??? Dudn't he wanna be a ninjeee?"

Anthony continues, looking annoyed. "Anyway, in this new Warring States Era, it seems Daemon has found some motivation with the new kumi system giving benefits to people who RP often. Now from what I can tell, this Symmetra bio here is puppet based, though its safe to assume taijutsu is an integral part to the bio's functioning as well. While the overall aesthetics of the bio itself are quite nice, there is A LOT of messiness going on under the hood here. Right off the bat, in the very first post, there's an excess amount of reading for me to do in the puppets alone, considering that there's not actually a move here. On the one hand, it's a surefire way to intimidate your opponents, not only because the jutsu are pretty good, but also because this is way too much read for casual fighter, IE everyone beside our favorite hyper-competitive quoters. And that doesn't even touch on the seals and CW that I'm also about to deal with.

In general, the bio's set up is good. Daemon's at a point in his career where he can thrive on pretty much any bio type, and he's definitely in his wheel house when fighting with this type of puppet biography which he has spent several years developing. However, execution is where Daemon is pretty much entirely unproven by this point, as powerful bios do not necessarily make for good battles. As NB's monstrous foreman, and essentially every jinchuuriki user (yes Riker, you too) have proven with their various fumbles in fights throughout the years. And that's not even to mention the shortcomings of several sensei.

Still, Daemon's arsenal should provide him pretty strong protection against most generic attacks and combinations, but I'm still gonna need to put that to the test. Without further ado-"

Suddenly, Anthony Fantano seemingly snaps back to reality as his eyes lock onto you. The sunlight catches his glasses at just the right angle, making them opaque as he stares you down. Without warning, the twins spring to life, attacking you in perfect unity. Anthony claps together a single handseal, causing a sudden eruption of fire to occur below you spanning a short-range radius in all directions. The pillar reaches 15 meters in height.

(Katon: Barioria no Unmei) | Fire Release: Doom of Valyria
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: An extremely powerful jutsu, Doom of Valyria allows the user to (after making 4 handseals) flood immense amounts of fire chakra into the ground, and through it raise gigantic pillar(s) of fire. These pillars will spiral ferociously as they rise which, is not just a cosmetic effect, but rather serves to imbue the rising flame with the effects of ‘Aggravate’. That is, the rotating columns of fire will, through use of convection, create shifting high to low, and low to high airflows that will serve to exert a powerful suction effect. The suction effect will span out up to short range away from the pillars, and can neutralise propulsion forces of B rank and below. The scale of this technique can be such that it would be capable of affecting large swathes of land, each pillar affecting up to a short ranged radius area and towering up to 15 meters into the sky

Note:
This technique can only be used twice, with a two turn cooldown in between uses. Once used, the user will be barred from utilising fire techniques above B rank for the rest of the turn, and cannot use fire above S rank next turn. Because of its effects, this technique is potentially fatal if used within short range of the user, unless they have some kind of countermeasure.
Simultaneously, Cal reaches his hands to the sky, suddenly growing in size tremendously, easily reaching the size of a two-story building. "Antnee look!! I'm huuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuge!" Upon reaching his full height, though waiting for the fire to be extinguished through either natural means or his opponent's doing, Cal leans forward and slaps the ground where you stand with earth shattering force. "Slap chop, slap chop, hit em with the slap choooop"


( Chou Baika No Jutsu ) - Super Multi-size Tehnique
Rank: A
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A ( + 30 damage to taijutsu moves; -10 to the user per turn)
Description: The Super Multi-Size Technique is the height of the Multi-Size Technique, which multiplies the user’s body to a size beyond belief. The attack method depends on the situation and the user’s inventiveness, but massive punches, kicks and body slamming is common. However, the abnormally extreme physical change also places a large burden on the user’s body. The clothes of the user also expand along with the body. Because of his massive size, the user's speed is slowed as well, moving at -1 base speed level though this is hardly significant as the scale of the user's body allows him to travel more distance with fewer strides.
Note: Only Akimichi Clan members can use this jutsu.
(Asshō) - Pressure Palm
Rank: C
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 30+30=60
Description: The user strikes their opponent with a downwards thrust striking them to the floor.
 
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