The Elder Scrolls: Within these scrolls are inscribed knowledge. Much valuable knowledge from days past, days when gods roamed the planes we see today. They left but they instilled these scrolls. Each scroll holds knowledge about powerful magic's. Magics very few are able to learn, comprehend and master. However here they lay, ready for trade so if theres an open spot and you got something to trade hit me up a VM!
(Fuuton: Kujo Kawa) l Wind Release: Destruction Shells
Type: Offensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage:80
Description: The user will form the hare and tiger handseals, channeling their chakra into an area 8 meters above the ground and form 4 shells of fuuton. The shells are each a meter in diameter and are visible through the green hue they give off. Just like an artillery shell, which explodes upon impact with the ground and sends shrapnel flying, these fuuton shells upon impact with the ground or a hard enough object will explode and send wind blades flying up to short range in every direction. Alternatively the user can also make the shells go off mid air without contact via chakra control and if done this way all the shells go off at the same time. If somehow not all of the shells go off at once, the tiny wind blade will collide with the remaining shell(s) and make them go off as well.
Note: Shells can only be made short range from one another
Note: Shells can only follow a fixed path downwards
Note: Can only be used three times a match
Note: Requires two turns of cool down between use
Note: Cannot use S ranked fuuton or above, the same turn and the next.
Note: Can only be taught by Strawberry
Rank: S
Type: Attack
Range:Short-Mid
Chakra Cost:40
Damage Points:80
Description: The user begins by gathering up a considerable amount of chakra in his palms followed by clapping them together near his chest.. Once that is done, the user takes his hands apart but as they move away from each other the user uses shape manipulation around wind currents and forms a staff made of condensed wind. The staff is approximately the same height as the user and about a foot in diameter and is very similar to the wind blade technique, in both visual tangibility and cutting potential
Close range abilities:
The staff's main use is to be used in close combat, where it is able to be used as a normal staff, though it has the cutting abilities of an S-rank wind blade
Mid range use:
The staff can also be used at a range, in which it gained.its name "butterfly staff". The user can simply throw the staff like a spear but as It's in mid flight the user does a single hand seal thus transforming the staff as it moves. The staff quickly sprouts from its sides a pair of wings that resemble that of a butterfly's. This allows the staff to not only pick up speed and killing potential but also also allows the user to control it in mid flight to hit opponents. While be controlled, the staff has to always be moving forward and can't turn around nor make sharp turns..
At any point while flying, the user can do one more hand seal which results in the wind exploding into a 7m wide vortex of wind that would suck things from 5m out into it while also cutting anything that comes into contact with it up
~ Only teachable by Shady
~ Only usable once per match
~ Staff lasts 3 turns unless thrown, then.it ends that same turn..
(Fuuton: Kuroukurou) l Wind Release: Crow Claw
Rank: B
Type: Attack/Defense
Range: Short
Chakra Cost: 20 (-10 per turn to sustain)
Damage Points: 40
Description: The user channels wind chakra in their forarm(s) or shin(s). The user releases the chakra out and forms a scythe like blade of wind chakra. The user releases the chakra out of their forearms or shins and using shape manipulation, shapes the released chakra into a blade similar to a scythe. The blade is grey in color and can be as long as the user's arms. The blade is very sharp and dense enough to cut through the same rank attacks and below attacks.
Note: Usable 5 times per battle
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Fuuton: Eiei Kyuu | Wind Release: Pulling Sphere
Type: Attack/Supplementary
Rank: A
Range: Mid-long
Chakra: 30
Damage: 60
Description: The user first gathers wind chakra in either of his hand and throws it either in a forward or diagonal direction in form a sphere which would be the size of a person's head. With the sphere in position, it starts pulling things towards itself with immense force. With the nearby small objects within the sphere, due to the sheer pressure in the core, it suddenly explodes sending out the objects and particles in all directions except for the side of the user who would remain protected. The other variation of this technique is the user can divide the one big sphere into smaller ones and place them according in their positions utilizing chakra.
Note: Can only be used thrice per battle
Note: Needs two turns cool down between each use
Note: The user must be mid-range away from the technique to avoid getting throwed away
Note: Can create upto 10 smaller spheres
Note: The sphere can suck in small weapons and particles but not big objects like summons or human beings.
Note: Can make a human go off balance if the sphere is near him/her
Note: Can only be taught by Excālibur
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(Fuuton: Gachi Tameni Aeolus) l Wind Release: Grace of Aeolus
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user will channel their wind chakra around them, bringing it together and manipulating it a thick sheet of wind. The sheet gives off a greenish hue and is very strong and durable yet being flexible as well. The size, strength and thickness of the sheet can vary depending on how much chakra the user inputs. It can be like a small .5m by .5m handkerchief to as big as 30m by 30m. The sheet is created short range but can travel up to long range when needed by the user. The sheet can be used to wrap around an object and move them, or push object out of the way and it can be made with sharp or dull edges. It can be used to catch large or small earth materials used by an enemy and throw them back at the opponent. Alternative roles it can play is acting like an umbrella over the user, a make shift bridge or a little fan. Overall the sheet is to act as a general battle aid with not much offensive capabilities. However it is capable of doing physical damage by smashing into the opponent, cutting them or wrapping around them and squeezing. The sheet also requires constant focus and as such cannot use another jutsu while the sheet is being used. The user can at will decrease and increase the size of the sheet upto its allowed max at will, as long as he keeps focus on the sheet.
Note: Lasts for three turns
Note: Can only be taught by Strawberry
Note: Can only be used 3 times
Note: No S-Rank or above Wind on the turn this is destroyed/deactivated
Type: Offensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description:
The user does a string of three hand seals and channel wind chakra into their sword and swing it towards the opponent in an arc like fashion, sending a big crescent shaped wind blade. This blade has the capability of picking up dusts and debris in it's path creating a small dust storm around it whilst travelling to the destination. The blade can be used in two ways.
1. First usage is, as it is sent towards the opponent the wind blade and the sword are tethered together with a small wind string. Now, when the user swings the sword another time, the tether between the wind blade and the sword is broken and the Blade suddenly bursts into violent cyclone of wind 10 meter in height, 5 meter in diameter sucking in anything short range around it dealing massive slashing damage.
2. Second usage is almost similar to the first usage. When the user swings the sword , the tether between the sword and blade is broken but instead of bursting into a violent massive cyclone, the blade splits into three different blades. Two blades will take a boomerang arc like path towards the sides or top of the opponent and hit them from behind after travelling a distance of mid range behind the opponent whilst the center one directly assaults the opponent. If the sword is swung to the side, then the two blades travel to the sides of the opponent, If it is swung towards the top then the two blades travel to the top of the opponent. Once the tether between the blade and the sword is broken, the technique will act on it's own accord so that the user can proceed with the next technique.
Restrictions:
*Can only be used twice per battle*
*Even with the tether, the blades cannot be controlled*
*Must have a turn gap before usage*
*No wind techniques above A rank in the same turn and in the next turn*
*No Chakra related Kenjutsu moves in the same turn and above B rank chakra related Kenjutsu in the next turn*
*When using the second application of the technique, the S-rank is divided by 3 (swords), thus making each sword B-rank in power.
*Can only be taught by -Marco-*
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Fuuton: Akiro no kingu | Wind Release: King of The Fall
Type: Defense | Supplementary Rank: S-Rank Range: Mid/Long Chakra Cost: 40 Damage Points: N/A Description:
Akiro no Kingu is an activation technique derived from the
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technique. The jutsu is activated with a single hand seal directly after any technique that produces rain or storm clouds in order to produce a defensive mechanism created from wind. Due to the nature of the technique it is activated fast enough to be done in the same time frame as the jutsu used prior. Alternatively, it can also be used on naturally present clouds around the terrain. As the clouds are formed in the terrain, wind coats the shape of the clouds, though the wind around the clouds is unique in the fact it takes on a semi-intangible state. To a normal eye the coat of wind around the clouds would go completely unnoticed other than the slight white sparkle it gives off and the slight distortion in the air above the terrain, though the chakra could be seen with a doujutsu or sensed by sensors. Once the technique has been activated it will stay coated on the chosen set of clouds and will move along with them if they so happened to move, seeing as clouds usually don't stay motionless. The coat also acts as something that keeps the clouds together as a whole, preventing them from scattering and becoming dispersed. With the air around the clouds being Semi-intangible, the rain or other liquids that are produced from the clouds will be able to fall down unscathed, as if nothing was lingering around the clouds at all. The wind only comes into play and reacts to energy based techniques, such as lightning, fire, or other wind techniques (this includes energy based CE/KG). This allows the wind to act as a defensive mechanism to these energies according to the strengths and weaknesses of them. The coat of air around the clouds would effectively prevent any lightning from entering or exiting the clouds without being stopped due to the strength wind has against lightning. On the other hand, this can stop A-rank and below fire from going into the clouds or coming down from the clouds. When coming into contact with other wind, the coat stands equal to it and is able to defend from S-Rank and below wind techniques attempting to go into the clouds or come out. Other than reacting to other energies, the coat has no sort of offensive capabilities, being present only for the sole reason of being a line of defense for clouds so they won't be dispersed in a time of need.
☆ Taught by Shady
☆ Usable 3×
☆ Lasts 3 turns with 1 turn cool down between activations
☆ No wind techniques above A-rank the rest of the turn
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Fuuton: Myōna hyōjō | Wind Release: The Zone
Type: Attack/Supplementary/Defense Rank: S-Rank Range: Self/Short Chakra Cost: 40 (+10 to pressurize) Damage Points: 80 Description: Myōna hyōjō is the sister technique of
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, utilizing the intangible and pressurized aspects of Fuuton. Unlike its sister technique though, Myōna hyōjō isn't used on a projectiles or techniques being used, but instead a technique used directly on the user himself or melee weapons he is holding. The user would create a thick "shell" of Fuuton Chakra around the shape of either his entire body or a melee weapon i.e. a sword, hammer, club etc. being about 5m thick and about an inch away from actually touching the user. The shell of Fuuton initially takes on the unique intangible state though it gives off a pale white glittering affect on whatever it is around, (see photo. Lel). Once the shell is created it stays active around the user for three turns before the Chakra runs dry and the shell vanishes all together. While the shell is active it isn't affected by solids such as earth techniques, water, steel, or other human bodies, though the shell reacts to energy based elements and such according to elemental strengths and weaknesses. This means the shell would be unphased by a kunai or earth technique coming in no matter the rank, but would combat against a fire, wind or lightning technique according to rank and weakness. The pressurized usage of the shell comes into play when the user wills it to, by spending an extra +10 chakra for the shell, thus pressurizing it to give it a physical aspect of aggressive cutting wind. This means the user can be performing a Taijutsu technique with the shell around his body in the intangible state, having no affect on how his Taijutsu attack is defended from when it comes to non energy defenses, but at any point the user can spend the needed chakra for the shell to pressurize and rip up anything it is in contact with. The shell becoming pressurized only lasts a brief moment before returning to non aggressive intangible wind again. This means for each attack to be pressurized the user has to spend additional chakra. Due to the wind staying present around the body, it becomes impossible for the user to use any other technique related to another element besides Fuuton. Even though the usage of elements is restricted to Fuuton, the user can still use Taijutsu, Genjutsu, Kenjutsu and Ninjutsu as long as it is raw chakra or Fuuton.
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☆ Usable twice per battle
☆ Only to be taught by Shady
☆ Lasts three turns once activated
☆ Costs a move to pressurize the Fuuton
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(Futon: Iongeto Reishiki)- Wind Release: Aeon Gate Type 0
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra cost: 50
Damage: 90 (-40 from user)
Description: After successfully devising the parent technique, Yosamu pushed himself yet again, to break all the boundaries that obscured his initial success and developed a successor technique that far surpassed the first. He named it, Type 0, because it was the final form of the ingenious jutsu, set to annihilate the greatest of foes. This move, required immense amounts of chakra from the user being converted to Futon at a near instananeous pace. The user will gather this great amount of energy within himself and hold both his hands outwards, as if getting ready to hug something but as he does this he/she's actually releasing all this stored chakra across the battlefield in an omnidirectional manner starting from short ranged reaching up to long ranged, a gate will open up short ranged from the user as this happens. Then, the user will run a physical non-chakra coated object through this initial gate, just like the parent technique. But, instead of just one portal opening 5 meters from the target multiple gates will open, amounting to the hundreds, each with elaborate patterns on their 2D shape. The object that the user had placed through the first gate would get replicated by this multitude of gates and will be multiplied accordingly. Meaning, if the user had thrown a kunai through the first gate, the gates that follow would each release a single Futon replica of this said kunai which would in turn fire hundreds of replicas at the target all collectively amounting to Forbidden rank. But it doesn't end there, the gates will close as usual after releasing this replica, but will continue to repoen to fire more replicas of the said object, they will continue to reproduce these replicas at a rapid pace with the Futon projectiles appearing as green streaks of light. The gates open and close at the speed of a blinking eye, releasing only replica at a time, but in the company of the many other gates these replicas appear infinite. The gates will continue to rain down the projectiles on the enemy for two whole turns and their arrangement can be set in any order by the user. Meaning, he can choose to arrange the firing gates in a wall formation, a dome formation, a concave/convex formation anywhere as long as it stays 5 meters from the opponent. With chakra guidance and control the user can even open the firing gates in his vicinity as well, having the projectiles rain around him without as much as touching a hair on his head. Throughout the technique however, he must stay focused and can't mold any other forms of chakra until the technique ends or is destroyed. After this technique ends, the user is left much fatigued, as that much chakra takes a strain on his reservoir and physical well being. His speed will fall by two ranks and the user will have sore painful limbs for two turns after using this technique.
Note(s):
- Can only be used once
- Lasts 2 turns
- After this technique, user can't mold above B ranked Wind next turn, then nothing above A ranked Wind the turn after, until the fourth turn after this technique he may use up to Forbidden ranked Wind jutsu
Rank: S
Type: Attack
Range: Short – Mid
Chakra cost: 40
Damage points: 80
Description: The user performs 2 hand seals (Tiger and Boar) and releases his wind chakra in the area around his opponent, creating a gust of wind which blows towards the opponent, first blowing upwards leaving them 2/3 cm from the ground and then goes on to create an orb which would form around the opponent and begin to compress and close in on them, resulting in the formation an orb of wind which would trap them due to the pressure that acts as a solid form. Trapping the opponent would prevent them from having enough space to move their legs or arms, which in return means they can't perform hand seals if the technique actually connects. The user -if he/she wishes- can create two orbs if there are 2 opponents or an opponent and a summon, however, when this is done, the power of each orb decreases to A-rank. The pressure of the orb and the slicing winds damage the targets and may even tear them apart.
Note: Can only be used twice.
Note: Can only be taught by Erzo
Note: No other wind jutsu in same turn.
Note: No Wind jutsu higher than S-rank, next turn.
Type: Offensive/Attack
Rank:B-Rank
Range:Short-Mid
Chakra:20
Damage:40
Description: The user gathers water into there mouth.After doing so the user forms there lips as If they are about to kiss someone leaving a small hole available for the water to go through then the user spits out the gathered water ( Just like you spit out water when you laugh) releasing the water from there mouth the user then in conjunction using shape manipulation to turn the water into to sharp water hypodermic needles. It has the same affect as a shotgun spreading the water everywhere.Once released from the users mouth the user cant control it, If the enemy gets hits by the needles they act as bullets and go straight through the body coming out the other side Piercing vital organs on the way in.
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(Suiton: Mizu Kokyuu)-Water Release: Water Breath
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A
Description: When the user is underwater, he will manipulate the the water around his head. He makes an air bubble around his head. The user can breath underwater as long as the air bubble is around his head. The bubble can be pop if the user head is attacked or loses focus.
-Only used by Dei Dei
-Only used twice per battle
- (-15) chakra each turn the bubble is used
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(Suiton: Kougake Kyojin Enkai) Water Style: Gauntlets Of The Giant Ocean
Type: Attack
Rank: Forbidden
Range: Mid-Long
Chakra: 50
Damage: 90 (-30 to user)
Description: This is a very advance and dangerous water-style jutsu. The user will do a set of 5 handseals initiating the attack. If the user is a water specialist, he is able to manipulate the moisture in the air above the opponent to form a huge water pool, if not the user spits a glob of water up above the opponent that will then spread into a huge water pool. The water pool is created 10 meters above the opponent. Once the water pool above the opponent spreads about 10 meters in radius, utilizing chakra manipulation, five huge pairs of gauntlets is created out of the water with a chain attached to the end of them. Due to gravity, they then separate from the pool of water and crash down towards the opponent with massive force and speed. These gauntlets are roughly 5 meters tall and 3 meters wide, but have enough force once landed to cause massive damage that is enough to crack bones with every hit. The opponent can make the gauntlets all strike at at once combining to be an F rank attack or have them attack back to back making each gauntlet at max B Rank. These water gauntlets are strong enough to cause craters of medium size if they so happen to hit the ground instead of the opponent. This technique was said to be a huge strain on the opponent's body due to the large scale technique this is. It will cause slight dizziness and fatigue.
Note: Can only be used once
Note: This jutsu takes up two jutsu slots
Note: No other Water-jutsu in the same turn
Note: No Water-jutsu above S rank in the next two turns
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A(60 if Bursted up)
Description:
The user will spit out 30 earthen Mosquitoes from their mouth. The size of each mosquito is at the size of a normal mosquito. These mosquitoes Can either sustain as a single group or gets divided into two or three groups(10-15 per group) and stays in the air. The mosquitoes can reach upto Long range from the user in all directions i.e. they can reach long range heights from the user. The main characteristic of this mosquito is that, when these mosquitoes attack the opponent Instead of doing actual damage, they will pierce the opponents skin, turn into a watery mud material and enter the Epidermis layer of the Skin. On reaching the Layer, the watery mud will get hardened and the the weight of the watery mud will be increased ten fold. So, when a mass of 10-15 Mosquitoes attack a particular part of the skin of the opponent, the entire part(a leg or a hand or the head etc etc.) will suffer a large weight gain which makes the particular part unable to be used by the opponent. The user can also use this technique is another way. instead of turning into a water mud substance, the mosquito can turn into numerous small sized mosquito and enter the epidermis layer of the skin of the opponent. When the user makes a single hand seal, the tiny mosquitoes burst thereby creating slight cracks on the skin layer of the particular part on the opponents body .They will suffer damage because of the pain caused by the cracks and also renders that part to be useless in Taijutsu move of B rank and above for two turns. In order to affect a particular part like the leg or hand or head. at least 10 mosquitoes are required or else the technique will be rendered use less. In order to affect a large portion of the body like the entire upper body or the entire lower body all the 30 mosquitos are needed.
- Can only be taught by -Best-
- The attack of the Mosquitoes is counted as a move and occupies a jutsu slot.
- No Doton techniques above S ranks for the next two turns.
- No Doton techniques S rank and above in the same turn.
- The mosquitoes last in the battlefield for 4 turns.
- Can only be used twice per battle.
Type: Offensive | Supplementary
Rank: S
Range: Long (Created at short, has a Long range reach)
Chakra: 40
Damage: 80
Description: Through a single hand seal, the user will send earth-based chakra on an area within short-range, manipulating it to have it erupt upwards to resemble a small volcano head. It has a diameter of about 3 meters, and the height of five meters. Immediately after creation, massive amounts of mud, similar to that found in (Doton: Yomi Numa) - Earth Style: Swamp of the Underworld, is spewed out from the structure created, flowing out with great speed and momentum taking the form of large ten meter waves. It would easily push away anyone within the area of effect. The user can have the mud released outwardly, expanding outwards from the source with a 360 degree scope, or aiming it at a specific area in order to have a stronger effect. An example of the second would be creating the volcano-head and manipulating the mud to spew out towards the opposite side of the battlefield, keeping you safe from harm while attacking the enemy. Alternatively, the user can maintain the handseal and continuously manipulate the movement of the mud to manipulate it to the direction they want to, which would allow them to do a multitude of things like preventing their own technique from harming the user by manipulating the mud away. However, a drawback would be the inability to perform other techniques unless the user is able to use Yin-Yang. Lastly, the damage from this comes from the massive waves of dense mud that would surely crush, as well as suffocate the enemy if left undefended. The technique results in the area targeted to be covered with up to ten meters of mud.
Notes & Restrictions:
Note: Usable twice per battle with a three turn cooldown before each usage.
Note: Cannot use any A-rank or higher Doton techniques for the turn used, and the next turn.
Note: Can only be taught by Draigo
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(Doton: Cybele Negai) l Earth Release: Cybele's Boon
Type: Supplementary
Rank: C-S
Range: Short - Mid
Chakra: 15-40
Damage: 30-80
Description: The user sends out his chakra up-to mid range all around him and creates an underground to surface syringe out of earth. This is done by having the user manipulate the earth underground to physically take on the form of a syringe, that is connected above ground, via a pore(s). The syringe is sealed tight, below ground has the users chakra channelled into it. As soon as water passes over the pore(s) or hole(s) above ground, the syringe - seal is complete and the user manipulates the earth seal plunger downwards. This makes the water above ground get sucked down wards extremely quickly due to the massive suction force accelerated by the users chakra. The suction force of this technique is strong enough to suck even extremely large bodies of water underground almost instantly. The size of the The syringe must be made large enough to quickly suck in water, however creating a syringe too large will lead to an ineffective seal and a syringe too small would not suck up all of the water. Therefore to achieve the desired affect the user must ensure they use the correct amount of chakra to create a syringe that is most effective at absorbing water. Then if the user desires, they can instantly, force the lowered chunk of rock (plunger) back up, forcing the mass of water back up towards the surface with a great deal of force erupting from the surface like a short burst geyser, water and chunks of earth flying in the air.
The jutsu however is not only limited to water/other liquids, and can suck in other objects as well like swords, armour etc. For other objects the overall process remains the same but the user will manipulate the pore or hole to actually rise out a bit and latch onto the object to aid in suction. Objects that arent liquid in nature can however be damaged as they they are sucked in.
Note: Can only be taught by Strawberry
Note: Can only be used twice a battle
Note: Water pulled underground can be used like a water source
Note: User cannot use any jutsu as long as he has the syringe active
Note: Only works on things that are along the surface.
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(Doton: Ōkami no Fukkō)- Earth Release: Wolves Reconstruction
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A (depends on the technique)
Description: The user will gather their earth chakra and manipulate it so it activates an ability (instant activation due to it being stand alone, and does not grant ability until another tech is used that works with it), where certain structures of earth techniques; when protruded from the ground, out of the user's body or from the sky, will have mud infused into the body of the structure, as a passive ability when being released (still costs a move to activate). What this means is the structure of earth will have the same appearance physically but instead of being completely solid will have a substantial amount of mud inside its physical structure masking its appearance from the opponent's view (will not fool certain dojutsus and sensory). The structure will be able to remain stable since the mud will be compressed and its body structure will still be solid allowing it to remain its base of movement and operation. This technique takes on the basic earth jutsu Earth Release: Mud Wolves and expands on it. What will occur, when the users earth techniques are destroyed, the mud will forcefully erect out and reform to take the shape of the previous technique. The mud can reform specific parts of the earth structure, or its whole body, but can only be used once, both for the body and body-parts. The mud will reform the technique as soon as the initial reason of the previous techniques destruction is finished. Meaning, the moment a projectile technique that had destroyed the users original technique bypasses, the mud will begin to jump out and reform, if the technique used to destroy the technique was streaming based, the mud will once again move around/over the streaming tech and reform. The creation of the technique back is passive, just the the original technique of the mud wolves. The technique will then now be slightly weaker (one rank less) then before, and lose certain amount of its stability/hardness, it still has brute force damage of mud, and can engulf the opponent entirely. This technique applies to logical ones that can co-exist with it, obviously any earth-based technique can be used from it, and with different sizes (as small as spikes, or as big as Golems), the mud will also remain to have the same basic ability and movement that the previous technique had.
Note: Can only be taught by Noni
Note: Can only be used two times
Note: Requires two turn cool down before re-use
Note: Must have earth mastery
Note: Reformation is done only once per technique
Note: Activation lasts three turns, can be turned off any time
Note: Can only be applied to earth techniques with solidity, and that erect from the ground
Note: Can only be used on A-Rank and below earth techniques
Rank: S Type: Attack Range:Short-Mid Chakra Cost:40 Damage Points:80 Description: The user begins by gathering up a considerable amount of chakra in his palms followed by clapping them together near his chest.. Once that is done, the user takes his hands apart but as they move away from each other the user uses shape manipulation while releasing fire from his palms and forms a staff made of condensed fire. The staff is approximately the same height as the user and about a foot in diameter and is very much similar to that of the flaming dragon heads that took on a more solidified state of fire. Close range abilities:
The staff's main use is to be used in close combat, where it is able to be used as a normal staff, though it has the cutting abilities of an S-rank blade able to cut through most objects like butter Mid range use:
The staff can also be used at a range, in which it gained.its name "Mosquito staff". The user can simply throw the staff like a spear but as It's in mid flight the user does a single hand seal thus transforming the staff as it moves. The staff quickly sprouts from its sides a pair of wings that resemble that of a Mosquito's. This allows the staff to not only pick up speed and killing potential but also also allows the user to control it in mid flight to hit opponents. While being controlled, the staff has to always be moving forward and can't turn around nor make sharp turns..
At any point while flying, the user can do one more hand seal which results in the fire exploding into a 7m wide vortex of flames that would burn things to a crisp.
~ Only teachable by Shady
~ Only usable once per match
~ Staff lasts 3 turns unless thrown, then it ends that same turn..
(Katon: Nenshou Bluntzuru) l Fire Release: Burning Bluntz
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: A brother technique to Grace of Aeolus, this technique is based off of the same form factor however it is primarily an offensive technique unlike the predecessor's supplementary nature.The user will channel their fire chakra around them, bringing it together and manipulating it to ignite into a thick sheet of burning fire. The fire burns off of the users chakra and requires constant control to maintain. The sheet has no physical form and resembles a wildfire restricted into a geometrical sheet. The size, strength and thickness of the sheet can vary depending on how much chakra the user inputs. It can be like a small .5m by .5m handkerchief to as big as 30m by 30m. The sheet is created short range but can travel up to long range when needed by the user. The sheet sheets basic and primary use is simply to burn things.The burning sheet of fire can widen and shorten and move and twist as the user desires to deal with the threat or to attack creatively. It cannot grasp or hold object but it can hover and widen over things, or encircle things etc. The flames are extremely hot and leave dangerously painful and scorching burns upon even the slightest contact, making it so the user must be cautious when using it in close proximity.
Note: Lasts for three turns
Note: Can only be taught by Strawberry
Note: Can only be used 3 times
Note: No S-Rank or above fire on the turn this is destroyed/deactivated
Type: Offensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description: The user will initiate the technique by doing a set of 3 hand seals, ending with the boar handseal. Slaming their hands on the ground, channeling mass amounts of lightning chakra within the area below the target. The user will then shape and manipulate the lightning underground, causing countless of 10 inch in length lightning bolts to spring up from under the target(s) and the area up to 5 meters around them; resulting in a devastating assault. Ripping through the skin causing lethal damage after several thunderbolts hit the target. The thunderbolts once shot up from the ground spring upwards in such a fast pace they look like shooting stars from a distance. Because of the pace in which they hurl from within the ground and the area they cover, it's dangerous for the user to be six meters or less near the opponent, risking to be caught in the array. Thus, being a technique designed for distances that surpass short range.
Note: Can only be used x2 per battle.
Note: The user cannot use other S rank (or high) lightning in the same and next turn.
Note: Must wait a cooldown of 3 turns before using again.
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(Raiton): Tenkou| Lightning Release Spotlight
Show
Type:Supplementuary
Rank:A
Range:Short-Long
Chakra Cost: 30
Damage:N/A
Description: The user compresses a large amount of raiton chakra in their hand creating a bright light orb that radiates a large amount of momentarily blinding light. The user then releases the raiton ball, the ball floating high into the air, and acting as a lightsource illuminating the battle field. The floating ball of energy can float to a new position on the users command.
~Can only be used 2x
~Last for 3 turns
~Blinding flash of light doesn't affect dojutsu users
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Ninjutsu....
( Ninjutsu: Tatsu Kaze ) Dragon dive
Rank: A
Type: Offensive
Range: Mid-Long
Chakra cost: 30
Damage points: 60
Description: The user performs the tiger handseal and starts by concentrating their raw chakra into the air above the opponent. After this, they then use this chakra to form several golden arrows about ten meters above the target that shower upon the ground at the user's command. They will first pierce through the opponent and then finally explode in a small radius upon the area it dropped on This jutsu can't be performed short range of the user so as not to damage themselves.
Note: A maximum of fifteen arrows can be created
Note: Can only be performed 3x in a battle with one turn cooldown
Note: Can only be taught by Hashirhamha
(Ninpo: Dhṛtarāshtras kyuushuu) l Ninja Art: Dhṛtarāshtras Revenge
Type: Supplementary
Rank: A Rank
Range: Short - Mid
Chakra: 30
Damage: n/a
Description: The user channels chakra into a prepared scroll and tosses it somewhere which unravels slightly summoning a large flash bomb that instantly sets off. As the flash bomb sets off it has an additional affect of releasing a very slight shockwave, this unravels the scroll a little more, summoning an additional large flash bomb, which also sets off and unravels the scroll a little more, revealing another seal thus summoning another large flash bomb, etc. The scroll continuously summons flash bombs at a constant pace for 2 turns. Each flash bomb sets off right as the previous ends making the battlefield up to mid range of the scroll filled with a bright light steadily blinking/going off for the duration. These flash bombs are larger and more powerful than conventional flashbombs, so they do make it impossible to see in the light like normal flash bombs, however keeping your eyes open for too long (1 turn) would lead to temporary vision loss (1 turn). This would also make it impossible for the user to see and also cause damage to him aswell if he kept his eyes open.
Note: Can only be taught by Strawberry
Note: Requires 2 turn cool down
Note: Light only reaches mid range from scroll
Note: Vision loss would only be for 1 turn
Note: Only Lasts 2 turns
Note: Can only be used 3 times per battle
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(Ninpo: Sukuro-ru Fukusha) l Ninja Art: Scroll Duplication
Type: Supplementary
Rank: A
Range: short
Chakra: 30
Damage: n/a
Description: The user applies a similar principle to the kage bunshin, and multiple shuriken bunshin jutsus on scrolls. The user will as he is about to activate a scroll based jutsu, duplicate the scroll. However the user does not create two differant scrolls but, simply increases the size of the original scroll. This is done by having the duplicated scroll essentially bind with the original end to end and extend it but remain rolled. The activation of this technique is instant and takes no time. This is because the jutsu is cast with a scroll based jutsu and the affects of the duplicated jutsu do no take place right away, but after the scroll. The duplicated double scroll will not double the effect of the jutsu, but merely extend it. So, a scroll firing a kunai, will not fire two kunai, but one kunai followed by a second kunai (they will take up two spots in the timeframe, and are not simultaneous). The duplication jutsu merely acts as a way of preping this action. Overall the jutsu will work as follows, the now slightly larger scroll will unravel and create its affect, but continue unraveling into the extention which will then repeat the affect, separated by the delay of unraveling.
Note: Can only be taught by Strawberry
Note: Can only be used three times
Note: Requires 2 turn cooldown
Note: Can only be used on scroll related jutsus
Note: Will only work on jutsus up to A rank
Note: Does cost a move out of three a turn
Ninpo: Kage Sukuro-Ru Hengen l Ninja Art: Shadow Scroll Transformation
Type: Supplementary
Rank:A rank
Range: Short
Chakra:30 chakra
Damage: n/a
Description: This technique is based off of principles like the Henge and Kage bunshin jutsu. Using an advanced variation of such techniques the user can transform Paper Tags, Seals and Scrolls (which will be refered to as predecessors) into other ninja tools such as swords, shuriken, kunai and even senbon etc. These transformations act the same way as their originals however just manifested in this new form. As such these ninja tools can activate the affects of their predecessors as needed by the user. This serves as a way of getting such seals and scrolls closer to the opponent before activating, allow for stealth or make it easier to use them as some scrolls must be held by the user. This does not mean that these new weapons materialize any closer to the opponent, the weapons take form at the same spot as their predecessor and then from that spot can be thrown to approach the opponent. To further enhance stealth the scripture/seal writting that will be on these new tools in super subscript and made the same colour as the tool (black on black). This jutsu can be used upon simply touching the predecessor and occurs instantly however it does cost two moves at once. One move for the predecessor scroll and one for this jutsu. After this the predecessor can be activated from the ninja tool whenever needed without costing a move as it had been pre prepared from before but must still adhere to the timeframe. The benefit being the above mentioned mobility and other aspects provided to the predecessor and so on. After the predecessor has activated, for example if you transformed a fire dragon scroll technique into a sword, and the user swung his sword releasing the dragon, the sword still remains after the dragon has been released. And for all intents and purposes these new weapons are proper weapons, the sword acts just like a regular sword and will cut like one, a shuriken in this jutsu is the same as a real shuriken and will pierce flesh like one. They react with the environment, chakra and physical entities like normal weapons do as well.
Note: Can only be taught by Strawberry
Note: Can only be used four times a battle
Note: Requires 2 turns cool down
Note: Can only be used on scrolls, seals, paper tags etc.
(Genjutsu: Asshuku Mizu) l Illusionary Arts: Pressure Water
Type: Supplementary / Genjutsu
Rank: A Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user begins by forming 3 handseals, channeling their chakra into their opponent's chakra network, manipulating it to make the opponent believe they are hit by a large constant freezing ice cold stream of water from just above them that is large enough to cover their body. In the genjutsu the freezing ice cold water stream pins them to the ground facing up, under the force of the water the victim is rendered immobile. Also within the genjutsu the water the victim is hit with is freezing cold, so much so that it is like the water found in the Arctic, this water makes the victim feel terribly cold, numb.
However in reality, the victim is left standing, paralyzed due to the power of the stream that pins them within the genjutsu. If the user does not escape the genjutsu in one turn they will suffer great mental damage , from the ice cold water. If the victim is unable to escape in the second turn they will not be able to cope with the mental stress that has now accrued and will pass out.
Note: No genjutsu of any rank can be used in the next turn
Note: Can only be used two times a battle
Note: Can only be taught by Strawberry
You must be registered for see links
Taught to: -Best-, Anbu Junior, Teno, Yashiro, Excalibur, lilli chwan
(Genjutsu:Ki Jin Shoukyaku) l Illusionary Arts: Tree Man's Redemption
Type: Supplementary l Illusion
Rank:S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user will start by forming 3 handseals, channeling their chakra into the opponents chakra network placing them in a genjutsu. Within the genjutsu the opponent begins to grow a large wart from each of their feet. These warts begin from inside the feet and rip out from the opponents feet and foot-wear, where they are first seen by victim, causing pain. the warts grow rapidly in length and begin to look more like roots and have a thickness similar to an average rope. The rope/root like warts now quickly wrap the victim from the feet upwards to their head constricting them, making it impossible for a victim to move, the warts however dont completely cover the mouth, nose and the eyes are not covered at all. The warts dont constrict tight enough to cause any pain to the victim, or to stop blood flow and hinder breathing to any significant degree. Inside the illusion the victim is paralysed and unable to move. If the genjutsu is not broken by the second turn the wart like ropes begin to grow branches in the abdominal area that grow in ward into the victims body. They slowly rip apart flesh and grow into the intestinal tract area, within the intestinal tract the branches of warts further branch off almost countless in number, causing immense pain to victim and in reality putting a huge mental strain upon them. If the jutsu is still not released during this second turn then the final and most deadly phase of genjutsu will kick in. The countless wart branches within the intestinal tract, now grow rapidly and spread all through body, legs and head, cutting through all vital organs before erupting from all over the body, including the eyes, ears heart area, brain, groin legs etc. At this point the victim in the genjutsu feels the pain of every organ being ravaged, topped off by the shot to the brain. In reality the mental strain is too great for the victim to bear and he loses consciousness for the rest of the battle.
Note: Can only be taught by Strawberry
Note: Must have completed Genjutsu to use
Note: No genjutsu in the same turn or the next turn
Note: Usable twice a battle
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(Genjutsu: Sen'i No Akumu) - Illusionary Arts: Fiber Nightmare
Type: Supplementary/Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user performs a sequence of three (3) hand seals whilst focusing their chakra into the mind of their target. By making mention of the word "Retract", the genjutsu is activated, causing the target to start seeing and believing that suddenly all their clothing starts retracting/pulling inward and sucking their entire body sort of into a dark vortex, but more like the fiber within the clothing starts to retract and reshape into a tiny ball of cotton or wool, consuming the target's entire body. At first it feels as though the clothing is only getting tighter, however, not long thereafter or almost immediately thereafter, the clothing starts to completely squeeze the body, sucking violently inward and compressing the target's body into a small, hand sized ball of fiber. It consumes the flesh then moves to the bones, crushing the bones and compressing the entirety of the targets body into one small ball of fiber. The whole experience delivers excruciating pain to the opponent due to him believing what is actually happening to him. Should the fiber be allowed to completely retract, the target would completely lose his senses of sight and hearing, as the world around him darkens entirely with the target appearing to have been absorbed into a dark vortex from his point of view. With the fiber retracting, the target is subdued by the excruciating pain of having his entire body crushed and consumed with extreme force. At first, movement does not prove impossible whilst the clothes only starts pulling tight, hand seal performances and body arts are all possible. However, at the moment of the body being completely engulfed, movement is completely hindered to the point where hand seals cannot be performed and bodily movements completely restricted.
Note - Can only be used twice per battle.
Note - No genjutsu during the same turn nor the one thereafter.
Note - Can only be taught by Yashiro.
(Jiton: Satetsu Tsume Atari ) l Magnetism Release: Iron Claw Strikes
Type: Offensive
Rank: B Rank
Range: Short - Mid
Chakra: 20
Damage: 40
Description: Utilizing iron sand from the ground or using iron sand the user brought with them, the user creates up to two claws, twice the size of human hands. These claws can then be used to attack the opponent from a far range while the user stays back.
Note: Can only be used by Sandaime Kazekage or Sasori using the Sandaime Kazekage puppet
Note: Must be taught by Strawberry
You must be registered for see links
Taught to: Skorm
(Jiton: Satetsu funka) l Magnetism Release: Iron Sand Eruption
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 Chakra
Damage: 80 Damage
Description: The user slams his hands on the ground, manipulating iron sand present deep underground to rise upwards right below the opponent. The iron sand emerges violently in a similar fashion to a geyser pushing anything above it upwards. The iron sand travels to a height of 15 meters above ground and covers a 5 meter radius. The force the iron sand erupts with is capable of doing damage as the sand is sent airborne and from the initial shock when bursting through the ground. The iron sand left by this jutsu can be used to form other techniques.
Note: Can only be used by Sandaime Kazekage or Sasori using the Sandaime Kazekage puppet
Note: Cannot use another S Ranked or higher Iron Sand Jutsu the same Turn
Note: Can only be used two times requiring a two turn cool down between its use
Note: Must be taught by Strawberry
You must be registered for see links
Taught to: Skorm
(Jiton: Satetsu Hari Bo-ru) l Magnetism Release: Iron Sand Needle Ball
Type: Offensive
Rank: A
Range: Short / Long
Chakra: 30 Chakra
Damage: 60 Damage
Description: The user creates an orb the size of a basketball out of iron sand present on the battlefield that can be moved/launched around to deal blunt force damage, however at will the user can make the iron sand repel each other violently, as the user manipulates the iron sand into needles creating a multi-directional storm of needles that erupts into short range around the orb..
Note:Can only be used by Sandaime Kazekage or Sasori using the Sandaime Kazekage puppet
Note: Ball can only be created within mid range, but can travel long
Note: Can only be used three times a battle with 1 turn cool down
Note: Can only be taught by Strawberry
Type: Supplementary/ Defensive/Weapon
Rank: S
Range: Short - Long
Chakra: 10/ turn
Damage: N/a
Description: The goggles were created by the combined effort of the Third Mizukage and his council. In an effort to control and mimic the power of Bijuu, they created weapons and accessories. These goggles were one of those items, they were crafted from a strange dense yet light metal found in a mine near Kirigakure and from the denses most strongest glass in the village. The Third Mizukage and some of his chakra and a councilmen's aswell sealed within the glasses. The glasses however were a failure they did nothing to help control a jinchuriki, however the glasses gained a strange new power due to the what was sealed within them. The third mizukage decided to keep them as they would aid him in battle and they covered his eyes from being blinded by debris or dust and sand, etc.
They emit a chakra field mid range all around the user, the air and underground as well. An object that is within the field is known to the goggles. The Goggle's can know where the object or chakra signature is, how big it is and it's speed, if moving, but only if the user is able to perceive and track the speed of said object himself. This information is sent right to the user as the goggles are connected.
Note: Do not aid vision in anyway
Note: Goggles are very durable and can take one S ranked technique before disabling, but remain unbroken on the user, any further attack D rank and above will break them.
Note: Will not sync with opponent chakra
Note: Must be taught usage by Strawberry
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Taught to: Ishiro, Draigo, Shady Doctor. No More >_>
(Suiton: Kiseichuu Gesuidou) – Water Release: Symbiotic Cesspool
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A
Description: The user will focus their suiton chakra into the ground below to saturate the battlefield with with a large quantity of dense sticky water, similar in composition to the one produced in Water Release: Starch Syrup Capture Field. This user will then cause this adhesive liquid to seep from the ground in multiple places across the terrain as large circular "patches" of fluid, which will attach to anything they come into contact with, quickly binding the target object/person in place. The moment the sticky water attaches to something, it will begin to display symbiotic-like behaviour, attempting to envelop its unfortunate victim completely by slowly crawling up and around it, with this process varying in length depending on the size of the object/organism(s) being targeted. If used on living organism(s), the fluid behaves in a way comparable to quick sand, with the infestation spreading much more rapidly, the more the victim struggles against it. Small objects such as kunai, shuriken, swords and etc will be covered almost immediately, with the added effect of being ingested deep into the ground itself, clearing the battlefield of their presence. Underground travel of people/summons/objects will also be rendered almost impossible as the source of sticky water will ensnare whatever attempts to traverse through it. Alternatively, this jutsu is also extremely proficient against large ground-based summons, as they encompass a vast amount of space and will inevitably make contact with several patches of sticky water, resulting in them being covered at an accelerated rate. Using this jutsu gives the battlefield the appearance of a swamp, with several pond-sized patches of sticky water scattered across the terrain. As a result, this jutsu is often seen as the localized water-based counterpart of Earth Release: Swamp of the Underworld, with the inherent difference of the sticky fluid climbing up the user instead of them sinking into it. Each of these circular patches of fluid are two meters in diameter. This technique also acts as an effective defense against speed-based users, since the sticky patches of fluid can span out from the user's position to act as a "protective minefield". One wrong step can lead to the opponent being captured and ensnared.
Note: Lasts for two turns
Note: Can only be used twice per battle
Note: Can only be used by Kirigakure Shinobi
(Suiton: Shouri no Caelus) - Water Release: Conquest of Caelus
Rank: A
Type: Supplementary/Defensive/Offensive
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn)
Damage points: N/A (60 damage if used offensively)
Description: The user will focus their suiton chakra into the air in order to create a mist which possess a unique chakra-symbiotic quality. The mist itself will first absorb and then embody the properties of whatever it comes into contact with. For example, the mist will absorb fire and in turn, will become scalding to touch or it will absorb a corrosive gas and become capable of corroding matter. The absorption of techniques will begin immediately but the process of embodying the leeched traits will need be to initiated manually through the use of the Serpent handseal and its effects will only activate in the following turn. Not only that, but not all absorbed techniques can have their effects reciprocated but most can e.g. the majority water, earth or wind techniques. This absorption will only work on techniques B-Rank and below (A-Rank and below for Fire and other elements weak to Suiton ; C-Rank and below for elements strong to Suiton). Not all absorbed techniques can have their effects reciprocated e.g. the majority of water, earth or wind techniques. Due to the broad spectrum of the technique, logic will need to be applied to gauge if a technique's effects can be mimicked. Only techniques with unique traits can be embodied by mist (e.g. the stickiness of water, the numbing nature of lightning, the volatility of flammable mud and et cetera). Absorbing and reciprocating a technique's effects does not change this jutsu's elemental strengths and weaknesses. It will remain a Water Release jutsu, simply one with special traits.
Note: Lasts for three turns
Note: Can only be used twice per battle
Note: Can only be used by Kirigakure Shinobi
Note: No Water Release above A-Rank in the user's next turn.
(Suiton: Fuchi no Watatsumi Hebi) - Water Release: Abyss of the Leviathan
Rank: S
Type: Supplementary/Offensive
Range: Short - Long
Chakra cost: 40 (-10 chakra per turn)
Damage points: N/A (80 damage if used to attack the opponent)
Description: The user will perform two handseals before focusing their chakra into a technique-produced mist. Through shape manipulation, the user will form portions of the surrounding mist into countless grotesque sea serpent-like creatures which appear to be "swimming" around inside of the mist itself. These hideous creatures are blind by nature, however they're capable of sensing anything (whether or not it possess chakra) in direct contact with the mist. Furthermore, these creatures exhibit certain but limited chakra draining qualities (Similar to Water Release: Grudge Rain Technique), so as long as the opponent remains in contact with the creatures they'll gradually be depleted of chakra (50 chakra per turn). Whenever the user wishes to, he can command the swarm to converge on the opponent from all sides in a furious feeding frenzy with such ferocity that the surrounding mist will begin to boil and churn, before being stained by the crimson blood. Despite the viciousness of the attack, the sea serpents are more than mindful not to harm their creator in the slightest.
Note: Lasts for three turns
Note: Can only be used twice per battle
Note: Can only be used by Kirigakure Shinobi
Note: No Water Release above A-Rank in the user's next turn.
(Suiton: Kyuuketsuki Gesuidou) - Water Release: Vampiric Drain
Rank: A
Type: Supplementary/Defensive
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn)
Damage points: N/A
Description: The user will perform two handseals before focusing their chakra into a technique produced mist in order to grant it a unique chakra sapping quality. This technique takes a unique twist on a low-level Kirigakure technique (Water Release Secret Technique: Mist Rain) which drains chakra from the opponent's techniques for the sole purpose of weakening them by a small degree. In contrast, this technique allows the mist to absorb all of the chakra in the opponent's techniques for various purposes. Techniques which seek to locate the user through chakra sensing means (e.g. Rain Tiger at Will or Gaara's sensory sand) will prove to be futile as the substance being used will become devoid of chakra and will no longer be linked to the creator's senses. However, this will not affect ordinary chakra sensing (chakra sensing via the user's own body). Constructs and objects will simply simply dissipate and fall to the floor with nothing retaining their form or structure. The chakra sapping mist will only work on techniques B-Rank and below (A-Rank and below for Fire and other elements weak to Suiton ; C-Rank and below for non-earthen elements strong to Suiton). Furthermore, this technique will only work on non-solid techniques and certain solid techniques, so Earthen materials strong to water are immune to this jutsu's effects.
Note: Can only be used three times per battle
Note: Can only be used by Kirigakure Shinobi
Note: Chakra draining effects will only work on techniques, not on living creatures.
Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40 ( +10 per turn )
Damage Points: N/A
Description: The user will focus chakra into his hands, and then slam them into the ground, creating an intricate pattern of glowing blue seals on the ground. The seals possess the ability to leech the user's chakra and then use it to produce a mist thicker than normal ones created by man-made techniques. The mist is continually produced at high rates, meaning blowing it away will not result in the area being cleared of mist, it will just lighten it slightly. The mist since it has the user's chakra, the user will be able to sense where the opponent is.
* Can be used only once per battle
* Leeches user's chakra 10 per turn
* User cannot use Forbidden Rank techniques while it is active of any element.
* Neither user nor opponent can see or sense each other ( via methods other than the creation of this mist ) - even usages of other Chakra Sensing abilities will be distorted because of the chakra present in the mist itself.
(Kirigakure no Kekkai Kinjutsu: Pyrrhus no Shiyouri ) - Forbidden Barrier Technique of Hidden Mist: Victory of Pyrrhus
Rank: Forbidden
Type: Attack/Defence/Supplementary
Range: Short-Long
Chakra Cost: 70
Damage Points: 100
Description: The user will need to place four tags which will have a shape of a square on a determined area. Once the seals are in place, the user will do a row of hand seals and clap his hands together. Suddenly, a huge burst of chakra will come out of the seals and will form a cube covering the area of the seals forming a barrier. Once inside the barrier, the shinobis can't escape and no one from the outside can enter here (unless with time/space techniques). No jutsu can break the barrier while it's active. In some cases, during the history of Kirigakure, some ninjas used the jutsu on themselves and on the opponent to ensure he would be defeated, in an act of sacrifice to save the village. The effectiveness of this jutsu is showed after a period of time, where everything inside of it is consumed by the chakra and dies, leaving nothing behind.
*Barrier needs to caught the user also
*Barrier lasts 5 turns until it destroys everything on it's inside and disappears
*Usable once per battle
*User gets -20 and will also die after usage because he will be caught by his own jutsu in an act of sacrifice
(Suiton: Hyouketsu Kiri) - Water Style: Freezing Mist
Rank: A
Type: Defence/Supplementary
Chakra cost: 30
Damage: N/A
Description: A variation of the Hidden Mist jutsu, but instead of releasing normal mist, the user makes extremely cold "freezing" mist. This mist is so cold that the evaporated water of the mist changes into ice crystals. The result of this is that the mist is a lot "heavier" which makes it more difficult to just blow away. It's most effective against people who user IG for example. The cold of the mist makes the joints of the opponent slower functioning, due to his fast breath his longs start to freeze at a rapid rate (he breaths fast the cold air in) but above all the ice crystals start to attach themselves to solid objects more easier than normal water of mist. This makes the opponent loose energy and heat rapidly, which makes his movements yet again a lot slower.
The effect is the same on normal people, for instance the speed of making handseals slows down, same goes for their reflexes. Since the mist is made of the user's chakra, it does not affect him.
Rank: B
Type: Attack
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: The user runs at their opponent with chakra infused footing. The user would run and with the chakra infused footing increasing their speed, would do a tackle like run and wrap their arms around the waist of the opponent. This would give the user a grip of the target while they spin around and lifts up and backwards in the same motion and drops the opponent head first backwards.
Type: Offense
Rank: S
Range: Short
Chackra cost: 40
Damage Points: 80
Description: This is a technique from the forbidden fight style Kraf Maga. The user will first concentrate large amount of chakra into his palm and compress it. Once it’s enough he will perform a palm strike at the opponent’s nose. Once the nose is hit with this kind of power, the nose would be immediately broken and the opponent will lose consciousness. Due to the large amount of chakra and power if the user punches his opponent, he will break his twist. However performing the hit with palm will prevent the braking from happening.
Note: No B or above rank taijutsu attacks due to the users hands will be shocked because of the hit.
Note: Can only be used 1 times per battle.
Note: Can only be taught by PowerOfDarkness
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Strike of the Devil Monkey = Dageki no Mashin Okane
Rank: B
Type: Offense
Range: Short
Chakra cost: 20
Damage Points: 40
A taijutsu attack that requires a leg sweep to knock the target off balance and then by slipping over onto their hands to deal two kicks downwards onto their chest and slaming them into the ground and they push themselves off the ground flipping in the air where they insert Doton chakra into ther knees to deal a double knee strike to the opponent whilst they hit the ground. Due to the Doton chakra charged within the knees, the hit deals extra brute strengh.
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(Hoshizora no Namida)Starry Tear
Type: Offensive
Rank: B-Rank
Range:Short
Chakra:20
Damage:40
Description:
Starry Tear is a quick eight combo kenjutsu attack. It begins with 3 short thrusts at the targets chest, provoking the target to raise its guard up. Although the first 3 thrusts do not deal much damage, the number of hits and their speed is overwhelming. Afterwards, the 3 thrusts are followed by 2 slashes at the target’s now undefended legs. The user then performs 2 strong jabs high and low, followed by a final strong stab at the target’s chest.
-Can be used 4 times per battle
-Normally requires a rapier but can also be used a katana
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Pinball Target (pinbutoukai ta-getto)
Type: Offensive
Rank: B
Range: Close
Chakra Cost: N/A
Damage Points: 40 (-15 to user)
Description: The user opens the second gate and punches the enemy in the gut, causing them to double over and lean forward. He then knees them in the face and then kicks then in the face, lifting them high into the air and as their body goes upwards, the user tucks his body into a small ball and launches himself at the enemy. He hits the enemy and launches him backwards and then the user flies at the enemy again, hitting him once more.
*requirement: 2 gate open*
Inverted Lotus
Type: Attack
Rank: A
Range: Close
Chakra Cost:
Damage Points: 60
Description: The user opens the fourth gate and uppercuts the enemy in the chin, rising the a few ft from the ground. He then uppercuts the enemy with a few more powerful blows, raising him several feet into the air. The user then flips back onto his hands and jumps into the air upside down. He appears behind the enemy and wraps his legs around the enemy’s neck and smashes his head into the ground head-first in a spiraling smash.
Requirements: 4 gate open
Rank: B
Type: Attack
Range: Short-Mid
Chakra Cost: 25
Damage Points: 50
Description: The user will thrust one palm forward, aiming at a desired body part belonging to the enemy, causing him to be blown back by using the water molecules in the air to release a shock wave. Due to the water molecules being very little in size, only doujutsu is capable of actually seeing the shock wave being created. A regular ninja will think its a simple palm thrust. Once the shock wave connects, it will be difficult for the enemy to breathe normally for one turn, due to the impact. This palm trust is powerful enough propel large summon up to long range.
Rank: C
Type: Attack
Range: Short - Mid
Chakra Cost: 20
Damage Points: 30
Description: While focusing water chakra around the desired hand and performing a karate chop, the user can split a water source out in front of him in order to send a shock wave to attack the enemy. The sheer pressure of the shock wave travelling through the water will cause unstable tides as if it was a water "world shaking", causing the opponent to loose balance.
(Gyojin Karate: Kaisoku Harakudashigeri) - Fishman Karate: Stomach Drop Kick
Rank: B
Type: Attack
Range: Short - Long
Chakra Cost: 25
Damage Points: 40
Description: This technique requires precise water molecule manipulation. The user will dart forward creating a small shock wave with the water molecules around the feet to increase his speed. Using that incredible momentum, the user will deliver a savage side kick, slightly inclined downward. On impact, a shock wave will be created from the water molecules that were already manifested around the user's feet, sending the opponent crashing into the ground.
(Gyojin Karate: Kaisoku Harakudashigeri) - Fishman Karate: Stomach Drop Kick
Rank: B
Type: Attack
Range: Short - Long
Chakra Cost: 25
Damage Points: 40
Description: This technique requires precise water molecule manipulation. The user will dart forward creating a small shock wave with the water molecules around the feet to increase his speed. Using that incredible momentum, the user will deliver a savage side kick, slightly inclined downward. On impact, a shock wave will be created from the water molecules that were already manifested around the user's feet, sending the opponent crashing into the ground.
Rank: B
Type: Defense
Range: Short
Chakra Cost: 25
Damage Points: N/A
Description: By focusing the water molecules around the hand, the user performs a simple palm block with enough force behind it to slap away a sword swing. This is done by creating a water shock wave from the palm. The user can also deflect certain techniques, by slapping them out of the wave, creating a shock wave on contact. This technique works incredibly well against elemental projectile of small to medium size.
(Gyojin Karate: Mizu Henahena) - Fishman Karate: Water Bending
Rank: B
Type: Attack
Range: Short - Long
Chakra Cost: 25
Damage Points: 40
Description: The user will take control of an existing water source, making it move at will. However, the user may only move the water by using hand movements that represent the action the water will make. This can be used to create various things, like waves, vortexes, spikes and even whirlpools. The user can not control existing water infused with foreign chakra source.
Note: Requires a water source
Note: This technique ends when the user begins performing another jutsu
Type: Attack
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80 (+40 if used in conjuncture with a water based technique)
Description: The user squats while placing his arms to the side of his body, palms up bent in a 90 degree angle, then thrusts forward so fast that to any onlooker perceives that the user only did it one time with both arms. In reality, the user has actually pushed forward two times per hand, releasing a force that hits their opponent by concentrating on the water molecules around the palms. However unlike its parent jutsu "Jodan Bakusho", Hirate Renda's shock wave has a delayed effect of up to 2 seconds before the opponent feels the blows, leading him to believe it is a simple double palmed thrust barrage. This technique's raw power is so devastatingly powerful that the very earth surrounding the target will be shattered upon impact, leaving a vast crater. Furthermore, since this technique is based on the propagation of waves through water molecule, passing through a body of water before reaching the target will only increase it's destructive power.
Note: May only be used twice per match
Note: No S-rank and above water technique on the following turn
Type: Attack
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: After performing three hand seals, the user heaves a water current upward, where it erupts from the surface as a towering stream of water, underneath the opponent. The user may only move the water by using hand movements that represent the action the water will make. As the water is rising, through hand movements, the user bends the highest point of the stream to take the form of an orb to entrap the opponent. The user can choose to let the target drown, or swing his hands downward making the stream, come down like a hammer, crushing the target against the surface of the ground/water. In the event that the opponent evades the erupting water, the user may still control the stream to crash down upon any location he desires.
Note: No water source required, the water is created through by the user through this technique
Note: Can only be used 3 times per match
Background: In the Land of Snow, there lies a cavern deep within the savage lands of the Snow. Deep within this cavern, deep within the darkness, lays a vast and enormous lake, created from the snow and cold weather. The cavern itself is held by several enormous pillars of rock, as if someone built this place, and it could easily be assumed. The reason for this, is because, right in front of this large lake lies a single scroll surrounding by numerous Tomahawks. These weapons and the scroll were discovered by a single person not so long ago. This person came to understand the interpretations and drawings on the scroll that came to represent the style which he had just discovered. The discoverer of this scroll and tomahawks would later become master of The Way of the Tomahawk.
Description on the Abilities and Inner Workings of the Style: The Way of the Tomahawk is a unique and new fighting style, only having just been revealed to the Ninja World. While some practitioners of Kenjutsu and knife fighting styles will mistake it for being less graceful and complex, they would soon realize that there is plenty to learn before one can consider oneself proficient with a tomahawk. To even begin to learn and understand the complex nature of the Tomahawk, one must acquire a minimum of two tomahawks to begin with, yet as the training progresses, one must understand that a total of five tomahawks may be used in combat. These Tomahawks are unique form of small axes that are easy and quick to handle, and they are generally quite small with a triangular head, and some have a hole in the center, big enough to fit swords etc. through it. Beginning ones practice, one will first undergo basic stances and trainings. These include different strikes with a tomahawk such as overhand and side strikes. During this training one will come to learn to utilize two to five tomahawks at once with incredible precision and skill, being capable of tracking one’s own tomahawks with ease while also delivering strong and powerful, and even deep wounds and cuts to the target. Besides the close ranged usage of the Tomahawk style, which is the most essential part, there also exists the ranged aspect of the Tomahawk combat. In this aspect a practitioner will learn to throw all their tomahawks with their hands with impressive precision and speed, considering the wind and that the tomahawk is not aerodynamic. When having trained in the ranged field, one can throw all the tomahawks with such precision and skill that they will be capable of hitting a moving target of up to 30 feet away, while also hitting it with whatever part of the tomahawk they seek. Of course due to both needing tomahawks for close combat and ranged combat, the practitioner is required to be in possession of at least 20 tomahawks while in combat. Returning to the aspect of close combat, one will be trained in dual-wielding tomahawks. Starting with two and building the skill up to becoming capable of wielding five at once. Even though the essential tomahawk fighting style revolves around, being in constant offensive position, one is not only trained to deliver various and deadly strikes, one is also trained in “capturing” or “hooking” their opponents weapons such as swords, staffs etc. using their tomahawks to redirect their weapons down, to the side and out of the way. The tomahawk fighting style is specifically made to combat opponents that utilize staffs, swords, hand to hand combat etc. Having said this, redirecting the opponents weapons is an essential part of the tomahawk fighting style, utilized to open up the target and deliver deadly and deep wounds to the targets ribs, lungs etc. If a tomahawk warrior should face another of his kind, he is trained to aim for the shaft of the opponent’s tomahawk in order to quickly disarm him. The techniques and usage of the tomahawks are only limited by the practitioner’s imagination.
After having mastered the usage of the tomahawk, one may think that they have become proficient in the usage of the tomahawk, where in fact, they are still missing an important aspect of the style. One must implement chakra to become a full fletched tomahawk warrior. When utilizing the tomahawk in close combat, one must be capable of transferring their chakra into the tomahawk or tomahawks they are using, making the tomahawks sharper and stronger. Yet the chakra is also needed for more than just making them sharper and stronger, it is also utilized in techniques where the practitioner will use the chakra surrounding the tomahawks to redirect kunai, shuriken, swords and knives etc. The tomahawks that have holes in the center of the heads can be used to interlock the swords in between them, and utilizing the chakra that is transferred into them, it may lock the swords inside them being in capable of pulling them out again. This last note is usually used to simple redirect or push the sword away while then making a quick and deadly offense. Besides having the ability of sharpening the axes and using the chakra and the tomahawks to redirect weapons, it is also used to enhance the size of the tomahawks. This is done in the essence, that the chakra may be used in combat to make the tomahawks have a thick coating of chakra that is compressed to the point where it is capable of physically interact with the surroundings. As such a tomahawk that may be thrown or is aimed to cut someone, the chakra can be used to make a large coating of chakra around the head of the axe which not only enhances the size of the tomahawks head but also increases its blunt and cutting power, while it does not increase the weight of the weapon.
Example Techniques:
The Way of the Tomahawk: Undertow
Type: Offensive
Rank: B
Chakra: 20
Damage: 40
Description: Quite the simple tomahawk technique, where the practitioner will throw a single or multiple tomahawks at their desired target, with great precision. The tomahawk(s) thrown will all have the practitioner’s chakra within them. This chakra will when the tomahawks are thrown, immediately cause the tomahawk(s) to gain a large chakra coating that increases its cutting and blunt force. The result of the impact of one or more tomahawks will push the target back while delivering deep cuts and blunt force to the body of the target.
The Way of the Tomahawk: Reckless Swing
Type: Offensive
Rank: A
Chakra: 30
Damage: 60
Description: The practitioner will gather a considerable amount of his chakra into two of his tomahawks which he will be wielding, one in each hand. Afterwards the practitioner will rain down on the target with multiple downward slashes which are all enhanced by chakra both cutting and blunt force, while gaining a chakra coating that causes the blunt force and cutting edge to be so severe and strong that it may blast down onto the target with enough force to force them into a kneeling position, or even if not prepared, blast them into the ground leaving a small crater with their body in it.
Additional Effects and Restrictions:
- In order to utilize this style one must be in possession of 20 tomahawks
- One must have mastery over Ninjutsu to be capable of utilizing this style
- Must be of Kage rank to learn this style
- Practitioners of this style have much faster reflexes and higher perception than the average Taijutsu Master