The (Even Longer) Road To Mastery (3)

Ańbu Juniør

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6 turn Battle
Three day reply limit
LoK's Rules and Regulations
Mid Range (10 Meters)
Terrain: Barren desert landscape

Kōtetsu Inuzuka

Fenriru No Gimuzuke | Fenrir's Lesser Oblige (Always Active, Reference)
Rank: S
Type: Supplementary/Offensive/Defensive
Range: Short
Chakra: 40 ( -15 per turn )
Damage: N/A
Description: This technique was designed to rectify the weaknesses of managing multiple bodies within Battle. Many Inuzuka found that their Ninkens became easy targets for area of effect Ninjutsu techniques, and often experienced problems with defending from widespread attacks without compromising their Ninkens health or position. As such this technique was developed as a fix for these flaws. This technique allows an Inuzuka to enter into a lasting fusion with their Ninken(s). While fused the Ninken will inhabit the user's body and the user will gain the ability to use techniques that require 'Four-Legged Beast' transformation as a prerequisite and will also gain the senses of their Ninken. The Ninken(s) will be aware of the world through the user's senses however their mind and chakra systems will remain separate. The Inuzuka however will still be capable of tapping into their Ninken's chakra supply and will be capable of using it to bolster their own supply for future techniques. Lastly, fused Ninken can demerge from their host body at any point in time, and can also choose to re-emerge without cost. Merging and de-merging however is not instant, instead, it simply functions as a Ninken or Inuzuka walking outside of the host's body - and as such is far inferior to the merging abilities of Souma No Kou. One added benefit is that a host can have appendages such as tails or wolf ears that can prove useful in combat but are largely cosmetic, the main host can also be switched at will - housing the user and other Ninken(s) within a Ninken's body instead.

Note:
- Must be posted at either the start of the battle or in the user's biography, and is active at all times.
- In the case of deactivation (On the user's account or as a result of an enemy technique) this technique can be reactivated again at the cost of a move. Each reactivation will require more chakra than the last, doubling each time.
- This technique serves as the ultimate baseline form for Inuzuka clan members. After using another transformation the user is capable of reverting back to this form without completely canceling the previous transformation, instead, they retain the physiological benefits of the other transformation (Such as increased sensing and other abilities) and are also capable of re-entering the previously activated transformation without cost as it is still considered active. (Does not distort or ignore turn restrictions)
(Ani) Brother (Always Active, Reference)
TType: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: Keotsu's legendary blade Mythos has been with him through trials and tribulations of all sorts; and in turn, Keotsu has used his strength to help his friends through their own challenges. The strength Keotsu could offer was always limited, though, as so many of his teachings were made with his own blade in mind. This technique allows others to use Mythos, when they normally could not. Because Mythos is tied to Keotsu's soul, he will perform a small ritual with one that Keotsu is incredibly close to: Keotsu will place Mythos in its entirety atop one of his brothers-in-arms' weapons, and coat it in an incredibly thin layer of the Mythril that Mythos is made of. In this action, Keotsu accepts this person into his soul, marking them as someone of great importance to him. This imparts the weapon with all the abilities of Mythos.
*Note: Cannot be used in battle. The purpose of this technique is to allow others to be able to use Mythos.
*Note: True to the blade, if a piece of Mythos is ever used against Keotsu, this technique will "deactivate", and that person will be as if they could not have used Mythos in the first place.
*Note: Those who Keotsu teaches "Brother" will be able to use (Ten'notsurugi: Mythos, Jinsei no Sāberu) Astrum Sword: Mythos, Vita Saber with all of its abilities, including access to the Legendary Command Arts.
(Tennotsurugi: Mythos, Jinsei no Sāberu) Astrum Sword: Mythos, Vita Saber (Reference)
Rank: N/A
Type: Weapon
Range: N/A
Chakra Cost: N/A
Damage: +20 to Kenjutsu and Command Arts
Description: "The Blade of Heaven...Mythos the Life Sabre. One of the Ten Shinning Weapons." When Keotsu returned to the known continent from his journey to regions unknown, he returned with his blade Mythos in a new form; some secret event took place which reconfigured the blade and created a powerful connection between Keotsu and the sword. The Mythril blade retained its ability to change it's shape, but not it's mass when subjected to Keotsu's chakras, as did the scabbard of the weapon, though the two were no longer explicitly linked. A few improvements were noted by Keotsu, though: the blade seemed to resonate better than before, boosting his powers in battle: offensive Kenjutsu techniques and Command Arts have their power increased by +20, and defensive and supplementary Kenjutsu and Command Arts are increased in their effectiveness by +20 (that is, a defensive technique that is A-rank (60 damage) would be capable of now defending from an S-rank (80 damage) ; second, the blade came to reject energies that were foreign to Keotsu - that's to say, for example, if an enemy tried to use Nagashi after grabbing the blade, the energy would stop completely due to the nature of the blade's composition. This particular power comes about from the blade's new found synergy with Keotsu, in an effort to prevent it from being used against him. Retaining all the properties of the metal it was forged from, Mythos is indestructible and will never dull, in any of its forms.*The user can manipulate the blade’s form during battle at any time, but it costs 35 chakra to do so, and also counts towards one of that turn’s three allotted moves.
*Can only be wielded by Keotsu. When someone else tries to hold the blade, it will reject their chakra and increase its density exponentially, making it to heavy to be lifted. However, it reverts to its original density when Keotsu is holding it.
*While the sword can transform into different types of weapons, like a katana or spear, it is bound by its mass, meaning that the form it takes on has to be within the realms of creating from the same amount of matter.
*While Mythos is in hand, Keotsu is unable to cast Genjutsu at all.
(Yōton/Fuuinjutsu: Kokū no Zantō - Sorarisu) Yang Release/Sealing Art: Remnants of the Void - Solaris
Type: Supplementary
Rank: S
Range: Short
Chakra: 70 (-15 per turn)
Damage: N/A
Description: Solaris is a unique Advanced Fuuinjutsu seal placed on the body that incorporates Yang chakra. This seal works by passively siphoning Yang chakra from the user’s body and storing it, with the seal being capable of storing up to 70 chakra in total. Making use of the body’s condition as a trigger this seal will activate whenever the user falls unconscious as a result of an enemy technique. Upon activation it floods the user’s body with the previously stored chakra, purging the invading chakra and healing the body by the amount of chakra stored within the seal and essentially “breathing life” back into the user, allowing them to regain consciousness as the invading chakra is flushed from their system. In addition to resuscitation, the user’s constitution will be temporarily boosted for the following two turns due to the abundant Yang chakra, making them immune to Spiritual Techniques with less chakra than that stored in the seal. While this energy heals physical wounds, it does nothing to mitigate the damage done to the spirit, meaning that if the user’s health is depleted through damage done spiritually, this technique will not resuscitate them. Due to the overwhelming amount of Yang energy present within the body, the user will be unable to make use of Yin release, other Spiritual techniques, or elemental techniques for the following two turns. Their speed is also reduced by -3 levels, and they are unable to use techniques above A-rank for the same duration.

Notes:
- This technique must be placed on the user’s biography.
- This technique can only be used once per battle, with the seal’s activation counting as a move.
- Upon resuscitation, this technique will heal the user up to the amount of chakra stored in the seal, though it cannot recover HP lost from spiritual damage
(Sagīnjōzu) - The Sanguine Maw
Type: Relic Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: 80
Description: The Sanguine Maw is a two-handed and double-edged axe crafted from Tiamat’s ivory bones. At the base of the grip is a single crystalline orb flickering with black and white energies representative of a fully powered weapon core. The axe is bound to the Boar seal and can be summoned to the user or sealed passively at their discretion. When wielded with two hands the user can, at the cost of a move, swing the axe to inflict 80 damage.

Intrinsic Traits:

Sanguine Affinity (I-III): Fortifies the user’s vitality, enhancing their health by an additional 20/40/60 points.
Roiling Blood (I-III): The intensity of battle augments the user’s power. Increases all damage by 10/15/20% of Health Points missing from biography’s maximum Health, up to a maximum of 40.
Fortified Anatomy (I-III): Enhanced physical durability confers the user a passive damage reduction to physical-based techniques. Reduces physical damage taken by 10/20/30 points.

Exsanguination (I-II): Exsanguination is a devastating ability that combines the power of Roiling Blood with the user’s own overwhelming life force, augmented by the Sanguine Maw. The ability manifests on the Maw as blood, a physical representation of the user’s own lost health. When unleashed it forms a crescent blood wave, launched at the speed of twice an S-Rank Water Release technique and neutral to all techniques it clashes with. It has a long-range reach. The damage it inflicts is correlated to 125%/150% of Health Points currently missing. Tier II Exsanguination passively affords the user a 50% reduction to all effects of Health Fatigue. This passive is not active when Exsanguination is on cooldown. Can be used twice per battle, once every ten turns.

Blood Brawler
A warrior born in blood and battle. Alters the appearance of Sanguine Maw into that of a one-handed axe, allowing its swings to be performed with a single hand.

Sanguinary (B-Rank, active): A skill that enhances the benefit conferred by Fortified Anatomy, exchanging its passive benefit for a significantly increased physical damage reduction. The drawback is that it increases the damage intake of Spiritual-based techniques by 50%. This ability lasts for three turns and reduces physical damage by 30/50/80. Can be used twice per battle, once every three turns. While on cooldown the effects of Fortified Anatomy remain inert.
Bloodied Veteran (A-Rank, passive): Passively strengthens Roiling Blood, increasing its damage enhancement to 30/40/50% of the user’s missing Health Points in exchange for it only being applied to Taijutsu and Bukijutsu. Cannot be applied to elemental Taijutsu.
Reborn in Blood (S-Rank, passive): When the user’s Health Points fall to zero they will passively gain a single point of health back, allowing them to continue fighting. Can be activated once per arc.
Tunnel Vision (S-Rank, active): For a moment the user is able to ignore the effects of Health Fatigue and pain entirely, becoming an unrelenting scourge. This technique lasts for two turns or until an enemy is not within short-range of the user. Can be activated twice per battle.
Blood Render (F-Rank, active): Converts Exsanguination into a devastating close-quarters ability. The technique remains the same with the exception of the blood forming on the axe and remaining on it, unleashed in short-range in a massive explosion of blood. Increases damage done to 175%/250% of the user’s missing Health Points.

Scarlet Virulence
A bloodborne plague spread from user to foe. Alters the appearance of the Sanguine Maw into a red and black two-handed axe dripping blood from its edges.

Vile Disease (B-Rank, passive): A virus born from the user’s blood. The user is immune to the effects of Vile Disease. The disease is released from the Sanguine Maw through its techniques and swings, most notably the blood that drips from its edges passively. The disease infects through a single moment of contact, inflicting 20 damage per turn indefinitely until cured with an S-Rank Medical Ninjutsu or A-Rank Yang/Utu technique.
Wave of Blood (A-Rank, active): A technique that produces waves and streams of blood from the Sanguine Maw, inflicting 60 damage and passively applying Vile Disease to any living target it touches. Costs the user 20 Health Points to activate.
Unholy Empowerment (S-Rank, passive): Converts the damage bonus of Roiling Blood into a powerful boon toward the user’s Scarlet Virulence abilities, and other techniques that manipulate their blood. Increases the damage bonus to 30/35/40% of missing Health Points.
Blood Familiar (S-Rank, active): Forms a familiar from the user’s blood, granting it 200 Health Points at the cost of 50. The familiar moves at a base speed of 17 and is able to use Vile Disease, Wave of Blood, and Exsanguination. Its Taijutsu inflicts 80 damage at the cost of a move, increased by 20 points of damage for every 20 points of Health lost.
Vector of Infection (F-Rank, passive): A passive augmentation to Vile Disease, increasing the damage it deals by an additional 20 points. It also saps the strength and agility of the victim, reducing their speed by 70% of its base and causing the Vile Disease to spread each turn to any other living target within 20 meters of their position, with the only exception being the user.

Endless Devourer
Consume the life of your foes. Alters the appearance of the Sanguine Maw into two one-handed axes.

The Butcher (B-Rank, passive): The user’s Bukijutsu with the Sanguine Maw siphons the life of the target they strike, whether the damage is inflicted or not. Each strike siphons 5% of the base damage of the technique used, unless it is evaded outright.
Empowered through War (A-Rank, passive): Whenever the user gains excess healing through The Butcher they activate Empowered through War, increasing their speed by 2.0x their base and all damage they do by 20. Lasts for two turns or until the user’s Health Points fall from their maximum.
Open Wounds (S-Rank, passive): When an opponent falls below 20% of their maximum health they will gain an Open Wound, causing them to bleed 10 Health per turn that can only be stopped when they fully heal themselves again. This bleed increases in potency to 20 and 30 points per turn when their health falls below 50 and 80% of their maximum health respectively.
Consumption (S-Rank, passive): A passive technique that accumulates any excess healing acquired through The Butcher. Excess healing is defined as any healing that goes beyond the user’s maximum health capacity. This healing is stored, up to 80, and can be added to Taijutsu or Bukijutsu technique as a boost to its damage, including Exsanguination.
Extinguish (F-Rank, active): Activated within the same timeframe as Exsanguination, causing any damage it inflicts to increase the rate of The Butcher from 5% to 15%.

 

Goetia

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I'll use Merlin. Seals are on my bio, I'll post my Relic Weapon for reference too.

(Izanami no Noroi) – Izanami’s Curse
Type: Relic Weapon
Rank: Forbidden
Range: Short – Long
Chakra: N/A
Damage: 20 – 80
Description: Izanami’s Curse is a compound bow crafted from the bones of Tiamat. At the recurve and the notch are two small crystalline orbs, each flickering with black and white energies within them representative of a fully powered weapon core. The bow is bound to the North Seal and can be summoned to the user or sealed passively at their discretion. Unique to Izanami’s Curse, the bow produces arrows through the user’s spiritual energies, siphoned passively, as they pull the drawstring back. Baseline, the bow can be used in two ways; the first is freeform firing of arrows. The second method, at the cost of a move, fires arrows with inherent damage which is a function of the distance to the bow’s target. In short range arrows inflict 20 damage, in mid-range they inflict 40, and at long-range they inflict 80 damage.

Intrinsic Traits:

Archer’s Tempo (I-III): Enhances the user’s ability to draw and release arrows from the bow with greater dexterity in short-range. Increases draw speed by 1.5x/2x/2.5x of the user’s base speed.
Tempered Fletching (I-III): Heat treated metal arrow tips formed from the user’s spiritual energy. Increases damage of the arrows fired based on the distance from the target. Bonus +10/20/30 damage when the user is in long-range from their target, half bonus when in mid-range.
High-Tension String (I-III): A tightly bound bowstring that allows the user to launch arrows with remarkable speed in close-quarters. Increases the speed of arrows by two times the speed of an A/S/F ranked Lightning technique.

Spirit-Tipped Arrows (A-Rank, passive): Izanami’s Curse arrow tips draw on the user’s spiritual energy when fletched and imbues them with a parasitic curse. The arrow tips feast on chakra and, when they strike an opponent or their techniques, release spiritual energy which will tether to the opponent. Breaking this tether naturally requires a surge of 30 chakra, minimum, and awareness of it in the first place. Intrinsically this achieves nothing until the wielder unlocks one of the three branches.

Predator’s Guile
The wind, the target, the arrow. Alters the appearance of Izanami’s Curse to that of a longbow.

Hunter’s Instinct (B-Rank, passive): The Spirit-Tipped Arrows of Izanami’s Curse are enhanced to create a spiritual binding between user and victim. The user becomes able to sense the spiritual position and status of their victim, even across dimensions. This form of awareness supersedes any sensory suppression or negation. Unlocked with Predator’s Guile.
Windflight Arrows (A-Rank, active): Actively augments the user’s arrows with their Wind chakra, allowing them to pass through the air with a greater level of control. Allows the user to control the movement of released arrows for the turn after they are released. Can be done simultaneously as other techniques. Can only be used once every four turns.
Bullseye (S-Rank, passive): The user’s arrows are augmented to inflict 100% additional critical damage.
Patience and Time (S-Rank, passive): Upon actively firing an arrow from Izanami’s Curse the user will erase their physical presence as a passive result from firing the arrow. This invisibility is the equivalent of Muu’s Hiding with Camouflage. Lasts for two turns or until broken by offensive or defensive action. Can only be activated once every three turns.
Cyclonic Burst (F-Rank, active): Actively allows the user to unleash devastation within short-range of their position when releasing an arrow. Once the drawstring is released a natural burst of wind rips outward from the user’s position at three times the user’s base speed, making this a potent defensive ability inflicting 100 damage. Can be used twice, once per three turns.

Elemental Archer
Tried and true. Alters the appearance of Izanami’s Curse to that of a short-bow with bladed ends suitable for melee weapon use, including for Bukijutsu based techniques within reason.

Lightning Strike (B-Rank, active): Activated for a period of three turns. Imbues the arrow tips with the user’s lightning chakra; one turn after impact, should an arrow tip remain on the battlefield after clashing with an opponent’s technique or striking a solid target, causes it to detonate in a torrential blast of lightning that echoes the damage of the original arrow.
Pathfinding (A-Rank, active and passive): Passively increases the user’s base speed by +2 levels. Stacks with other sources of base speed augmentations. This passive increase can be increased to a 3x speed enhancement for two turns after releasing Izanami’s drawstring, as well as granting the user the ability to use a type of Flicker Evasion for its duration. The speed increase remains deactivated for a period of five turns after this effect ends. Can be used twice per battle.
Elemental Fury (S-Rank, active): Elemental arrows. Arrow tips are augmented with an elemental nature of the user’s choosing. Detonates with the chosen elemental nature upon impact, up to mid-range in radius. Usable once every other turn.
Elemental Ensnarement (S-Rank, active): Active enhancement of the user’s Spirit-Tipped Arrows. When activated the user taps into the spiritual binding between them and their opponent, allowing them to cast an elemental illusion of their choosing requiring a surge of at least fifty chakra to escape from. Note that this surge does not allow the opponent to shatter the spiritual tether itself, only the illusion, unless it exceeds 80 chakra.
Marked Target (F-Rank, passive): Passively augments the user’s Spirit-Tipped Arrows and their tether to increase all elemental damage the target takes by 50%. Elemental Fury augmented arrows bind through the Spirit-Tip, causing the target to have the element applied to the arrow sealed from usage unless the Spirit-Tip is dispelled.

Spiritual Assassin
Chilling and silent. Alters the appearance of Izanami’s Curse to that of a smooth recurve bow.

Metaphysical Bleed (B-Rank, passive): Modifies the Spirit-Tipped Arrows to cause a metaphysical spiritual bleeding effect. While an enemy is under the effect of the arrows, they suffer -10 health per turn until cured.
Chilled Fletching (A-Rank, active): Enhances the Tempered Fletching of the arrows and Spirit-Tips for a single arrow, causing those effected by Spirit-Tips to have their current movement speed reduced by 40%. Can be used every two turns.
Doppelganger (S-Rank, active): After releasing Izanami’s drawstring, the user actively creates a spiritual doppleganger of themselves while rendering themselves spiritually intangible, in a sense becoming similar to that of a Limbo clone. In this state the user is unable to interact with anything considered ‘physical,’ anything within a state of not being spiritual. The user can be detected through means of spiritual detection, and can be interacted with through spiritual-based techniques. Can be used twice per battle, and lasts for two turns. While in a spiritual state the user is unable to use techniques unless they end use of Doppleganger.
Overwhelming Spirit (S-Rank, passive): Empowers the Spirit-Tipped Arrows, increasing the chakra surge requirement to break free from them from 30 to 40.
Spiritual Shattering (F-Rank, passive and active): Passively modifies Izanami’s Spiritual-Tipped Arrows to stack indefinitely with themselves. This does not allow Metaphysical Bleed to stack its damage. Upon reaching six established spiritual tethers, the user is able to actively achieve a Spiritual Shattering. Through a massive infusion of spiritual energy the user disrupts their victim’s balance; the victim suffers from 120 damage, -30 health per turn until cured, -75% of their current movement speed, and reduces the damage of all of their techniques by 50%.
 

Ańbu Juniør

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"SORCEROR!!!" Kōtetsu roared as he caught up Merlin, who'd made a quick exit from the Threshold after Solomon and Enkidu had resurrected and rescued them from the encroaching void in Irkalla. With his ninken housed within, the Inuzuka entered mid-range of him, forcing the magus to feel the oppressive force his body naturally exerted that reduced the speed of those in his presence (-2). Having faced death numerous times, he was desperate for answers. Answers that on the pale man before him could give, ones that he wouldn't share easily.

Partially disoriented and not quite in his right mind, Kōtetsu pulled Angurvadal free from its holster on his back and pointed it forward. As this is done he forms a seal that bound the weapon to his hand and allows it to release streamed or projectile techniques from the black blade's jagged edges. To Merlin's surprise, the weapon suddenly altered its shape to take the form of a legendary weapon, affording it the ability to increase the range of the Inuzuka's kenjutsu techniques.

( Fuuinjutsu: Hecate's Nekutai ) - Sealing Arts: Hecate's Binding
Type: Supplementary
Rank: C
Range: Short
Chakra cost: 15 ( -5 each turn )
Damage points: N/A
Description: The user forms a Fuuinjutsu that is simple in nature yet advanced in it's applications. Channeling chakra, the user creates a seal that is applied to a weapon of the user's choice. The purpose of this seal is to extend the user's chakra manipulation through an instrument of his choosing. This allows the user to release Jutsu from this instrument or item of choice as long as it's in the form of a streamed jutsu, like Great Majestic Annihilation or a projectile like Water Bullet. A one time use seal, this can be applied either in battle or pre applied before battle by placing in the user's bio. After applied, lasts until the user cancels it. In order for this to work, the weapon has to be in contact with the user's body or said jutsu will be released from their original point of release.
Note: Can only be used on weapons the user owns.
Note: This seal also binds the weapon to the user, meaning it can't be lost unless the user himself throws it away.
(Densetsu-no Kamei Gigei: Ame-no-Murakumo-no-Tsurugi) Legendary Command Art: Sword of the Gathering Clouds in Heaven (Passive)
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend. This form is known as "Ame-no-Murakumo-no-Tsurugi", or the Sword of the Gathering Clouds in Heaven. In this form, Mythos transforms into a pale blue nagamaki (essentially a katana with a hilt as long as its blade), the blue color of the sky at dawn. The nagamaki's blade is longer than a standard katana's, but not quite of the lengths of a nodachi. While in this form, all Kenjutsu techniques have their range extended by one level; this is achieved by the sheer length of the blade itself extending the range of physical attacks, and by reinforcing energies that move across the blade, to augment energy based attacks; that is, physical attacks are extended in range due to the blade being nearly twice as long as a normal sword, and energy attacks are increased in range because the nature of Mythos in this form allows their energies to be further refined so that they can be stretched to further ranges without a loss in effectiveness.
*Note: Can only be used once per battle. If Mythos leaves this form, it cannot return to it during the battle. However, taking the form does not consume a moveslot/is done passively.
Withoutwaiting for an answer, Kōtetsu channeled wind chakra into his weapon to create a thins blade of wind around it. He executed a horizontal slash, releasing the blade of wind that seeming vanished after progressing beyond five meters of the Inuzuka. However, the projectile had simply slowed to such a point that it no longer disturb the air around it, making it appear as though it was no longer moving. Once it reached short range of Merlin Kōtetsu swung his blade once more, causing the projectile to progress at its original pace, seemingly appearing from thin air now much closer to him.

(Fuuton/Kenjutsu: Ijū No Surasshu) - Wind Release/Sword Technique: Transmigration Slash
Type: Offensive/Defensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60 (60 + 20 = 80)
Description: This jutsu is a combination technique that utilizes both kenjutsu and fuuton chakra. By channeling their wind release chakra into a weapon of the user's choice. The user is able to generate a thin blade of wind chakra that they can release by making a slashing motion. However this technique behaves differently to most slashing style jutsu by behaving in a deceptive manner. Once the wind blade exceeds the five meter mark it will seemingly vanish into thin air. However this is not the case, in fact the blade has just slowed to the point where it no longer disturbs the air around it, making it appear as though it was no longer moving. However upon reaching short range of the opponent the user will swing his sword once more mimicking the earlier motion, causing the wind blade to progress at it's original place seemingly appearing from thin air now much closer to the opponent making it very hard to counter unless done so quickly.
Note: Can only be used thrice per battle
Note: Those with dojutsu could still make out the chakra in the blade even it it's slowed state.


Movement Speed: 14 - 3 (ALW) = 11
Tracking: 81

Void Harvester (5%)
Void Infusions - 0/2
Solaris - 15
 
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