[CJ] Trade with Zanda

Edward

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✘ (Katon: Jigoku no Buresugādo) - Fire Release: Hell Guards Breath ✘
Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra: 40
Damage: N/A (+20 to Fire techniques, - 20 to wind techniques; see description for more information -5 per turn)
Description: Sending out chakra from their body, the user will perform nature transformation to change the nature of their chakra into the properties of fire, and manipulate it to mix in with the air to create a heatwave around them. The heatwave will resemble the shape of an orb and cover everything short range from the creator. This technique is used in multiple ways. Firstly, because the air is heated from the user's chakra, any fire techniques created by the user and shot out by the user, or anyone that has compatible chakra with the users like summonings will be strengthened by infusing the heatwave's heat into the fire technique. When the heatwave fuses with the fire chakra from a fire technique, it would greatly increase in temperature, and thus, become more powerful (next rank). Secondly, any wind technique coming from the user to outside of the orb and from the opponent coming inside of the orb will be weakened, due to the heat gradually weakening the wind technique as it travels within the orb and when the wind clashes with the fire chakra, it would lose power and momentum, because fire is superior to wind. Lastly, with a single handseal, you can manipulate the heat from the heatwave with shape manipulation to a more intangible form of the heatwave that can be released from all directions, counting as an A-rank and reaching up to mid range. Once the heatwave expands out, and once making contact with the target, it would cause 3rd degree, painful burns throughout the body or body parts touched by the heatwave.
Notes & Restrictions:
Note1: Useable 3x Per battle with a three turn cooldown
Note2: No fire jutsus above S-rank during this move
Note3: Teacheable by Ace. only
Note 4: This technique remains active for 3 turns, and requires five chakra per turn that it is active.

Basically, it strengthens D-S-rank fire techniques by +20 (created by you) and weakens all wind techniques by 20. You create an orb around you that extends to short range and with that, the orb would act as a 'heatwave' the fire techniques you use that is released outwards will be strengthened because you can infuse it with the fire technique, and make it hotter and any wind techniques will be weakened due to the wind technique gradually losing momentum. You can also release this from all direction (the heatwave) counting as an A-rank and causing 3rd degree burns (30 chakra 60 damage)

for the record, this counts as a full body surge

advantages/disadvantages/perform it xD

Nvm I have some time lmao
 

ZandaT

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Sending out fire chakra from my body, I nature transform that chakra to change the nature of the chakra into the properties of fire, and manipulate it to mix in with the air to create a heatwave around myself. The heatwave resembles the shape of an orb and covers everything short range from the creator.

Adv.
-Lasts for three turns
-Boosts fire techs
-Weakens wind techs
-With an additional hand seal one can expand the heatwave orb to mid.range causing dmg to the enemy

Dis.
-Can't use F rank fire techs while active ;_;

See if I create this orb and on turn 2 I perform the hand seal to make it expand, will that count as a move as well, or nah?

(Fuuton: Haha shikyū) Wind Style: Mother's Womb
Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The user focuses their wind chakra on the floor underneath their opponent as they perform 2 hand seal before stomping down on the ground causing a strong, but harmless, torrent of wind to shoot up from underneath the opponent. The user will then manipulate the torrent of wind in order to create a concentrated orb of wind that encloses around their opponent trapping them in a small circular space. The space inside the orb is tight, leaving them in a sitting position before it gradually shrinks until the opponent is forced to take a fetal position like the times when they were in their mothers womb. The wind orb consists of many racing wind currents that rapidly circulate around the opponent, creating a near solid concentrated wind orb inside and out, while making it difficult for the opponent to breath as outside air cannot penetrate the orb leaving them with the little amount of air that was captured when the orb first formed. The orb is strong enough to withstand most elemental and raw chakra attacks, following the strengths and weaknesses, and once inside if the user does not counter correctly their attack may end up backfiring, but if they do not escape in time then the user will faint due to lack of air.
NOTES
►Can be used once per battle
►No wind over A rank next turn
►If the opponent does not escape the orb by next turn they will faint due to lack of oxygen
►Can only be taught by Zanda
Give me the same thing z.z
 

Edward

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NOOOOOO i shouldntve made you do that template, lelelel. and it would count as a move.

Okay, I send wind chakra underneath my opponent and perform two handseals to kneed the chakra according to what this technique requires. Then, i stomp down on the ground, shaping the wind chakra i sent to my target to a torrent of harmless wind, rising up from underneath them. Then, with shape manipulation, i shape it into an orb of wind that i further manipulate to shrink, and shrink, until the target is stuck in a womb position and lack of oxygen

Pros:
- Can be done in any range
- Techniques can backfire, especially fire techs lel
- Maybe they can pass out due to lack of air

Cons:
- two handseals, only con i see lol

z.z no questions
 
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