^v Mathias' Custom Techniques v^

Mathias

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People with access to all my customs before the rules:
- Mattobi
- Jinbei
- Madara Uchiha
- Azazel

Houtai Gigei 巻芸 Bandage Arts 1~10

1.(Houtai Gigei: Houtai Kage Bunshin no Jutsu) - Bandage Arts: Bandage Shadow Clone Jutsu Approved 03-10-2012
2.(Houtai Gigei: Rappingu Sono Mashin) - Bandage Arts: Wrapping the Devil Approved 03-02-2012
3.(Houtai Gigei: Manipyure-shon Enhansumento) - Bandage Arts: Manipulation Enhancement Approved 02-28-2012
4.(Fuuinjutsu/Houtai Gigei: Butsu wo Tazunete) - Sealing Art/Bandage Arts: Mummification Approved 03-23-2012
5.(Houtai Gigei: Medusa's Mayakashi) - Bandage Arts: Medusa's Deception Approved 03-10-2012
6.(Fuuinjutsu/Houtai Gigei: Sougishiki Mummu) - Sealing Art/Bandage Arts: Awakened Mummy Approved 08-25-2012

Sogeki Geijutsu 狙撃兵 分身の術 - Sniper Arts 1~10

1.(Sogeki Geijutsu: Mohaya yu-bekarazu touhou, Mohaya yu-bekarazu!) - Sniper Arts: Now you see me Approved 11-27-2011
2.(Sogeki Geijutsu: Kouseitan'i Ojigi-Shukun) - Sniper Arts: Elemental Bowmaster Approved 11-14-2011
3.(Sogeki Geijutsu: Kakutou Ya Dagekinami) - Sniper Arts: Grappling Arrow Shockwave Approved 11-14-2011
4.(Sogeki Geijutsu: Niji Danmaku) - Sniper Arts: Rainbow Barrage Approved 11-27-2011
5.(Sogeki Geijutsu: Ransōtengai) - Sniper Arts: Cloak of the Heavens Approved 02-09-2012
6.(Sogeki Geijutsu: Za Tama Hogosha) - Sniper Arts: The Soul Guardian Approved 01-18-2012
7.(Sogeki Geijutsu: Kyougaku!) - Sniper Arts: Surprise! Approved 08-03-2012
8.(Sogeki Geijutsu: Kyougaku Atakku!) - Sniper Arts: Surprise Attack! Approved 08-03-2012
1.유Tenshu Kaze kyou Tsuchi 유 God of Wind n' Earth Approved 11-10-2011

Doton | Earth Style 1~35

1.(Doton: Izumi Annai) - Earth Style: The Fountain of Guidance Approved 01-18-2012
2.(Doton: Tetsu Sukin Buki ) – Earth Release: Iron Skin Weaponry Approved 01-02-2012
3.(Doton: Going Merry Kibarashi) - Earth Style: Going Merry Recreation Approved 02-11-2012
4.(Doton: Umou Sono Ga-goiru) - Earth Style: Descent of the Gargoyles Approved 02-11-2012
5.(Fuuinjutsu/Doton: Doki Sono Tentousama) - Sealing Arts/Earth Style: Wrath of the Gods Approved 02-29-2012

Suiton | Water Style 1~35

6.Suiton: Seppaku Suraisu-Saikoro ♆ Water Style: Pressurized Slice n' Dice Approved 04-21-2012
7.(Suiton: Ryuutai Suteppu) - Water Style: Fluid Step Approved 02-09-2012
8.(Suiton: Mittsu Hissatsu Unagis) - Water Style: Three Deadly Eels Approved 11-10-2011

Ameton | Rain Style 1~35

9.(Ame Sutairu: Ame Kussetsu) - Rain Style: Rain Bending Approved 02-12-2012
10.(Ame Sutairu: Ame Kumo Kadou) - Rain Style: Rain Cloud Vortex Approved 02-11-2012
11.(Ame Sutairu: Hishou Raiga) - Rain Style: Soaring Liger Approved 02-12-2012

Raiton | Lightning Style 1~35

12.(Raiton Bu-meran Ashinami) Boomerang Lightning Step Approved 08-09-2011

Katon | Fire Style 1~35

13.(Katon: Kanetsu Nami) - Fire Style: Heating Wave Approved 09-11-2011
14.(Katon: Irikuchi Bieuchi II) ♌ Fire Release: Gate of Babylon II Approved 01-07-2013

Ninjutsu | Chakra Techniques 1~35

15.(Dyuaru Tama Doriru) - Dual Sphere Drill Approved 11-14-2011
16.(Kuro Ito: Amatama) - Dark Threads: Sphere of Linen Approved 08-09-2011
17.(Ninjutsu: Luciano Primo's Ouza) - Ninja Arts: Luciano Primo's Throne Approved 08-25-2012

Genjutsu | Illusionary Arts 1~35

18.(Genjutsu: Mayakashi) - Illusionary Arts: Deception Approved 03-23-2012
19.(Genjutsu: Takutikku Furasshubakku) - Illusionary Art: Tactical Flashback Approved 11-27-2012

Fuuinjutsu | Sealing Arts 1~35

20.(Fuuinjutsu: Chuubuu Gekitai) - Sealing Technique: Paralysis Repulse Approved 11-28-2011

Jinton | Dust Release 1~35

21.(Jinton: KaruiGenkai Hakuri no Jutsu) - Dust Release: Minor Destruction of the Primitive World Approved 05-22-2012
22.(Jinton: Seken Genshitek Sabishii) - Dust Release: Primitive World Solitary Approved 05-22-2012
23.(Jinton/Fūinjutsu: Seken Genshitek) - Dust Release/Sealing Art: Primitive World Approved 05-22-2012

Ninpou Inku | Ninja Art Ink 1~35

24.(Ninpou: Inku Manipyure-shon) - Ninja Art: Ink Manipulation Approved 11-28-2011
25.(Ninpou/Fuuton: Suteppingu Tairu) - Ninja Art/Wind Combo: Stepping Tiles Approved 07-22-2011
26.(Ninpou: Gatling Gan) - Ninja Art: Gatling Gun Approved 07-22-2011

Summoning | Ligers 1~10

1.Kuchiyose: Icarus ϟ Summoning: Icarus Approved 02-29-2012
2.Created by Contract Holder
3.Created by Contract Holder
4.Created by Contract Holder
5.Created by Contract Holder

Blazing Earth | Moerudōton 1~12

1.⊰ Moerudōton: Akunochimata Sajiki ⊱ Blazing Earth: Chamber of the Underworld
2.⊰ Moerudōton: Akuma Akunochimata ⊱ Blazing Earth: Demonic Underworld
3.⊰ Moerudōton: Rensa Akunochimata ⊱ Blazing Earth: Chains of the Underworld
4.⊰ Moerudōton: Seisei Akunochimata ⊱ Blazing Earth: Creations of the Underworld
5.⊰ Moerudōton: Hogosha Akunochimata ⊱ Blazing Earth: Guardian of the Underworld
6.⊰ Fūinjutsu/Moerudōton: Akunochimata Hades ⊱ Sealing/Blazing Earth: Underworld of Hades
7.⊰ Moerudōton: Akunochimata Pasu Ninoku ⊱ Blazing Earth: Underworld Path To Enlightenment
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Sage of Archery 1~10

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Sensei Bonus 1~5

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Mathias

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- Bandage Arts

Type: Houtaiutsu
Background:Bandage Arts is a special type of fighting style in which the user utilizes mummy-like bandages wrapped around his/her body for defensive or offensive techniques. The process is done by focusing chakra into and around the bandages to freely manipulate them or enhance them with certain elemental affinities like earth style to enhance its defensive properties or wind style to increase its cutting power. This style was inspired by the bandage manipulation seen used by Hiruku and also by Lee himself when he binds his opponents when performing the hidden lotus however on more developed scale.


Description on the Abilities and Inner Workings of the Style: Extreme chakra control to enhance/manipulate/cut/bind with the bandages.


Additional effects and Restrictions:


- Masters of Houtai Gigei have great multitasking capabilities due to their daily taijutsu and manipulation of bandages combinations along with a great amount of agility to perform fluid and effortless movements.
- Must have a Biography with bandages wrapped around their body.
- Mastered regular Ninjutsu
- This style can only be taught by a Houtai Gigei Master



B-Rank:

(Houtai Gigei: Houtai Manipyure-shon) - Bandage Arts: Manipulation
Type: Attack/Defense/Supplementary
Rank: C
Range: Short - Medium
Chakra: 15 (-10 per turn active)
Damage: 30
Description: The user will fluidly manipulate up to three bandage(s) to do their bidding. Due to the user's high multi-tasking capabilities upon mastering the style, he/she is able to utilize other techniques that require raw chakra simultaneously. (Ex: Ninjutsu, Taijutsu, Genjutsu, Fūinjutsu etc)

Notes:
- Can only stay active for a total of three turns per use.
- User is bound to raw chakra related techniques while active.
- Must be taught by Mathias


B-Rank:

1. (Houtai Gigei: Houtai Kage Bunshin no Jutsu) - Bandage Arts: Bandage Shadow Clone Jutsu
Rank: B
Type: Supplementary
Range: Short - Mid
Chakra Cost: 25
Attack Points: N/A
Description: By performing the Tiger hand seal the user will create physical clone copies of a selected bandage that is currently being manipulated to attack/defend. This technique is a variation of the Shuriken Kage Bunshin no Jutsu with the slight twist being Bandages instead of Shuriken. The clone copies will be attached all to each other which eventually leads to the original bandage being manipulated and thus share a chakra link.


Note:
- Must be taught by Mathias




2. (Houtai Gigei: Rappingu Sono Mashin) - Bandage Arts: Wrapping the Devil
Rank: B
Type: Attack/Supplementary
Range: Short - Mid
Chakra Cost: 25
Attack Points: 40
Description: The user will focus chakra throughout a selected bandage and manipulate it to grab a hold of a metallic object, which in most cases is a kunai. By focusing fire chakra in only the tip of the kunai, the user will burn his own skin to close an open wound caused by foreign objects. The user will then manipulate that same bandage to release the heated kunai towards his target while simultaneously wrapping around the wounded area with a different bandage. The user can also use this technique in an offensive manner by manipulating up to four bandages/kunais and heating the tips to throw them towards the desired target or simply use the bandages as tentacles to slash the opponent with the heated kunais.


Notes:
- Must be taught by Mathias
- If by the second turn the kunais are still being held, the heat will start burning the used bandage.




A-Rank:


3. (Houtai Gigei: Manipyure-shon Enhansumento) - Bandage Arts: Manipulation Enhancement
Rank: A
Type: Attack/Defense/Supplementary
Range: Short - Mid
Chakra Cost: 30 (+10 chakra per turn active)
Attack Points: 60
Description: By focusing a desired chakra affinity (Pure, Earth, Fire or Wind) throughout a selected amount of bandages, the user can freely manipulate them to attack or bind his opponent. The channeling of pure chakra is mainly used to bind a selected target in place by manipulating the bandages. By channeling Earth chakra the user is able to manipulate and harden the bandages to a steel-like quality similar to the Iron Skin technique. This would allow the user to push himself off the ground by using the bandages as a support mechanism or even to deal hard hitting impacts to a desired target. By channeling fire chakra the user can manipulate and warm up the bandages enough to cause second degree burns to any skin it comes into contact with. Lastly, by channeling and coating Wind chakra, the user is able to manipulate the bandages being used to increase their cutting and piercing capabilities being able to slice/pierce through B rank and below earth ninjutsu. The coating of wind chakra can also be used a shielding mechanism to deflect thrown projectiles like lighting enhanced kunais, shuriken, etc.


Notes:
- Can be used four times per battle
- Bandages stay active until the user stops focusing said elemental affinity or they get destroyed
- Just like Iron Skin, the user can only use elemental techniques of the affinity they are focusing through the bandages
- Must be taught by Mathias




4. (Fuuinjutsu/Houtai Gigei: Butsu wo Tazunete) - Sealing Art/Bandage Arts: Mummification
Rank: A
Type: Attack
Range: Short - Mid
Chakra Cost: 30
Attack Points: N/A
Description: By manipulating his bandages the user will attempt to bind his opponent. As the bandages near his intended target the user will utilize a special seal located in one of the bandages, the user will bind his opponent by manipulating his bandages while simultaneously activating the Kanji, causing the opponent's chakra to be sealed away. As the chakra is being sealed away, the user will manipulate every single bandage he has wrapped around his own body to completely bind his opponent from head to toe mimicking a mummy. The sealing process can be activated as soon as the selected bandage reaches a distance of at least five inches away from the opponent.


Notes:
- Can only be used once.
- No Bandage arts the previous turn.
- After two turns the seal will return the chakra to its host.
- Cannot perform any summonings for the same and the following 2 turns.
- The user cannot perform any genjutsu in the same round.
- Must be taught by Mathias




5. (Fuuinjutsu/Houtai Gigei: Sougishiki Mummu) - Sealing Art/Bandage Arts: Awakened Mummy
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30
Attack Points: N/A
Description: By utilizing this technique the user will activate several kanji seals which are located within the user's bandages. Upon activation, the the kanjis will release chakra outwards in the form of a mummy, coating the user's body, sealing away any S-Ranked chakra based techniques that are within short range of the bandages. This technique can stay active for the entire turn, however the user will be restricted to only using, Taijutsu, Genjutsu, Bandage Arts, and Regular Ninjutsu. To counter act physical objects that could potentially harm the user of the technique like shuriken, earth style, etc etc. The user can highly compress the chakra within the mummy form and cause any physical object that comes into contact with it to be repelled backwards.


Notes:
- Can only be trice
- Cannot perform any summonings for the same and the following 2 turns.
- The user cannot perform any genjutsu in the same round.
- Must be taught by Mathias




S-Rank:


6. (Houtai Gigei: Medusa's Mayakashi) - Bandage Arts: Medusa's Deception
Rank: S
Type: Attack
Range: Short - Long
Chakra Cost: 40
Attack Points: 80
Description: After performing the Dragon → Snake hand seals, the user focuses earth chakra throughout the bandages on his back area and manipulates them. The bandages will mimic Medusa's snake-like hair fluid movements. Upon seeing this, the opponent will be placed in a illusion where he/she sees the user utilizing the bandages as a walking mechanism similar to crutches. The user will then be seen heading straight towards the opponent with the intent to kill while grabbing a hold of a kunai with his bare hands as he uses the bandages for support. In reality, the user is running towards the opponent from right/left in an arc manner while utilizing the back area's bandages to reach into the user's pouch and release a barrage of tagged kunais. If the user is close enough (Short-Mid range) he can choose to manipulate some of the bandages to bind the opponent while he utilizes the rest of the bandages to slash his/her body with the kunais.


Notes:
- Can be used twice per battle
- No Bandage techniques the previous turn
- No Earth techniques above A rank in the same turn
- No Genjutsu the previous or following turn
- Must be taught by Mathias


 
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Mathias

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- Sniper Arts

Type: Kyūjutsu
Background: Sniper Arts also known as Kyūjutsu/Kyudo, is the traditional Japanese martial art of wielding a bow. Although the samurai of the Land of Iron are perhaps best known for their swordsmanship with a katana (kenjutsu), kyūjutsu was actually considered a more vital skill for a significant portion of Ninja World War history. Later on, the traditional martial art got introduced with ninjutsu and chakra usage. That's when bow wielding ninjas started combining archery with their ninjutsu creating very useful and powerful techniques. Sogeki Geijutsu is practiced in many different ninja academies, some of which descend from military shooting and others that descend from ceremonial or contemplative practice. Therefore, the emphasis is different. Some emphasize aesthetics and others efficiency. Contemplative academies teach the form as a meditation in action. In certain academies, to shoot correctly will result inevitably in hitting the desired target. For this a phrase seisha hicchū, "true shooting, certain hitting", is used. According to the Nippon Kyudo Federation (World Government of Archery) the supreme goal of kyudo is the state of shin-zen-bi, roughly "truth-goodness-beauty", which can be approximated as: when archers shoot correctly (i.e. truthfully) with virtuous spirit and attitude toward all persons and all things which relate to kyudo (i.e. with goodness), beautiful shooting is realized naturally. A master sniper will gain increased tracking speeds to help them keep up with faster targets. This was achieved by being so used to tracking moving targets throughout the years.

Description on the Abilities and Inner Workings of the Style: The whole style mainly revolves around the infusion of chakra into arrows, create arrows out of a certain elemental/pure affinity or the usage of Ninjutsu and Kyūjutsu to create combinations.

Additional effects and Restrictions:

- A Master Sniper will gain increased tracking speeds to help them keep up with faster targets.
- The arrows used in Sniper Arts travel at the speed of a regular arrow unless enhanced by certain techniques.



B-Rank:

1. (Sogeki Geijutsu: Kyougaku!) - Sniper Arts: Surprise!
Type: Attack
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage: N/A
Description: This technique is a variation of the Shuriken Kage Bunshin no Jutsu with the slight twist being arrows instead of Shuriken. The user will create copies of a single physical or chakra based arrow within range.

Notes:
- Requires a Bow
- Must be taught by Mathias


2. (Sogeki Geijutsu: Mohaya yu-bekarazu touhou, Mohaya yu-bekarazu!) - Sniper Arts: Now you see me, now you don't!
Type: Attack
Rank: B
Range: Short - Long
Chakra Cost: 25
Damage: 40
Description: The user will channel his earth chakra into the ground through his feet. He then will cause the earth to start shifting at fast speeds in a zig-zag manner. The user will make a full "Z", zig-zag shifting left/right/left. Each shift travels the distance of 5 yards. So the user will go 5 yards forward/towards the left, 5 forward/towards the right, and so on. From the earth shifting a small cloud of dust will rise from the ground big enough to conceal the users body from the neck down as he shifts.(A means to confuse the opponent by blocking his view, but not entirely.) As the earth is shifting, the user will be shooting an explosively tagged arrow at great speeds in each shift he performs (so three) causing the arrows to reach the target from different angles 5 yards apart. Speed wise, the arrows are faster than throwing a regular kunai, so it will reach the target faster than normal, giving the target less time to react. Due to the dust cloud, the opponent won't be able to clearly see the user and will get confused from the zig-zag shifting the earth is causing. Due to the great field of vision and accuracy a sniper has, he will have no problem accurately hitting his desired target. This whole process is performed in a fast and swift motion.

Note: Requires the use of a Bow.
Note: Can be used three times per battle.
Note: Must be taught by Mathias.


Members able to use it:
Ushiro

(Sogeki no Geijutsu: Shushō)- Sniper Art: Prime
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage: N/A
Description: The user enhances his bow with chakra so it may shoot arrows faster and more accurately. Only doujutsu can follow the speed of the arrows and the effect of this jutsu can be increased if used more than once.
-Lasts for 3 turns

3. (Sogeki Geijutsu: Kouseitan'i Ojigi-Shukun) - Sniper Arts: Elemental Bowmaster
Type: Attack
Rank: B
Range: Short - Long
Chakra Cost: 25
Damage: 40
Description: Through the art of Kyūjutsu, the user will concentrate his chakra into a specific elemental type. Using shape manipulation, the user will form an arrow completely made up of the selected element. Once the arrow is shot, the user can choose to split the arrow into three smaller versions to pierce multiple areas of the selected target. With the use of a single hand seal, the user can turn the arrow into a small blast to defend against certain techniques depending on their size. (Ex. Small/Medium sized fireballs, water shots, mud shots, wind blades etc.)

Wind - If the extra hand seal is used, the wind arrow will turn into a small gust of wind.

Lighting - If the extra hand seal is used, the lighting arrow will turn into a small crescent shaped blade that can cut through solid rock.

Water - If the extra hand seal is used, the water arrow will turn into a small slash of water big enough to evaporate small/fire balls/blasts.

Fire - If the extra hand seal is used, the fire arrow will turn into a small sized blast of fire hot enough to evaporate small scaled water techniques.

Earth - If the extra hand seal is used, the earth arrow will turn into a small rounded shield that can be used to block certain techniques.

Note: Requires the use of a Bow.
Note: Can be used three times
Note: If the user chooses to multiply the arrows he can not perform the hand seal to convert them into their other forms and vice versa.
Note: Must be taught by Mathias


Members able to use it:
Ushiro

4. (Sogeki Geijutsu: Kakutou Ya Dagekinami) - Sniper Arts: Grappling Arrow Shockwave
Type: Supplementary/Attack
Rank: B
Range: Short - Long
Chakra Cost: 25
Damage: 40
Description: While airborne, the user will shoot an arrow at great speeds towards the ground. The arrow is attached to a very strong chakra string. The string is attached to the bow's grip so that once the arrow makes contact with the ground, it can reel in the user to avoid aerial techniques or simply to get back into the ground faster. As the user is coming down with great force, he charges earth chakra into his feet. Once his feet make contact with the ground, a 360 degree wave of earth (B-Ranked) will be made and spread out in the form of a shockwave. This is due to the intensive landing and earth chakra concentration when stomping/landing on the ground. The user will receive no harm to his feet when landing at such speed, the reason being because while landing, the user softened the earth while stomping the ground and creating the shockwave, and thus landing on a pillow of earth as the shockwave forms. This technique does not necessarily have to be used while being airborne, the user can choose to be reel'd into other objects or even gain height by hooking onto flying objects.(Not kunais or anything of that sort. More like stabbing through a summoning, or maybe even a flying piece of earth etc..)

Note: Requires the use of a Bow.
Note: Can be used three times per battle.
Note: When used to gain height, the shockwave will not form unless the user stomps/lands onto the ground.
Note: Must be taught by Mathias.


Members able to use it:
Ushiro

A- Rank:

5. (Sogeki Geijutsu: Kyougaku Atakku!) - Sniper Arts: Surprise Attack!
Type: Attack
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage: 60
Description: Before a solid/chakra based arrow is released from their bow, the user will further focus chakra throughout it highly compressing it. This will leave the projectile unstable, ready to detonate within the command of the user, having the blast reach anything within a short range radius of the arrow.

Notes:
- Requires a Bow
- Can be used five times per battle
- Must be taught by Mathias


(Sogeki no Geijutsu: Jūden no Dangan)- Sniper Art: Bullet Circuit
Type: Attack
Rank: A-S
Range: Short-Long
Chakra Cost: 30 (+10 with clones)
Damage: 60 (+20 with clones)
Description: Six arrows surging with lightning energy are shot from the user's bow at high speed to accurately strike multiple targets. They each follow their own designated path and are seen as bright streaks of light. Metal wires may be attached to and made more durable by the arrows' lightning so they could paralyze targets ensnared by them. When performed in collaboration with a minimum of 2 shadow clones, an additional 6 arrows can be shot by each clone for a stronger attack.
-Usable 3 times per battle
-No S-rank or higher lightning techniques next turn
-Must have a bow

(Sogeki no Geijutsu: Senpū Kōgeki)- Sniper Art: Whirlwind Assault
Type: Attack/Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: The user quickly darts to different positions by channeling chakra into his feet for a boost in speed and shoots a barrage of wind infused arrows from his bow at a target. The user's speed increases to 1.2x his original speed for a turn. This technique is best used when your position is unknown to confuse the target and attack him from his blind spot.
-Usable 3 times per battle and once per turn

(Sogeki no Geijutsu: Buruzuai)- Sniper Art: Bullseye
Type: Defense/Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (-5 each turn)
Damage: N/A (+10 to kyujutsu and Sniper techniques, -10 to other ninjutsu)
Description: The user imbues large amounts of chakra into his bow which manifests a web-like crosshair in front. It acts as a barrier against frontal attacks and strengthens arrows shot from the bow with once they pass through the one-sided barrier.
-Usable once per battle
-Lasts for 4 turns
-Can protect the user from 3 C-rank, 2 B-rank, or 1 A-rank attack
-Only 2 jutsu per turn may be used while this is active excluding the turn it was used

(Sogeki no Geijutsu: Tsūretsuna Ichigeki)- Sniper Art: Crushing Blow
Type: Attack/Defense
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: The user shoots 2 arrows from his bow into the air over a target. Then by forming a handseal, the earth chakra stored within the arrows are released and forms 2 circular shields made of stone at the head of the arrows that smashes the opponent beneath them. This can also be used as a defense against attacks. Each shield has a 12 ft diameter.
-Usable 3 times per battle

S-Rank:

(Sogeki no Geijutsu: Fukusū no Namida no Dangan)- Sniper Art: Multiple Tearing Bullets
Type: Attack/Defense
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: The user shoots numerous arrows from his bow infused with a large amount of wind chakra at a target that augments their speed and generates rapidly spinning wind vortexes resembling drills that can be guided and will tear through a target and any obstacles in their way. The vortexes protect the arrows and allow the arrows to continue after they have hit a jutsu of the same rank.
-Usable 2 times per battle and once per turn

(Sogeki no Geijutsu: Roketto-dan)- Sniper Art: Rocket Bullets
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: Several arrows shot at a target that produce intense flames around them and emit jets of flame propelling them at extreme speeds. The fire chakra within the arrows protect them from being damaged by the flame.
-Usable 3 times per battle
-No A-rank or higher fire jutsu next turn

(Sogeki no Geijutsu: Jūden no Dangan)- Sniper Art: Bullet Circuit
Type: Attack
Rank: A-S
Range: Short-Long
Chakra Cost: 30 (+10 with clones)
Damage: 60 (+20 with clones)
Description: Six arrows surging with lightning energy are shot from the user's bow at high speed to accurately strike multiple targets. They each follow their own designated path and are seen as bright streaks of light. Metal wires may be attached to and made more durable by the arrows' lightning so they could paralyze targets ensnared by them. When performed in collaboration with a minimum of 2 shadow clones, an additional 6 arrows can be shot by each clone for a stronger attack.
-Usable 3 times per battle
-No S-rank or higher lightning techniques next turn
-Must have a bow

6. (Sogeki Geijutsu: Niji Danmaku) - Sniper Arts: Rainbow Barrage
Type: Attack
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user imbues large amounts of chakra into his bow which manifests a web-like crosshair in front. The user will then pull back the string of the bow as if he were about to shoot. However he will keep his hand at a stand still pulling back the string as he channels elemental chakra into the crosshair.(Water,Wind,Fire,Lighting) Once the element is chosen, the user will release up to 100 arrow shaped blasts of the selected element. Once all 100 arrows are released the chakra that was used to create the web-like crosshair will combine together creating one big shaped arrow. This is when the user will actually let go of the string of his bow and release that last powerful elemental arrow.

Note: Can only be used twice per battle
Note: Requires the use of a bow
Note: Pure chakra can also be used without having to choose an element
Note: Earth chakra will not be able to be channeled into the crosshair due to the weight that it would cause to shoot the last arrow.
Note: No S-Ranked or above of the selected element used for one turn after use
Note: No Sniper Art techniques for the next turn
Note: Must be taught by Mathias


Members able to use it:
Ushiro

7. (Sogeki Geijutsu: Ransōtengai) - Sniper Arts: Cloak of the Heavens
Rank: S
Type: Supplementary
Range: Self
Chakra Cost: 40 (-10 chakra per turn)
Damage Points: N/A
Description: Ransōtengai was created by Sellanes, he was Mathias' grand-father. Sellanes was the first and only bow master of his time. During the first great ninja war, Sellanes created the technique so that he could continue fighting and shooting arrows while having dislocated and immobilized limbs. This technique has been passed down from generation to generation between sniper prodigies. The technique involves pushing shape manipulation to its absolute limits. The user will gather up and release a large amount of his chakra reserves. As the chakra is pouring out of his body, it will manifest a very bright blue angelic web-like cloak that coats the immobilized limbs and dislocated joints to forcefully move them. However, it does come with some drawbacks. The user will only be able to use Taijutsu, Kenjutsu, Sniper Arts, and Regular Ninjutsu while this technique is active. This technique does not enhance speed nor strength but does protect the body against minor impacts of basic weapons and low rank taijutsu (up to C-Rank).

Note: Can only be used once per battle
Note: Must have knowledge over Sniper Arts
Note: The technique lasts for three turns
Note: No Sniper Arts for the rest of the battle after the technique ends.
Note: No ninjutsu of any kind including elemental ninjutsus for one turn after this technique ends.
Note: The user wont be able to run or walk for two turns due to exhaustion and chakra loss after the technique ends.
Note: Can only be used by Mathias.


Forbidden:

8. (Sogeki Geijutsu: Za Tama Hogosha) - Sniper Arts: The Soul Guardian
Rank: Forbidden
Type: Attack
Range: Short - Long
Chakra Cost: 50
Damage Points: 90
Description: Mathias will gather up and release 50% of his chakra reserves. As the chakra is pouring out of his body, it will manifest a very bright blue angelic wing on his left shoulder, surging with energy. He will then hold out his hand and gather all that chakra into a very powerful arrow, while pulling the string of his bow, releasing the arrow towards his target. As the arrow is travelling it will leave shock wave-like effects throughout the air. The speed in which the arrow is travelling can only be tracked by 3T sharingan or above. As the arrow is travelling it will expand in size, leaving a huge crator throughout the path that it is travelling.

Note: Can only be used once per battle
Note: No usage of bow or sniper art techniques for the rest of the battle
Note: No ninjutsu of any kind (including elemental ninjutsus) for one turn after this technique is performed.
Note: The used hand to pull the string can not be used to perform hand seals for 2 turns.
Note: 40 damage to the user
Note: 50% of the user's chakra is drained.
Note: The user wont be able to run or walk for two turns due to exhaustion and chakra loss.
Note: This counts as 2 of the 3 moves per turn
Note: Can only be used by Mathias


1. 유Tenshu Kaze kyou Tsuchi 유 God of Wind n' Earth
Type: Weapon
Rank: S
Range: Short - Long
Chakra Cost: N/A
Damage: N/A
Description: 'The Tenshu Kaze kyou Tsuchi' was crafted by Mathias many years ago. The bow is made of a very rare indestructible material, the main two colors of the bow are black on white. However when Mathias gets a hold of Tenshu Kaze kyou Tsuchi, it automatically recognizes its owner and starts emitting a bright heavenly white glow from Mathias' own chakra signature. The special crafted string allows the wielder to shoot as many arrows as he pleases without the string breaking and allows anything shot through the bow to travel twice as fast compared to regular traveling arrows. If any other person picks up the bow it will have no effect on them. The bow nor the string will react to the holders chakra signature and will be "stuck" like a bow shaped in stone with no use whatsoever. The edges of the bow are as sharp as a swords blade. If the user pleases he could easily use the bow itself to protect himself from regular kenjutsu attacks or even from thrown projectiles like kunais, shuriken etc. Because of the chakra bond Tenshu Kaze kyou Tsuchi and Mathias share, the bow picks up traits of Mathias' main affinities which are Wind n' Earth. And thus sharpens those unique traits to allow Mathias sense disturbances within the air 'kaze' to pin-point his enemy's whereabouts above ground through the air and 'Tsuchi' to feel disturbances within the ground and anything touching it. They are both also able to notice techniques related to their affinity being created.

♦ Only Mathias may wield this bow.


Students: {FULL}
1. Ushiro
2. Gitanshu
3. Mattobi
4. Lord of Kaos
5. Crutch Kaguya
6. Negative Knight
 
Last edited:

Mathias

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- Earth Style​

C-Rank:

(Doton: Bimyōna Shifuto)- Earth Release: Subtle Shift
Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage: N/A
Description: The user focuses earth chakra throughout the ground to make it absorb small objects, weapons, liquid etc and quickly transport them somewhere else either underground or on the surface. The movement of the objects underground is very discrete to keep enemies unaware of it. However, as objects reach the surface shifting earth can be heard. This jutsu is helpful when setting traps and will not work on a living organism.
-Can only be taught by Shin-Akira


(Doton: Irigomi) – Earth Style: Coming in together
Rank: C
Type: Offensive, Supplementary
Range: Short – Mid
Chakra cost: 15
Damage points: 30
Description: The user performs Ram – Horse – Rat and then stomping their foot on the ground can cause an open piece of earth like a hole or fissure to close shut trapping anyone inbetween.

(Doton: oshi sacchi) Earth Release: Pressure Sensing
Rank: C
Type: Supplementary/Defense
Range: Short-long
Chakra cost: 20
Damage Points: N/A
Description: The user sends small amounts of chakra through ground around him so he can sense the pressure in certain locations of the battle field. By doing this the user can sense where his opponent is standing and where his opponent is if he/she is underground.
-User must make contact with the ground while using this jutsu.
-Must be taught by Sinderella23

B-Rank:

Doton: Bōsui Takeuma (Earth Release: Waterproof Stilts)
Type: Defense
Rank: B
Chakra: 20
Damage: 0
Description: The user builds up a surge of earth chakra into their body, that they will then force it all downwards and through both of their legs at the same time. A long pole made of dense earth protrudes out of each of the user's legs that raise the user 10 feet into the air. The Stilts are also water proof, capable of piercing through water with ease without turning to Mud. The user need only to channel chakra into the bottom of the stilts in order to walk on water


1. (Doton: Izumi Annai) - Earth Style: The Fountain of Guidance
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 25
Damage Points: N/A
Description: After performing the Boar → Dog hand seals, the user will focus chakra into the ground, causing a body of earth to rise up from the ground creating two monoliths wielding a large bowl that has a runway to drain water/mud in any desired direction. As the monoliths are being created, the user will have to decide on which way the drain mechanism will be created. This technique does not create water in any shape or form.

Note: Can be used three times per battle
Note: Must have mastered Earth
Note: Must be taught by Mathias
PHP:
[IMG]http://imageftw.com/uploads/20120113/MonilithFountain.PNG[/IMG]
Taught to:



(Doton: Yurasu Bakura) Earth Element: Rock Explosion
Type: Offensive
Rank: B
Range: Short – long
Damage points: 25
Chakra cost: 40
Description: The user takes rock from the ground and increases the density, making the rock much harder than normal rock. They then launch it at the opponent and keep a string attached to the rock. When the rock comes in close range of the opponent, the opponent releases chakra through the string by making the ram hand seal, making the rock explode and causing severe damage to the opponent. The injection of chakra goes fast.
Note: Can only be taught by Wesobi
Note: Can only be used twice per battle
Note: The string is clearly visible to doujutus users, due to the injection of chakra before the explosion. Non-doujutsu users can see the string, but not very clear.
Note: No Doton attacks in the same turn.

(Doton: Ishi Sekkou) Earth Release: Stone Scout
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20 (+10 Per-Turn)
Damage points: N/A
Description: The user picks up a small rock and molds it into a bird, the bird then fly's high in the sky and scout's the battle field. the user's and Stone Scouts vision's are linked.
Note:
-This Jutsu can only be taught by ~Frederick~

(Doton: Iwa hando) Earth Release: Stone Hands
Type: Attack
Rank: B
Range: Short-Mid
Chakra Cost: 20 (+5 Per Hand)
Damage Points: 40
Description: The user places his Hands in the Ground and large stone Hands rise up, these hands are very flexible and able to grab the opponent and crush them or be made into fist and punch them, these hand's are very large and lift someone up.
Note:
-Can only be taught by Serpent
-Maximum of five Stone Hands

Earth Release: Sand Trap (Doton: Sandotorappu)
Rank: B
Type: Supplementary
Range: Short-, Mid-, and Long-Ranged
Chakra Cost: 25
Damage Points:N/A
Description: The user changes the constancy of the earth below the target to have the constancy of wet clay, allowing the target to sink while it hardens. They will sink until their hands and the body below the waist is submerged, when it will harden. If used successfully, the opponent will be unable to use hand seals.
~The target must be standing on an earth source.
*the user does not manipulate sand in any way.

(Doton: Idō Tsuchi no Jutsu) - Earth Release: Shifting Earth Technique
Rank: B
Type: Supplementart
Range: Short - Mid
Chakra cost: 20
Damage points: N/A
Description: When performing this jutsu the shinobi places his/her hands on the ground and causes it to move rapidly away as if it were a conveyor belt. As the shinobi increases in skill and rank the size, speed, and range of this jutsu all increase. This makes it a perfect defensive technique and a good means to gain distance from a target by forcibly moving them away.

A-Rank:

2. (Doton: Tetsu Sukin Buki ) – Earth Release: Iron Skin Weaponry
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30 (-10 per turn active in direct physical contact)
Damage points: N/A (+10 to physical attacks)
Description: This technique was developed by Mathias himself after carefully studying the properties of the "Iron Skin technique, and Super Light weight technique" He came to the conclusion that if we could insert our chakra into other objects to increase or decrease its weight, why not do the same to coat them with an iron skin for added strength? The user will channel their chakra throughout a selected object, which then hardens the skin to a steel-like quality. This increases their defensive power to the utmost limits. The objects skin also becomes much darker, an almost black colour. The destructive power of physical attacks is increased, making this a great, all purpose technique. The user can not coat an object with greater mass then of a human being, being the advanced version of Iron Skin Technique. However unlike the Iron skin technique, if the user loses physical contact with the said object, it will take a full turn for the chakra to drain out of the object and lose its iron coat. This was based on the Added weight and Light weight techniques. This technique when activated leaves the object vulnerable to lightning based techniques.

Note: Can be used three times per battle
Note: Must wait one turn before re-using
Note: Must have mastered Earth
Note: Must be taught by Mathias


Taught to:



[Doton: Seis Fleur Kuracchi] Earth Release: Six Flower Clutch
Type: Attack
Rank: A
Range: Long
Chakra Cost: 30
Damage Points: 60
Description: The user makes six arms appear out of a vertical portal behind the opponent ; two grab an opponent's legs and makes them fall backwards. Two pairs hold the foe up at their back, and a pair grabs his upper body. The pairs at the upper body and legs pull, cracking the foe's back.
Note:
♦ Can be used 4 times per battle.
♦ Can only be taught by Blizzard.


(Doton: Kyojin Koudo Hibi) - Earth Style: Mega Earth Crack
Type: Offense/Defense
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: User hardens both of his hands and then punches the ground with full power. The earth splits horizontally into two parts, the front part which is spilitted moves apart while the back part remains still, creating a wide crack of width 15m and also unbalancing the opponent. This technique can also be used to prevent from jutsus like tsunami, as all the water will go down in the crack.
Note: ~This is the advanced version of "(Doton: Koudo Hibi) - Earth Style : Earth Crack"~
~Can only be used 3 times per battle~
~Can only be taught by Enzup~

Doton: (Atsui Jouki) Earth style: Hot steam
Type: Suplementary
Rank: A
Range: Short/Mid
Chakra cost: 30
Damaga points: 35
The user performs two fast handsigns, and then he release doton chakra into the ground by slamming his hands on the ground. When the doton chakra is sent into the ground it makes a small fissure that cracks up the earth in front of the opponent, and hot steam from under the earth appears and burns the opponents. This also makes the opponent unable to march right at you because of the heat that the steam pumps on them.
~Note: Can only be used 2 times per battle
~Note 2: Can only be tought by ~The Norwegian~

Earth Release: Growing Shuriken (Doton: Seichō Shite Iru Shuriken)
Rank: A
Type: Offensive
Range: Short- and Mid-Ranged
Chakra Cost: 30
Damage Points: 60
Description: The user creates two large rings out of earth, similar to the rings in the middle of a shuriken. The user then throws the rings through the air, and they gather earth along the way, forming two extremely large shuriken. They target the opponents arms, similar to the attack Sasuke launched by Sasuke on Deidara with two real large shuriken.
~Requires an earth source to be between the target and the user, as well as below the user.

Earth Style: Levitating Plateau
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: 60
Description: The user creates a large chunk of the earth beneath him to rise into the air quickly, letting him manipulate the control of the piece of earth, causing it to be able to avoid and dodge B-rank and below jutsu. The user applies chakra to his feet to stay on the earth upside-down and, if he chooses to do so, can jump off and cause the earth to float towards what he wants it too.
*only stays in effect for four turns at the most*
*usable only three times a battle*

Doton: Ro-ma Koroshiamu (Earth Style: Rome’s Coliseum)
Type: Supplementary
Rank: A
Range: Short/Mid/Long
Chakra Cost: 40
Damage Points: N/A
Description: The user makes a large dome surrounding him and the opponent, creating a coliseum of sorts. The only way out of the dome is to use certain S-rank and above lightning. The dome cancels out all light, leaving it completely dark inside it.
*the dome last for the whole battle until destroyed with S-rank lightning*
*can only be used once*

(Doton : Tsuchi Keiro) - Earth Release : Earth Path
Type: Offensive/Defensive
Rank: A
Range: Short/mid/long
Chakra Cost: 30
Damage Points: 60
Description: After performing two simple hand seals(Tiger & Dog) the user will stomp onto the ground creating a long path of earth which the user can cause it to rise up and flip his/her target backward, The user can control this path of earth like a dragon(but doesn't take form of a dragon)to allow the user to ride on it to avoid certain jutsu or can even send it to crush his/her opponent.
Can be only taught/use by T.O.P.
Can be only use three time per battle

(Doton:supaiku chikyu ropu)- Earth Release: Spiked Rope
Rank:A
Type:Attack
Range:Short-long
Chakra Cost:30
Damage:60
Description:In this jutsu the user focusses his doton chakra into the ground below the opponent and then chains two handseals forming a thick rope of earth (4 cm is the radius of the cylindrical rope) covered with spikes the rope pops out and coils around the opponents legs and arms, binding both legs and hands causing damage to the legs and arms as they are pierced by solid rock spikes.The spikes cannot pierce substance denser than solid rock.
*can only be performed thrice in a battle

(Doton: Ishi Mie Sekkou) Earth Release: Multi Stone Scout's:
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30 (+15 Per-Turn)
Damage points: N/A
Description: This is an Advance form of "Doton: Ishi Sekkou" The user will picks up small rocks and throw them in the air. The rocks mold into a bird shape, the birds then fly's high in the sky and scout the battlefield. the user's and Stone Scouts vision's are linked.
Note:
-This Jutsu can only be taught by Serpent
-Maximum of 4 Stone Scouts.
-Can only be used once per Battle.

Earth release: Burial of sorrow= Doton: Kanashimi no maisō
Type: Offensive/supplementary
Rank: A
Range: Short/Mid
Chakra cost: 30
Damage points: 50
Description: the user focuses earth chakra into his/her hands, and then slams them unto the ground, this creates a small earth wave, that’ll race against the target. When the wave is close to the opponent, (around short range) it builds up, (like when a wave comes close to shore) and becomes a 5 meter tall wave, which on the front side, looks like a crying face, with an open mouth. Inside the mouth there is a tongue, made of hard earth, that’ll try to grab the target, and pull it into the mouth. Inside the mouth there’s a lot of teeth made of stone, when the target is caught inside the mouth, the wave will sink into the earth and compress itself, crushing the target within it.

S-Rank:

(Doton: Daichi Kunai) - Earth Style: Earth Kunai
Rank: S
Type: Attack
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user shapes their chakra to make a kunai from the earth. When this kunai is hit on the opponent, the nearest organ turns into stone.

3. (Doton: Going Merry Kibarashi) - Earth Style: Going Merry Recreation
Type: Attack/Defense
Rank: S
Range: Short
Chakra Cost: 40 (-10 every time a cannon ball is shot)
Damage Points: N/A
Description: After performing Monkey → Horse → Dog → Ox → Boar the user will concentrate all of his/her doton chakra and clap their hands together. By doing so the Straw Hat Pirates’ full size ship the “Going Merry” will be created made completely of earth from the ground itself. As long as the user is aboard the ship his/her earth style techniques will require three less hand seals to perform. The ship itself is able to float in water sources(The ship will not turn into mud unless it is on that water source for longer than two turns) and mud itself (for ex. Swamp of the underworld). Depending on the elemental advantages the ship can block B-Rank and below techniques but the part that was hit will crumble afterward. If any attacks are coming from above, the user can walk inside the “meeting room” of the ship for cover. The unique ability of the ship is that it can shoot A-Ranked cannon balls made of earth from the ships main cannon in the front. The ship has a stock of five cannon balls. Every cannon ball has multiple explosive tags attached to them that can be detonated with the use of a single hand seal. The users chakra is infused with the ship itself, so only S ranked or above enemy earth techniques will be able to overpower the ships earth chakra and use it as an earth source.

Note: Can only be used once per battle.
Note: No earth style techniques in the previous turn.
Note: No earth style techniques in the same turn the ship is being created. (Shooting the cannon ball does not count)
Note: If the ship is not destroyed it will stay in play for 3 turns.
Note: Because of the massive use of doton chakra, the user will not be able to form A-Rank or above earth techniques for the next turn or S-Rank for two.
Note: The first cannon ball that the user shoots immediately after the creation of the ship (and shot in the same turn he is created) will not count towards the three jutsu per turn.
Note: Any other cannon ball shot afterwards counts as one of the three jutsu’s per turn.
Note: The shot cannon balls reach up to long range.
Note: Can only be used by Mathias


Taught to:


(Doton - Koroseumu) Earth Release: Colosseum.
Type: Supplementary.
Rank:S
Range:Short-Long
Chakra Cost:40
Damage Points:N/A
Description: The user performs 4 Handseals then he slams his dominant hand onto the ground and, sends enourmous amounts of Chakra through the Earth and creates a Giant Colosseum rises up through the Ground, covering the whole battlefield.
-Note: Can only be used once per match.
-Note: The Colosseum is infused with the users Chakra untill it gets destroyed.
-Note: Can only be taught by Gobi Gobletsson.
-Note: Due the high amounts of Chakra the user is so exhausted that he is only able to perform B-Ranked or lower Jutsus for the next 3 turns.

(Doton: Dekai Tsuchi Enchou) - Earth Release: Mega Earth Dome
Rank: S
Type: Supplementary
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The User focuses his Doton Chakra making 10 handseals, The ground around the battlefield lifts from the ground forming a giant dome that encases himself and the opponent. this blocks out the sun leaving them in total darkness. the user keeps a constant flow of chakra through the ground and Dome making them able to sense anything with Chakra that touches the ground or dome. because of the constant use of Doton chakra, the user can not use Raiton Tech above B-Rank during this Jutsu.
Note:
-Can only be used once due to scale of technique
-Cost 15 Chakra per turn
-No Raiton above B-Rank
-Can only be taught by Serpent

4. (Doton: Umou Sono Ga-goiru) - Earth Style: Descent of the Gargoyles
Rank: S
Type: Attack
Range: Mid - Long
Chakra Cost: 40
Damage Points: 80
Description: After performing the Ram → Dragon → Dog hand seals the user will clap his hands. Thereafter a portal will open up in the sky above the user following the same principles of Earth Lid & Mud Fall. Out of the portal there will be three human sized Gargoyles that will glide down towards the desired target using their lightweight earthen wings to keep them airborne. Due to the their weight and the gravity pulling them down, their velocity is equal to that of a thrown projectile. The Gargoyles are flying down in a V formation with an explosive tag already pre-set on each of their backs. Upon using a simple hand seal to active the desired tag the Gargoyles can blow up. If detonated, the explosion will cause the spikes surrounding the Gargoyles' abdominal and chest area to be released outwards towards the target they were already heading to.(There are six spikes all together with each being three feet long and two feet wide.) Each individual Gargoyles is evenly spaced apart so that the detonation of one of their tags doesn't set a chain explosion. The Gargoyles' flight path can be determined once the portal is open. However, once the path is chosen it can't be changed due to the fact that the Gargoyles are gliding down and not flapping their earthen wings to fly.

Note: Can only be used twice per battle
Note: No earth techniques above A-Rank for one turn after the use of this technique
Note: Must be taught by Mathias

Taught to:




Forbidden:

5. (Fuuinjutsu/Doton: Doki Sono Tentousama) - Sealing Arts/Earth Style: Wrath of the Gods
Rank: Forbidden
Type: Attack
Range: Mid - Long
Chakra Cost: 50
Damage Points: 90
Description: After performing the Ram → Horse → Dragon → Ox → Rabbit hand seals the user will clap his hands. Thereafter a portal will open up in the sky anywhere between medium and long range following the same principles as Dropping Lid & Sticky Earth Drop. From the portal there will be five mini cooper sized earth boulders that will drop down in a 20ft radius from where the portal was opened. As the boulders are dropping the user will perform the Dragon hand seal to active the seals within each individual boulder. This will cause A-Ranked katon chakra to be released(So A-ranked Fuuin as the limit for regular users) from the seals and turn the rocks molten. Upon collision with the ground, the molten rocks will leave small craters due to the sheer momentum in which they dropped. On impact the meteors will disintegrate in a burst of molten rock.

Notes:
- Can only be used once per battle
- Must know Fuuinjutsu
- Due to the magnitude of this technique the user will receive 50 damage from the excessive chakra usage.
- No Earth or Fuuinjutsu the next turn
- No Earth above B rank and no Fuuinjutsu at all in the previous turn
- Neither of the users hands will be able to perform hand seals for the next turn.
- This technique counts as two of the three jutsu per turn.
- The user cannot perform any summonings for the same and the following 2 rounds
- The user cannot perform any genjutsu in the same round
- Can only be used by Mathias
PHP:
[IMG]http://imageftw.com/uploads/20120219/WrathoftheGods.png[/IMG]

Taught to:



 
Last edited:
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Mathias

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- Water Style


E-Rank:

(Suiton: Bochabocha Seme) Water Release: Splash Attack
Type: Supplementary
Rank: E
Range: Short
Chakra Cost: 5
Damage points: N/A
Description: The user will lay down in an water source and flop around like a fish. this causes small amounts of water to splash up on any nearby opponent(s). This is often used as a taunt to anger an opponent before battle.
Note:
-Requires a Water Source
-This Jutsu can only be taught by Serpent


C-Rank:

Suiton: Bāsuto) – Water Release: Burst
Rank: C
Type: Supplementary
Range: Depends on Earth/Wood jutsu used before hand.
Chakra cost: 15
Damage points: N/A
Description: The user would activate this jutsu which allows him to add his water chakra to all Earth/Wood jutsus used no more than a second after the usage of the Earth/Wood jutsu. Although it does no physical harm, this jutsu allows the user to shoot out an extremely quick burst of water straight after an Earth/Wood jutsu is used from wherever that Earth/Wood jutsu appears from. For example, if Spikes are used, this jutsu would allow a quick burst of water to shoot out to anywhere short range from the spikes themselves. This jutsu does not work on the mud related Earth jutsu. The water itself does no damage, however it has some pushing force which is able to knock an opponent back a meter or two, other than that it mainly distracts the opponent. The user can deactivate this jutsu at any time, and can stop the addition of water chakra so that he/she can control when the water bursts out.



B-Rank:

(Suiton: Mizu Handou) – Water Style: Hydro Kick
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 25
Damage Points: N/A
Description: The user gathers a large amount of water chakra under any of his feet and release it as a geyser of water to launch himself in any direction, depending on the angle that his feet maintain with the ground. This is basically used to shift in the blink of an eye from short to mid range and vice versa, or from mid to long range and vice versa. When using Hydro Kick, the user’s feet must be in contact with the ground/earth to give appropriate power to the geyser.
Note: Can only be taught by BluePhenix.
Note: Can only be used five times per battles due to the stress it poses on the ankle of the user.



(Suiton: Inryoukuken) - Water Release: Gravitational Pull
Type: Offensive
Rank: B
Range: Mid
Chakra Cost: 25
Damage: N/A
Description: After performing the following Tiger - Dragon hand seal the user creates a powerful Water Release technique that has the ability to draw water towards the user or push it away from him. With this, the user has the ability to churn large whirlpools in the ocean and can even deflect other Water-based ninjutsu. The user can only control up to B-rank Suiton techniques.



(Suiton: Kyouheki Suke-ringu Suihou) Water Release: Parapet Scaling Bubbles
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: This technique, after performing the ox hand seal, allows the user to assemble water from the moister in the ground or the humidity in the air, forming of up to 5 dense spheres of water. These spheres are strong enough to support the weight of an average sized shinobi, allowing one to hop from one to the other. Though once the shinobi pushes off of the sphere, the amount of resistance the sphere has to put up with is too big and thus they collapse. The spheres are 1x1 in diameter and only 20 centimeters thick, just strong enough to hold a shinobi on top of it. The spheres stay on the field until a shinobi has been standing on top of them. And due to the shinobi being capable of controlling the spheres at will, it allows one to climb up tall edifices or across gaps with tremendous ease or escaping from the ground.
Note:
- Can be used twice per battle
- Can only be taught by Gutsy Jiraiya



(Suiton: Mizu Kabe ) - Water Style: Water Wall
Type: Defence
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: A wall of water rises in front of you. When an object contacts the water, it turns into ice.

(Mizu Shiroppu Bunshin no Jutsu) - Water Syrup Clone Jutsu
Type:Attack
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: N/A
Description: The user creates Water Clones out of the viscous fluid created in the (Suiton: Mizuame Nababara) - Water Style: Syrup Capture Field technique. The clone is used as a normal Water Clone, but upon being killed, the clone turns into the viscous fluid and flies in all directions in short range. The clone can also be voluntarily dispersed into the fluid. If the fluid gets on the opponent ,i.e. the opponent's hands, the the next thing they touched with them would become stuck to them. If he/she were to try to make hand-signs, his/her hands would become stuck to one another. If the fluid gets into a person's mouth or nostrils, they will be choked and or suffocated.

Note: Clones can use Ninjutsu, Genjutsu, Doton, Katon, Fuuton, and Raiton up to C and Suiton up to B.
Note: Up to three clones can be made with this technique.
(Can only be used/taught by Demosthenes.)

(Suiton: Sansui sochi)- Sprinkler System
Rank: B
Type: Supplementary
Range: Short/Med
Chakra cost: 25
Damage Points: N/A
Description: The user, by channeling suiton chakra to their feet, will inject their chakra into the ground, as far as mid-range. Then, performing a single hand seal, the user will force their chakra from the ground, using nature transformation to change the chakra into water. This ejects a large amount of water from three places mid-range from the ground, similar to the function of a sprinkler. The water from the ground will then remain on the battlefield, allowing the user to use the water for any techniques up to A-rank.

*Note: Can only be taught/used by HereticPassage
*Note: Can only be used on a battlefield that has no water present
*Note: Water lasts for 5 turns; usable twice per battle

A-Rank:

(Suiton: Buatsui Monsu-n no Jutsu) - Water Release: Massive Monsoon Jutsu
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: N/A
Description: The user first uses the Dog hand seal and then creates a large rainstorm that stretches many miles. There is so much rain that there is enough water to form water release jutsu.
Note: Can only be used 3 times.



(Suiton Kuchiyose: Mizu-juu no Hokaku no Jutsu) - Water Release Summoning: Whale Mouth Capture Technique
Type: Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage: 60
Description: After the user performs a string of the following hand seals Bird ?Monkey ? Snake ? Ram ? Boar the user then creates a prisoning jutsu, which approaches differently, needing a source of water. The user does the hand seals, and places his palms on the ground. A body of water shaped like a whale gets out of the source and swallows the enemy. Then, the "whale" turns into a bubble with the enemy within leaving him stuck for a maximum of 2 turns.
Note: Can only be used 3 times per match.



(Suiton: Mizu Kuro-n Joutou) - Water Release: Water Clone Appear
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Tobirama Senju will thrust his arm forward pointing his index finger and his middle finger right passed the opponent while in short range. This will result in Tobirama releasing a large amount of chakra in a straight line to right behind his opponent whereas he will make a good sized pool of water emerge from thin air behind his opponent whereas a water clone will emerge to attack the opponent from behind while they are focused on Tobirama.
Note:
- Can only be used by Tobirama Senju
- Can only be used trice per battle
- Counts towards two of the users techniques per turn
- The Clone which emerge have the same abilities as the Water Clone Jutsu
- Can only be taught by Gutsy Jiraiya



[Mizu Fuukaku: Mizu Sumasshu] Water Style: Water Smash
Type: Attack
Rank: A
Range: Short/Mid
Chakra Cost: 30
Damage Points: 60
Description: User While in Mid Air right above his/her opponent manipulate Water Chakra in his/her feet and creates a giant Water feet and smashes that on his/her opponent. Its thrust severely damages the opponent.
♦ Copyrights © Blizzard.



6. Suiton: Seppaku Suraisu-Saikoro ♆ Water Style: Pressurized Slice n' Dice
Rank: A
Type: Attack
Range: Mid - Long
Chakra cost: 30
Damage Points: 60
Description: The user will start out by focusing his water chakra on the moister in the air and then materialize water around his selected target, be it on the ground or airborne. The user will then rise both of his hands out in front of him while simultaneously slamming them against one another. As the two opposing hands are in the process of colliding with one another, the water starts to materialize into four highly pressurized jets of water that are twenty feet high and two feet wide. The jets are materialized three meters away from the desired target's three, six, nine, and twelve o'clock. Once the users hands are fully slammed against each other, the pressurized jets would reach their destination simultaneously to the hand's collision. Due to their high level of pressurization, these jets combined are able to slice through any solid earth technique its materialized around.

♦ Can be used three times per battle
♦ Must wait one turn before re-using
♦ Must be taught by Mathias


7. (Suiton: Ryuutai Suteppu) - Water Style: Fluid Step
Rank: A
Type: Defensive
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Ryuutai Suteppu is a very simple taijutsu technique with the enhancement of water. When being attacked in close range, the user will focus his chakra in the moisture of the air and materialize water beneath his feet. He will then use that water to slide back and forth in the ground as if he were standing on ice. However un-like ice, the user has complete control over his fluid movements. Can be used quite effectively to boost the randomness of movement when using Drunken Style. This technique will last for two turns, but the user will be restricted in only using regular ninjutsu, water, taijutsu, genjutsu, and kenjutsu, no other elemental affinities.

Note: Can be used twice
Note: Must have mastered Taijutsu
Note: Must wait two turns to use again.
Note: Must be taught by Mathias

Taught to:




(Suiton: shiomizu)Water style: Salt water
Rank: A
Type: Deffence/suplementary
Chakra: 30
Damage: NA
Discription: Using the salt from your water source. you can make all the salt rise to the surface which will amplify the salt already in the air making ice jutsu impossible.
Note: Only Ice Jutsu that requires water will be unfreezable
Note: Only lasts 3 turns.

(Suiton; Kyousei Ookami) Water Release: Great Wolf
Rank: A
Type: Offense/Defence
Range: Short-Long
Chakra Cost: 30
Damage Point: 60
Description: The user summons one big amount of water at each hand. He then uses shape manipulation and heavy chakra’s to change the water’s shape into two wolfs. The user can then command the wolves to charge at the enemy, or to protect him from Fire Attacks. This attack is even more devastating in combination with a lightning based attack.
Note: Can only be taught by Wesobi.
Note: Can only be used 2 times per battle.
Note: The user can’t use any Water-based Jutsu the next turn or during the same turn.
Note: Requires a water source.

(Suiton: atomikku shin'en) Water Style: Atomic Abyss
Type: Offensive
Rank: A
Range: Close –Mid (most effective up close)
Chakra: 30
Damage: 60
Description: The user creates 5 quickly condensed orbs of water from a nearby source of water. The orbs then begin to quickly orbit the user like an atomic nucleus, carving the earth as it touches the ground. The water orbs are then shot at the enemy in rapid succession with speeds like bullets.
*entitled to any elemental variations of this jutsu*

(Suiton: Sui Mizu) - Water Style: Acid Water
Rank: A
Type: Attack
Range: Short/Mid
Chakra Cost: 30
Damage Points: 60
Description: The user spits out a portion of water that is acid. When the acid contacts skin, the skin just sizzles and disappears. Just leaving the opponent's raw flesh.

(Suiton: Dekisui Ejiki ) - Water Style: Drowning Prey
Rank: A
Type: Attack
Range: Short/Mid
Chakra Cost: 30
Damage Points: 60
Description: The user does the Tiger hand seal to create a creature underwater. This creature pulls his/her opponent down through the water, making them drown.

(Mizu: Mizu kasui bo-ru)Water Style:Water Spike Ball
Type:Attack
Rank:A
Range:Short-Mid
Chakra:30
Damage:60
Description:A Medium sized ball of water that has 5 very sharp spikes that spins making the ball faster and stronger.

(Mizu: Mizu kasui bo-ru bakuha)Water Style:Water Spike Ball explosion
Type:Attack
Rank:A
Range:Short
Chakra:30
Damage:60
Description:This jutsu has too be used right after water spike ball this jutsu launches the spikes from the ball at the opponent.

(Mizu: Mizu kasui bo-ru souran)Water Style:Water Spike Ball Control
Type:Supplimentary
Rank:A
Range:Short-long
Chakra:30
Damage:0
Description:This jutsu makes a chain out of water coming from the water spike ball this allows the user too move the water spike ball freely.

(Suiton: Heisha Sattou) Water Style: Chariot Rush
Rank: A
Type: Attack
Range: Short - Long
Chakra cost: 30
Damage Points: 60
Description: The user preforms the *Snake* seal then releases a large amount of water from their mouth. The water forms into several chariots that rush towards the target. The chariots are able to hit all at once or one at a time this causing the target to move around the constant battering of chariot. If a chariot hits the target, the target is hit with such force that they are pushed back and have several injuries.

Notes:
- No water source required
- Usable once per battle
- Unable to use another "Water Style" in same turn
- Only trainable/usable by Dexter..

S-Rank:

Water Style: Grand Water Wave (Suiton: Yuuen Mizunami)
Type:Attack/Supplementery
Rank: S
Range:Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user focuses there water chakra into a huge wave that can carry the user in the air and make the user fly. The user can make waves come out of the huge wave and go attack the opponent. The water wave would need to be destroyed by some sort of earth jutsu or be cut off from the connection of water destroying the wave and making the user fall.

Note: Can only be created one per battle
Note: Must be taught by Izure
Note: After usage the user can't use s-rank water jutsus next turn or the turn used

Suiton: Suiton Bu-Meran (Water Style: Water Boomerang)
Type: Supplementary/Attack
Rank: S
Range: Short/ Mid/Long
Chakra: 80
Damage: (-20 of the original jutsu)
Description: With a flick of the User’s hand, the User is capable of manipulating/redirecting a preexisting Water jutsu. The User pulls the water jutsu back towards the enemy (after having missed them) at the expense of making the jutsu weaker.
Note: Water jutsu must have either missed the enemy or appeared behind them in order to use successfully.
Note: If Attack is unsuccessful, User must defend against the attacking jutsu as if the opponent were attacking him.
Note: Lowers the level of the jutsu used by one rank.
Note: -20 the attack points of the jutsu
Note: Can only be used twice per battle.
Note: Can only be taught by Loki.

(Suiton: Ekitai Yubi Burēdo)- Liquid Finger Blades
Rank: S
Type: Offensive
Range: Med/Long
Chakra cost: 30
Damage Points: 60
Description: The user performs the following hand seals, Monkey → Ram → Boar, and then brings their hand to their mouth. They place their hand horizontally in front of their mouth, with the thumb facing up. Then they will spit out a fast moving jet of water through their four fingers (not including the thumb). This action separates the water jet into 5 different horizontal blades of water. As the blades leave the users hand, they expand; each blade is five feet in length.
*Note: Can only be taught/used by HereticPassage
*Note: Each blade is a weak B-rank; together they are an S rank
*Note: Usable twice per battle

8. (Suiton: Mittsu Hissatsu Unagis) - Water Style: Three Deadly Eels
Type:Attack/Defense
Rank: S
Range:Short-Long
Chakra Cost: 40
Damage Points: 80
Description: After performing the Rat → Dog the user, through sheer willpower and concentration, using the moister in the air, will materialize three 15 ft tall Eels made completely of water. The Eels will materialize at the user's 10,12, and 2 o'clock view or 8, 12, and 3 o'clock depending on the situation. There are three ways the three deadly Eels can be used in. The first being; the user can send all three Eels rushing towards the opponent at the same time as an attack, and the user can freely manipulate the direction they are headed just like Earth Flow Wave. (ex: arc manner from the left/right or straight). The second being; the user can disperse the Eels, making the water combine into one huge tsunami wave that can be used to block attacks, or be directed at the opponent. The third and last one being; the user can disperse the Eels, making the water combine and form a raging vortex of water around the user which will then spread outwards 360 degrees.

Notes:
- Can only be used twice per battle
- If the user signed the Eel contract the hand seals are reduced by half.
- The Eels can only be materialized at short range from the user.
- Due to the high usage of water chakra, the user could not have used any water techniques in the previous turn.
- No water techniques of S-Rank or above next turn.
- Must have complete mastery over water.
- Must be taught by Mathias.


Taught to:


Suiton: Sono Tenrai Kara no Mizu | Water Release: The Bliss of Water
Type: Supplementary/Defensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description:
With 2 simple hand seals (Snake + Ram), the user will materialize water within range of the technique, using the moisture all around the field and his chakra as a fuel. The water can be shaped into any given solid construct the user desires (like cubes, spheres, walls, etc) or kept as a raw body of water. The amount of water the user can produce is, at its best, about 10 000 liters of water (give or take a cube of about 100m3). However, the speed as which the water forms is always the same, taking a couple of seconds to materialize its maximum volume. The user has some control over the water while its materializing and once it materializes, but he can never generate enough momentum or compress it enough to actually do any harm to any enemy, even when he gives it a specific shape.

Note: Can only be taught by Scorps
Note2: Doesn't require a water source and can be used as one
Note3: Usable only thrice
Note4: In the same turn the user can't use techniques above S-Rank


Forbidden-Rank:

(Suiton Bunshi): Water Molecules
Rank: Forbidden
Type: Supplementary
Range: Short-Mid
Chakra Cost: 80
Damage : (15 damage per turn )
Description: The user puts their hands together as if they were praying but is actually releasing large amounts of water chakra into the water molecules in the air so that now all fire attacks lose -15, sand is reduced to mud, lightning used becomes instantly conducted and all water or elements containing water gain +15
Note: can only be taught by Axle
Note: lasts 5 turns
Note: can only be used once per battle
Note: after this technique is done the user can't user any A-rank and above water jutsus for 3 turns
Note: can be used as a water source

Suiton: Sono Senryou no Mazu | Water Release: The Possession of The Water Goddess
Type: Offensive/Defensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90 (-20 to the user)
Description:
The user will do 3 hand seals (Tiger+Ram+Horse) while focusing and molding a large amount of chakra into his core. As he releases this massive amount of chakra in an omnidirectional burst, thick gluey water (like that of (Suiton: Mizuame Nababara) - Water Style: Starch Syrup Capture Field) oozes from his pores in copious amounts and at great speed. If at first the water seems to quickly ooze from the user, it quickly begins to burst into a gigantic 20 meter high explosion of water that reaches long range in under 2 seconds. However, this technique carries enormous risks. Once triggered the user can't stop or control the technique. The amount of water that is produced is so high that the battle field will be left with a 30 meter deep layer of water in only a few seconds. Once the water is completely created, it loses its sticky properties and reverts back to normal water. However, this water will stay in play until the ending of the match. The user however, will be left exhausted and severely damaged from the overuse of his chakra.

Note: can only be taught by Scorps
Note2: user can't use any Water Jutsu above S-Rank for the reminder of the match and can only use up to A-Rank water in the same and next turn.
Note3: user can't use anything above S-Rank the following turn
Note4: usable only once

- Rain Style​

B-Rank:

9. (Ame Sutairu: Ame Kussetsu) - Rain Style: Rain Bending
Rank: B
Type: Attack/Defensive
Range: Short - Long
Chakra Cost: 25
Damage Points: 40
Description: Ame Kussetsu is a very simple technique in which the user bends the rain drops together to create small waves, shields, blades, pillars, arrows, kunais or even spikes made out of Rain water. To successfully create pillars, waves, and spikes there must be rain water already percent on the ground from the falling rain being collected over time. If used on a natural rain source the user will have to spread his chakra to the selected rain drops and thus create a small delay in the techniques.

Notes:
- Can only be taught by Mathias


A-Rank:

(Ameton: Ame Sousou) - Rain Release: Rain Burial
Rank: A
Type: Attack
Range: Short-Med
Chakra Cost: 30
Damage Points: 60
Description: After performing the Tiger handseal, the user will focus his chakra into the rain falling down unto the battlefield, causing the rain to slowly converge on the opponent. The rain will form a thin layer of water on the opponents body and begins to tighten all around at once in attempts at drowning the opponent and restricting swift movements in the constant downpour of rain. After about 10 seconds the user will be able to simply clench his fist and make the water crush the opponent.

Note: Once per battle
Note: Must be raining
Note: No Rain techniques for 2 turns
Note: No Water or Wind above A-rank in the next turn
Note: Can only be taught by Nagato..

(Ame unsou no Jutsu) Rain Transportation Technique
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: N/A
Description: The user focuses water chakra throughout their body and breaks down into rain drops. The rain drops then quickly shoot up into the clouds above where the user is free to move throughout the clouds. They then rain down in the desired location where they reform their body. This happens fairly fast, but is nowhere near instantaneous. The break down of the user's body is quick taking just a second, similar to someone user the water substitution technique. It then takes a couple of seconds to ascend into the clouds where it takes several seconds to move from one location to the other, being logically longer depending on the distance travelling. Finally it takes another couple of seconds to rain down in the desired location and reform. While preforming this technique the user is susceptible to being scattered, blown away or evaporated. If scattered while in rain drop form it will take the entirety of the user's turn to reform their body (even if using this technique as the user's last move, the amount of time to reform stays the same if scattered, independent of who's turn it is after the technique is used). Being evaporated results in the death of the user. They can't preform any techniques until they reform and must reform in the same turn the technique is used.
-Can only be used twice per battle.
-Cannot use any other techniques before reforming.
-Must reform during the same turn.
-Rain clouds must be present.

S-Rank:

10. (Ame Sutairu: Ame Kumo Kadou) - Rain Style: Rain Cloud Vortex
Rank: S
Type: Supplementary
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description After performing the Boar → Dog → Ram, the user will form rain clouds in the sky. Using the chakra that is spread throughout the clouds, the user will then bring down the rain clouds in the form of a vortex that surrounds the edges of the entire battlefield, leaving both the user and opponent inside of the vortex. Then the rain that comes from the clouds falls sideways, down, up, and near every direction. This technique is very similar to Vortex Storm Technique to bring down the rain clouds. The falling raindrops are closely linked to the users senses allowing him to sense any chakra source they come in contact with.

Note: Can only be used once per battle
Note: Must know Rain
Note: No Rain techniques before using this technique
Note: The clouds stay around the battlefield until they are blown away.
Note: No Rain techniques for the rest of the battle after the Rain clouds are blown away
Note: These rain clouds can't be used to perform Kirin or any other techniques which require stormy weather or clouds.
Note: These clouds can only be used for Rain Release techniques. (you can delete this note if you'd like, I'm just making sure 100%)
Note: Can only be used by Mathias


11. (Ame Sutairu: Hishou Raiga) - Rain Style: Soaring Liger
Rank: S
Type: Attack
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: After performing the Ox → Dragon → Liger hand seals, the user will gather the falling rain drops into one point to create a real life sized Liger with wings on its back made out of Rain water. The Liger can be created in mid air and use its wings to head towards its target or simply be created on top of the ground and run towards its desired target.

Notes:

- Can be used twice per battle
- Must know Rain
- No other Rain techniques in the same turn
- No Rain techniques above A rank next turn
- Must wait one turn before re-using
- Can only be taught by Mathias



- Tobirama Techniques


(Chakra Henkanshi no Jutsu) - Chakra Sensing Technique
Rank: C
Type: Supplementary
Range: Short - Long
Chakra cost: 15
Damage points: N/A
Description: This is a very advanced of advancing the ability to feel chakra. The technique allows the user to concentrate and detect someones chakra. Using these technique sensors can tell when the enemy is approaching and can easily track down targets.
Note: Lasts 5 turns
Note: Can only be used by bio with sensory ability

(Ninpo: Ichi ni Jutsu) - Ninja Art: Tracking Technique
Rank: C
Type: Supplementary
Range: Short - Long
Chakra cost: 15
Damage points: N/A
Description: The user will concentrate their chakra and by placing two of their fingers on a surface they can then track and locate their target. This technique is even capable of telling the user exactly how many targets there are and if they are very skilled also.
Note: User must remain stationary and can only be used by Tobirama Senju and Minato Namikaze biograhies.

(Suiton: Setsuna Mizu no Jutsu) – Water Release: Instant Water Technique
Rank: C
Type: Supplementary
Range: Short – Long
Chakra cost: 15
Damage points: N/A
Description: Tobirama using his water mastery will jets towards his opponent at a high rate of speed. Without moving his feet, water forms under them, as if he is skiing across a body of water. (The speed in which this technique uses can be followed by normal sight)
Note: Can only be used by Tobirama biographies.

( Suiton: Sāfu Ashige ) - Water Release: Surf Strike
Rank: C
Type: Offensive
Range: Short - Mid
Chakra cost: 15
Damage points: 30
Description: Using his ability to create water instantaneously, Tobirama creates water underneath his feet like a wave and then proceeds to ride it directly towards the enemy sending crashing wave after wave to attack them.
Note: Can only be used by Tobirama Senju biographies.

(Chiratsuki Kaihi) Flicker Evasion
Type: Defensive
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: N/A
Description:
A simple yet effective Ninjutsu technique, Minato will dash in a burst of raw speed and jump, run or dodge an incoming attack. This is done by taking advantage of his enhanced reactions and his fast intellect when perceiving an attack and combining it with a burst of pure movement speed. Off course this can only be used on a battle ground that enables it and never mid air. It has some limitations though as Minato himself doesn't have a high movement speed but its still enough to mimic what can be described as an "instant" movement. Because of this, if the user wants to dodge or evade attacks from faster bios such as Raikage bios or EIG users, he needs the use of his space time techniques. The technique also has some limits in the movement it can produce, which are overall linear, lacking the ability to produce intricate and complicated movement patterns. Doujutsu users (at least 2T for Sharingan), Sensors or EIG users/masters as well as users with high reaction/reflexes or senses will still be able to track the user although, in some cases, become unable to react.
Note: This version can only be used by Minato and Tobirama bios once every 2 turns, a maximum of 3 times.

(Fusen no Kekkai) Tag Barrier
Type: Defensive/Supplementary
Rank: B-rank
Range: Short
Chakra cost: 20
Damage points: N/A
Description: The user will take a tag marked with the kanjis 障害 (Shōgai) and either place it on a weapon (like wrapped around a kunai's handle) or on a surface (like the ground). Upon doing so, a defensive spherical barrier is erected around the tag as a seal. The barrier can be used to defend against up to B-Rank ninjutsu but also be used to contain an enemy inside if feasible.

(Suiton: Suishōha) - Water Style: Water Shock Wave
Rank: C-B-Rank
Type: Offensive, Supplementary
Range: Short-Long
Chakra Cost: 15-20
Damage Points: 30-40
Descripton: This technique allows the user after claping their hands together to make a spiralling vortex of water to form around them out of nowhere in a vortex like manner. The vortex then proceeds to cascade into an wave of water that rampages towards the intended target or all around. The size and power of the technique is dictated by the amount of chakra put into the technique, varying from C-rank to B-Rank.

( Raiton: Inazuma ken Fudou ) - Lightning Release: Lightning Blades Levitation
Rank: C
Type: Offensive
Range: Short – Mid
Chakra cost: 15 (-5 per turn)
Damage points: 30
Description: The user will channel their lightning chakra into their sword to increase its cutting capabilities, and then levitate it in front of them. They will then multiply the sword creating two extra physical copies which are then all manipulated to spin rapidly and are controlled to fly towards and cut through the opponent/s through hand gestures. While controlling the weapons, the user cannot mold chakra for other techniques and needs to keep focus.


(Kusanagi No Tsurugi: Kuu no Tachi) - Grass Cutter: Long Sword of the Sky
Rank:B
Type:Supplementary
Range:Short-Mid
Chakra Cost:20
Damage Points:40
Description: This technique allows the user to levitate their sword. Forming the needed hand seal will cause the sword to activate and strike out against any enemy in the nearby area.

(Kage Bunshin no Jutsu) - Shadow Clone Technique
Rank:B
Type:Supplementary
Range:Short
Chakra Cost:20
Damage Points:N/A
Description: The Kage Bunshin distributes the ninja's chakra evenly among the clones and creates a real copy with form and substance. The clone itself can also utilize any jutsu the original ninja knows. When the clone finally disperses, any new knowledge it has gained is passed back to the original ninja and any additional clones. Upon impact, the clone can be dispersed.

(Chō Biburāto Raitontō) - Super Vibrating Lightning Release Sword
Rank: B
Type: Supplementary
Range: Short
Chakra cost: 20
Damage points: N/A (+15 to kenjutsu and standard attacks)
Description: The user channels their lightning chakra into a blade, increasing its vibrating frequency and giving it more cutting power than standard wind techniques.

(Suiton: Suiryuudan no Jutsu) - Water Style: Water Dragon Bullet Technique
Rank: B-S-Rank
Type: Offense
Range: Short/Long
Chakra Cost: 20-40
Damage Points: 40-80
Description: After performing a long series of hand seals Ox → Monkey → Hare → Rat → Boar → Bird → Ox → Horse → Bird → Rat → Tiger → Dog → Tiger → Snake → Ox → Ram → Snake → Boar → Ram → Rat → Yang Water → Monkey → Bird → Dragon → Bird → Ox → Horse → Ram → Tiger → Snake → Rat → Monkey → Hare → Boar → Dragon → Ram → Rat → Ox → Monkey → Bird → Yang Water → Rat → Boar → Bird the user then shapes a large amount of water into a giant, powerful dragon, which hits the opponent with formidable might, dealing physical damage. The ideal place to use it is near a body of water, but if the user's skill allows it, it is possible to use it even in a place where there is none. The amount of water used will be in proportion with the user's skill as well as its power which can vary. Ninjas with a primary water specialty will be able to produce up to an S-Rank technique; ninjas with a secondary water specialty will be able to produce up to an A-Rank technique; normal water masters will produce the basic B-Rank technique. Tobirama was able to use this technique with a single hand seal showing testiment to his skill in water ninjutsu.
Note: Requires a water source to use.


( Suiton: Arekuruu Hayase ) - Water Release: Raging Rapids
Rank: A
Type: Offensive
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: Using their skills with Water Release, the user generates a powerful vortex of water around their enemy with a swing of their arm that sends them flying upwards and then dispels it with another hand gesture. (Requires a water source).
Note: Tobirama and Mei terumi can perform this without a water source.

(Suiton: Suidanha) Water Release: Severing Wave
Type: Offensive
Rank: S-rank
Range: Short-Long
Chakra: 40
Damage: 80
Description:
After doing the Tiger hand seal, the user will quickly exhale a very thin stream of pressurized water that will be able to cut even rock. The most noteworthy feature of the technique is how fast the stream is and how sharp it can be. By moving his head, the user can alter the jet's cutting path, creating longer cuts or affecting bigger targets.

(Jikūkan Kekkai) – Space-Time Barrier
Rank: S
Type: Supplementary
Range: Long
Chakra cost: 40
Damage points: N/A
Description: The user will perform the Ram hand seal, while holding a small object marked with a seal of the thunder god mark, to form a barrier that will teleport away incoming attacks that are sent at it. He is capable of diverting away an attack as large and powerful as a chakra blast from the nine-tailed demon fox. Once the technique is warped away, the user has to direct it to another location.
Note: Can only be used 4 times and can only be used by a Minato or Tobirama bios.

( Fūin Hirashin no Jutsu ) - Seal of The Flying Thunder God technique
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A
Description: This is the technique through which Senju Tobirama and Namikaze Minato apply the sealing formula, that will allow the use of their trademark space time techniques, to any desired object through physical contact and allowing him to teleport to that desired location through the Flying thunder God Technique and the use of its variations. While Minato carries with him multiple kunais marked with the seal (making the core aspect of his fighting style which revolves around the use of FTG Kunais), Tobirama doesn't. To use the Flying Thunder God technique on kunais, Tobirama has to apply the seal to them though through one use of the technique he can mark up to 5 kunais (this is valid only for kunais and other basic weapons, not enemies or other targets of the seal).
Note: Can only be used by Senju Tobirama and Namikaze Minato bios.

(Hiraishingiri) Flying Thunder God Slash
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description:
A technique where Senju Tobirama combines the use of kenjutsu and his unique space–time ninjutsu. After marking an enemy with the Seal of the Flying Thunder God, the user will teleport to him, with a sword in hand, to deliver a swift, devastating slash. The technique is so fast that its virtually unavoidable unless through the use of similar Space Time techniques. The slash, however, can only be defined as a horizontal, mid abdomen slash, which limits the type of damage it can do, although it has the potential to be fatal.
Note: Can only be used 3 times
Note: Can only be used by Senju Tobirama bios.

(Goshun Mawashi no Jutsu) Mutually Instantaneous Revolving Technique
Type: Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description:
The Mutually Instantaneous Revolving Technique is a technique which requires two persons that are able to use the Flying Thunder God Technique or two clones. Both users will mark each other with their respective seals which grants them the ability to use this technique to switch their positions at any point in time during a battle. As the users swap places, they can bring with them anything that they are touching with them, including some techniques such as the rasengan. The technique can also be used on inanimate targets instead, by first marking oneself and then the target, using the technique to switch places with the target.
Note: Can only be used by Namikaze Minato and Senju Tobirama bios
Note: Can only be used 4 times and requires the user to have used the Seal of the Flying Thunder God beforehand as explained.

(Hiraishin no Jutsu) - Flying Thunder God Technique
Rank:S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: A complex Space Time Ninjutsu technique, the Flying Thunder God Technique works almost as a summoning technique. The user basically teleports himself to the location of a given seal mark. This seal mark is place by the ( Fūin Hirashin no Jutsu ) - Seal of The Flying Thunder God technique and can be placed in anything. Normally used in special kunais, thrown by the user, the technique can also be used to teleport to any thing marked with the tag. The technique is not a movement technique but rather simply a pure teleport technique.
Note: Only Minato and Tobirama bios can use this jutsu. It is unavoidable unless with space/time ninjutsu and can only be used 4 times per battle

(Shisekiyōjin) Four Red Yang Formation
Type: Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: 70 (-20 per turn)
Damage: N/A
Description:
A powerful barrier formation noted to only be usable by those of Kage Level, whereby four shinobi, standing in a square formation, erect a large barrier that is red in colour. It was stated to be several times stronger than the Four Violet Flames Formation, and is highly malleable. When assaulted by a Tailed Beast Ball from the Ten-Tails, the barrier simply distorted its shape, forcing the brunt of the attack upwards while it was left completely intact. Its users can create openings within the barrier to allow passage. The barrier is apparently very chakra-taxing since at least two of its users are limited in the usage of other techniques, such as clone techniques, while maintaining the barrier at the same time. Despite this, the users can still perform techniques and hand seals while sustaining the barrier. The barrier itself is strong enough to resist any S-Rank technique known and, despite being opened on top, is very high and hard to escape from. Alternatively, high ranked ninjas can use this technique by using clones. In this case, only Sage rank ninjas have the necessary chakra reserves to produce the technique.
Note: Can only be used by either 4 Kage ranked Ninjas or, if the user is Sage rank, through the usage of clones.
Note: While sustaining it, the users cannot mold chakra above A-Rank and can only use one additional technique per turn
Note: Usable twice per battle
 
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Mathias

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- Lightning Style

C-Rank:

(Raiton: Raikou Jishaku no Jutsu) - Lightning Release: Lightning Magnet Technique
Rank: C
Type: Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: This jutsu creates electrical clouds around the area that attract metal, any metal projectiles thrown will be altered because of the clouds. This can be dangerous for both parties.

Note: Lasts for 3 turns, after the 3 turns are over, not new metal is attracted to the point.

A-Rank:

(Raiton:Keika)- Lightning Release: Firefly Light
Rank:A
Type:Attack
Range:Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user focuses lightning chakra in both their palms then holds their hands out and releases the chakraas20condensed balls of lightning that spread out around the field and as soon as they come in contact with a person besides the user they burst, paralyzing the target for 1 turn. -Balls float around for 2 turns before losing shape and harmlessly dispersing.
-Can't be used for 2 turns afterwards.
-Can only be used 3 times per battle.
-Only taught by Professor Sarutobi.

(Raiton: Shingai Nami ) - Lightning Release: Shock wave
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user focuses chakra in a piece of string. When the chakra reaches the string, it should create a shock wave. When the user hits the opponent with it, their skin will set on fire and peel of slowly.

(Raiton: Genwaku Hirameki ) - Lightning Style: Blinding Flash
Type: Attack/Defence
Rank: A
Range: Mid/Long
Chakra cost: 30
Damage Points: 60
Description: This jutsu is for quick defence. The user focuses their chakra into their hands and rubs them together to make a flash. That flash then blinds the user for a few seconds or minutes (More chakra means longer time). After they revive their eye sight,their vision is very blurry.

(Raiton:Ikazuchi Hibana Bakudan)-Lightning Style: Lightning Spark Bomb
Type:Attack
Rank:A
Range: Mid Range
Chakra Cost:30
Damage Points:60
Description: The user gathers lightning chakra around him/her and then releases tiny sparks and after 2 turns, they are fully attached to the opponent and at anytime,The user can form tiger seal and make the sparks expload, the opponent would need to get out of range before this could happen or just use a jutsu that could burn away the sparks, if the opponent can't do that then the user could kill the opponent.

Note: The User Can Only Use This Jutsu Three Times A Battle

S-Rank:

Raiton: Raiden Bu-Meran (Lightning Style: Lightning Boomerang)
Type: Supplementary/Attack
Rank: S
Range: Short/ Mid/Long
Chakra: 80
Damage: (-20 of the original jutsu)
Description: With a flick of the User’s hand, the User is capable of manipulating/redirecting a preexisting lightning jutsu. The User pulls the lightning jutsu back towards the enemy (after having missed them) at the expense of making the jutsu weaker.
Note: Lightning jutsu must have either missed the enemy or appeared behind them in order to use successfully.
Note: If Attack is unsuccessful, User must defend against the attacking jutsu as if the opponent were attacking him.
Note: Lowers the level of the jutsu used by one rank.
Note: -20 the attack points of the jutsu
Note: Can only be used twice per battle.
Note: Can only be taught by Loki

12. (Raiton Bu-meran Ashinami) Boomerang Lightning Step
Type:Attack
Rank:S
Range: Short-Long
Chakra Cost:40
Damage Points:80
Description: By doing a simple kick the user shoots out two powerful beams of lightning at great speeds being able to slice through solid objects or cut down attacks. As soon as the beam is launched and makes contact with anything it will come back towards the user like a boomerang and disperse.

♦ Can only be used 3 times per battle.
♦ Must have mastered lightning.
♦ No lightning techniques of S-Rank or above for one turn after the use of this technique.
♦ Can only be taught by Mathias


Taught to:


(Raiton: Sen Tomoshibi ) - Lightning Release: Beam of Light
Type: Attack
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user focuses chakra into his/her lungs or mouth.
Then they release their chakra from their mouth to create a large beam of lightning. When the chakra is released, everything in its way will be destroyed, but not humans.

Lightning Release: Internal Lightning Shock (Naibuteki raikou dageki)
Rank: S
Type: Attack
Range: Short
Chakra Cost: 40
Damage Points: 80
Descriptions: The user charges a large amount of raiton chakra into their fingers they then stab their fingers into an opponent at close range releasing the raiton chakra violently shocking the opponent's internal organs causing organ failure
~Can only be used once per battle~
~Can only be used by me and who I teach~

(Raiton: Denki bakuhatsu) Lightning Release: Electric Explosion
Rank: S
Type: Offense
Range: Short-Mid
Chakra Cost:40
Damage Points: 80
Description: The user starts by sending large amounts of raiton chakra above the palm of their dominant hand and then concentrating it into one tiny ball. Then the user throws the ball at high speeds at the opponent and as it reaches the opponent the user detonates the ball, causing an explosion that effects anything within short to mid range. Direct contact is fatal while being in the blast range causes paralyzation.
~This Jutsu can only be used twice per battle
~This Jutsu can only be used every 2 turns
~Can only be taught by Naruto41698
~The user can't use any Lightning Jutsu until they can use this jutsu again

(Raiton: Keshi Makuga Hara) - Raiton Release: Blades of Honor
Rank: S
Type: Offense/supplementary
Range: Long
Chakra Cost: 40
Damage Points: 80
Description: The user will channel Raiton chakra into the earth, channeling it underneath the ground, and with one handseal, spears or lighting will errupt from the ground, under the opponent, stabbing him from underneath.
Note:
-Can be used up to 1 times in a battle.
-doujutsu's can see through ground and can respond to it.
-Only those who has mastered Raiton can use this.
-You can't use any other lightning jutsus in the same turn, hence it will take up all your Raiton chakra.
-In the next turn, you can't use any higher then a B-ranked lightning justu
-Can be taugh only by Dr. House

Strike of Artemis (Dageki Artemis)
Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user holds out his left arm in front of him as if he is holding a bow and creates a lightning-drawn bow and draws back the right arm by his head, while creating a lightning bolt arrow. The bow and arrow are completely made of lightning. The user then adds a small bit of fire chakra to the bolt, increasing it's burning capabilities. The user then releases said arrow at the target. The bolt follows the enemy’s body heat (like a heat-sensing tracker). Once it has caught up to the body of the enemy, the bolts then begin to circle around the enemy's body in a spiraling fashion from the ankles up, wrapping the enemy up, and binding him, electrocuting him/her.
*Useable twice per battle*
*User cannot use fire nor lightning jutsus A-rank and above next turn*
*Can only follow the enemy for one turn before being destroyed*​
 
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Mathias

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- Fire Style

E-Rank:

(Ninpō: Akuma Hōka) - Ninja Art: Demonic Fire
Type: Supplementary
Rank: E
Range: Self
Chakra Cost: 5 (-5 per Fire technique)
Damage Points: N/A
Description: This is a basic ninjutsu technique used by a proficient Fire release user, to give her fire techniques a more "unique" shape than the other users of fire techniques, similar to the shape of the "Fire Release: Demon Lanturn" technique, The user's fire techniques have somewhat of a transparent effect to it, allowing the user and others to see through the fire technique but a more of a distorted vision of what's behind the fire, and whenever the user's using a fire technique that consists of small fireballs like for example the "Fire Release: Phoenix Fire Technique" all of the small fireballs attain a demonic head-shaped fireball, this technique doesn't increase or decrease the strength of any fire techniques whatsoever.
Note: Will remain continuously activated once used.
Note: Must have a Primary Fire Release affinity.
Note: Fire techniques are still visible, even with normal eyesight.


C-Rank:

( Katon: Guǐhuǒ ) - Fire release: Will o' wisp
Rank: D - C
Type: Offensive - Supplementary
Range: Short - Long
Chakra cost: 10 - 15
Damage points: 20 - 30 (the longer it's aimed the more chakra it costs and less it damages causes)
Description: User concentrates chakra into two of his/her fingers (thumb and middle finger) for two seconds. Once that's done, the user will snap his/her fingers in order to create small fire that's size of fire from lighter but it burns at 450 degrees. The fire is almost harmless since it's hardly used on anything expect but detonation of bombs and lighting cigarettes when you don't have a lighter.
  • Can be used twice per battle
  • Can only be used once per every two turns
(Katon: Kaji Kawari ) - Fire Substitute
Type: Supplementary
Rank: C
Chakra Cost: 10
Damage Points: N/A
Description: This jutsu uses the Ox handseal. When your opponent attacks you, you disappear in a cloud of fire. When you poof away, your opponent gets burnt while they are in that cloud of fire that you created.

B-Rank:

(Katon: Kasai Tenshi Tsubasa )-Fire Style: Fire Angel Wings
Type: Defence
Rank: B
Range: Mid-Long
Chakra Cost: 50
Damage Points: N/A
Description: The User concentrates his/her Fire chakra in his/her shoulders.
Then, the user shapes it into two (angel) wings made out of Fire. The user can use as a fire shield against wepons like Kunai's, Shuriken's Etc. This, jutsu can also alllow the user to Fly into the air.
.Note: This, jutsu can be used once per battle.
.Note: This, jutsu lasts two turns.
.Note: The user must be Sannin rank or above

Katon - Katon Sui-pu - Fire Release - Fire sweep
Type: Offense/Defense
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user begins by channeling their fire chakra into their feet. Once the chakra is built up in their feet, they release it in a quick burst. The user uses shape manipulation to shape the fire into a circle that sweeps the opponent off their feet and pushing them back. The fire causes first degree burns all over the opponents and lower parts of their legs feet.

Note
Can only be used three times
Can only be taught by -Cerberus-
PHP:
[IMG]http://24.media.tumblr.com/tumblr_mdczn1QFa61qcsesho2_400.gif[/IMG]

(Katon:Yuudoku Kaen Hari ) - Fire Style: Toxic Flame Needle
Type: Attack
Rank: B
Range: Mid-Long
Chakra Cost: 20
Damage Points: 40
Description: The user lights their hari with their chakra.
When the needles tips of the needles contact skin, they burn the opponents skin and inject poison into their body.

(Katon: Katana Kaji) - Fire Style: Blade of Fire
Rank: B
Type: Attack
Range: Short/Mid
Chakra Cost: 20
Damage Points: 40
Description: The user creates a sword of fire. When the user stabs something, the whole body/whatever ignites in flames.
Note: No sword intended

A-Rank:

Katon:Kasai Sukin|Fire Style:Fire Skin|
Type: Defence
Rank:A
Range:Short
Chakra:30
Damage:60
Description:After the user performs a single handseal,he channels his entire body with katon chakra and the user coats himself with the katon chakra making him impervious to all katon jutsu's of A-rank and below
Note:
-can only be taught by Igneel
-can only be used 2 times in battle


Katon: Jigoku no chōtatsu-sha (Fire Style: Hell Raiser)
Type: Attack
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user charges Katon Chakra into one of their hands and manipulates it so that a small flaming skull erupts from the user's hand. The user will then slam the hand holding the fireball into the the ground, channeling the heat and fire through it so that it erupts into a fireball under the feet of the opponent. The fireball increases in size due to the fire chakra that the user sent into the ground and tries to swallow the opponent whole in the skulls mouth, where the opponent will be engulfed in flames.
Note: Can only be used 2X per battle, Once per hand


(Katon: Bureizu no Kēji o Sakujo)- Dropping Blaze Cage
Type: Offensive
Rank: A
Range: Mid/Long
Chakra Cost: 30
Damage Points: 60
Description: Performing two hand seals, the user creates a 10x10 foot, flat square wall of flame above the opponent. Then performing another hand seal, the flame ceiling will then drop down twenty pillars of flame (5 on each side) quickly, similar to the bars on a cage. This technique is used as a cage, but because of the heat of the flames, the opponent may suffer highly serious burns due to the proximity of the flames.
*Note: Can only be taught by Selendrile
*Note: Usable two times per battle
*Note: No other fire techniques to be used on the same turn


(Katon: Rēfudō) – Fire Release: Floating Ghosts
Type: Defense
Rank: A
Range: Short
Chakra Cost: 30 [+10 per turn to maintain active]
Damage Points: N/A
Description: After performing 3 handseals Boar → Monkey → Tiger the user convers the chakra inside their body into fire as they release it outwards, causing 3 floating demonic heads of fire to form around them in a spiraling manner , each of the orbs having an equivalent size to the "Big Ball Rasengan" technique, these demonic floating heads have the main purpose of protecting the user, as they continuously spin around the user in a motion that resembles planets orbiting around the sun, with the user's command via chakra, these floating heads "separately or all together" collide with other incoming techniques in order to cancel each other out, each of these floating demonic heads is able to withstand a C-rank elemental technique, two can withstand a B-ranked elemental technique, and altogether an A-ranked elemental technique however this doesn't apply to the water release techniques or any weakness that the fire release may have, it's only able to withstand 1 D-ranked water technique with 1 demonic head, 2 Demonic heads can withstand a C-rank water technique, and all together could withstand a B-ranked water technique, this applies to other Fire release's elemental weaknesses as well. along with being able to deflect/melt incoming normal projectiles weapons (kunais, shurikens, etc) sent towards the user.
Note: Can only be used twice.
Note: Lasts 3 turns once used.


(Katon: Rēshushi) – Fire Release: Ghost Destruction
Type: Offense
Rank: A
Range: Short – Mid
Chakra Cost: 30
Damage Points: 60
Description: After forming 5 handseals Bird → Boar → Monkey → Ram → Tiger the user concentrates a large amount of fire chakra throughout the ground, underneath the opponent's location, causing a Large sized demonic head made of flames to rise up out of the ground underneath the opponent's location in a vertical line, with it's mouth widening as it's opening in order to swallow the opponent and burn them, this demonic head is equivalent in size to the Earth Release: Great Stone Golem technique.
Note: Can only be used twice.
Note: No S-ranked fire techniques in the same turn.


Katon: Moui Kagutsuchi|Fire Style: Fury of the Fire God
Rank: A
Type: Offensive
Range: Short-Mid
Chakra Cost: 30
Damge Points: 60
Description: The user makes a few handseals, gathering large amounts of chakra in his arms, and slams his hands down onto the earth, releasing all the fire chakra within his arms. Upon the point of contact of his hands and the earth, a small wave of fire spreads out from around the location of the user. The wave of fire starts to spread quickly and becomes stronger as it spreads from the user. Within a matter of seconds, the entire distance of short- mid is filled with fire. Once complete, the only place that becomes clear of fire is the small area where the user is standing.
*Can only use twice*
*After using, the user cannot use any wind jutsus otherwise he will basically be committing suicide by powering the flames*
*If the user stays in the middle of the fire for more than a turn, he becomes several burned*

(Katon: Kaisu No Kusa)-Fire Release: Fire Grass
Type: Attack, Supplementary
Rank: A Rank
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user makes three hand seals and then manipulates the ground within a mid-range of them to have small, hot flames come out of the ground around them. The fire is hot enough to severely burn and damage the feet/other body parts of those who touch it. By regulating where they stream their katon chakra, the user is able to exclude certain areas from being set ablaze. Ex. The area beneath their feet.
Note: The fire will burn for two turns.
Note: Once created, the user isn't able to manipulate the fire so that it quits burning a certain area.
Note: Can only be used once every four turns.
Note: It takes a certain time before the flame reach a high enough temperature to severely burn the oppononent, leaving a small gap to react accordingly.

13. (Katon: Kanetsu Nami) - Fire Style: Heating Wave
Rank: A
Type: Supplementary/Attack
Range: Short-Mid
Chakra Cost:30
Damage: 60
Description: Focusing his/her katon chakra the user will put their hands out into the air releasing a massive heat wave. This wave is hot enough to evaporate incoming water jutsu B-Rank and below. And its hot enough to melt metal.(ex: Kunai, Shuriken, Iron sand, gold dust.)

♦ Can be used four times per battle.
♦ Must have complete mastery over Fire.
♦ Must be taught by Mathias

Taught to:






Fire Style: Burning Land Jutsu ( Katon: Moeteimasu Sen-Yuu )
Rank: A
Type: Offensive
Range: Short-mid
Chakra: 30
Damage: 60
Description: After the necessary handseals are performed, the user summons a small blanket of fire that smashes down onto the ground. Upon making contact with the ground, the blanket of fire expands, rushing across the ground and thus covering the ground within range in fire.

Note: Only twice per battle
Can't be used against Pain..

(Katon: Hisan Chourui) - Fire Style: Flying Birds
Type: Attack
Rank: A
Range: Mid Range/Long Range.
Chakra Cost: 30
Damage Points: 60
Description: The user focuses his fire chakra into the dominant hand waving it tords the opponent(s) releasing a wave of fire after the wave is directed at the opponent(s) the user forms the 'serpent' hand seal so out of the wave forming ten birds of fire that fly tords the opponent that explode upon hitting the target(s).

Note: Can only be used twice per battle.
Cant be used against strawberry

(Katon: Kasai Hebi Kaiten) - Fire Style: Fire Snake Rotation
Type: Attack/Defense.
Rank: A
Range: Mid Range.
Chakra Cost: 30
Damage Points: 60
Description: The user gathers fire chakra around him/her and then creates a giant tornado around him/her by roataing at high speed. And, after that it will form it self in the form of a giant snake and forms a shield around the user. And, your oppont can not touch you, and also shielding the user against simple wepons.

Note: This jutsu can only be used twice per battle.

(Katon: Bareru) - Fire Style: Barrel
Rank: A
Type: Defence
Range: Short/Mid
Chakra Cost: 30
Damage Points: N/A
Description: A wall of fire surrounds the user all around, protecting them from any attacks. Each attack (Except for Water) is most likely to be burnt.
Note: It is shaped like a cylinder. It does not have any open spaces except inside.

(Katon: Kaji Mitsukai ) - Fire Stlye: Fire Angels
Type: Attack/Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 40 (40 for 20 Clones)
Damage Points: 80
Description: The user preforms the Rat,Tiger,Dragon and Dog handseals.
These angels are like clones, but instead, they are made out of fire.
When you get attacked the Angels/Clones will defend you or attack the opponent back.

(Katon- Hanguri Shiroari) Fire release- Hungry Termites
Type: Supplementary
Rank: A-Rank
Range: Short-Long
Chakra cost: 30
Attack points: 60
Description: the user releases a flame from his hand that then takes the form of a swarm of termites. The swarm starts devouring the woods around the user and any wood jutsu used against him upto A rank
*note: can only be used 3x per battle.
*note: can only be used by Toku.


[Katon: Ira Kaen] Fire Release: Thorn Flames
Type: Attack/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: User chooses some weapon(s) and channels his fire chakra in them, it can be done through a distance, contact with the weapon is not required. After channeling the chakra, with just one Tiger hand-seal user makes the chakra burst into flames in a shape of thorn, which reaches out half-meter in a shape of spiked orb. User can simultaneously envelop maximum of 5 weapons with thorn flames.
Note:
♦ Usable 4 times per battle.
♦ Must be taught by Blizzard.


S-Rank:

(Katon: Naiteki kaji) - Fire Release: Inner fire
Type: Offensive
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage cost: 80
Description: The user cross his arms infront of his head, forming a 'X' a gathers huge amount of fire chakra within himself. He then as he have gathered the fire chakra which takes near to no time, swings his arms to each side releasing a huge burst of fire from all angles of his body, which results in a huge shockwave of fire which destroys everything in it's path.
~Useable twice per battle.


(Katon: Faia sogekihei) - Fire Style: Fire Sniper
Rank: S-Rank
Type: Attack
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user gathers in Katon chakra and at the same time inhales. Then as the user exhales, they will mix the air with their katon chakra. At this time the user will bring up both hands up to the mouth, with both hands the user will create a "barrel". As the user exhales a powerful amounts of fire, the users hands will act like a gun barrel and will make the fire into a concentrated stream of fire. Because the fire is condensed into a stream, it becomes very power and accurate.
-Can only be used twice per battle
-Can not use fire justu A rank or higher for current turn and the next turn as well
-Must have fire mastered to use this jutsu
-Must be Taught by Piccolosan

(Katon Raiton katans) - Fire/lightning Sword
Rank: S-rank
Type: Supplementary
Range: short
Chakra cost: 40
Damage points: 80
Description: This technique allows the user to create a fire sword which the User sends Lightning chakra to make it a Lightning/fire sword which can be used to cut through objects and slash enemies.

Note:No Lightning Jutsu above S-rank for the next 3 turns.
Note:The Jutsu last for 3 turns.
Note:The user can only perform this Jutsu Once per battle.

(Katon: Yuudoku Kaen ) - Fire Style: Toxic Flame
Type: Attack
Rank: S
Range: Short-Mid
Chakra Cost: 40 (+10 if used twice in a row)
Damage Points: 80
Description: After preforming Bird,Ram,Dog and Tiger hand seals, the user focuses their chakra into their left hand. When the fire contacts the opponent, it should burn through their organs and spine, causing a large hole in their body.

(Katon: kibaku koumori) - Fire Release: Exploding Bats
Rank: S
Type: Offensive
Range: Short-Long
Chakra cost: 40
Damage points: 80
Description: The user will make a row of 6 hand seals and then will create several bat-like fire beings that can be controlled by the user with much ease. The bats possess great speed and are as big as gamakichi (during the fight of the three sannins ), however they can't deliver much damage themselves. Each of the bats is able to explode in an outburst of flames, that has the same explosive power of a regular explosive tag and they can explode at any given time, as long as the user orders them to.

~ The user is able to create up to 18 bats
~ Depending on how many bats are created, the following rules will apply
[1 to 9] No fire S-ranks or above during the following turn
[10-18] No fire A-ranks or above
~ The technique is only usable once per battle[

Katon: Enkou Bu-Meran (Fire Style: Flame Boomerang)
Type: Supplementary/Attack
Rank: S
Range: Short/ Mid/Long
Chakra: 80
Damage: (-20 of the original jutsu)
Description: With a flick of the User’s hand, the User is capable of manipulating/redirecting a preexisting Fire/Lava jutsu. The User pulls the fire/lava jutsu back towards the enemy (after having missed them) at the expense of making the jutsu weaker.
Note: This can only be used/taught by Loki
Note: Fire/Lava jutsu must have either missed the enemy or appeared behind them in order to use successfully.
Note: If Attack is unsuccessful, User must defend against the attacking jutsu as if the opponent were attacking him.
Note: Lowers the level of the jutsu used by one rank.
Note: -20 the attack points of the jutsu
Note: Can only be used twice per battle

(Katon: Tsuin Kaen Doragon) – Fire Release: Twin Blazing Dragons
Type: Attack
Rank: S
Range: Short – Long
Chakra Cost: 40
Damage Points: 80
Description: After performing the following handseals (Ram → Horse → Bird → Tiger) the user takes a deep breath while gathering a large amount of fire chakra inside his lungs to shoot a huge fire stream similar to the one Oil flame bullet but in the shape of two dragons spinning around each other forming a drill of fire as the spinning dragons gain more speed when spinning around each other and the further they travel the faster they spin around each other, whenever the dragon's of fire are used after performing a wind technique that's possible to make a fire and wind combo, the dragons absorb the power of the wind as a fuel and grows rapidly in size as well as power.
Note: Can only be used 2 times per battle.
Note: No fire techniques higher than A-rank for the 2 turns.
Note: Can only be used by ~Crow~


(Katon: Rēdōrō) – Fire Release: Ghost Lantern
Type: Offense , Defence
Rank: S
Range: Short
Chakra Cost: 40 [+15 per turn to maintain active]
Damage Points: N/A [+40 if shooting demonic floating heads]
Description: After performing the Tiger handseal, the user converts their chakra into fire chakra creating a floating orb of fire near them, using shape manipulation to shape the orb into a large "ghost" of fire, which is floating into the air, this ghost of flames has a figure resembling a demon, with it's head similar to the "Fire Release: Demon Lantern" technique but on a larger size, this demon is roughly the size of the "Earth Release: Great Stone Golem" technique, this technique can be used as a defense in order to defend against incoming attacks, or attack the opponent by releasing several demonic floating heads that attack the opponent having the speed of the "Fire Release: Great Dragon Fire" technique and each of the heads is the same size as the Dragon head-shaped fireballs and reach up to Mid range from the floating ghost and counts as a B-rank Fire technique.
Note: Can only be used once.
Note: The floating heads attack counts as a move.
Note: Lasts 3 turns once used.


(Katon: Honō Funka) – Fire Release: Flame Eruption
Type: Offensive
Rank: S
Range: Short – Long
Chakra Cost: 40
Damage Points: 80
Description: This is a collaboration technique between a shadow clone or a summoning which has the fire affinity, the user gathers a huge amount of chakra which he spreads through the air, this Fire technique is not used like other Fire techniques, for example to be released out of the user's mouth or around him, this Fire technique is a burst of flames that erupt out of an enclosed place of earth, it uses the earth to erupt as a medium, for example this technique can be used in conjunction with the "Earth Release: Opening Earth Rising Excavation" technique, to form an erupting Volcano, by erupting flames out of the circular "void" of the volcano that mixes with the earth to form Lava that erupts out of the Volcano's tip and drips down it's length, not only that, but it also can be used in enclosed places like in conjunction with the "Earth Release: Earth Corridor" technique, in which it causes the walls of the tavern to erupt flames burning anyone who's inside of it, it can be used in conjunction with any techniques similar to the ones mentioned previously in which they "surround" or trap the opponent, however it's downside is that it can't be used in an area that doesn't surround the opponent, meaning it can't just come out of the ground beneath the opponent for example, unless they have "walls" around them, when the fire erupts it's similar to the "Fire Release: Firing Biscuit" Technique, for this technique to be used, there should be a technique made that forms an enclosed place around the opponent which is a medium for this technique, so the shadow clone or the summoning that has a fire affinity can use this technique simultaneously as the enclosed earth forms.
Note: Can only be used Twice per battle.
Note: No S-rank or above Fire techniques in the next 2 turns.


(Katon: Ryūhonō kyūzō) – Fire Release: Dragon Flame Explosion
Type: Offensive
Rank: S
Range: Mid
Chakra Cost: 40
Damage Points: 80
Description: This is a variant of the original "Fire Release: Twin Crushing Meteors" technique, in which after the user forms 4 other handseals, a portal is created above the opponent which is similar to the "Earth Release: Sticky Earth Drop" technique, summoning one Large sized dragon that heads onto the opponent from above him, when used solely this technique can only make the dragon that hits the opponent head on delivering burning damage to them, however when this technique is used after/in conjunction with the "Fire Release: Twin Crushing Meteors" technique the Fire dragon and the two meteor sized fireballs resonate with one another, forming a semi transparent pyramid shaped barrier of fire around the opponent which can be clearly seen with normal eyes, which explodes eradicating anyone within the barrier, The Dragon is normally made at least 5 meters above the opponent's height.
Note: Can only be used twice.
Note: No S-rank or above fire techniques for the next turn.


14. (Katon: Irikuchi Bieuchi II) ♌ Fire Release: Gate of Babylon II
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: After performing the Tiger → Ox hand seals, the user will release huge amounts of fire chakra into the air within range. The user will open either one-three fiery walls(s) ten by ten meters in dimensions. These ten by ten meter fiery red wall(s) can be created at least ten meters away from the desired target, or three meters behind the user himself to be used as frontal protection. The wall(s) can be created in any direction imaginable, slanted, behind, above, aides etc, as long as they stay "flat" like a wall and not curved. These walls are unable to be created underneath the opponent. As the wall(s) are created, countless ripples can be seen, as fire-based weapons emerge from within each individual ripple, ranging from long double edged swords to spears, maces, and even halberds, retaining their average size. The user has complete control of where the weapons will emerge within the portal, this is to avoid self inflicted damage should he choose to utilize the wall(s) behind him. The fire-based weapons will be seen emerging very slowly as if in slow-motion, however at any moment, the user can release all weapons simultaneously as a wave of projectile attacks by causing the ripples to "burst" sending them at increased speed. The speed in which the projectiles travel can be compared to "Fire Release: Great Dragon Fire Technique". Although tangible, the fire-based projectiles can punch through concrete like other similar fire techniques.

Notes:
- Can be used three times per battle
- No other A ranked or above fire techniques in the same turn
- No other Gate of Babylon techniques in the same turn
- No fire techniques above S rank next turn
- Must be taught by Mathias

Forbidden-Rank:

(Katon: Kaen Karasu) – Fire Release: The Blazing Crow
Type: Attack
Rank: Forbidden
Range: Short – Long
Chakra Cost: 50
Damage Points: 100 [-40 to the user]
Description: This is an advanced fire technique that's taught to the user by Blaze the legendary crow of fire and the most experienced crow in the fire release, this technique is given to the user after proving skilled enough in the arts of fire release and showing a sufficient amount of respect towards the crows, After the user forms a set of handseals (Ram → Monkey → Horse → Bird → Tiger) The user gathers a large amount of fire chakra into his lungs as well as inhale a large amount of air and mixes both air and fire chakra to create fire which is shot out of his mouth in the shape of a huge fire stream the same size as the "Oil flame bullet technique", immediately the user using his shape manipulation to turn the fire stream as it's shot out of his mouth into the shape of a soaring crow of fire At the size of the Blaze ball Technique scorching the ground as it heads for the target and making a noise equivalent to 100 crows screaming as it's heading for the opponent, this technique becomes exceptionally powerful if used after a wind technique that's possible to merge with this technique making it a fire/wind combination, the crow of flames absorb the power of the wind as fuel and becomes larger than it already is, but after this technique is used the user's body becomes extremely exhausted due to chakra overuse.
Note: Can only be used once per battle.
Note: The user is unable to use fire techniques at all for the next 2 turns.
Note: This technique counts as 2 moves of the 3 moves allowed per turn.
Note: This technique puts a huge strain on the user's body in the following turns due to the chakra overuse the simplest movements puts a huge strain on the user's body and the speed of the user drastically decreases for the next 3 turns.
Note: Can only be taught by ~Crow~


(Katon: Tsuinassai Ryūsē) – Fire Release: Twin Crushing Meteors
Type: Offensive/Supplementary
Rank: Forbidden
Range: Mid
Chakra Cost: 50
Damage Points: 90
Description: After performing a set of 4 handseals, the user gathers a huge amount of fire chakra and releases it into the air, causing a portal similar to the "Sticky Earth Drop" technique to open to either of two opposite sides of the intended target, each portal is released 15 meters away from the opponent basically a Mid range to both of his sides, summoning two identical meteor sized fireballs which are extremely compressed towards the opponent, approaching him from the two opposite sides, when the Fireballs each are 10 meters away from the opponent they resonate with each other, causing a "link" of fire to spread out connecting the two fireballs resulting in a ring of fire that's made around the opponent, entrapping him in the area he's in, however the opponent can escape vertically upwards since the ring of fire doesn't cover above him it only covers around him, the heat released from these two fireballs are enough to cause sweat to drip down the opponent's body when it's summoned out of the portals, letting him know the danger he's in, each Meteor sized fireball is considered an S-rank Fire technique, since it's an Forbidden-rank divided in two, when hit by either fireballs, anything caught in between the two fireballs will be crushed and burned severely.
Note: Can only be used once.
Note: No S-rank Fire Release or above techniques in the next turn.
Note: -15 Damage to the user due to the sudden chakra exhaustion

 
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Mathias

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- Wind Style

C-Rank:

(Fuuton : Hanpatsuryoku) - Wind Release : Repelling Force
Type : Supplementary
Rank : C
Range : Short (Can be activated on solid projectiles at any range)
Chakra cost : 15
Damage points : N/A
Description : This technique is a deception-wise type of technique where the user will cause the wind around a shooting projectile, such as a kunai or shuriken, to repel enemy objects that are shot at it for the purpose of deflecting them. By concentrating the user's wind chakra around the projectile, the wind will rapidly spin around the projectile without having to alter or disturb the speed, strength and range of the shooting projectile. The wind isn't cutting edge enough to harm a human but only to push them back a bit.

Note : Can be used five times per battle
Note : Can only be used or taught by Gondar
Note : Not suitable for cutting or slicing purposes
Note : Can only be used upon shooting projectiles such as kunais, shurikens and others
Note : Not capable of repelling huge objects such as walls or anything as big as a human, only a push

Wind Release: Great Wind Return (Fuuton: Kyousei Kaze Saihatsu)
Rank: C
Type: Supplementary
Range: Short-Long
Chakra Cost: 15
Damage Points: N/A
Description: The user generates a vicious current of wind which forcibly moves the opponent (or the user himself) in any direction they want. Although no damage is done by this jutsu, it will catch the opponent off guard, and move them with great speed and force.
Note: Can only be used three times per battle

B-Rank:

(Fuuton: Henteko Kunai ) - Wind Style: Strange Kunai
Type: Attack
Rank: B
Range: Mid/Long
Chakra Cost: 20
Damage Points: 40
Description: The user focuses their wind chakra onto the kunais. After they are thrown, they explode and turn into large tornados. If missed, tornado follows the opponent for a few seconds and disappears.

(Fuuton : kyousei doragon kaze waza ) ♦Wind Release: Great Dragon Wind Technique
Rank: B-Rank
Type: Offensive
Range: Short-Long
Chakra cost: 25
Damage points: 40
Description: After performing the necessary hand seals, the user inhales air via his mouth and gathers up chakra into his chest, then the user can fire several large dragon-shaped wind balls at his opponent. The technique appears to require a lot of chakra to use, but if not careful this jutsu can become a more of a burden than an asset. The wind balls seem to be very accurately modeled after a dragon’s head with fine detail. These wind balls can cause great damage to a enemy.

(Futon: Boushi Bu-Meran Suraashu no Jutsu)-Wind Style: Spinning Boomerang Slash Jutsu
Type:Attack
Rank:B
Range:short-medium
Chakra Cost:25
Damage Points:40
Description:The user would make a boomerang shaped gathering of wind in each hand and throw them at their opponent and then the user would be able to control where it goes because of the flow of their chakra being in the boomerang. The user could then manipulate the chakra from a distant and adjust the height the boomerang is at and add more chakra to certain parts to make it turn in a certain direction.
*you can only make it move or curve through the air once.
*this jutsu can only be used by Kid Ace2392 or Lord of Kaos and people they teach it to.

(Futon: Kyokudo Bu-Meran Bakuha no Jutsu)-Wind style: Extreme Boomerang Blast Jutsu
Type:Attack
Rank:B
Range:short-medium
Chakra Cost:25
Damage Points:40
Description:The user would make several (up to 5)wind boomerangs and throws them at the opponent. As they get closer to the opponent, the user makes a hand seal(tiger), and the chakra spinning inside the boomerangs expand and explode.
*This jutsu can only be used twice in battle
*this jutsu can only be used by Kid Ace2392 and Lord of Kaos

Wind Release: Typhoon Tyrant (Futon: Taifū Tairanto)
Rank: B-Rank
Type: Supplementary
Range: Whole Field
Chakra Cost: 25
Damage Points: -
Description: The user molds wind chakra in their hands, and releases it outward in a ball, which hits the sky and explodes, forming a large typhoon. All weapons that are long-ranged are sucked in, including kunai knives, explosive tags, etc. due to no hand control keeping them in place. The opponent and user are otherwise unaffected, besides the change in weather.

Note:
If used in a water-filled area, such as near the ocean or a lake, or on water, the water can become extremely rough. Also, due to the winds, any other weather is blown away.

Wind Release- Pressure Bullet Blast
Rank:B
Type:Short-Long
Chakra:20
Damage:40
Description: The user focuses his fuuton chakra and builds it all up. The User then channels all the energy into his fist. By putting both fist together, the user fuuton chakra forms a wind ball around their fist. The wind ball can be shot at someone and on impact, the ball explodes releasing a hurricane like feeling of wind.

Note- can only be taught by ~Jellal.F~

A-Rank:

(Kaze Fuukaku: Kaze Nami) Wind Style: Wind Tsunami
Type:Attack
Rank:A
Range:Short/Long
Chakra Cost:30
Damage Points:60
Description: User Emits huge amount of Wind Chakra in shape of a giant tsunami wave from his mouth which covers the battle field and shields the user from many weak ninjutsu's. When it comes in contact with anything it inflicts a severe blow.

*Can only be used thrice per battle*
*Can only be taught by -Blizzard-*

Fuuton: Haipā sanso-ka | Wind Style: Hyperoxygenation
Type: Supplementary
Rank: A
Range: Self
Chakra: 30
Damage: N/A
Description: User gathers chakra in his mouth and mixes it with the air that he's breathing in. With a deep breath he increases the amount of oxygen that the air carries and that get's bound to hemoglobin. With the increase of oxygen the hemoglobin carries through the users body, it reacts by much faster burning it up, resulting in increase of speed and strength of the user. His stamina raises and his reaction time cuts down. His awareness, sort of, reaches a higher level. When it comes to numbers, these boosts result in a +10 to taijutsu punches and kicks and a slight boost in speed, equal to one ninja rank. A Sannin ranked member would have the speed of a Kage and so would his tracking speed increase, proportionally, i.e. his awareness. The whole hyperoxygenation process happens inside the users lungs and doesn't have any contact with the air around the user, except the portion of air that he's breathing in. The effect would last 3 turns, before it wears off.
Note: No Wind techniques above S rank, same or next turn
Note: Only McRazor can teach this
Note: Can only be used twice per battle


(Fuuton: Rankyaku)- Wind Release: Storm Leg
Rank:A
Type: Attack
Range:Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user focuses wind chakra into one leg and releases a kick at very high speeds and strength, sending out a sharp compressed air blade that can slice objects and greatly damage a human body.
-Can only be used by taijutsu specalists and masters.
-Can only use 3 times per battle.
-Only taught by Professor Sarutobi.

Wind Release: 1000 Shooting Arrows
Rank: A
Type: Offense
Rang: Long
Chakra Cost: 30
Damage: 60
Description: The user ehales a bow created by fuuton chakra. By using shape manipulation and fuuton chakra, the user makes a arrow and shoots it in the air. While in the air, the arrow multiplies to 1000 arrows and can hit multiple targets.

Note-To make this attack stronger, the user can combine it with fire.
Note- Can only be taught by ~Jellal.F~
Note- Can only be used 3 times in battle
Note- Need to have A rank or higher training in fuuton

(Fūton: haipa tatsumaki) – Wind Release: Hyper Tornado
Rank: A
Type: Offensive
Range: Short – Long
Chakra cost: 30
Damage points: 60
Description: The user focuses their wind chakra into their hands and sends it to the sky. They use that chakra to gather clouds above the opponent and alter the weather conditions to the point of which wind will start to spin around the opponent until it turns into a tornado around the opponent.
The opponent will be caught in the eye of the tornado so he/she will be trapped inside and so the user throws a large amount of shuriken into the tornado and uses their wind chakra to control the blades. After doing so the user controls the shuriken with their wind chakra and uses them to violently cut their opponent.

-The controling of the shuriken counts as one of the users turns
-Can only be taught by ~Yard~

(Fuuton: Kaze Kei Kadou) Wind Release: Wind Whip Vortex
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will begin to compress a large amount of chakra into their hand, forming it into a whip made out of the wind. The user will then swing the whip towards the opponent, releasing multiple vortexes of wind towards him.
Note:
-After the vortexes are released the whip will dissipate
-can only be used 3 times per match

(Fuuton: Kaze tengai ) - Wind Style: Wind Dome
Type: Supplementary/Attack
Rank: A
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user creates a dome filled with wind with their chakra.
When your opponent is inside, the wind will blow them around, causing them to hit things. Each time they hit something, you get more chakra. This jutsu is like a chakra monster.

S-Rank:

Wind Style: Protection Shield (Fuuton: Bouie Tate)
Rank: S
Type: Defense
Range: Short
Chakra: 40
Damage: n/a
Description: the user will focus his chakra throughout the air around him causing the wind to form into an invisible shield the shield is strong enough to block any lightning attack (including kirin if the shield is created b4 chidori is fully charged) and any other element or attack A rank and down besides fire however if fire is used on the shield (B rank and higher) it will cause anything protected by the shield (inside it it is a 360 degree shield) to completely burn
~once per battle
~lasts 4 turns
~no fire jutsu inside the shield

(Fuuton: Kyanon) Fuuton Style: Fuuton Cannon
Rank: S
Type: Offensive/Defensive
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Descriptions: The user charges their finger with chakra then adds fuuton chakra into their index finger the same way as a chakra cannon and aims at the opponent, he then releases the vortex blast of wind infused chakra at the opponent sending him flying.

Note: Puts a tremendous strain on the users hand and can only be used 3x per battle
Note: Cant use Wind Techniques for two turns
Note: Must know chakra cannon to use this
Note: Can only be taught by Nagato

[Fuuton: Za Hyoujin Kaze] ♦ Wind Style: The Sharp Wind ♦
Rank: S
Type: Attack
Range: Short/Long
Chakra: 40
Damage: 80
Description: The user will gather wind into their hand and condense it with chakra. creating long and thin projectiles in their hand. Then the user can aim these projectiles, launching them at a target. The projectiles do not deal a very much damage, though they are made for precision instead. for if aimed at a very vital, or severe pressure point, the user can cause their target to be unable to battle. Though this is quite hard to do and requires a great amount of focus and accuracy. They are really sharp and fast and could pierce through steel.
~Usable only one times per battle.
~Their as fast as Rock Lee without weights
~Five projectiles are made from the users fingers.
~No wind techniques the next turn.
~Faust can only teach this.

Fuuton:kaze hando|wind style: hand of wind|
Type: Offence/defence
Rank:S
Range:short
Chakra:40
Damage:80
Description: The user concentrates fuuton chakra into his hands creating a vortex of wind around his hands.This vortex of wind is as sharp as a blade.Now the user can attack the his opponent only head on and he can use his hands to defend even against lighning justsu's of rank S and below and it can also be used to deflect kunai's and shurikens
NOTE:
can only be taught by igneel
no hand seals required
cannot use any wind jutsu of A rank and above for 2 turns
Can only be used three times

(Fuuton: Kaze Bakuyaku Reiki) Wind Release: Wind Explosive Aura
Type: Defensive/Attack
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The user will stand in position in an aggressive posture then release a massive amount of wind chakra. The user will surround himself in a giant cocoon of wind that keeps flowing upward. The user can look at the opponent without a problem, but the opponent can only see the user as a voracious humanoid creature (though the shape of the person is not altered, and does not affect the opponent at all). The user will receive -10 of damage from the burst of air do the chakra strain. This defense can defend against Forbidden and below Lightning (except Kirin,unless the user activates the cocoon before the preparations for Kirin are finished, such as the final handseals for Chidori),S-rank Wind Jutsus and A-rank and below Water jutsus (the blast will direct the water upward).If the opponent is caught within the area of the cocoon, he will be blasted back and cut moderately. This cocoon is highly flammable, being able to be caught in fire with B-rank Fire jutsus and above.
-Can only be used twice
-Can only be used once every 3 turns
-The user is not able to use above A-rank wind and lightning in the next turn
-No other wind jutsus in the same turn do chakra restrain
-Can only be taught by Gin-San

(Fuuton: Horobiru,suru) - Wind Release: Perish, you
Rank: S
Type: Supplmentary
Range: Short-Long
Chakra cost: 40 (+10 per turn.)
Damage points: N/A
Description: The user will release a quite big amount of wind chakra out in the air which will cover the entire field. He then by using the wind chakra he will make it accelerate and fly around in an un-controlled matter creating disruption in the air/wind, this will cause wind jutsus to get canceled out the moment they will get performed as the disruptions in the air/wind will splitter it apart.
~ Useable twice.

(Fuuton: tora no Kamikaze) Wind Release: Tigers of the Divine Winds
Type: Offensive
Rank: S
Range:Short-Mid-Long
Chakra Cost: 40
Damage Points:80
Description: After a series of four handseals, the user will release his chakra on the atmosphere, shaping the wind from his surroundings into 4 tigers. The tigers then will run at high speeds towards the opponent (at approximately the same speed of a living healthy tiger). The user predetermines where and how the tigers will run towards the opponent, then after releasing the tigers, the user is unable to alter their curse, as they go auto. When the tigers (or the closest tiger) come(s) into short range of the opponent, he/they launch himself/themselves like a torpedo, rotating at high speeds slashing and hitting the target.
-Can only be used twice per battle
-No other wind related techniques on the same turn and the following
-Can only be taught by Gin-San

(Fūton: Tenryuu no Hõukou) - Wind Style: Swirling Wind Roar
Type: Attack
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage: 80
Description: After Performing the dragon, handseal the user takes in a deep breath, as they bring about the ideals of most wind exhaling jutsu into play. And as they inhale a large amount of air into there lungs and concentrating there fuuton chakra into the inhaled air and the lungs the user will then quickly form the dragon handseal and releases a Roar made out of wind and direct it at the opponent in a "V" pattern making it extremely difficult to avoid. It will take a swirling wind/vortex form with small wind blades in it roatating at high speed, cutting anything that comes close to it. It can cut deep into the opponents, flesh and even trew bones. It can also be used on multiple opponents.
♦ Note: Can only be used three, times per battle.
♦ Note: The user must have, mastered wind.
♦ Note: The user must be Kage rank or above to use this technique (due to the scale of this attack).
♦ Note: Can only be taught by Karyuu.

An Example of Tenryuu no Houkou:
PHP:
[IMG]http://24.media.tumblr.com/tumblr_lql0q4jY9T1qbs05mo4_500.gif[/IMG]
 

Mathias

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C-Rank:

Atsui-Appu: Warm-up
Rank: N/A
Type: Supplementary
Range: Short
Chakra: N/A
Damage: (Taijutsu +10)(Ninjutsu +5)
Description: The user jogs in place while punching the air, causing their blood to pump faster making them a little faster and stronger. Because of this early warm-up, the user is also more focused causing their reflexes to sharpen. With this blood pumping sensation, chakra also flows easier and faster, letting the user use jutsus faster.
Note: Can only be taught by Axle
Note: lasts 5 turns
Note: can only be used once per battle
Note: must be done at beginning of battle



(Himitsu Kassō Hōhō) - Secret Gliding Method
Type: Supplementary
Rank: C
Range: Short
Chakra: 15 (+5 each turn active)
Damage: N/A
Description: This jutsu gets its basis from the technique a shinobi uses to walk across the surface of water. To perform it the user must emit a constant stream of chakra from the bottom of his feet which will make him hover just above the surface of the ground. The user then proceeds to emit stronger chakra streams from any side of his feet to act as a propellant and allow the user to seemingly skate across the ground. This can be done without moving but the user can gain speed faster by moving his body in a similar fashion to an ice skater. While on a level surface, the user can reach sprinting speed in 8 seconds if only propelled by chakra. Of course, this technique works on water as well.
-Lasts up to 5 turns


(Kumokasumi Saezuru) - Disappearing Chirps
Type: Supplementary
Rank: C
Range: Short
Chakra Cost: 10
Damage Points: N/A
Description: The user does the Tiger hand seal. When your opponent attacks you, you disappear into 10 birds flying and chirping away.
You reappear 30 meters away from where you disappeared.

B-Rank:

Kougu no Pangu | Tools of the Creator
Type: Offensive/Defensive/Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description:
Using basic chakra shape manipulation, the user is capable of making small, simple and "solid" chakra constructs like cubes, spheres, kunais, pillars, etc. These are manifested and visible in a light blue color, although remaining quite transparent. These chakra constructs are weaker than Elemental Jutsu that require advanced Shape and Nature Manipulation but are as strong as normal, unfocused Elemental Jutsus.

Note: Can only be taught by Scorps or Zenryoku
Note2: Constructs are created within short range of the user
Note3: Can only be used once per turn, up to 4 times.



Tsuyoi Shushi No Kushin! | The Mighty Finger of Pain!
Type: Offensive/Defensive
Rank: B-Rank
Range: Short
Chakra: 20
Damage: 20 (+10 if he hits something)
Description:
User holds his middle finger against his palm with his thumb while he focuses chakra into it. He will point it at his enemy and release the finger, flicking it. This releases a blunt impact that sends the enemy flying backwards. This can only be done in close quarter fights but doesn't require physical contact. Can also be used to deflect small projectiles and weapons.

Note: Can only be taught by Scorps
Note: This jutsu is as harmful as a direct punch
Note2: Can only be used once per turn up to 4 times



(Ninpo: Shinku Kiji Ryuu)- Ninja art: Scarlet cloth dragon
Rank: B
Type: Supplementary
Range: Long
Chakra cost: 25
Damage cost: N/A (+10 for explosive tags)
Description: the user opens a scroll and performs the following seals: tiger dog horse. This then releases multiple cloths with spiked tastles on the ends that is infused with chakra and allowing the user to control its path of direction. The scarlet cloth dragons are then able to trap the enemy by wrapping round the legs shoulders and arms and restrains their movements. The spiked tastles are then thrust into the ground to act as ankers to hold the enemy down. This can also be used by applying explosive tags to the cloth to use as extra damage after holding the enemy still.

Note: This jutsu can be used in conjunction with explosive tags to cause damage.
Note: can only be taught by Toku.

(Tsuchi Kabe-Tama) Earth Wall-Bullets
Type: Attack/Defense
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage points: 40
Description:a large wall raises from the ground in front of the user, the wall then shoots hundreds of little bullets at there opponent.
Notes:
-This Jutsu can only be taught by ~Frederick~

(Kyoujin Hachimitsu) - Stiff Honey
Rank: B
Type: Supplementary
Range: Mid-Long
Chakra Cost: 20
Damage Points:N/A
Description: This jutsu is when the user spits out a gooey and sticky thing. It is honey. When it is spit out, the opponent can't move.

(Ninpo: Shinku Kiji Ryuu)- Ninja art: Scarlet cloth dragon
Rank: B
Type: Supplementary
Range: Long
Chakra cost: 25
Damage cost: N/A (+10 for explosive tags)
Description: the user opens a scroll and performs the following seals: tiger dog horse. This then releases multiple cloths with spiked tastles on the ends that is infused with chakra and allowing the user to control its path of direction. The scarlet cloth dragons are then able to trap the enemy by wrapping round the legs shoulders and arms and restrains their movements. The spiked tastles are then thrust into the ground to act as ankers to hold the enemy down. This can also be used by applying explosive tags to the cloth to use as extra damage after holding the enemy still.

Note: This jutsu can be used in conjunction with explosive tags to cause damage.
Note: can only be taught by Toku.

(Houmen Za Kinpaku) - Release The Tension
Rank:B
Range:Short
Chakra:25
Type:Supplementary
Description:At the start of a battle the user calms his mind to make the chakra in his system flow faster through his body to release the tension from the users body.This allows the user to become faster and stronger due to the faster flow of chakra in his body.The user gains better reflexes and can also react faster to attacks.
Note:Can only be taught by SilverMoon1996
Note:Must be activated at the start of the battle.
Note::Lasts for 8 turns when activated.

A-Rank:

Hlín No Te | Hlín's Hand
Type: Defensive
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description:
Using basic chakra shape manipulation, the user coats his palm with pure chakra and expands it forming a thin circular construct in front of it that can be directed and used to defend against an offensive jutsu. The construct is light blue in color but remains quite transparent. Once per battle the user can make a construct strong enough to defend against 1 S-Rank jutsu but, if so, he can't use it again for the rest of the match. This chakra construct is weaker than Elemental Jutsu that require advanced Shape and Nature Manipulation but are as strong as normal, unfocused Elemental Jutsus.

Note: Can only be taught by Scorps
Note2: Can only be used once per turn to a maximum of 3 times
Note3: Can defend against 1 S-Rank, once per match but can't be used again and the user can't use Non-Elemental Ninjutsu in the following turn



S-Rank:

15. (Ninjutsu: Luciano Primo's Ouza) - Ninja Arts: Luciano Primo's Throne
Rank: S
Type: Offensive
Range: All
Chakra Cost: 40
Attack Points: 80
Description: By focusing his chakra throughout his entire body and releasing it in a surge, the user will manifest a throne made entirely on chakra depending on the affinity that it was infused with.(Earth, Fire, Lightning, Water, Wind) This throne protects the user from the flank and also underground attacks. With the snap of his finger, the user can cause an entire S-Rank shock-wave to be released in all directions of the channeled affinity that travels forward and even underneath, creating a medium sized crater. The throne lasts three turns on the field unless dealt with properly. The concentrated chakra allows the user to be protected from up to A rank attacks from the rear and underneath and it will be destroyed by an S rank attack however it will still protect the user before dispersing or crumbling away. Should the user manifest the throne in mid air with the wind affinity, he will be given the ability to fly for the remaining turns that the throne is active.

Notes:
- Can only be trice
- Shock-wave can only be used once per turn
- No techniques above S-Rank while the thrown is active
- Can only be used by Mathias



16. (Dyuaru Tama Doriru) - Dual Sphere Drill
Type: Attack/Defense
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage Points: 80
Description: The user will form a sphere of pure chakra in each hand, then by pushing chakra manipulation to its limits, the user will combine both spheres, creating a fearsome drill-like attack surrounding the user. The drill itself is pure chakra being, manipulated and rotated at high speeds. The drill can be shot at the opponent or used as a shielding mechanism. However if used as a shield, the user will have his back exposed as the drill will only be protecting the top, front, and bottom.

Note: Can only be used twice per battle.
Note: Must have mastered Ninjutsu.
Note: No regular Ninjutsu of A-Rank or above next turn.
Note: Must be taught by Mathias.


Taught to:

( Nakkuru's Kyoukudai Kyuukei ) - Knuckle's Maximum Break
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40
Damage Points: ( +10 to Taijutsu , +10 to Ninjutsu )
Description: The user gathers chakra and channels it into every muscle of the body to energize the cells in the muscles by using chakra . By doing so , the user's mitochondria in the cells of his muscles produces ATP at a much faster rate , increasing the user's speed and strength greatly .

-Takes a few seconds to fully activate
-Lasts for 3 turns
-Usable only once per battle
-No Taijutsu or non-elemental Ninjutsu for a turn after it deactivates
-Can only be taught by Rokusho

(Rankyaku Gaichou ) - Storm Leg Victorious Bird
Type: Attack
Rank: S
Range: Short to Long
Chakra cost: 40
Damage: 80
Description: The user focuses chakra into his leg and compresses it , then the user delivers a kick through the air and releases the compressed chakra in the shape of a bird which follows the trajectory of the kick . However , the user can make it change it's course by performing another hand seal by infusing chakra .

-No ninjutsu the turn after this is used
-Can only be used 3 times per battle
-Can only be taught by Rokusho

(Ninpo: yajuu Ishiki ) Ninja Art: Senses of The Beast
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: User sends chakra to his 5 senses to increase them substantially increasing his hearing,touch,smell,sight and taste,allowing them to detect incoming attacks more quickly (sight,hearing,touch) and track his opponent's movements even in dense surroundings like a jungle or mist.(sight,hearing,smell)
-Once per battle
-Only taught by Professor Sarutobi
-Lasts for 3 turns or until canceled.

17. (Kuro Ito: Amatama) - Dark Threads: Sphere of Linen
Type: Defense
Rank: S
Range: Short
Chakra Cost: 40
Damage: N/A
Description: Kakuzu releases the dark threads from his body and creates a dense sphere of interlaced threads around his body. The weaving of the threads is done in a way for them to withstand the most impact possible increasing their defensive capabilities to the fullest. This sphere can withstand attacks of the same rank or below, except it is only to withstand A ranked and below lightning techniques.

♦ Can be used twice per battle.
♦ After being used it cannot be used the following turn.
♦ Only Kakuzu can use this technique.
♦ Must be taught by Mathias.


Ninja art: Chakra Cannon (Seishou kyanon)
Rank: S
Type: Offensive/Defensive
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Descriptions: The user charges a massive amount of chakra into their index finger and aims at the opponent he then release the blast sending a blast of pure chakra at the opponent
~Can not use Ninjutsu techniques the next turn~
~Can only be used by me and who I teach~

(Ushiro Honoo) Back Flame
Rank: S-rank
Type: Defensive
Chakra Cost: 40
Damage Points : N/A
Description: The user focuses fire chakra in one arm, then a flame appears around the users hands, the user can shoot out pure fire chakra to cancel out any fire jutsu
Note: can only be taught by Axle
Note: it only has 3 shots
Note: except Forbidden



(Ko Kabe-Tama) Great Wall-Bullets
Type: Attack/Defense
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage points: 80
Description: A large 25ft wall raises from the ground in front of the user, this wall is extremely dense and is able to block A-Rank attacks. The wall then brakes apart and shoots hundreds of little bullets at the opponent.
Notes:
-Can only be used twice per battle.
-This Jutsu can only be taught by ~Frederick~​

- Elemental Combination(s) Style

A-Rank:

(Doton&Fuuton:Kuutaichimisairu Doroppukikku)-Earth&Wind Release: Air-to-surface Missile Drop-Kick
Rank:A
Type:Attack
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user, While in the air focuses a large amount of wind chakra below their feet to push off the air behind them rocketing them downwards towards the enemy the user then directs their feet in front of them pointed at the enemy and focuses earth chakra into their feet and legs to harden them increasing the damage on contact.
-Can't use for 3 turns afterwards and no A or above Taijutsu next turn. -Only taught by Professor Sarutobi

Doton/Fuuton: Shouchikubai Ashibishi (Earth/Wind Combo: Elevated Stepping Stones)
Rank: A
Type: Defense/Supplementary
Range: Short-Mid
Chakra Cost: 50
Damage Points: N/A
Description: 5 Large patches of earth infused with wind chakra raises out of the ground elevating the user. Can be used to catch the user while plummeting from the sky. Jutsu last for only 1 minute, before slowly sinking back into the ground.
Restricted to 3x per battle.
Only Oraan may teach

Doton/Fuuton: Semai Meimei Oberisuku | Earth/Wind Release: Small Divine Obelisk
Type: Offensive/Defensive
Rank: A-Rank
Range: Short-Long (on throwing)
Chakra: 30 (-10 each turn)
Damage: 60
Description:
User does 3 hand seals (Dog+Ox+Bird) and 1 Rock Obelisk breaks from the ground within short range of the user. This obelisk is about 4 meters high and 2 meters wide. This Obelisk is then infused with wind chakra which makes it rise from the ground and hover above ground between short to mid range around the user. The user can direct the obelisk to defend against up to S-Rank Lightning and Water, A-Rank Earth, Wind, Fire. When the Obelisk is hit by Fire above B-Rank, the rock turns into lava from the combined heat of the Wind and the Fire, but the jutsu will still be stopped. The Obelisk can also be used to attack the enemy, by throwing it against the enemy.

Note: can only be used 3 times
Note2: stays active maximum of 3 turns
Note3: can only be taught by Scorps

Water/earth: golum (doton/suiton: Jinnutsuzou)
Rank: A-S
Type: supplementary
Rang: short-long
Chakra: 30-40
Damage: N/A
Description: A simple jutsu utilizing the manipulation ninja have over tangible elements. The user manipulates any earth or water in the area and create a large golum made of either earth or water, the golum being about 2 times
The size of a normal human, and having the basic humanoid structure minus the middle finger on each hand. The golum can manipulate earth or water(depending on what he is created from) at the users will, thus he can use all jutsu from that element, furthermore because o his manipulation over that element he can stop the opponent from using jutsu of that element. Utilizing basic yin yang knowledge, if the user has learned it, he can form a golum made of water and earth, having all the golums abilities for both elements, this is an S rank jutsu though. So Long as the golum is around the element he is created from he is indestructible, and will simply reform if he is hit by a jutsu.
~ can only be created from an already created source, meaning if there is no water around the user can't create a golum of that element.
~ once per battle
~ the user can't use jutsu of that element while the golum is on the field


S-Rank:

(Doton/Suiton Konbo: Kyuutai no Suishi) Earth/Water Combo: Orb of Drowning
Rank: S
Range: Long
Type: Attack
Chakra: 40 (+ 15 per turn)
Damage: 80
Description: The user will do a row of 5 handseals, then finish with slamming their hands onto the ground. A huge orb of earth will arise from the surrounding earth around the opponent, encasing them in a giant orb, leaving a 3 meter, in diameter, hole in the ground, that enters into the bottom of the orb. The user then stomps onto the ground, causing a geyser of water to sprout up into the hole, filling the orb with water. The water will race around inside of the orb, knocking the opponent around, trying to knock them out. The water will then fill up the orb, drowning the opponent.
Note: Usable 1x
Note: No Earth/Water jutsu for the next turn
Note: The water will fill up the orb in 5 seconds max
Note: If not out in 2 turns, the opponent will drown

Raiton/Doton: Enkei Nokogiri)- Lightning/Earth Style: Circular Saw
Type: Attack
Rank: S
Range: Short - Long
Chakra cost: 60
Damage Points: 20x3
Desription: User Creates a Lightning Disk, making it slightly larger, and instead of throwing it aerially at an enemy hauls it to the ground. The Lightning Disk acts as a Circular Saw, that splits into 3 different smaller Lightning Disk that follow one after the other with a 1 foot gap in between each.
Note: Can only be taught by Loki.
Note: Can only be used 1 time per battle.​
 
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Mathias

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C-Rank:

18. (Genjutsu: Takutikku Furasshubakku) - Illusionary Art: Tactical Flashback
Type: Supplementary
Rank: C
Range: Short - Medium
Chakra Cost: 15
Damage: N/A
Description: After performing the Tiger hand seal, the user will send out his chakra out towards his enemies or allies, successfully disrupting their flow, placing them within a genjutsu. Inside of the illusion the field would seem as if it came to a stand still as the induced targets receive images similar to a flashback. This technique is mostly used for tactical purposes, allowing the user to transfer information in the form of an illusion or even describe a story, reducing the chances of said information being leaked in the process.

Notes:
- The illusion will last the entire turn unless dispersed
- Must be taught by Mathias


B-Rank:

Genjutsu: Senkyoushi | Illusionary Arts: Missionary
Type: Defensive/Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: N/A (40 if done with hand seals)
Description:
The user will induce a simple but precise and useful illusion onto the enemy making him feel a blow was just delivered to the back of his knees. As a reflexive response, in reality his legs lose strength and the enemy falls on his knees immediately. While quite simple, the technique serves many purposes and leaves the enemy vulnerable. The technique can target other areas and deliver similar blows to induce other similar reflexive actions. If the user does 2 handseals (boar+rat) he can cause the enemy to experience pain and even target the enemy's neck from behind, making the enemy experience severe pain and loss of limb control for a few moments, collapsing to the ground as if a precise blow was given to a nervous cluster in the neck. Off course in reality, no damage is done but the body is fooled into reacting in a reflexive manner to the illusionary blows.
Note: Can only be taught by Scorps
Note: For the hit to cause damage, the user needs to do the hand seals.



Genjutsu: Kuro (Illusion Technique: Dark)
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra cost: 20
Damage Points: 40 [Blinded]
Description: The opponent is trapped in a pitch black room. After they come out, their eyes are so used to the dark that it takes 1 turn to recover.
Note: The dark lasts for 2 turns

A-Rank:

(Genjutsu: Genso Bachi Kusari) Illusion Art: Illusionary Chains of Divine Punishement
Type: Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: With a single hand, the user will make a one handed handseal, then continue by pointing his index finger toward the opponent. The moment the user positions his finger in the same axis as the opponent, the enemy will be sumerged in a genjutsu in which chains will emerge from under the opponent, binding his arms and legs as he is pulled downward; the opponent will also believe that some chains emerge from the user's sides, making him believe as if the chains were an offensive mechanism. The user will notice that the opponent has been caught in genjutsu when he notices the opponent struggling with the illusionary chains.
-In order for the genjutsu to be cast, the user requires visual contact (not eye contact with the enemy) and to pinpoint his location with his index finger.
-It can only be used twice per battle.
-If the user uses this technique twice, he will be unable to use genjutsu for the rest of the battle.
-Can only be taught by Gin-San

Genjutsu: Migoto Tengoku (Illusion Technique: Beautiful Paradise)
Rank: A
Type:Supplementary/Attack
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The opponent gets trapped in a beautiful island. But not knowing that he/she is being stabbed. He/she feel no pain, but when the illusion is over, it's just blood.
Note: This jutsu only lasts for 2 turns

Genjutsu: Sendo Shazou (Illusion Technique: Death Image)
Rank: A
Type: Supplementary/Attack
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The opponent sees their self dying by either suicide or blood. After the illusion is over the opponent is mentally damaged
Note: Lasts only 2 turns

Genjutsu: Shinigami Bun'ya (Illusion Technique: Shinigami Realm)
Rank: A
Type: Supplementary/Attack
Range: Short-Long
Chakra Cost:30
Damage Points: N/A
Description: Traps opponent in an illusionary world where everything is dead. When the opponent is trapped in the illusion the user can create clones of himself to help him attack the opponent. He and all the clones will look like Shinigami because of the illusion, and all weapons will also look different and will be less easy to defend from. The user (and clones) will move to short range from the opponent and stab him with swords or other ninja tools, thereafter all jutsus can be used again. The opponent can only use jutsus up to B-rank while trapped.
- Note: The genjutsu will last for 3 turns.
- Note: Creating clones counts as one of the three moves a turn.
- Note: A jutsu will count as one of the three moves a turn.
- Note: Can only be taught by Crimson.
- Note: Can only be used 3 times
- Note: cannot use A rank or above Genjutsu the following turn.

(Genjutsu: okashi sen) Illusionary Technique: Candy Beam
Type:Attack
Rank:A
Range:Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: User points at the opponent which places a genjutsu on them which makes it seem as if a pink beam of energy is fired from the user's finger at lightning fast speed which transforms the opponent into a candy version of themselves, paralyzing them since food can't move.
-Only taught by Professor Sarutobi
-3 times per battle.

S-Rank:

(Genjutsu: Kousen Mugen no Jutsu) Illusionary Technique: War Visions
Type:Attack
Rank:S
Range:short-long
Chakra Cost:40
Damage Points:80
Description: User locks eyes with the target and asks "Would you like to see true war?" and the area around them changes to look like the middle of a bloody war between armored ninja clans. As the target is witnessing untold violence from the battle, a huge shadow with glowing dark red eyes appears behind them the target turns around and is grabed (paralyzed in reality now) in the shadow's giant hand before the shadow says "Gaze into the unending war!" a sword then extends out of its left eye and peirces the target's chest, the tip sticking out of the target's back. When the Illusion ends the target comes back to reality to realize the user has stabed them through the chest in the same spot the shadow did.
-Only used once
-Only taught by Professor Sarutobi

(Genjutsu: Douzen Ada ) Illusionary Technique: Natural Enemy
Type: Defence
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: n/a
Description: User does 5 hand seals and places his opponent's summoning in a genjutsu that makes them see the user summon their natural predator four times the size of them (the opponent's summon), paralyzing them with fear and causing them to reverse summon away to safety.
-Doesn't work on boss summons
-Twice per battle.
-Can't use A-rank and above Genjutsu for the next two turns after this jutsu
-Only taught by Professor Sarutobi.

19. (Genjutsu: Mayakashi) - Illusionary Arts: Deception
Type: Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: Mayakashi is a very tricky illusionary technique that requires precise elemental knowledge. Once the opponent has released a technique towards the user (Ex. Fire Style: Intelligent Hard Work) he will then yell out loud the elemental style that the opponent's technique is weak to and release the "technique" (Ex. In this case it would be Water Style to phase off against Fire Style). It's at this time where the opponent will be placed in an illusion where he sees the user release the elemental weakness to overpower his original attack. However in the illusion the opponent will see his own attack still overpower the user's "Technique" and continue forward, blasting the user away. Upon collision, the opponent will hear screams of pain from the user due to his "injured" state, leading the opponent to believe it is actually real. While in reality the user has either already blocked or defended against the incoming attack catching the opponent completely off guard. Nearing the end of the illusion the opponent will still hear and see the user laying on the ground crying out in pain for two turns, unless the illusion is dealt with.

Notes:
- Can only be once per battle
- The real technique the user will utilize to defend or block is not included with this genjutsu technique, it must be posted separately.
- The user has complete control over the technique the opponent will see used to counter his own.
- No genjutsu must have been used previous to this one in the start of the battle.
- No genjutsu next turn.
- Must be taught by Mathias​

 
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Mathias

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(Goken: Ni-Chi Toshidoshi Zetsumei) - Strong Fist: 2,000 Years of Death
Type: Attack
Rank: C
Range: Short - Long (Zig-Zag)
Chakra: N/A
Damage: 30
Description: The user will thrust himself towards their desired target, continuously shifting their body from left to right (Or vise-versa) in a zig-zag manner by pushing themselves off of the ground. Upon nearing the target's close range, the user will get in a very low or natural stance, aiming to strike the target with a vertical kick or punch, sending them flying into the air. The user is also able to semi-circle around the target's side, delivering the strike from the flank.

Notes:
- The distance between each shift is dependent on the user's current speed.
- Must be taught by Mathias



Magarime | Flip
Type: Supplementary/Defensive
Rank: C-Rank
Range: Short-Mid
Chakra: 15
Damage: N/A
Description:
A simple Taijutsu move, Flip pertains to a set of specific movements that the ninja can execute to dodge, counter, avoid or simply to move on the battlefield in a more advantageous way.While any ninja can do this simple movement, this technique takes it to another level by, through training, combining it with chakra and making it that much faster, combining the muscle strength with focusing chakra into the limbs. This specific set of movements consists on flips, either lateral flips (or cartwheels) back flips or front flips. The user will charge his muscles and spring his body, performing either a lateral, front or a back flip, with or without the help of his hands. If he uses his hands he can do up to 4 consecutive flips that will bring him from short to mid range from his initial position. The speed of the flips is directly proportionate to the skill the user has in Taijutsu and can be enough to dodge certain techniques/attacks if the ninja is skillfull enough. Since its a basic Taijutsu movement, the user can perform it to attack by using weapons or techs that would logically be usable in the situation and with the Flip technique.
Note: Can only be taught by Scorps



Ro-ru | Roll
Type: Supplementary/Defensive
Rank: C-Rank
Range: Short-Mid
Chakra: 15
Damage: N/A
Description:
A simple Taijutsu move, Roll pertains to a set of specific movements that the ninja can execute to dodge, counter, avoid or simply to move on the battlefield in a more advantageous way. While any ninja can do this simple movement, this technique takes it to another level by, through training, combining it with chakra and making it that much faster, combining the muscle strength with focusing chakra into the limbs. This specific set of movements consists on rolls, either back rolls, front rolls or side rolls (also called strifes or strifing rolls). The user will charge his muscles and take a lower stance, while using the strength of his body to either do a lateral roll, a front roll, or a back roll, with or without the use of his hands. The roll can be done on the ground (shorter but faster) or by jumping and rolling at the same time (longer but slightly slower). The speed of the rolls is directly proportionate to the skill the user has in Taijutsu and can be enough to dodge certain techniques/attacks if the ninja is skillfull enough. Since its a basic Taijutsu movement, the user can perform it to attack by using weapons or techs that would logically be usable in the situation and with the Roll technique.
Note: Can only be taught by Scorps



A-Rank:

Phantom Star | Fantomusutā
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: In order for this technique to work, the user must have the targets attention for the simple fact that this technique works in which a manner that the opponent is typically anticipating an attack. The user will channel chakra throughout their body then rush towards the opponent with blazing speeds. The target will falsely believe that the target has made a swift hook towards them and react to either attack or defend, but it is merely a visual projection the user that has ran perfectly in place masking the actual user behind it. The actual user will then forcefully slam both of his hands with open palms directly into the targets upperbody and sending them flying uncontrollably.

Note: Can only be used 3x per battle
Note: Must have mastered taijutsu
Note: Can only be taught by Nagato..

Name: Brain Buster
Type: Attack
Rank: A
Range: Close
Chakra Cost: N/A
Damage Points: 60
Description: After using Leaf Dancing Shadow, the user grabs the enemy’s hands and flips over, smashing the enemy’s head into the ground with his feet., while pulling his arms backwards, pulling them out of place.

S-Rank:

(Han Sochi Jutsu) - Half Step technique -
Rank: S
Type: offence
Range: Short
Chakra cost: 40
Damage points: N/A
Description: This is a style of Chinese martial arts where the user uses precise chakra control to move half a step out of the way when being attacked at close range. The user is then facing the side of the enemy. The enemy can only react to this attack and counter if they are advanced taijutsu users because they have been trained in advanced levels. This advanced technique can be followed up with an attack to counter their move.

Note: can only be taught by Uchiha Kaito
Note: Can only be used twice per battle

(Soshi Taijutsu) Elemental Taijutsu
Type: Attack
Rank: A
Range: Short-Medium
Chakara Cost: 40
Damage: +15 to all Taijutsu(-5 per turn active)
Description: By focusing on the different elemental chakara's the user is able to manipulate them to fight in hand to hand combat while using their power. This jutsu is considered to be taijutsu and not ninjutsu.
Fire: The user hands and feet become fiery and burn with intense heat, giving the user flaming strikes. And can fire blast of fire opponent.
Wind: The users hands and feet become covered in wind chakara and gain immense cutting power. And can fire wind blasts at the opponent.
Water: The user hands and feet become covered with water and now have cutting power and have the user's hands have the ability to handle immense heat. And can fire blast of water at the opponent.
Lightning: The user's hands and feet become covered with lightning and can use this to cut stronger, shock the opponent, and can send blast of lightning.
Earth: The user's hands and feet become much harder and give a stronger impact when meeting contact and allow the user to fire needles or rocks of earth at the opponent.
~This jutsu does not have a time limit itself for its not just a jutsu but a method of fighting. It can be activated at any period of time and released at any period of time. As long as its active the user is damaged in small amounts. The user can switch between elements, but the user cannot use jutsus of that element they are controlling~


- Kenjutsu Style

A-Rank:

(Katana Jutsu: Shinkirou Dageki) - Sword art - mirage strike
Rank: A
Type: Attack
Range: short - Mid
Chakra cost: 30
Damage points: 60
Description: The user uses the light reflected off the blade and moulds it with chakra sent into the blade. This then intensifies the light reflected towards the enemy and then gives the illusion of multiple blades in which the enemy sees multiple blades coming towards them and find it hard to predict the actual blade.

Note: This jutsu must be performed with a drawn sword.
Note: This jutsu can only be taught by Toku.
Note: This jutsu can only be performed 3 times.

Raiton: Raigeki Kuresshendo (Lightning Style: Lightning Crescendo)
Type: Offensive
Rank: A
Range: mid-long
Chakra Cost: 30
Damage Points: 60
Description: The user channels Lightning into his sword and swings it at the opponent and creates a large crescent shaped bolt of lightning from the sword. The crescent expands as it travels through the air from the atmospheric discharges found within the atmosphere. The crescent can slice through all Earth except Forbidden rank.​

- Samurai Style


B-Rank:

(Ken Ki Oshi Bentsu) - Sword Ki Pressure vent
Rank: B
Type: Supplementary
Range: short
Chakra cost: 20
Damage points: N/A
Description: The user will concentrate their chakra into their sword and by using their Ki which is basically to shout when performing an attack they release the energy from the sword creating a pressurized vent that can aide in changing ones course or moving out the way of incoming attacks. It can also be used to either shoot at the opponent to unbalance them or even used to counter projectile based weapon techniques.
Note: must have a samurai biography to use.

A-Rank:

Samurai Sword Arts: Swift Retribution (Samurai Kenjutsu: Hayaibachi)
Type: Attack/Defense
Rank: A
Range: Short
Chakra Cost: 30
Damage: 60
Description: The Samurai will hold the hilt of their sheathed sword in one hand and the opposite end of their sheath in the other. When an opponent moves to attack with kenjutsu or taijutsu the user will block the incoming attack by holding their sheathed sword perpendicular to the incoming attack. With the attack blocked they will unsheathe their sword while pushing the blocked item out of the way with the sheath, creating an opening. In the same motion they will slash the opponent with their sword.
~Can defend against A rank and below attacks physical attacks.
~Can only be used three time per battle and only by Samurai.

(Iai no Kaimetsu Tekina) - Quick Draw Cripling Method
Rank: A
Type: Offensive, Supplementary
Range: Short
Chakra cost: 30
Damage points: 60
Description: By using the art of Iaido the user will quickly draw their katana at a incredible speed striking upwards towards the targets torso causing them to become open and then the user will follow in with a horizontal slash across the chest and arms to deal a devastating blow and rendering the targets arms useless by slashing the tendants within the arms and then will flick the blood from the katana and re-sheave the katana.
Note: Can only be used by a samurai biography

Bushidō : Senka | Way of the Samurai : Flash Blossom
Rank: A
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 80
Description: This is an attack that uses the art of Iai (instant sword-draw-and-resheath) to decimate ones opponent. The user will unsheathe their blade and walk or run past their opponent and will slash his front and back at such a speed that an opponent may not be able to tell whether he was attacked from the front or the back and even an outside observer may find it impossible to tell what the movements are. This attack is mainly to end a match without lethal force.
-Once per Battle
-Can only be used by a Samurai
-Must be Aonisaibushi or higher to use.

(Sainan Ken) - Calamity Sword
Rank: A
Type: Offensive
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user will concentrate chakra into their sword and jump above the target slashing downwards and expelling the concentrated chakra in the form of a large square sword that strikes the target through the chest and stomach. This technique does not cause physical damage like cutting but rather internal damage to the tenketsu within the struck area also targeting the gates and destroying them.
Note: Can only be used 3 times per battle and must have a samurai biography to use.

(Iai no Kaimetsu Tekina) - Quick Draw Cripling Method
Rank: A
Type: Offensive, Supplementary
Range: Short
Chakra cost: 30
Damage points: 60
Description: By using the art of Iaido the user will quickly draw their katana at a incredible speed striking upwards towards the targets torso causing them to become open and then the user will follow in with a horizontal slash across the chest and arms to deal a devastating blow and rendering the targets arms useless by slashing the tendants within the arms and then will flick the blood from the katana and re-sheave the katana.
Note: Can only be used by a samurai biography.

S-Rank:

(Ki Seishou no Nami ) - Ki Energy Wave
Rank: S
Type: Offensive, Supplementary, Defense
Range: Short
Chakra cost: 40
Damage points: 80
Description: The user focuses their chakra and uses Ki which is basically a shout performed by a samurai when using an attack as a way of releasing the energy in a energy wave that can repel incoming attacks. This can be used to repel a enemy even if they arent performing a technique and are within close vicinity. The surge of chakra is also a way of releasing or breaking the bonds of genjutsu over the user.
Note: Can only be used 3 times and must have a samurai biography

(Iai no San Dankai) - Quick Draw Three Step
Rank: S
Type: Offensive, supplementary
Range: Short
Chakra cost: 40
Damage points: 80
Description: This technique is an adaption to half step where the user will make a simple three stepping method when a target attacks them. The user will move to the side the target when they attack and then taking a short step backwards quickly drawing their katana whilst stepping forwards again to slash the target using the momentum of the step forwards aswell as the quick draw. This technique is done in a matter of seconds.
Note: Depends upon the rank of the user in how fast this technique is performed , and may only be used twice per battle.
Note: Requires a samurai biography.
Note: can only be used three times per battle

Iaijutsu: Zen no Idō) - Art of Drawing The Sword: Moving Zen
Rank: S
Type: Supplementary
Range: Self
Chakra cost: 40
Damage points: N/A
Description: This type of Iaijutsu has been passed down from generations of samurai and has become an advanced skill known to few samurai in the Land of Iron. After practicing Iaijutsu for extensively long periods of times and building muscle memory of the Iaido motions, the user calms their muscles down with chakra and releases the muscles in their body to a more natural state. The reason they do this is to add a more natural movement to their attacks due to being tensed in a battle. This allows for the forms of Iai they use to become quicker and stronger due to the tension being withdrawn. The ability to relax their muscles and speed up their movements was named after a state of enlightenment and was called the "Moving Zen" because it enlightened the body into a faster speed. While using this jutsu, the speed of the user is vastly increased but will only affect the samurai's Iai techniques. This is because of the muscles being relaxed from being tensed and allows them to perform trained Iaido motions faster.
Restrictions:
-This jutsu can only be used once in a battle.
-This jutsu is only usable by Samurai.
-This jutsu requires a quick moment to enter.
-This jutsu only lasts 3 turns, anymore and the Samurai's body will be damaged

(Bushidō) Way of the Samurai
Rank: S
Type: Supplementary
Range: Self
Chakra Cost: N/A (See description)
Damage: Zero
Description: Samurai quickly learned that Ninjutsu would be a very dangerous weapon, and an incredibly difficult one to combat. But, they soon developed a countermeasure that helped them combat the ever-growing amount of Ninjutsu users: infusing their armor with their own chakra. By releasing their spirit into their armor (400 chakra), Samurai infuse their armor with special properties, dropping all energy based damage by 25% and all physical damage by 50%. Shinobi also quickly learned the power behind the spiritual armor and stole the technique. However, while it did indeed grant them protection, it was not without its consequences.
*Once used, this technique is irreversible.
*This technique only last for so long, regarding this formula: [400 – x], where “x” is the chakra cost of the jutsu that hits the user. The resulting value will continue to have (x) subtracted from it every time the user is hit. When the value being deducted is greater than or equal to the amount of remaining chakra, the jutsu will end.
*Keotsu and those who know this technique whom he gives permission to are the only ones who can teach this.
*Shinobi who use this technique lose their KG and the ability to use Ninjutsu and Genjutsu, leaving only Taijutus and Kenjutsu.​
 
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Mathias

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- Fūinjutsu Style

B-Rank:

20. (Fuuinjutsu: Chuubuu Gekitai) - Sealing Technique: Paralysis Repulse
Rank: B
Type: Supplementary
Range: Self
Chakra cost: 25
Damage Points: N/A
Description: Chuubuu Gekitai is a special seal located in the users back. The seal automatically activates when the user has been shocked or paralyzed by an electrical current. Upon activation, the seal will start pouring out wind chakra, manifesting wind throughout the users body. Wind having an incredible resistance to electrical currents, will cause the prevention of further spreading. The after effect of this process will be numbness throughout the body for one turn, due to the electrical current straining the body.

Note: Must know Fuuinjutsu.
Note: Must be placed in the users biography.
Note: Each biography can have up to two seals. Meaning this technique can be used twice per battle. One Seal will be located in the upper back and the other will be on the lower back.
Note: The user cannot perform any genjutsu in the same round.
The user cannot perform any summonings for the same and the following 2 turns.
Note: If the electrical current has enough volts to kill, the seal is void.
Note: Can only be used by Mathias.


Sealing Technique: Hermes' Reply| Fuuinjutsu: Hermes' Touben
Type: Supplementary
Rank: B
Range: Short (When seal is applied on the object)
Chakra Cost: 20
Damage Points: N/A
Description: The user applies a sealing formula to a case of sorts (the 'case' doesn't necessarily have to be a case. It can be a letter, door, scroll, jar, box, suitcase, etc. Anything that can be opened can have the seal applied to it. After applying the seal, it seems to disappear on the object but is still there, just no longer visible. Seemingly doing nothing, the seal allows the user to know if the object has been opened. Once the object is opened, the seal is broken and the user is mentally alerted.
*Can only be used 3 times a battle*


S-Rank:

Fuuinjutsu: Nehan Jomei | Sealing Arts: Nirvana's Excommunication
Type: Supplementary/Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description:
An ancient sealing technique that is designed to weaken one's enemy. The user does 2 hand seals (Ram+Dog) and slams the ground with his palm. Upon contact a sealing formula spreads, covering a circle about 2 meters wide with the kanjis for "From your power I grow; With your power, I win" and a human sized Panda made of the ground (rock, earth, mud, water, snow, basically the material from which the ground were its used is made of) rises, covered in the sealing formulas. The seal has the unique ability to absorb small amounts of any chakra present on the field and siphoning it into itself (exception made for the users chakra). The seal absorbs any chakra that is released into the field, regardless of any other properties but only in small amounts. Because of this, the effect of the seal is, while its active, to decrease the power of enemy techniques by absorbing chakra from them into itself. However, the seal isn't infinite. When it reaches its limit, the stored chakra in the Panda makes it collapse upon itself into nothing.

Abilities:
-Reduces the enemy ninjutsu by 1 rank while active

Restrictions:
-Can only be used twice
-User can't use any other Fuuinjutsu technique for 2 turns
-If the user attempts to mold a Forbidden Rank technique, the seal is dispersed due to the disturbance of the high amount of chakra being focused by the user
-Stays active for 4 turns
-Can only be taught by Scorps


Sealing Arts: Summoning: Gourd of Sealing|Fuuin: Kuchiyose: Yuugao no Yuugao
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user makes a string of handseals and summons a gourd onto the battlefield in front of him. The gourd is around the size of the gourd of Gaara's back and has five seals representing the five elements on the sides of it. The user then takes two of those seals and deposits them into the gourd. A bright flash emits from the seal (not of blinding proportion) and the two elemental seals deposited are sealed from use by both the user and enemy as long at the gourd is present on the field. The gourd has a very large, durable and strong shield and armor encasing it that protects it from attacks of A-rank and below, making it very difficult to destroy.*
*Can only be used once*
*After using, the user cannot using and Fuuinjutsu for the next two turns*
*The user nor opponent cannot use either of the two elements selected by the user for the remainder of the fight or until the gourd is destroyed, whichever is shorter*
*the shield stops all A rank attacks and below, one S rank though destroys the shield and gourd.

 
Last edited:

Mathias

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- Eel's Summoning Style​


Summoning Animal: Eels
Scroll Owner: Serpent
Other Users who have signed contract: Mathias
Summoning Boss if existing: Dendou Ouja
Other Summoning Animals tied to contract: Sepultra, Dreamer



B-Rank:

(Kchuysei: Unagi Suijun) Summoning: Standard Eel
Rank: B
Type: Supplementary
Range: Short
Chakra: 20
Damage: N/A
Description: The user will slam their hands together summoning a standard Unagi. Unagi are large Eels that rival the size of the Basic Kyodaija, which are snakes often summoned by Orochimaru. The Unagi range in looks and color, but have no special ability when it comes to chakra control.
Note:
-Must have signed Eel Contract.
-Requires a water source.

A-Rank:

(Kchuysei: Zetsumei) Summoning: Darkening
Rank: A
Type: Supplementary
Range: Short-Long
Chakra: 30
Damage: N/A (60 w/ Feeding Frenzy)
Description: The user will slam his hands together for the summoning. This summons Zetsumei, or Zets for short. when Zets is summoned he turns a water source murky, making it imposible to see withing the water source. A foul smell of death and decay will also fill the air. Zets has the ability to spawn thousands of small Eels from his mouth, these Eels can fill a water source, attacking and feeding on anything within it. this can be devastating for an opponent. The spawn Eels can group together forming large masses for defense that equal A-rank. After his time, the remaining Eels will swim back into Zets mouth as he consumes them. (Doujutsu can see though the murky water)
Note:
-Can only be Summoned once per Battle.
-Must have signed Eel Contract.
-Summon last 4 turns.
-Spawning Eels counts as a move.
-Requires a water source.

(Kchuysei: Sepultra) Summoning: Sepultra
Rank: A
Type: Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A (60 Suiton)
Description: The user will slam his hands together for the summoning. This summons Sepultra, Suiton Master of the Eels. He is the Size of a basic Kyodaija. Sepultra has the unique ability to manipulate water. Being able to form A-Ranked Waves, Spikes, Spears and other forms of attack via Suiton, he can also form Domes, Walls and other forms of defense using water. Because of his size, he is able to hold 1 person withing his mouth. this proves as a suggestible defense underwater. (cannot perform standard water techniques)
Note:
-Can only be Summoned once per Battle.
-Summon last 4 turns.
-Suiton counts as a move.
-Must sign Eel Contract.
-Requires a Water Source.

(Kchuysei: Musouka) Summoning: Dreamer
Rank: A
Type: Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: The user will slam his hands together for the summoning. This summons Dreamer, Genjutsu Master of the Eels. She is the Size of a basic Kyodaija. Their is a large sack under Her neck, that Dreamer is able to flex unleashing a pulse that travels underwater. If the opponent is underwater and hears the pulse, they will be bound by an A-Ranked Genjutsu. This Genjutsu makes the opponent think they are bound by Eels making them unable to move. Because of Her size, she is able to hold 1 person within her mouth. this proves as a suggestible defense underwater.
Note:
-Can only be Summoned once per Battle.
-Summon last 4 turns.
-Pulse counts as a move.
-Must sign Eel Contract.
-Requires a Water Source.

S-Rank:

(Kchuysei: Dendou Ouja) - Summoning: Electric King
Rank: S
Type: Supplementary
Range: Short-Long
Chakra: 40
Damage: N/A (80 w/ Electricity)
Description: Dendou Ouja Is the Boss of the Eels, He is the size of Manda II and is Red and white in Color. Dendou Ouja has to large yellow sacks on his back which absorb and store large amounts of Raiton Chakra up to A-rank It has been seen that on Command, Dendou Ouja can release this Raiton around him to create an A-Ranked Static Field which Electrocutes his prey, this field can reach out to Mid range of his Body. This has been seen in countless battles where he eats his own kind.. He swims at fast speed, about the same speed as Manda on land, being one of the fastest eels and has been known to use two spear like antenna to attack his targets. He is Very Cannibalistic and enjoys eating other Eels and hates to be Summoned, when summoned, he brings a large volume of water that is suitable for him to swim in. as he needs it to survive.
Note:
-Must have Signed Eel Contract.
-Can only Summon once per battle.
-Can only absorb Raiton up to 3 times per match.
-Because of the mass of Water, this summon counts as 2 Moves.
-Raiton counts as a move.
-Absorbing Raiton counts as a Move.
-User can not use Raiton During this Summon.
-No other Eel can be in Play during this Summon.

(Kchuysei: Senpai Fuioseijin Iwaku) Summoning: Elder Sage of the Past
Rank: S
Type: Supplementary
Range: Short-Long
Chakra: 40
Damage: N/A (60 w/ tornadoes)
Description: Fuioseijin is the Elder Boss of the Eels, although "Dendou Ouja" is now the Summoning Boss of the Eels, many still remain loyal to Fuioseijin. After a fearsome battle that lasted 3 days Fuioseijin lost to Dendou Ouja, although they are the same size and equal in speed and power, Dendou Ouja is younger and was able to out last Fuioseijin. Over time the two Eels became friends, Fuioseijin being the only other Eel aloud to battle along side with Dendou Ouja they make an excellent team for battle. Fuioseijin has the ability to manipulate wind currents, allowing him to create strong winds, causing anything from random winds, preventing flight or tornadoes that equal A-rank in power. Fuioseijin has large razor like fins that are located throughout the sides of his body that can slice close by opponents during battle.
Note:
-Can only be summoned once per battle.
-Must have signed Eel Contract.
-Fuuton counts as a move.
-Requires a water source.
-Lasts 4 turns.

Eel Ninjutsu:

C-Rank:

(Unagi Jashu) - Hidden Shadow Eel Hands
Rank: C
Type:Supplementary
Range:Short-Mid
Chakra Cost: 15
Damage Points: 30
Description: Unagi Jashu is a Ninjutsu technique that manifests a Eel, which extends from the sleeve. The ninja can extend this Eel to attack a target. Once extended the Eel can bite into the target to hold and bind them.
Note:
-Must be able to summon Eels

B-Rank:

(Unagi Ta Jashu) - Multiple Hidden Shadow Eel Hands
Rank:B
Type:Supplementary
Range:Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: Unagi Ta Jashu is a Ninjutsu technique that manifests a torrent of Eels, which extend from the sleeves. The ninja can extend these snakes to attack a target. Once extended the snake can bite into the target to hold and bind them.
Note:
-Must be able to summon Eels

(Unagi Senpuku-Fuu) Eel Hiding Method
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage points: N/A
Description: The user will replace themselves with Eels as an small Eel swims with grate speed deep into long range under the water. The Eel will then release the user out if it's mouth as the other Eels acting as the user on the surface distracts the opponent. This method is similar to the way Jiraiya travels in small toads. Doujutsu and Sensory abilities can see through this method.
Note:
-Can only be use twice per battle
-Requires a water source
-Must sign Eel contract

A-Rank:

(Kchuysei: Unagi Uzumaki no Jutsu) Summoning: Eel Whirlpool Technique
Type: Attack
Rank: A
Range: Mid-Long
Chakra Cost: 30
Damage points: 60
Description: The user will make 3 handseals summoning a Mass of Eels under the opponent, these Eels will swim in a large circle quickly forming a whirlpool. This will suck the opponent into the bottom of the center where the mass of Eels will then converge, crashing down with the water on the opponent and feed on his flesh.
Note:
-Can only use 3 time's per battle
-Requires a water source
-Must have Signed Eel Contract

(Unagi danmaku no Jutsu) Eel Barrage Technique
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage points: 60
Description: the user will shoot a small Eel from their sleeve at the opponent, this Eel will grow massive in size as it heads at the opponent, it will then crush the opponent deep into the water before dispersing into hundreds of smaller Eels that attack and bite the opponent in a feeding frenzy.
Note:
-Can only be use twice per battle
-Requires a water source
-Must sign Eel contract

(Unagiara no jin) – Myriad Eel Net
Rank: A
Type: Offensive
Range: Mid
Chakra cost: 30
Damage points: 60
Description: The user will release a torrent of Eels out their mouth into a water source. This wave of Eels will rise and rush towards the target and covering the opponent and drag them to the bottom of the water source.
Note:
-Requires a Water source
-Can only be used 3 times per match
-Must be able to summon Eels

(Kchuysei: Unagis Gyousan) Summoning: Eels of the Plenty
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage points: 60
Description: The user will summon a large Eel that will come forth from the water under him a eat the user, the Eel will then disperse into hundreds of smaller Eels that will swim around the water source. The user will then be able to exit any one of the smaller Eels before directing the renaming eels at the opponent where they will attack in a feeding frenzy.
Note:
-Can only be used twice per battle
-Requires a Water Source
-Must Sign Eel Contract
-This Jutsu can only be taught by Serpent
-Chakra sensing Ninjas or Byakugan users can pinpoint the location of the user amongst the eels.

(Unagi higyou) Shocking Eel Strike
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage points: 60
Description: The user will punch their arm forward releasing a large 15ft Eel from their sleeve, the Eel will quickly wrap around the opponent binding and shocking them.
Note:
-Can only be use 3 times per battle
-Must sign Eel contract

- Liger's Summoning Style​

Summoning Animal: Ligers
Scroll Owner: Lord of Kaos
Other Users who have signed contract: Jinbei, Kid Ace2392, Mathias
Summoning Boss if existing: Sinbad
Other Summoning Animals tied to contract: Icarus, Odysseus, Achilles, Heracles

A-Rank:

Kuchiyose: Achilles| Summoning: Achilles
Rank: A
Type: Supplementary
Range: N/A
Chakra Cost: 30
Attack Points: N/A
Description: The user uses his summoning tattoos to summon the greatest fighter of Ligers, Achilles. Able to communicate via telekinetic communication like all Ligers and named after the Myrmidon warrior from Greek Mythology, Achilles is able to hold his on against enemies of strengths of the 2nd gate and lower. Achilles is the taijutsu expert of the Ligers. Achilles stands at the height of a bear that is on all fours. One attribute to Achilles is that he wears armor fashioned after that of the Ancient Greeks, and the armor is capable of taking direct hits of up to C-rank before starting to break and Achilles himself can take a taijutsu hit of B-rank with little injury but if he is hit with a direct hit from jutsus any higher than B-rank will cause him to "poof" away. Achilles can stand on his hind legs in the same fashion as a human and can use any taijutsu techniques the user can use (excluding those of Forbidden rank, EIG-related [or any that increase the user's speed on a scale of the EIG], or any that add a element chakra into the attack). On his hind legs, his height is around 7-8 feet tall. Due to the him being a Liger, the power behind any of Achilles' taijutsu attacks is +10. Achilles is also able to be summoned as the armor for the user to wear and if on the user, the armor becomes reinforced by the power of the user resonating throughout it and can within stand attacks of up to B rank and/or the strength of the 1st Gate and lower. The armor comes with arm guards and shin guards, in other words complete Greek battle attire to wear.

*Can only fight using taijutsu.*
*Taijutsu used by Achilles counts towards one of the user's three jutsus*
*Armor last four turns if user wears it or if it becomes destroyed by jutsus of A rank and above*
*Last on field for at the most four turns*
*Can only be summoned Twice*

Kuchiyose: Hercules|Summoning: Heracles
Rank: A
Type: Supplementary
Range: N/A
Chakra Cost: 30
Attack Points: N/A
Description: The user touches his tattoo summoning symbols on his wrists and summons Heracles. Heracles is unlike most ligers in the sense that he stands upon his hind legs and is actually bipedal. Heracles has a scar across his left eye that runs down to his chin, though it doesn't effect his eyesight. He wields a Katana that is unbreakable and can break through earth defenses of up to B-rank with the exclusion of jutsus that a sword obviously can't break through (i.e. shields of diamond and likewise materials). He also stands at the height of a full-grown man, though that is not to say is restrained to human strengths. He is extremely strong and has attack power rivaling that of Lee without the Gates open. He is also capable of walking on all fours as well, with greatly increases his speed (to speeds of the 2nd Gate). Heracles also has the ability to use Earth jutsus up to B-rank that the summoner knows but only when he is standing bipedally. He can also use any Kenjutsu that the user knows.

*Can only be summoned once per battle, lasts for four turns*
*Can only use at the most 3 Earth jutsus and each time he uses one, it counts as a jutsu of the user*
*Can only fight with Earth jutsus and sword*
*Any sword use by Heracles (excluding those in jutsu form) do not count towards a jutsu of the user*
*Kenjutsu techniques in jutsu format count as a jutsu of the user*

S-Rank:

Kuchiyose: Sinbad| Summoning: Sinbad
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: Large, angry and quick-tempered describes Sinbad, the boss of Ligers. Sinbad is roughly the size of Gamabunta if Sinbad is sitting on his hind legs. He wields a katana on his back that if the user comes in contact with, shrinks to a normal sword height (sword has no special power other than that). Like most other ligers, Sinbad can contact the summoner via telekinetic communication as well as verbally. Sinbad also has Lightning Affinity and therefore is capable of using Lightning jutsu up to A rank that the summoner can use and can create a S-rank powered lightning blast roar ( unidirectional blast ) twice a battle ( counts as a jutsu of the user ).

*Can only be summoned once a battle.
*Can only be summoned by Lord of Kaos.
*Last three turns.

Kuchiyose: Odysseus|Summoning: Odysseus
Rank: S
Type: Offensive
Range: Short
Chakra Cost: 40
Attack Points: 80 (for Special Genjutsu)
Description: The smartest of all Ligers, Odysseus stands at the height of a bear standing on his his hind legs and is often called the Liger of the Mist, due to one of his 3 abilities that he can use: Odysseus is able to spit out a thick mist ( twice per battle ) that covers a short-long range, that the user can use to create mist -related jutsus with, that the user nor the opponent can see through. However, this works in well with Odysseus second ability: Odysseus can sense the whereabouts of anything within the mist due to it being his chakra within the air. He then uses his telekinetic communication with his summoner to divulge the location of the opponent. Odysseus can also use any Water jutsu that the user knows up to A-rank, which count obviously to the user's jutsu counts per turn.

*Can only be summoned once, lasts for four turns*
*Can only use three water jutsus during the entire fight*
*Odysseus can only Water Jutsus and use of one counts as a jutsu of the user*

12. Kuchiyose: Icarus ϟ Summoning: Icarus
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40
Attack Points: N/A
Description: After drawing out some blood, the user will touch his summoning seal to call forth Icarus, a hardheaded, smart-mouthed liger pup with a dangerous curiosity streak. Raised by the Hunter Ligers, Icarus stands at the height of a small bear cub, with the ability to stand bipedally, or on his hind legs just like all his other liger companions. For better support and to ensure he doesn't fall, Icarus allows his chakra to attach to the user, keeping him on the user's back through means of a type of chakra adhesive also giving him the passive ability to feel the user's chakra flow. As fiery as his temper, Icarus has an affinity towards Fire, being able to use fireball and stream related techniques up to the user's rank without hand seals. Being raised by Hunter Ligers, Icarus has a very advanced and heightened sense of smell, being able to pinpoint enemy locations and transfer it telepathically to the summoner, a trait of Ligers. Using his fire mastery to the absolute limits, Icarus is able to dig his claws inside his summoner's body and channel fire chakra to burn the wounds shut. Similar to Achilles, Icarus is able to place his paws together in a hand seal manner and transform into a set of nearly indestructible bladed knucklers named White Fangs that I placed on top of the user's hands. The way the knuckles are placed won't interrupt the user from performing hand seals. Similar to Enma but not in the same scale, the three blades of each knuckles which are eight inches long can extend up to a distance of ten more inches. Due to the chakra of Icaurs himself resonating from the knuckles and the Ligers known taijutsu expertise, the chakra will flow into the user, increasing his taijutsu strength by ten.

Notes ϟ

- The fireball and stream related techniques counts as one of the user's three jutsu per turn
- Sealing a wound shut with fire chakra counts as one of the user's three jutsu per turn
- Transforming into White Fangs counts as one of the user's three jutsu per turn
- Just like Achilles, Icarus can be summoned already in his White Fangs form.
- Icarus stays on the field for four turns
- Can only be summoned once per battle
- Must be the first and only Liger summoning to be used in the battle
- Must be taught by Mathias​
 

Mathias

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Diethyl Ether Gas State Inhalation Effects:

1st Turn after Inhalation - The person that inhales gaseous Diethyl Ether will not notice and pain will not affect their body. There will be no difference to them at all other than this.

2nd Turn after Inhalation - Numbness kicks in. The person runs but does not feel their feet hitting the ground. The wind on their skin, the sun on their face, a cut, a bruise, a stab wound, poke in the eyes.

3rd Turn after Inhalation - Arm paralysis, being unable to utilize either of their hands/arms for hand seals.

Diethyl Ether Liquid State after Swallowing:

1st Turn after Inhalation - The person that swallows liquid Diethyl Ether will not notice and pain will not affect their body. There will be no difference to them at all other than a bitter taste.

2nd Turn after Inhalation - Numbness kicks in. The person runs but does not feel their feet hitting the ground. The wind on their skin, the sun on their face, a cut, a bruise, a stab wound, poke in the eyes.

3rd Turn after Inhalation - The opponent starts puking out the previously swallowed Ether Liquid as well as Leg/Arm paralysis, being unable to utilize either of their hands/arms
for hand seals or legs to run.​

- Diethyl Ether Style


B-Rank:

1. (Doton/Jiechiruēteruton: Funki Ana) - Earth/Diethyl Ether: Fumarole
Type: Supplementary
Rank: B
Range: Short – Long
Chakra: 25
Damage: 40 (If ignited)
Description: The user will slams his hands together and cause a 5 meter wide 20 meters deep horizontal rip/fault in the earth to open up beneath the below the opponent. The fissure is continuously emitting Diethyl Ether from it with geyser like force for as long as the hole is open. The gas will fill the field within the next turn if not dealt with properly.

Notes:
- The Fumarole stays active for two turns if not dealt with.
- Any Heat/Fire/Lightning related source that comes into contact with the gas will cause an explosion at the range of the technique.


2. (Jiechiruēteruton: Youshiki Hensen) - Diethyl Ether: Form Manipulation
Type: Supplementary/Defense
Rank: B
Range: Short – Long
Chakra: 25
Damage: N/A
Description: The user, through sheer concentration, is capable of converting already formed Diethyl Ether from liquid to gas or gas to liquid by rapidly separating the molecules or rapidly bringing them together. The user, at will, can also then manipulate already existing Diethyl Ether.


A-Rank:

3. (Jiechiruēteruton: Gurippu shio) - Diethyl Ether: Griptide
Type: Attack / Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user his Diethyl Ether chakra into the ground and forms a shallow pool of liquid Diethyl Ether behind the opponent. Out of the pool, hands of Diethyl Ether form and grab the opponent from behind and drag them into the pool to suffocate/drown them.

Notes:
- This can only be used three times per battle.



4. (Jiechiruēteruton: Sansui Sochi) Diethyl Ether: Sprinkler System
Type: Attack
Rank: A
Range: Mid– Long
Chakra: 30
Damage: 60 (If ignited)
Description: The user after making 3 handseals, slams his hands onto the ground sending Diethyl Ether chakra into it, and raises miniscule patches of earth behind the opponent. From these miniscule patches of earth, liquid Diethyl Ether will sprout from it and spread all throughout the range of the opponent, spinning around like a sprinkler system, dosing the opponent in it.

Note:
- Can only be used three times per battle.


5. (Doton/Jiechiruēteruton: Kitai no Senpū) Earth/Diethyl Ether: Gaseous Whirlwind
Type: Supplementary/Attack
Rank: A
Range: Mid - Long
Chakra: 30
Damage: 60 (When ignited by Fire/Lightning)
Description: The user performs two handseals and quickly opens up three small 5 inch holes in the ground around the opponent in a triangle formation 3 meters away from each other. Through the
holes, a forceful whirlwind of gaseous Diethyl Ether will protrude from it enveloping the whole area in Gaseous Diethyl Ether in the form of a whirlwind. When ignited by a Heat, Fire or Lightning related source, has an explosive quality to it, capable of making a small crater in the ground.

Notes:
- Only Sharingan and Byakugan users can see the gas as it is colorless.
- Can only be used 3 times per battle.
- Gas is formed from the ground for 2 turns.
- No Diethyl Ether the same turn or next.


S-Rank:

6. (Jiechirueteruton: Anda-Guraundo Bun'ya) - Diethyl Ether: Underground Field
Rank: S
Type: Attack
Range: Short - Long
Chakra cost: 40 (+10 per turn)
Damage Points: 80 (If the gas is ignited)
Description: After performing three quick hand seals, the user will create Diethyl Ether in its gaseous form underground, hiding within the small pores in the earth. This technique does not harm the opponent in any way unless the gas is inhaled or ignited. The opponent won't be able to realize what's being created underground unless he has the Sharingan or Byakugan to see the Diethyl Ether in its gas form. Every time an earth style technique is used and comes directly from the ground, Diethyl Ether gas will leak out of the pores in the ground through the technique itself and thus who ever is near the gas will inhale it or possibly ignite it.

Notes:
- The field stays active for four turns.
- Can only be used once per battle
- No Diethyl Ether techniques for the next two turns.


7. (Jiechiruēteruton: Eteru no Uzu) Diethyl Ether: Ether Vortex
Type: Attack
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user forms liquid Diethyl Ether around his arms and claps his hands together. The liquid Diethyl Ether is then shot out towards the target as a very wide and powerful vortex of liquid Diethyl Ether. The Ether vortex gets wider the further it travels, to the point where it scrapes the surface of the ground.

Notes:
- Can only be used three times per battle
- No Diethyl Ether techniques the next turn


8. (Jiechiruēteruton: Kanen-sei No Shōtotsu Tsunami) Diethyl Ether: Flammable Collision Waves
Type: Attack
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description: The user will materialize two Tsunami waves which come from both sides of the opponent. When the waves collide, they crush anything in between them. The earth is then soaked in Diethyl Ether. If ignited by fire or lightning, the area will stay on fire until dosed appropriately.

Notes:
- Can only be used twice per battle
- No Diethyl Ether the previous turn
- No Diethyl Ether for the next turn


9. (Doton/Jiechiruēteruton: Joushou Gasu Utsuwa) - Earth/Diethyl Ether: Rising Gas Chamber
Rank: S
Type: Attack
Range: Mid - Long
Chakra cost: 40
Damage Points: 80
Description: After performing three hand seals, the user will raise a 10x10 meter chamber of earth entrapping the target. As the chamber is rising, ether gas is coming out from within the cracks/pores in the ground, filling the chamber up with gas. The chamber, while rising, appears simply as a plain earth container trying to trap the opponent since Ether gas is colorless.

Notes:
- Can only be used twice per battle.
- Must wait two turn before re-using.
- No Diethyl Ether techniques next turn.
- Any Heat/Fire/Lightning related source that comes into contact with the gas will cause an explosion at the range of the technique.


- Blazing Earth Style


B-Rank:

⊰ Moerudōton: Akunochimata Sajiki ⊱ Blazing Earth: Chamber of the Underworld
Type: Offensive
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: 40
Description: After slamming his hands together the user causes a Chamber of Blazing Earthen walls/roof with spikes erupting out of them to rise five x five meters around the opponent(s), causing suffocation from the extreme heats within the end of that turn.


A-Rank:

⊰ Moerudōton: Akuma Akunochimata ⊱ Blazing Earth: Demonic Underworld
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: After carefully studying the properties of '(Doton: Uitenpen) - Earth Style: Wheel Of Fortune' the user found a way to utilize that same method without requiring the topographical map. The user will start out by slamming both of his hands together whilst focusing on his mind and ideas of creation, spending two complete seconds in total meditation. While meditating, the user will release his Moerudōton outwards in a surge and use it to change any earth-based feature on the battlefield. After creation the Moerudōton structure/feature will take three turns to naturally cool down back to regular earth.

♦ Can be used three times per battle
♦ Can not be used with earth-based features that possess foreign chakra


⊰ Moerudōton: Rensa Akunochimata ⊱ Blazing Earth: Chains of the Underworld
Type: Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will release a surge of Moerudōton chakra from his entire body and cause chains of blazing earth to erupt out of the ground beneath the target(s) and wrap around their legs, slowly melting the skin and turning the bones to ashes due to the extreme heat. If used against a large summon like Gamabunta, the user will perform the "Dragon" hand seal to utilize a greater blazing Earth source beforehand.

♦ Can be used four times per battle



⊰ Moerudōton: Seisei Akunochimata ⊱ Blazing Earth: Creations of the Underworld
Type: Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: By manipulating his/her Blazing Earth chakra, the user will manipulate and rise all kinds of structures, ranging from small/medium sized pillars to walls, spikes, domes, cubical prisons, combinations of the listed above, etc. Following Ōnoki's principle of spewing out solid earthen golems from his mouth, the user can also spew out things like, small/medium sized chuncks of Blazing Earth used as projectile attacks, or even projectiles like kunais or even solid weapons like staffs that are shape manipulated after being spewed out just like the regular sized earthen golem used by Ōnoki.

♦ Can be used five times per battle


S-Rank:

⊰ Moerudōton: Hogosha Akunochimata ⊱ Blazing Earth: Guardian of the Underworld
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: After performing the Tiger → Dragon hand seals, the user will release a surge of Moerudōton chakra from his entire body and slam his hands together. This causes a gigantic Blazing Earth Guardian the size of Ōnoki's greater golem technique to rise from the ground within range having the appearance of a primate. The Guardian wields a Blazing Earth spear and is able to utilize Blazing Earth, Earth, and Fire release techniques up to the user's rank.

♦ Can be used twice per battle
♦ No other Blazing Earth techniques the same turn
♦ No Blazing Earth, Wind, Fire & Earth techniques above S-Rank next turn



⊰ Fūinjutsu/Moerudōton: Akunochimata Hades ⊱ Sealing/Blazing Earth: Underworld of Hades
Type: Offensive
Rank: S
Range: All
Chakra Cost: 40
Damage Points: 80
Description: After performing the Tiger → Boar → Dragon hand seals, the user will focus and release his Moerudōton chakra outwards in a surge throughout the entire battlefield, stretching out to his desires. This causes the entire battlefield to be turned into one large source of Blazing Earth. The extreme heat causes anyone standing on it to suffer from extreme burns as the body part that is currently in physical contact starts melting away the skin and cremating the bones and any water source present to be evaporated. Should the user wish upon creation, he can release an overwhelming code of knajis that will spread throughout the Moerudōton battle field to seal certain elemental affinities. All shinobi present in the battlefield will be limited to the usage of only Regular Ninjutsu, Genjutsu, Earth, Fire chakra and any other element made up of Fire, or Earth mixtures (Like Lava or Blazing Earth Release) until the kanjis are deactivated. Due to the battle field being turned into Moerudōton any other individual that does not possess the knowledge of utilizing Blazing Earth will be unable to utilize the earthen source for earth style techniques.

♦ Can only be used once per battle
♦ No Blazing Earth or Fūinjutsu release techniques in the previous turn.
♦ No Earth, Fire, Blazing Earth or Fūinjutsu techniques above S-Rank for the next turn.
♦ Cannot perform any summonings for the same and the following two turns.
♦ The user cannot perform any genjutsu in the same turn.
♦ The Blazing Earth battle field will cool down into regular earth in five turns
♦ The Sealing method is active until deactivated
♦ After the battle field has cooled down the user can't use BE techniques for that turn



⊰ Moerudōton: Akunochimata Pasu Ninoku ⊱ Blazing Earth: Underworld Path To Enlightenment
Type: Offensive
Rank: S
Range: All
Chakra Cost: 40
Damage Points: 80
Description: The user will channel Moerudōton chakra throughout their dominant leg and then proceed to stomp on the surface they are standing on. The surface will shake violently with a tremor, knocking all individuals off balance excluding the user. Upon impact with the ground, the surface in front and beyond the user will start cracking as it starts converting into Blazing Earth, heading towards its desired target in the form of a path. Should the path come into contact with any physical structure like a golem, house, etc etc. The Blazing Earth path will start overcoming the physical structure and melt/crumble it away as if it were a domino effect, spreading outwards throughout the structure and continuing forward towards its previous target. The cracks themself are lined with fire combined with the extreme heat of Moerudōton will cause any flammable substance it comes into contact with to explode or ignite. The Moerudōton path will naturally cool down within three turns unless dealt with the proper temperature drop.

♦ Can only be used three times per battle
♦ No other Blazing Earth techniques in the same turn used
♦ No Blazing Earth techniques above S rank the previous turn
♦ No Fire or Earth techniques above S rank the same turn used



- Volcanic Water Style


B-Rank:

(Kazan Suiton: Mizu no Henkan) Volcanic Water Release: Water Conversion
Rank: B
Type: Supplementary
Range: Short-Long
Chakra cost: 30
Damage points: N/A
Description: The user can instantly change an existing water source (water that has already been on the terrain or water jutsu used by the user; can't convert an opponent's water jutsu) into volcanic water by adding large amounts of fire chakra with massive chakra compression. The newly formed volcanic water can be used only as a source for volcanic water jutsu, normal water techniques aren't compatible.
~Can only be used four times per battle, must wait one turn before reuse.

A-Rank:

(Kazan Suiton: Issui) Volcanic Water Release: Geyser
Rank: A
Type: Offense
Range: Short-Long
Chakra cost: 30
Damage points: 60
Description: The user summons volcanic water underground, then causes it to explode abruptly releasing all the volcanic water above-ground in the form of a massive pressurized geyser. The user can then direct the volcanic water released from the geyser if he wishes.

(Kazan Suiton: Shin) Volcanic Water Release: Truth
Rank: A
Type: Supplementary
Range: Short-Long
Chakra cost: 30
Damage points: 60
Description: The user is able to manipulate existing volcanic water at a greater level to form waves and streams of volcanic water.

(Kazan Suiton: Tamashii Senjigusuri) Volcanic Water Release: Soulful Infusion
Rank: A
Type: Offense
Range: Short-Long
Chakra cost: 30
Damage points: 60
Description: The user will draw water from the air and turn it into volcanic water, and also draw existing volcanic water, and then infuse it into any normal wind element technique or any technique from a custom element that is composed of mainly wind that was previously used, making the technique a combination with volcanic water. This jutsu essentially provides a source of volcanic water that the user inserts into any normal wind element technique or any technique from a custom element that is composed of mainly wind, which begins absorbing the water into itself and allows it to become strong against fire techniques.
~Can only be used three times per battle, and must wait one turn before reuse.

S-Rank:

(Kazan Suiton: Mugen Same Nami) Volcanic Water Release: Infinite Shark Wave
Rank: S
Type: Offense
Range: All Ranges
Chakra cost: 60
Damage points: 110 (-10 to the user)
Description: The user will use a large existing source of volcanic water, and make the volcanic water rise up as a gigantic wave that surrounds the opponent. The wave will transform into an uncountable number of sharks. The wave of sharks will crash down upon the opponent from every angle, crushing and vaporizing them and anything else that comes in contact. If this jutsu is used while the opponent is on land, the heat produced by the wave will turn the ground into boiling mud making underground escape impossible.
~Can only be used once per battle, and cannot use volcanic water the next two turns.

(Kazan Suiton: Sukuranburu Kyuutai) Volcanic Water Release: Scrambling Orbs
Rank: S
Type: Offense
Range: Short-Long
Chakra cost: 40
Damage points: 80
Description: The user can launch several condensed orbs of volcanic water from their mouth that can be directed in the air to surround the opponent and come together from all sides to prevent escape. The individual orbs are as big as one regular Shark Bullet.
~Can only be used four times per battle.

Forbidden-Rank:

(Kazan Suiton: Tsukaihatasu no Honoo) Volcanic Water Release: Devouring of Flames
Rank: Forbidden
Type: Offense/Defense/Supplementary
Range: All Ranges
Chakra cost: 60
Damage points: 110 (-10 to the user)
Description: The user will focus their volcanic water chakra into all existing sources of volcanic water in the area. Then user will direct the volcanic water toward one technique that produces of heat energy (fire or lightning), and then makes the volcanic water absorb the heat into itself greatly strengthening it. The water will then begin to converge toward the opponent from all sides, the water moves with great speed and will vaporize an opponent almost immediately upon contact. The extreme heat of the water will turn the ground into an almost liquid state on contact, making underground escape-attempts futile. The large amount of heat in the water will result in small burns on the user from being near it.
~Can only be used once per battle, and no volcanic water the next two turns.​

Temperature Style


S-Rank:

(Netsuton: hensen ) Temperature release: change
Rank: S
Type: defense/supplementary
Range: short
Chakra: 25 (+5)
Damage: N/A
Description: This is the most basic used jutsu for this element.It allows the user to either drastically decrease or increase the temperature around the users body,creating a shield up to mid range.In order to protect the users body the user must add a additional 5 chakra to create a field of chakra around him.When the user decreases the temperature it freezes any water/earth to a state where it breaks before it hits the user.(it could also increase the damage making it solid and dangerous like if used on rain).When Increased the user can melt/burn earth to ashes,boil water or even turn water into steam before it hits the user.
*Lasts 1 turn
*Can only be used once every 5 turns
*can only be used to block 2 jutsus.
*can also be used in combo with a jutsu

Forbidden-Rank:

(Netsuton: shimo auru ) Temperature release: Frosting aura
Rank: Forbidden
Type: defense/attack
Range: short
Chakra: 50(+20 to create a chakra sheild protecting the user)
Damage: 90(death if in touching distance)
Description: Unlike the "Hell" technique,this one does not require much concentration due to it only being used up to short range. The user will preform 3 handseals and change the temperature around his body up to short range. The temperature will drastically drop to a point where even the most frost resisting metals will start to crack.If the opponent is in touching distance than he will immediately die of the frost.(unless escapes very quickly)
*If the user touches the opponent during this time,than the opponent will instantly turn into ice.
*Can only freeze 2 jutsus.(or 1 jutsu and the enemy,depending on the situation)
*If the opponent is in short range than he will experience such a frighting cold,that he will try to escape by any means away from the user.(if not succesfully escaped within the turn than he will die of cold and shock)
*Can only be used twice and a 5 turn time span must be waited on before next usage.This jutsu lasts only 1 turn
*the user will receive a 30 damage from this technique and due to the cold,his reaction speed will drop a bit.


(Netsuton: makai ) Temperature release: Hell
Rank: Forrbidden
Type: defense/supplementary
Range: short-long
Chakra: 50
Damage: 90(-40 to user)
Description: This is a deadly jutsu.The user claps his hands and charges his wind/fire chakra into the environment and his body.After 1 full turn of charging(meaning 3 turns. turn used,turn charged,turn used) the user releases all of it in a instant scorching the whole field,instantly turning any water in range to steam, and burning every single thing around the user.
*can only be used once and no more fire/wind temperature for 3 turns.
*the user will be very hurt and for one full turn wont be able to attack.Only defend
*Takes 2 turns to charge(turn used and next turn).And only on the third can you use it.
*The user may run,sit but may not preform any ninjutsu or hand type taijutsu(leg tai is allowed) while charging.Leaving the user almost fully vulnerable.However clones are allowed to be used,but must be made before the use of this.

 

Mathias

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- Particle Style


A-Rank:

21. (Jinton: KaruiGenkai Hakuri no Jutsu) - Dust Release: Minor Destruction of the Primitive world technique
Rank: A
Type: Offensive
Range: Short - Long
Chakra cost: 30
Damage point: 60
Description: Essentially being the weaker version of the cannon technique "Destruction on the Primitive World". By thrusting his hands outwards, Mū will create a single three-dimensional object around his hands which consist of different functions just like the cannon version depending on the shape used. The cube version will be created around the user's hands in a miniature size and be released towards its intended target, quickly expanding and trapping the opponent within, having the concentrated sphere of dust detonate at the user's will. The cone and cylindrical version are essensially the same one. The user will create them in minature size around their hands and release it outwards in the form of an "energy" blast just like Ōnoki used it in the fight against Madara.

ちゅうしゃく
☈ Can only be three times per battle
☈ No Wind, Earth, Fire, Dust above S-Rank in the same turn used.
☈ The three-dimensional objects can't be created around the target unless short ranged of the user.
☈ Can only be used by Mū/Ōnoki biographies
☈ Must be taught by Mathias


S-Rank:

22. (Jinton: Seken Genshitek Sabishii) - Dust Release: Primitive World Solitary
Rank: S
Type: Offensive
Range: Short - Medium
Chakra cost: 40
Damage point: 80
Description: Mū will thrust his hands outwards while focusing his chakra around a specific target. This causes a dust release cube 10x10 feet around the selected target to be created with a sphere of pure concentrated dust release in the center. Mū will then bring his hands together with interlocked fingers causing the entire cube to "detonate" from within.

ちゅうしゃく
☈ Can be used three times per battle
☈ No Dust Release in the same turn
☈ Can only be used by Mū/Ōnoki biographies
☈ Must be taught by Mathias


23. (Jinton/Fūinjutsu: Seken Genshitek) - Dust Release/Sealing Art: Primitive World
Rank: S
Type: Offensive/Supplementary
Range: All
Chakra cost: 40 (-10 per turn)
Damage point: N/A
Description: After performing the Rat → Boar → Snake, Mū will thrust his hands outwards while focusing his chakra everywhere. Utilizing his dust release, Mū will create an entire cube around the battlefield of the size desired by the user. Upon creation of the cube, an overwhelming code of Knajis will spread throughout the cube to seal certain elemental affinities. While inside the cube know as the 'Primitive World', all shinobi within will be limited to the usage of only Regular Ninjutsu, Genjutsu, Earth, Fire, Wind chakra and any other element made up of Fire, Wind or Earth mixtures (Like Dust Release)for a total of four turns or until deactivated. As seen in the fight between Sasuke and Ōnoki, Dust release has the ability to be created or phase through solid surfaces without disrupting them, meaning that the Primitive World cube can even reach into the earth itself without disrupting it in the process. Due to being his own technique and possessing his own chakra, Mū is able to freely walk in and out of his Primitive World. Should an opponent come into contact with one of the sides of the cube, the certain body part that makes contact will be repelled with a small force similar to being tackled by a football player. In no shape or form will this tackle be strong enough to kill the opponent unless already on the verge of death. Should part of the cube's wall be abosrbed by chakra draining/sucking techniques, the knaji around that area will easily regenerate the damaged area.

ちゅうしゃく
☈ Can only be used once per battle
☈ No other Dust or Fūinjutsu release techniques in the previous or same turn used.
☈ No Wind, Earth, Fire, Dust or Fūinjutsu techniques above S-Rank for the next two turns.
☈ Cannot perform any summonings for the same and the following 2 turns.
☈ The user cannot perform any genjutsu in the same turn.
☈ Can only be used by Mū/Ōnoki biographies
☈ Must be taught by Mathias


- Gold Dust Style

D-Rank:

(Sakin Nami no Jutsu) - Gold Dust Technique
Rank: D
Type: Supplementary/Attack/Defense
Range: Short – Mid
Chakra cost: 10
Damage points: 20
Description: Use to create small objects made of gold for Attacking or Defense. No handseals required.
Note: Can only be used by the 4th Kazekage.
Note:Can only be taught by -Luka- & Joker

C-Rank:

(Sakin Nami no Jutsu) - Golden Senbon Showers
Rank: C
Type: Attack
Range: Short - Mid
Chakra cost: 15
Damage points: 30
Description: Golden Senbon rain from the sky, which can attack the opponent from above from different angle's and because of the heaviness of Gold dust, the user will duck slowly on his knees because of the pressure getting on him from above. Requires 3 handseals.
Note: Can only be used by the 4th Kazekage.
Note: Can only be taught by -Luka- and Joker.

B-Rank:

(Sakin: Go-ruden Kusari)- Gold dust: Golden Chains
Range: Supplementary
Rank: B
Range: short-mid
Chakra Cost: 25
Damage Points: N/A
Description: The user will create a small crater in the ground, and will transfer would dust in it. Then the gold dust will travel towards the opponent, collecting more gold dust from the earth particles. The gold dust travels as fast as a person using hiding like a mole. The gold dust will elevate from the ground directly (or slightly behind) the opponent feet. The gold dust will immediately bind the enemy's feet, and will in an increase surround the the target until covering the whole body, leaving the head out. Covering the whole body occurs within seconds. If the opponent is standing in gold dust before, it is useless to perform the previous activities (such as doing the crater)
-Usable 2 times per battle
-Only Yondaime Kazekage bios

(Kogane chiri: Kanchiki) - Sensor Gold dust technique
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: The user will release a special type of sensory Gold dust across the whole terrain after making 4 handseals and then upon contact with an enemy target the sand can alert the user of the location and presence of an enemy target. The gold dust can even detect invisible targets and stick to their body.

Note: Can only be used by the Fourth kazekage
Note: Can only be taught by BloodLust Loki, Joker and -Luka-.
Note: -10 Chakra per turn

(Sakin Nami no Jutsu) - Greater Gold Dust Technique
Rank: B
Type: Supplementary/Attack/Defense
Range: Short – Mid
Chakra cost: 10
Damage points: 20
Description: Use to create Medium to large sized objects made of gold for attacking or Defense. No handseals required.
Note: Can only be used by the 4th Kazekage.
Note:Can only be taught by -Luka-

(Sakin: Go-ruden Ame) - Gold Dust: Golden Rain
Rank: B
Type: Attack
Range: Short - Long
Chakra Cost 25
Damage Points: 40
Description: By focusing on the magnetic energy around the field, the user can manipulate the gold dust particles around the battle field. Then by doing so.. the user will turn the gold dust particles into small needle-like rain drops made of gold, that rain upon the target from above. If the technique is used during a sunny day then the sun light will reflect off the gold and cause the target to be momentarily blinded if he looks at the rain.

♦ One turn waiting period to re-use.
♦ Can only be used by the Fourth Kazekage.
♦ Must be taught by -Luka-

(Sakin: Sakin Bouhatei) - Gold Dust: Gold Dust Mole
Rank: B
Type: Supplementary
Range: Short-Long
Chakra Cost: 25
Damage: N/A
Description: Using magnetism release, the user gains the ability to open a path and dig through gold dust techniques or substances. This technique is somewhat related to hiding like a mole technique, but instead of earth its gold dust. The user can choose exactly where he wants to come out of as long as there is gold dust in that desired location. This technique leaves the user extremely vulnerable to lightning based attack, considering Gold is a very good conductor.

♦ Must be used on a gold dust technique or substance.
♦ Can only be used four times per battle.
♦ Only the Fourth Kazekage can use this.
♦ Must be taught by -Luka-

A-Rank:

(Sakin/Fuuton: Suteppingu Kumo ) - Gold Dust/Wind Combo: Stepping Clouds
Type: Defense/Supplementary
Range: Short-Mid
Rank: A
Chakra Cost: 50
Damage Points: N/A
Description: Using magnetism release the user will gather gold dust particles and create five large clouds of gold dust infused with wind chakra that raise out of the ground elevating the user. This technique can be used to catch the user while plummeting from the sky. Jutsu last for only 1 minute, before the gold dust clouds fall apart.

♦ Can only be used there times per battle.
♦ Can only be used by the Fourth Kazekage.
♦ Must be taught by -Luka-

(Sakin: Gatling Gan) - Gold Dust: Gatling Gun
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: Using magnetism release, the user will put out one of his hands in front of him and create a small condensed sphere of gold dust. The sphere is around the same size of the rasengan, it can shoot up to 10 bullet-like projectiles at great speeds towards the opponent. The projectiles are the same size as a regular sniper bullet.

♦ It can only be three times per battle
♦ It can penetrate up to B-Rank and below barriers/shields/pillars etc..
♦ The user must use all projectiles as the jutsu only lasts one turn
♦ Can only be used my the Fourth kazekage.
♦ Must be taught by -Luka-

(Sakin: Shainingu Doragon) - Gold Dust: Shining Dragon
Rank: A
Type: Offense
Range: Short/Mid
Chakra Cost: 20
Damage Points: 40
Description: After performing a series of three hand seals, the user will send out a wave of gold dust in the shape of a big dragon. If used in a sunny day, the reflection of the gold from the dragon will momentarily blind the opponent as its heading towards him.

♦ Can be used three times per battle.
♦ Can only be used by the Fourth Kazekage.
♦ Must be taught by -Luka-.

(Sakin: Go-ruden Supaiku) - Gold Dust: Golden Spikes
Rank: A
Type: Offense
Range: Short/Mid
Chakra Cost: 20
Damage Points: 40
Description: After performing one hand seal the user will focus his magnetic energy and release it into the ground bringing forth condensed gold dust particles from the ground beneath the opponent and shape them into spikes that will protrude from the ground to skew the target. The spikes being made from gold can penetrate targets of greater density.

♦ Can be used three times per battle.
♦ Can only be used by the Fourth Kazekage.
♦ Must be taught by -Luka-.

(Sakin: Sakin Rufu) - GoldDust: Gold Dust Roof
Rank : A
Type : Offensive / Supplementary
Range : Short - Long
Chakra cost : 30
Damage points : 60
Description : After having bits of gold dust enter the sky above or target location, the user can then compact the gold dust particles to become a dense layer of gold dust with a width of at least a meter. When the user wants to, he brings either his left or right hand up at least above shoulder level and sways it downwards while concentrating his chakra in his hands to direct the layer of gold dust's movements to fall on the enemy.

♦ Usable only four times per battle
♦ Can only be used by the Fourth Kazekage
♦ The technique becomes truly visible when they compact
♦ Can only be taught by -Luka-

(Sakin: Sakin Sasori) - Gold Dust: Gold Dust Scorpions
Type: Offence/Defensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user performs a single handseal and then slams his hand onto the ground, making 2 ferocious gold dust scorpions, 2metres tall, form in front of the user. These scorpions can also be used to block incoming attacks as well as attack with their non-poisonous stingers.

♦ Can only be used two times per battle.
♦ Can only be used by the Fourth Kazekage
♦ The Gold dust scorpions are literally made of gold dust
♦ They move slow although their agility with their non-poisonous stingers are fast.
♦ Can only be taught by -Luka-

S-Rank:

(Jiton: Raikou Atorakushon) - Magnetism Release: Lightning Attraction
Rank: S
Type: Defensive/Supplementary
Range: Short
Chakra cost: 40
Damage points: N/A
Description: The user will focus his magnetic energy and release it into the ground bringing forth gold dust particles. The user will then turn the gold dust particles into a long pole-like object. The pole will act as a conductor which can attract A ranked lightning techniques and below. Any lightning absorbed will be conducted down towards the earth causing the user no harm from lightning attacks for two turns.

♦ Can only be used once per battle.
♦ The user can't use lightning attacks while this technique is active.
♦ Can only be used by Fourth Kazekage.
♦ Must be taught by -Luka-.

(Sakin: Gourd Akutibe-shon) - Gold Dust: Gourd Activation
Rank: S
Type: Defense/Supplementary
Range: Short
Chakra Cost: 40 (-10 per turn)
Damage Points: N/A
Description: After performing a series of three hand seals, the user will “activate” his gold dust gourd to act as a shielding mechanism from incoming attacks. The gourd will instantly turn itself into gold dust and block any incoming attacks. The user can choose not to be shielded by the dust if he desires. The gold dust can block attacks from any direction even below ground. If the user looses his footing for example by a swamp or a river. The dust will turn into a floating platform to hold the user. Although in this state the dust can not be used to shield from any other incoming attacks. The gold dust can block A rank and blow techniques. Concentrated lightning techniques (A ranked) or powerful enough lightning techniques such as Kirin would easily get passed the defense. A ranked fire would be hot enough to melt the gold dust. If used to block an S rank technique it would work but the activation would end. The shield can't block S ranked concentrated lightning techniques or fire techniques.

♦ The activation can only be done once per battle
♦ The gourd stays active for 2 turns
♦ Every time the gourd shields the user it counts as one of the three turns
♦ No gold dust techniques for two turns after the activation ends.
♦ Can only be used by the Fourth Kazekage
♦ Must be taught by -Luka-

(Sakin: Sakin nohara) Gold Dust: Gold Dust Field
Type: Supplementary
Rank: S
Range: Short-Long
Chakra cost: 40 (-10 per turn while activated)
Damage Points: N/A
Description: After 5 handseals the user will slam his hands on the ground, elevating large amount gold dust particles in the surface from underneath the ground, creating a thin layer of gold dust in all ranges for incoming gold dust jutsus. Gold dust related techniques speed up because the dust is already in the battlefield. Gold dust will keep flowing from the ground while this technique is still active (only the user control the gold dust as his chakra is mixed in it), when the technique deactivates, gold dust will stop been created, but the gold dust will still be there for future use (anyone will be able to control the gold dust though, as the chakra of the user has left the gold dust)
Restrinctions:
- Can stay for the whole battle
-Can only be used one time
-Needs to activated before the end of the third turn
-The user is unable to perform any other gold dust jutsu at the same turn
-The user is unable to perform any taijutsu while the technique is active
-Can only be used by 4th Kazekage bios
-Can only be taught by Gin-San

(Sakin: Juusurudoi kyohaku) - Gold Dust: Ten pointed star
Type : Offensive
Rank : S
Range : Short-Long
Chakra cost : 40
Damage points : 80
Description : The user makes the handseals, 'Ram → Bird → Dog → Horse → Dragon', keeping the Dragon handseal, the user is then able to conjure up ten dense Gold dust doors with each being two times as big as a regular door in length and height. Each gold dust door is 5 meters away from the enemy and has its placing in a pentagon formation around the enemy with him being in the centre. Since there are ten doors, there would be two pentagons forming a ten pointed star as shown in the picture in the spoiler below. When the user releases the 'Dragon' handseal he was keeping, the doors will start closing in on the enemy at high speeds. This technique ends with all the doors smashing into the enemy at the same time.

♦ No Gold dust jutsu for the next turn
♦ Doesn't cover the sky
♦ Can only be used two times per battle
♦ Can only be used by the Fourth Kazekage
♦ Can only be taught by -Luka-

(Sakin: Goruden Hayashi ) - Gold Dust: Golden Forest
Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: Using magnetism release, the user focuses a great deal of chakra within all ranges bringing forth gold dust particles from the Gold Dust Field. The user then molds all the particles creating a giant forest of tall sharp golden spikes that burst from the ground. This technique is very similar to the Kaguya's fifth and last dance forms "Dance of the Young Ferns", except the user can not merge themselves into the spikes in the same technique. Travelling through the spikes leaves the user extremely vulnerable to lightning as Gold is a very good conductor.

♦ Must have "(Sakin: Sakin nohara) Gold Dust: Gold Dust Field" activated beforehand when creating the forest.
♦ Must use "(Sakin: Sakin Bouhatei) - Gold Dust: Gold Dust Mole" if the user wants to travel through the spikes.
♦ Can only be used once per battle.
♦ No gold dust techniques of A-Rank or above next turn and no S-rank and above for the next 2 turns.
♦ Can only be used by the Fourth Kazekage
♦ Must be taught by -Luka-​

- Magnetism Style

B-Rank:

(Jiton: Jishaku Sacchi Shuuha) - Magnetism Release: Magnetic Sensing Waves
Rank: B
Type: Supplementary
Range: Short-Long
Chakra cost: 25
Damage Points: N/A
Description: The user releases small waves of magnetic energy from his body throughout the air and ground around him. By doing this the user can sense where his opponent is whether he is standing on the ground, underground, or flying above.

♦ Can be used twice times per battle
♦ The technique stays active for that whole turn.
♦ Only magnetism release bios can use this technique
♦ Must wait one turn before using it again.
♦ Must be taught by -Luka-

(Jiton: magunechikku gekitai) Magnetism release: Magnetic Repulse
type: Defense
Rank: B
Range: Short
Chakra cost: 25
Damage Points: N/A
Description: The user after being magnetized by the opponent, will create a magnetic field around his own body with the same charge/polarity. By doing this, the similar charges/polarities will repel each other, and the user will stop being a giant magnet.
-Can only be used 5 times per battle
-Can only be used by magnetism users

A-Rank:

(Jishaku Ninpou: Jiki parusu) - Magnetic Ninja Art: Magnetic Pulse
Rank: A
Type: Defense/Supplementary
Range:Short-Long
Chakra cost: 30
Damage Points: N/A
Description: The user gathers magnetic chakra in their palms and releases it giving a forceful push to metallic objects.

Note: Affects metallic objects only
Note: Can only be used twice per battle
Note: Can only be taught by Nagato..
Note: Only small, medium and big sized objects are pushed away..

(Jiton: Jishaku Bun'ya) - Magnetism Release: Magnetic Field
Rank: A
Type: Defensive/Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: N/A
Description: The user will focus his magnetic energy and release it in a 360 degree wave spreading through the air and ground creating a magnetic field, magnetizing anything that it comes in contact with. This technique does not harm the opponent.

♦ The field stays active for two turns and must wait one turn before reactivating.
♦ Can only be used three times per battle.
♦ Can only be used by Magnetisim Release bios.
♦ Must be taught by -Luka-.​

- Sai's Ink Style

B-Rank:

24. (Ninpou: Inku Manipyure-shon) - Ninja Art: Ink Manipulation
Rank:B
Type: Attack/Supplementary/Defense
Range: Short - Long
Chakra Cost: 25
Damage Points:40
Description: The user will change the shape of a special ink source to create small weapons like daggers, kunais etc, shields, or pillars made of ink by manipulating the users chakra that is already inside the ink source. The items can also be pre-drawn inside a scroll. The method of manipulating and ink source instead if drawing it out inside a scroll based on "(Ninpu: Sumi Nagashi) – Ninja Art: Ink Balance" where Sai pours the special ink onto the ground to create snakes without drawing them.

Note: Can be used five times
Note: The user can only manipulate his own special ink.
Note: Must have an Ink Bio
Note: Requires Ink source
Note: Must be taught by Mathias


A-Rank:

25. (Ninpou/Fuuton: Suteppingu Tairu) - Ninja Art/Wind Combo: Stepping Tiles
Type: Defense/Supplementary
Range: Mid-Long
Rank: A
Chakra Cost: 50
Damage Points: N/A
Description: 5 Large drawn tiles of ink infused with wind chakra raises out of the scroll elevating the user. Can be used to catch the user while plummeting from the sky. Jutsu last for only 1 minute, before the ink disperses.

♦ Must be drawn or Pre-Drawn inside a scroll.
♦ Must know the Ninja Arts of ink techniques.
♦ Can only be used 4x per battle.
♦ Must be taught by Mathias.


26. (Ninpou: Gatling Gan) - Ninja Art: Gatling Gun
Type: Attack
Rank: A
Range: Mid-Long
Chakra Cost: 30
Damage: 60
Description: The user uses special ink to draw up to 10 bullet-like projectiles onto a scroll. Then by using Wind Chakra they can be fired at great speeds.

♦ It can only be used once per battle
♦ It can penetrate up to B-Rank and below barriers/shields/pillars etc..
♦ The user must use all projectiles as the jutsu only lasts one turn
♦ Must know the Ninja Arts of ink techniques.
♦ Must be taught by Mathias.


- Wood Style

(Mokuton:Mokusei āmu)-Wood release:Wooden arms-
Rank:B
Type:Supplementary
Range: Short
Chakra cost:30(+5 to taijutsu)
Damage:N/A
Description: In this jutsu the user manipulates wood to grow two arms made from normal wood which can be used along with the users helping the user in taijutsu as the heartwood of the snakewood tree is one of the strongest wood in the world with a specific gravity of around 1.2,hence increasing the strength of the user.And providing the user with an advantage over the opponent.the hands cannot use jutsus but are able to throw kunais,tags and other weaponry.
~can be used twice per battle
~the hands can be dropped at any time with a single Bird seal by the user
~no handseals required
~can be used/taught by Jinbei

(Mokuton:Hikari no ki tsubasa)-Wood release:Light wood wings-
Rank: A
Type:Supplementary/Attack
Range: Short (the spikes from the wood can travel long range)
Chakra cost:30
Damage:5 for each spike hit
Description:In this jutsu the user forms one handseal and wings of the lightest wood i.e the balsa wood appear on the users back.This wood is special as it is lighter than the hollow wing bones of a bird and is used in making gliders due to its lightweight.With these wings the user can fly in the air unrestricted upto 30 meters without any problems.Also the user can form wooden senbons from their wings at an additional cost of 20 chakra.These senbons are your average senbons,they are just made of wood instead of metal.

~can be used twice per battle
~can be used/taught by Jinbei
~the wings can be shed at any times by forming a single ram seal by the user
~the senbons can be used thrice
~the wings last for 4 turns

Mokuton:kibaku chuuseki| Wood style:Exploding pillars
Rank: S
Type: Attack
Range: Short-Mid
Chakra: 40
Damage: 80
Description: By using mokuton,the user is able to create multiple pillars that will grow and form a circle around the opponent.Then,after the user performs one handseal,the pillars will explode.The explosion radius expands all the way up to mid range.

Note~The pillars don't take more than 3 seconds to grow.
Note~Can only be used twice per battle and the user can't use any other mokuton jutsu for two turns.
Note~Can only be used and taught by Jinbei

(Mokuton:Hageshii kaze no misairu)-Wood release:Fierce wind missiles-
Rank: S
Type:Attack
Range: Short-Long
Chakra cost:40
Damage:80
Description: This is a useful mokuton jutsu in which the user starts to spin on his heels simultaneously releasing, from every part of the users body mokuton spears.The spears are pointed at both ends and are about 1 and a half feet long feet long,these are infused with fuuton chakra of the user and travel and very high velocities towards the opponent piercing him all the way through and inflicting a large amount of damage,as the attack covers a full 360 degrees it also covers all the blind spots making it a jutsu of choice for the user.

~can be used thrice per battle
~no mokuton jutsus next turn due to overuse of mokuton chakra
~can only be taught/used by Jinbei
~no handseals required.

(Mokuton:Namaikina mokuzai tsubame)-Wood style:Cheeky wood swallows-
Rank:S
Range:Short-Long
Chakra cost:40
Damage:80
Description:In this jutsu the user chains four handseals after which 10 swallows made up of wood rise up from earth or water whichever is more suitable (if the opponent is near water then they will rise from water and if the opponent is near earth they will rise from earth since wood=earth+water the swallows can be formed on both water and earth) though the birds do not rise extremely near the user but about 5 meters from the opponent.The swallows are very small in size about 3 inches in length.

They are fast flyers and are also quite agile and can easily dodge kunais and other weaponry.As soon as they form they charge towards the enemy from all directions and when the user makes a single tiger seal,they explode causing damage too the user as splinters from the wooden swallow pierces the opponent like grenade shrapnel damaging him quite brutally.

~can be used twice per battle
~the user decides how may swallows he creates (from 1-10)
~the user cannot create more than 10 swallows
~the user can make them explode at any time(with a single tiger handseal) though if they come in contact with lightning,fire or the opponent they automatically explode
~can be only used/taught by Jinbei
~can not be used in two consecutive turns
 

Mathias

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- Oversoul


(Tairei: Nuno chūnyū): - Oversoul: Cloth Infusion
Type: Offensive/Supplementary/Defensive
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A +20
Description: This technique simply allows the user to infuse a cloth of choice with an elemental chakra. There are two distinct types of infusions, the first which entails the utilisation of pure elemental chakra, whereas the second utilised a manifestation of an element so as to provide more corporeal physical affects. In the first, the user will simply infuse the cloth with an element of choice via chakra flow, resulting in it undertaking an empowering elemental coating that will grant rudimentary manifestations of the respective element - i.e Fire infused cloth will become sterile and hot, Lightning/Wind infused will be sharper or faster, Earth more resilient/rigid, and water becoming ignition-resistant. The second version will result in a more distinct change, for instance, the infusion of fire will set the cloth alight, the infusion of Wind/Lightning will surround it in empowering currents of Wind or Lightning, the infusion of Earth will turn the cloth rock like, while the infusion of Water will utterly drench the cloth, with the added option of the cloth also becoming sticky so as to cling to a target. While the technique itself does not do damage, it does empower the cloth in question, allowing it to be tossed as a projectile, or more importantly, allowing for the pre-infusion of an element into a cloth so as to give an Oversoul Techniques of choice added power.
~ Can only be used 4x
~ No Tairei techniques above S rank next turn.
~ The second version of infusion wares off after two turns, and in the case of fire and earth infusions, the imbued cloth will burn out or crumble upon the duration limit being reached.

(Tairei: Sózó no Okurimono) - Oversoul: Gift of Creation
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30 (-10 per turn)
Damage points: N/A
Description: Gift of Creation, a technique which allows the user to make simple ‘toys’ turn into savage beasts of death. This jutsu requires the user to channel his chakra into a stuffed toy, animating the toy and giving it a basic sentience required for attacking or perhaps defending purposes. Upon animation, the toy may expand, depending on the users wishes of course, their expansion allowing them reach a size of up to 15 meters. These stuffed toys are capable of attacking with their basic attributes, whether it be unleashing strings to bind the opponent, firing balls of filling, launching stitching towards the opponent either by dispatching it through their mouths/noses and bodily pores in general or through bodily movements such as swinging their arms/legs/wings and other limbs in general, depending on the animal, with each of these strings/fillings launches considered to be B-ranked, or attacking with their physical traits. The type of stuffed toy may have an effect on its usefulness, for instance cheetah shaped stuffed animals would be rather fast, birds would be capable of flight, moles for digging and aquatic animals for swimming, meanwhile Gorilla shaped animals would possess uncanny brute strength. Hybrids are also creatable through utilisation of this technique, or even legendary creatures. Teddies can also undergo delayed expansion, allowing them to be thrown or launched to a desired spot before in preparation for their expansion. Once activated, the animal animated would become sentient, fighting alongside the user as an ally.
- Can only be used 5x
- Cannot be used on consecutive turns
- Can only be used to bring one toy 'alive' at a time
- No Oversoul techniques above S rank for the rest of the turn.
- Lasts for a duration of up to four turns, at which point chakra will fade from them leaving them lifeless. (The user can extend a duration by utilizing this technique again)

(Tairei: Kōdona nuno Sōsa) : - Oversoul: Advanced Cloth Manipulation
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra: 30 (-10 per turn if Elemental chakra is infused)
Damage: 60
Description: A multi-purpose Oversoul technique which stands as an embodiment of the basis of the Oversoul style. By infusing chakra into cloth within the users possession, the user is capable of manipulating it so as to perform various tasks. Cloth can be reinforced with chakra so as to go against piercing or cutting techniques and similarly enhanced so as to likewise pierce or slice an opponent; it can also undergo more traditional usages for restraining and binding purposes, with the range of this technique limited only by the amount of cloth the user has, and how they choose to use it. For instance, the user could unravel thinner pieces of cloths from clothing, allowing smaller amounts of more inconspicuous cloth to traverse longer distances so as to pierce or entangle a target, or could utilise bodily clothing for short ranged purposes such as manipulating sleeve ends to form weapons, or defences. This technique can be utilized with the infusion of one of the basic 5 elemental chakras. In which case, earth will provide a more advanced hardening capability and can also serve to increase weight, Wind will enshroud the cloth in wind chakra, making it sharper and faster (By reducing air resistance and streamlining it), Water will make it more resilient to being ignited, while also making it more damp. Fire and Lightning infusion works by coating the element in the aforementioned elements, as compared to letting the cloth taking the natural elemental effects (e.g putting the cloth on Fire). The effects of having Chakra infused Cloth results in the cloth becoming scorching hot without actually being set on Fire, whilst the Lightning infusion greatly increases cutting abilities as well as making cloth move faster, in the same way Wind does (by reducing air resistance and streamlining it). However infusion with elemental chakra will produce elemental weaknesses and strengths, for instance Earth Infused Cloth - will be susceptible to having its chakra nullified by Lightning techniques, and will also be liable to breakage by Lightning due to its unusual level of hardening, Wind will be more ignitable, Fire vulerable to drenching and so on. Utilization of normal chakra is neutral to all elements. - Can only be used on cloth which the user is in direct.
- Cannot be used on opponents clothing
- Can only be used 4x
- No Ninjutsu above S rank for the rest of the turn

Tairei: Seishin no Sokumen | Oversoul: Aspect of the Spirit
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Self
Chakra: 30
Damage: N/A
Description: Through this technique the user applies the concept practiced in 'Gift of Creation' of expanding and granting sentience unto stuffed toys except with a slight twist. This time the user will expand a stuff toy except that the expansion will be centred on them, and hollowed out, thus they will ultimately be covered in a stuffed suit. Like 'Gift of Creation' the expanded toy suit will exhibit properties according to it's physical traits and the animal qualities that it mimics - i.e a Bunny suit would have rather pronounced haunches that would work in unison with the user so that, when the user jumps, the stuffed yet powerful haunches would sync and boost their movements to allow the user to jump to uncanny heights or distances, likewise for a gorilla suit that could grant stronger punches or greater brute strength, or a hare suit for greater travelling speed and so on. Naturally, additional appendages that the suit carries would adapt to and be utilised by the user to fulfil their nature purpose, i.e tails for added balance, claws that would be incredibly stiff and allow for slicing and dicing, wings for flight and so on. The applications of this exoskeleton like suit would only be limited by the users inventory, imagination and intentions, the suit can be full bodied, cut off at a certain areas, or partial, appendages can also be situated in different areas according to the users desire, and it's size can vary between being slightly larger than the user or even a gigantic body in which the user is housed within. (Maximum of seven meters in size) The created suits are partially sentient and are therefore capable of taking the initiative to act upon the users will. The strength and effectiveness of the appendages are proportionate to what the real life animal counterparts would be capable of if they were scaled to the same size as the suit - i,e a rabbit can jump to 2.5x it's body height, thus a rabbit suit would enable similar such feats, except further augmented by the users own jumping power.

Note:
- This technique can last for up to two turns, the initial expansion creates an outburst of chakra that grants the first set of actions for this technique chakra enhanced power, equivalent to A rank, (That momentarily doubles the physical output and effectiveness of the appendages) however after that the suits display capabilities not that much greater than that of their real life (or imagined in the case of mythical based suits) counterparts, except enhanced in proportion to their size and density of course.
- Can only be used 4x
- Two turn cool down in-between usages.
- No Oversoul techniques above A rank the turn after this ends.
- Cannot be combined with Oversoul: Kamui.

Tairei: Kamui | Oversoul: God-Robe
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Self
Chakra: 40
Damage: N/A
Description: An incredible Oversoul technique in which the user animates, empowers and manipulates their clothes to create a powerful suit that's tailored to their liking. This technique is executed by infusing vast amounts of chakra into the users garments to bring them to life, with the users newly animated clothes being both freely manipulable by the user, and also capable of acting in the users interests due to their acquired partial sentience - thus the creation of the users own Kamui - Godrobe. A Kamui can be hard, soft, flexible, rigid, elastic or firm according to the users wishes and is thus capable of freely shifting, morphing and growing in shape and length so as to match desire (This cannot bring a Kamui to beyond 3x it's original size). When the user moves during battle so will the Kamui, the symbiotic clothing moving alongside the user to accentuate their movements, and ultimately resulting in the user being capable of faster, stronger, and tighter movements. Thus a Kamui's ability to shift into and produce cloth based appendages and weapons to attack and defend, as well it's ability to heighten the users physical abilities essentially allows the user to gain supreme close combat prowess - such that the original inventor of this technique, a frail and physically weak little girl, was capable of overwhelming her Ninja Martial Arts instructors through use of this technique.
However a Kamui is not without cost. Each turn the Kamui forcibly drains 20 chakra from the user as, despite being powerful it is unfortunately inefficient. The chakra that the Kamui feeds off uncontrollably seeps outwards to create an colourful aurora that enshrouds the users body. However the aura goes beyond aesthetic purposes as it serves as a chakra flow that enhances the destructive power when a Kamui strikes something.
A Kamui's base form offers some defence to the user as it cannot be burned, shocked or crushed by an inferior technique, however it can be cut by an appropriately focused technique B rank or above (B rank cuts it, A rank+ cuts through it and into the user), and concussive force above B rank can still transmitted to the user. However upon being cut or disfigured a Kamui will quickly restitch itself, thus it can only be completely destroyed by an equally powerful technique of suitable proportions. (This does not apply to its produced offshoots.) (Restitching drains an additional 10 chakra)

Note:
- Lasts for up to four turns once activated.
- Each turn the user can release Kamui/Oversoul based attacks and projectiles that amount to A rank in overall power. This counts as a move and bypasses freeform manipulation in that it does not have a size or quantity limit. (A rank power includes the chakra coating)
- Oversoul techniques created using the cloth of a Kamui gain an additional +20 power due to the excessive chakra infusion and coating.
- The chakra aura alone adds +10 damage to the users physical attacks that involve a Kamui, while a Kamui's actual power is proportional to the users own, even a Kamui's sentience and will is simply a distorted yet real reflection of the users own.
- Once this is over the user is restricted from utilising Oversoul techniques above B rank for the next two turns.
- The users body will also exhibit signs of strain from having worn the Kamui, resulting at them performing below their physical peak for the next two turns. (No Taijutsu above B rank, and speeds decreased to by half.)
- The initial creation of a Kamui generally results in the users clothes rearranging or even morphing to their preferences into something akin to their own superhero suit. (More clothing generally results in a more effective Kamui)

 
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Mathias

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I've had permission from Kerrah to still use Iwa's customs, I just haven't had the time to post them.

(Doton: Buatsui Kanadzuchi)- Earth Release: Titanic Hammer
Type: Attack/Defense
Rank: B
Range: Short-Mid
Chakra: 20 (+10 per turn used)
Damage: 40
Description: The iwagakure ninja is well known for strength and his ability to use earth. With this jutsu, the user stomps his foot on the ground making a tall, skinny, but dense pillar shoot up from underneath him shooting him up. On the pillar, there is a handle, and the user can put his foot or hand through the handle to swing this large pillar as he pleases. The pillar is detached from the ground as soon as the handle is touched. The pillar is roughly 10 feet long and 6 inches in diameter, and its weight ranges in the metric tons. Because of its immense weight, the user must expend earth chakra to swing this pillar for use in taijutsu.

(Doton- Hebi no sōkutsu) Earth release- Den of Snakes
Type: Attack
Rank: B-rank
Range: Short-Long
Chakra cost: 20
Damage points: 40
Description: the user will spit out mud that will form a large sphere of earth on the users left hand. The user will then begin to spin it w/ his right releasing countless earth spiked whips that will make their way towards the opponent binding them and impaling them.
*Note: can only be used 3x per battle.


A-Rank



(Doton: Iwa Kyohaku Hougeki) Earth release: Rock Stars Bombardment
Type: Attack
Rank: A-Rank
Range: Short-Long
Chakra cost: 30
Attack points: 60
Description: the user summons a great amount of chakra into the sky where it gathers up earth to make a large rock boulder. The boulder then begins to break down creating rock windmill shurikens that rain down on the opponent making huge craters where they land.
*Note: can only be used 3x per battle.

(Iwadoton No Jutsu)- Rock Earth Style Technique
Type: Attack/Defense/Supplimentary
Rank: A
Range: Short-Long
Chakara Cost: 30
Damage Points: 60
Description:After the necessary hand seals, the user of this jutsu will place their hands on the ground and infuse the earth around them with chakra. Then they will erect a large amount of skinny but dense earth pillars from the ground, creating a earth pillar forest that rises up extremely fast striking multiple opponents from all angles around the whole terrian. This jutsu takes some seconds to perform but it is quick when released.
*NOTE: Can only be used two times per match

(Iwagakure Doton Kinjutsu- Chikyū no kurōn bakuhatsu) Village hidden in the Rocks Secret Earth release- Rock Clone Explosion
Type: Attack
Rank: A-rank
Range: Short- Long
Chakra cost: 30
Attack points: 60
Description: the user will focus his chakra into a previously made rock clone and make it unstable by compressing the charged chakra. His chakra will draw its particles closer together, building up pressure and making it as dense as it can be, till it explodes violently releasing rock shrapnel to add to the destruction. The explosion is as big as an explosion tag but the shrapnel covers short range around the location of the clone.
*Note: Can only be used once per battle.
*Note: Contact w/ the clone is not necessary.
*Note: Requires special permission from the Tsuchikage to use.


S-Rank



(Kuchiose: Kuji Yochi)- Summoning: Earthen Lottery
Type: Attack
Rank: S
Range: Mid-Long
Chakra: 40 (+15 for each extra turn used)
Damage 80
Description: This jutsu causes one 8-foot tall two headed dragon that emerges from the ground instantly. The user then focuses chakra into his feet into the dragons heads making them release rasengan sized rock shurikens, boulders, sand/dirt bullets of varying sizes, or powerful mud streams. These dragon heads can be angled if constant chakra is added.

(Doton:Yasen Gishi ) Earth style: Field Technician
Type: Supplemantery
Rank:S
Range:Short-Mid
Chakra cost: 50 for 2 turns
Damage points: N/A
Description: The user forms a series of handsigns and then applies their earth chakra into the ground at up to a mid range radius. When the user's chakra is in the ground, it makes it impossible for the opponent to use earth jutsus using earth from that ground for a short period of time. Because the user's chakra is diffused throughout an area of the earth, the opponent cannot manipulate that earth using earth jutsus.
*NOTE: Can only be used once per battle
*NOTE: Lasts for 2 turns
*NOTE: No Earth Jutsu for 1 turn after the jutsu has ended


F-Rank

(Doton: Kangoku Hateshiganai)- Earth Release: Eternal Prison
Type: Attack
Rank: Forbidden
Range: Mid
Chakra: 60
Damage: Varies (+20 to user)
Description: The user focuses enough chakra into the ground and makes one handsign making two huge boulders shoot out of the ground from the opponent's sides, slamming him dead on. They start encasing the opponent's body into the rock, soon encasing his hands to prevent handseals from being made. If the opponent doesn't find
a way out by the end of his turn, he is completely encased and has died of suffocation and crushing damage. Once the rocks inside are destroyed they start to grow back shortly, similar to the jutsu Jirobo used. Unless the rocks are hit with a jutsu of significant power in a certain spot, they regrow very quickly. The constant encasing of the opponent within the boulders necesitates the constant replenishment of chakra into the boulder through the ground. This makes the ground under the boulder harder than usual and also makes the inside of the boulders impossible to merge with because the user's chakra is constantly flowing through them.
*NOTE: Can only be used once per battle on one opponent at a time
*NOTE: User cannot use any Earth jutsus above B-rank the next turn
*NOTE: User cannot use any Earth forbiddens for the rest of the match

(Iwagakure Kinjutsu) Village hidden in the Rocks Secret Technique
Type: Attack/Supplemantery
Rank: Forbbiden
Range: Short-Long
Chakra cost: 50
Damage points: 100
Description: the user inserts a certain amount of chakra into a rock making it unstable and highly explosive. Once charged, the rock can be thrown by the user towards the opponent and be detonated at will. The resulting explosion largely depends on the size of the rock thrown and on the amount of chakra put into the rock. The explosions can range in intensity from the strength of a frag grenade to the power of a large amount of C4. This jutsu is undoubtly dangerous because the shrapnel from the rock as well as the shockwave from the explosion can hurt the opponent.
*note: the user can't use earth jutsu while charging the rock.
*note: only usable 3x per battle.
*note: not usable more than once every 2 turns.
*note: time it takes to charge the rock is as follows...
*same turn= B-rank explosion.
*1 turn=A-rank explosion.
*2 turns= S-rank explosion.
*3 turns= Forbidden-rank explosion.

(Doton: Bafometto no Tsūru ) - Earth Style: Tools of Baphomet
Rank: A
Type: Attack/Defensive/Supplementary
Range: Short - Long
Chakra cost: 30 (+10 per turn)
Damage Points: 60
Description: This technique allows the user to raise up dust and earthen particles from the ground, which are left to circulate in the air for up to three turns. The amount of dust raised is up to the users discretion, and could simply be the minimum amount required for the technique to work - and thus barely affecting the terrain, or it could even usher in a haze of airbourne earth particles that would reduce visibility. Once airbourne, the earthen particles can have additional chakra added to them, and through advanced manipulation they can undergo forced expansion so as to reach useful and manipulable sizes, expanding dust particles clumping together, and forming even larger aggregating expansions which can be shaped into constructs and tools according to the users desires. Up to two different constructs can be formed per activation, either individual constructs, or aggregational constructs (For instance a collection of spikes and a collection of boulders could be formed in the same turn, etc). These constructs can be utilized to attack or defend or for other purposes, and can be made to float regardless of mass, as the users constant drained chakra supply that is funneled into the dust (and by extension the created constructs) allows the user to maintain control and manipulate the tools, provided they do not perform any techniques above S rank. The brilliance of this technique is that, the user is capable of utilizing this within Iwagakure without the need of raising earthen particles, and instead utilizing the naturally airbourne earth particles. Utilization within Iwagakure means that the turn based chakra drain only occurs should the user choose to sustain a construct, otherwise this technique is simply activated through use of this technique, skipping out on the raising of dust and forming the constructs directly from the earthen particles.
~ Can only be used 3 times per battle, however a maximum of five activations can occur per battle. Meaning, that creating dust and earthen particles can be done 3 times but it is possible to use this dust once created, up to 5 times.
~ Earth particles can only be activated once per turn so as to form constructs, with each activation counting as a technique (Except for the turn in which this technique is first used). Each activation allows for the formation of constructs that altogether sum up to A rank in power.
~ The user cannot use techniques above S rank as long as this remains activate, unless utilized via the airbourne particles of Iwagakure, in which case the user cannot use techniques above S rank while sustaining the manipulation of a construct. This technique can be cancelled at any time
~ No other Earth jutsu above S-ranked next turn
~ Chakra sensors and Doujutsu users are able to still track chakra through the dust up to short range range
~ Expansion principles are similar to that displayed by Ninjutsu techniques that increase the size of weapons and so on, except simpler as it's merely enhancing a material producible by elemental chakra, rather than one that is not.

(Doton: Bafometto no Omo-Sa) - Earth Style: The Weight of Baphomet
Rank: A
Type: Defensive/Supplementary
Range: Short - Long
Chakra cost: 30
Damage Points: N/A
Description: By manipulating their Earth chakra into the ground below, the user of this jutsu causes small particles of Dust to rise up. The dust particles are microscopic, making it so that they wouldn't be able to deal any damage to the opponent, even if they were to get inside their body through opening such as the nose, ears or even any cuts. Their small size allows them to rise up from below the opponent unnoticed, should they reach and enter the eyes of the opponent, they'd cause minor irritation, acting as a ditraction but dealing no real damage. The real ability of the dust particles comes into play when the user adds more chakra into the dust particles. The dust particles, which would have taken the liberty of settling onto objects and opponents, will begin to rapidly aggregate towards chosen areas while also drastically increasing in weight. This will result in said objects being weighed down drastically, to the point where any sort of complicated movement would be made impossible, with simple movement being able to occur at half the target's speed, appearing to almost be happening in slow motion. The weight added increases over time, with the initial increase making the target ten times heavier than their previous weight, and continiuing to increase drastically as time passes. Thus, within the space of two turns this technique could even seal the movements of those who have insane and, almost immeasurable physical strength; such as the Demonic Statue of the Outer Path. The weight would steadily continue to increase allowing it to easily way down even EIG users. The brilliance of this technique, is that if utilized within Iwagakure, the user can skip the first part of raising dust and simply utilize the earth particles that naturally float within the air of the Land of Earth. Allowing this jutsu to be used at a faster, more stealthy pace.
~ Can only be used three times
~ No Earth jutsu above S-rank in the same turn
 

Mathias

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Akuma with the characteristics of the Satsui no Hadō red chakra 'flares' around him
Type: Nintaijutsu

Background:
Akuma and his brother Gouken were students of their father Goutetsu, who taught to them a nameless life-threatening martial art, which incorporates elements of Karate, Judo, and Kempo. He also taught the Shun Goku Satsu (literally Instant Hell Murder), a lethal technique which, although incredibly powerful, puts the user in considerable danger.As the brothers progressed under Goutetsu's tutelage, a dispute arose on the true nature of their fighting style and the path to master it. Gouken, unable to accept the violent nature of the fighting style, left Goutetsu to begin his own dojo, however Goutetsu did not stop his student Gouken from leaving and even allowed him build his own dojo. Akuma continued Goutetsu's teachings and vowed to use their fighting style as it was intended.

In order to learn Shun Goku Satsu, Akuma had embraced a malevolent chakra and principle of Satsui no Hadō, the "Surge of the Intent to Kill/Killing Intent". In addition, Akuma realized his limits as a martial artist could be expanded, and left Goutetsu's guidance of enlightenment to train alone to gain more power; however, due to embracing the Satsui no Hadō to his fullest extent, he developed a lust to fight to the death, unlike Goutetsu, who had been able to use the Satsui no Hadō without giving in to its dark side and did not constantly use it to its fullest extent. After coming back from his island, Akuma went back to Goutetsu, and fought and killed him with the Shun Goku Satsu. Akuma, believing that he was the true master of the Art, took the prayer beads of his dead master and placed it on his neck. When Gouken went to visit his master to see how he was doing, he only found his body lifeless and saw his brother, now no longer looking human. Gouken, shocked to see that his younger brother took the life of their master, berated Akuma, who said nothing and left for the woods.
Description on the Abilities and Inner Workings of the Style:

Description of Style

Satsui no Hadō, or Dakku Hadō is a manipulation of chakra that emanates greatly from oneself through the natural human instinct and desire to survive, to trample and impose over opposition, and on a metaphysical level, the natural occurrence and manifestation of loss, decline, and destruction. It is very hard to control. For those who do succeed in controlling it, they develop an almost cold, cynical detachment from themselves, as well as others. As such, Satsui no Hadō makes a human unbelievably powerful, increasing their strength, power and speed beyond that of a usual superhuman fighter or a supernatural being, but at the cost of one's humanity and compassion.

To tap into the Satsui no Hadō, a fighter must be so consumed with the desire to win or have an intense rage, that they are willing to actually kill their foes. As a result, only people who push themselves to be the best at all costs, can take full advantage of it. However, the untrained mind can be driven to a temporary insanity if they have not prepared for it.

Once a warrior has awoken the Satsui no Hadou within them, it can be very hard to resist. Learning Satsui no Hadou is the first step in learning the most fatal technique known to all of their martial arts - Shun Goku Satsu. If one has used it to their fullest extent for too long throughout years of their life, they will completely lose control, and will transform into a demonic being

The art of the Satsui no Hadō is not automatically activated in the warriors once they began training. It is only first unlocked under some stressful or emotional condition after which the Satsui no Hadō may be used freely. (similar to how the Sharingan is accessed).

Inner Workings of the Style

The fighting style that accompanies the Satsui no Hadō boasts a wide and extensive assortment of powerful punches, quickly spinning kicks, and deadly strikes coupled with super acrobatic skill make an extremely adept fighting style, allowing user to effectively weave continuous and powerful attacks upon adversaries and combine the power of his blows with the surging power of the Satsui no Hadō to create flawlessly fatal blows.

There are 5 methods, or main parts, or the style that are incorporated into the fighting style:
*Shoryuken:

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Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: Based on the knowledge of the Ashura Senku, the user will focus his Satsui no Hado chakra around him so that it bends around him and projects an after-image behind himself that masks his actual movement as the chakra itself is constantly in flux. The user then uses some of that same chakra to coat his arms as he makes his attack. As he performs a primary Shoryuken, he then quickly pivots on his foot and spin quickly, striking and releasing a second Shoryuken. The user then uses the same tactic and his now increasing momentum to strike quickly at the foe with a third Shoryuken, releasing the Satsui no Hado chakra the entire time the blows are dealt, resulting in the chakra seeping out and latching onto the enemy with the final definitive strike. As the chakra attaches to the enemy, he causes them themselves to become enraged and lose focus momentarily, causing them to not be able to mold their chakra properly for Ninjutsu attacks of higher than A-rank in their next turn although the rage will slightly boost their overall Taijutsu aggressiveness and power.
*Can only be used 2 per fight
*After using, it requires a wait period of at least 2 turns
*Must know Shoryuken jutsu and by extension, NB Taijutsu as it is a component of NB Tai
*Must be a Satsui no Hado student to learn

*Tatsumaki:

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Rank:S
Type: Offensive
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: After first charging large amounts of the Satsui no Hado to their bodies, the user then kicks the opponent in the air with a powerful blow, disorientating the enemy upon contact. After doing so, the user then uses the Satsui no Hado and wind chakra to cause himself to spin rapidly, causing a mini whirlwind to appear around him. He then rushes at the enemy, striking several times with severe force severe times in the upper body, causing massive damage to their lungs and chest from the blows. After using, the enemy falls from high up in the sky, hitting the earth with great force, causing further damage. The user is then left with heavy fatigue and great strain on his leg after using, making taijutsu involving the legs troublesome. His speed also drops considerably after using for some time.
*Can only be used twice*
*Must know Tatsumaki in order to use*
*Speeds drops slightly for 2 turns*
*After using, the user can't use any Satsui no Hado jutsus the next turn and no wind over S-rank for two turns*

*Hadoken:

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Type: Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Cost: 60
Description: The user gathers large amounts of Satsui no Hado natured chakra to his arm and condenses and compresses it greatly to create a basketball sized orb of chakra inside his hand. The user then adds shape and chakra manipulation to the mix, adding fire chakra as he draws both his arms to his side, as if he is shielding the orb as it's being created fully. The user then thrusts forward quickly, releasing the creation as a projectile with great force behind it due to the deeply compressed chakra within it, causing it to have the momentum and strength to break through most earthen defenses of up to B-rank and given the fire properties of the Hadoken, when contact is made with a foe, they will be deeply burned and feel as if the orb itself is slamming against them with enough force to fracture bones. Masters and Grandmasters are capable of using this attack with one hand. Once released, the 'fireball' travels up to one range of the user in great speed, though a foe would still have sufficient time to counter if the are a range's length away from the target.
*Can only be used 4 times at the most*
*Must be a student of the Satsui no Hado Fighting Style*
*Must be a two turn minimal waiting period before usage*


Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: 90
Description: The Metsu Hadoken is a type of Hadoken more powerful and advanced in comparison to the normal Hadoken, an already dangerous attack in itself. The user focuses large amounts of Satsui no Hado chakra to his arms to the point where they the chakra shrouds completely hide the arm, causing it to look as if the user has to dark red pillars of chakra for limbs. The user then adds shape manipulation to the chakra, creating two enlarged Hadokens in each hand, slightly bigger than the basketball sized Hadoken. The user then combines them together by slamming his hands into one another as he draws them to the side, getting into the normal positioning that one takes before firing a Hadoken. As he slams them together, the two Hadokens merge into one, creating a larger, denser and more dangerous Hadoken. As they combine and grow larger, wisps of Satsui no Hado chakra can be seen floating around the user and sparking from the creation, making the technique look even more 'bad-ass', so to speak. As the user releases it, it travels at great speeds, closing the distance of mid range in a few short seconds. Once contact with a foe has been made, the creation hits with enough force to break bones completely and cause internal damage as the chakra sears and burns the skin greatly. The Metsu Hadoken has the strength to break through Earthen defenses of up to S-rank with relative ease, though that is not to say that it can break through Forbidden ranked earth jutsus. The pure power of the Hadoken is so great that just by holding the chakra within one's palms, the users hands start to burn and bleed, causing taijutsu to become quite difficult to perform with the hands. The act of adding such amounts of chakra also takes a toll on the user, making it impossible to use more than 2 jutsus in the same turn as this one, unless they are all Satsui no Hado jutsus, namely Satsui no Hado taijutsu. Then, the user cannot use more than 1 other S-ranked and higher Satsui no hado jutsu in the same turn, with him not being able to use any the next turn.
*Can only be used once*
*Can only be used by Masters and Grandmasters of the Satsui no Hado CFS*
*After using, the user cannot use any taijutsu for 3 turns and ninjutsu becomes harder to use, making it take twice as long with all handseals the user makes for two turns*
*Can only use 2 jutsus the turn this is used unless the user uses Satsui no Hado taijutsu based attacks.*


Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Cost: 90
Description: The Tsuin Gou Hadoken is a type of Hadoken more powerful and advanced in comparison to the normal Hadoken, an already dangerous attack in itself. The user focuses large amounts of Satsui no Hado chakra to each arm, drawing them back as if in the horse stance, condensing the dark chakra into a slightly larger shape than the regular basketball sized Hadoken, creating one in each hand. As the user compresses the dark chakra, he adds elemental chakra to the Hadokens, giving them properties of any elemental affinities the user charges through them. The user, upon creating the Hadokens, can choose to only thrust one outwards, releasing just that one while continuously holding the other in his hand. However, as he does this, he will be unable to use any other ninjutsu until he releases the second. The second Hadoken still has to released by the end of the turn. The user can also chooses to fire both at the same time, with individual strength equal to a strong S-rank jutsu and a combined force of a forbidden ranked jutsu. Using them takes a great toll on the user however, and he's left unable to mold high ranking jutsus of the elemental affinities he used this jutsu with. When the user charges elemental affinities into the Hadokens, several effects appear depending on which element is focused. By channeling advanced natures into the Hadoken, effects of said advanced nature will be of similar regards to being struck with Forbidden ranked compressed chakra of that nature, in mirrored fashion as the chart below (i.e. scorch chakra would cause effects similar to Fire hadoken, rain chakra being similar to Water Hadoken, etc etc).In order to fully taunt his enemies, Akuma devised an additional name for each main "verision" made from the various elements:

¤ Zanku Hadoken|Air Slashing Surge Fist - When charging Futon chakra, the Hadoken's becomes slightly faster and causes great damage upon impact of the elemental version, causing enough damage to break bones and limit movement by the enemy while pushing him backwards with great force.
¤ Shakunetsu Hadoken|Scorching Heat Surge Fist - When charging Katon chakra, the chakra heats the Hadoken to the point that upon contact, second degree burns will occur, with third degree and fourth degree burns from prolonged contact.
¤ Gourai Hadouken|Roaring Thunder Surge Fist - When channeling Raiton chakra, lightning begins to form around the Hadoken and increases it's speed and causes it to have the effect of causing extreme paralysis of the nervous system upon direct contact, surging through the foes body and is capable of bursting through earthen defenses of up to Forbidden Rank
¤ Tenma Gouzankuu|Demon's Great Air Slash- When channeling Ototon chakra, the Hadoken begins to rotate in the hand faster, increasing speed as a shrill sound is made from the spinning. Upon striking a foe, the Hadoken releases either low or high frequency waves throughout them. If low frequency, the waves deliver severe blunt force damage as well as cause a severe blow to the equilibrium of the enemy by resonating through the liquid organs of the target, causing severe dizziness and fainting from prolonged exposure. If high frequency, the waves cause severe blunt force damage as well as causing the organ of the user to vibrate intensely, and due to this intense vibrations, the organs begin to move back and forth across one another, causing them to rupture and cause severe internal injuries.[/b]

Note: Can only be used once a fight.
Note: Both Hadoken's must be released within the same turn and no other jutsu may be used by the user until it is fully released.
Note: After using, the user is left with great strain, and unable to use whichever ( elemental affinities he used ) jutsus ranked S-rank and higher the two turns.
Note: Each different version of the Hadoken still follows basic strengths and weaknesses of each element ( i.e Fire is strong to wind but weak to water, etc ).
Note: Can only be used by Masters and Grandmasters of the Satsui no Hado CFS.
Note: The user can only use one other jutsu the same turn this was used.

*Shun Goku Satsu:

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Type: Attack
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 90
Description. Instant Hell Murder, also known as the Raging Demon, is the most powerful technique belonging to the Satsui no Hado fighting style. The user, using the principles behind the Ashura Senku, surges their entire body with an immense amount of Satsui no Hado chakra, channeling so much that it begins to materialize around the user as a cloak of dark chakra . he charges more and more, spreading it throughout the range and then charges towards their opponent at double his speed due to "gliding" across the ground at heightened speeds; just like the original Ashura Senku, they leave behind an after image (more accurately described as a chakra impression) of themselves that fools the opponent's sense of depth perception when looking at the user, allowing them to think he's further away than he actually is with only Doujutsu, EIG Masters and users of Enhanced Senses (sensory, hearing, smell, etc) being able to actually pinpoint the user's actual location as the chakra impression trails behind him. When near the opponent, the user attempts to grab them somewhere around the torso or head. Upon successfully grabbing the opponent, the enhanced Satsui no Hado chakra will help the user to deliver several (up to 9) taijutsu precise blows to the opponents body, all aimed at vital organs, causing internal organs to rupture and bones to break and shatter from repeated blows. Upon completion of this technique, the user's legs and arms are so strained that his speed is effectively cut down drastically (in case a reference to the speed chart is needed, the user's speed is decreased to half his base speed + additional bonuses such as being a taijutsu master, Raikage armor, EIG, etc.) and taijutsu strength is decreased as well, becoming -10 weaker.
Note: Can only be performed once per battle.
Note: Only Masters and Grandmasters of Satsui no Hado can perform this technique.
Note: After using, the user is unable to utilize Satsui no Hado chakra for the remainder of the fight.
Note: The shock the body receives from losing the enhanced speed and power granted from the Satsui no Hado causes great pain to the user, limiting his movement for two turns to a half of his current speed
Note: No taijutsu techniques above A ranked can be performed by the user for two turns and all taijutsu used during those two turns and subsequently weakened by -10 due to fatigue and physical strain.
Note: The user is unable to mold chakra for jutsu over S-rank and above the next turn as well due to the strain of generating a large amount of chakra at the beginning of this jutsu.

*Ashura Senku:

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Type: Defense/Supplementary
Rank: S
Range: Short-Mid
Chakra cost: 40
Damage points: N/A (+10 if struck while Ashura Senku is active; -10 to user when Ashura Senku is active)
Description: After activating the Satsui no Hadō, the user focuses a large amount of chakra throughout his/her body, using his rage and anger to 'warp' the chakra, so to speak, causing the characteristic red chakra flares around his/her body to bend around his body, creating a coat of chakra that manifests itself as a kind of after-image when the user moves, making it harder for the enemy to strike him head-on. The increase of chakra throughout his body also increases his speed sharply, effectively doubling it (note: this only applies if the user has not used any other jutsu/mode that enhances his strength, meaning it can't be used in conjunction to EIG, Sage Mode, etc. and only works DURING the Ashura Senku, thus making it an ideal jutsu for quick escape) during the time the jutsu is used. Once he has activated the Satsui no Hadō, the user widens his stance, and his enhanced chakra-cloak glows red. He then lifts one knee and quickly "glides" along the ground to another location with his eyes aglow. Where he glides depends on whether the user choices to move forward, backwards, or any other direction, so long as it is in a straight line from his starting position and no item (i.e. tree, giant rock, building, etc) is in his path. The glide can be used to get away from an opponent bearing down on him, to suddenly launch an attack (often from behind), or perhaps to simply psych out the opponent and keep them guessing. Due to the dark nature of the Satsui no Hadō, the red chakra around the user is imbibed with such an evil intent, that it actually hurts the user's skin and burns his skins slightly as he uses it, similar to how Naruto's skin is burned when using the 4-tailed transformation; however it works on both ends of the spectrum: as long as the Ashura Senku technique is active, the user's skin will be in intense pain but if an enemy were to strike him while it is active, they will feel the same pain, though on a greater scale when compared to the user. However, given all the perks of the jutsu, the user has much to be wary about. Only able to use the jutsu 3 times per fight, shall the user use it all three times, he runs the risk of the dark nature of the Satsui no Hadō taking over, causing him to become enraged and lose control of his sanity, making him unable to use jutsus higher than C-rank for two turns and no taijutsu for the rest of the fight due to intense physical pain. After using it, he speed is also dramatically decreased by half, causing him to severally be limited in terms of movement. Furthermore, the user is unable to use the jutsu in rapid succession. It takes a minimal of three turns in between before he is able to use the jutsu again.
Notes:
*Can only be used three times at a most, with a three turn waiting period in between.
*After using once, the user cannot use any jutsus higher than A-rank that turn and no taijutsu of A-rank and higher for two turns.
*After using twice, the user cannot use any jutsus higher than B-rank that turn and no tai of B-rank and higher for 5 turns.
*After using all three times, the user cannot use any jutsus higher than C-rank for 3 turns and no taijutsu for the rest of the fight.
*The user can only move uni-directionally, meaning he can only glide in straight lines. He also can only glide from one range to the next, meaning he can move from short range to mid range, mid range to long range and vice-versa but not short range to long range or long range to short range.
*After the technique has ended, the user's speed is severely cut in half, causing him to move at speeds that make Gaara's running speed seem fast (Gaara is used as a reference, due to him being considered one of the slowest in-manga characters). This effect only lasts the turn the user uses the Ashura Senku. However, if the user uses this technique at the end of his turn, then his NEXT turn, he will have this lowered speed the entire turn.
*Can't be used with any other mode or speed-enhancing jutsus.
*Can only be used after the Satsui no Hadō has been activated.
*Must have learned Satsui no Hadō and be at least 'User' rank within the Satsui no Hadō ranking system (See CFS for details).
*Gilding isn't the same as flying or hovering. The user "kicks/jumps" into a direction so fast that he "glides" until he reaches the destination. As such, this technique can't be used in mid-air.

Additional techniques not listed above:


Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: The user charges large amounts of Satsui no Hado chakra to his arms and jumps above the opponent and charges down at them with a devastating strike to finish them off and, if he successfully lands the Misogi, he then punches his opponent into the ground, and the massive force of the impact creates several cracks in the ground. After using the user if left with low levels of fatigue and a slightly injured arm (the one that performed the jutsu).
*Cannot use any Satsui no Hado jutsu over S-rank next turn
*Can only be used 3 times a battle
*Must be a Satsui no Hado student to use

GIF of jutsu being performed:





Type: Attack
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage Points: 80
Description: The user gathers large amounts of Satsui no Hado manipulated chakra and raises his arm towards the sky and charges all the chakra into said arm, which takes around a second or two. Then, he violently slams his fist on the ground which results in an explosion of pure energy, which first takes the form of a lightning bolt and then emanates outwards in a shock wave of energy. The resulting wave has such a large amount of Satsui no Hado chakra inside it that the wave itself becomes physically harmful, destroying the terrain as it spreads outward in a destructive manner. The wave is powerful enough to force opponents backwards from the user, with the waves hot enough to slightly burn and singe the skin slightly of the opponent caught in the wave (not hot enough to incapacitate a foe however). The point of contact, where the user's arm strikes, becomes completely shattered and leaves a crater of 6 meters deep (around 20 feet) and 10 meters wide (around 30 feet), with the user left standing in the middle. The sheer force and power of the strike is so great that it causes a slight earthquake to be felt around the field; this earthquake alone causes no damage to any opponent, unless they are under ground, of course. The wave is so great that opponents caught in it will feel great heat emanating from it, causing small first degree burns along their body. If the opponent is struck head-on, the impact will cause their body to be severely injured, the point of impact on the said enemy will have it's bones struck with enough force to shatter them almost completely, (similar to how Gaara's sand shattered the bones in Lee's arm when they battled during the Chuunin exams), along with causing slight paralysis, not literally paralyzing the foe, but it causes their speed to become slowed to levels of Gaara's, perhaps the slowest moving canon character. Coincidentally, if they already move this slow, then their speed will be dropped even further due to the strike. Broken bones, and ruptured internal organs with slowed speed awaits a downed foe once they are struck with this jutsu. However, despite all the wonders granted by this jutsu, it also has severe drawbacks. Only capable of using it thrice, the user is only able to use one other jutsu during the turn this is used, and it must be a Satsui no Hado natured jutsu. The user is also left with great pressure on the arm he performed the jutsu with, causing it to become severely injured and after using it, he can only use ninjutsu for the following three turns, no taijutsu nor kenjutsu with said arm. The user is only able to use one other jutsu that same turn he uses this jutsu as well.
Notes:
*No taijutsu/kenjutsu for two turns with said arm.
*Can only be used thrice with an interval of at least 3 turns
*Cannot be used with any other chakra enhancing mode such as Sage Mode or EIG or various other modes which increases the users chakra/speed
*After using, the user is left with high levels of fatigue and can only use ninjutsu for the following three turns, but no lightning ninjutsu during those turns
*Can only be used by learners of the Satsui no Hado

Gif of attack being performed:





Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user will stand in the horse stance with his right hand drawn in, focusing large amounts of Satsui no Hado chakra throughout the arm. The user will then strike forward with that arm, hitting the target in the solar plexus, halting all forward movement by the foe from the blow as the Satsui no Hado chakra latches onto them, causing them to gain properties of the the CFS, increasing their strength and speed, now moving at speeds of Lee without his weights and slightly stronger than the average Strong Fist user. As the chakra attaches to the enemy, it causes them to become greatly enraged in a rage that clouds their mind, letting their anger take over due to inexperience with controlling the fighting style. This rage prevents them from using elemental jutsus of A-rank and higher for three turns due to the Satsui no Hado chakra's influence causing great anger that causes them to want to literally beat the user to death. As the turns go by, the anger starts to subside and the enemy is able to see and think more clearer and as such, they regain access to higher ranking elemental jutsus. The first turn this is active, they cannot use A-ranks and higher. The second turn, no S-ranks and higher and the third and final turn the enemy cannot use any Forbidden ranked jutsu of elemental natures. The speed/strength boosts last the entire duration of three turns.
*Last 3 turns*
*Only useable 3 times*
*Speed and Strength boosts are an approved part of the CFS*
*Can also be used on an ally*

(Note: By approving the custom style, you are not approving the above part. Each of these will be submitted as their own jutsu as a part of the form, this if just for listing of them in the art.)

Skill levels of the style:

Grand Master(created the style)
^
Master (knows Shun No Goku)
^
User (someone who knows Hadoken and Ashura Senku techniques)
^
Apprentice (is learning Shoryuken, and Tatsumaki techniques)​

Additional effects and Restrictions:
*Users of this art have slightly better reflexes, increased agility and speeds, when compared to master Strong Fist user (one who has mastered Strong Fist), resulting in their overall physical speed being increased by an additional +4 levels. *

*In order for the user to be able to use the Dakku Hadō, the user has to become first enraged and angered, this anger fueling his chakra source to create a darker and denser chakra, achieved through meditation and remaining still long enough to allow his rage to overtake him and empower him, similar to how Sage Mode is entered, but on a lesser scale (meditation for an entire turn isn't needed, however to utilize the CFS, one must meditate a sufficient amount of time, essentially taking the place of a jutsu, meaning one can only use 2 jutsus that turn it is activated). However, masters and above are able to effectively channel their emotions swiftly and easily, using it to utilize the Dark Intent easily, thereby bypassing the meditation restriction, similarly to how Kabuto enters Sage Mode, and still utilize the normal amount of jutsus per turn. In order for the user to be able to meditate long enough to access a darker part of his nature, the user must be standing completely still, similar to how Naruto originally enters Sage Mode.*

*Another side-effect of this power is that when a warrior embraces the Satsui no Hadō to their fullest extent - even when the warrior can not control it - they will develop a lust to fight to the death, their eyes will turn white or red, and their beliefs in fighting become very dark and cold-blooded. The warrior's personality will also change and become very violent and dark. However, as shown in the case of Goutetsu, if one embraces it to a small degree, their eye's pupils will become blue, and they will have no willingness to destroy anything or anyone. Other users of this develop a chakra coating that is different colors, based on the user's Chakra system color. *

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P a t e n t C e r t i f i c a t e

Madāra Uchiha, our loyal member, gave on the 15th of July, a request to update a Patent on custom fighting style Satsui no Hadō/ Dakku Hadō | Surge of Murderous Intent/ Dark Intent. I, Scorps of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;​

Satsui no Hadō/ Dakku Hadō | Surge of Murderous Intent/ Dark Intent
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Copyright 2014, Madāra Uchiha, NarutoBase.net

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Ps- Edit on speed was done at my request to avoid confusions and thus why I was allowed to have a comparison with the speed chart.
 
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