[Village Training] Pyro Vs Shady

Shady Doctor

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All out
Official
Mid range
I'll use Pride in sig
Terrain: Top of a 50m cliff, a Lake to my left, regular land on the opposing side and behind us (50m down ofc)

Escanor has his Noldor bow on his back vertically in bow form. Wind sword on his back horizontally. September with 160 senjutsu pre stored. And All equipment passively infused with Yumeton from dark times. You can kick us off brother.
 

Pyro NB

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Desmond in sig + Tensei + Reincarnation fist
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Desmond had been summoned to a remote cliff via text message, upon arriving he would see a man of enormous size standing 15m from him. Tilting his head to the side Desmond would be amazed that he had met someone as tall as Sado, activating his byakugan hidden behind the reflective green eyes of his mask Desmond scanned the man's chakra whilst beginning to routinely perform the diagnostic skill on himself when he noticed that the man was from a clan that he hadn't fought in a while. Interesting. he said as Cynn(center), Ilya(left), and Lyss(right) walked in front of Desmond forming an echelon formation. I'll Give this a whirl... , upon saying that Cynn, Ilya, and Lyss advanced towards the mand with the twins arcing towards his corresponding flanks and Cynn charging straight ahead.

Weaving two hand seals and stomping his foot onto the ground Desmond open up a portal 5m above the man's head. This portal would rain down scalding hot liquid poison(Med Toxin) with various bladed weapons down upon the man. Simultaneously communicating his thoughts with Cynn as he stomped his foot she slammed her front two paws onto the ground channeled chakra into the earth directly beneath the man causing a cylindrical pillar 10m in diameter with the target at the epicenter upwards towards the poison. The pillar would rise with such speed and force that it would slam him to the ground as it moved. As the trio reached 5m from the man on their respective fronts they would jump straight up into the air with the twins being slightly higher than Cynn.
-----
Chakra: 2100-15-40=2045
Reference:
(Kinzoku Kugutsu: Lyss) - Autonomous Puppet: Lyss
Type: Tool
Rank: A
Range: Short-Long
Chakra: 30-40(chakra bullets), 30(Abilities)
Damage: 60-90(chakra bullets), 60(Freeform)
Description: Lyss is designed after the twin Goddesses of beauty, water, and illusion Lyssa from Tyrian lore. Being an auto puppet she is programmed to initiate defensive measures when unknown or hostile chakra signatures come within range but is also programmed to follow their owner's orders to the letter, and has been programmed with learning and speech capabilities to further increase her usefulness in battle while also increasing their realism. She has a fair skin tone, long white hair, and wears purple and gold armor. She is made up of layered chakra metals with rubber between each layer. Along with her normal auto puppet abilities, Lyss is fully capable of performing non-chakra related taijutsu, puppetry techniques, and has a unique function of her own.

Abilities:
Weapons:
Lyss's daggers are laced with a puppeteer poison, upon being cut by the daggers, the victim will be partially paralyzed after three turns. After six turns the victim is completely paralyzed and after seven turns, the victim dies from the poison. Puppeteer poison, due to being minimalistic in its nature, is as advanced as poisons created by medics and as such, both the effects triggered by inhalation and ingesting of it takes the same amount of time.

Lyss:
Lyss's unique function allows the puppet to release a mist of adhesive water from within(A-Ranked). This concoction sticks to anything within a short-range radius of Lyssa but the key component to this is when the water adheres to a victim's eyes. The water forms a type of contact lens over the cornea causing light to drastically reflect around it which in turn causes the victims to view things as if looking through a kaleidoscope. The water naturally conductive to electricity, however, loses its adhesive nature after three turns returning the affecteds vision back to normal.

Notes:
~Chakra bullets are still subject to the same rules as the normal auto puppets
~Unique function last 3 turns with a 5 turn cooldown between uses
~The rubber insolation can protect against non-focused electricity A-Rank and below 3x per fight
~Takes up one of the user's auto puppet slots
~Can only be taught by Pyro NB

(Kinzoku Kugutsu: Irīya) - Autonomous Puppet: Ilya
Type: Tool
Rank: A
Range: Short-Long
Chakra: 30-40(chakra bullets), 30(Abilities)
Damage: 60-90(chakra bullets), 60(Freeform)
Description: Ilya is designed after the twin Goddesses of beauty, water, and illusion Lyssa from Tyrian lore. Being an auto puppet she is programmed to initiate defensive measures when unknown or hostile chakra signatures come within range but is also programmed to follow their owner's orders to the letter, and has been programmed with learning and speech capabilities to further increase her usefulness in battle while also increasing their realism. She has a fair skin tone, long white hair, and wears purple and gold armor. She is made up of layered chakra metals with rubber between each layer. Along with her normal auto puppet abilities, Ilya is fully capable of performing non-chakra related taijutsu, puppetry techniques, and has a unique function of her own.

Abilities:
Weapons:
Ilya's whip has special seals placed on it which activate when they come into contact with a target. These seals drain 5 chakra every time the weapon hits or 5 every turn a target is bound storing this chakra within her body which can later be used to fuel the puppets attacks. The trick to this, however, is that the weapons must also be held by Ilya in order for the seals to activate further preventing friendly fire in case the puppet is disarmed.

Ilya:
Ilya's unique function allows her to release a puppeteer poison in gas form, Inhalation the victim will be partially paralyzed after three turns. After six turns the victim is completely paralyzed and after seven turns, the victim dies from the poison. Puppeteer poison, due to being minimalistic in its nature, is as advanced as poisons created by medics and as such, both the effects triggered by inhalation and ingesting of it takes the same amount of time.

Notes:
~Chakra bullets are still subject to the same rules as the normal auto puppets
~Unique functions last 3 turns with a 5 turn cooldown between uses
~The rubber insolation can protect against non-focused electricity A-Rank and below 3x per fight
~Takes up one of the user's auto puppet slots
~Can only be taught by Pyro NB

(Kuchiyose no Jutsu: Cynn) - Summoning Technique: Cynn
Rank: S-Rank
Range: Short
Damage: N/A
Chakra: 40
Description: Cynn is the oldest of Azrael's children and has brown and beige fur with traces of yellow and black. She stands about 7ft tall when standing on two legs and can be ridden when on all fours. Unlike most of her kind, she was born with the inability to speak but granted the ability to communicate telepathically to those she trust. She has also been Keji's personal summon since the day he first discovered the species. Due to this they've trained side for years granting her more tai prowess compared to her peers(+10 to all tai) and has since matched Keji speed(w/o leg weights).

Notes:
~Must have signed Springhare contract and tattoo
~Moves count as users moves
~Can only be summoned once per battle
~Can only stay for 4 turns
~Can only be summoned/taught by Keji

(Gurentsu~e) - Grenth
Type: Weapon/Armor
Rank: S
Range: Short(gas/blades)-Mid(Skulls)
Chakra: 40(repair), X(-arm technique used), -5 per turn(Shijima Device)
Damage: +10(blade damage), X(poison dmg), X(arm technique dmg)
Description: Grenth is an armor based on the Tyrian God of Death; it was created by Desmond upon joining the Reapers. It is comprised of an animal skull, dense chakra metal pauldrons/chest plate/vambraces/tasset/greaves/sabatons, cloth lined with a chakra thread mesh, and leather straps. Altogether the armor is able to take up to one S-Rank of non-elemental dmg and up to one A-Rank of elemental dmg within reason. Unless the armor is completely destroyed the user can spend 40 chakra to infuse into the metal causing it to reform.

The skull mask is repurposed to function as a rebreather allowing the user to breathe underwater without making bubbles and a redesigned Shijima device built in as headphones. By flipping a switch the headphones activate draining 5 chakra from the user per turn allowing all chakra enhanced sounds A-Rank and below to be met with white noise preventing the sound from reaching the user's ears. On the right pauldron are five detachable skulls that can be filled with poison gas and tossed like a grenade at opponents; alternatively the user can push a button at the top of the skull sprouting a skeletal body no bigger than a 2yr old allowing the skull to chase down/latch onto enemies before releasing their poison. The vambraces are designed with puppetry in mind and were built to accommodate the use of any arm based puppetry techniques the user may know as well as release poisonous gas. The tasset has three heads and a man being dragged to hell on either side of them molded into it. These are filled with poisonous gas that can be released at the will of the user. Attached to the tasset is a long decorative cloth that has darken blades woven into the seams; due to their coloration, they aren’t noticeable by any means. The greaves have 8in hidden blades in the upper area and are filled with gas that can be released at any time. The sabatons have 8in hidden blades in the frontward soles.

Notes:
~Repairing counts as a move slot and can only be done twice.
~Utilizing puppetry techniques count as a move slot
~Utilizing gas while freeform takes a move slot
~Skulls can each contain different poisons which must be mentioned in bio
~Requires puppetry and some form of med training to utilize those fields
~Can only be taught by Pyro NB
Jutsu:
(Dōjutsu: Byakugan) Eye Technique: The All Seeing White Eye(Passive
Type: Supplementary
Rank: C
Range: Short-Long
Chakra: 15 (+5 per turn to keep active)
Damage: N/A
Description: The kekkei genkai intrinsic to both the Hyūga and Ōtsutsuki clans—descendants of Kaguya Ōtsutsuki. Those who possess this dōjutsu have it manifested as eyes with featureless white irides and no visible pupils. And when activated, the pupils become more distinct and the veins near their temples bulge. To activate the dōjutsu, Hyuga but not Ōtsutsuki clan members are initially obliged to use a rather long and specific sequence of hand seals: Horse → Tiger → Boar → Hare → Rat → Dog → Horse → Dog → Hare → Rat → Boar → Snake. But once activated, the dōjutsu user is endowed with a range of skills.

To start, an activated Byakugan gives the user a near 360º diameter field of vision bar one blind spot at the back of the neck, above the first thoracic vertebra. Its vision can penetrate through any solid objects or obstructions, and likewise remains unaffected by blinding interferences. But that being said, certain barriers and the like may distort its perception. In addition, it is able to follow high-speed movements, which enables those with this dōjutsu to analyze their foes' actions and better react to them. The Byakugan is also able to see chakra to a higher degree than the Sharingan and ergo, identify where a person's chakra signature originates from. Beyond that, it can discern certain types of clones from the real person. And its ability to see chakra is in fact so acute that those who possess this dōjutsu are even able to see the chakra pathway system and the 361 tenketsu that comprise it. The Hyūga clan has gone so far as to develop their unique Gentle Fist style in order to capitalize on this particular ability.

Note: Hyuga clan bios of at least Sannin rank become able to passively activate their dōjutsu upon one month having passed since Gentle Fist training concluded. Ōtsutsuki bios never need to expend a move in order to activate it.
Note: While traversing the NW, bios with activated Byakugan are able to see up to two 2 adjacent landmarks away while those of sage rank can see as far as three away, but this doesn't extend beyond an ocean landmark.

(Kuchiyose/Dokuton: Sutikusu kawa) - Summoning/Poison Release: River Styx
Rank: S
Type: Offensive
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user slams their hands upon the ground or stomps their foot causing a summoning rift to open at least 5m above their target. From this rift flows a rushing column of volatile, hot, bubbling red poison able to extend up to twenty meters in height. The torrential column has a short range radius and has enough force to throw an object 10m away scalding it profusely causing second to third-degree burns to a human or a creature. The reason this poison is hot and volatile in nature is it is based upon the compound tert-butyllithium a pyrophoric substance meaning that it easily catches fire on exposure to air. However, due to the diluted nature of the substance being mixed with additional poisonous substances and dokuton chakra, it is slightly more stable needing a trigger to catch fire making it predictable enough for the user to supplement and attack with.

This poison can be liquid or gas and in either form is extremely flammable being able to be set off by fire, lightning or even explosive tags and makes for a fairly useful opener to combo into with this technique creating a 20m high column of fire and poison if set ablaze. The user is able to open multiple rifts at different angles aiming them in different directions or towards different things but the power is always shared between them with the total potential being split.

By adding an additional two hand seals to the technique the user is able to summon massive amounts of weapons alongside the poison inside of it with the potential to slash and cut the targets altering the damage and allowing for additional combinations to be used. The poison has very little bodily effects it only has the potential to cause blisters and third-degree burns on any skin touched and it can cause respiratory problems restricting the use of ninjutsu that requires being breathed or spit out. Additionally, it can be substituted for Med Toxin or the users own custom poison but will still have a flammable nature to it.

Notes:
~Only one to three portals can be created and the poison that escapes can be used as a source
~Can only be used twice per battle once per turn with one turn cool down
~The user cannot use any other S rank poison release techniques in the same turn
~Can only be taught by Pyro NB

(Doton: Daichidōkaku) - Earth Release: Great Moving Earth Core
Type: Supplementary/Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: This technique grants the user the ability to freely lower or raise the terrain within a specific area surrounding them, in a similar manner to its parent technique, albeit on a much larger scale. The user will slam his hands on the ground which he can then lower or raise the ground up to 100 meters in a large section. The rise will be fast enough to pin enemies to the ground, restricting their movements as they struggle to get up and the drop will be fast enough to leave almost all enemies without a footing (albeit not airborne). Because of the large chakra needed to alter such a large area of the terrain, the user will be able to use it only a limited number of times.
Note: Can only be used twice.
 

Shady Doctor

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Escanor is standing On Voldemort.

Escanor stood tall and proud as his brethren of Sin, Desmond, began his assault. With only a few quick motions, a couple of things happened at once. One, the ground began to rise at a quick rate, as a portal opened up above him to let out an unknown reddish liquid. Escanor himself was unsure what it was, but his sensing abilities allowed him to be aware of the danger that was present. As him and Voldy are pinned to the ground (he's pinned to big mans head) Escanor would simply allow September to sap -10 chakra from the red liquid, debuffing it by an entire 20 points. Simultaneously to this, he'd also be letting out snakes from his sleeves that formed into 2 large identical clones of himself.

On the other hand, Voldy would personally deal with the liquid as it is being weakened by September. He'd focus chakra into his tail and let off numerous projectiles that would hit the liquid and explode outwards away from the two. Due to the liquid being weakened by September, it would become a neutral clash, leaving both techniques completely destroyed in the explosion above head.

Hebiātsu: Pitviper kurōn | Snake Arts: Pitviper Clone
Type:Offensive/Supplementary/Defensive
Rank: A
Range: Short
Chakra 30
Damage: N/A
Description:

This is a variant of the "Snake Clone" technique that any user of Snake ninjutsu can perform, though used with the Selective species of snakes known as the Crotalinae, or "Pitvipers".. The user would release numerous Pitviper from his sleeve/arm, which would combine and transform into an identical clone of himself with unique abilities that come with the specific snake species. It's skin would be made of the pitviper scales, but in the color of skin so it wouldnt be a noticeable thing. Besides the ability to use normal Ninjutsu up to A rank, the Pitviper Clone would be capable of also using snake related Ninjutsu up to and including S-ranks. Being created from this advanced species, the clone also receives the defensive aspect of the Pitvipers, along with the innate sensing and passive ability to camouflage itself with its surroundings; All being basic abilities explained in the Selective species technique mentioned above. Each clone would be able to act on its own accord like any other clone technique, though this would only work up to mid range. If the clone goes past mid range it will simply lose its clone form and return to its original form of a group of Pitvipers equaling the combined rank of A-rank and dispersing 1 turn after losing the clone form.

Note: Only usable 3x and can create up to 2 clones per usage which counts towards the clone count
Note: Since made up of Numerous small Pitvipers, it only holds the sensing of the smaller Pitviper range (explained in original technique)
Note: For defensive intent and purposes, the clone would be considered an A-rank snake.

( Katon: Shinku Kaen ) - Fire Release: Crimson Flame
Type: Offensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description: The user forms three handseals and accumulates fire and/or lava chakra in his hand and triggers a series of large fiery flame projectiles. After colliding against the target, it will explode in red flame blasts. This technique is powerful enough to demolish an entire area, causing a massive mid ranged explosion. The more blasts the user makes, the smaller the ensuing explosions become.

( Kyuu-tsuki ) - September
Type: Tool
Rank: A
Range: Short - Long
Chakra: N/A ( +50 per turn ) ( -50 per turn to an opponent )
Damage: N/A ( -20 to an opponent's technique )
Description: September is a small orb-like self sustained chakra battery that can be pre-charged with basic chakra, or senjutsu chakra. If charged with basic chakra it will be compatible with any non-hostile shinobi. The battery has two capabilities called charge and drain. Charge allows a shinobi to draw chakra from the battery and drain allows the battery to draw chakra from a shinobi or their techniques. The battery has a max capacity of two hundred chakra.

Charge: While in direct contact with the battery or while it is on their person a shinobi can passively absorb chakra directly from the battery through contact. It can be used while still hidden or in a pouch not needing to be pulled out. It allows the shinobi to draw two hundred chakra from the battery at a rate of fifty per turn allowing for them to regain chakra or to supply exhausted allies with chakra. It can also be used to provided senjutsu chakra instead of chakra at a quicker rate allowing them to gain ten percent of their chakra as senjutsu chakra but can only be done once usually exhausting the battery. When exhausted the battery is still able to use it's drain ability.

Drain: Alternatively if a hostile individual tries to use the battery it will absorb their chakra instead of giving them chakra at a rate of fifty chakra stolen per turn. The wielder of the battery is also able to instigate this process passively by making direct contact with the opponent allowing them to instigate the process stealing fifty chakra per turn where contact is made. Additionally through this draining ability the battery is able to steal ten chakra from a technique causing it to weaken by twenty damage. This is similar to the capabilities of the Scientific Ninja Tool: ( Abusōbu Ude ) - Absorption Arm on a much lower and more basic scale. Where that can absorb entire jutsu this battery can only absorb ten chakra storing it in the battery. This portion of drain will cost a move slot, can only be used once per turn and only twice per battle.

Note: The wielder can only carry a single chakra battery
Note: Must state the ratio of basic chakra to senjutsu chakra that is found in the battery

At this point the two clones (Shady and Will) would rush directly at you, aiming to get into close combat where they would crush you.
 

Pyro NB

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As his enemies and poison grew close Desmond would notice that his poison grew weaker and that both the man and his summon where channeling chakra and releasing jutsu. Desmond quickly told Cynn to reverse her jutsu and then spoke out to the twins Full force barrage. halting in their track 8m from the targets they followed orders. As the clones formed and poison neutralized the ground that had been raising the targets up had now rapidly dropped to the ground leaving them without a footing maneuver on whilst the twins raised both arms releasing an endless barrage of chakra bullets at the opponents. This barrage would follow all the way to the ground and continued until Desmond halted it.
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Chakra: 2045-30-30=1985

Jutsu:
( Kinzoku Kugutsu ) - Autonomous Puppets x2
Type: Tool
Rank: A
Range: Short-Long
Chakra: 30 (40) 30
Damage: 60 (90)
Description: An advanced type of puppet that makes use of scientific ninja tools to attain a limited degree of autonomy that ergo, enables them to act independently of a puppeteer. To initiate this method, each puppet must first be programmed with a set of specific functions that then makes use of a detection system to prompt them into action. More specifically, the puppets will be able to act whenever foreign chakra enters mid-range of them while deployed in a battle or in the same landmark as them (WSE). Once prompted to act, these puppets are capable of firing several chakra bullets in rapid succession to inflict major damage (A-rank with twice the speed of Kage-ranked bios). In addition, they are also able to fire chakra bullets nonstop once every three turns, which results in a much higher collective damage output (Forbidden-ranked). But afterward, the puppets are rendered unable to fire any bullets while they undergo a two-turn cooldown.

Note: Puppeteers are able to use two autonomous puppets while cyborgs can use up to four.
Note: Can be carried in scrolls if desired.
Note: Must have puppetry as an Advanced Ninjutsu.

(Doton: Daichidōkaku) - Earth Release: Great Moving Earth Core
Type: Supplementary/Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: This technique grants the user the ability to freely lower or raise the terrain within a specific area surrounding them, in a similar manner to its parent technique, albeit on a much larger scale. The user will slam his hands on the ground which he can then lower or raise the ground up to 100 meters in a large section. The rise will be fast enough to pin enemies to the ground, restricting their movements as they struggle to get up and the drop will be fast enough to leave almost all enemies without a footing (albeit not airborne). Because of the large chakra needed to alter such a large area of the terrain, the user will be able to use it only a limited number of times.
Note: Can only be used twice.
 
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Shady Doctor

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With the poison now not a factor or threat to anyone in Escanor's affiliation, Escanor felt a new threat through his sensing. The ground that had just risen had now lowered just as quickly, leaving Escanor and co. airborne. At the same time of this happening, the danger came from the two beings that had stopped in their tracks; They were releasing a fury of chakra blasts that seemed to hold a grand amount of power within it. At this point Escanor being as skilled as he is in many arts, did numerous things at once. First and foremost, he passively had September transfer the pre stored Senjutsu chakra into his body, giving him the minimum amount needed to go into Sage Mode; Though due to his direct mastery of sage mode, he was also able to convert an additional 20% of his chakra into Senjutsu during this process. This would instantly change Escanor's anatomy, giving him scales [Pitviper Scales], Horns and more snake-like features. Along with this, his physical abilities would be bolstered by a large amount.

( Fukanzen Hebi Sennin Modo ) - Imperfect Snake Sage Mode
Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 20 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 20 damage from all techniques for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +20. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to. Lastly, the user gains access to snake anatomy and other physical feats granted by Sage mode.
Note: Usable twice per battle . Must wait 2 turns before using this technique again. Perfect Sages can use either perfect or imperfect form thrice with a delay of 1 turn between modes.
Note: Imperfect Sages can convert a maximum of 30% of their total chakra reserve. Perfect Sages can convert a maximum of 40% of their total chakra reserve.

(Pitto No Kenjin) - Sage of Pits (Reference)
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (-10 more to SM per turn cost)
Damage: N/A
Description: One of the more naturally talented Snake Sage Mode users, Shady, had found a way to develope his sage mode to more fit the snakes he used. Specifically, he found a way to adapt his own bodily functions to be like that of the A Species of snake that he himself discovered. Whenever the user enter sage mode, whether it is Perfect or Imperfect form, he would sacrifice more chakra in order to gain more unique snake features belonging to Pitvipers. This would pertain to their scales, senses and their passive abilities mentioned for basic Pitvipers. This includes their naturally advanced sensing through their pit organs. And the natural ability to camouflage their scales. Due to the minor change to the anatomy, the user would have access to these passives when entering sage mode.

Note: A passive ability that is activated along with Snake Sage Mode but must be placed in the bio and posted upon use (but not taking up a move slot)

Note: Must have learned Pitvipers Sub-species of Snakes

At the same time as his body taking on a new form, Escanor would be grabbing Shine-Tsu-Hiko [Wind Sword] and pointing it upwards to initiate a technique that would be used to combat the blasts. At the tip of the blade a sheet of wind would immediately come into existence, expanding and bending to the point that it creates a dome around Escanor and his comrade before they are struck down by the blasts. The winds power would be amplified by both Sage Mode and the Wind sword, making it strong enough to take both attacks and only being lowered to a strong A-rank [65 damage]. Further manipulating the wind as everyone safely fell and landed [Escanor floating at a slower pace, almost levitating due to a passive ability of the sword], he'd have the wind shrink back down to the size of a 3m sheet of wind that is hurling at the puppets at full pace. The sheet would cut through the core of the one of the left before curving and doing the same to the other.

(Fuuton: Gachi Tameni Aeolus) l Wind Release: Grace of Aeolus
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80 + 20 + 15 [115]
Description: The user will channel their wind chakra around them, bringing it together and manipulating it a thick sheet of wind. The sheet gives off a greenish hue and is very strong and durable yet being flexible as well. The size, strength and thickness of the sheet can vary depending on how much chakra the user inputs. It can be like a small .5m by .5m handkerchief to as big as 30m by 30m. The sheet is created short range but can travel up to long range when needed by the user. The sheet can be used to wrap around an object and move them, or push object out of the way and it can be made with sharp or dull edges. It can be used to catch large or small earth materials used by an enemy and throw them back at the opponent. Alternative roles it can play is acting like an umbrella over the user, a make shift bridge or a little fan. Overall the sheet is to act as a general battle aid with not much offensive capabilities. However it is capable of doing physical damage by smashing into the opponent, cutting them or wrapping around them and squeezing. The sheet also requires constant focus and as such cannot use another jutsu while the sheet is being used. The user can at will decrease and increase the size of the sheet upto its allowed max at will, as long as he keeps focus on the sheet.


Note: Can only be taught by Strawberry
Note: Can only be used 3 times
Note: If it is not destroyed the sheet disappears after the third turn.
Note: No S-Rank or above Wind on the turn this is destroyed/deactivated

On the other hand, as Voldy was falling back to the ground, only being 5m high, he'd use his massive body size to swing his tail downwards to slam against the ground; Where'd he'd send fire chakra through the earth and cause a technique to be activated. Erupting from directly below the puppets would be large fire pillars that would consume them, with one rising between/behind them to strike them both if they moved backwards at all.

(Katon: Gōka Honoo no Hashira Jutsu) - Fire Release: Great Fire Flame Pillars Technique
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will knead their fire chakra and release it into the ground by stomping down their leg and then causing three pillars of fire several meters tall spaced out evenly. The Pillars of fire can act as a defensive wall against incoming techniques or targets or used to attack low aerial targets.

( Kyuu-tsuki ) - September (Reference)
Type: Tool
Rank: A
Range: Short - Long
Chakra: N/A ( +50 per turn ) ( -50 per turn to an opponent )
Damage: N/A ( -20 to an opponent's technique )
Description: September is a small orb-like self sustained chakra battery that can be pre-charged with basic chakra, or senjutsu chakra. If charged with basic chakra it will be compatible with any non-hostile shinobi. The battery has two capabilities called charge and drain. Charge allows a shinobi to draw chakra from the battery and drain allows the battery to draw chakra from a shinobi or their techniques. The battery has a max capacity of two hundred chakra.

Charge: While in direct contact with the battery or while it is on their person a shinobi can passively absorb chakra directly from the battery through contact. It can be used while still hidden or in a pouch not needing to be pulled out. It allows the shinobi to draw two hundred chakra from the battery at a rate of fifty per turn allowing for them to regain chakra or to supply exhausted allies with chakra. It can also be used to provided senjutsu chakra instead of chakra at a quicker rate allowing them to gain ten percent of their chakra as senjutsu chakra but can only be done once usually exhausting the battery. When exhausted the battery is still able to use it's drain ability.

Drain: Alternatively if a hostile individual tries to use the battery it will absorb their chakra instead of giving them chakra at a rate of fifty chakra stolen per turn. The wielder of the battery is also able to instigate this process passively by making direct contact with the opponent allowing them to instigate the process stealing fifty chakra per turn where contact is made. Additionally through this draining ability the battery is able to steal ten chakra from a technique causing it to weaken by twenty damage. This is similar to the capabilities of the Scientific Ninja Tool: ( Abusōbu Ude ) - Absorption Arm on a much lower and more basic scale. Where that can absorb entire jutsu this battery can only absorb ten chakra storing it in the battery. This portion of drain will cost a move slot, can only be used once per turn and only twice per battle.

Note: The wielder can only carry a single chakra battery
Note: Must state the ratio of basic chakra to senjutsu chakra that is found in the battery

Chakra:
1600 - 160 [Pre stored in Sep]

1440 - 40 [Fire Tech]

1400 - 30 [Pitviper tech]

1370 - 360 [Converting an extra 20% into Senjutsu]

1310 - 30 [Flame pillars]

Senjutsu:
480 - 40 [Wind Sheet]

440
 

Pyro NB

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Desmond carefully watched his opponent's as the twins attacked when he noticed his opponent's body fill full of sen chakra. He simultaneously with this the man drew a weapon and held it towards the sky forming a dome of wind around his party protecting them from the chakra blast whilst his summon slammed its tail on the ground to which chakra then immediately formed underneath Ilya whilst the main target turned his dome into a blade of wind and released it towards Lyss. With a split second thought, Desmond would attach chakra strings to both puppets. With his left hand, he would grab Ilya and pull her up and to the right out of range of danger and with his right he would grab Lyss and pull her up and over the wind blade.

Simultaneously with Desmond's actions, Cynn would create several feline shaped heads(4) that would charge towards the enemy(1 per person/creature). Both puppets would land on the ground in Lyss's original position as Cynn's attack progresses and would begin rushing forward towards the targets once more.
-----
Chakra: 1985-5-5=1975

Jutsu:
(Kugutsu No Jutsu) - Puppetry Technique
Type: Supplementary
Rank: D
Range: Short-Mid
Chakra: 10 (+5 each turn)
Damage: N/A
Description: The user makes threads of chakra that are used to control puppets.

( Doton: Inukai Takeru no Mikoto ) - Earth Style: Inukai Takeru no Mikoto
Type: Offensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description: A technique where the user creates ferocious canine chakra avatars from the land itself. They will pursue their targets relentlessly in order to clamp down on them with their jaws, restraining and crushing them, and their speed is so great that they were even able to catch Sage ranked Ninja. The user can also transmit elemental jutsu through the body of one of the canines after it grasps a target, causing it to travel the length of its body at normal speeds until it erupts from the mouth.
 
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Shady Doctor

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With the puppets being pulled out of dangers way, Escanor let's the wind sheet deactivate, as he also notices that the summon had brought forth a few feline heads made of earthen material. Escanor simply sighed and does a few brisk hand seals before spitting out a massive ball of concentrated Senjutsu chakra. The black ball would quickly be shot up before exploding, instantly covering a mid range radius. This would leave the enemies in a pitch dark battle field where even the annoyances of the Byakugan's sight would be unable to see through. On the other hand, Escanor could still sense, while his pit clones could also through their heightened pit organs that allowed sensing of minute vibrations.

(Senpo: Raito o Kai) - Sage Art: Devoid of light
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user does the Ram > Dragon > Dog > Tiger sign and gathers natural energy and swallows it, they then spit out a black ball ,the size of a Odama Rasengan, of senchakra out of their mouth. It flies straight into the sky and then explodes, making a huge blanket of black fog that is infused with senchakra and that is pitch black and is impossible to see through. The fog spreads to mid range instantly. The fog being laced with senchakra is able to block chakra sensors and doujutsu users from seeing through the fog. Sage Mode users are still able to sense their opponents due to them sensing through life force and not chakra. The fog stays on the field for two turns or until the opponent gets rid of it. While this jutsu is being used the user can only do two other jutsus in a turn as they have to keep focus on keeping the fog on the field.
Note: Usable by Sage Mode users
Note: Lasts two turns.
Note: Usable 2 times a match

In the same timeframe of devoid of light being used, C1 would form about 10 golden chakra arrows above the voided area, calling them down, but not to attack Desmond personally. The arrows would be aimed at 2 places. Specifically, the clone used his great senses to sense the movements of the felines in order to accurately hit the ones aimed to attack Escanor and voldy. He didn't take time to even defend the ones going after him and the other clone since they already held enough defense in their scales to be unharmed. This was simply a counter measure to keep Escanor safe, even though devoid of light should make it impossible to effectively attack us while blind and unable to sense anything at all.

"Gotcha..."

The clone thought as the felines are struck down.

( Ninjutsu: Tatsu Kaze ) Dragon dive
Rank: A
Type: Offensive
Range: Mid-Long
Chakra cost: 30
Damage points: 60
Description: The user performs the tiger handseal and starts by concentrating their raw chakra into the air above the opponent. After this, they then use this chakra to form several golden arrows about ten meters above the target that shower upon the ground at the user's command. They will first pierce through the opponent and then finally explode in a small radius upon the area it dropped on This jutsu can't be performed short range of the user so as not to damage themselves.
Note: A maximum of fifteen arrows can be created
Note: Can only be performed 3x in a battle with one turn cooldown
Note: Can only be taught by Hashirhamha

Lastly, Voldy himself also attacked. He'd shoot up a multitude of fireballs that would soar high into the sky, falling down upon the entire area that the opponents were in. They would fall on desmond, his damn summoning and the puppets.

(Katon: Gōkakyū Hitoame no Jutsu)Fire Release: Great Fireball Shower
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 70
Damage: 100
Description:
Kneading his chakra and then converting it to fire, the user will do the Horse → Tiger → Snake → Ram hand seals as he inhales, exhaling into the sky a multitude of great fireballs (up to 8) at the same time which then rain down on the target from above causing severe, widespread damage around the field. These fireballs have explosive and concussive abilities, similar to other fire techniques.
Note: Can only be used by Fire Primary Specialists.
Note: Can only be used twice.


I'll calculate chakra later. I'm lazy.
 

Pyro NB

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As the twins began to advance and Cynn launched her attack the enemy team took action, the main member of the party would release a ball from his mouth this prompted the twins to halt their movement to access the situation. As the ball was released Cynn had lost her vision immediately after it exploded into a thick black mist and she felt two of the feline heads go down while the other two hit their mark, this worried her. Desmond eyes, they've done something. No luck, make a GSG and take us off the cliff. With that being said Cynn began creating the stone golem one hand would rise up underneath where she last saw the twins grasping them, while the other hand would rise up underneath Desmond grasping him, and its head would up underneath Cynn housing her in its eye socket.

In unison with felling the ground rise, Desmond wove two seals strengthing the golem as rose them above the fog it immediately began taking hit's in the back from fireballs. Continuing with the plan the golem would take one leap clearing the cliff and slamming into the valley below. Not knowing whether or not the enemy would follow Desmond would release several fireballs upwards towards the cliff's edge.
-----
Chakra: 1975-5-30-20=1920

Jutsu:
(Doton: Dai iwa Kyojin no Jutsu) - Earth Release: Great Stone Golem Technique
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short-Long (made within Short, but reaches up to Long)
Chakra: 40
Damage: 80
Description: The user creates an even larger, much stronger version of Earth Release: Stone Golem Technique. However, unlike the smaller version, the user creates this stone golem solely from the ground. In order to do so, they slam a hand on the ground and manipulate it until a giant warrior hewn from stone has taken form, which then can be controlled so long as the user continues to keep in physical contact with either it or the ground. Naturally, they must continue to fuel the technique with their chakra. While the height of the golem can reach up to 30m, it has a capacity for moving quite fast that belies its hulking stature.

(Doton: Tsuchi kakujuu) - Earth style: Earth expansion
Type: Attack/Defence
Rank: A
Range: Short-long
Chakra Cost:30
Damage Points: +25
Description: After releasing an earth jutsu the user will perform 2 hand seals as they release there chakra into the earth jutsu. In doing so, the user will increase the power and size of the earth jutsu boosting any earth jutsu by 25 damage points. By the increase in chakra, the earth jutsu will grow in size and become denser adding to its power.

Note: Can only be used on earth the user or the users summon has created
Note: Can only be used once one each earth jutsu creates
Note: can only be used 3 times

(Katon: Gōryūka no Jutsu) - Fire Release: Great Dragon Fire Technique
Type: Offense/Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: The user fires several large dragon-shaped fireballs at their opponent after performing one handseal. It is able to alter localized weather conditions to the point of making thunder clouds when shot into the air, enabling the user to perform Kirin.
 
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Shady Doctor

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Ahh. It had been long enough and the man needed to be ended. He had created a golem with enhanced strength that was strong enough to tank the fire but become weakened in the process [85 damage left]. As the golem is in mid air above the dome of senjutsu, Escanor used his blade to make the deciding move. He'd do a single hand seal and thrust the sword towards the golem, but specifically directly at the eye ball that the summoming resided in. This was possible through the sensing of sage mode allowing Escanor to have a pin point sense of where each target is. The hand seal was used to assist the wind technique by boosting its overall sharpness and adding damage to it.

Once the blade reaches 20m in length (where it should stab through the summon unless it stops me somehow) it would start to expand to create a massive horizontal hurricane! This hurricane was basically now a sword being held by Escanor, which engulfed everything around the area of the golem, including the golem. This would kill you all, but just in case, Escanor kept up his assault. He'd continue to swing his sword back and forth, using his sensing to tell him where Desmond is so he can accurately whipe him out. This would leave the summon dead, both puppets ripped to shreds and Desmond ripped up and dead. Escanor also makes sure to take away the weakness of wind on top of all the power it had.

"Your time has ended...."

(Fuuton: Shippuuken) - Wind Style: Hurricane Blade -
Rank: Forbidden
Type: Offensive
Range: Medium/Long
Chakra Cost: 60 + 10 [70]
Damage Points: 120 + 20 + 20 [160] (-20 to me)
Description: The user focuses fuuton chakra into Shine-Tsu-Hiko and then thrusts the sword forwards. A highly condensed sword of quick-spinning, ferociously slicing fuuton chakra is then released that reaches up to long range, stabbing everything it comes across (till now only the length is abnormal as it's still as wide as a normal sword). After that the blade start suddenly expanding, creating a massive, horizontal hurricane that cuts everything it touches. The hurricane starts to slice the surface of the battlefield into dust, transforming the center of it into a bowl-shaped empty wasteland. All that dust then is taken up by the hurricane, making it even more lethal. Finally the user can sweep the hurricane once more by swinging Shine-Tsu-Hiko into that direction. For instance by swinging it to the left, it will move to the left, by swinging it upwards it will move upwards etc.

☛ Can only be used once per battle
☛ Does not get the default damage boost from the God of the Wind
☛ The user takes -20 damage due to the extreme force of the wind
☛ The user can't use any fuuton-based jutsu's the next two turns
☛ The user can't use any forbidden jutsu's the same turn this jutsu is used

(Fūton: Kamaitachi) - Wind Release: Sickle Draws
Type: Supplementary
Rank: A
Range: N/A
Chakra cost: N/A (+10 chakra cost to techniques this is applied to)
Damage points: N/A
Description: A two part jutsu, Sickle Draws aims to augment Wind jutsus in specific ways, allowing the usage of simple jutsus to become more complex, and simply more dangerous in nature. The nature of this jutsu itself only allows it to work alongside the Wind element. The first part requires the user to focus more of his Wind chakra into his future Fuuton jutsu which have no cutting abilities whatsoever (supplementary, defensive type techniques), and using said chakra to sharpen the outside edges of the aforementioned jutsu. This manipulation causes a change within the technique's shape and allows the most defensive Wind jutsu the capability to inflict lethal cutting damage. The damage output would depend on the rank of the supplementary/defensive jutsu used (i.e. an A-Rank will inflict 60 damage). The second usage of this jutsu allows the user to do the same, still only working on Wind jutsus, but instead only focuses on offensive Wind techniques, simply adding a +20 damage to the jutsu used in conjunction as it adds on to whatever it is used with, rather than focusing on things which are purely defensive. When used in either form, however many hand seals the jutsu used alongside this requires, an extra one (the Ram handseal) is added on. This is added on regardless of any abilities which the user may have which allows him to perform wind jutsus without hand seals (specialty, NB sword etc.) This is an activation type jutsu and its effects apply to future wind techniques rather than pre-existing ones. Activating this ability is instant and does not consume any time whatsoever.

~ Can only be taught by Erzo. Can only be used a maximum of two times per battle/event, and once used lasts a maximum of four turns, or until deactivated. Upon it being deactivated/timing out, the user must wait a turn before being able to use again. The user can decide to use one form 2 times, or mix and match as he likes, as long as both the first and second usages are not used at the same time.

At the same time as Escanor going on the offensive, Voldy does also. He opens a portal above the airborne golem that releases an abundance of fire in the form of serpents. These serpents would be controlled to linger in the area of the golem to attack any of the opponents that attempt to sneak away somehow. Though Escanor should be able to handle it since he can sense everything that is happening.

(Katon: Moeru hebi no kiba) - Fire Release: Burning Snake Fang
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (+20)
Description: This unique fire technique can be performed in two ways, as a single stand alone technique which requires two handseals, dragon and tiger followed by the clapping of the hands. Using it in this form allows the user to manifest a fiery portal similar to the earth release mud drop. However instead of mud forming in this portal a large torrent of fire shaped as snakes will pour out surrounding a target or targets and wrapping around them. The fire while not sentient can be controlled by hand gestures making it very difficult to avoid. The snakes are solid in nature much like the dragon head fireballs making their binding ability quite impressive preventing an enemy wrapped in them from moving freely. The second method of using this technique functions as more of a boosting enhancement performed by clapping the hands. This method of use is performed as a follow up to another fire or wind technique and will cause the snakes to burst forth from the user merging with the preexisting technique adding to the overall power of the former technique by adding additional chakra to the technique and a degree of versatility to the technique by making it function in a solid way. Essentially the previous technique will experience a change in power and ability by becoming the flaming snakes. This usage is considered as an active boost and follows the rules and restrictions of such.

Note: May be used two times per battle overall.
Note: If combined with a wind technique in it's second form it will be considered a fire/wind combo. Combined with a fire technique just creates a stronger fire.
Note: No fire jutsu above A rank in the following turn.
Note: The portal is made in the sky like the mud drop technique atleast 10m above the opponent
Note: May only be taught by Jhin
 

Pyro NB

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As the golem was airborne the Desmond saw chakra pool above them and form into a portal similar to earth style: sticky earth drop. Quickly telling Cynn to lighten the golem she would channel chakra into it making it lighter(not zero) while he created a large gale of wind that would slam into the golems back just long enough to propel it out of the way of the ring of hell above them and what seemed to be a blade made of wind that had also pierced simultaneously pierced through the fog below. Out of danger, the golem would land safely on the ground in the open valley below the cliff spinning around as it did to allow Desmond's party to face the cliff whilst opening its hands enough to allow Desmond and the twins to evacuate without hindrance if need be. Simultaneously upon the golems landing Desmond would pull our a scroll summoning yet another puppet onto the field.
-----
Chakra:1940-5-20-20=1895

Jutsu:
(Doton: Keijūgan no Jutsu) - Earth Release: Light-Weight Rock Technique
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A (-20 if used to boost the speed of a physical attack)
Description: Contrary to its counterpart (the Earth Release: Added-Weight Rock Technique), instead of making the target heavier, this technique makes it much lighter, though still using the same principle and mechanics. The user will make direct contact with the given target (through his hands), infusing them with earth chakra and lowering their weight drastically. The technique can lower a targets weight up to 10 times less than it originally had. This allows freer manipulation of the affected objects, which would normally carry considerably more weight and as such, require a greater amount of exertion to move. The technique can be used on the user or other shinobi to increase their speed, but as a consequence of using it this way, it results in the decrease of the physical force of their blows. The same principle applies if used on a physical attack which will be faster but will carry less momentum and as such, less physical damage. It doesn't change the "strength" of binding techniques (like Sand Release), where the user is manipulating a dynamic element but will decrease the impact damage of techniques that rely on it.
Note: The initial effects last for 2 turns or until countered.

(Fūton: Boufuu oonami no Jutsu ) - Wind Release: Gale Surge Technique
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user will create a large surge of wind that is capable of pushing a target back and dealing some small cuts to them. The wind technique is also strong enough to push back a large summoning creature.

(Abigōru) Abigor
Type: Puppet
Rank: A
Range: N/A
Chakra Cost: 30 20
Damage Points: NA
Description: Abigor is a rather tall, demonic oriented puppet whose frame is larger than any ordinary puppet or human because it is around eight meters tall making it a distinguished puppet. As far as aesthetics go, Abigor is a rather bulky puppet that possesses a brownish hue and appears to be coated in a layer of metallic plates. Abigor is a grotesque, monstrous puppet entity with several lesser accessories scattered throughout its body. Some of its more distinguished characteristics would have to be the massive cannon that it holds on its arms. The cannon happens to be the puppets main source of power and with it allows the puppeteer to expel a variety of different types of attacks.

Abilities:
Elemental Cannon: The first ability of Abigor involves the user utilizing a Fuinjutsu tag located inside of cannon. By infusing thirty chakra points into the cannon the user will be able to release from it the lightning element. The cannon will release a thick and wide stream of the desired element that the user can choose to use to hit multiple opponents by simply moving the cannon around. This particular ability can extend up to long range.

Goo Cannon: The second ability of Abigor, involves the user channeling chakra into the cannon as previously done, but this time around the chakra will manifest itself into a sphere of concentrated chakra. Once ready the user can quickly release up to two chakra spheres in quick succession towards a targeted area. The special thing about these spheres in that the moment they make contact with the ground it will begin to disperse up to five meters around the targeted area. Once contact has been made, the ground will have been layered in a special chakra that is very sticky which can be used to immobilize targets. (A-rank)

Absorption Cannon: The third ability of Abigor, involves the user sending chakra points into a seal inside of Abigor's cannon. Once the user has done so they will point the cannon into the direction of an incoming attack. In response to the attack, the cannon will begin to unleash a powerful sealing jutsu that will begin to drag inside of it any incoming attacks or persons. The thing about this sealing jutsu is that the suctioning wave can only be felt when the object the user is trying to seal is five meters away. Also, when the user is trying to seal away a technique they are only able to seal away certain techniques which just means that jutsu that cover a wide range and scale will not be able to be sealed inside. Despite the cannon being unable to seal certain jutsu, it is still possible for the user to seal large jutsu because once the attack is within range of the suction wave the attack will become compressed and will be dragged inside of the cannon. When a person or sentient creation is within range of the suction wave they will find it difficult to move due to powerful suctioning wave This ability is equal to A-rank and can seal up to S-rank jutsu.

Poison Cannon: By utilizing a compartment inside of the cannon, the user will be able to release from the cannon a concentrated stream of gaseous poison throughout the field. This ability has the strength of an A-rank and, it is possible for the user to utilize it in order to counter other attacks or they could use it to blast away opponents with a powerful stream of smoke. This poison will have the effects and properties of the puppeteer poison. (A-rank)

Notes:
~Each ability has a range of Short-Long except Absorption Cannon, which is limited to short-range.
~Each cannon has a one turn cooldown except for Absorption cannon which has a three-turn cooldown.
 

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Right well, Shady asked me to check this fight, seems a pretty simple issue.

You use light weight tech to try and dodge his big ass wind sword swinging, but bits in his move covers this:

" This hurricane was basically now a sword being held by Escanor, which engulfed everything around the area of the golem, including the golem. "

So the wind would hit the golem with you on it while you try to lighten it. The larger something is the longer it takes to lighten, as seen when Onoki tries to stop that giant ass meteor. He can lighten the Raikage near on instantly, but larger things take time.

Everything around the golem would be hit, and this would include you, not just it by the wording on shady's move.

" This would kill you all, but just in case, Escanor kept up his assault. He'd continue to swing his sword back and forth, using his sensing to tell him where Desmond is so he can accurately whipe him out. "

It wouldn't matter if you dodged, he can sense where you go and he'd swing where you moved to. An effective way to stop you from simply dodging.

Over all i believe you'd be hit by the sword the first time and as you try to move as he keeps swinging, wiping you out.
 
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