4.(Katon: Kasō) Fire Style: Cremation Type: Offensive/Supplementary Rank: S Range: Short-Long Chakra Cost: 40 Damage Points: 80 Description: The user performs 3 hand seals while kneading their fire chakra into their mouth which then turns into a superheated heated ash. The user then exhales the hot ash in between their raised hands, which is positioned in front of their chest, rapidly condensing the hot ash into a basketball sized sphere which they then fire at the opponent. The heated ash sphere on contact, or by the user clapping their hands, explodes into a 3m wide vortex that can reach up to mid.range in the sky. The heated ash can easily burn through the human skin resulting in 2nd degree burns throughout the opponents body.* NOTES
►Can be used 3x per battle
►No fire jutsu in the next turn
►Can only be taught by Zanda Yānks. | -Osmon- | Draigo
Type: Offensive Rank: S Range: Short-Long Chakra: 40 Damage: 80 Description: The user performs several hand seals and creates a medium sized flame orb. The user then concentrates and shapes and compacts the flame orb into a heated arrow with a red-orange glow facing the opponent. The user then stretches out their left hand near the arrow and pulls back their right hand as if they were pulling back a bow. Once the stance has been performed the sides of the arrowhead will begin to spew out flames. The user then fires the arrow towards the opponent. The spewing flames then encircles around the arrow as it travels towards the opponent. Upon impact the arrow will pierce through the opponent leaving the area it pierced burned. Note:
-Can only be taught by Kage Phoenix
-Must have Katon Mastered
-Can only be used 2x
Rank: A Type: Offensive Range: Short - Long Chakra: 30 Damage: 60 Description: The user first performs a series of three hand seals Dog→Horse→Tiger and then gathers up a lot of fire chakra in their chest. Afterwards, via mouth or hand, they fire off a barrage of several [about 8-10], but small fireballs hot enough to scorch the ground at their opponent. However, instead of hitting them directly [which makes the target believed that they missed], the mass of fireballs gather all around the opponent and seemingly appear to floating. Finally, with the use of a single hand seal [like the one Deidera uses to create explosions], the user directs all the intense fireballs towards their opponent and explodes on contact & engulfs them in flames. Note: Must be taught by Yānks. Note: Can only use three times per battle
Type: Supplementary/Offensive Rank: A Range: Short Chakra: 40 Damage: N/A (+20 to Fire techniques, - 20 to wind techniques; see description for more information -5 per turn) Description: Sending out chakra from their body, the user will perform nature transformation to change the nature of their chakra into the properties of fire, and manipulate it to mix in with the air to create a heatwave around them. The heatwave will resemble the shape of an orb and cover everything short range from the creator. This technique is used in multiple ways. Firstly, because the air is heated from the user's chakra, any fire techniques created by the user and shot out by the user, or anyone that has compatible chakra with the users like summonings will be strengthened by infusing the heatwave's heat into the fire technique. When the heatwave fuses with the fire chakra from a fire technique, it would greatly increase in temperature, and thus, become more powerful (next rank). Secondly, any wind technique coming from the user to outside of the orb and from the opponent coming inside of the orb will be weakened, due to the heat gradually weakening the wind technique as it travels within the orb and when the wind clashes with the fire chakra, it would lose power and momentum, because fire is superior to wind. Lastly, with a single handseal, you can manipulate the heat from the heatwave with shape manipulation to a more intangible form of the heatwave that can be released from all directions, counting as an A-rank and reaching up to mid range. Once the heatwave expands out, and once making contact with the target, it would cause 3rd degree, painful burns throughout the body or body parts touched by the heatwave.
Notes & Restrictions: Note1: Useable 3x Per battle with a three turn cooldown Note2: No fire jutsus above S-rank during this move Note3: Teacheable by Ace. only Note 4: This technique remains active for 3 turns, and requires five chakra per turn that it is active.
3.(Doton: Tōki sakuhin) Earth Style: Pottery Work Rank: B Type: Defense/Supplementary Range: Short-Mid Chakra Cost: 20 Damage Points: N/A Description: The user does 2 hand seal while channeling their doton chakra into their mouth. They then spit out a clay enriched earthen material jet stream that is used to absorb manipulated water attacks. Once the material makes contact with water it swells into a glob of earthen clay and then does a quick glide to the ground due to its added weight. If the globs happen to touch the opponent, it will absorb that body part or ensnare it, holding the opponent in place or slowing their movement down due to the added weight on their bodies. The user can release a succession of quick jet streams if targeted by a water attack that is numerous, but those streams can only travel up to short range of the user. After performing the 2 hand seal and taking a running start, the user can release the stream towards the solid ground where they then use the slippery surface to slide around the battlefield. This is a faster means of movement other than running and the user must follow the path that they make until they stop the jet stream. NOTES:
-Can be used 3x per battle
-This jutsu cannot work on a large bodies of water or techniques that require a large body of water no matter the rank
-With a cooldown of 1 turn
-Must be taught by ZandaT PresidentBush | Ciberr | Seblax | Gutsy Jiraiya | Kuroh | Mugen Ryukyu
Rank: S Type: Attack Range: Short-long Chakra Cost: 40 Damage Points: 80 Description: The user quickly concentrates his doton chakra in his hands and quickly touches the ground to release 2 panthers made out of Earth to run at the opponent at full force and take down the opponent savagely without trouble upon impact. The user can take his hands of the ground and the jutsu will still be active however to control the panthers the user must bring his hands back to the ground. If the users hands are not touching the ground, the panthers will simply attack the opponent whenever they see him/her. Note: can only be used by RockLeeGreenBeast and those he shares this jutsu with. Note: Can only be used 2 times. Note: Panthers must be destroyed with an approperate jutsu. Note: Panthers disperse after 3 turns if they are not destroyed. Note: No S-rank Earth jutsus next turn. Note: User can order the Panthers and tell them what to do as long as his hands are still touching the ground.
Type: Supplementary Rank: B Range: Entire arena Chakra: 10 per turn Attack: 5 per turn Effect: Creates a dust storm that effects the entire arena, blocking off sound, and light, and damages opponents eyes. Description: User uplifts large amounts of earth that is broken up into extremely small bits of rock that is combined into a dust cloud that acts like a storm. It has the same effect as hidden mist except better. The noise caused by the dust scraping against the ground drowns out all other sound, and it blocks off all light so no one can see or hear. Also the moving dust will get into peoples eyes and cause blindness even if they move out of the storm. The user can also manipulate the storm a bit so that it does not harm allies or the user.
Type: Attack Rank: S Range: Short-Long Chakra: 40 Damage: 80 Description: A fissure opens up under the enemy, causing them to fall in. The user then does a handseal that will sends wave after wave of spikes that puncture enemies. (Usable 3 Times) (No Earth Next Turn)
Type: Offensive | Supplementary Rank: S Range: Long (Created at short, has a Long range reach) Chakra: 40 Damage: 80 Description: Through a single hand seal, the user will send earth-based chakra on an area within short-range, manipulating it to have it erupt upwards to resemble a small volcano head. It has a diameter of about 3 meters, and the height of five meters. Immediately after creation, massive amounts of mud, similar to that found in (Doton: Yomi Numa) - Earth Style: Swamp of the Underworld, is spewed out from the structure created, flowing out with great speed and momentum taking the form of large ten meter waves. It would easily push away anyone within the area of effect. The user can have the mud released outwardly, expanding outwards from the source with a 360 degree scope, or aiming it at a specific area in order to have a stronger effect. An example of the second would be creating the volcano-head and manipulating the mud to spew out towards the opposite side of the battlefield, keeping you safe from harm while attacking the enemy. Alternatively, the user can maintain the handseal and continuously manipulate the movement of the mud to manipulate it to the direction they want to, which would allow them to do a multitude of things like preventing their own technique from harming the user by manipulating the mud away. However, a drawback would be the inability to perform other techniques unless the user is able to use Yin-Yang. Lastly, the damage from this comes from the massive waves of dense mud that would surely crush, as well as suffocate the enemy if left undefended. The technique results in the area targeted to be covered with up to ten meters of mud. Notes & Restrictions: Note: Usable twice per battle with a three turn cooldown before each usage. Note: Cannot use any A-rank or higher Doton techniques for the turn used, and the next turn. Note: Can only be taught by Draigo
9.(Fuuton: Haha shikyū) Wind Style: Mother's Womb Type: Supplementary Rank: S Range: Short-Long Chakra Cost: 40 Damage Points: N/A Description: The user focuses their wind chakra on the floor underneath their opponent as they perform 2 hand seal before stomping down on the ground causing a strong, but harmless, torrent of wind to shoot up from underneath the opponent. The user will then manipulate the torrent of wind in order to create a concentrated orb of wind that encloses around their opponent trapping them in a small circular space. The space inside the orb is tight, leaving them in a sitting position before it gradually shrinks until the opponent is forced to take a fetal position like the times when they were in their mothers womb. The wind orb consists of many racing wind currents that rapidly circulate around the opponent, creating a near solid concentrated wind orb inside and out, while making it difficult for the opponent to breath as outside air cannot penetrate the orb leaving them with the little amount of air that was captured when the orb first formed. The orb is strong enough to withstand most elemental and raw chakra attacks, following the strengths and weaknesses, and once inside if the user does not counter correctly their attack may end up backfiring, but if they do not escape in time then the user will faint due to lack of air. NOTES
►Can be used once per battle
►No wind over A rank next turn
►If the opponent does not escape the orb by next turn they will faint due to lack of oxygen
►Can only be taught by Zanda
12.(Fuuton: Taifū no me) Wind Style: Eye of the Storm Type: Offensive Rank: A Range: Short-Long Chakra Cost: 30 Damage Points: 60 Description: Taifū no me is a simple technique that revolves around the user manipulating a small area of the air of around them by focusing on a single point. The user uses their wind chakra to cause a swift build up of air currents that forms a mini 4 inch horizontal tornado. What makes this technique dangerous is the properties and destruction this horizontal projectile caries. The user creating this technique by focusing on an area within the air, the forming of the projectile is rather quick taking less than a few seconds to form before it shoots forwards at a swift pace that is quite similar to the pace of an extending chidori spear. Upon contact the horizontal mini tornado drills into the target, reaching a depth of 4 inches affecting a 2 inch diameter, delivering numerous rapid slashes within the diameter of penetration before the concentrated air currents releases their bond separating in various directions causing even more damage as the tornado explodes outwards as a cluster of sharp air currents that expands 6 and a half feet (2m) from the epicenter of the technique. The jutsu will drill into its target, ripping up the skin, underlying tissue, muscle, etc., before amplifying the damage done upon the jutsu by exploding. Multiple mini tornadoes can be created back to back, adding up to a total of 6 tornadoes all amounting to A rank, but their exploding diameter is reduced to 1.6 feet (0.5m) field. Like most wind techniques Eye of the Storm tornadoes are intangible and translucent with a slight greenish hue making them very hard to catch with normal eyes. This is considered an assassin type technique due to the fact that the signs of this jutsu is very easy to miss and it travels at a swift speed. When this technique travels it makes a whistling sound that can only be heard within 13 feet (4m) of their target, and the technique needs to be made at least 16.4 feet (5m) away from the target in order to allow the jutsu to build enough rotation speed in order for its effects to take place. NOTES
►Can be used 4x per battle
►Jutsu has a 1 turn cooldown
►Can only be taught by ZandaT
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 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
♦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
Type: Supplementary/Offensive/Defensive Rank: B Range: Short - Mid Chakra Cost: 20 Damage Points: N/A (+20 damage to anything which moves through the portal) Description: The user will perform the Rat Handseal before focusing their fuuton chakra into the air at any location on the battlefield to generate a small, flat disc-shaped portal of wind, either near their location or the opponent's. A unique ability possessed by the portal of wind is any solid/liquid objects, constructs or techniques passing through it will have their cutting capabilities greatly amplified, as the disc of wind provides them with a green coating of sharp wind chakra much like the one produced in Wind Release: Vacuum Blade. The process in which this happens is similar to Danzo's technique (Vacuum Blade), where the blowing of fuuton chakra onto the weapon is substituted by the projectile(s) passing through the portal of wind. The layer of wind will amplify a construct's cutting properties to the extent, a thrown rock will become as destructive as a bullet, making this technique a very formidable weapon despite its non-offensive nature. This technique will only amplify the cutting capabilities of solid or liquid constructs e.g. rocks, kunai, bullets of water and etc, whilst only blocking/weakening any Lightning-based elements which attempt to pass through it. One disadvantage to the technique is, the opponent can also benefit from this technique if their thrown projectiles or techniques manage to pass through the portal, making this jutsu a very double-edged sword. The portal itself can have a maximum diameter of five meters and for any solid/liquid constructs to benefit from the cutting enhancement, they must be projectiles capable of fitting through it completely. Since this technique serves to imbue objects and techniques with a coating of wind chakra, they will become dual elemental techniques e.g. Wind/Earth or Wind/Water.
Note: Lasts for two turns Note: Can only be Taught by Negative Knight Note: Can only be used four times per battle Note: Cool down time of two turns in between uses Note: Does not enhance speed of projectiles/techniques Note: Only amplifies cutting capabilities of solid or liquid constructs Note: Does not affect Fire or Wind-based techniques Note: Portal of wind can be created a maximum of ten meters away from the user
Type: Attack Rank: Forbidden Range: Short-long Chakra Cost: 50 Damage Points: 90 (-15 to the user) Description:
This technique is a simple yet powerful wind technique which focuses purely on destructive power. The user draws blood from his and like a summoning technique then weaves together three hand seals (Tiger - Dragon - Snake) whilst gather a massive amount of chakra directly in the center of his chest. When the three hand seals are finished the user moves his hands from out of the path of his chest and releases from the chest a condensed circular beam of glowing wind chakra. The beam begins as a circular, 3 foot in radius beam until it reaches five meters away from the user. Once it leaves close range the chakra can no longer be controlled and it suddenly expands outwards into a large half dome like explosion that moves outwards 30m in every direction except back at the user. The concentrated wind expanding so quickly leaves everything in its path cut up on a small scale, so being hit with it is Certain death. The aftermath of the attack is very identical to that of the mini tbb that the 4tails naruto did when fighting Orochimaru, though due to so much powerful wind chakra being blasted from the users chest, it leaves his chest cut up with 1inch deep cuts that leaves him bleeding moderately.
- Usable one time
- No wind techniques in the same or next turn
- The user can't use A-rank or lower Tai for 3 turns due to the body being worn out
- Cannot use techniques above S-Rank for 2 turns afterwards
Type: Supplementary/Offensive Rank: B-Rank Range: Mid-Long Chakra: 20 Damage: N/A (30 from the disk of wind) Description: The user gathers wind chakra below their feet which is then manipulated into becoming a jet of wind that lifts the user slightly above the surface they're standing on, whether it's ground or a water source (20 centimeters above surface). The jet of wind is large enough for the user to stand on. This jet of wind is then controlled by the user to travel in an arc manner trajectory towards a target while they themselves are standing on it, allowing themselves to travel that same trajectory aswell. Its speed is faster than a running shinobi yet the user and the jet of wind can clearly be seen and tracked with the naked eye. Traveling in an arc manner with such speed would allow the user to evade mid-ranged-sized attacks within reasoning (for example: incoming projectile-type or stream-type techniques) while at the same time approaching their opponent. Once they evade the incoming attack, the user does a side back flip, leaving the jet of wind while manipulating it to compress itself into a disk made out of wind that travels in mid-air straight towards the opponent at greater speed since the user "pushes" it with the motion of their back flipping with their feet (still trackable with naked eye). The jet can be seen/noticeable because of the impact it does on the surface it is moving on. The jet has a somewhat grey-ish color but still has some transparency to it aswell. The disk of wind will still have that grey-ish color (more noticeable by sight since it's compressed) but cannot be heard when it's noisy in the battlefield, unless someone has enhanced hearing abilities. The slicing damage it does would be as large and similar to that of a normal katana enhanced with C-Rank wind chakra. When doing the side back flip, the user lands back to the ground/water source. Wind Release: Sneaky Jet of Wind can also be used while airborne, but instead of approaching horizontally, the user will be approaching diagonally downwards since they're simultaneously manipulating the jet to approach the opponent in an arc manner while also "falling" because of gravity.
Note: Usable 3 times per battle Note: Cannot be used in consecutive turns Note: Must be mid/long range away from opponent to use
Type: Supplementary Rank: B rank Range: Short – Mid range Chakra: 20 Damage: N/A Description: The user start by manipulating his Wind based chakra into the area surrounding the opponent (short range). By manipulating it with great precision, the user will form extremely small but dense shards of wind that vibrate at an extreme speed. These shards are about the size of an average ring and are about 30 in number, they can only be seen by a white glance it gives off.
They vibrate at a stationary point and cause an eerie and somewhat deafening
screech, due to the friction caused against the air itself. This causes the opponent to be distracted, and allow the user ample moments to attack. Restrictions:
-Can only be used 4 times a fight
-Can only be taught by –L-
Type: Offensive Rank: B rank Range: Mid range Chakra: 20 Damage: 40 Description: By performing two handseals, Rat -> Snake, the user will create a ball of dense Wind in the air above the opponent which is barely visible to the naked eye, but can be felt due to the energy of the Wind chakra it is gathering. Then by using shape manipulation, the user is able to form the ball of Wind into thin wires that spread out from the central point of the ball outwards into a dome of sharp, thin Wind-based projections that look like a bird cage around the opponent. Then by a snap of the user's fingers, the dome of sharp Wind projections would close in on the opponent with great speed, cutting him up within it.
Type: Supplementary Rank: S Range: Short-Long Chakra: 40 Damage: N/A
Description: The user concentrates wind chakra, and focuses upon an already existing tornado, dust storm, hurricane, gust, etc. Using his chakra, the user first figures out the main direction that the winds are blowing in this type of jutsu, before quickly producing an equal and opposite force of wind to combat and cancel out the existing one. For example if the user has an A rank wind tornado, the user can use this jutsu to reverse the tornado by creating winds which rotate in the opposite dorection near the tornado. This equalizes and cancels out the tornado's original force, and causes the area to clear. This jutsu is mainly used in order to combat the opponent's vortexes, and such by creating an equal and opposite force. This can be used even if the opponent produces multiple wind vortexes or tornadoes. If the user makes two tornadoes of B rank, instead of one tornado of A rank, this jutsu can still be used to disrupt them both. Although, if the collective power of the tornadoes is greater than S rank, then this jutsu will not work. Note: Can only be taught by Vex Note: Only usable thrice per battle Note: Must wait at least one turn before using again Note: Works on same rank Wind ninjutsu and below
Type: Offense Rank:A Range:Short-Long Chakra:30 Damage:60 Description: The user charges up lightning chakra, and fires several energy spheres randomly in the opponent's direction. Disregarding accuracy and with no intent on actually hitting the enemy. With efficient chakra control, the multiple energy spheres are suspended in the air, completely surrounding them. Finally, the user causes them to rapidly spin around the opponent and inevitably rain down on them, filling the sky with a blinding light and inflicting a massive amount of damage.
-Can only be taught by PB-
-Can only be used twice per battle-
-No lightning jutsu in the same turn-
Type: Attack/Defense Rank: S Range: short-long Chakra Cost: 40 (- 15 for each turn its in use) Damage Points: 80 Description: By charging the user's lightning chakra, he shall focus it in an blade like huge dragon shaped lightning from his hand (like a dragon chidori spear) but it can be moved like huge link to so that its flixable if the user want to, and can make huge damages to the opponent, and perfect against others earth jutsus.
~ Can only be user once times in a battle.
~ Can't stay more than two turns.
~ -10 for each time its in use for the user's health for it injures his hand.
]Type: Supplementary Rank: A Range: Short-Mid Chakra: 30 Damage: -
Description: While not truly related to sharks or an eye, this ninjutsu is a method of perception that mimics a shark's ability to sense electric fields. Because air is a much poorer medium to conduct electricity, the effectiveness is greatly less than a shark's natural sensory abilities. The practitioner is able to pinpoint organisms that produce bio-electricity (essentially any animal) within a twenty foot radius. The technique does not yield any descriptive information about the organism, simply its location. Strong electric fields, such as other electric ninjutsu ( even those used by the user ), are capable of rendering this technique temporarily useless. Additionally, the user must channel chakra to maintain this sensory enhancement. Unless their chakra control is precise, it is best used deliberately as opposed to a constant passive activation. By focusing lightning chakra in a controlled state into the cornea the user is able to see these small electrical fields being produced by a organism.
(Last 3 turns)
(Usable 2 times)
Type: Supplementary Rank: A-rank Range: Short Chakra Cost: 30 Damage Points: N/A Description: The user will start off by concentrating Raiton chakra through his body and through the air and then perform a short row of 4 hand seals. Doing this, will allow him to make all his lightning attacks glow in a blinding light, making the opponent hard to see through them. The lightning would be so bright that the opponent will barely be able to see through them. Yet, any Doujutsu can see through the light up easily. The lightning will blind anyone in short range from the lightning, but won't affect them past that distance. Note: Lasts for 2 turns. Note: Once per battle. Note: Every wind jutsu that the user uses will be weakened with 1 rank (meaning if the user uses S rank wind – it will become A ranked) Note: No S or above Lightning for 1 turns after this jutsu is over.
Type: Supplementary/Offense/Defense Rank: A Range: Short-Mid Chakra Cost: 30 (+10 for every shape created) Damage Points: N/A (Depends on the shape) Description: An elemental lightning technique based around shape manipulation. The basic concept is, the user will erect a chain, or spear of lightning, out of a users own preexisting lightning technique (not including Chidori). Lightning techniques such as Thunder Dragon Tornado and Lightning Beast Running Technique (and other humanoids) will be able to compliment this technique well, having spear(s) or chain(s) come out the body, for various tasks. This technique is meant to compliment lightning techniques that are focused, or self-sustaining techniques. Some form of lightning combined with other elements (dual elemental technique) can also work with this technique in logical forms. The spear and/or chain are different actually. The spear more lethal, and meant to pierce and deliver serious damage to the opponent (similar to False Darkness Spear), and the chain can actually bind and shock the opponent, paralyzing them in place. Each can reach up to mid range in distance. The user can decide where to raise, and aim the artillery. The user can also decide to control them and continuously move them around the body of the technique (through mental command). A drawback is the user can never perform both a chain and a spear on the same technique, as well as if they decide to erect more of the same shape on a technique, they would have to drain more chakra. The power of this technique is equally divided between the number of created chains/spears.
Note: Can only be used three times Note: Can only be taught by Noni Note: A shape can last up to two turns max Note: A shape can only be used on one technique at a time, if the user wants to change the shape, they would have to re-perform the technique Note: Can not be used with natural lightning (e.g. Kirin), because of its scarce and how limited it is to control
13.(Suiton: Ribaiasan no nigiri) - Water Style: Leviathan's Grip Type: Attack/Supplementary Rank: A Range: Mid - Long Chakra: 30 (-10 per turn afterwards) Damage: (-15 dmg per turn) Description: The user performs 3 hand seals while focusing their water chakra into a given location on the battlefield creating a large supply of water underground. At the end of the third hand seal the user will manipulate the water to erupt from the earth in the form of a large serpent that then proceeds to swallow the target(s) whole within its body that is composed of raging water currents. From the time the beast fully erects from the earth, a process that is rather swift, it becomes sentient with the goal of swallowing every target that is within short range of the spot it rose from. Targets that leave short range of the eruption spot can escape the serpent's bite, but while inside short range they will be honed in on. Inside the opponent will become disoriented as they combat against the raging currents that has its way with their body as they are tossed around relentlessly although at this point the jutsu doesn't deal any damage. The water serpent has a length of 4m and a width and height of 2m, and its true ability happens after the water serpent has engulfed its targets into its body. The serpent will then rapidly coil around itself forming into a large sphere of water with a 3m diameter, and inside this sphere the raging water currents continue to circulate, but this time numerous portions of the water are compressed into miniature needles creating a trap of water that shreds the target apart with continuous exposure. The technique is nicknamed the red egg due to the extensive bleeding the target undergoes which shows as the water used for the technique becomes stained red. Two turns of constant exposure will leave the target with numerous cuts and at the risk of bleeding out if not treated in time while a full four turns will leave the opponent on the verge of death as they try to move their tattered body. The technique lasts for four turns making raiton techniques the best jutsu to follow up with due to how susceptible the water element is to the currents. NOTES
►Can be used three per battle
►Has a 4 turn cooldown between each use
►Can only be taught by ZandaT
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
Type: Offensive Rank: B Range: Mid Chakra Cost: 25 Damage: 40 Description: After performing the following Snake - Ox hand seals the use then gathers chakra at his mouth, the user will form the appropriate hand seals and expunge a large blast of water from their mouth. As it flies through the air, the water blast will take the shape of a Lion's head. The blast's impact has shown to be strong enough to shatter rock in multiple pieces.
Type: Offensive/Defensive Rank: S Range: Short-Long Chakra cost: 40 Damage Points: 80 Description: The user will perform three hand seals, and then channel their suiton chakra to their feet. By stomping on the ground, the user will perform nature transformation on their chakra, changing it into water. The stomp on the ground raises a domed, hollow cylinder of water, with the user inside. The cylinder of water is very thin but does not compromise its strength, which allows the user to easily see through it. This can be used to defend against attacks. Once the domed cylinder is formed around the user, they have the option of performing another hand seal, which unwraps the cylinder starting from the back, wrapping it around to the front, forming a straight water wall. The wall will then release hundreds of marble sized bullets of water as it is unwrapping, covering the entire battlefield in front of the user. These bullets can reach up to long range.
- No water techniques above A-rank for the next turn
- Usable twice per battle
8.(Doton/Katon: Mitsubachi no su) Earth/Fire Style: Bees Nest Type: Offensive Rank: Forbidden Range: Short/Mid-Long Chakra: 50 Damage: 90(-15 to user) Description: The user will channel their doton chakra into the ground as they perform 2 hand seals creating three earth made ancient chinese bees nest, filled with numerous highly condensed earth arrows, to rise from the earth at any three locations within short range of the user pointing in any direction they desire. The user will then perform 1 hand seal as they infuse their fire chakra in every arrow creating numerous molten earth like arrows before clapping their hands as they create a fire explosion at the bottom of each bees nest that causes them to launch all the arrows at once as the fire explosion propels them like swift moving missiles. There are enough arrows in just one bees nest that it can rain down in one area and hit everything within short range, covering a 5m diameter if launched in linear fashions, and if all 3 were aimed in one direction then the sky would be filled with a blanket of arrows that hit multiple ranges in the vicinity they are facing. As the numerous molten earth arrows rain down on an area they explode on contact releasing multiple shrapnel of highly heated dense earth while setting the ground ablaze. The elemental combination, the amount of chakra used for only one person, and the widespread destruction caused by this technique is the reason why its forbidden. NOTES
►User cannot use Fire or Earth jutsu above A rank next turn
►This jutsu takes two of the users three jutsu spots per turn
►User feels fatigued by the chakra drain this jutsu brings and their body also receives some damage due to the strain put on it
►Can only be used once per battle
►Can only be taught by Zanda Shady Doctor |
Rank: S Range: Short-Long Chakra Cost: 40 Damage Points: 80 Description: After 4 handseals, the user spits out a large structure of fire in the shape of a flaming stag, which can be sent towards the opponent at great speed. The stag will have the consciousness of a normal clone, but will not have any ability to make jutsus, just to move like an above average stag in terms of power, strength, speed and size. With 1 handseal though, the user can apply water into the fire, which will create a coat of vapor across it, honing it to make it thicker and more tangible. The usage of water and chakra enhances and heavily induces a phenomenon called the Leidenfrost effect, where the water vapor coating the fire will force every and all liquid, water especially, to hover over it, allowing the stag to dive into water and water jutsus, piercing through them without them actually touching the fire, while just overall increasing the tangibility of the fire.
*The stag remains in play for 2 turns before the fire consumes itself*
*This jutsu can only be used once every 3 turns*
*The user is unable to preform Fire or Water jutsus higher than S rank in the next turn*
*Can only be used thrice per battle*
*The user can apply the water effect to a different fire jutsu by the cost of 30 chakra, increasing the damage of the fire jutsu +10 and making it impervious to water jutsus of the same rank. It counts as a jutsu towards the jutsu count and can only be used 4 times per battle*
*A strong enough water can push through the vapor coat, streams or masses of water of the same rank as fire being coated by the vapor, or a pressurized stream of water of a rank bellow will block the protection*
Rank: B Type: Offense Range: Short-Mid Chakra Cost: 20 Damage Points: N/A Description:
Hyapporankan is primarily used to disable. The user focuses their raw chakra and generates a blue-white glowing rod of chakra in his or her hand and throws it at the intended target. It then duplicates itself into a thirty more rods which rain down on the target, pinning him or her against a solid surface and completely immobilizing them. This technique is hard to dodge in a small area.
Type: Supplementary Rank: B Range: Short Chakra Cost: 20 Damage Points: N/A Description: Based on the principle of friction and microscopic texture. While some materials may seem smooth to the naked eye, in the nano-scale, they're comprised of multiple irregularities and rough textures. When two materials drag on eachother, the inherited friction increases exponentially, superior than it would happen case the materials were virtually smooth. Applying the teachings of the basic Tree/Water Walking techniques, the user is able to create a thin layer of chakra across any surface of his/her own body. The chakra is thus able to cover or enhance the microscopic irregularities, thus increasing or decreasing the friction to extremes.
( Kato Enten ) Smooth Tadpole- The thin layer will get rid of the irregularities in one's body surface, allowing a nearly zero-friction surface. Given the natural flexibility and curvature of the user's own body, and allying it with well-timed motions, the user is able to become impervious to any physical attack, allowing it to slip off the side. The selective aspect of the jutsu allows one to retain some un-covered areas, permitting usages such as whole-body "armor" with naked soles for walking, left covered-sole and right naked sole for fast gliding, covered arm for evasion and naked fist for attack, etc.
( Gama Ranbou ) Rough Toad - The thin layer will accentuate the irregularities in one's body surface, increasing the friction. It allows one to have a much better grip on objects, almost sticking to them in a microscopic scale. Likewise, it allows one to mimic the Lotus Effect, becoming a superhydrophobic surface. This, among other things, would turn the user impervious to pathogenic agents like bacteria, fungi or algae growth, reducing or eliminating the area of contact with the water particles in which these pathogens dwell and proliferate.
-Effective against Earth and Water based elements, to a certain extend, as one can be affected through the sheer size of the tangible object. There is a protection against physical blades, but not intangible blades, such as those created with Wind or Energy based elements. -While it does cover oneself with chakra, the low ammount of chakra deployed is minimal, and thus, outside the described effects, it is useless as a chakra armor, when in direct confrontation with chakra-based attacks. It does not protect against Genjutsu or Yamanaka techniques.
-The user is able to passively change between the Smooth, Rough and Normal aspect as long as the technique is active, though, except in the turn of usage, swapping between the Rough and Smooth will count once towards the jutsu count. The user is able to selectively cover oneself with chakra, allowing the rest of the surface to be normal, and alter the degree of irregularity, but the whole affected surface must have the same degree, thus preventing part of the body to have the Rough variation and other part the Smooth.
-Lasts 5 turns, max, per usage.
-Requires 1 turn cool down.
-Can only be used 5 times.
-Allows the cover to spread through body/clothes and any surface in contact with the user up to 1 meter all around (thus allowing other people to suffer the same effects).
-Doesn't negate usage rank and strength and thus can only be used against physical Jutsu A-Rank and below and is completely useless against energy based elements while neutral to wind based ones.
11.(Hiniku furasshu) Irony Flash Rank: A Type: Offensive Range: Short to Mid Chakra Cost: 30 Damage Points: 60(mental stress) Description: Irony Flash is a genjutsu that uses bright flashes as a medium for being triggered. Once a flash of bright light touches the eye, caused by flash bombs, explosions, techniques, etc., the user can trigger this genjutsu upon their opponent. It's a natural movement to flinch or cover your eyes when faced with blinding light, and as the opponent recovers they will notice their legs from the ankle down being tightly binded by vines as two more pop out of the ground before tightly binding their hands. As the opponent is being binded they will face a massive wave of ninja tool projectiles that approaches them from every frontward angle possible. The wave of ninja tools will cover the skies as they cascade upon the opponent, their body feeling the effects of every projectile piercing their body, as the massive onslaught continues. In reality the opponent is immobilized as they suffer from the effects of the genjutsu until broken, and if they die in the genjutsu then they faint in real life as their body tries to cope with the mental stress. NOTES
►Can be used 4x per battle
►Can only be triggered after the opponent is exposed to a bright light
►Can only be taught by Zanda Shady Doctor | Tsūki | Sir Hoshigaki
Type: Offensive. Rank: A ranked. Range: Short-Mid Chakra: 30. Damage: N/a. Description: The user will preform a string of 5 handseals. And send their chakra into their opponents chakra flow. Causing his opponent to see himself appear in the middle of nowhere with no signs of life around him. He will then hear a loud echoing voice repeating the phrase "return the slab or suffer my curse" over and over again. The sound of the phrase will cause the target to suffer severe trauma to the head leaving him unable to move in the real world while under the effects of this genjustu.
-Cannot use Genjustu for the next 3 turns following this justu.
-Can be used Twice per battle.
-Must be taught by Ciberr.
]Rank: A Type: Supplementary Range: Short-Long Chakra: 30 Damage: N/A Description: The user does a three handseals and spreads his chakra through the air. Anybody in the area will then be affected by a genjutsu that causes them to see things either sped up or slowed down to a extreme. This drastically hampers the user ability to react and target the user or jutsu techniques aimed at them, as techniques will seemed to be launched at them in blinding speed or slowed to a halt so while the user sends techniques at the opponent they are launched slowly, when in actuality the user may have finished his technique and gone onto the next one thus harming the opponent. (Last 2 turns)
Type: Supplementary Rank: B Range: Mid Chakra: 20
Damage: N/A Description: After making a hand gesture towards the opponent, the user will trap said opponent into a genjutsu. While trapped in the genjutsu the opponent will see themselves as an elderly man aged between 80-90 years old. Along with the opponent seeing themselves as an elderly man, they will also feel as how they look. Meaning that they will become an older man at mind. Knowing their limitations as an older man, any movement becomes difficult and their overall speed decreases one rank as well as slightly slowed handseal speed. This is describing the generic 80-90 old person, and not the extremities. Temperature change will cause them to feel uncomfortable and change in air pressure will make them feel short of breath. In reality however, they will be fine, with no issues.
-Can only be used/taught by Sir Hoshigaki
-Can only be used 3 times per battle
Rank: S Type: Supplementary Range: Short Chakra cost: 40 Damage Points: N/A Description: This ability is based upon the ability of a shinobi to recall past experiences to aid him in battle. Commonly mistaken with the ability of the brain to seemingly slow down time when in a stressful or frightening experience, the Illusionary Experience Layering Technique calls upon the past experiences, which doesn’t slow time, but produces the same effect. When pressured by an attack or technique of the opponent, the shinobi will forcefully induce this state of the brain. The brain will almost instantly begin to layer thousands upon thousands of similar memories onto the shinobi from past experiences. This application of multiple memories allow the user to select parts and pieces of different memories, and then combine the fragmented parts into a single, complete, and almost duplicate memory of the current situation. By doing this, it produces a false slowed-time effect on the shinobi's mind, as the shinobi feels he has encountered the incoming technique many times before. In reality, time is not slowed, but the combination of previous, fragmented memories into a whole memory fools the body into a continuous, advanced muscle memory state. This ability allows the shinobi to display an overwhelmingly increased speed, agility, and reflexes when he counters/evades/blocks a physical attack performed by the opponent. *Note: Can only be taught by Selendrile *Note: Once this jutsu is used, the user must wait three turns in order for the memory layering to take affect (bonuses are not added until those three turns are over); Lasts for 5 turns *Note: This mode allows the user a 1.5x reflex/speed boost as well as reflexes able to counter/dodge/block someone of Lee's speed without weights
1.(Nikudan Gyorai) Human Torpedo Rank: B Type: Offensive/Supplementery Range: Short Chakra Cost: 20 Damage Points: 40 Description: The user will increase the size and strength of their lower leg's allowing them to launch themselves head first, in a sudden burst in any forward facing direction at various angles, delivering a headbutt to the opponents stomach with great force sending them backwards with slight internal damage. If the user misses then they would continue until mid.range where they would slow down enough to be able to recover. NOTES:
-Can be used 3 times
-Partial Expansion must be activated
-Must be taught by ZandaT
2.(Gigantikku no pisutoru) Gigantic Pistol Rank: A Type: Offensive Range: Short Chakra Cost: 30 Damage Points: 60 Description: The user spreads his legs apart in order to maintain balance as he throws a punch, while adding Super Partial-Expansion to their whole arm in order to rapidly change its fist size and arm length, resulting in the opponent getting hit by a heavy and powerful 4m tall, 3m wide close range punch. Super Partial-Expansion allows the user's arm to grow longer, as it expands, allowing them to have the total reach of close range. Being hit by the punch's force and power would feel the same as getting hit by a large boulder thus resulting in great blunt damage to the opponents body while also sending them into mid.range scraping along the ground. The use of Super Partial-Expansion in this technique also gives the user the ability to destroy earth techniques of equal or lower rank. NOTES:
-Can be used 2 times
-Super Expansion must be activated
-Must be taught by Zanda
Type: Offense Rank: A Range: Short-Mid. Chakra: 30 Damage: 60 Description: This is a special Fūinjutsu formula made by Zanda. It consists of three kanji on a sealing tag that is then placed around a kunai. The kanji stand for "Fuel", "Homing", and "Detonation" listed in that order starting from the base of the kunai to where the blade begins. The process begins when the user inserts fire chakra into the "Fuel" kanji before throwing it towards the opponent. The "Homing" kanji then activates once the kunai reaches into short range of a chakra source that doesn't match up with the chakra inserted into the "Fuel" kanji. The "Homing" kanji then uses the fire chakra from the "Fuel" kanji to release a quick burst of fire chakra from the kunai in which it is used to passively change direction and propel the kunai towards the largest source of foreign chakra. The kunai has enough fuel to change directions 3 times in order to dodge, within reason, any lower amounts of foreign chakra in its way. Once the kunai is 1m away from the target the "Detonation" kanji activates and the kunai explodes releasing a multitude of small heated shrapnel that can pierce into the targets body. If the sealing tag becomes wet, the kunai is unable to reach the target within its 3 bursts, or the kunai gets stuck into a something before it reaches into 1m of the opponent then the technique stops. NOTES:
-Can used it only 3 times, throwing one kunai at a time
-Can only be taught by ZandaT
Type: Offensive/Defensive/Supplementary Rank: A Range: Short-Long. Chakra Cost: 30 Damage Points: 60 Description: The base of this move relies on a fuma shuriken that has the inscribed Kanji's for "Store" and "Form Release" that sit next to each other on 2 of the four blades mirroring its placement on the opposite side.(A total of 4 kanji, 1 of each on both sides of the fuma shuriken.) The user then performs 2 hand seals and channels a specific elemental chakra into the "Store" kanji on the blade before throwing it at the opponent. The user will then perform 1 hand seal activating the kanji for "Form Release" which allows the large amount of elemental chakra to be release and manipulated from the shuriken creating different element attacks depending on which chakra the user channeled into the shuriken. All techniques have a power equal to A rank and immediately ends once the Fuma shuriken spins into long range. Abilities Fire
Once the fire chakra is released from the blades they will engulf each blade creating a 3m long, 2m wide flexible fire column that spins at a speed that would allow two hand seals to be done in between the interval of the next column. The four fire columns curve as they spin making the jutsu resemble a big flaming spiral. The column do not spin in unison with the Fuma Shuriken, but it does move with the shuriken as its center, so once the shuriken reaches into long range the jutsu immediately stops. The columns may touch long range before the shuriken but the technique does not end until the shuriken reaches long range.
Once the water chakra is released it transforms into an upwards and downwards water torrent from the fuma shuriken creating a 6m tall, 2m wide, vertical moving torrent of water. The bottom torrent releases multiple small waves that spread to the sides of the geyser, reaching up to mid.range, as it moves, while the top water torrent spews out small waves that crash into the ground beneath the torrent.
Once the earth chakra is released from the fuma shuriken the chakra manifests into 4 sharp high density spikes that extend 2m from each blade of the fuma shuriken. The spikes are so sharp they resemble high density earth swords and can cut through a human, or a shape manipulated Earth technique same rank or lower, with ease. The spikes, being an extension of the fuma shuriken, rotates at the same speed as the shuriken resulting in a fast spinning earth spike attack.
Once the lightning chakra is released from the fuma shuriken 8 sporadic lightning bolts will extend from the fuma shuriken, 4 from the top and 4 from the bottom, as it spins. The bolts spread out from the fuma shuriken and can reach up to 3m covering a circular diameter from where it was released, ripping through the air and ground as the shuriken spins.
Once released the wind chakra will begin to spin in unison with the fuma shuriken, expanding the range of the fuma shuriken's reach. This would result in a thin spinning wind shuriken whose reach can go up to 3m from its center, slashing through everything in its way. NOTES:
►No Fūinjutsu next turn
►User can only have 2 special fuma shuriken per battle
►Must wait 2 turns after use to use again
►Once shuriken is used it is useless
►Can only be taught by Zanda
Type: Offensive/Supplementary Rank: A Range: Short Chakra Cost: 30 Damage Points: N/A Description: The base of this technique revolves around a special Fūin seal, made by Zanda, commonly placed on scrolls. The Fūin seal consists of two intertwined spirals and a total of three Kanji. One kanji, meaning "Store", is placed at the start of each spiral and at the end of the intertwining circle is the last Kanji for "Release". Before battle the user stores an element chakra into one spiral, and another non opposing element chakra into the other, giving themselves access to the premade scrolls during battle. Each "Store" kanji can hold up to A rank chakra of non opposing elements. The Fūin seal is activated by performing 3 hand seals and inserting chakra into the middle kanji releasing an elemental combination of the two chakras at the opponent. Different Seal Combinations Fire/Lightning Seal
After activating the "Release" kanji, the user aims the scroll at the opponent releasing an elemental combination of fire and lightning creating a continuous unidirectional electrical fire blast at the opponent. The blast moves fairly quickly and has 3m radius with a mid.range reach before it dissipates.
After activating the "Release" kanji before or after placing the scroll on the ground, the scroll releases an elemental combination of water and wind creating a tall water typhoon that stands 7m tall as it travels towards the opponent. The typhoon, being skinny at its base, starts out at 1m and widens up to 3m as it reaches the top. Unlike normal typhoons this one is self sustained and does not need a water source. It can also travel up to mid.range before dying out.
After activating the "Release" kanji, the user aims the scroll at the opponent releasing an elemental combination of earth and wind creating a wave of numerous highly dense earth splinters coated with wind resulting in faster travel movement and enhanced cutting abilities. The wave has a length of 5m and starts 2m off of the floor reaching up 4m in the air. The wave has a mid.range reach before the technique ends.
After activating the "Release" kanji, the user aims the scroll at the opponent releasing an elemental combination of water and lightning creating a continuous unidirectional electrical water blast at the opponent. The blast moves fairly quickly and has 3m radius with a mid.range reach before it dissipates.
After activating the "Release" kanji, the user aims the scroll at the opponent releasing an elemental combination of earth and fire creating a large molten earth dragon. The dragon travels towards the opponent and wraps around them severely burning them in the process. The dragon can reach up to mid.range before falling apart and collapsing. NOTES:
►No Fūinjutsu for the next 2 turns
►User can only have all scrolls made, but can only use 3 per battle
►User cannot use any jutsu of the two combining elements in that same turn, and 1 turn after
►Can only be taught by Zanda
Rank: B Type: Defense Range: Short Chakra Cost: 20 Damage Points: N/A Description: This is a special two way seal, that can be created by writing the formula on your body and then injecting either Fire or Earth chakra into it where it then lays dormant on the body, turning invisible, until activated. Once the user has been engaged within close range with an enemy that attempts to inject chakra within the users body through taijutsu the seal will activate on the users body, appearing around the initial area of contact, absorbing the injected chakra into it while injecting the opponent's body part with either Fire or Earth chakra. The user still takes the full hit of the taijutsu attack, but with one hand seal from the user, the opponent will either feel an extreme burning feeling in their joints as they attempt to move them or an extreme stiffness depending on the chakra placed in the seal. This prevents the opponent from performing any hand seals in their next turn. This seal can only absorb up to B ranked chakra at once, and only one type of chakra seal can be place on the body. The seal can activate up to three separate times throughout the battle, through 3 separate B ranked chakra injecting taijutsu moves, where the sealing formula then breaks and fades. The user will not be able to create the seal again until the battle is over. NOTES
► Seal activates 3x before disappearing.
► User can create another seal outside of battle
► The rank of techniques will still play a role and the opponents wont be harmed if thier body is cloaked with a strong enough coat of chakra.
►Can only be taught by Zanda
14.(Fūinjutsu: Mizu no omo-sa) Sealing Arts: Water Weight
Type: Supplementary Rank: A Range: Short/Mid. Chakra Cost: 30(-25 to opponent per turn) Damage Points: N/A Description: Mizu no omo-sa is a fūin seal consisting of kanji that takes on the formation of a small square that uses water as a medium to trap their targets. It can be triggered after placing the seal on the opponent, in conjunction with a water technique released by the user, or by placing it on top of a water source of a certain size. When placed on a target and triggered, a small water source will burst forth from the seal as it simultaneously engulfs the opponent in water that forms into the shape of a square with the opponent in its midst. In this case where it is a single target the seal releases an adequate amount of water, based on the size of the target, trapping them in a square of water that has a 2m space gap between the target and each side as they are trapped within it. The process of engulfing the opponent within the water is swift, and upon forming the water greatly increases in density, preventing the target's movement as the seal drains away their chakra. This seal can also be used in conjunction with a water jutsu created by the user, triggered with an additional 2 hand seals, forcing the water technique to capture the target after its initial effect takes place. Depending on if the water technique used takes on a definite shape or not, the seal will then cause the water to form into a square or keep its definite shape if it has. The relative size of the water square in this scenario all depends on the amount of water used with the corresponding jutsu. A larger version of the seal then appears on the surface of one of the sides of the water jutsu as its effects are triggered. With this application multiple targets can be affected by this fūinjutsu as long as they are within the waters midst once it forms into a square. The seal can also be created and placed on top of a liquid source already present on the battlefield, deprived of chakra, or utilizing the user's chakra as long as they can touch it. For example, a user made or already existing liquid source with the target in its midst, the user can then place this seal creating the square kanji on its surface activating its effects as long as the entire source is within short range. The seal gradually weakens with time hence why once activated it only lasts for 3 turns before disappearing and changing the water under effect back to its regular state, and when using this technique in conjunction with a water technique that takes on a definite shape for a certain amount of turns the seal will still last 3 turns leaving the water technique on the field by itself if it lasts longer. In the case of the water released from the seal, upon disappearing the water breaks formation and runs onto the battlefield. NOTES
►Can be used 2x per battle
►2 turn cooldown after seal deactivation
►No fuuin in the next turn upon deactivation, and no other fuuinjutsu techniques while this one it active.
►Can only be taught by ZandaT
15.(Fuuinjutsu: Baria-hō) Sealing Arts: Barrier Law
Type: Supplementary Rank: S Range: Short-Long Chakra Cost: 40 Damage Points: N/a Description: Barrier Law is a unique fuuinjutsu technique that is similar to the Dead Demon Consuming Seal due to the technique's involvement of a spiritual being named Pànduàn, meaning judgment, which is a tall spirit with a green hue as well as pure black eyes that matches the long black robe it wears that drags along the floor. Made by an Uzumaki clan member before their village's destruction, the jutsu was based off of a game used to train aspiring Uzumaki shinobi as they tested their limits in battle while obeying a set of rules depending on the circumstances called. The game had three different ways to play, each field holding their own set of rules, and those field's became the three different laws of Baria-hō. The Law of Energy, Body, and Mind. This jutsu serves as a pact between Pànduàn, his summoner, and those within the technique's range, a pact to follow the rules established upon summoning Pànduàn who acts as a non biased referee between opposing sides using its powers to set the field as well as enforce the rules of the game. This jutsu can be activated by performing the first 4 core hand signs followed by the last which changes based on the game chosen to play, and with the waving of the fifth hand sign the user will summon Pànduàn within short range above their location. Upon being summoned Pànduàn rises at swift speeds towards long range as it erects an A ranked barrier over the battlefield with special chakra suppression and visual blocking properties that allows the summoner and their opponent to remain hidden from outside disturbances as they battle under the conditions of the game. Advance chakra sensors and dojutsu users would be able to see/sense the barrier at most, but its content within will remain hidden as the game commences, and users with normal sensory would see nothing but the terrain as if the battling shinobi were not there but the barrier can still be touched if stumbled upon seemingly acting like an invisible construct to them. This is Pànduàn's domain, and within it he monitors the game as it commences using his powers to bestow punishment on those who break the rules, rules established in the mind of both players upon the barrier's formation. The spiritual being has an A ranked durability allowing it to only be killed by an equal power that matches its intangible energy based body composition, but each unsuccessful attempt, or accidental strike, results in the loss of 25 chakra points, and due to the spiritual beings powers it is quite difficult. Being a neutral factor in the game all of Pànduàn's abilities are defensive and only able to protect him alone. Pànduàn is able to create and sustain an A ranked barrier around himself when threatened, fueled by concentrated chakra that can block jutsu of the same rank, but he is left vulnerable afterwards as he has to wait a turn in order to use it again. The law of Baria-hō established must be followed or else punishment will be bestowed.
Law of Body | Dog
While the Law of Body is in play the players are only allowed to use non chakra based techniques on the battlefield for the duration of this jutsu. Basic hand to hand combat, techniques utilizing weapons and basic skill, etc. are primarily used while active, as long as it doesn't require the user to mold or release chakra in any form. This field in Baria-hō is primarily used to show a shinobi's resolve and raw talents as they battle without chakra, yet using chakra isn't taken away from the players, but in doing so they will receive punishment. While this game is in play the punishment for using chakra related techniques is a 50% increase on chakra consumption which can be detrimental to any shinobi in the long run.
Law of Mind | Snake
The Law of Mind is quite special due to the fact that when it is activated it strips both players of any active or passive sensing they may have as the game promotes the usage of the basic 5 senses in battle. One must be true to themselves, opponent, and their surroundings while this game is in play making illusionary/sensing skills tabooed while active. While the Law of Mind is in play the players should battle straight up, with a clear perception, with no tricks or schemes whatsoever. Un top of sensing being jammed while active, players who use illusionary techniques will have their own illusion rebounded upon them the moment it would have taken effect within their opponent. This is the punishment of breaking the Law of Mind.
Law of Energy | Ram
Similar to the Law of Mind in terms of jamming a certain skill while in play, while this game is active the players will have the choice of using only two elements on top of their other basic skills while in battle. Law of Mind primarily focuses on elemental expertise as it limits the players from using all five of the basic five or any other special/KG element while in battle. Once activated both players will mentally choose their two elements of choice, mentally due to Pànduàn knowing all thoughts while in his domain, before partaking in battle with their opponent. The elements that can be chosen are subjected to the basic five alone, and while this law is active no other element other than the two chosen can be used. The punishment for trying to use an element not chosen results in the user still expending chakra points, the jutsu even starting to form on the battlefield, before it gives out without even reaching a third of its potential making it a waste of time and chakra.
► Can only be used 1x per battle
►Jutsu lasts for 4 turns upon activation
►Custom jutsu are subjected to the rules of the Barrier Law technique
►The opponent goes first in all games since according to the rules they would have to react to this technique being used
►Techniques, like S/T jutsu and similar transportational jutsu, can be used to leave Pànduàn's domain ultimately ending the technique since it is a 2 man game
►No further fuuinjutsu can be used while active
►No jutsu can be used above S rank for two turns after activating this jutsu
►No Fuuinjutsu can be used above A rank one turn after this jutsu has ran its course
►Both the opponent and the user itself are subject to the rules of the game.
►Can only be taught by ZandaT
Type: Supplmentary/Offense Rank: A Range: Mid-Long Chakra Cost: 30 (-10 per turn to maintain) Damage Points: 60 Description: The user channels doton chakra in his feet and the earth under him at the same time. He then makes a string of 3 handseals (Snake - Horse - Tiger) and stomps the earth with great force, causing a large, 3 meter tall humanoid earth statue in the form of Hades, God of the Underwolrd, to rise up from the earth near the target, similar to Hade's Tombstone Transport. As he raises from the earth, he extends his arms, grabbing the enemy in his clutches. As he grabs him, a fuuinjutsu seal around his arms activate, draining the target of chakra while crushing him with his arms, preventing him from using high ranking jutsu of A-rank and higher while he's on contact with him. As he drains the chakra, he lifts the target up, and slams them into the earth with great force. He can either appear beside, in front of or behind the enemy, raising up face first.
*Can only be used 3 times a fight*
*After using, the user cannot use any Fuuinjutsu over B rank for two turns*
Type: Supplementary Rank: A-Rank Range: Short Chakra: 30 Damage: N/A Description: The seal of the Water God is a special seal developed for the purpose to aid the user in tough situations. The seal itself is a circle of kanji surrounding the kanji for "Divine" in the middle. The user himself is the seal and can manifest it in any part of his body he wishes. The seal only works against Water techniques and is a very good defense against them. The seal activates and draws in any nearby water technique into himself, storing both the water and the chakra it contained inside of it. The seal can then serve multiple purposes: -Reverence of God: The user will use the sealed, chakra infused, water to boost the damage of another water technique. Once he has absorbed an enemy technique, he does the handseals or rituals, needed for his own technique and, instead of its normal release, releases the technique from the seal itself (generally manifesting it in his hands). The end result is the water technique that the user performed with the addition of damage of the technique he had absorbed. The damage added is equal to the chakra points absorbed. Can be used 2 times. -Divine Will: The user will use the sealed, chakra infused, water to combo with another elemental technique. Once he has absorbed an enemy technique he does the handseals or rituals needed for his own technique and, instead of its normal release, releases the technique from the seal itself (generally manifesting it in his hands). The end result is an elemental combo of both water and the element of the technique he performed. The rank of the combo is equal to rank of the elemental technique used although becoming a dual elemental technique. Can be used 2 times. -Touch of Drought: The user will manifest the seal in both his hands and absorb any nearby moisture or water into the seal in a mere moment. This can be used to negate weather patterns such as clouds or mist but also to make it harder to breathe or to drain water sources. This can also be used to, upon touching an enemy, induce a temporary dehydration to the enemy, making him stumble and lose focus as well as stamina and strength, as he feels dizzy and weak. The effects last one turn. Can be used 2 times. Note: Absorbing a technique counts as a move and can only be done 3 times. Cannot absorb more than one at a time. Note: The seal can be combined with techniques that can logically be combined with a "water burst" from his body, as its follows logic and reasoning Note: The seal can only be used max 3 times and the effects used depend on the user but neither can be used more than 2 times Note: The user must wait a turn before using it again Note: The seal has to be stated in the biography Note: Only McRazor can teach this
Type: Offensive/Defensive Rank: C-A Range: Short Chakra: 15-30 Damage: 30-60 Description: On the user's limbs there are five different colored seals bearing the kanji, 宮, for palace. Each colored seal represents a different element, and four sets are placed on the user's skin (one on each of the arms and legs). When an attack approaches the user, they will focus densely molded chakra over the entirety of the desired limb. This allows the user to make contact with a technique without harming themselves in the process. Upon contact, the user further focuses chakra into one or a combination of seals (up to two), releasing the chakra within. Each seal releases a separate basic elemental chakra, infusing the barrier with said element(s). The chakra transfers from the user arms and rapidly forms around the entirety of the incoming technique, mixing with the released chakra from the seal. The released barrier forms around the whole object all at once, and does not gradually expand to cover the technique. Immediately upon forming around the technique, the barrier is then compressed into the size of a marble and implodes, destroying the technique within it. This can also be used on solid objects with the same effect, such as boulders, structures on the battlefield, etc. The user is also capable of using two separate barriers at the same time (one from each hand at A-rank strength). This could enhance their ability to defend from certain techniques that approach from separate directions. However, this also counts as two usages of the technique.
- Usable four times per battle
- No other fuinjutsu on the same turn
- Each elemental seal can be used once per battle
Type: Offensive Rank: Forbidden Range: Short-Long Chakra Cost: 50 Damage: 90 (-20 to the user from initial explosion) Description: The user will point his arm out towards a target. After doing so, he will then form a "gun" shape with his fingers (thumb pointing upwards with index and middle fingers pointing towards target). Using the basis of Tenshi Sendan, the user will begin to develop a fingertip from his hand that he doesn't shoot outwards but it rather 'sits' at the edge of his fingers. The user will then infuse lightning chakra around and behind the bone, making it have lightning chakra imbibed into it. The user then forcefully releases it with a loud explosion that forces the user and everything within short range backwards several feet (explosion generated from lightning). The bone then travels with great speed towards the target with a sonic wave of lightning (wave is around the size of a car as well as wide as the front of a car) behind it from the initial blast. The jutsu in its entirety takes around three seconds to form. The user can create two fingertip-bullets at once, one on his index and one on his middle finger, with both being fired at the same time. The only noticeable difference is that their are two large lightning waves coming at the enemy and the user is noticeable damaged (fingertips burned, cannot perform any other jutsus that require hand seals that turn due to this). The lightning wave reaches the enemy a few seconds after the fingertip does. The two lightning waves together are equal to power and size of a S-rank lightning blast.
-Can only be used twice.
-Must wait at least three turns before using again.
-After using, the user cannot use any lightning jutsu for two turns.
-The user cannot use any Shikotsumyaku jutsus the next turn.
-If two bullets are made at once, no lightning jutsus for three turns.
-If two bullets are made, the user cannot use any other jutsu that require hand seals with that hand.
-The blast at the beginning of the jutsu is strong enough to blast the user backwards by around 15-20 feet.
-If two bullets are made, the blast at the beginning will be strong enough to blast anything in close range backwards by around 20-30 feet.
-Can only be used by Lord of Kaos.
Summoning Animal: Orangutan Scroll Owner: Zanda Other Users who have signed contract: N/A Summoning Boss if existing: N/A Other Summoning Animals tied to contract: N/A
The orangutans are the two exclusively Asian species of extant great apes. They have large heads with a prominent mouth area, a large, bulky body, a thick neck, very long, strong arms, short, bowed legs, and no tail. Their body mostly covered with long, reddish-brown hair and grey-black skin. Their hair is typically reddish-brown, instead of the brown or black hair typical of chimpanzees and gorillas, but some orangutans have been seen with more sparse lighter-coloured coats. The male and female orangutans differ in size and appearance making them easily distinguishable. Dominant adult males have distinctive cheek pads and produce long calls, via their throat pouches, allow them to make loud calls that attract females and intimidate rivals.
Orangutans are the most arboreal of the great apes and spend most of their time in trees. The orangutan's hands are similar to human hands; they have four long fingers and an opposable thumb. However, the joint and tendon arrangement in the orangutans' hands produces two adaptations that are significant for swift arboreal locomotion. Orangutans have very long arms, the males having the longest span, and they can reach up to about 2 m (6.6 ft). Their feet have four long toes and an opposable big toe allowing them to grasp things with both their hands and their feet. Since their hip joints have the same flexibility as their shoulder and arm joints, orangutans have less restriction in the movements of their legs than humans have.
Orangutans are among the most intelligent primates, and they are known to use a variety of sophisticated tools to solve their day to day obstacles. There may even be distinctive cultures within populations of orangutans. This has also lead the apes into being extensively studied for their learning abilities.
Type: Supplementary Rank: B Range: Short-Long Chakra: 20 Damage: N/A Description: User's of Chishi Shindou have the ability to reduce or increase the size of their boomerangs near instantly by doing the snake hand seal and molding the boomerang(s) with chakra. This can be used on a maximum of 5 boomerangs at a time. The boomerangs size can be altered to be various sizes, ranging from the size of a shuriken/Kunai or becoming up to 5 meters in length. The greater the size of the altered, the greater Its mass, but the smaller the size the smaller the mass.
- Can only be used by users of Chishi Shindou
- Only taught by Ares
Type: Offense Rank: A Range: Short-Mid Chakra: 30 Damage: 60 Description: The user channels his chakra throughout his boomerang(s) He will then throw it towards the ground at an angle of any sort. The boomerang(s) will then meld into the ground, as one would when using the leech of all creation technique. Using his connection to the chakra infused into the boomerang the user will manipulate the weapon to travel through the ground and curve back upwards once it's below the opponent, causing the boomerang to propel from the ground and strike the opponent. Unlike when the user uses the actual leech of all creation technique, the boomerang(s) can be sensed by sensors and the chakra signatures can be seen by doujutsu users.
~ Can only be used thrice a battle
~ Must know Fatal Impact
~ Can't use any Fatal impact techniques next turn
Type: Attack Rank: S-Rank Range: Short-long Chakra Cost: 40 Damage Points: 80 Description:
This is a simple, yet affective technique which increases the killing potential of a chosen boomerang(s) by using elemental chakra within them. There are 5 forms of using this ability, each form pertaining to a selected element. The 5 forms of elemental use in Chishi Shindou is as followed:
Sandā Shindou -
Or better known as the 'Thunder Impact' form. The user channels raiton chakra into a held or thrown boomerang in order to alter its abilities through the use of the lightning. Upon activation of this form, lightning envelops the entire boomerang, violently swirling and twisting around the shape of the boomerang, similar to a tornado of cutting lightning coating it due to the properties of the lightning element. The elemental coat itself surrounds the boomerang exactly 3 inches away from the boomerang. The lightning itself is S-rank in strength, thus being able to cut straight through any rank of earth, and S-rank and below of other basic elements, if logical of course.
Kasai Shindou -
Or better known as the 'Flame Impact' form The user channels fire chakra into a held or thrown boomerang in order to alter its abilities through the use of the fire. Upon activation of this form, fire envelops the entire boomerang, violently swirling and twisting around the shape of the boomerang, similar to a tornado of blazing flames coating the boomerang. This allows the boomerang to increase in both power and killing potential due to the properties of the fire element. The elemental coat itself surrounds the boomerang exactly 3 inches away from the boomerang. The fire itself is S-rank in strength, thus being able to power straight through any rank of wind, and S-rank and below of other basic elements, if logical of course.
Nami Shindou -
Or better known as the 'Wave Impact' form The user channels water chakra into a held or thrown boomerang in order to alter its abilities through the use of the water. Upon activation of this form, water envelops the entire boomerang, violently swirling and twisting around the shape of the boomerang, similar to a tornado of cutting water coating the boomerang. This allows the boomerang to increase in both power and killing potential due to the properties of the water element. The elemental coat itself surrounds the boomerang exactly 3 inches away from the boomerang. The water itself is S-rank in strength, thus being able to cut straight through any rank of fire, and S-rank and below of other basic elements, if logical of course.
Uzu Shindou -
Or better known as the 'Vortex Impact' form The user channels wind chakra into a held or thrown boomerang in order to alter its abilities through the use of the wind. Upon activation of this form, wind envelops the entire boomerang, violently swirling and twisting around the shape of the boomerang, similar to a tornado of cutting wind coating the boomerang. This allows the boomerang to increase in both speed and killing potential due to the properties of the wind element. The elemental coat itself surrounds the boomerang exactly 3 inches away from the boomerang. The wind itself is S-rank in strength, thus being able to cut straight through any rank of lightning, and S-rank and below of other basic elements, if logical of course.
Tsuchi Shindou -
Or better known as the 'Earthen Impact' form The user channels earth chakra into a held or thrown boomerang in order to alter its abilities through the use of the earth. Upon activation of this form, the boomerang(s) are coated with a thick layer of earth and take on a darker look, very similar to Kakuzu when using his earth technique. This allows the boomerang to increase in both power and killing potential due to the properties of the earth element making the boomerang gain more mass, thus more impact power. The elemental coat itself surrounds the boomerang exactly 3 inches away from the boomerang. The earthen shell itself is S-rank in strength, thus being able to cut straight through any rank of water, and S-rank and below of other basic elements, if logical of course.
One of the greatest strengths of this technique is a basic ability of even a Normal boomerang. The user can indirectly attack a target by throwing the boomerang(s) in a given direction and allowing them to arc and attack from a different direction. Or if an opponent so happens to dodge the boomerang it will curve back around and hit the target from the opposite direction, thus making each attack unpredictable, though in no way can the user change the trajectory of the boomerangs via chakra.
- Usable 3x
- Only usable by users of Chishi Shindou cfs
- only can be taught by Shady
Chishi Shindou | Fatal Impact Type: Boomerang Ninjutsu Background:
Fatal impact is a fighting style developed by Two young ninja by the names of Shady and Seventeen, They traveled across the entire world searching for a fighting style that fit them both, they searched for years and never found the right one, So one day they got tired of searching and decided to create one that was unique to in itself. They remembered the boomerang they used to play with as kids growing up, a toy of there's that they used to also use as a means for target practice. They knew they weren't kids anymore, but elite shinobi, so they worked many years together in order to create a deadly style based off of there childhood toy.. And they named the style Fatal Impact once they mastered their created style.
Description on the Abilities and Inner Workings of the Style:
The fatal impact style mainly revolves around the infusion of chakra into boomerangs and wielding them as weapons, whether its close or long range use. Once the boomerangs are infused with chakra they can be used in numerous of deadly and versatile ways. The basic skill of using fatal impact is infusing ones chakra into a boomerang(s) and allowing them to use it in many different ways depending on the chakra used. This allows one to use the fatal impact techniques whilst using several boomerangs at once if needed by using specific jutsu (will make jutsu for this). The controlled boomerangs can be altered for several different situations, such as using chakra to gift the boomerangs slicing abilities, defensive abilities, or even blunt attacks. The duo also found a way to expand their boomerangs to larger sizes or even make them smaller, allowing them to use the boomerangs efficiently in different situations.(Will have jutsu to alter boomerangs). An advanced usage of the fatal impact style is infusing element chakra into boomerangs, thus producing a mass amount of affects from the boomerangs. Some basic skills could easily be used with each element, such as using earth to make boomerangs more powerful in blunt attacks, or making the boomerangs lighter to move at many times faster than their base speed (fast as the users base speed). One could use lightning and wind for cutting properties and fire for burning affects. Those are just examples but there will be techniques created for different abilities. The user has his own specific boomerangs that will be specified in the bio, such as metal, large boomerangs, wooden boomerangs, plastic boomerangs etc etc..
Additional effects and Restrictions:
- Can only be taught by Shady Doctor
- Users of this Style must carry a Boomerang of any size
- Must be Sannin rank, Mastered Ninjutsu and at least 3 elements to learn or use the style.
____________________ P a t e n t C e r t i f i c a t e
Shady Doctor, our loyal member, gave on the 19th of December, 2013 a request for a Patent on custom fighting style Chishi Shindou: Fatal Impact. I, Madāra Uchiha 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;
Type: Offensive Rank: A Range: Short Chakra: 30 Damage: 60 Description: The epitome of Magirawashi kenbu techniques, this jutsu is triggered while the user is twirling at high speeds. While twirling the user will align the blades of his sword so that they are parallel to each other while held on opposing sides of their body. Channeling chakra along the blades edges creating a ring as the chakra connects in the midst of spinning, the user will then stop as the ring expands outwards 5m from the user at a very swift pace. The chakra ring slices through anything within its path as it traverses even being able to cut through earth techniques of the same rank with ease. An elemental factor can be added to this technique by simply using the nature chakra desired, boosting the techniques destruction as an elemental aspect is now added. Fire chakra makes the ring so hot that it cuts through other materials like butter while leaving their interior burned at the location where the contact was made. Water chakra makes the ring lose its definite shape upon release making it resemble more of an omnidirectional wave, as the technique increases in height below and above the initial ring by 1m. The water ring loses its cutting properties delivering a blunt hit instead. Earth chakra increases the density of the ring to the point where it loses its cutting aspect but instead gains a more concussive one that is able to push back targets upon contact while delivering a devastating blunt blow. Lightning chakra increases the speed of the already swift technique being the fastest outwardly expanding application of the ring while delivering a numbing feeling upon the place of contact. This numbing lasts for 1 turn. Wind chakra increases the cutting potential of the ring even making it intangible as the ring expands outwards slicing anything in its path with ease. All rings, except the wind ring, will be broken once physically stopped by a stronger force anywhere along its path, but the wind ring will need to be stopped by a form of energy due to its properties. In the case that the user's swords aren't already drawn, they are allowed to twirl first then draw the swords in order to perform this technique, but its starting process will be slower than if the swords were already drawn. NOTES
►Can only be used 1x per turn
►Basic usage can be used 6x per battle
►Elemental usage can be used 4x per battle
►Can only be used by practitioners of this style
Type: Offensive, Supplementary Rank: A - S Range: Short-Long Chakra: 30 - 40 Damage: 60 - 80 Description: Wakusei sunpō is a technique in Magirawashi kenbu that utilizes the dual swords as they spin separately in the user's hands. Channeling elemental chakra along their edges, being rather swift like many other Magirawashi kenbu techniques, the user will form two separate rings of chakra that can be fired towards the opponent at great speeds. Upon contact or when triggered the chakra rings explode amounting to a collective A rank power, but the true feats of the ring's ability can be achieved through further manipulation as they traverse. Once launched the user can manipulate the rings causing them to swiftly multiply creating various formations that can be used for tactical attacks as they travel forwards, or halting the ring to even trap the target within its field as it multiplies. Each ring by itself can multiply into numerous rings creating formations of various shapes, styles, and sizes, but they can never exceed a 3m diameter. If desired the user can merge both rings as they are fired, the small ring doubling in size, enhancing its capabilities so that it now does full S rank power and is able to multiply within a 6m diameter. The rings multiply quite rapidly, being able to create its formations within moments as each additional ring multiplies, and they are able to be made out of either fire, wind, or earth due to the destructive properties these elements carry. Fire chakra causes a fiery explosion while wind chakra makes the rings burst into a gale of slicing currents. The earth chakra is unique when it comes to this jutsu as the elements brute blunt force is transformed into a form of blunt kinetic energy that is released upon exploding that can cause great blunt damage to the human body damaging skin, muscles, bones, etc. if contact is made. NOTES
►Can be use 3x per battle
►No Magirawashi kenbu techniques above A rank in the next turn
►The jutsu has a 3 turn cool down
►Can only be taught by Zanda
(Magirawashī kenbu) - Misleading Sword Dance Type: NinKenjutsu Background: Magirawashī kenbu is a dual sword ninkenjutsu style made by a master swordsman named Vitaly. Vitaly had a passion for astronomy ever since he was a young child and it has influenced his fighting style heavily. Vitaly's unique fighting style was known for it's twirling, elliptical duel sword slashing techniques called Kidō, meaning "Orbit", as well as the elemental devastation and sealing tactical uses that came with it. He taught his students his styles philosophy which was to move in battle like a planet and treat your swords as the rings that surround it. Meaning, in battle your body should keep its main course of action no matter the situation, while your swords protect and strike from all around you. The signature stance of this style was a spaced footing while wielding their basic dual swords at a slanted angle with its back facing the users forearm, while positioning one sword diagonally in the front of the user, and the other diagonally held in the back. That is the feared trademark form of use when using Kidō.
Description on the Abilities and Inner Workings of the Style
This Custom Fighting style is based on the usage of 2 swords, one in each hand, revolving around the use of circular movement, unorthodox stances, as well as the ability to rotate the sword in one's hand, quickly changing the angle and direction of the blade to suit their needs. (Ex. If their sword was pointing down, they can rotate it upwards, downwards, left, or right.) The goal in battle is for the user to constantly move forward while attacking the opponent with back to back strikes with both swords, in an unorthodox manner, leaving the opponent with limited time to react while they try to adjust to the user's attack patterns. These strikes are accompanied by irregular foot work that wouldn't be utilized by regular kenjutsu users. Kenjutsu users usually take on a solid stance, while Magirawashī kenbu users constantly change their body stances to support their erratic strikes. They may change from wide stances, to lowered positions, to swaying movements, to short jumps in the air, and most of all high speed twirls. This is what makes the fighting style resemble a wild form of dance.
Kidō, meaning orbit, is the main chakra techniques users of this style utilize. It is performed by the user harnessing their chakra on the edge of the blade so when they twirl at high speeds the chakra on the two blades drag along and behind the sword eventually connecting with each other, and the chakra then materializes creating rings. The user can create these chakra rings by performing a quick full twirl by holding both swords diagonal to each other at opposite sides of the body, or by spinning their swords like chakrams. The rings are thin, always following the same thickness as the blade, and they can be manipulated in order to increase the size of the rings up to the edge of short range. This expansion is swift. The rings, when created via sword spinning, can also be thrown and then remotely expanded adding an element of surprise during battle. Kidō chakra rings also has the special ability of multiplication. Once made, the rings can be manipulated and multiplied in any linear manner, either being multiplied horizontally, vertically, or diagonally. Elemental chakra can also be used to create these rings, adding an elemental factor to them, giving the rings adverse effects.
Additional effects and Restrictions
►The user must be Sannin Rank or above with Kenjutsu and Ninjutsu mastered in order to learn this style and the ability of Kidō
►Non-Specialist of this fighting style experience a mild vertigo after the use of high leveled skills which will be explained in Cjs.
►Specialists of this style have mastered the art of spinning with their body to the point in which they have more control and less exploits than a normal practitioner. Specialists retain awareness of their surroundings while twirling and can twirl at high speeds on the ground and in the air without the effects of vertigo due to the fact that they constantly repeat these movements over their time of training in this art allowing their brain to become use to those movements by the time they become a specialist. With the skill of swift twirls also comes the knowledge of stopping their body. Specialists of this art also has the ability to instantly stop in the midst of high speed twirling.
____________________ P a t e n t C e r t i f i c a t e
ZandaT, our loyal member, gave on the 15th of October 2014 a request for a Patent on custom fighting style Magirawashī kenbu | Misleading Swords Dance. I, Madāra Uchiha 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;
Type: Offensive/Defensive/Supplementary Rank: A Range: Short - Long Chakra cost: 30 (-10 chakra per turn to sustain creations) Damage points: 60 Description: This technique allows the user to generate pure blasts, crescents, streams, objects, tools and creations of gaseous sulphur directly from their body. This can be achieved by simply spewing it from the mouth, conjuring them in either or both of the user's hands and finally generating them from the user's limbs via movement (in a similar manner to the basic Fire Release Technique).
Note: Can only be used five times per battle Note: Can only be Taught by Negative Knight Note: All created constructs will amount to the collective power of an A-Rank
Type: Supplementary/Offensive Rank: A Range: Short Chakra cost: 30 (-10 chakra per turn) Damage points: N/A (+20 damage to Fire Release techniques which pass through it) Description: The user swipe their hand across the air while focusing their sulfuron chakra into the ground to cause a translucent mist of sulphur to continually seep up from within it to form a circular gaseous barrier around the user's position. It will emerge at the edge of short-range, allowing it to encompass a five meter radial reach. The barrier's translucent nature means the user and opponent will be capable of keeping a distorted level of mutual sight intact. The main use of the barrier is mostly to empower Fire Release techniques (and its variants) by sending projectiles/streams through it. The sulfurous mist feeds the flames in a similar manner to how fire consumes wind, changes its colour to a shade of goldish-yellow and provides the target jutsu with a distinct corrosive quality after it traverses through the mist. The burning of sulphur in air will give rise to a sickly mist of sulfuric gases (sulphur dioxide and sulphur trioxide) which will instantly react with the moisture in the air its exposed to (after leaving the barrier), giving the minute droplets of water and by extension, the fire technique a slight corrosive quality. The sulfuric flames will become capable of corroding its victims in addition to burning them. Despite lasting for three turns, large scale fire techniques (S-Rank and above) will consume the entirety of the available volcanic mist, meaning it will take one whole turn for it to reform for further use. While this technique is active, the only elements the user can use are use sulphur, fire, earth, wind and any KG/CE combination of the aforementioned elements (e.g Steel or Scorch). Alternatively, the user can exude the mist from their body and have it spread out to the edge of short-range.
Note: Lasts for three turns Note: Can only be used 3 times per battle Note: Cool down time of three turns in between usages Note: Can only be Taught by Negative Knight Note: The mist itself is harmless to both the user and any enemy
Type: Supplementary/Offensive Rank: A Range: Short-Mid Chakra cost: 30 Damage points: N/A Description: The user will focus their sulfuron chakra into ground below, allowing it to leech into the soil and propagate its various harmful effects on the environment. The primary usage of the released sulphur is to exploit its herbicidal properties, namely poisoning the ground and making it uninhabitable for plant-life and organic elements alike such as Mokuton. To signify this, any vegetation within the vicinity of this technique's reach will be discoloured a foul brown colour before withering away and dying soon afterwards. Due to this, this technique can be likened to a sulphur based version of Chidori Nagashi though it only specializes in negating organic (plant-based) chakras within the ground. Although, unlike its raiton counterpart, this technique's effects are obviously longer lasting, since the soil itself is tainted by the lingering sulfuron chakra. This translates to no plant-based elements can be grown from the earth within this technique's area of effect for three turns. The area of effect, which is a circular area, mid range all around the user, will be left like a barren wasteland, deprived of any superficial water that might be present in its area; the sulphur will forcefully evaporate it.
Note: The effects of the sulphur linger for three turns unless reversed Note: Can only be used thrice per battle Note: Can only be Taught by Negative Knight
Type: Offensive/Defensive/Supplementary Rank: A Range: Short - Long Chakra cost: 30 (+10 chakra per turn to sustain creations) Damage points: 60 Description: The user will focus their sulfuron chakra directly into the ground below before forcing it to surface from within the earth in the form of several geysers of volcanic sulphur. The width and height of the geysers can be freely manipulated but their magnitude can never exceed the scale of an A-Rank. Through shape manipulation, the geysers of volcanic gas can be manipulated into whatever form or structure the user desires (e.g. walls, tendrils, spikes, etc). If the sulphur gas is formed into a particular construction it can possess a degree of solidity (Similar to Fire Release: Dragon Flame Release Song Technique), allowing it to be used to bind, impale or entangle as well as inflict burn damage.
Note: Can only be used 3 times per battle Note: Can only be Taught by Negative Knight Note: All created constructs will amount to the collective power of an A-Rank and can be created anywhere short range of the user with a long range reach
Type: Offensive/Supplementary Rank: A Range: Short (Burst has a short-range reach; weapon coating has a mid range reach) Chakra cost: 30 Damage points: 60 Description: By channeling sulphur chakra to any part(s) of their body, the user is able to emit sulphur from that location to envelop it in a highly condensed coating of volcanic gas which hover centimeters above their body. This coating can severely burn through the opponent's skin giving them 4th degree burns which extend through the skin, into underlying fat, muscle and bone upon substantial contact. Momentary contact will only result in slight burns (1st Degree) while more prolonged contact will significantly worsen the severity of the victim's burns. This technique can be applied various parts of the body, the whole body at once or alternatively the user can channel the sulphur chakra into an external object to provide it with a coating of sulfuron like Kakashi does with Raikiri. If that method is applied to a projectile then the infused object can only travel up to Mid Range before the coating dissipates. Alternatively, when this technique is used on one's self the coating can be forced to erupt outwards in a radial manner, carrying any substances previously on the user's clothes or body along with it. When this variant is used, it can be achieved very quickly, allowing this technique to be used extremely quickly and minimize any damage afflicted to the user. This technique was developed should the user himself ever be covered in a constricting substance (vines, vegetation, etc). To an outside observer, the technique appears to be a sudden yet forceful burst of pressurized sulphur gas which is released from the user's body. The chassis of sulphur is comprised of highly condensed sulphur which means the user/opponent is not at risk of inhaling it.
Note: Can only be used four times per battle Note: Can only be Taught by Negative Knight
Type: Offensive/Defensive/Supplementary Rank: S Range: Short - Long Chakra cost: 40 (-10 chakra per turn to sustain creations) Damage points: 80 Description: The user will focus their sulfuron chakra directly into an existing source of gaseous sulphur anywhere on the field and begin manipulating it through the use of hand gestures. Through shape manipulation, the plumes of volcanic gas can be manipulated into whatever form or structure the user desires (e.g. walls, tendrils, vortexes, etc). If the sulphur gas is formed into a particular construction it can possess a degree of solidity (Similar to Fire Release: Dragon Flame Release Song Technique), allowing it to be used to bind, impale or entangle as well as inflict burn damage.
Note: Can only be used three times per battle Note: Can only be used once every 4 turns Note: All created constructs will amount to the collective power of an S-Rank Note: No other S-Rank or above sulfuron in the user's same or next turn
Type: Offensive/Supplementary Rank: S Range: Short - Mid Chakra cost: 40 Damage points: 80 Description: The user will perform two handseals and focus their sulfuron chakra into the ground, causing scorching geysers of volcanic sulphur gas to burst upwards from several locations on the battlefield. The resultant clouds of sulphur will remain fairly close to the ground before melting and melding with the earth itself to create a field of golden molten sulphur. The sheer heat of the sulphur clouds will allow it to melt down the earth relatively easily (since it is devoid of doton chakra), granting the user the ability to greatly transform the battlefield, making it resemble the inside of a volcano. However, the molten field will not encompass the entire battlefield, nor will it be that deep (maximum up to five meters deep). Solid rocky platforms will remain scattered across the battlefield for the opponent and user to position themselves on. Gaseous clouds of sulphur will rise up from the pools of pseudo-lava below which can be used as a source for other techniques. However, the user will be unable to manipulate or control the molten sulphur residing beneath the clouds. Any earth techniques utilized by the user or opponent which emerge from beneath the molten pool will be categorized as Earth/Sulphur techniques rather than solely earth. After a certain number of turns, the pools of molten liquid will harden into tainted sulphur, though this sulphur will contain a large portion of earth meaning its not enough to restrict usage of the ground in those regions of the battlefield. Through the use of an A-Rank or above heat-based technique (e.g. Katon or Sulphur), the user can melt down the solidified tainted sulphur back into its molten state, allowing them to salvage the gas given off for the use of further sulfuron techniques.
Note: Lasts for three turns Note: Can only be used twice per battle Note: Can only be Taught by Negative Knight Note: No other S-Rank or above Sulfuron in the user's same turn and next turn Note: No Fire, Earth or Wind above S-Rank in the user's same and next turn
Type: Offensive Rank: S Range: Mid - Long Chakra cost: 40 Damage points: 80 Description: The user will focus their sulfuron chakra into the ground below, doing 3 handseals, before causing it to burst up from the ground as forceful columns of scorching sulphur, beneath and around the opponent's position. Without delay and as such as the columns erupt fully, the user will stomp their foot and send identical geysers of fire through the same openings created by the columns of dark yellow volcanic gas. The gaseous sulphur will instantly ignite and the flames will take on a distinct golden colour to signify the burning of sulphur. This burning of sulphur in air will give rise to a sickly mist of sulphur dioxide and sulphur trioxide (formed when sulphur is burnt in air) which will instantly react with the moisture in the air its exposed to, giving the minute droplets of water a slight corrosive quality. However, anyone unfortunate enough to breathe in this mist (including the user) will have their sense of smell deadened, their skin blistered and their insides eroded away as the gases readily react with the water in their bodies. Unlike Sulphur, the user has no control over the gases produced when it is burnt in air and the user is as to prone to their adverse effects as the opponent is, meaning they should take caution not to enter the vicinity in which the corrosive mist resides.
Note: Counts as two moves Note: Can only be used twice per battle Note: Can only be Taught by Negative Knight Note: No other Sulphur techniques above A-Rank in the user's same and next turn
Type: Offensive/Defensive Rank: Forbidden Range: Short - Long Chakra cost: 50 Damage points: 90 (-40 damage to the user)
Description: The user will focus their sulfuron chakra throughout every chakra point in their body before releasing it in the form of a omnidirectional shockwave-like blast of superheated sulphur. The blast will incinerate the battlefield as it travels outwards in the direction of the opponent and the aftermath will resemble nothing short of a natural disaster. Nearby vegetation will die out instantly and the soil will be tainted/poisoned by the lingering sulphur, making it impossible for natural plant life (non-chakra infused) to grow from it once more. Nearby bodies of water (clouds, rivers, lakes) will be evaporated and hollowed out partially/completely, depending on how far the clouds of sulphur are allowed to travel. Furthermore, this technique will also heat up and quench the all of the moisture in the air itself, clearly demonstrating its ability to transform even the most life abundant terrains (such as rainforests) into desolate, desert-like wastelands. If the user utilizes while on the ground, the shockwave of sulphur will take the form of a hemispherical dome and will only travel outwards horizontally. If the user utilizes this jutsu airborne, the shockwave will take the form of a full dome which will travel outwards in every direction. The full dome variant possess a great capability for vast meteorological alteration, allowing it to purge rainy, snowy and other similar weather conditions. Should the full dome variant be used, clouds of sulphur will linger in the sky above, which can be used as a source for future sulphur techniques. The sulphur gas if undefended will linger on the field for the following three turns but will not pose a threat to the user/opponent's respiratory system since inhalation of Sulfuron (due to being such a dense gas) is near impossible unless the opponent/user is breathing extremely heavily.
Note: Can only be used once per battle Note: No Sulphur techniques S-Rank or above in the user's next two turns Note: No long handseal sequences (longer than three) for the next two turns Note: No other Forbidden Ranked techniques in the user's same and next turn Note: No Forbidden Ranked Fire, Earth or Wind in the user's same and next 2 turns Note: Can only be Taught by Negative Knight Note: The damage the user receives pertains to general first degree burns he will receive all over his skin, painful but not deadly, yet hindering just the same.
Custom element Japanese name
Custom element English name
The element is based on
Wind + Fire + Earth + Chakra Control
Facts that prove the element to be possible (in the manga context)
Sulphur is a naturally occurring element, something which is found in numerous places in reality since its the tenth most abundant element on Earth. Its an essential component for life, is found at hot springs and is a natural product of volcanic eruptions. Sulphur is a necessary component of constituent of fats, body fluids, and skeletal minerals.
Hot Springs in Naruto have been displayed time and time again, providing a stronger case for the existence of sulphur.
Furthermore, the existence of Lava Release (Yoton) displayed by Mei Terumi proves the existence of volcanoes. After all, lava is simply magma outside of a volcano. Since sulphur is found as a product of volcanic eruptions further strengthens the case for the element's existence in the Narutoverse.
How it works
The element itself is a superheated plume of dense yellow smoke. Sulfuron is created through simultaneously fusing wind, earth and fire chakra, and is released from the user's body. The simultaneous use of these elements give it its rough texture, its scorching heat and its gaseous state, forming Sulfuron. Sulfuron is an extremely dense gas which's heat averages about 500 Degrees. Due to this it gains a distinct array of unique properties compared to other elements in the Narutoverse.
How the Element Looks
Due to being such an extremely condensed gas, Sulfuron is a very difficult medium to pass through. Projectiles moving through the gas traverse through it with considerable resistance and are slightly drained of their momentum, causing their overall movement speed to be reduced.
The main benefit provided by Sulfuron is its interaction with water-based elements. On contact, Sulfuron's heat causes water to vaporize almost instantly, causing steam explosions. Due to the intense heat of Sulfuron, this process happens within moments of coming into contact with water. However, the element will only evaporate water its in immediate contact with and not entire water sources if only certain parts were targeted. Steam explosions cause the remaining scalding water vapor and boiling hot water to be sprayed in all directions, effectively dissipating Suiton techniques.
Sulfuron itself is a potent irritant when inhaled. It causes irritant lungs, mild internal burning and severe wheezing, making it much more difficult for the opponent to fight. However, inhalation of Sulfuron (due to being such a dense gas) is near impossible unless the opponent/user is breathing extremely heavily.
Sulfuron's heat makes it capable of melting through some materials, as well as demagnetizing the magnetic objects. The sheer heat of the element, causing disruptions in magnetic fields, resulting in permanent demagnetization of the affected objects. This renders anything which utilizes magnetic chakra to become useless.
Much like wind, Sulfron is a natural electrical insulator. Its extremely high electrical resistivity due to its temperature and pressure further this effect, making the element a perfect medium to shield Lightning-based elements. On other hand, due to its extremely flammable nature, it also becomes prone to ignition and being overpowered from Fire based elements. Sulfuron's nature means it strengthens pre-existing flames, making it weak to fire-based elements. When aflame, sulfuron burns with a bright-yellow colour.
Due to its environmental polluting nature, Sulfuron can have many effects on the environment.
-When used on a large scale towards the sky, its possible for the element to create conditions for lightning storms (Kirin).
-On ecosystems themselves, the presence of sulphur allows the element to be used as a mass herbicide, killing plants/tree on a wide scale, resulting in desertification of the landscape.
Is weak to
Fire and Lava Release (and all of their variants) - Sulfuron only seeks to fuel the flames and heat of these type of elements.
Earth Release and Sand Release - Withstands the temperate of Sulfuron. Furthermore, Earth shields the gas, making it incapable of passing through.
Sand does the same and has shown itself to be highly heat resistant as shown when faced against Amaretsu.
All Crystal Elements - Capable of withstanding the heat of Sulfuron and dissipating it
All Metal Elements - Same as Earth
Is strong against
Water Release and Rain Release - Sulfuron vaporizes water, causing it to explode into steam.
Wood Release and Plant-like elements - Sulfuron's sheer heat and environment polluting nature means its capable of acting as an extremely powerful herbicide. This means it's strong to all plant-based CEs, including: Plant Release, Mushroom Release and Root Release.
Lightning Release (and most of its variants) - The element is a natural insulator much like wind and its high electrical resistivity contributes to this.
Ice, Snow and Frost Release - Causes instant sublimation, turning them into steam.
Magnetism Release (excluding Iron Sand and Gold Dust) - The sheer heat demagnetizes objects, making them unmanipulable via magnetic forces.
Conditions to be able to use it
Mastery of Wind| Mastery of Earth | Mastery of Fire | Great Chakra Control
Students I passed this custom element on too
-Cobalt- and ?
P a t e n t C e r t i f i c a t e
I, Caliburn of the Custom Elements Bureau, by the power invested in me by Versuvio, Rei, Nexus and Zise, give you the following:
Negative Knight, our loyal member, gave on the date August 19th 2013 a request for a Patent on his custom element (Sulphur); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned patent on this element by the following;
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