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JagHelsing

NinTaijutsu - Beast Fire Claw

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Name: Beast Fire Claw

Type: Taijutsu | Ninjutsu [Pet | Fire | Beast-Human Style | Hybrid]

Rank: Gennin

Cost: 20 Chakra, 20 Stamina

Damage: 20

Effect: Burning: 25 [1]

Pet Combination: Increase the value of Burning on this technique by 10.

Description: User concentrates chakra on their claws and envelopes it with fire element. Their canine companion joins in the attack and strikes the same spot on the wounded area to increase damage.

Cost: 5 JP

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Name: Great Beast Fire Claw

Type: Taijutsu | Ninjutsu [Pet | Fire | Beast-Human Style | Hybrid]

Rank: Gennin

Cost: 40 Chakra, 40 Stamina

Damage: 80

Pet Combination: This technique is now a multi-strike technique. The first strike inflicts one turn of Impaired Hearing. The second strike inflicts the damage.

Description: The canine jumps forth to strike the target with high speed and the final attack is performed by the user with extreme strength. 

Cost: 7 JP

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Credits: @Princess

Edited by JagHelsing
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Some general advice regarding Hybrids. Not necessary for your tech, but good to keep in mind.

Spoiler

Something that you will notice in the future is that you aren't going to want all of your techniques to be Hybrids of Pet techniques. They will certainly be most of them, but they eat into JP (a problem for both technique versatility and abilities like Opening), and are subject to abilities that turn off or weaken either Type.

 

For example, being hit with either Quarantine; Ninjutsu or Quarantine; Taijutsu will prevent you from using this technique. Likewise, any Response Phase technique that targets Ninjutsu or Taijutsu can be used to protect the target from your Hybrids. 

 

This is not to say that you shouldn't use Hybrids - on the contrary, they give you more bang for your buck and are very powerful. But you should have some kind of workaround prepared, just in case, be that a Weapon or a small non-Hybrid kit.

 

Anywho, you need to change the Pet Combination Effect of the second technique. The damage cap for Genin Ninjutsu-Taijutsu techs is 80, and the Pet Combination Effect on top of that breaks the cap. I suggest Impaired Hearing, with the following text:  "This technique is now a multi-strike technique. The first strike inflicts one turn of Impaired Hearing. The second strike inflicts the damage." 

Alternatively, Fazed is always a great choice.

 

If you want to look at other options, I put a quick overview of the statuses that would fit the 16CP cap together. It gets technical in some places, so if you don't want to read it or don't understand it, that's fine. Giving it a go might help you as you put more techs together in the future, however.

If you do want to take a look, I organized these by color, with Green being the best, Yellow being okay, and Red being bad. 

 

Spoiler

Impaired Hearing: Hitting your opponent more is always good, and this stacks very well with the Inuzuka. We crit more often and harder, and this helps with that. This effectively reduces their Block Range as well, so they're less likely to shrug off whatever you hit them with. This is not an Evasion reduction, so it skips under the the 50% minimum Evasion limit - though if your opponent has that much Evasion compared to your Accuracy, hitting them with this is going to be extremely difficult.

My suggestion for this specifically is to add the following to the Pet Combination Effect: "This technique is now a multi-strike technique. The first strike inflicts one turn of Impaired Hearing. The second strike inflicts the damage." My reasoning is that by inflicting the status on the first strike, your second is more likely to hit, more likely to crit, and less likely to be blocked.

 

Fazed: Always useful. Makes it more likely for you to double or triple turn your opponent, and deceptively powerful outside of the low levels. Unironically: if you ever find yourself with extra CP in a technique, consider adding Fazed. 

 

Impaired Eyesight: Not bad - it makes your opponent less likely to be able to hit you back. The way Accuracy and Evasion work, at high levels this status can reduce your opponent to the minimum chance to hit if you have a moderate Evasion Advantage. Because this is a percentage-based effect, it is less powerful at low levels, but still useful.

 

Impaired Touch: This is situational, and for a general purpose technique, not great. It screws Weapon users hard, as Princess' spider clan can attest to. Pair this with Prone spam, and your opponent gets to choose between not using their weapon (good - Destroy Weapon is expensive), or potentially losing their weapon until you stop bullying them with Prone (again, good, for the same reasons), or responding to your attacks while Prone to have their weapon in their hand (also good - Prone is nasty).

 

Hypothermia 1: Okay if you can get multiple stacks off, but Hypothermia 1 is significantly worse than Fazed, despite the same cost.

This is a bit complex, so bear with me: Fazed, assuming your opponent has the absurdly high Speed of 900 for Genin, increases the Speed Percentile from 100 to 150. That is roughly equivalent to reducing Speed from 900 to about 570. Hypothermia increases Speed Percentile from 100 to 110 - or basically (but not really - as I said, it's complex) reduces Speed from 900 to about 815. That is a huge difference. Even at a much more reasonable Speed of 500, Fazed effectively makes them treat their Speed as if it was 361, and Hypothermia as if it was 444. 

 

Headache: Not very useful. You want to reduce Concentration if you're fighting a Genjutsu user, but they are relatively rare, and with how much Concentration they are liable to stack, a -10% may not make a difference. The 1% damage it deals is... practically nothing. That's probably 5 damage or so at worst, at Genin. 

I'm assuming this is not part of an anti-Genjutsu kit and is instead part of a more general purpose one. If this is designed to fight Genjutsu users, it becomes Green, as we're only taking about effects that can fit within 16 CP.

 

Tired: At Genin, this will inflict a maximum of 8 Chakra damage. A little more if you hit them with more cost reduction effects, but Chakra and Stamina damage don't really become effective until Jonin as damage caps are tiny and they don't get modifiers. Having a Chakra and or Stamina damage technique in your kit is a good idea - your opponent may overextend themselves, and hitting them with it could seal the deal for you. But at Genin, this is not a good effect.

 

Startled: This is the equivalent of -50 Accuracy. If your opponent has more than 500 Accuracy, this is worse than Impaired Eyesight, and does not scale up. If your opponent has less than that, this is better - but... does not scale up and gets worse the further you get from low levels. 

Edited by almondsAndRain
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