Village: Iwagakure | Kirigakure | Konohagakure | Kumogakure | Kusagakure | Otogakure
Sunagakure | Yukigakure | General
Rank: Academy Student | Gennin | Chuunin | Jounin | Sennin
Type: Ninjutsu | Genjutsu | Taijutsu | Ninjutsu / Taijutsu | Taijutsu / Genjutsu | Ninjutsu / Genjutsu
Basic Element: Wind | Earth | Water | Lightning | Fire
Combo Element: Cloud | Wood | Plant | Sound | Sand
Style: Wild Beast | Momentum | Mountain Ox | Desert Aikido | Serpent | Lotus | Crane
Archetype: Elemental | Time | Carnal | Creational | Meditative
Special: Dynamic Trap | Set Trap | Clone | Weapon | Barrier | Shield | Terrain | Climate | Pet
Other: Powerful | Unacceptable | Sealing | Medical
All Consuming Fog Technique | Kuikiri no Jutsu
Type: Ninjutsu [ Kumogakure | Cloud ]
Rank: Jounin
Cost: 3x Chakra
Effect: Area of Effect. All characters aside the user take x chakra damage. The value of x may be no less than 40 and no greater than 100.
Description: Through a short string of hand seals, horse-bird-tiger, the user calls forth an ominous blue-green speckled fog. Although quite similar to the signature technique of the Hidden Mist Village, the dense fog that is called forth actually has an adverse affect internally on all that are enveloped by it. Due to the toxic chakra poured into the fog, upon simple contact, chakra from within the body is forced out, draining the spiritual energy of all who become exposed to it's touch. Although a derivative of the Hidden Mist signature technique, the Hidden Cloud has developed a considerably more hazardous offspring technique, despite it lasting a significantly lesser time than it's parent jutsu.
Points: 7
Angel's Chorus | Mitsukai no Gasshoutai
Type: Genjutsu
Rank: Jounin
Cost: 190x Chakra
Effect: Up to two targets. Increases the Defense of each target by 200 for two (2) turns.
Description: A soft and peaceful melody generated by the user stimulates the brain to lessen aggressive intent and increase the body's responsiveness to the environment. This communion with nature and peaceful atmosphere promotes a non-aggressive environment where it is psychologically difficult to attack one another.
Points: 8
Angelic Ward III | Tenshi no Kekkai III
Type: Ninjutsu
Rank: Jounin [Medical]
Cost: 320 Chakra
Effect: The target gains a shield with 320 Health. This shield does not reduce damage but instead negates Status Effects. Reduce the health of this shield by 1.5xy, where x is the cost of the status effect being prevented and y is the number of turns. This shield can only negate turns of Status Effects that are equal to or less than it's remaining health. The user may choose which status effects are negated. This shield lasts for 4 turns or until destroyed.
Description: By leaving an imprint of medical chakra, the target is encased in a thin layer of chakra. This chakra does not absorb impact, but prevents the targets flesh from being burned, or cut, among many other things.
Points: 7 [Evolving 3; Angelic Ward II]
Angry Boar | Ikaru Buta
Type: Taijutsu [ Wild Beast ]
Rank: Jounin
Cost: 160 Stamina, 1 Rage Charge
Damage: 280
Effect: The user is considered 'Enlarged' and 'Enraged' for this attack and in their next Response Phase.
Description: Like a true angered and hostile beast, the user's physiological stature changes as they begin to breath deeply and sharply out of their nose, possibly accompanied by a growl at the back of their throat. The predator will make every attempt to make themselves seem bigger, stronger and scarier to their prey. After which, they will charge at the target, punching them twice, one in each shoulder, signifying a boar's tusks sinking into their skin. After which, the user will grab a hold of the target's waist and lift them over their shoulder, slamming them into the ground head first, like a boar stampeding through their prey.
Points: 4
Armor of Sand: Rank 2 | Suna no Yoroi
Type: Ninjutsu [ Sunagakure | Sand | Shield ]
Rank: Jounin
Cost: 200 Chakra
Effect: Creates a shield around the user with 400 health points. The user may repair the shield to full health points for 160 chakra in the Setup Phase. Additionally, once per battle if the health of the shield is reduced to 0, the user may immediately pay 160 chakra to repair it to full health. Armor of Sand techniques do not stack with one another. Lasts for four (4) turns. This technique may be used an unlimited number of times per battle.
Description: The secret armor of the wind people. This armor is weaker than the shield or sphere of sand, but comes at the use of heightened maneuverability. The user may attack while the armor is on still, and can activate it faster than one could blink if in danger.
Points: 5 [Evolving 2; Armor of Sand: Rank 1]
Bitter Crimson Tears | Katsurui Shinku
Type: Ninjutsu [ Konohagakure | Fire ]
Rank: Jounin
Cost: 180 Chakra
Damage: 40
Effect: This attack deals 'Burning; 50' for four (4) turns. If this attack misses, each turn following the target must dodge it again until it hits or two (2) turns pass, whichever comes first. If this attack hits on the second turn or later, it deals no damage and afflicts the opponent with 'Burning; 50' for 4-x turns, where x is equal to the number of times this attack has missed. The target may as a Main Phase action choose to end future attacks against them. This jutsu may be used twice per battle.
Description: Forms an odd little cloud of flame above the target's head which rains down flame upon them. The cloud is stationary, so the full effect of the jutsu will only be felt on a stationary target. The flames are meant to not hurt the user of this technique, and if they were to stand in the rain they would not become burned.
Points: 5
Blaze | Kaen
Type: Ninjutsu [ Fire ]
Rank: Jounin
Cost: 100 Chakra
Effect: Used in the Setup Phase. For the next three (3) turns treat the user's Taijutsu and Basic Weapon Attacks as if it were a Ninjutsu/Taijutsu hybrid attacks with [Fire] added to its types and effects. This may only be used once per battle.
Description: The user is engulfed in a blaze of flames that consumes their entire body. In every direction around them up to a foot away the air is lit aflame. Anyone that gets to close will be burned by the intense heat surrounding their body, and a melee fighter with this technique is an even more dangerous opponent than normal.
Points: 3
Blood on the Wind | Chi o za Kaze
Type: Ninjutsu [ Wind ]
Rank: Jounin
Cost: 110 Chakra
Damage: 105
Effect: The opponent is 'Bleeding: 25' for three (3) turns.
Description: This move once again does not directly target the foe itself, but instead tries to find wounds already made in the opponent. If none are there the wind itself will cut a shallow blow, then infuse it's chakra into all the wounds on the person, causing them a bit of pain but more importantly causing all their wounds to start bleeding profusely.
Points: 3
Body Freeze Skill | Kanashibari no Jutsu
Type: Ninjutsu
Rank: Jounin
Cost: 100 Chakra
Effect: This technique cannot be dodged. Instead, the target rolls 1d6 in their Response Phase. If the roll is odd, they are afflicted with 'Vulnerable' and 'Stunned' for one (1) turn. If the roll is even, nothing happens. May only be used twice per battle. If the target is of two ninja ranks or higher than the user, they are unaffected by this technique.
Description: Used to cause ones opponent to lose the advantage of movement. Freezing them in their tracks, this Jutsu creates an opening for a more dangerous attack. Most Anbu Ninjas are taught this technique.
Points: 4
Body Replacement Technique IV | Kawarimi No Jutsu IV
Type: Ninjutsu
Rank: Jounin
Cost: x Chakra
Effect: This technique may be performed as a Free Action in the Response Phase following a failed dodge roll. When determining the cost of this technique 'x' is equivalent to the cost of 1 physical attack that the user failed to dodge. The damage and effects of that physical are negated. The user may take no action in the Setup Phase or Main Phase on the turn this technique is used. This technique has a 5% chance to fail. This technique may be performed 1 time per battle.
Description: A life-saving technique for most young shinobi, the Body Replacement Jutsu has been a staple in academy learning for many years. By utilizing their ability to manipulate chakra, with quick movement, a skillful shinobi is capable of switching their position with another object to evade damage. By creating a simple optical illusion, the user of the Kawarimi no Jutsu can make it appear as though they were damaged or even killed by the opponent's attack. Some ninja become extremely adept in the usage of this technique, and have even been known to swap places with hazardous materials to trap their enemies.
Points: ⁿ/ₐ [Evolving 2; Body Replacement Technique III]
Bulldozer | Burudōzā
Type: Taijutsu [ Iwagakure | Mountain Ox ]
Rank: Jounin
Cost: 200 Stamina + x Ox Charges
Damage: 300
Effect: The opponent is under the effects of 'Vulnerable' for 1 turn. The user of this technique may spend Ox Charges in addition to the stamina cost. For every Ox Charge spent with this technique, the chance to land a critical blow is increased by 5%. For every Ox Charge the user has after paying the cost of this technique., they gain an additional 5% chance to hit the opponent with this technique. If the user of this technique is in 'Grazing Bull Stance', the chance to hit the opponent with this technique for every Ox Charge they have turns to 7%, and every Ox Charge they use turns to 3% instead. (For example, if this ninja has 3 Ox charges, they automatically gain a 15% chance to hit with this attack. They may also spend any amount of these charges to gain +5% to land a critical blow per charge used. Say the user decides to spend two of said charges, and keep one, that means they gain a 5% to hit, and 10% to land a critical.))
Description: The premier 'killing technique' of the Ox Style school, as well as the typical signature technique used by all those who have mastered the arts. It combines all the lessons learned previously to execute a highly lethal lunge at the opponent. By extending their arm, the user of this technique will slam their shoulder and bicep into the opponent's throat as they stampede forward, strangling and knocking the air out of the opponent as they do so. This placement of the assault makes it easy for the user to ignore the whiplash of the impact, and when used after a succession of Ox Style techniques, the user finds it far easier to concentrate on the impact, or, if they're willing to throw off their flow, cause far more damage then they would have initially. This technique has been known to decapitate.
Requirements: Grazing Bull Stance | Hōboku Osuushi No Kamae
Points: 8
Clashing Horns | Gekitotsu Tsuno
Type: Taijutsu [ Iwagakure | Mountain Ox | Barrier ]
Rank: Jounin
Cost: X Ox Charges
Effect: Must be in 'Grazing Bull Stance' to use. Used in the Response Phase. The user sacrifices their Main Phase. Creates a Barrier with 100x Health that crumbles at the end of this Response Phase. May be use twice per battle.
Description: One of the more advanced techniques of the Ox School, the user of this technique must already be crouched down within the Grazing Bull Stance to make use of this. With their body already tucked down in a defensive stance, the ninja will cross their arms in front of their torso and body, allowing them to negate any damage aimed at the vital parts of their body. A user of this technique must already be deeply entrenched within the flow of their style, or else they will be unable to protect themselves from any decent damage. This technique is given it's name due to the arms of the user appearing as crossing bull horns.
Points: 5
Clone Technique IV | Bunshin No Jutsu IV
Type: Ninjutsu
Rank: Jounin
Cost: 5x Chakra
Effect: This technique may be used in the Setup Phase or Main Phase. When determining the cost of this technique 'x' is considered to be the number of 'Clones' created by the user and may never be greater than 16. 'Clones' have 1 Health and 1% of the user's other statistics. 'Clones' are not physical and may not take any actions. The user of this technique gains +20 Evasion or +20 Accuracy for every 'Clone' of this type on the battlefield. The bonuses of 'Clones' of this type may be ignored by any character with heightened senses (i.e; Byakugan, Path of the Sensor, Inuzuka Smell Tracker, etc). This technique may be used in the Setup Phase 1 time per battle.
Description: A technique that most students are required to be proficient in before they can graduate from the academy, the Bunshin no Jutsu is the most basic of the myriad of clone techniques that exist in the world. By properly molding their chakra, the user is capable of creating near perfect replicas of themselves. Unlike most bunshin jutsu, the basic clone technique does not produce physical clones but creates something more akin to a projected image, which is a real image that has no form. The Clone Technique is considered an E-Ranked jutsu, and is not very powerful, but with practice and ingenuity many shinobi have come to use it in masterful ways. Most often stalling by hiding out among their clones, or setting themselves up for a strong offensive.
Points: ⁿ/ₐ [Evolving 2; Clone Technique III]
Crane Turn Double Wing | Tsuru Kaiten; Baizou Tsubasa
Type: Taijutsu [ Kirigakure | Crane ]
Rank: Jounin
Cost: 190 Stamina
Effect: Used in the Response Phase. The user increases their block range by 20 against a single physical melee attack of Jounin rank or lower. If the user successfully blocks this attack they may use a Main Phase action to perform the following attack. Multi hit jutsu with three (3) strikes. The first two strikes deal 100 damage each and the final strike deals 'Stunned' for one (1) turn. This technique may be used once per battle.
Description: Using both forearms, the user will attempt to block the enemy attack as it is directed towards them. Placing their dominant foot forward, the user will then slide their dominant hand towards the opponent and grab their neck. Holding the enemy's wrist with their other hand they will quickly life their knee up to the enemy's exposed ribs and strike them once. Releasing the wrist and bringing their non-dominant hand under the opponent's armpit they will life up under the arm will simultaneously pushing down on the neck with their dominant hand, throwing the opponent.
Points: 5
Dead Soul Skill | Shikon no Jutsu
Type: Ninjutsu
Rank: Jounin [Forbidden: Unacceptable]
Cost: 300 Chakra to activate, 10% total Chakra per body per turn. Advanced chakra regeneration skills can not be active during this time.
Effect: Must have a dead body to manipulate. The body is under the control of the user like a bunshin or summon. Has 80% of the user's stats. The body has all of the abilities that the character did at the time of their death. Cannot preform any techniques that require them to sacrifice their life, as they do not have one to give. A body that is killed while this jutsu is active may not be used again unless it is able to be repaired.
Description: With this Jutsu the user can make the dead seem lifelike. Allowing dead bodies to move around as a diversion or decoy. This skill causes the dead bodies' hearts to beat allowing the user to control them for a few minutes.
Points: 7
Death Tree | Desu Mokuhon
Type: Ninjutsu [ Kusagakure | Wood ]
Rank: Jounin
Cost: 80x Chakra
Damage: [See Effect]
Effect: Creates x tree constructs, a maximum of three (3) trees may be created. For each tree choose a target. Each tree attacks the chosen target each turn for three (3) turns for 50 unmodified damage. Each tree is considered to have the same Accuracy as the user and zero (0) Evasion. Each tree has 200 Health. This technique may not be used again for five (5) turns after being used.
Description: Tree-like creatures grown by forcing chakra into seeds of trees. They will move towards and attack any opponent's within their range, stopping at nothing to obtain their goal. These creatures live on flesh and meat.
Points: 3
Dehydrate | Gansuikagoubutsu
Type: Ninjutsu [ Kirigakure | Water ]
Rank: Jounin
Cost: 170 Chakra
Damage: 255
Description: The user manipulates the water in the cells of the target, causing it to be used at an increased rate. The target's body is starved for water, several impairing their ability to function and causing great internal mayhem. This condition must be treated very quickly, or else the chance of fatality is high.
Points: 4
Desert Spinning Head Throw | Sabaku Aki Nage
Type: Taijutsu [ Desert Aikido ]
Rank: Jounin
Cost: 130 Stamina
Damage: 100
Effect: The target is afflicted with 'Migraine' for two (2) turns.
Description: Taking the opponent's head, the user will draw it towards them, grasping them by the neck and turning them in a semi circle. As the opponent staggers to regain their balance the user will pull them the opposite direction. This will cause them to lose balance once again and lift them off their feet and into the air, in which the user will then use their strength to slam them into the ground head first.
Points: 3
Desert Turning Wrist Lock | Sabuka Tenkai Kote Hineri
Type: Taijutsu [ Sunagakure | Desert Aikido ]
Rank: Jounin
Cost: 220 Stamina
Damage: 180
Effect: Opponent is inflicted with 'Bound [Arm]' for three turns. This technique has a +5% chance to hit if the user has dodged a melee range Taijutsu or Ninjutsu attack this turn from the target.
Description: The user will grasp the opponent's wrist and move it outward at a 90 degree angle from the direction of attack. They will then swing their arm back around in a 180 degree angle, stepping underneath it and turning, ending with the opponent face down with their wrist and elbow locked by the user. The ninja will then draw the hand holding the elbow up and deliver a swift blow, rendering the arm unusable.
Points: 5
Devil's Symphony | Akki Kyoumei
Type: Ninjutsu [ Otogakure | Sound ]
Rank: Jounin
Cost: 150 Chakra
Damage: 225
Description: A strange, aggressive song generated by the user rips control of the target's body away, subjugating them to the user's whim. They are generally made to attack themselves, so as to maximize the damage in the small window available. A form of this technique was used by Tayuya, one of the legendary servants of the Shodaime Kyoukage, Orochimaru.
Points: 4
Disgrace | Chijoku
Type: Taijutsu [ Otogakure ]
Rank: Jounin
Cost: 100 Stamina
Damage: 100
Effect: Response Phase jutsu used against this technique have a +50% Chance to Fail. This technique is only modified by base Taijutsu. No skills or other abilities may modify this attack at all. Damage from this technique may not reduce a character's Health below 1. May be used once per battle.
Description: The ninja makes a feinting motion and quickly knocks the opponent in the solar plexus with a small snap of their wrist. The impact is subtle and quick, often used as a way to show a lack of respect in spars.
Points: 3
Double Snake Assassination Skill | Souja Sousai no Jutsu
Type: Ninjutsu
Rank: Jounin [Forbidden: Powerful]
Cost: The user's life or 1/2 full chakra.
Effect: If this technique hits, the opponent rolls 1d100. If they roll >50 or the technique misses completely they live and the user loses 1/2 of their full chakra. If they go to 0 or under chakra they pass out. If the technique hits, both the user and the opponent die instantly. No jutsu or skill can be used too dodge this, only rolling. If the user preforms this technique and then they have less than 0 chakra, the technique is still preformed. They wouldn't pass out until after.
Description: This is a murder-suicide attack in which the user will strike the opponent with a ninjutsu, mixing their chakra and souls together and then exploding their own outwards. This explosion causes a terrible shredding that will tear the opponent's own soul asunder along with the user's. With this attack both the user and the enemy are meant to die.
Requirements: Level 75
Points: 10
Earth Release; Earth Dragon Bullet | Doton; Doryūdan
Type: Ninjutsu [ Iwagakure | Earth ]
Rank: Jounin
Cost: 220 Chakra
Damage: 300
Effect: The user's Accuracy is increased by 100 for this attack.
Description: When used in an area with a large amount of earth or mud, this technique can create a dragon-like head to shoot mud balls at an opponent. The high speed of its bullets along with its ability to appear anywhere on the battlefield makes it especially hard to anticipate.
Points: 5
Earth Release; Gaea's Maw | Doton; Gaea No Kuchi
Type: Ninjutsu [ Iwagakure | Earth ]
Rank: Jounin
Cost: 300 Chakra
Damage: 270
Effect: Opponent is Stunned, Prone and Vulnerable. Can only be used once per battle.
Description: The ground beneath the target is split open, raised around the victim in a ring of jagged and razor-sharp spires. The opening is quickly pulled closed, stabbing the victim with the stones and trapping them beneath the earth.
Points: 7
Earth Release; Hand of the Earth God | Doton; Ibuki no Haniyasu-hiko
Type: Ninjutsu [ Earth ]
Rank: Jounin
Cost: 150 Chakra
Damage: 150
Effect: The target is afflicted with 'Vulnerable' for one (1) turn.
Description: The user manipulates the ground to generate a gigantic wave of earth to wash over the target and crush them beneath hundreds of pounds of dirt. The move is known for its ability to make the earth appear like a liquid.
Points: 4
Earth Release; Rising Earth Wall | Doton; Doryūheki
Type: Ninjutsu [ Earth | Barrier ]
Rank: Jounin
Cost: 350 Chakra
Effect: Used in the Response Phase or Main Phase. Creates a barrier with 700 health points. If used in the Response Phase, the user skips their next Main Phase. May be used twice per battle.
Description: This technique allows the user to create a protective wall out of earth. One method of doing this is for the user to convert chakra in their body into an earthen material that they spit from their mouth; the more skilled the user, the greater the volume of earth that can be created. The earth quickly piles up into a defensive wall, blocking incoming attacks. Although the muddy material is solid on its own, it is further fortified with a coat of chakra. A second method of performing this technique is to instead manipulate pre-existing earth directly: by placing their hands on the ground, users can raise the ground as a barrier in front of them. Walls erected in this way are typically featureless, but users of considerable skill and practice can alter the appearance if they choose.
Points: 8
Earth Release; Stone Goliath | Doton; Ishi Goriate
Type: Ninjutsu [ Iwagakure | Earth ]
Rank: Jounin
Cost: 50 Chakra, 50 Chakra Upkeep
Effect: The user is 'Enlarged' as long as this technique is active. At the start of each Main Phase, the user rolls a d10 and on a result of 6-10 the first attack in this Main Phase adds one (1) turn of 'Clobbered' to its effects. Maximum of 4 turns.
Description: This nin coats him/herself with a thick stone carapace that increases their size as well as combat potency. The strong blows from this form send the opponent reeling backwards a few steps, forcing them to spend time recovering from the attack.
Points: 5
Fairy Ward III | Yousei no Kekkai III
Type: Ninjutsu
Rank: Jounin [Medical]
Cost: 220 Chakra
Effect: Heal the target for 180 health. The next technique of Jounin rank or less used against the target of this technique is considered to have a fail chance of 40-10x%. X is equal to the ninja rank of the technique being used. If that technique already has a fail chance, it is increased by 40-10x%. Usable twice per battle.
Description: The user heals their target a little bit, and leaves an imprint of curative chakra which may protect them in the future.
Points: ⁿ/ₐ [Evolving 1; Fairy Ward II]
Fire Dragon Flame Blast | Katon; Karyū Endan
Type: Ninjutsu [ Fire ]
Rank: Jounin
Cost: 220 Chakra
Damage: 150
Effect: The target is afflicted with 'Burning: 25' for three (3) turns. This attack has a +12% Chance to Hit.
Description: The ninja draws in a deep breath and lets it out in a flame that flies at their opponents in a huge wall of incendiary might. This move is for obvious reasons very difficult to avoid.
Points: 5
Fire Release; Confining Serpents | Katon; Ashidomeja
Type: Ninjutsu [ Konohagakure | Fire ]
Rank: Jounin
Cost: 80x Chakra
Damage: 45x
Effect: This technique possesses a number of strikes equal to x, to a maximum of 4 strikes. Each strike inflicts one (1) cumulative turn of 'Burning: 20' and 'Shacked: Leg'.
Description: The nin using this creates a string of hand seals and finally faces their open palms to a target. From their palms come a number of serpents made of fire, which no matter how many there are take up the whole surface of both hands. These serpents of fire fly in winding paths at the enemy, and due to their composition allow the enemy less room to maneuver after all have attempted to strike him/her.
Points: 8
Flight of the Crane | Tsuru no Haisou
Type: Taijutsu [ Crane ]
Rank: Jounin
Cost: 140 Stamina
Damage: 90
Effect: The target is afflicted with 'Stunned', 'Receptive', and 'Prone' for one (1) turn.
Description: A seemingly simple technique of the crane style, the user throws their momentum forward; sending their body from tiptoeing on the ground skyward, hurtling towards their enemy. Their body is sent into the sky for only a second, and they swing out with their foot. If performed correctly, this technique is spoken as 'reminiscent of a crane or heron swooping for a fish', thus the origin of it's name. As such, it is an often used technique by Kirigakurans whom know the Crane Style, but it is a taxing movement to one's stamina and balance.
Points: 4
Four Violet Flames Formation | Shishienjin
Type: Ninjutsu
Rank: Jounin
Cost: 160 Chakra
Effect: This technique may not be performed without its coalescence conditions being met.- Coalescence [4; Shishienjin]: The users of this technique create a Barrier with 1000 Health that targets up to 4 characters. Targeted characters also treat any characters not targeted by this technique as if they were protected by the Barrier created by this technique and may not attack from behind it using attacks of the same element. Anytime damage is dealt to a Barrier created by this technique the character that dealt that damage is afflicted with 1 turn of the status effect 'Burning; x' with 'x' equating to 20% of the total damage dealt to the Barrier. Users of this technique may heal any damage dealt to a created Barrier as a Main Phase Action by paying 1 Chakra per 2 Health healed. The maximum duration of this technique is 8 turns. This technique may be performed 2 times per battle. The users of this technique are afflicted with the status effect 'Bound; Arm' as long as a Barrier created by this technique is on the battlefield. If a user of this technique is reduced to 0 Health while a barrier created by this technique is on the battlefield, that barrier is destroyed on the following turn.
Description: Used for generations by ninja all over the world because of its advanced durability as a barrier, the Four Violet Flames Formation is a very unique collaborative technique that requires four shinobi of comparable strength working in unison, with each user acting as an apex in the cubic shape of the barrier. As soon as it is created, the Shishienjin takes on a deep violet hue that pulses and quivers as if it were composed entirely of condensed flames. The barrier does in fact possess qualities similar to fire ninjutsu as those who attempt to break through the barrier from either side are dealt back severe burns. This defensive ability is widely considered one of the jutsu's most unique effects, and a good portion of why this barrier's use has remained fairly constant throughout history.
Points: 5
Ghost Combustion | Yūrei no Yōna Nenshō
Type: Genjutsu [ Elemental | Fire ]
Rank: Jounin
Cost: 180 Chakra
Damage: 270 Ghost Damage
Description: The opponent believes they were suddenly lit aflame from the stomach. From there, their flesh and muscle melting off rapidly as the fire spreads across their entire body. Finally as they are completely consumed by the flames their abdomen will burst open with a violent explosion.
Points: 3
Induced Cardiac Arrest | Nise Josaidōki
Type: Genjutsu [ Elemental | Lightning ]
Rank: Jounin
Cost: 380 Chakra
Damage: 255 Ghost Damage
Effect: Opponent is under the effects of 'Metabolic Break Down' for 3 turns.
Description: The enemy is placed under an induced cardiac arrest, causing their heart to stop for a few moments and causing multiple complications. This is done through a combination of mind manipulation and lightning chakra to cause the body to react in a way that is unnatural.
Points: 8
Jungle Fury | Janguru Fuyuri
Type: Taijutsu [ Kusagakure ]
Rank: Jounin
Cost: 100 Stamina
Damage: 100
Effect: Target is 'Bruised' for three (3) turns.
Description: By spiking their adrenaline and rushing into battle, the ninja tears into their opponent in a frenzy of attacks. Each strike is savage and crazied, relying on brute strength from the adrenaline rush rather than tight form or technique.
Points: 2
Leaf Hot Wind | Konoha Neppu
Type: Taijutsu [ Konohagakure | Lotus ]
Rank: Jounin
Cost: 170 Stamina
Damage: 200
Effect: The Gate of Viewing (5th Gate) must be open to use this technique. Inflicts two turns of 'Burning' 50 upon its target. Up to two Lotus Charges may be spent on this technique to increase the 'Burning' damage by 40 per turn per charge.
Description: The Konoha Neppū is an advanced variation of the Lotus Style's famous Konoha Senpū that incorporates the extreme speed and strength granted by the higher tiered Celestial Gates. In the Konoha Neppū, the user will reappear beneath an opponent and kick them into the air; there, they will lift themselves in a second, spiraling, kick that occurs with such speed that it ignites the air about them and causes a large, flaming, vortex.
Points: 5
Leaf Strong Whirlwind | Konoha Gōriki Senpū
Type: Taijutsu [ Konohagakure | Lotus ]
Rank: Jounin
Cost: 230 + 10x Stamina
Damage: 300
Effect: Inflicts 2 turns of Clobbered. This technique ignores 5x% of the target's Defense statistic, where X is equal to the number of Lotus Charges spent on this technique.
Description: Considered to be one of the pinnacles of the Lotus Style, Konoha Gōriki Senpū is a mighty Lotus Style technique that often leaves an opponent reeling and unable to properly respond. Konoha Gōriki Senpū is a single spinning back kick with the entirety of the user's might focused into their single strike. It is said to have such speed that nobody can follow its movement and overwhelming strength, making it very difficult to guard against.
Points: 7
Lightning Release; Chain Lightning | Raiton; Raikusari
Type: Ninjutsu [ Lightning ]
Rank: Jounin
Cost: 225 Chakra
Damage: 80 per strike
Effect: Multi-strike attack, four (4) total strikes. The user of this technique may choose to have the second, third, and fourth strikes deal 0 damage. If they do, and all three strikes are successful, the target is afflicted with 'Destroy Weapon'.
Description: This ninja calls a lightning bolt that forks into four white hot prongs. Each prong is guided seperately, striking the opponent in succession.
Points: 10
Lightning Style; Flash Strikes | Raikōjutsu; Rakurai
Type: Taijutsu
Rank: Jounin
Cost: 165 Stamina
Damage: 150
Effect: The target is afflicted with 'Numb' for two (2) turns and 'Impaired Touch' for three (3) turns.
Description: Also called the "Lightning and Thunder Combo", this Taijutusu relies on the ninja unleashing a rapid series of strikes into the opponent where if the target is able to evade the first strike the combo is done for, but if not they are severely damaged. The intensity of these blows leaves the opponent unable to feel, and thus the 'thunder' of the technique.
Points: 4
Might of Ages | Jurei Isei
Type: Taijutsu [ Kusagakure ]
Rank: Jounin
Cost: 80 Stamina
Damage: 150
Effect: Deals an additional 30 damage if done while in a forest.
Description: An extremley fierce combination of punches and kicks, ending with a kick to the throat of your opponent. The forest empoweres you with its might. With this power, you can protect the forest, that has already given you so much strength.
Points: 2
Mystical Palm Technique III | Shōsen Jutsu III
Type: Ninjutsu
Rank: Jounin [Medical]
Cost: 150 Chakra
Effect: Heals the target for 150 Health. The user may choose to pay an additional 150 chakra to increase the base amount of health healed by 150 points.
Description: This medical ninjutsu allows the user to speed up the body's natural healing process by sending chakra from their hands into a wound or afflicted body part. This allows the user to heal a patient without the need for medical equipment or surgery, making it highly useful on the battlefield. It can be used to treat both external and internal injuries. It is vital to match the amount of chakra used to the severity of the affliction or injury.
Points: 8 [Evolving 2; Mystical Palm Technique II]
Plant Release; Sweet Nectar III | Shokuton; Amai Kanro III
Type: Ninjutsu [ Plant ]
Rank: Jounin [Medical]
Cost: 225 Chakra
Effect: Heals the target for 120 Health. The target is granted 'Haste' for three (3) turns.
Description: A medical technique that creates a sweet scent when used. By placing a glowing hand on their target, the shinobi passes along healing chakra. This chakra interacts with the target's body causing a slight rush of adrenaline which increases movement speed, reaction time, and awareness.
Points: 6 [Evolving 1; Plant Release; Sweet Nectar II]
Plant Release; Wide Grass Cocoon | Shokuton; Hirokusa no Mayu
Type: Ninjutsu [ Kusagakure | Plant ]
Rank: Jounin
Cost: 200 Chakra
Effect: The target of this technique suffers from one (1) turn of 'Blind' and 'Shackled: Paired Legs'; additionally, the target is inflicted with 'Choking' for four (4) turns.
Description: The user of this jutsu expands the local plant-life into flat, wide straps of grass that cover the opponent. Initially the opponent will be blind due to the grass being over their eyes, and immobilized as the chakra from the plants pull down on them as they 'climb' up.
Points: 7
Protective Cross III | Kago Kouso III
Type: Ninjutsu
Rank: Jounin [Medical]
Cost: 240 Chakra
Effect: The next time the target of this technique takes damage, they are considered to be under the effects of 'Induced Regeneration: 100' for 3 turns.
Description: Using their chakra, the medic leaves a protective mark that will dissipate once damage is taken, healing its host a small amount.
Points: 6 [Evolving 2; Protective Cross II]
Raikou's Rush | Totsugeki No Raikou
Type: Taijutsu [ Kumogakure | Momentum ]
Rank: Jounin
Cost: 150 Stamina + x Momentum Charges
Damage: 200
Effect: If used while in 'Drunken Monkey Stance', this attack gains +20% to hit, but immediately ends the upkeep for the technique. If the user is currently under the effects of 'Haste', this attack gains an additional 10% to be a critical hit. For every Momentum Charge paid for this technique, the user may consider the opponent's 'defense' to be reduced by 100 per charge. If this would put them below 0, this technique gains +50 damage for every remaining charge spent.
Description: The most basic finishing move in the Momentum master's arsenal- named after the late Inabikari Raikou himself. The technique combines the lessons learned in previous moves to create a shattering attack that can bring down even the most durable fighters. The attack is practically faster than the eye can see; though when seen among the less skilled members of the Momentum school, it's intent is obvious. The user quickly throws their weaker arm forward in the shape of a fist to act as a feint, which ends up grasping the opponent's wrist with ease. With that, the user's dominant arm flexes it's fingers inward, before swiping upward at the opponent's jaw like a claw with all their speed and might. The grip on their wrist makes it nearly impossible for them to avoid the assault, which inevitably ends in the Momentum practitioner shattering the opponent's jaw. This attack happens so fast, with so much build can be felled with the right amount of force.
Points: 7
Repressed Rage of the Anima | Seichuu Gekido no Ikimono
Type: Taijutsu [ Kusagakure | Wild Beast ]
Rank: Jounin
Cost: 225 Stamina
Effect: The user is 'Enraged' for three (3) turns. Whenever the user is hit by an attack while 'Enraged' by the effects of this technique, they generate one 'Rage' charge; charges generated through this technique do not prevent the user from generating charges through other sources.
Description: The fiercest animals in the jungle are not the ones who succumb to their bestial instincts to eviscerate everything in sight. Based off of this observation, the tribesmen of Hara no Kuni learned to hone their anger to be a controlled tool to use at their advantage. With a precise control, the tribesmen can enter a meditative state that allows them to release their fury to increase their own dexterity and even use their opponent's strength against them. With controlled chaos the user mimics the most dangerous beasts of the jungle, down to the killing intent in their eyes and the powerful blows of their strikes. All while turning the opponent's abilities on them self.
Points: 6
Resonance | Kyoumei
Type: Taijutsu [ Otogakure ]
Rank: Jounin
Cost: 60x Stamina
Damage: 120 per strike
Effect: Maximum of three strikes.
Description: The user has been trained in a rare fighting art, attacking violently in a way that rattles the entire skeleton of the target with every blow. This savage style greatly increases the user's chance of breaking bones and knocking a target unconscious.
Points: 5
Sand Waterfall Funeral | Sabaku SōSō
Type: Ninjutsu [ Sunagakure | Sand | Dynamic Trap ]
Rank: Jounin
Cost: 300 Chakra
Damage: 300
Condition: The target of this technique must be under the effects of a status effect afflicted by the technique 'Sabaku Kyū'.
Effect: This technique has a +10% chance to Critically Strike the target. The target of this technique applies 50% of their total Defense when modifying the damage of this technique. The effects of 'Sabaku Kyū' are ended if this technique is successful.
Description: The more morbid cousin of the Sand Binding Coffin jutsu, this technique takes advantage of the exposed position that that technique leaves the enemy in. After they are completely encased in sand, the user of this technique clenches the hand that guided the sand onto their enemy into a tight fist, causing the sand around that target to compress so tightly that their foe's body is ground away to nothing. Those caught within this jutsu are unable to move, and properly defend themselves from this attack, often leading to heavy damage.
Points: 7
Sandstorm Volley | Sunaarashi-dan
Type: Taijutsu [ Sunagakure ]
Rank: Jounin
Cost: 120 Stamina
Damage: 60 per strike
Effect: Multi-strike attack, three (3) total strikes. The opponent takes 20x 'Bleeding' damage for 1 turn, where x is the number of strikes that hit.
Description: The ninja using this throws a series of ranged projectiles at the enemy with the explicit purpose of shaving off their flesh, like a sandstorm would erode at flesh and muscle.
Points: 3
Serene Touch | Seion Souhou
Type: Ninjutsu
Rank: Jounin [Medical]
Cost: 360 Chakra
Effect: Heals the target for 120 Health. Remove three (3) turns of 'Afraid; 4' or less from the target.
Description: Sometimes anxiety can overwhelm the most stone faced of shinobi. Medical ninja use this technique to calm nerves and erase fear. At least for a time.
Points: 8
Shuriken Shadow Clone Technique | Shuriken Kage Bunshin No Jutsu
Type: Ninjutsu
Rank: Jounin
Cost: 2/3(xy) Chakra
Effect: This technique may be performed once per turn in the Main Phase as a Free Action after making a Small Weapon Attack. When determining the cost of this technique "x" is equivalent to the base damage of the small weapon attack and "'y" is equivalent to a number chosen by the user (max; 10). The user's Small Weapon Attack gains "y" additional strikes for each strike made (additional strikes target the same target as the original strike and are treated as the same type of weapon). Strikes created by this technique do not gain any effects from the original weapons that directly affect their target (explosive tags, poison, etc). The base damage of all additional strikes created by this technique may not exceed the maximum damage for a Ninjutsu technique of the user's rank. This technique may be performed 2 times per battle.
Description: Invented by the Third Hokage Hiruzen Sarutobi, Shuriken Shadow Clones are an extremely advanced form of offensive clone. By swiftly replicating any weapons that they have thrown at their opponent, the user is able to in effect carry fewer real weapons, saving much needed space on their person. The weapon-clones created are no less real than the originals and make this technique quite lethal. For several generations this technique was kept as a secret solely of the Sarutobi clan, but was eventually traded to Konohagakure's general populace. It was not long after that before the technique was seeing use among villages through-out the shinobi world.
Requirements: Kage Bunshin No Jutsu
Points: 6
Skip a Beat | Hakubatsu
Type: Genjutsu [ Otogakure | Time ]
Rank: Jounin
Cost: 190 Chakra
Damage: 50 Ghost Damage
Effect: If your opponent would have multiple actions during their next Main Phase, they have one instead. Their Turn Order is still calculated as if the actions took place. This technique may only be used once per battle.
Description: The only reason for time is so that everything doesn't happen at once.
Points: 5
Snake's Last Will | Hebi no Saishuu Mune
Type: Taijutsu [ Serpent ]
Rank: Jounin
Cost: 240 Stamina
Damage: 260
Effect: The target is afflicted with 'Confused' for three (3) turns. Any jutsu that will inflict 'Afraid' will last one turn longer if this jutsu is successful. If the user used the jutsu 'Night of the Poison Moon (Yabun no Doku Tsuki)' or 'Fatal Wound (Chimei Kizu)' the previous turn, then on the turn following this attack, the opponent will be dealt 20 unmodified damage.
Description: A snake will make its most deadly attack only after its venom has taken effect and it's opponent is right within it's merciless sights. However, a snake's bite isn't the last of its attacks, it slyly makes a backlash just in case its prey is still alive. Masters of the Venom Style understand this principle and only use this attack skillfully after they have drained their target. The user will begin with a low kick to trip their opponent, followed back with a mid section kick to knock them in the direction they choose. They will then slide up behind their opponent, making several jabs at the spinal cord before finally slapping two pressure points at the cradle of the skull with their index and ring fingers. Should a target survive, they would know they did not avoid the venom.
Points: 6
Snare of the Cobra | Wana no Kobora
Type: Taijutsu [ Otogakure | Serpent | Weapon ]
Rank: Jounin
Cost: 150 Stamina
Damage: 280
Effect: Requires a bladed Medium or Large weapon. If the user preformed the jutsu 'Serpent Sting | Hebi Ken' the following turn, then this attack has a +5% Chance to Hit.
Description: The cobra is known as one of the deadliest snakes in the world due to the venom seeping out of its fangs. The user of this deadly attack will strike as quick as a cobra, hiding poisons in their "fangs". By using their edged weapon as a conduit, the user applies poison to the blade and precedes to throw a high kick to their neck and quickly slicing open the opponent and injecting their poison. Some techniques can set this jutsu up very well.
Points: 4
Sound Release; Echoes of Reason | Onton; Hankyō no Risei
Type: Ninjutsu [ Otogakure | Sound ]
Rank: Jounin
Cost: 380 Chakra
Effect: Area of Effect. Immediately removes all Genjutsu of Chuunin rank or lower in the area, including allies and your own. Removes up to three Genjutsu effects of Jounin rank in the area, including your own. If more than three exist, have an admin assign each a number and roll dice to determine which are removed. Usable once per battle. +200 Chakra to use if not in an area that facilitates echoes. (Underground, Indoors, etc.)
Description: Uses powerful vibrations to break the concentration of enemy shinobi causing them to lose the hold on their Genjutsu. Although it can be used in places that don't echo well, it takes a considerable amount of effort to bend the sound waves for the desired effect.
Requirements: Air Pressure Device.
Points: 8
Sound Release; Echoes of Ruin | Onton; Hankyō no Hametsu
Type: Ninjutsu [ Otogakure | Sound ]
Rank: Jounin
Cost: 380 Chakra
Damage: 200
Effect: Area of Effect.
Description: Uses powerful vibrations to deal damage to anything in the path. Although it can be used in places that don't echo well, it takes a considerable amount of effort to bend the sound waves for the desired effect.
Requirements: Air Pressure Device.
Points: 8
Sound Release; Final Requiem | Onton; Saishuu Indou
Type: Ninjutsu [ Sound ]
Rank: Jounin
Cost: 190 Chakra
Damage: 320
Effect: Opponent has 'Impaired Hearing' for two turns.
Description: The user focuses chakra in thier vocal cords and lungs with a deep breath and then lets loose a low, dull, destructive moan.
Points: 7
Sound Release; Nullification | Onton; Mukō-ka
Type: Genjutsu [ Otogakure | Elemental | Sound ]
Rank: Jounin
Cost: 130 Chakra
Effect: Area of Effect. All targets are afflicted with 'Deafened', 'Impaired Eyesight', 'Numb' for one (1) turn. This technique also targets the user.
Description: This ninja sends a wave of sound energy into the environment around him/her and by manipulating chakra involved with that sound, he nullifies the sound in the area around, while numbing everything and making eyesight go double by the shear frequency of the sound wave.
Points: 3
Sphere of Sand | Suna no Kyū
Type: Ninjutsu [ Sand | Barrier ]
Rank: Jounin
Cost: 350 Chakra
Effect: Creates a barrier around the user with 700 Health. Any attacks that deal damage to this barrier at close range will afflict the attacker unmodified damage equal to 5% of their total Health. The user may not attack while within this barrier, even with attacks of the same element. The user may as a Main Phase action spend x Chakra to restore 2x Health to the barrier, to a maximum of 700 Health. May be used two times per battle.
Description: An enormous sphere of sand surrounds the user, leaving them blind and cut off from battle but protecting them from harm that may befall them. The sphere senses when it is struck and creates lances of sand that strike out at the attacker in the direction that it was struck. Unlike most barriers, this technique entirely encompasses the individual and due to its construction to strike back does not allow for effective attacking from within. A jutsu passed down through the years as an ultimate defense on the battlefield and often used by medical ninja to allow themselves the time to triage allies.
Points: 8
Stinger and Single Claw | Sasu Oyobi Tsume
Type: Taijutsu [ Sunagakure ]
Rank: Jounin
Cost: 120 Stamina
Damage: 110
Effect: Opponent is afflicted with 'Slow' and 'Numb' one turn.
Description: A simultaneous double strike where the user strikes with a chop to the collar bone and a low roundhouse to the knee in the attempt to disable the target.
Points: 3
Temple of Nirvana Technique | Nehan Shōja no Jutsu
Type: Genjutsu
Rank: Jounin
Cost: 50xy Chakra
Effect: May target up to x characters. Each target is afflicted with 'Asleep' for y turns. The value of y may not be greater than 5. The total cost may break the cost cap to a maximum of 500 Chakra.
Description: This Jutsu utilizes the most basic core of Genjutsu to manipulate the human brain into a state of stasis. In layman's terms, this jutsu puts a large amount of targets to sleep through Genjutsu.
Points: 8
Thors Cry | Nakigoe Thor
Type: Taijutsu [ Kumogakure ]
Rank: Jounin
Cost: 380 Stamina
Damage: 40 per strike
Effect: This attack has a total of five (5) strikes. The user gains +100 Speed for four (4) turns.
Description: Becoming one with Lightning, you increase your speed, and unleash a highly destructive combo.
Points: 8
Thunder and Lightning | Raiden
Type: Ninjutsu [ Kumogakure | Lightning ]
Rank: Jounin
Cost: 260 Chakra
Damage: 180
Effect: This is a multi-hit technique. This technique's first strike deals its damage, while its second strike is an Area of Effect strike that reduces Accuracy by 50 and speed by 20 for one turn.
Description: A great thunderstorm is summoned by the user, casting darkness over the battlefield. Storm conditions arise, the gale force winds slowing all except the user. When bolts of lightning appear in the sky, this technique begins to peak. Said bolts are under the user's control, and strike any target they are commanded to.
Points: 6
Thunderbolt Strike | Raizo Ikazuchi wo Utte
Type: Ninjutsu [ Kumogakure | Lightning | Weapon ]
Rank: Jounin
Cost: 40 Chakra + 50x Chakra
Damage: 75 per strike
Effect: This technique has x strikes. Requires a Medium Weapon. Maximum of three (3) strikes.
Description: The user swings widely and creates several thunderbolts from the edge of their weapon that cut through the ground until they strike the enemy.
Points: 5
Transformation Technique IV | Henge No Jutsu IV
Type: Ninjutsu
Rank: Jounin
Cost: 40 Chakra
Effect: During any situation in which a character with this technique would need to calculate their 'Visibility Score', they may use this technique to reduce their 'Visibility Score' by -40%. 'Visibility Score' reduction caused by this technique may be ignored by any character with heightened senses (i.e; Byakugan, Path of the Sensor, Inuzuka Smell Tracker, etc).
Description: The Transformation Technique is a time-honored staple of nearly every shinobi academy the world over. Its concept and execution are both extremely basic, making it a perfect training technique for young students. By molding chakra around their body, the user of the Transformation Jutsu is able to temporarily take on the physical characteristics of another person. Though the Henge no Jutsu rarely offers a perfect disguise, clever ninja have been using it for hundreds of years to confound their foes.
Points: ⁿ/ₐ [Evolving 1; Transformation Technique III]
Trap Release; Shield Breaker Pinning Wire | Wanaton; Tate no Koware Kōsoku Harigane
Type: Taijutsu [ Set Trap ]
Rank: Jounin
Cost: 200 Stamina
Effect: The target is afflicted with 'Destroy Item' and 'Shackled [Paired Legs]' for one (1) turn.
Description: By creating a complex series of crossed wires, this trap is capable of entangling the opponent completely. With a single gentle tug, he user is capable of tightening every wire within the trap. With a flick of the wrist they are capable of destroying armor and making their foe vulnerable to even more damage.
Points: 5
Trap Release; Sword Breaker Pinning Wire | Wanaton; Ken no Koware Kōsoku Harigane
Type: Taijutsu [ Set Trap ]
Rank: Jounin
Cost: 250 Stamina
Effect: The target of this technique is afflicted with the status effect 'Destroy Weapon' and 'Bound; Paired Arms' for 1 turn.
Description: By creating a complex series of crossed wires, this trap is capable of entangling the opponent completely. With a single gentle tug, he user is capable of tightening every wire within the trap. With a flick of the wrist they are capable of destroying an opponent's weaponry and entangling their arms.
Points: 6
Tree of Evil Thoughts | Mokuhon Aku Kansou
Type: Genjutsu [ Kusagakure | Elemental | Wood ]
Rank: Jounin
Cost: 300 Chakra
Effect: Reduce the target's Defense by 100 and inflict them with three (3) turns of 'Afraid; 2'.
Description: The target is confronted by the silouette of an imposing tree like monster. As its branches stretch off in all directions seemingly to infinity, a number of the roots crawl and wrap around the victim, binding them and drawing them into the tree. The victim is then drawn into pitch blackness before being confronted with the worst memories of their lives repeatedly, hallucinating from one vision to the next in mental agony.
Points: 7
True Reverse Lotus | Shin Ura Renge
Type: Taijutsu [ Konohagakure | Lotus ]
Rank: Jounin
Cost: 200 Stamina, 3 Lotus Charges
Damage: 380
Effect: The View Gate (6th Gate) must be open to perform. If this technique hits or is blocked it will deal critical damage. For the next two turns all techniques used by the target will have half the base cost additionally paid in Stamina even if it did not have a Stamina cost, i.e. if they use a technique costing 100, they will also additionally pay 50 Stamina. If the user misses, they are left 'Vulnerable' and 'Stunned' for one turn. This technique may only be used once per battle.
Description: This jutsu is an enhanced version of the Reverse Lotus, and requires the user to open the sixth chakra gate. It begins with the user kicking the opponent into the air, followed with the opening of the sixth gate. Once the sixth gate is open, the user launches themselves into the stunned opponent, constantly attacking them with speed so fast that the naked eye will only see light beams passing through the opponent.
Points: 6
Turnabout Skull Split Combo | Tenkan Atamawaru Rendan
Type: Taijutsu [ Konohagakure | Lotus ]
Rank: Jounin
Cost: 160 Stamina
Damage: 380
Effect: Must be used after 'Shadow Leaf Dance'.
Description: The user will grab the opponent in mid air, keeping their face in the palm of their hand and slamming it into the ground as they approach. On the way down the user will also 'ride' on the back of the opponent, crushing their spin as they land as well and keeping them from harm.
Points: 4
Water Prison Skill | Suirou no Jutsu
Type: Ninjutsu [ Water ]
Rank: Jounin
Cost: 100 Chakra, 50 Chakra Upkeep
Effect: You and your opponent cannot move as long as this is active. You recover 5 HP every post as long as the Water prison is kept up. May only be used in areas with large bodies of water.
Description: When fighting in areas with large bodies of water, the users puts chakra into the water which is used to put the opponent in a water-like prison. This incapacitates the opponent as long as the prison is up, allowing the user time to recover.
Points: 3
Water Release; Explosion Skill | Suiton Daibakufu no Jutsu
Type: Ninjutsu [ Kirigakure | Water ]
Rank: Jounin
Cost: 280 Chakra
Damage: 300
Effect: The target is afflicted with 'Shackled [Paired Legs]' for two (2) turns.
Description: User gathers water in the surroundings with chakra and creates a sort of "bomb" made out of the water. The "explosion" is actually the water bursting and shooting at the opponent at an incredibly high speed. The impact gives the opponent an after-effect that makes them lose their sense of balance.
Points: 7
Water Release; Water Barrier Wall | Suiton; Suijinheki
Type: Ninjutsu [ Water | Barrier ]
Rank: Jounin
Cost: x Chakra
Effect: Used in the Response Phase. Negates damage and effects from all Ninjutsu string of attacks (of equal or less rank to the user) aimed at the user of this jutsu, where x is the total damage. Negates the effects but only half the damage from all Taijutsu string of attacks (of equal or less rank to this technique) aimed at the user of this justu. May not act in their main phase the turn that this is used. May only use two times per battle. If the technique does not deal damage or is a lightning technique this jutsu does not work.
Description: A barrier made out of water from the surrounding area. This barrier is effective with blocking incoming Ninjutsu techniques and stops them from reaching the user. Unfortunately, it cannot fully stop Taijutsu techniques.
Points: 7
Wrath of the Century | Isseiki No Gekido
Type: Taijutsu [ Kumogakure | Momentum ]
Rank: Jounin
Cost: 38x Stamina
Damage: 76 per strike
Effect: This technique has x strikes. If three of strikes successfully hit, the user gains +3 Momentum charge. If all five strike successfully hit, the user gains +4 Momentum charges. Maximum of five (5) strikes. May only be used twice (2) per battle.
Description: A quick set of twenty five jabs sent out in a flurry of five each that are bound to leave the opponent wondering what just hit them. The strikes come in so fast that it appears as if only one had hit them. Successfully landing a majority of these techniques put the ninja into a rhythm, which is a staple of the Momentum Style.
Points: 8 [Evolving 3; Wrath of the Decade]