Name: Water Release: Water Clone Technique (Suiton: Mizu Bunshin no Jutsu)
Canon/Custom: Canon
Rank: C
Type: Supplementary
Element: Suiton/Water
Range: Clones cannot travel more than 30m away from the user.
Specialty: Ninjutsu
Duration: Until clones are destroyed or cancelled
Cooldown: 4 posts
Description: The Water Clone Jutsu is similar to the Shadow Clone Jutsu except it creates clones out of water that have one-tenth of the original user's chakra - taken after the initial activation cost of this technique has been deducted. Like other solid clone techniques, the clones can be used to perform tasks the user is unable or unwilling to do for themselves. The range of the clone is limited however, as it can not travel very far from the original body without losing control. Like other clone techniques, if the water clones are injured enough they will revert back to normal water. Water clones are capable of only using suiton jutsu provided they have enough chakra to cast it. Regular jutsu cooldowns apply - if a technique is used by one clone, it cannot immediately be used by another clone. A maximum of six clones may be created at any one time. The clone automatically disperses when it runs out of chakra, or when hit by any attack that can cause the equivalence of a C rank technique in physical damage [major bruising, 1-2 inch cuts, etc.] or a C-rank/2 D-Rank offensive jutsu. The user may willingly disperse a clone - returning any chakra the clone has left to the user - but this can only be done under the condition that the clone is not under direct attack. Clones which have been dispersed by other means - ie. taking damage - do not return any chakra to the user.
Name: Water Release: Archerfish
Canon/Custom: Canon
Rank: D-A
Type: Supplementary
Element: Water
Range: long (5 - 40 m³)
Specialty: Ninjutsu
Duration: /
Cooldown: 3-6 posts
Description: This jutsu is nothing else but summoning a large body of water right in front of the users palms. Even though it could soak and surround an enemy if hit directly, it does not have any offensive properties. However it might be used to to extinguish flames or fire jutsu equal to the rank of the jutsu that is used. IE: A-Rank fire techs can only be parried with A-Rank water summon.
Rank | Range (m³) | Speed (m/s) | Chakra | Cooldown |
D | 5 | 15 | 10 | 3 |
C | 10 | 25 | 15 | 4 |
B | 20 | 35 | 20 | 5 |
A | 40 | 45 | 25 | 6 |
Name: Ice Release: Ice Armor
Canon/Custom: Custom
Rank: C-S
Type: Defensive
Element: Hyouton
Range: Self
Specialty: Ninjutsu
Duration: 3-6 posts
Cooldown: 4-7 posts
Description: This technique allows an ice user to make use of the water or frost deposits underground. It will creep quickly onto the surface and start to crawl up the targets legs. It will aim to completely encase the target until it layers over every part of their body. The speed of the ice's movement is high and the protection of the armor will be ready in an instant after casting.
This is the defensive tech to it's twin Ice Prison. The defensive technique aims to cover the user in a thick layer of protective ice. The user can choose for himself if he wishes to completely encase their body in ice or not. Despite it's density the ice is very thin and doesn't restrict the users movements at all.
The usual elemental reactions are given:
Contact with katon element will be regarded as 1 tier weaker against ice.
Contact with raiton element will be regarded as 1 tier stronger against ice.
Contact with any body of water will freeze the water over time.
Rank | Blocks (No./Rank) | Duration | Cooldown | Chakra |
C | 1 B or 2 C or 3 D | 3 | 4 | 15 |
B | 1 A or 2 B or 3 C | 4 | 5 | 20 |
A | 1 S or 2 A or 3 B | 5 | 6 | 25 |
S | 1 SS or 2 S or 3 A | 6 | 7 | 30 |