Paying 20 Chakra for Yuki Clan's need to keep cool.
Name: Wind Release: Vacuum Wave (Fūton: Shinkūha ~ 風遁・真空波)
Canon/Custom: Canon
Rank: B
Type: Offensive
Element: Fūton
Range: 20 meters
Specialty: Ninjutsu
Duration: 1 post
Cooldown: 5 posts
Description: The user takes a deep breath and spins as they exhale, compressing the released air into a solitary blade of wind. As it moves outward, it expands, covering a substantial area around the user (blade is 5 meters wide, grows to 10 meters by the end of the jutsu's radius). The resulting blast is large enough to cause grievous injuries to those at even the outer edges of the jutsu's radius. The wind-blade can cut up to 3 inches deep, capable of cutting into bone if it hits the target(s) at point-blank range.
Name: Water Style: Erosive lake (Suiton: Fuhai no mizūmi)
Canon/Custom: Custom
Rank: B-rank
Type: Supplementary
Element: Water (Suiton)
Range: 12 m Radius
Specialty: Ninjutsu
Duration: 1 post prep, Indefinite activation
Cooldown: 4 Posts
Description: The user sends a wave of their chakra into the ground that breaks up the earth and soil for going 7 meters deep allowing trapped ground water to rise to the surface while softening it with the only indication showing as the ground getting moist, after the prep post the user can weave the boar hand-seal in order to collapse the ground underneath the target's feet at a speed of 30m/s causing them to fall while the water dense earth falls on top of the target stunning them for one post before there able to get back onto the surface due to the heavy soil becoming nothing but mush. This jutsu is avoidable through A rank Speed or Reaction time as well as a jutsu that can re-solidify the ground or create a temporary footing.
Name: Supernatural Walking Practice (Shūgyō'shikachō)
Origin: Canon.
Rank: E.
Type: Supplementary.
Element: None.
Range: Self.
Specialty: Taijutsu (Chakra Flow).
Duration: -5 chakra every 3 posts (every 2 posts if using on water).
Cooldown: None.
Description: Supernatural Walking Practice is a basic ninja technique. It involves using chakra flow to channel chakra to one's hands or feet, allowing him/her to walk on, or cling to, surfaces that normally do not allow it. This includes, but is not limited to, walls/ceilings, trees, and even water. Should the flow of chakra stop for any reason, the user will immediately fall off of the surface they are walking on, or plunge underwater.
Name: Small Ball Rasengan
Canon/Custom: Canon
Rank: B
Type: Offensive
Element: N/A
Range: Touch
Specialty: Ninjutsu
Duration: 1 Post
Cooldown: 4 Posts
Description: (Costs 25 Chakra)
- Ability: Rasengan and its variant techniques are considered as a separate jutsu of their own rank during each of their two stages; impact, and detonation.
The user creates a small orb of spinning chakra between their two hands large enough to fit in their palm. The chakra within this technique is dense enough and spins at a high enough velocity to drill itself into an opponent before detonating, potentially causing extreme internal injuries that could become potentially life-threatening quickly if not treated quickly.
On impact, this jutsu is capable of drilling 3" into an opponent before exploding in a shock-wave that delivers severe internal bruising and organ damage in a 1/2 foot radii from the point of impact as well as breaking and fracturing bones within that radii. Each of these stages is considered a separate B rank jutsu for the purposes of interacting with items and other techniques
Name: Ice Release: Scuplture Technique (Hyōton: Kōrizō no Jutsu)
Origin: Library / Custom
Rank: B
Type: Defensive / Supplementary
Element: Hyouton
Range: Self
Specialty: Taijutsu
Duration: Until broken
Cool-down: 5
Chakra: 20
Description: The user flares an amount of their Hyouton chakra in a position they are in, shortly clouding the area around the user for just a few seconds. The user then steps away from his position and leaves behind an ice sculpture mimic of themselves almost instantly in their stead, in the precise and perfect position they were in when they activated their ability with all weapons and additions adorned. The mimic is however 3x heavier than the user and can be used to soak an attack or hold something in place that would be trapped beneath it. The statue can be broken by an A rank jutsu, 2 B rank jutsu or 3 C rank jutsu.
Deep Freeze: This technique is extremely cold. When in contact with water or suiton, the hyouton chakra causes said water to instantly freeze into ice within a 5 meter radius around collision impact and then continues to freeze the remaining body of water as usual. This ice has no specific effect other than it's natural properties. The interaction powers against suiton remain exactly the same.
(A-RANK Version)
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: Silhouette Technique (Kagebōshi no Jutsu)
Origin: Canon
Rank: C
Type: Supplementary
Element: None
Range: 1m or less
Specialty: Ninjutsu
Duration: -5 chakra per post
Cooldown: Duration +3 posts
Description: The Silhouette Technique is a jutsu that makes the user's body as flat as possible. It allows the user to hide in another's shadow, enabling them to get into restricted areas unnoticed. In addition, it allows the user to perform sneak attacks on unwitting enemies. To use this technique, the user must stand in the shadow in question and form the Boar, then the Hare hand seal. They will then flatten out and conceal themselves inside the shadow, leaving no trace of themselves behind. Ninja cannot use this jutsu if there are no shadows to hide in; if shadows are for some reason radically stretched or eliminated (such as by a bright attack like a fireball), the user would be expelled from the shadow. Attacks that hit the shadow the user is hiding in will still affect them.
Name: Water Release: Gunshot (Suiton: Teppōdama)
Canon/Custom: Library
Rank: C
Type: Offensive
Element: Suiton/Water
Range: 20m
Specialty: Ninjutsu
Duration: 3 Posts
Cooldown: 6 posts
Description: The user performs the tiger sign while he/she kneads chakra, and converts it into water, and then spits it out in the form of condensed compacted spheres. This technique is similar to the Hozuki's clans Water Gun Technique. The high-speed water ball attack, moving at 20 m/s, possesses just enough power to tear exposed skin (1/2 inch into body) and if hit directly knock the person back 5 meters, as well as cause major bruising. Upon activation of this technique, the user is able to create two spheres, with each additional one costing an additional 5 chakra - with a total of 6 that can be created. These spheres must be created within the duration of the technique.
Name: Water Release: Starch Syrup Capturing Field (Suiton: Mizuame Nabara)
Origin: Canon / Library
Rank: C
Type: Supplementary
Element: Suiton
Range: Up to 15 metres
Specialty: Ninjutsu
Duration: 4 post
Cooldown: 6 posts
Description: The user spits out high-viscosity, chakra infused water, aimed at a surface of wide scope. This is a stream of sticky liquid which can be used to form an adhesive trap that can inhibit a person's mobility, slowing them down by -1 tier to the Speed stat, before ultimately immobilizing them if they remain in the substance for two posts (immobilization lasts 2 posts as well). One can effectively reduce their enemy's area of activity with this technique, and has the effect of being able to take control over the battlefield. The normal scope of this technique is normally 10 meters in radius. If caught in this technique, the person is able to avoid being affected by the slowing or immobilization effects if they channel chakra through their feet (must be done by using a technique, such as Supernatural Walking Technique) - however, this must be activated before being caught in this syrup trap, or during the first two posts. Once the syrup begins hardening (two posts after activation), the victim will be rendered immobile, and it will require one jutsu of equal rank, or B rank Strength to break out before the end of the duration.
Name: Water Release: Water Dragon Bullet Technique (Suiton: Suiryūdan no Jutsu)
Canon/Custom: Library
Rank: B
Type: Offensive
Element: Suiton
Range: 20 metres
Specialty: Ninjutsu
Duration: 3 post
Cooldown: 6 posts
Description: This technique shapes a large amount of water into a giant, powerful dragon, which hits the opponent with formidable might and a speed of 35 m/s, dealing physical damage enough to severely bruise the targets body and fracture bones on impact, and is also capable of submerging them in water (if an existing body of water is present) in an injured state. The ideal place to use it is near a body of water, but it is possible to use it even in a place where there is none. If there is no body of water present, the dragon is capable of knocking the target 5-10 meters back.
Name: Temporary Paralysis Technique (Kanashibari no Jutsu)
Origin: Canon
Rank: D
Type: Supplementary
Element: None
Range: One target within 10 meters.
Specialty: Ninjutsu
Duration: 2 posts
Cooldown: 4 posts
Description: Temporary Paralysis Technique is a technique that physically restrains an opponent, as if the opponent had been tied in invisible steel ropes. It debilitates the victim for a short period of time by binding their arms to their torso and chaining their legs together, which allows the user to either strike again, or take the target into custody. This jutsu will only work on people who are below your rank (so a Chuunin using this jutsu could not use it on another Chuunin, but could do so against a Genin). The user of this technique must either state the name of the ability aloud or as form a string of hand seals (Monkey → Horse → Dragon → Tiger → Ox → Rat → Snake). The air around the target will be disturbed very slightly as the "chains" move into place, giving the victim a chance to dodge the technique. This technique can be overpowered with raw physical strength: an individual with C-0 strength can force themselves free, breaking the ability. (Those with D-3 strength can also do so, but it takes a few moments to do so.)
Name: Water Release: Water Encampment Wall (Suiton: Suijinheki)
Canon/Custom: Library
Rank: B
Type: Defensive
Element: Suiton
Range: 6 meter radius around the user.
Specialty: Ninjutsu
Duration: 2 posts
Cooldown: 5 posts
Description: This defensive technique creates a wall of water around the user, in a 6 meter radius. Enemy attacks can be intercepted intercepted by a fence of water blown out from the mouth when the technique is first activated, but whatever it blocks against will count towards its total defensive capabilities. The water is blown out in the form of a semi-circle around the user, and is raised in the form of a massive water wall . The wall's strength can over come two techniques of equal rank, three of a rank lower and one of a rank higher. Furthermore, because the field of vision is maintained while defending, one can easily perform another technique, which is a great advantage. The wall can also be formed from a pre-existing water source. Water created from this technique remains on the battlefield for an additional two posts and can be used as a source of water for other techniques.
Name: Water Release: Shark Bullet Technique (Suiton: Suikōdan no Jutsu)
Origin: Library / Canon
Rank: B
Type: Offensive / Supplementary
Element: Suiton/Water
Range: 15m
Specialty: Ninjutsu
Duration: Instantaneous
Cooldown: 5
Chakra: 20
Description: This technique shapes a large amount of water into a giant, powerful shark, which hits the opponent with formidable might and a speed of 35 m/s. It deals enough physical damage enough to break bones on impact. This technique submerges them in water if there is an existing source of water. The ideal place to use it is near a body of water, but it is possible to use it even in a place where there is none. If used in a body of water, the user can fit themselves within the shark, moving up to 15 meters at 35 m/s - however, if used offensively while the user is still within the shark, the user will be left with major bruises as well.