Name: Hidden Mist Technique
Rank: D
Element: Water
Type: Ninjutsu
Charge: Tiger
Cost: 10
Description: This displacement technique is a speciality of the ninja from Kirigakure, where one causes a mist to spring forth by lifting up some water from either a pre-existing source or expelled from their mouth,then goes in and out of sight at will from within the pearly-white realm. The mist's thickness is controlled by the amount of chakra kneaded into it. It can't fool the Byakugan, but, due to the mist being created with the user's chakra, any Sharingan and Rinnegan-user will see the mist coloured by their opponent's chakra, which will effectively hide the user from the dōjutsu.
Strengths:
- Hides the user in a thick mist being undetectable by anyone that is a lower rank than them
- Only the user can see through the mist (unless the target has this jitsu as well, or has an ability to see through energy.)
Weaknesses:
- Dampens the air, preventing explosions the user might have crafted
- Deals no damage
- Reach of only 50m
Duration: 4 Posts
Cooldown: 6 Posts
Rank: D
Element: Water
Type: Ninjutsu
Charge: Ram → Snake → Tiger
Cost: 10
Description: This technique creates a flammable black mist that forms a small cloud. The user can then move the cloud above their target and disperse it, covering the target in flammable oil. This technique can be used to ignite things on fire, however this jutsu does not create the flame.
Strengths:
- Difficult to dodge
- Good combo with fire
Weaknesses:
- Does not start the fire
- Causes no damage
- Range of only 5m
Duration: Instant
Cooldown: 3 Posts
Rank: D
Element: Water
Type: Ninjutsu
Charge: None
Cost: 10
Description: The user blends in with water to be undetected by the enemy, similar to the Earth Release: Hiding in Rock Technique. While leaving concealment, water simply appeared on the floor and rose up, revealing the user. This technique is usable even in water as shallow as a puddle.
Strengths:
- Can be maintained
- Can hide easily
Weaknesses:
- Cannot attack in this state
- Requires water as a medium
- Can be disrupted
Duration: Upkeep cost of D-Rank
Cooldown: Usable once per thread.
Rank: C
Element: Water
Type: Ninjutsu
Charge: Tiger (1 Hand Sign)
Cost: 25
Description: The Water Clone Technique is similar to the Shadow Clone Technique except it creates clones out of water that have one-tenth of the original person's power. In this case, the water is created from the user. If the clone is created from water from the environment, then the clone's power is doubled.
Strengths:
- Is solid, can act for and by the user
- Clones deal C rank damage if made by the caster. They deal B rank damage is made from an outside water.
Weaknesses:
- Range of only 25, after that they return to water
- HP is only a 1/10 of the user's
- Cannot cast magic/jutsu themselves
Duration: 5 Posts
Cooldown: 6 Posts
Rank: C
Element: Water
Type: Ninjutsu
Charge: Ram → Horse → Bird
Cost: 25
Description: This is a technique that utilities water to create a spinning water vortex around the user. The water vortex acts both as a barrier and an attack mechanism. The power of the vortex is enough to knock an opponent unconscious.
Strengths:
- Can protect against a C-rank hit
- Able to create distance between user and enemies
Weaknesses:
- Range of 2ft
- Doesn't knock people back
- Can't attack through the barrier (Would have to attack from above, or over the barrier)
- Only knocks out F-Class for 1 post
Duration: 2 Posts
Cooldown: 5 Posts
Rank: C
Element: Water
Type: Ninjutsu
Charge: Snake → Ram → Horse → Hare → Ram → Horse → Hare → Hands spread in front palms out or Snake → Ox → Clap Hands
Cost: 25
Description: his technique is used to trap a victim inside a virtually inescapable sphere of water. The only downside to this technique is that the user must keep at least one arm inside the sphere at all times in order for the victim to remain imprisoned. This technique requires a sufficient amount of water, which can be provided by expelling it from one's mouth. Once trapped the target is unable to move or breathe while within it due to the heaviness of the water. Because of the density of the water it can be used, to a limited extent, for defensive purposes if performed on oneself. It can also be stored in scrolls as traps.
Strengths:
- Can make a max of 3 prisons
- Can use clones to focus on the prisons
Weaknesses:
- Deals damage only when the target is short of breath (3 Posts for non-water users, 5 posts for Water users)
- Can't attack while focused on maintaining the prison
- Requires two hands to maintain (1 if user is B-Class)
Duration: Upkeep of C-Rank per prison
Cooldown: Once per thread
Rank: C
Element: Water
Type: Ninjutsu
Charge: Tiger
Cost: 25
Description: The user kneads chakra, and converts it into water, and then spits it out in the form of condensed balls. The high-speed water ball attack possesses just as much power to kill as an actual gunshot. While this is a water release technique, it can still be employed someplace where no water is available, which is a great advantage. It is also possible to increase the power of destruction of the spheres themselves by building up the chakra inside of them. The number of bullets is determined while kneading chakra. By taking advantage of gravity, the bullets can brutally increase in power.
Strengths:
- Max of 5 bullets, all dealing D-rank damage
- Can shoot 10 bullets, at x3 C-rank cost
Weaknesses:
- Weak against metal defenses
- Range of only 7m
- Can be evaporated with high heat (C-rank and above fire)
Duration: Instant
Cooldown: 4 Posts
Rank: C
Element: Water
Type: Ninjutsu
Charge: None
Cost: 25
Description: After using the Water Release: Great Exploding Water Colliding Wave the user can activate this technique. Allowing them to act as the center of the resultant giant dome of water. Once this technique has been activated, the dome alters its position in order to reflect the direction of his movements, making it difficult for his target to escape as long as he continues his pursuit. This technique can provide tremendous field advantage to a user able to breathe and freely move underwater. While anyone else or potentially the user will drown as they attempt to futilely escape the large body of water. This technique is extremely effective in one on one fights, but the user would probably not be able to contain two enemies fleeing in opposite directions.
Strengths:
- Effective against users with Devil Fruit
- Creates a water medium for most attacks
Weaknesses:
- User can last only 3 posts, while a water user can last 5. (Effects caster as well)
- Diameter of 20m with user at center
- Ultimately useless against water Slayers
Duration: Upkeep of C-Rank per post
Cooldown: 5 Posts from end
Rank: C
Element: Water
Type: Ninjutsu
Charge: Ram → Tiger
Cost: 25
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. One can effectively reduce their enemy's area of activity with this technique, and has the effect of being able to take complete control over the battlefield. The normal scope of this technique is normally just a few meters, but if prepared, it is also possible to make an entire pond of starch syrup. Being caught in the technique can be avoided by channeling chakra to one's feet allowing one to walk upon it uninhibited, beforehand.
Strengths:
- Can be used to slow down opponent
- Effective against non-Chakra users
Weaknesses:
- Any Ninja can escape with C-rank cost of Chakra
- Deals no damage
- Can also slow down allies
Duration: 3 Posts
Cooldown: 5 Posts
Rank: C
Element: Water
Type: Ninjutsu
Charge: Tiger → Ox → Dragon → Hare → Dog → Bird → Rat → Clone seal → Dragon → Ram
Cost: 25
Description: The user shapes water into the form of a large shark and thrusting their hand forward, sends it hurtling towards the opponent at high-speeds, resulting in a powerful impact. The user can also ride inside the water shark to dramatically increase their speed as the shark moves at Taijutsu Adept speeds. And is able to crush boulders on impact. It is the size of the average great white shark.
Strengths:
- Can be used to give caster an x2 speed boost
- Double damage to Earth defenses
Weaknesses:
- Only travels up to 20m
- Travels at only 15mph
- Shark itself only deals D-rank damage, if user is not inside of it
Duration: Instant
Cooldown: 5 Posts
Rank: C
Element: Water
Type: Ninjutsu
Charge: Tiger → Ram → Rat
Cost: 25
Description: The user spits out a large volume of foam-like bubbles which covers the ground and reduces its friction, considerably limiting the opponents' movements. The bubbles are spit out with violent force that is capable of washing away most attacks, such as oil and fire. This technique can also be used as an effective smokescreen.
Strengths:
- Washes away oils, acid, and other things left on the ground
- Can create a smokescreen
Weaknesses:
- Does no damage
- Only creates 20 bubbles, with a diameter of 1ft
- Creates a loud sound, that can be irritating to the user
Duration: 3 posts or until popped
Cooldown: 5 Posts
Rank: C
Element: Water
Type: Ninjutsu
Charge: None
Cost: 25
Description: This is a technique which creates a waterfall by developing spring water in a place without water veins and manipulating the resulting water current to form a wave. This is a very convenient technique as it can be used for training or relaxation. On the other hand, because it changes the environment on a large scale, it also has the effect of hiding one's location from the enemy by confusing them. The width of the water source, waterfall, and basin can be expended, as long as the user continues to send chakra in.
Strengths:
- Largescale
- Only needs a little bit of water to use (Liter)
Weaknesses:
- This does not create water, but relies on the environment
- Deals no damage
- Can be eaten by a slayer... all of it
Duration: 2 posts, Upkeep of C-Rank cost after the 2nd post
Cooldown: 5 Posts from end
Rank: B
Element: Water
Type: Ninjutsu
Charge: Snake
Cost: 50
Description: The user spits out a great volume of water from their mouth, swallowing up and crushing the enemy with the advancing surge. The user can ride the wave, allowing them to move at high speed, and attack the enemy, now swept off their feet, without fear of counter-attacks. The amount of water created is proportional to the amount of chakra used; when used with Kisame's enormous chakra, even a dry wasteland can become a small ocean. Afterwards, the excess water can be used for additional Water Release techniques.
Strengths:
- Cost can be doubled to create double the water
- Able to travel quickly
Weaknesses:
- Water can be eaten by a slayer
- Not effective against nature based attacks
- Deals only C-ranked damage, and only D-rank to Water users
Duration: Wave: Instant, Water: 3 Posts
Cooldown: 7 Posts
Rank: B
Element: Water
Type: Ninjutsu
Charge: Tiger
Cost: 50
Description: A technique that deals physical damage to the enemy with a liquid mass brought forth from underwater. Its power to kill and maim is augmented by adding a spinning motion to the compactly pressured water. During fights on water, taking advantage of its characteristic ability to attack from anywhere in a 360 degrees radius, in conjunction with other techniques for distraction, confusion and so forth, this technique has an extensive array of applications. Tendrils move at Taijutsu Adept speed
Strengths:
- Range of 10m
- Can deal extra damage if both the user and target are at sea
Weaknesses:
- Requires water as a medium
- Can be countered by any water spell of equal rank or above
- Can be dodged by wind or water techs of the same rank
Duration: Instant
Cooldown: 7 Posts
Rank: B
Element: Water
Type: Ninjutsu
Cost: 50
Charge: Put both hand palms together then slam one hand on the water's surface
Description: The user puts his hand on the surface of a body of water and from the tips of five fingers, chakra is released into the water, changing it into the form of five ferocious sharks. The sharks circle the target with high speed, creating a raging stream that takes away their prey's freedom of movement and their sharp teeth tear into the enemy with each consecutive attack.
Strengths:
- Can be combined with Water Prison Techs
- Sharks will deal D-rank damage with each bite
Weaknesses:
- Sharks will not bite Golems, Trents, or other nature based races
- Requires both hands to complete
- Sharks can all be destroyed in a single C-rank hit each
Duration: Upkeep of B-rank per post
Cooldown: 5 Posts from end
Rank: A
Element: Water
Type:Ninjutsu
Charge: Tiger → Ox → Monkey → Rabbit → Ram → Boar → Ox → Horse → Monkey → Tiger → Dog → Tiger → Snake → Tiger → Ox → Monkey → Rabbit → Bird
Cost: 75
Description: This technique extends water over a large scale, surges and rises up to several dozens of meters high. Then it streams down to the ground in one big cascade, much like a gigantic waterfall. In doing so, it resembles a huge wave, with tremendous power that can hollow out the ground. What remains after that technique's utilization is reminiscent of no less than the aftermath of a natural disaster. This is a considerably advanced ninjutsu, and activating this technique requires a fair amount of chakra
Strengths:
- Covers a large area (50m width)
- Anyone in the area is hit
Weaknesses:
- Water can be used to boost slayers
- Costs A-Rank + C-Rank Chakra
- Because of the many handsigns, no other Jutsu can be cast during the post
Duration: 1 Post
Cooldown: 7 Posts
Rank: A
Element: Water
Type: Ninjutsu
Charge: Boar → Dog → Ram
Cost: 75
Description: This technique creates water that spirals in the user's hand which fires at a high speed towards the enemy. The overall amount of water formed is large enough to help extinguish even large-scale fire release techniques. It can also be combined with the Wind Release: Rasengan to create the Typhoon Water Vortex Technique. Technique moves at Taijutsu Mastery speed.
Strengths:
- Can be combined with Rasengan
- Moves at 50mph
Weaknesses:
- Only has a reach of 10m
- Can be evaporated by equal rank fire techniques
- Travels in a relatively straight line (can be sidestepped)
Duration: Instant
Cooldown: 7 Posts
Rank: S
Element: Water
Type: Ninjutsu
Charge: Ram
Cost: 150
Description: This technique is a larger version of the Water Release: Exploding Water Colliding Wave. With it, the user spews out a massive amount of water, covering an entire area with crushing, unavoidable waves. The water then forms into a giant orb, instead of letting it flow freely like the original.
Strengths:
- Able to trap foes in the orb
- Reach of 25m
Weaknesses:
- Water can be eaten by a slayer
- 1/2 damage to nature, grass, or other water spells
- Can be evaporated by an equal rank Fire Spell
Duration: 2 Posts
Cooldown: 10 Posts
Rank: S
Element: Water
Type: Ninjutsu
Charge: Clap → Snake → Technique Specific Seal
Cost: 150
Description: The user creates a gigantic shark out of water and, by thrusting both hands forward, sends it to attack the opponent. This technique differs from the original in that it is able to absorb the chakra from an opponent's technique and in turn, use that chakra to grow larger and more powerful. Therefore, the stronger the opponent's technique is, the stronger this technique will get.
Strengths:
- Able to gain 1/4 MP/Chakra from all attacks used against the shark
- Reach of 30m
Weaknesses:
- Long cooldown
- Most of energy absorbed is not given to caster
- Energy drain can be negated by any water slayer (Does not negate damage)
Duration: 2 Posts
Cooldown: 15 Posts
Rank: S
Element: Water
Type: Ninjutsu
Charge: Tiger → Rat → Horse → Snake → Dragon → Hands clap | Tiger
Cost: 150
Description: After kneading chakra in the stomach and converting it into water, the user spews it out as a high pressure stream that is powerful enough to cut cleanly through several thick trees with ease. This stream can also slice through S-rank jutsus and travels at Taijutsu Mastery speeds.
Strengths:
- Range of 40m
- Can hit multiple targets
Weaknesses:
- User cannot see while casting this Jutsu
- Can be blocked by A Rank Water abilties
- Small diameter (6in)
Duration: 1 Posts
Cooldown: 10 Posts
Rank: D
Element: Water
Type: Ninjutsu
Charge: Tiger
Cost: 10
Description: This displacement technique is a speciality of the ninja from Kirigakure, where one causes a mist to spring forth by lifting up some water from either a pre-existing source or expelled from their mouth,then goes in and out of sight at will from within the pearly-white realm. The mist's thickness is controlled by the amount of chakra kneaded into it. It can't fool the Byakugan, but, due to the mist being created with the user's chakra, any Sharingan and Rinnegan-user will see the mist coloured by their opponent's chakra, which will effectively hide the user from the dōjutsu.
Strengths:
- Hides the user in a thick mist being undetectable by anyone that is a lower rank than them
- Only the user can see through the mist (unless the target has this jitsu as well, or has an ability to see through energy.)
Weaknesses:
- Dampens the air, preventing explosions the user might have crafted
- Deals no damage
- Reach of only 50m
Duration: 4 Posts
Cooldown: 6 Posts
___________________
Name: Water Release: Black Rain TechniqueRank: D
Element: Water
Type: Ninjutsu
Charge: Ram → Snake → Tiger
Cost: 10
Description: This technique creates a flammable black mist that forms a small cloud. The user can then move the cloud above their target and disperse it, covering the target in flammable oil. This technique can be used to ignite things on fire, however this jutsu does not create the flame.
Strengths:
- Difficult to dodge
- Good combo with fire
Weaknesses:
- Does not start the fire
- Causes no damage
- Range of only 5m
Duration: Instant
Cooldown: 3 Posts
___________________
Name: Water Release: Hiding in WaterRank: D
Element: Water
Type: Ninjutsu
Charge: None
Cost: 10
Description: The user blends in with water to be undetected by the enemy, similar to the Earth Release: Hiding in Rock Technique. While leaving concealment, water simply appeared on the floor and rose up, revealing the user. This technique is usable even in water as shallow as a puddle.
Strengths:
- Can be maintained
- Can hide easily
Weaknesses:
- Cannot attack in this state
- Requires water as a medium
- Can be disrupted
Duration: Upkeep cost of D-Rank
Cooldown: Usable once per thread.
___________________
Name: Water Clone Rank: C
Element: Water
Type: Ninjutsu
Charge: Tiger (1 Hand Sign)
Cost: 25
Description: The Water Clone Technique is similar to the Shadow Clone Technique except it creates clones out of water that have one-tenth of the original person's power. In this case, the water is created from the user. If the clone is created from water from the environment, then the clone's power is doubled.
Strengths:
- Is solid, can act for and by the user
- Clones deal C rank damage if made by the caster. They deal B rank damage is made from an outside water.
Weaknesses:
- Range of only 25, after that they return to water
- HP is only a 1/10 of the user's
- Cannot cast magic/jutsu themselves
Duration: 5 Posts
Cooldown: 6 Posts
___________________
Name: Tornado of WaterRank: C
Element: Water
Type: Ninjutsu
Charge: Ram → Horse → Bird
Cost: 25
Description: This is a technique that utilities water to create a spinning water vortex around the user. The water vortex acts both as a barrier and an attack mechanism. The power of the vortex is enough to knock an opponent unconscious.
Strengths:
- Can protect against a C-rank hit
- Able to create distance between user and enemies
Weaknesses:
- Range of 2ft
- Doesn't knock people back
- Can't attack through the barrier (Would have to attack from above, or over the barrier)
- Only knocks out F-Class for 1 post
Duration: 2 Posts
Cooldown: 5 Posts
___________________
Name: Water Prison TechniqueRank: C
Element: Water
Type: Ninjutsu
Charge: Snake → Ram → Horse → Hare → Ram → Horse → Hare → Hands spread in front palms out or Snake → Ox → Clap Hands
Cost: 25
Description: his technique is used to trap a victim inside a virtually inescapable sphere of water. The only downside to this technique is that the user must keep at least one arm inside the sphere at all times in order for the victim to remain imprisoned. This technique requires a sufficient amount of water, which can be provided by expelling it from one's mouth. Once trapped the target is unable to move or breathe while within it due to the heaviness of the water. Because of the density of the water it can be used, to a limited extent, for defensive purposes if performed on oneself. It can also be stored in scrolls as traps.
Strengths:
- Can make a max of 3 prisons
- Can use clones to focus on the prisons
Weaknesses:
- Deals damage only when the target is short of breath (3 Posts for non-water users, 5 posts for Water users)
- Can't attack while focused on maintaining the prison
- Requires two hands to maintain (1 if user is B-Class)
Duration: Upkeep of C-Rank per prison
Cooldown: Once per thread
___________________
Name: Water Release: GunshotRank: C
Element: Water
Type: Ninjutsu
Charge: Tiger
Cost: 25
Description: The user kneads chakra, and converts it into water, and then spits it out in the form of condensed balls. The high-speed water ball attack possesses just as much power to kill as an actual gunshot. While this is a water release technique, it can still be employed someplace where no water is available, which is a great advantage. It is also possible to increase the power of destruction of the spheres themselves by building up the chakra inside of them. The number of bullets is determined while kneading chakra. By taking advantage of gravity, the bullets can brutally increase in power.
Strengths:
- Max of 5 bullets, all dealing D-rank damage
- Can shoot 10 bullets, at x3 C-rank cost
Weaknesses:
- Weak against metal defenses
- Range of only 7m
- Can be evaporated with high heat (C-rank and above fire)
Duration: Instant
Cooldown: 4 Posts
___________________
Name: Water Prison Shark DanceRank: C
Element: Water
Type: Ninjutsu
Charge: None
Cost: 25
Description: After using the Water Release: Great Exploding Water Colliding Wave the user can activate this technique. Allowing them to act as the center of the resultant giant dome of water. Once this technique has been activated, the dome alters its position in order to reflect the direction of his movements, making it difficult for his target to escape as long as he continues his pursuit. This technique can provide tremendous field advantage to a user able to breathe and freely move underwater. While anyone else or potentially the user will drown as they attempt to futilely escape the large body of water. This technique is extremely effective in one on one fights, but the user would probably not be able to contain two enemies fleeing in opposite directions.
Strengths:
- Effective against users with Devil Fruit
- Creates a water medium for most attacks
Weaknesses:
- User can last only 3 posts, while a water user can last 5. (Effects caster as well)
- Diameter of 20m with user at center
- Ultimately useless against water Slayers
Duration: Upkeep of C-Rank per post
Cooldown: 5 Posts from end
___________________
Name: Water Release: Starch Syrup Capturing FieldRank: C
Element: Water
Type: Ninjutsu
Charge: Ram → Tiger
Cost: 25
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. One can effectively reduce their enemy's area of activity with this technique, and has the effect of being able to take complete control over the battlefield. The normal scope of this technique is normally just a few meters, but if prepared, it is also possible to make an entire pond of starch syrup. Being caught in the technique can be avoided by channeling chakra to one's feet allowing one to walk upon it uninhibited, beforehand.
Strengths:
- Can be used to slow down opponent
- Effective against non-Chakra users
Weaknesses:
- Any Ninja can escape with C-rank cost of Chakra
- Deals no damage
- Can also slow down allies
Duration: 3 Posts
Cooldown: 5 Posts
___________________
Name: Water Shark MissileRank: C
Element: Water
Type: Ninjutsu
Charge: Tiger → Ox → Dragon → Hare → Dog → Bird → Rat → Clone seal → Dragon → Ram
Cost: 25
Description: The user shapes water into the form of a large shark and thrusting their hand forward, sends it hurtling towards the opponent at high-speeds, resulting in a powerful impact. The user can also ride inside the water shark to dramatically increase their speed as the shark moves at Taijutsu Adept speeds. And is able to crush boulders on impact. It is the size of the average great white shark.
Strengths:
- Can be used to give caster an x2 speed boost
- Double damage to Earth defenses
Weaknesses:
- Only travels up to 20m
- Travels at only 15mph
- Shark itself only deals D-rank damage, if user is not inside of it
Duration: Instant
Cooldown: 5 Posts
___________________
Name: Wild Bubble WaveRank: C
Element: Water
Type: Ninjutsu
Charge: Tiger → Ram → Rat
Cost: 25
Description: The user spits out a large volume of foam-like bubbles which covers the ground and reduces its friction, considerably limiting the opponents' movements. The bubbles are spit out with violent force that is capable of washing away most attacks, such as oil and fire. This technique can also be used as an effective smokescreen.
Strengths:
- Washes away oils, acid, and other things left on the ground
- Can create a smokescreen
Weaknesses:
- Does no damage
- Only creates 20 bubbles, with a diameter of 1ft
- Creates a loud sound, that can be irritating to the user
Duration: 3 posts or until popped
Cooldown: 5 Posts
___________________
Name: Waterfall Basin TechniqueRank: C
Element: Water
Type: Ninjutsu
Charge: None
Cost: 25
Description: This is a technique which creates a waterfall by developing spring water in a place without water veins and manipulating the resulting water current to form a wave. This is a very convenient technique as it can be used for training or relaxation. On the other hand, because it changes the environment on a large scale, it also has the effect of hiding one's location from the enemy by confusing them. The width of the water source, waterfall, and basin can be expended, as long as the user continues to send chakra in.
Strengths:
- Largescale
- Only needs a little bit of water to use (Liter)
Weaknesses:
- This does not create water, but relies on the environment
- Deals no damage
- Can be eaten by a slayer... all of it
Duration: 2 posts, Upkeep of C-Rank cost after the 2nd post
Cooldown: 5 Posts from end
___________________
Name: Water Release: Exploding Water Colliding WaveRank: B
Element: Water
Type: Ninjutsu
Charge: Snake
Cost: 50
Description: The user spits out a great volume of water from their mouth, swallowing up and crushing the enemy with the advancing surge. The user can ride the wave, allowing them to move at high speed, and attack the enemy, now swept off their feet, without fear of counter-attacks. The amount of water created is proportional to the amount of chakra used; when used with Kisame's enormous chakra, even a dry wasteland can become a small ocean. Afterwards, the excess water can be used for additional Water Release techniques.
Strengths:
- Cost can be doubled to create double the water
- Able to travel quickly
Weaknesses:
- Water can be eaten by a slayer
- Not effective against nature based attacks
- Deals only C-ranked damage, and only D-rank to Water users
Duration: Wave: Instant, Water: 3 Posts
Cooldown: 7 Posts
___________________
Name: Water Fang BulletRank: B
Element: Water
Type: Ninjutsu
Charge: Tiger
Cost: 50
Description: A technique that deals physical damage to the enemy with a liquid mass brought forth from underwater. Its power to kill and maim is augmented by adding a spinning motion to the compactly pressured water. During fights on water, taking advantage of its characteristic ability to attack from anywhere in a 360 degrees radius, in conjunction with other techniques for distraction, confusion and so forth, this technique has an extensive array of applications. Tendrils move at Taijutsu Adept speed
Strengths:
- Range of 10m
- Can deal extra damage if both the user and target are at sea
Weaknesses:
- Requires water as a medium
- Can be countered by any water spell of equal rank or above
- Can be dodged by wind or water techs of the same rank
Duration: Instant
Cooldown: 7 Posts
___________________
Name: Water Release: Five Feeding SharksRank: B
Element: Water
Type: Ninjutsu
Cost: 50
Charge: Put both hand palms together then slam one hand on the water's surface
Description: The user puts his hand on the surface of a body of water and from the tips of five fingers, chakra is released into the water, changing it into the form of five ferocious sharks. The sharks circle the target with high speed, creating a raging stream that takes away their prey's freedom of movement and their sharp teeth tear into the enemy with each consecutive attack.
Strengths:
- Can be combined with Water Prison Techs
- Sharks will deal D-rank damage with each bite
Weaknesses:
- Sharks will not bite Golems, Trents, or other nature based races
- Requires both hands to complete
- Sharks can all be destroyed in a single C-rank hit each
Duration: Upkeep of B-rank per post
Cooldown: 5 Posts from end
___________________
Name: Water Release: Great Waterfall TechniqueRank: A
Element: Water
Type:Ninjutsu
Charge: Tiger → Ox → Monkey → Rabbit → Ram → Boar → Ox → Horse → Monkey → Tiger → Dog → Tiger → Snake → Tiger → Ox → Monkey → Rabbit → Bird
Cost: 75
Description: This technique extends water over a large scale, surges and rises up to several dozens of meters high. Then it streams down to the ground in one big cascade, much like a gigantic waterfall. In doing so, it resembles a huge wave, with tremendous power that can hollow out the ground. What remains after that technique's utilization is reminiscent of no less than the aftermath of a natural disaster. This is a considerably advanced ninjutsu, and activating this technique requires a fair amount of chakra
Strengths:
- Covers a large area (50m width)
- Anyone in the area is hit
Weaknesses:
- Water can be used to boost slayers
- Costs A-Rank + C-Rank Chakra
- Because of the many handsigns, no other Jutsu can be cast during the post
Duration: 1 Post
Cooldown: 7 Posts
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Name: Tearing TorrentRank: A
Element: Water
Type: Ninjutsu
Charge: Boar → Dog → Ram
Cost: 75
Description: This technique creates water that spirals in the user's hand which fires at a high speed towards the enemy. The overall amount of water formed is large enough to help extinguish even large-scale fire release techniques. It can also be combined with the Wind Release: Rasengan to create the Typhoon Water Vortex Technique. Technique moves at Taijutsu Mastery speed.
Strengths:
- Can be combined with Rasengan
- Moves at 50mph
Weaknesses:
- Only has a reach of 10m
- Can be evaporated by equal rank fire techniques
- Travels in a relatively straight line (can be sidestepped)
Duration: Instant
Cooldown: 7 Posts
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Name: Great Exploding Water Colliding Wave Rank: S
Element: Water
Type: Ninjutsu
Charge: Ram
Cost: 150
Description: This technique is a larger version of the Water Release: Exploding Water Colliding Wave. With it, the user spews out a massive amount of water, covering an entire area with crushing, unavoidable waves. The water then forms into a giant orb, instead of letting it flow freely like the original.
Strengths:
- Able to trap foes in the orb
- Reach of 25m
Weaknesses:
- Water can be eaten by a slayer
- 1/2 damage to nature, grass, or other water spells
- Can be evaporated by an equal rank Fire Spell
Duration: 2 Posts
Cooldown: 10 Posts
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Name: Great Shark Bullet TechniqueRank: S
Element: Water
Type: Ninjutsu
Charge: Clap → Snake → Technique Specific Seal
Cost: 150
Description: The user creates a gigantic shark out of water and, by thrusting both hands forward, sends it to attack the opponent. This technique differs from the original in that it is able to absorb the chakra from an opponent's technique and in turn, use that chakra to grow larger and more powerful. Therefore, the stronger the opponent's technique is, the stronger this technique will get.
Strengths:
- Able to gain 1/4 MP/Chakra from all attacks used against the shark
- Reach of 30m
Weaknesses:
- Long cooldown
- Most of energy absorbed is not given to caster
- Energy drain can be negated by any water slayer (Does not negate damage)
Duration: 2 Posts
Cooldown: 15 Posts
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Name: Water Severing WaveRank: S
Element: Water
Type: Ninjutsu
Charge: Tiger → Rat → Horse → Snake → Dragon → Hands clap | Tiger
Cost: 150
Description: After kneading chakra in the stomach and converting it into water, the user spews it out as a high pressure stream that is powerful enough to cut cleanly through several thick trees with ease. This stream can also slice through S-rank jutsus and travels at Taijutsu Mastery speeds.
Strengths:
- Range of 40m
- Can hit multiple targets
Weaknesses:
- User cannot see while casting this Jutsu
- Can be blocked by A Rank Water abilties
- Small diameter (6in)
Duration: 1 Posts
Cooldown: 10 Posts