Info Custom Techniques

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Hello there! This is a thread created for the purpose of adding custom abilities that you would like to share for the RP world instead of just having it yourself.

These abilities will be for anybody to use as long as the meet the requirements for them. To have one of your abilities added, submit them in the thread and I will edit them into this post. I will also put it under your name so people know who it came from.

The prerequisite for submitting an ability is to have it be approved by a Game Master beforehand in this section:

Format
Name of Ability in bold
Description of how it works
The stat requirements e.g. must have 61 in strength or 81 cyborg destruction
The DPR of the ability if it is an attack



Health Detection
-scans for damage to internal things that you can't see with your eyes(costs 2 modification points. Requires 51 utility)

Systematic Shock
-A thunderous punch that decimates the interior while leaving the exterior unharmed. Similar to gamma knife but for cyborgs. The stronger the Cyborg, the more devastating the punch is.

Take the cyborg's strength level times 1.5 and that's is the initial destructive capacity of the punch. It only does harm to internal organs or animals inside the ocean(while doing nothing to the water) and only destroys the inside of a building and it's inhabitants. (Requires 61 energy and 51 strength) DPR: B
KEZIN KARATE
Made by modifying fishman karate and adding some custom weaponless attacks ...
-Air Wall Palm : defensive move. It creates a shock wave which act as a wall to block attacks which equal or below the defence.(21 Mastery, 21 Strength ) DPR: D
- Maruchi (マルチ means "speed "): The user's movement speed is increased by Mastery/5.Requirements: 11 Mastery, 21 Movement Speed.
11-40 mastery: 3 turn cool down
41-80 mastery: 2 turn cool down
81-100 mastery: 1 turn cool down
-Air Palm : simpler version of sixty four palm. Hit only once.(21 Mastery, 41 Strength) - DPR: C
-kuron Tenketsushin ken (clone mystery punch): A rapid-fire version of maruchi ken in which the user unleashes a flurry of pokes at the enemy while using maruchi to move around him, in order to strike from all directions.(31 Mastery, 21 Strength and 51 Movement Speed ) DPR: C
-Tenketsushin literally mean" Pressure Points Needle ") : User uses finger to attack on points of bodies, which will cause damage and cause paralyze (that part) temporary for 2 turns. (31 Mastery, 31 Strength). Destructive potency: C
-Umidaiko ( "Ocean Drum"): The user punches the water in front of him pushing it at his opponent and sending a shockwave through it. (61 Mastery, 41 Strength) DPR: B
-Sixty-Four Palms : can attack a person with in 5 m radius. While using this shock waves are created which hits the enemy. Hits 64 times.(41 Mastery, 61 Strength ) DPR: B (combined)
-su sen ken (thousands fist): This is a rapid-fire version of the normal Tenketsushin technique that hits the enemy multiple times and paralyze person for 2 turns.(61 Mastery, 61 Strength) DPR: B
-maruchi ken ( means "speed fist"): While moving at high speed, the user slashes at his opponent with index of both hands. Because of his high speed, it appears as if he was attacking with multiple fingers.(41 Mastery, 41 Strength and 61 Movement Speed) DPR: B
-senju ken ( thousand hands): user puts both of his hands together and performs Tenketsushin with all ten of his fingers at once, greatly damaging the opponent.(61 mastery, 61 Strength) DPR: A
-Tenketsushin tenohira ( mystical palm) :user uses Tenketsushin technique using palm where he hits the vital organs which will cause destroyed organ or near death injuries ( extreme effect )
(100 Mastery, 100 Strength)DPR: S+
-sen-kiro ken ( thousand kilo fist ) A hard punch that can send an opponent flying. It can break through one hundred tiles.
21 Mastery, 21 Strength - Destructive Potency Rank: C
41 Mastery, 41 Strength - Destructive Potency Rank: B
61 Mastery, 61 Strength - Destructive Potency Rank: A
-Eight Trigrams Palms: Revolving Heaven : its a defensive technique which forms a sphere around using water to protect person inside but can't move around
DPR: C, requires 31 mastery, 31 Strength - 3 turn cd&1 m radius
DPR: B, requires 51 mastery, 51 Strength - 2 m radius & 2 turn cd
DPR: A, requires 71 mastery, 71 Strength - 5m radius & 1 turn cd
DPR: S, requires 91 mastery, 91 strength - can move around while skill is active.
Rolling Stones, Art of Flaming Jutte
This martial arts focuses on the use of traditional martial arts weapon known as the Jutte (or Jitte). The Jutte is a two pronged baton which is used by retainers in their country. The Jutte is used to block knife/sword strikes, hit opponents with the shaft, and to trap incoming sword strikes between the shaft and prong by twisting the jutte.

The jutte is also referred to as the ‘sword breaker’ as in the hands of a master it is possible to not only trap but also to break a sword blade.

His Jutte is 1.5 meters in length with a one-pronged tine (kagi) about 15.5 cm long starting just above the hilt and pointing toward the tip (sentan). This is made up of sea stone so he could annihilate the devil fruit users.

Requires minimum: 21 Strength and 21 Rolling Stones Mastery..
At 61 mastery in strength, movement, and Rolling Stones, your Jutte can catch flames by twirling it rapidly which helps you to increase the damage of an attack.
At 81 mastery, every swing or strike created by the user enables the weapon to catch flames.
☼☼☼ Attacks ☼☼☼
Slade
: A simple thrust to the opponent's body.
- DPR C, requires 21 Strength, 21 MA Mastery
AC/DC: A downward pound to the opponent.
- DPR C, requires 21 Strength, 21 MA Mastery
Bon Jovi: The user spins and strikes upwards, knocking the opponent to the ground and inflicting damage. The attack is similar to Shoryuken of Ken/Ryu.
- DPR C, requires 21 Strength, 21 MA Mastery
Alias: The user holds the staff in reverse grip with the other hand on his wrist and lands a deadly horizontal blow to the body, sending them flying.
- DPR B, requires 41 Strength, 41 MA Mastery
Aerosmith: The user jumps and holds the staff in reverse grip with two hands, so that its tip is facing the ground, then thrust it down to the opponent's head, stunning them for 1 turn if the attack is super effective.
- DPR B, requires 51 Strength, 51 MA Mastery
Toto: A counter-attack to an incoming attack. He hits the opponent’s weapon with the shaft and waxes it off before landing a rapid thrust onto them.
- DPR B, requires 41 Strength, 41 MA Mastery
Slapshock: The user dashes forth the opponent and lands a 4 solid left and right bitch slaps to the opponent’s face using the Jutte.
- DPR B, requires 41 Strength, 41 MA Mastery
Rage Against the Machine: The user strikes an opponent's weapon almost instantaneously. This technique is primarily intended to disarm the opponent by destructing whatever weapon they might be wielding at close range but subsequently damages the wielder, too.
- DPR B, requires 41 Strength, 41 MA Mastery
Wolf: The technique requires 2 Juttes in order to muster its true form. This is a lightning fast combination consisting of a hard upward strike to the chin followed by an overhand strike to the skull, stunning them for 1 turn if the attack is super effective. It must be stressed that there is virtually no delay between the two blows. The combination is portrayed as a wolf's fangs as they sink into their victim.
- DPR A, requires 61 Strength, 61 MA Mastery
Firehouse: The user rapidly twirls the jutte with his two hands as if seeing a propeller in flames, then swings it up projecting a circular formation of flames that travels towards the target.
- DPR A, requires 71 Strength, 71 MA Mastery
Guns N' Roses: A multi-thrust technique. The user starts with rapidly twirling the jutte until it catches flame, then thrusts it to the target 10 times wherein it creates a highly compressed blast of air mixed with flames as if fired from a cannon, hurting anyone inside its AOE.
- DPR A, requires 81 Strength, 81 MA Mastery (AoE: 81/5=16)
Def Leppard: A two-handed downward strike. The user twirls the jutte rapidly and performs a devastating overhead strike which releases a compressed blast or air and flames which affects anyone inside its AOE.
- DPR A, requires 81 Strength, 81 MA Mastery (AoE: 81/5=16)
Styx: Could be a form of block, disarming technique, or preparation to counter an attack. The user traps incoming attacks between the shaft and prong, disarms it by twisting the jutte, then launches a quick thrust to their body using the other jutte.
- DPR A, requires 71 Strength, 71 MA Mastery
Metallica: The user focuses all his energy, speed and strength into his Jutte/s then starts with a diagonal strike on the body; then swings his weapon to the other side - as if forming a curve - to land a horizontal strike to the ribs; followed by thrust to the belly. After that, he swings the jutte upwards, forming an arc and spins and lands a vertical strike to the shoulder; he then spins to the other side and lands a diagonal strike down to the knee and lands a finishing upward blow to the head, sending them flying, bursting in flames.
- DPR S, requires 81 Strength, 81 MA Mastery
Wolfgang: A multi-hit version of Wolf. The user fires a barrage of 6 Wolves which stuns the target if the attack is super effective, followed by a spinning strike to head to send the target counter-spinning in the air. The combination is portrayed as a pack of werewolves as they sink into their victims. The attack is rapid enough for the attacks to catch flames during the process which then increases the damage incurred.
- DPR S, requires 91 Strength, 91 MA Mastery
Queen, Bohemian Rhapsody: The user leaps in the air while rapidly twirling the jutte until it catches flame. He holds the staff in reverse grip, so that its tip is pointing at the ground, then strikes powerfully and launches a compressed blast of air and flames which blast anyone inside its AOE. The technique uses the fall and gravity to its advantage in order to magnify its strength.
- DPR S each card, requires 100 Strength, 100 MA Mastery (AoE: 100/5=20m)
*** Nirvana: The user focuses all his energy, speed and strength into his Jutte. As the weapon catches fire, he will dash forth the opponent and starts with an upward strike to the chin sending them mid-air. Jumping above his target, he will launch a downward strike to the head sending them back on the ground.
Gives turn-based +20 sub-stat boost in MA
- DPR S+ each card, requires 100 Strength, 100 MA Mastery
Rock n Roll, All-star!!: This attack should be considered the ultra-skill of Juttejutsu. The user jumps in the air in a lightning speed.. Then channels all his energy into the weapon.. And as it catches fire, he will then flip multiple times while falling down to the target before launching an overhead strike to its head which leaves them bursting in flames.
Gives turn-based +20 sub-stat boost in MA
- DPR S+ each card, requires 100 Strength, 100 MA Mastery
 
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KEZIN KARATE
Made by modifying fishman karate and adding some custom weaponless attacks ...
-Air Wall Palm : defensive move. It creates a shock wave which act as a wall to block attacks which equal or below the defence.(21 Mastery, 21 Strength ) DPR: D
- Maruchi (マルチ means "speed "): The user's movement speed is increased by Mastery/5.Requirements: 11 Mastery, 21 Movement Speed.
11-40 mastery: 3 turn cool down
41-80 mastery: 2 turn cool down
81-100 mastery: 1 turn cool down
-Air Palm : simpler version of sixty four palm. Hit only once.(21 Mastery, 41 Strength) - DPR: C
-kuron Tenketsushin ken (clone mystery punch): A rapid-fire version of maruchi ken in which the user unleashes a flurry of pokes at the enemy while using maruchi to move around him, in order to strike from all directions.(31 Mastery, 21 Strength and 51 Movement Speed ) DPR: C
-Tenketsushin literally mean" Pressure Points Needle ") : User uses finger to attack on points of bodies, which will cause damage and cause paralyze (that part) temporary for 2 turns. (31 Mastery, 31 Strength). Destructive potency: C
-Umidaiko ( "Ocean Drum"): The user punches the water in front of him pushing it at his opponent and sending a shockwave through it. (61 Mastery, 41 Strength) DPR: B
-Sixty-Four Palms : can attack a person with in 5 m radius. While using this shock waves are created which hits the enemy. Hits 64 times.(41 Mastery, 61 Strength ) DPR: B (combined)
-su sen ken (thousands fist): This is a rapid-fire version of the normal Tenketsushin technique that hits the enemy multiple times and paralyze person for 2 turns.(61 Mastery, 61 Strength) DPR: B
-maruchi ken ( means "speed fist"): While moving at high speed, the user slashes at his opponent with index of both hands. Because of his high speed, it appears as if he was attacking with multiple fingers.(41 Mastery, 41 Strength and 61 Movement Speed) DPR: B
-senju ken ( thousand hands): user puts both of his hands together and performs Tenketsushin with all ten of his fingers at once, greatly damaging the opponent.(61 mastery, 61 Strength) DPR: A
-Tenketsushin tenohira ( mystical palm) :user uses Tenketsushin technique using palm where he hits the vital organs which will cause destroyed organ or near death injuries ( extreme effect )
(100 Mastery, 100 Strength)DPR: S+
-sen-kiro ken ( thousand kilo fist ) A hard punch that can send an opponent flying. It can break through one hundred tiles.
21 Mastery, 21 Strength - Destructive Potency Rank: C
41 Mastery, 41 Strength - Destructive Potency Rank: B
61 Mastery, 61 Strength - Destructive Potency Rank: A
-Eight Trigrams Palms: Revolving Heaven : its a defensive technique which forms a sphere around using water to protect person inside but can't move around
DPR: C, requires 31 mastery, 31 Strength - 3 turn cd&1 m radius
DPR: B, requires 51 mastery, 51 Strength - 2 m radius & 2 turn cd
DPR: A, requires 71 mastery, 71 Strength - 5m radius & 1 turn cd
DPR: S, requires 91 mastery, 91 strength - can move around while skill is active.
 
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Rolling Stones, Art of Flaming Jutte
This martial arts focuses on the use of traditional martial arts weapon known as the Jutte (or Jitte). The Jutte is a two pronged baton which is used by retainers in their country. The Jutte is used to block knife/sword strikes, hit opponents with the shaft, and to trap incoming sword strikes between the shaft and prong by twisting the jutte.

The jutte is also referred to as the ‘sword breaker’ as in the hands of a master it is possible to not only trap but also to break a sword blade.

His Jutte is 1.5 meters in length with a one-pronged tine (kagi) about 15.5 cm long starting just above the hilt and pointing toward the tip (sentan). This is made up of sea stone so he could annihilate the devil fruit users.

Requires minimum: 21 Strength and 21 Rolling Stones Mastery..
At 61 mastery in strength, movement, and Rolling Stones, your Jutte can catch flames by twirling it rapidly which helps you to increase the damage of an attack.
At 81 mastery, every swing or strike created by the user enables the weapon to catch flames.
☼☼☼ Attacks ☼☼☼
Slade
: A simple thrust to the opponent's body.
- DPR C, requires 21 Strength, 21 MA Mastery
AC/DC: A downward pound to the opponent.
- DPR C, requires 21 Strength, 21 MA Mastery
Bon Jovi: The user spins and strikes upwards, knocking the opponent to the ground and inflicting damage. The attack is similar to Shoryuken of Ken/Ryu.
- DPR C, requires 21 Strength, 21 MA Mastery
Alias: The user holds the staff in reverse grip with the other hand on his wrist and lands a deadly horizontal blow to the body, sending them flying.
- DPR B, requires 41 Strength, 41 MA Mastery
Aerosmith: The user jumps and holds the staff in reverse grip with two hands, so that its tip is facing the ground, then thrust it down to the opponent's head, stunning them for 1 turn if the attack is super effective.
- DPR B, requires 51 Strength, 51 MA Mastery
Toto: A counter-attack to an incoming attack. He hits the opponent’s weapon with the shaft and waxes it off before landing a rapid thrust onto them.
- DPR B, requires 41 Strength, 41 MA Mastery
Slapshock: The user dashes forth the opponent and lands a 4 solid left and right bitch slaps to the opponent’s face using the Jutte.
- DPR B, requires 41 Strength, 41 MA Mastery
Rage Against the Machine: The user strikes an opponent's weapon almost instantaneously. This technique is primarily intended to disarm the opponent by destructing whatever weapon they might be wielding at close range but subsequently damages the wielder, too.
- DPR B, requires 41 Strength, 41 MA Mastery
Wolf: The technique requires 2 Juttes in order to muster its true form. This is a lightning fast combination consisting of a hard upward strike to the chin followed by an overhand strike to the skull, stunning them for 1 turn if the attack is super effective. It must be stressed that there is virtually no delay between the two blows. The combination is portrayed as a wolf's fangs as they sink into their victim.
- DPR A, requires 61 Strength, 61 MA Mastery
Firehouse: The user rapidly twirls the jutte with his two hands as if seeing a propeller in flames, then swings it up projecting a circular formation of flames that travels towards the target.
- DPR A, requires 71 Strength, 71 MA Mastery
Guns N' Roses: A multi-thrust technique. The user starts with rapidly twirling the jutte until it catches flame, then thrusts it to the target 10 times wherein it creates a highly compressed blast of air mixed with flames as if fired from a cannon, hurting anyone inside its AOE.
- DPR A, requires 81 Strength, 81 MA Mastery (AoE: 81/5=16)
Def Leppard: A two-handed downward strike. The user twirls the jutte rapidly and performs a devastating overhead strike which releases a compressed blast or air and flames which affects anyone inside its AOE.
- DPR A, requires 81 Strength, 81 MA Mastery (AoE: 81/5=16)
Styx: Could be a form of block, disarming technique, or preparation to counter an attack. The user traps incoming attacks between the shaft and prong, disarms it by twisting the jutte, then launches a quick thrust to their body using the other jutte.
- DPR A, requires 71 Strength, 71 MA Mastery
Metallica: The user focuses all his energy, speed and strength into his Jutte/s then starts with a diagonal strike on the body; then swings his weapon to the other side - as if forming a curve - to land a horizontal strike to the ribs; followed by thrust to the belly. After that, he swings the jutte upwards, forming an arc and spins and lands a vertical strike to the shoulder; he then spins to the other side and lands a diagonal strike down to the knee and lands a finishing upward blow to the head, sending them flying, bursting in flames.
- DPR S, requires 81 Strength, 81 MA Mastery
Wolfgang: A multi-hit version of Wolf. The user fires a barrage of 6 Wolves which stuns the target if the attack is super effective, followed by a spinning strike to head to send the target counter-spinning in the air. The combination is portrayed as a pack of werewolves as they sink into their victims. The attack is rapid enough for the attacks to catch flames during the process which then increases the damage incurred.
- DPR S, requires 91 Strength, 91 MA Mastery
Queen, Bohemian Rhapsody: The user leaps in the air while rapidly twirling the jutte until it catches flame. He holds the staff in reverse grip, so that its tip is pointing at the ground, then strikes powerfully and launches a compressed blast of air and flames which blast anyone inside its AOE. The technique uses the fall and gravity to its advantage in order to magnify its strength.
- DPR S each card, requires 100 Strength, 100 MA Mastery (AoE: 100/5=20m)
*** Nirvana: The user focuses all his energy, speed and strength into his Jutte. As the weapon catches fire, he will dash forth the opponent and starts with an upward strike to the chin sending them mid-air. Jumping above his target, he will launch a downward strike to the head sending them back on the ground.
Gives turn-based +20 sub-stat boost in MA
- DPR S+ each card, requires 100 Strength, 100 MA Mastery
Rock n Roll, All-star!!: This attack should be considered the ultra-skill of Juttejutsu. The user jumps in the air in a lightning speed.. Then channels all his energy into the weapon.. And as it catches fire, he will then flip multiple times while falling down to the target before launching an overhead strike to its head which leaves them bursting in flames.
Gives turn-based +20 sub-stat boost in MA
- DPR S+ each card, requires 100 Strength, 100 MA Mastery
 
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Had this for my NPC as "Demonic Brawling" but it's more like just plain "Brawling"
Rock, Paper Scissors: Is where Akuma either throws a strong punch (rock), a poke to the eyes (scissors), or an open palm strike (paper).
(21 Mastery, 21 Strength) - DPR C

Zugai Hasatsu (Cranium Crush Killer): A slow chop attack that hits overhead aimed to the skull of the target.
(21 Mastery, 21 Strength) - DPR C

Senpuukyaku (Whirlwind Leg): A leaping roundhouse spin kick attack.
(21 Mastery, 21 Strength, 21 Movement) - DPR C

Lariat: Akuma charges at his opponent striking them with a powerful lariat. If landed successfully this will blow away the targets entire chest with a direct hit, which may kill them if not treated right away.
(61 Movement Speed, 61 Strength, 61 Mastery) - DPR A

Horizontal Chop: leaps from a high vantage point and performs a simple yet powerful horizontal chop on his opponent from above, seemingly using the momentum gained in the previous fall to increase the force behind his strike. In the event the attack isn't powerful enough to penetrate an opponent's defence, the attack can be used to push an opponent well into the ground to prevent them from escaping from another incoming attack.
(51 Mastery, 61 Strength, 61 Movement Speed) - DPR A

Reverse Horizontal Chop: performs a simple backhanded horizontal chop against his opponent
(41 Mastery, 41 Strength) - DPR B

Shock Elbow: strikes/thrusts his elbow at his opponent with extreme force which causes a similar effect to Burgess' "Shockwave Elbow".
(41 Mastery, 41 Strength) - DPR B

Guillotine Drop: jumps into the air above his opponent and performs a downwards kick, using the momentum of the fall to increase the power behind the attack.
(51 Mastery, 61 Strength, 61 Movement Speed) - DPR A

Night Night M##########r / Go 2 Sleep: Akuma thrusts his knees with extreme force, ferocity and tremendous speed directed at the users skull.
(51 Mastery, 61 Strength, 61 Movement Speed) - DPR A

SMASH / Clobbering Time: Akuma unleashes a barrage of mixed type of attacks varying from kicks, punches, elbows, feet, knee and even grabbing the target and tossing them throwing them around slamming them, cutting them in process until the target is rendered dead.
(71 Mastery, 71 Strength, 71 Movement Speed) - DPR SA

Axe Kick: The user raises their leg higher than the opponent's head and pulls it down quickly. It is mainly used to strike the enemy's head, shoulders and also the nose.
(21 Mastery + 21 Strength) - DPR C

Crushing Fist: The fighter uses his fist to make a strong punch when the opponent is moving with high speed. The purpose of this technique is stop the opponent and combine the force of the punch with the opponent's speed to double the damage.
(41 Mastery + 41 Strength + 41 Reaction Speed) - DPR B

Dashin: It is a body tap with an explosion of shock waves through the entire body of an opponent. Dasshin also referred as "ball" in chinese kempo exploits the fact that the adult human body is made up of roughly 50-65% water and causes a mass shock wave of that water
(61 Mastery + 61 Strength) - DPR A

Feint: User appears to be using one thing, only to change that motion or move at the last possible second into a different motion or move to make it difficult to react to.
(71 Mastery + 71 Movement Speed, 61 Strength) - DPR A

Five Vital Points Consecutive Attacks: Fighter hits jaw, heart, liver, and the Kisho and Sanri vital points on either leg of opponent consecutively.
(51 Mastery + 51 Strength) - DPR B (multi-hit)

Flying Swallow Barrage: The attacker uses a multitude of strikes, punches and kicks with a high speed.
(71 Mastery + 71 Strength) - DPR A (multi-hit)

Forehead Blow: Fighter headbutts opponent's forehead. / Headbutt: User rams head into opponent.
(41 Mastery + 61 Strength) - DPR A to opponent and B to self

Four-Stage Kick: User kicks the shin, the thigh, the abdomen, and the jaw of the opponent.
(51 Mastery + 51 Strength) - DPR B (multi-hit)

Hand Pocket:At first, the user have to hide his hands in the pockets. Then he performs a surprise attack with a quickly swift move.
(41 Mastery + 51 Movement Speed + 41 Strength) - DPR B

Hitless Blow: To use this technique, the user must enter a state of ultimate relaxation and flexibility in his muscles. Then he has to hit his opponent with an arm that imitates a whip. The attack is so fast that it breaks the sound barrier and makes a sonic boom.
(61 Mastery + 61 Movement Speed + 61 Strength) - DPR A

Kick Killing Scissors: The fighter uses his knee and elbow to stop the opponent's fist or kick.
(61 Mastery + 61 Reactions + 61 Strength) - DPR A (defensive)

Knee Drop: User jumps up and thrusts their knee into their opponent.
(41 Mastery + 41 Strength + 41 Movement) - DPR B

Knuckle Arrow: Fighter rears back a punch while holding put their other arm, similarly to an archer, and then unleashes a devastating punch.
(41 Mastery + 41 Strength) - DPR B

Mach Punch: User aligns his joints perfectly to deliever a punch or punches that break the sound barrier.
(51 Mastery + 41 Strength + 51 Movement) - DPR B (multi-hit)

Nukite: The fighter uses his hand (excluding their thumbs) which the user then thrust into the opponent's body like a spear.
(41 Mastery + 41 Strength) - DPR B

Just replace "Akuma" in any of them with your NPC or anyone want any techniques (hosts) for brawling
 
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Rope Action
Requires 11 Mastery
  • Top Knot: T-Bag throws a rope that spirals upwards and ties around his target's body. Then, when the rope is pulled with enough force, the enemy spins like a top, eventually collapsing from dizziness. Requires 11 Mastery, 11 Strength - DPR: D
  • Timber Hitch Tug: T-Bag jumps into the air, somersaults, and unleashes several ropes that grab an enemy, with the force of T-Bag's fall pulling the target down into the ground. Requires 21 Mastery, 1 Strength - DPR: D
  • Figure of Eight Knot: T-Bag shoots out eight ropes, knotted heavily on the ends, like fists in eight directions. It can be used to hit multiple targets at once. Requires 31 Mastery, 31 Strength - DPR: C
  • Shrouds and Rat-Line Knot: T-Bag creates a large net out of ropes and slams it on top of several enemies. Requires 31 Mastery, 11 Strength - DPR: C
  • Round Turn: After positioning himself between several enemies, T-Bag grabs them with ropes and pulls them inward, slamming the victims against each other. Requires 21 Mastery, 21 Strength - DPR: C
  • Bowline Knot: T-Bag launches a rope that ties around an opponent's wrist, restricting their movements as long as he creates tension. Requires 11 Mastery, 1 Strength
  • Punishment: After snaring an opponent with rope, T-Bag throws them and slams them head-first into the ground. Requires 11 Mastery, 21 Strength - DPR: C
  • Half-Knot Air Drive: T-Bag ties a rope around an opponent's neck, choking them, and slams them into the floor. Requires 51 Mastery, 41 Strength - DPR: B
  • Pipe Hitch Knives: T-Bag launches a rope with a spiraling row of knives tied to it to cut or slash his target. Requires 41 Mastery, 41 Strength - DPR: B
 
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Here, these were created some time ago by Oreki (Noctis)


-Sonic Leap: is a charge-type Sword Skill that consists of a single top to bottom vertical slash, similar to the 1-hit skill «Vertical»; however, «Sonic Leap» allows the user to charge from over twice the distance in an instant. The skill is also similar to «Rage Spike,» except that this skill's range is shorter, and its trajectory can be aimed at the sky. The skill is activated by raising the sword high up, usually atop one's shoulder. (Requires 61 Strength, 61 mastery, and 61 movement speed) - DPR: B

-Snake Bite: consists of two hits, one from left to right, immediately followed by a second hit from right to left. Due to the speed of the Sword Skill, the two hits appear as if done with two swords instead of just one, and only one sound of impact is released with the skill. This skill is activated by positioning oneself in a way that it looks like one is putting the sword at the left side of one's waist. (Requires 61 movement speed, 81 strength, and 81 mastery) - DPR: S

-Horizontal: consists of a single horizontal Air slash that is carried out by first focusing the weight of the body on the right foot before moving the sword back slightly, then lifting one's left foot due to the inertial weight of the sword and shifting the weight to the left side of the body, thus converting the strength in the swinging motion inside the legs and waist from the hands to the tip of the waist into power for the sword swing. (Requires 91 strength and 91 mastery) - DPR: S

-Tsujikaze: is a straight, long-ranged skill. After a short period of "charging," the user executes a diagonal slash from bottom-left to top-right at such a speed that it is impossible for the human eye to keep track of the sword. The skill is activated by lowering a katana-type weapon to the user's left hip. The skill takes some time before it activates, which is the only time that the opponent has to prepare a counter-attack, as the skill is too fast once it initiates. (Requires 71 Strength, 71 mastery) - DPR: A

Flash Thrust: It's a standard but a highly effective attacking movement. Extend your right foot forward without overstretching or losing balance. As you move towards your opponent, extend your sword arm, and engage your opponent with a stab or slash. (Requires 61 strength, 61 mastery, and 61 movement speed) - DPR: A

-Dance of the Centipede: Hundred-Legged Zigzag: An attack where the user uses their full speed to run a zigzag pattern to confuse their opponents in order to create an opening for them to directly stab their opponent's neck and kill them, with the stab's force and power being further enhanced by the momentum of their speed. (Requires 61 strength, 61 mastery, and 61 movement speed) - DPR: A

-Horizontal Arc: begins with a horizontal swing from left to right. The user then flips their wrists and completes the skill with another horizontal swing in the reversed path from right to left. (31 mastery, 21 strength) - DPR: C

-Howling Octave: begins with five high-speed continuous thrusts at the target, followed by a downward cut and then a cut upward, before finally performing a final full force swing from an overhead position. Due to the skill being of a very high level, the post-motion delay of the skill is also quite long. (51 mastery, 51 strength, and 51 movement speed) - DPR: B
 
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Life Return techniques.
Seimei Kikan allows the user to completely control all of their body parts, even parts that cannot normally be controlled, such as hair. In such a case, the user can manipulate their hair to such a refined degree that they can actually wrap their hair around their opponent in order to bind them. The user's hair can even be shaped into the form of multiple hands which are just as versatile and prehensile as real hands.

Techniques
Perfect stamina control: Kallavan through having advanced mastery over life return is now able to fight much longer than what's normally possible. Through his stamina control he is able to fight without wasted movements, which allows him to execute draining techniques more often. 71 mastery, no effect on s-rank moves and above.

Enhanced recovery: As the name implies Kallavan is able to boost the recovery speed of his body. Allowing him to return to a previous fight much quicker granted if his issues are only stamina related. Losing a limb for example is still a huge drain on stamina even with his enhanced recovery. This is purely if Kallavan runs out of gas when he has been fighting for days. 51 mastery, limit of once per island

Seimei Kikan: Kami-e Bushin (生命帰還 紙絵武身 Seimei Kikan: Kami-e Bushin, literally meaning "Life/Existence Return: Paper Drawing Martial Body"): Using Seimei Kikan, Kallavan makes his hybrid dino form smaller, lighter, and possibly increasing his speed. At any rate, he is much more agile in this form, and harder to hit - as opposed to his hulking normal half-leopard form.
41 DF mastery, 41 hybrid, gains 10 mastery in movement and reaction speed, counts as 15 transformation points per turn rather than the normal 10 of hybrid

Hair Control: Kallavan can control his hair to use for offensive and defensive means, as well as binding and capturing. With a combination of Life Control and Busou-shoku no Haki, the effectiveness of Kallavan's hair climbs dangerously high. 41 mastery for basic hair control. 61 in it and CoA for more advanced

Bone Control: increases the toughness of his bones. Defensive prowess. Tekkai Guidelines

Sensory Control: increases the performance of one sense at the cost of others. For example, he can increase her sight at the cost of his hearing, or his sense of smell at the cost of his sense of taste. 41 mastery

Temperature Control: Kallavan can control his natural temperature to help deal with extreme heat or cold.
41 mastery for basic usage. If you have a tier above their mastery: 1 DPR lower on attacks that use heat/cold, if you have 2 tiers above its 2 DPR lower

Excretion: Kallavan can deal with, decompose and excrete harmful substances that enter his body, such as if he gets poisoned. He will normally exhale or spit the harmful substances out to a certain extend of course. 51 mastery, has limits and requires 1 turn to reduce the effect and another to get rid of it

Lung Control: Kallavan can hold his breath for extremely long periods of time and go without breathing. He can inhale and exhale extreme amounts at the same time. He can also scream very loud, to the point where his screams together with hasshoken can cause shockwaves.
21 mastery for basic usage. 41 for B rank scream

Adrenaline Pump: Kallavan can increase his adrenaline to fight longer and feel less fatigue. Overuse will result in the suppressed fatigue coming crashing down. Defensive prowess.
61 Mastery and follows the same rules as the adrenaline shot

The medic can administer this to their target/self, bringing exhausted allies back into the fight for 4 turns, after which they'll faint again or feel fatigued if they weren't fainted. Can only be applied to the same person once.
 
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Phantom bullet
Upon reaching a sufficient understanding of one's firearm and busoshoku haki, the user is able to create one phantom bullet. Instead of creating let's say a classic barrier, the haki is molded into the shape of a bullet by expending 5 turns worth of said haki. The range for this skill is 5 meters.
The stat requirements are 81 gunslinger, 100 busoshoku haki
DPR is S rank


Triple tap
The user fires fast enough to shoot 3 times in the time it takes to pull the trigger once. Against this single target, the user will aim toward the perceived weak spots twice and once toward a limb in an effort to incapacitate it.
The stat requirements are 41 gunslinger, 41 reaction
DPR is B rank

Bouncing bullets
The user fires two bullets, one with as the diversion and the second to ricochet off the first.
The stat requirements are 81 reaction speed, and 61 gunslinger
DPR B

1 for all and all for 1
As long as the projectiles launched at the user aren't too fast to be perceived or dodged, a bullet can ricocheted off of it. If the projectile is intangible, then bushoshoku haki has to be applied to work(i.e pika barrage, magma etc).
The stat requirements are 61 gunslinger, 61 reaction speed, and 61 movement speed
B rank
 
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Iron Gong: The user lifts their right arm to charge and deliver an extending punch to their target with their metallic fist. DPR B
Utility: 41 Strength: 41

Iron Boxing: The user delivers fast, extending and continuous punches to their target with their metallic fists. DPR: B
Utility 41 Strength 41

Iron Suplex: The user extends both of their arms and grabs them before smashing their head via throwing them backwards. Opponents can break out with higher strength or other methods. DPR: A
Utility 61 Strength 61

Iron Claw: The user extends her mechanical arm, grabs her opponent and swings them around, causing the opponent to hit other opponents and slam them into buildings with enough force to demolish them. Opponents can break out with higher strength or other methods. DPR: A
61 Utility 81 Strength

Vorpal Talon: A whip sword, possesing flexibility and long reach of a whip and the cutting power of a sword. It's made from separate sword segments threaded through with the whip, which can expand and contract on command, with the press of a button on the sword handle. DPR: C
Destruction 21

-Vorpal Whiplash: The user unleashes multiple powerful whip slashes around themselves. DPR: B
Destruction 21 Strength 41

-Vorpal Shivers: The user dashes forward with a series of extended whip slashes that winds around and through the target. DPR: A
Destruction 21 Strength 81

Vorpal Viper Strike: Freja twirls upside down and unleashes multiple extending slashing attacks before retracting it and extending it again, all within a very short period of time. DPR: S+
21 Destruction 100 Strength

Blue Noise Cannon: The user's left arm transforms into a cannon, capable of emitting high decibel sonic blasts to cause massive damage to it's target. DPR: B Moderate Stun
Destruction: 81
 
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Blinding Guillotine: The user dashes behind their opponent at blinding speed and aims to swiftly decapitate them.
DPR: C 21 Mastery 21 Strength 21 Movement

Murmuration: The user circles around their opponent, using their sword to slice them from all directions.
DPR:C 31 Mastery 31 Strength 31 Movement

Corvid Slip: The user leaps forward and performs a horizontal slash that slices through the target.
DPR: C 31 Mastery 31 Strength 21 Speed

Curving Upstroke: The user rotates their body in an uppercut movement, creating an arcing slash.
DPR: C 21 Mastery 21 Strength

Typhoon: The user backflips into the air and while upside down, unleashes a powerful gust of circular wind that slashes apart anything below.
DPR: B 61 Mastery 61 Strength

Gale Slash: The user leaps into the air and swings their blade which generates circular torrents of wind that slices up the opponent instantly.
DPR: B 61 Mastery 61 Strength

Eight Fold Claws: The user unleashes eight forward slashes with each one on top of the other in extremely quick succession.
DPR: B 41 Mastery 41 Strength

Assassin's Thrust: The user unleashes a powerful thrust attack infront of them.
DPR: A 61 Mastery 61 Strength

Purifying Wind: The user lifts the sword upwards towards the right, above their head and unleashes four vertical slashes at once down on the enemy resembling claws.
DPR A: 81 Mastery 81 Strength

Gale Dance: The user unleashes a whirlwind of slashes around their body that can defend them from incoming attacks and slice up their surroundings.
DPR: A 81 Mastery 81 Strength

Winding Serpent Slash: The user moves like a slithering snake and releases several slashes in a winding pattern.
DPR: A 81 Mastery 81 Strength


Shifting Flow Slash: The user quickly unsheathes their sword and dashes towards their enemy at blinding speeds and delivers a quick slash from beneath them. This technique is reminiscent of Iaijutsu.
DPR: S 81 Mastery 81 Movement Speed 81 Strength

Claws of the Hunter: The user swings their sword in a powerful frontal slash that creates powerful multi-directional long ranged slashes in the ground.
DPR: S 100 Mastery 100 Strength

Cyclone Cutter: The user dashes forward at blinding speeds and slashes continuously on a horizontal cyclone pattern.
DPR: S 91 Strength 91 Movement 91 Mastery

Mighty Njǫrd's Descent: The user unleashes a barrage of downward wind slashes from an extremely long and wide range, resulting in a powerful six-fold slash crashing down on their opponents. It's powerful enough to create several miniature crators where the slashes have landed.
DPR: S 100 Mastery 100 Strength
 
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If yall want to grab some FS from our faction, go for it!


Seismic Navigation
Gambit is responsible for the navigation of the vessel. His main responsibilities include planning the journey, advising the crew (or pilot) while on the route, and ensuring that hazards or obstacles from both climatic and geomatics are avoided. He is the most knowledgeable about the world as it is crucial for the determination of course and direction when travelling. His knowledge far exceeded what a normal navigator can possess for he has learned how to harness the weather and use them in combat.
Realm of Fog and Mist, Niflheim: Using "Cool Ball" against fire, the user is able to create a massive fog barrier due to the water vapour in the air, increasing in density from the rapidly heating cold air. The fog is used to blind the opponent so that the user can land an attack on them.
- Unranked, requires 51 Navigation

Weather Egg: Gambit launches a large egg, which hatches to reveal a particular kind of weather.
- Unranked, requires 81 Navigation

God of Mischief, Loki: Gambit forms multiple illusions of himself and/or disappears completely.
- Unranked, requires 81 Navigation

Thunder Lance Goddess, Ororo: Gambit creates an artificial black cloud above him. From there, he would invoke a barrage of lightning bolts about the size of a lance, hence its name.
- DPR: C, AOE, Moderate paralysis, requires 51 Navigation

Snow Sorceress, Ullr: Gambit uses Cool Balls in succession to change the atmospheric and the ground temperatures at or below the freezing point and ensure that there is a minimum amount of moisture in the air. If the ground temperature is at or below freezing, the snow will reach the ground. Gambit will then harness all these snows and/or compress them, turning them into a destructive weapon that he can cast on the opponents to incapacitate them.
- DPR: B, AOE, Deep freeze, requires 71 Navigation

Goddess of Sea, Rán, Saltstraumen: Create single or several 20-meter-diameter whirlpools that could drag even a barge or battleship into the deep. Whilst it's an indirect attack on the opponents, it still gives decent damage to them, the moment they submerge.
- DPR: B, requires 61 Navigation, Needs to be nearby/in a large body of water, 61 Cursed Trident/Fishman Karate (can be done in a combo with someone)

Storm Deities of Asgard, Cosmic Mesocyclone: Gambit conjures and hatches two weather eggs to release dark clouds which will then calls down heavy rain, fogs, and mists. As the temperature and humidity significantly change, a supercell tornado is born, about a few miles in diameter and up to 50,000 feet tall. When the updraft bends the spinning air upwards, it starts rotating persistently with the spinning column of air until it fuses with the downdraft of the storm to reinforce each other. The result is a long-lived supercell storm which he can use to create more powerful storm-based attacks that he can manipulate over time. LASTS 2 TURNS.
- Unranked, requires 100 Navigation, 1 Weather Egg

Wind Sorceress, Njörðr: Gambit spins the weapon rapidly and shoots out a powerful, swirling gust of wind much like an actual tornado but smaller in size.
- DPR: A, Mastery (100-meter) AOE, requires 91 Navigation

Goddess of Sea, Rán, Trench Explosion: A two-layer attack. He creates a stronger and more devastating knock-up stream that can certainly send the ships flying up to 100 meters above the water level.
- DPR: A, requires 81 Navigation, 1 Weather Egg. Deals additional damage (S-Rank) once they hit the water after the fall.

God of Thunder, Thor Odinson: Within seconds after forming the super-cell storm, Gambit twirls his weapon to form an even larger and more concentrated stream of lightning, and then swings it down at his opponent(s).
- DPR: S, Major paralysis, requires 100 Navigation

Wrath of Loki, Ultimate Epicenter: Interfering with the Earth's natural geological processes could create earthquakes, volcanoes, or other seismic events in specified locations. This process is called tectonic or seismic interference. A tectonic or seismic weapon, which in this case is a 'Seismic Clima-Warhammer' would be the use of the accumulated tectonic energy of the Earth's deeper layers to induce a destructive earthquake. To achieve this level of feat, he has to have 100 in Navigation and a Seismic Scientist Perk.

To make this work, Gambit, within seconds will oscillate his Clima-Warhammers like a piston against the ground causing it to vibrate at high speed while simultaneously electrocuting it. Forcing the electricity deep underground causes massive caverns or craters as well as intense branches of shockwaves that will stem and will branch across the target area to artificially create fault lines. And finally, by launching a seismic bomb (1 weather egg) at the targeted area, shaking its very foundations as a natural earthquake would, it unleashes seismic energy capable of blasting from the epicentre that would ramify up to 500 meters in diameter that can totally destroy communities near the epicentre and cause tidal waves.
Magnitude 9
- DPR S, Mastery/2 (50-meter) AOE, requires 100 Navigation
- 1 DPR less w/in the subsequent 50-meter mark up to 500-meter AOE
- requires 100 Navigation, 1 weather egg, Seismic Navigator Perk, takes one turn to prepare

Magnitude 10
- DPR S+, Mastery/3 (33-meter) AOE, requires 120 Navigation
- 1 DPR less w/in the subsequent 33-meter mark up to 500-meter AOE
- requires 120 Navigation, 1 weather egg, Seismic Navigator Perk, takes two turns to prepare

Goddess of Sea, Rán, Midgard Tsunami: Employing the logic of Geological Interference with the use of the Wrath of Loki technique, a series of waves caused by earthquakes or undersea volcanic eruptions are invoked. This phenomenon summons a towering and vast tsunami that can engulf his targets and/or even cascade onto the shores and coastlines, creating havoc inland.
Tsunami Level 4
- DPR: S, AOE, requires 100 Navigation, 1 Weather Egg, Seismic Navigator Perk

Tsunami Level 5
- DPR: S+, AOE, requires 120 Navigation, 1 Weather Egg, Seismic Navigator Perk

Rise of Giol, Ragnarok: Mostly a follow-up move after the Ultimate Epicenter to leverage on the caverns created by the said technique. After that, he will increase the temperature of the layers within the Earth's crust and/or mantle called lithosphere and asthenosphere to commence the melting of rocks by charging Heat Balls into it successively. After that, the decompression in places within those layers would start, so magma will start to form by converting earth particles to lava using Alchemy. At last, he will continuously use Cool Balls to compress the growth of gas and when the pressure within cannot keep up with the growth of bubbles it produces anymore, it just explodes to the surface.
Volcanic Level 4
- DPR S, Mastery/2 (50-meter) AOE, requires 100 Navigation
- 1 DPR less w/in the subsequent 50-meter mark up to 500-meter AOE
- requires 100 Navigation, 1 weather egg, Seismic Navigator Perk, 5 Stars in Alchemy

Volcanic Level 5
- DPR S+, Mastery/3 (33-meter) AOE, requires 120 Navigation
- 1 DPR less w/in the subsequent 33-meter mark up to 500-meter AOE
- requires 120 Navigation, 1 weather egg, Seismic Navigator Perk, 5 Stars in Alchemy

Goddamn Death Scythe
Gambit is highly skilled in wielding a death scythe. He acquired mastery of this weapon after his mastery in both Jutte style and Poker Card style─a fusion of the two in short. Whilst it requires large movements to be effective, it possesses the longest reach of all melee weapons; an advantage over the others. However, in close combat, the death scythe is not practical to use. He used this weapon in order to defeat Shiki, another blade user, and Kaido during their first encounter. After that, Tenguyama Hitetsu forged him the best weapon of choice─Shinigami no Tekken which gives him better manoeuvrability as compared to both Poker Card and Scythe. The very material Tengu used in forging the Scythe-Hammer was his scythe.
Forlorn: Gambit does a normal swing of his scythe in any direction of choice.
- DPR: B, requires 41 Mastery, 41 Strength

Agony: A thrust using the pointed tip of the scythe
- DPR: B, requires 41 Mastery, 41 Strength

Unseen: Another disarming/counter technique. Gambit attempts to snap the attacking limb off the progression or in the case of weapon wielders, the gripping hand.
- DPR: B, requires 41 Mastery, 41 Strength

Demon Edge: A disarming/counter technique. The user traps incoming attacks between the tip and the concaved surface of the scythe. Sliding or waxing it off before against the other weapon or limb, he will impale the body of the opponent.
- DPR: A, requires 61 Mastery, 61 Strength

Somersault Edge: With a card in hand, the user somersaults above the opponent and delivers a deadly slash to the opponent's back up to the back of the skull during his flip.
- DPR: A, requires 61 Mastery, 61 Strength

Cyclone: The user spins towards the target in order to block the incoming attacks and distract its vision so that his upcoming moves cannot be easily predicted. He will continuously advance and dodge other attacks (if there are any) and eventually cut through the opponent's torso.
- DPR: A, requires 61 Mastery, 61 Strength, 61 Movement

Hundred Years of Solitude: Gambit dashes forth the opponent and lands a deadly slash.
- DPR: A, requires 61 Mastery, 61 Strength, 61 Movement

Scorching Metal: The user rapidly twirls the weapon with his two hands as if seeing a propeller in flames, then swings it up, projecting a circular formation of flames that travels fast towards the target.
- DPR: S, requires 81 Mastery, 81 Strength

Guns N' Roses: A multi-strike technique and a scythe version of his original Guns N' Roses Jutte style. Gambit strikes using his scythe multiple times wherein it creates a highly compressed blast of air mixed with flames as if fired from a cannon, hurting anyone inside its AOE.
- DPR: S, requires 100 Mastery, 100 Strength

Grim Reaper's Dance: Gambit outstretches his arm and swings the scythe in a circle, generating an air slash that propagates in all directions.
- DPR: S, AOE requires 100 Mastery, 100 Strength

Midnight Boomerang: A scythe version of his original Card Melee Technique. Gambit kicks off towards the opponent and spins his scythe rapidly around his body and lands four nearly simultaneous elliptical slashes to the torso. Each of the attacks has different levels of destruction. If infused with flames, the damage escalates one tier up.
- DPR: S+, requires 100 Mastery, 100 Strength, 100 Movement

Goddamn Death Scythe: This attack should be considered the ultra-skill of Goddamn Death Scythe. The user jumps in the air at lightning speed. Then he channels all his energy into the weapon. And as it catches fire, he will then flip multiple times while falling down to the target before launching an overhead strike to its head which leaves them bursting in flames.
- DPR: S+, requires 100 Mastery, 100 Strength, 100 Movement

Rolling Stones, Art of Flaming Jutte
This martial arts focuses on the use of traditional martial arts weapons known as the Jutte (or Jitte). The Jutte is a two-pronged baton that is used by retainers in their country. The Jutte is used to block knife/sword strikes, hit opponents with the shaft, and trap incoming sword strikes between the shaft and prong by twisting the jutte.

The jutte is also referred to as the ‘sword breaker’ as in the hands of a master it is possible to not only trap but also to break a sword blade.

His Jutte is 1.5 meters in length with a one-pronged tine (Kagi) about 15.5 cm long starting just above the hilt and pointing toward the tip (sentan). This is made up of sea stone so he could annihilate the devil fruit users.

This technique is crafted by Gambit himself and taught to the crew members who desired it. However, only a few have ever mastered it. One of them is Koza, the Desert Rebel.
Requires minimum: 21 Strength and 21 Rolling Stones Mastery.
At 61 mastery in strength, movement, and Rolling Stones, your Jutte can catch flames by twirling it rapidly which helps you to increase the damage of an attack.
At 81 mastery, every swing or strike created by the user enables the weapon to catch flames.

Slade: A simple thrust to the opponent's body.
- DPR C, requires 21 Strength, 21 MA Mastery

AC/DC: A downward pound to the opponent.
- DPR C, requires 21 Strength, 21 MA Mastery

Bon Jovi: The user spins and strikes upwards, knocking the opponent to the ground and inflicting damage. The attack is similar to Shoryuken of Ken/Ryu.
- DPR C, requires 21 Strength, 21 MA Mastery

Alias: The user holds the staff in reverse grip with the other hand on his wrist and lands a deadly horizontal blow to the body, sending them flying.
- DPR B, requires 41 Strength, 41 MA Mastery

Aerosmith: The user jumps and holds the staff in reverse grip with two hands, so that its tip is facing the ground, then thrust it down to the opponent's head, stunning them for 1 turn if the attack is super effective.
- DPR B, requires 51 Strength, 51 MA Mastery

Toto: A counter-attack to an incoming attack. He hits the opponent’s weapon with the shaft and waxes it off before landing a rapid thrust onto them.
- DPR B, requires 41 Strength, 41 MA Mastery

Slapshock: The user dashes forth the opponent and lands a 4 solid left and right bitch slaps to the opponent’s face using the Jutte.
- DPR B, requires 41 Strength, 41 MA Mastery

Rage Against the Machine: The user strikes an opponent's weapon almost instantaneously. This technique is primarily intended to disarm the opponent by destructing whatever weapon they might be wielding at close range but subsequently damages the wielder, too.
- DPR B, requires 41 Strength, 41 MA Mastery

Wolf: The technique requires 2 Juttes to muster its true form. This is a lightning-fast combination consisting of a hard upward strike to the chin followed by an overhand strike to the skull, stunning them for 1 turn if the attack is super effective. It must be stressed that there is virtually no delay between the two blows. The combination is portrayed as a wolf's fangs as they sink into their victim.
- DPR A, requires 61 Strength, 61 MA Mastery

Firehouse: The user rapidly twirls the jutte with his two hands as if seeing a propeller in flames, then swings it up projecting a circular formation of flames that travels towards the target.
- DPR A, requires 71 Strength, 71 MA Mastery

Guns N' Roses: A multi-thrust technique. The user starts by rapidly twirling the jutte until it catches flame, then thrusts it to the target 10 times wherein it creates a highly compressed blast of air mixed with flames as if fired from a cannon, hurting anyone inside its AOE.
- DPR A, requires 81 Strength, 81 MA Mastery (AoE: 81/5=16)

Def Leppard: A two-handed downward strike. The user twirls the jutte rapidly and performs a devastating overhead strike which releases a compressed blast of air and flames which affect anyone inside its AOE.
- DPR A, requires 81 Strength, 81 MA Mastery (AoE: 81/5=16)

Styx: Could be a form of a block, disarming technique, or preparation to counter an attack. The user traps incoming attacks between the shaft and prong, disarms it by twisting the jutte, and then launches a quick thrust to their body using the other jutte.
- DPR A, requires 71 Strength, 71 MA Mastery

Metallica: The user focuses all his energy, speed, and strength into his Jutte/s then starts with a diagonal strike on the body; then swings his weapon to the other side - as if forming a curve - to land a horizontal strike to the ribs; followed by a thrust to the belly. After that, he swings the jutte upwards, forming an arc, and spins and lands a vertical strike to the shoulder; he then spins to the other side and lands a diagonal strike down to the knee, and lands a finishing upward blow to the head, sending them flying, bursting in flames.
- DPR S, requires 81 Strength, 81 MA Mastery

Wolfgang: A multi-hit version of Wolf. The user fires a barrage of 6 Wolves which stuns the target if the attack is super effective, followed by a spinning strike to the head to send the target counter-spinning in the air. The combination is portrayed as a pack of werewolves as they sink into their victims. The attack is rapid enough for the attacks to catch flames during the process which then increases the damage incurred.
- DPR S, requires 91 Strength, 91 MA Mastery

Queen, Bohemian Rhapsody: The user leaps in the air while rapidly twirling the jutte until it catches flame. He holds the staff in a reverse grip, so that its tip is pointing at the ground, then strikes powerfully and launches a compressed blast of air and flames which blast anyone inside its AOE. The technique uses fall and gravity to its advantage to magnify its strength.
- DPR S, requires 100 Strength, 100 MA Mastery (AoE: 100/5=20m)

Nirvana: The user focuses all his energy, speed, and strength on his Jutte. As the weapon catches fire, he will dash forth the opponent and starts with an upward stroke to the chin sending them mid-air. Jumping above his target, he will launch a downward strike to the head sending them back to the ground.
Gives turn-based +20 sub-stat boost in MA
- DPR S+, requires 100 Strength, 100 MA Mastery

Rock n Roll, All-star!!: This attack should be considered the ultra-skill of Juttejutsu. The user jumps in the air at lightning speed. Then he channels all his energy into the weapon. And as it catches fire, he will then flip multiple times while falling to the target before launching an overhead strike to its head which leaves them bursting in flames.
Gives turn-based +20 sub-stat boost in MA
- DPR S+, requires 100 Strength, 100 MA Mastery

Poker Heat, Art of Flaming Cards
Landayan Morrow a.k.a., “The Gambit” is highly skilled in Poker Heat Martial Arts. This fighting technique focuses on both metal card throwing and closed-quarter combat to impale, cut or slash its target.

The damage varies generally depending on the amount of speed and force used to channel an attack. Some attacks are being launched in an acrobatic form which boosts the damage it incurs to the target and there are also attacks that use an air-compressed projectile to increase its total destruction.
Ranged Attacks Require a minimum of 21 Strength and 21 Poker Heat Mastery. The amount of cards you can carry is determined by your mastery.

Melee Attacks Require a minimum of 21 Strength and 11 Poker Heat Mastery.
  • At 11 mastery you get a total of 26 cards.
  • At 21 mastery you get a deck of cards.
  • At 41 mastery you get 2 decks of cards and can throw them swiftly and rapidly so that they can catch fire during the release.
  • At 51 mastery you get 3 decks of cards.
  • At 61 mastery you get 4 decks of cards.
  • At 81 mastery you get 5 decks of cards.
  • At 100 mastery you get 6 decks of cards.
  • At 120 mastery you get 8 decks of cards and create an S+ rank ranged attack.
Range Mechanics:
For every Poker Heat Mastery stat point, you have a 1-meter range. (i.e. 81 MA = 81 meter range and 120 MA = 120 meters)

RANGED ATTACKS
Three-of-a-kind
: The first ability Gambit named consists of launching 3 metal cards to at most 3 targets, piercing through the specific body part he targeted. He could also fire these cards to a single target, accumulating all the potential damages it could incur.
- DPR C each card, requires 31 Strength, 31 MA Mastery

Straight: An enhanced version of Three-of-a-kind and the second technique he learned and named. Instead of 3, he fires 5 metal cards to at most 5 targets.
- DPR C each card, requires 41 Strength, 41 MA Mastery

Flush: This technique focuses on slashing and burning the entire body of his opponent from the belly to its chest by projecting a single flaming card in a very low position and in a curveball motion.
- DPR B, requires 51 Strength, 51 MA Mastery

Aerial Flush: This technique focuses on slashing and burning the entire body of his opponent from one side to another by projecting a single flaming card in a crescent-shaped motion.
- DPR B, requires 51 Strength, 51 MA Mastery

Bended Flush: Gambit throws are not an ordinary way of card-throwing. Instead of a linear way, it is thrown in a bent trajectory but is still as accurate as it has to be.
- DPR B, requires 51 Strength, 51 MA Mastery

Straight Flush: Gambit throws are not an ordinary way of card-throwing. Instead of a linear way, 5 metal cards are thrown in a bent trajectory but is still as accurate as it has to be.
- DPR B (each card), requires 51 Strength, 51 MA Mastery

Full-house: This technique is comparable to a homing attack (but not actually one) which focuses on marksmanship and true shot. To make this work, Gambit will throw 5 flaming metal cards simultaneously and almost fasten them together, making it appear like a single card is thrown. When the cards are close to the opponent, the cards will swiftly scatter in five different directions, before hitting the opponent. The objective is to surprise the opponent by letting them think that it's just a simple horizontal formation of cards aiming for a single target.
- DPR B each card, requires 61 Strength, 61 MA Mastery

Four-of-a-kind: This technique is both offensive and defensive. The user rapidly throws a rocket-like formation of 16 flaming cards aimed to push the opponent's weapon or incoming attack. If they clashed, then the said attack is used as a defensive measure. You can subtract the DPR from each clashing attack and the attack with a higher DPR will win the clash and the remaining DPR will continue toward its target.
- DPR A, requires 71 Strength, 71 MA Mastery

Dragon Suit: This technique appears to be initiated by an upward spinning swing at which point Gambit rapidly released all 26 metal cards at once which quickly form into a dragon-like projectile of flaming metal cards. It attacks the target aiming to swallow them, at which point they are cut by the spiralling metal cards inside the attack and subsequently burning them due to the fire it created upon release.
- DPR A, requires 81 Strength, 81 MA Mastery (AoE: 81/5=16)

Double Dragon Suits: 2 spiralling dragon suits.
- DPR S, requires 100 Strength, 100 MA Mastery (AoE: 100/5=20)

Poker Heat, Royal Flush: The user leaps into the air, launching 54 flaming diamond-made cards one after another down to the target/s.
Gives turn-based +10 stat boost in Strength or +20 sub-stat boost in MA
- DPR S, requires 100 Strength, 100 MA Mastery (AoE: 100/5=20)
- DPR S+, requires 110 Strength, 120 MA (single target)

Ace of Diamond: Gambit does an outstretched bent or linear throw of a single diamond-made card that surpasses the peak of his range (MA mastery x 1.5).
- DPR S+, requires 100 Strength, 120 MA

AIR SLASHES
Crescent Moon
: The user unleashes a rapidly spinning crescent-shaped air-compressed projectile by swinging his metal card across the air.
- DPR C, requires 31 Strength, 31 MA Mastery
- DPR B, requires 51 Strength, 51 MA Mastery


Lunar Eclipse: The user unleashes a rapidly spinning round-shaped air-compressed projectile by swinging his metal card while spinning.
- DPR B, requires 51 Strength, 51 MA Mastery
- DPR A, requires 71 Strength, 71 MA Mastery


Total Eclipse: The user unleashes 3 rapidly spinning round-shaped air-compressed projectiles by swinging his metal card while spinning which blasts anyone inside its path.
- DPR A, requires 71 Strength, 71 MA Mastery
- DPR S, requires 91 Strength, 91 MA Mastery


Dances Helical Crusade: The user unleashes a rapidly spiralling helical air-compressed projectile by swinging his card in a circular motion, cutting through anyone in its path before landing on his prime target.
- DPR A, requires 81 Strength, 81 MA Mastery (AoE: 81/5=16)
- DPR S, requires 100 Strength, 100 MA Mastery (AoE: 100/5=20)
- DPR S+, requires 110 Strength, 120 MA (single target)


Shadow Fang: The user leans forward (or downward if above the target) and launches a lightning-fast combination of upward and overhead slashes. It unleashes an air-compressed projectile that resembles a wolf trying to devour anyone in its path before landing on its prime target.
- DPR A, requires 81 Strength, 81 MA Mastery (AoE: 81/5=16)
- DPR S, requires 100 Strength, 100 MA Mastery (AoE: 100/5=20)
- DPR S+, requires 110 Strength, 120 MA (single target)


Lucifer Morningstar:
With the card in each hand or using his vampiric claws, Gambit rapidly whirls while doing an upward swipe with his lead arm, followed by a backhand swipe with his rear arm one after the other. It creates a rotating column of flames and highly compressed air about 2 meters in diameter. It can destroy everything inside its attack radius and path. The mixture of the two elements complements each other which magnifies its destructive potency. With his newfound vampiric ability, it is way stronger and can now propel in any direction and chase the target at will, instead of sheer vertical ascension.
- Damage scales off Strength
- DPR A, requires 81 Strength, 81 MA Mastery (AoE: 81/5=16)
- DPR S, requires 100 Strength, 100 MA Mastery (AoE: 100/5=20)
- DPR S+, requires 110 Strength, 120 MA (single target)


Fortress of Darkness, All-in!!: With a card in each hand, Gambit recalls all the sufferings he had. Out of rage, he leaps into the air and focuses all his power and speed on his hands. He then swings the cards rapidly 54 times which launches the same number of 3-feet-long air and slashes down to his targets.
Gives turn-based +10 stat boost in Strength or +20 sub-stat boost in MA
- DPR S, requires 100 Strength, 100 MA Mastery (AoE: 100/5=20)
- DPR S+, requires 110 Strength, 120 MA (single target)


CLOSE-QUARTER COMBAT
Forlorn
: A close-range horizontal/diagonal/vertical slash to the target.
- DPR B (stomach/sides), requires 41 Strength, 41 MA Mastery
- DPR B (hands), requires 41 Strength, 41 MA Mastery
- DPR A (chest), requires 61 Strength, 61 MA Mastery
- DPR A (back), requires 61 Strength, 61 MA Mastery
- DPR A (limbs), requires 61 Strength, 61 MA Mastery


Somersault Edge: With a card in hand, the user somersaults above the opponent and delivers a deadly slash to the opponent's back up to the back of the skull during his flip.
- DPR A, requires 61 Strength, 61 MA Mastery
- DPR S, requires 81 Strength, 81 MA Mastery


Cyclone: The user spins towards the target in order to block the incoming attacks and distract its vision so that his upcoming moves cannot be easily predicted. He will continuously advance and dodge other attacks (if there are any) and eventually cut through the opponent's torso with the cards he holds in each hand.
- DPR A, requires 61 Strength, 61 MA Mastery (signal #1)
- DPR S, requires 81 Strength, 81 MA Mastery (signal #2)
- DPR S+, requires 100 Strength, 100 MA Mastery (signal #3)


Midnight Boomerang: With 2 cards in hand, the user kicks off towards the opponent and spins rapidly before he lands four nearly simultaneous elliptical slashes to the torso.
- DPR A, requires 61 Strength, 61 MA Mastery (dusk)
- DPR S, requires 81 Strength, 81 MA Mastery (midnight)
- DPR S+, requires 100 Strength, 100 MA Mastery (dawn)


Hundred Years of Solitude: A close-range slash to the opponent's neck/throat.
- DPR S, requires 81 Strength, 81 MA Mastery (lifetime)
- DPR S+, requires 100 Strength, 100 MA Mastery (eternity)


Guardian of Shadows: The user rapidly swings his card and spins thrice, slashing anyone inside his range.
- DPR S, requires 91 Strength, 91 MA Mastery (AoE: 91/5=19)

Midnight Solitaire, All-out!!: With a card in both hands, the user dashes towards the target/s and starts to slash anyone he desires, one slash after another until he reaches his 12th slash. If there's only one enemy, he will absorb all 12 slashes. If there are two, they will receive 6 each.
- DPR S+, requires 100 Strength, 100 MA Mastery

Rope/Anchor Action
The art of using the rope/chain/anchor in both ranged and close-quarters combat.

The length of the weapon is determined by the user's mastery = meters. If used to bind a target, he/she can break out of it if they have strength in the same tier bracket or higher as the user's mastery.

Attacking with the anchor usually entailed swinging either the hook or the chain itself in a large circle over the user's head, and then whipping it forward to impale, ram, or entangle an opponent's weapons, or immobilize his arms or legs, or choking or strangling them. This allows the user to easily rush forward and do a follow-up strike.
Top Knot: T-Bag throws a rope that spirals upwards and ties around his target's body. Then, when the rope is pulled with enough force, the enemy spins like a top, eventually collapsing from dizziness.
- DPR: D, requires 11 Mastery, 11 Strength

Timber Hitch Tug: T-Bag jumps into the air, somersaults, and unleashes several ropes that grab an enemy, with the force of T-Bag's fall pulling the target down to the ground. Requires
- DPR: D, requires 21 Mastery, 1 Strength

Figure of Eight Knot: T-Bag shoots out eight ropes, knotted heavily on the ends, like fists in eight directions. It can be used to hit multiple targets at once.
- DPR: C, requires 31 Mastery, 31 Strength

Shrouds and Rat-Line Knot: T-Bag creates a large net out of ropes and slams it on top of several enemies.
- DPR: C, requires 31 Mastery, 11 Strength

Round Turn: After positioning himself between several enemies, T-Bag grabs them with ropes and pulls them inward, slamming the victims against each other.
- DPR: C, requires 21 Mastery, 21 Strength

Bowline Knot: T-Bag launches a rope that ties around an opponent's wrist, restricting their movements as long as he creates tension.
- Unranked, requires 11 Mastery, 11 Strength

Punishment: After snaring an opponent with rope, T-Bag throws them and slams them head-first into the ground.
- DPR: C, requires 11 Mastery, 21 Strength

Cuddle uh Love: T-Bag throws the spiked ball end of the chain to tie around his opponent's wrist, ankle, or weapon, restricting their movements the more he creates tension. And whilst inflicting devastating damage to the target is not its primary purpose, the spikes once entangled to the target shall also incur decent damage. It is often used as a preparation for a combination attack.
- DPR: C, requires 21 Mastery, 21 Strength

Half-Knot Air Drive: T-Bag ties a rope around an opponent's neck, choking them, and slams them to the floor.
- DPR: B, requires 51 Mastery, 51 Strength

Sun Ova the Yardarm: T-Bag jumps into the air, somersaults, and unleashes his chain that grabs an enemy. And with the force of T-Bag's fall, he pulls the target down to the ground.
- DPR: B, requires 41 Mastery, 41 Strength, 41 Movement

Half-Knot Air Drive: T-Bag ties his chain around an opponent's neck, choking them, and slams them to the floor.
- DPR: B, requires 41 Mastery, 41 Strength

Spikey Strikey: T-Bag shoots out the chain like a fist to his target.
- DPR: B, requires 41 Mastery, 41 Strength

Rip em Wildey: T-Bag shoots the hook of the anchor to his target, impaling them.
- DPR: B, requires 41 Mastery, 41 Strength

Pipe Hitch Knives: T-Bag launches a rope with a spiralling row of knives tied to it to cut or slash his target.
- DPR: A, requires 61 Mastery, 61 Strength

Snap Strike: The user whips a heavy chain or knotted rope forwards in a straight line, shooting straight towards their enemy from a medium range.
- DPR B: requires 51 Mastery, 51 Strength
- DPR: A, requires 71 Mastery, 71 Strength


Spikey Strikey Ranch Style: A more devastating version of Spikey Strikey wherein T-Bag swirls the chain in rapid succession until it catches fire before he shoots at his target.
- DPR: A, requires 61 Mastery, 61 Strength

Rip 'em Wildey Ranch Style: A more devastating version of Rip 'em Wildey wherein T-Bag swirls the chain in rapid succession until it catches fire before he darts to his target.
- DPR: A, requires 61 Mastery, 61 Strength

Grab Rotational Pull: T-Bag launches his chain to grab an opponent and then pulls him sideward before swinging him in a large circle, hitting anyone within its attack radius.
- DPR: B, requires 41 Mastery, 41 Strength
- DPR: A, requires 61 Mastery, 61 Strength


Pocket Smash: This is a lightning-fast combination consisting of a hard upward strike to the chin followed by an overhand strike to the skull, stunning them for 1 turn if the attack is super effective. It must be stressed that there is virtually no delay between the two blows. The combination is portrayed as a wolf's fangs as they sink into their victim.
- DPR: S, requires 81 Mastery, 81 Strength

Anchor Prison: T-Bag traps the weapon he blocks in between the prongs of his anchor hook before twisting or pushing it away, leaving the opponent wide open for a follow-up blow.
- DPR S, requires 81 Mastery, 81 Strength

Tornado Whip: The user spins a heavy chain or knotted rope behind themselves for a short moment, then sends it flying towards their enemy from a medium range. As it flies through the air, it spins in a rotating pattern.
- DPR S: requires 91 Mastery, 91 Strength
- DPR S+: requires 120 Mastery, 120 Strength


Hell Memories, Swing 'em round Like It’s Hot: T-Bag’s most deadly techniques. He combines his Tiefling DNA, Hell Memories, and Anchor Action into one single devastating blow. He swings the chain over his head in a large circle and in a hypersonic motion that the hook of the anchor begins to catch flame, striking anyone inside its area of effect before slamming it into his prime target.
[Gives +20 turn-based MA boost]
- DPR: A, requires 81 Mastery, 81 Strength (AoE: 71/5=14); DPR: S (main target)
- DPR: S, requires 100 Mastery, 100 Strength (AoE: 91/5=18) DPR: S+ (main target)

Cursed Trident
Namor wields the Cursed Trident, Neptune which allows him to control the water similar to Fishman Karate. But instead of using his arms, he channels his energy and the water he controls onto his weapon to use them in combat.
Ocean Sprint: The technique allows the users to move at a disappearing speed in order to avoid attacks or to attack at an incredible speed and with greater power. To do this, Namor harnesses water and wets the ground. And by pressing his trident multiple times against the water or wet ground, he can surpass his movement speed limit. The user's movement speed is increased by Mastery/5.
11-40 mastery: 3-turn cooldown
41-80 mastery: 2-turn cooldown
81-100 mastery: 1-turn cooldown


Arabesque Tile True Thrust: The user punches at a fair distance from the intended target(s), so instead of the fist connecting, it uses the water vapour in the air to release a shock wave that sends them flying. This move is similar to Bartholomew Kuma's Pad Ho with the only difference being that the shock waves are not concentrated upon being released; but in exchange, it has a much wider area of effect. This move has a delayed effect, as the shock wave takes a while to affect the opponent(s).
- DPR: D, requires 61 Cursed Trident, Neptune, 61 Strength

Hundred Tiles True Thrust: A hard thrust that can send an opponent flying. It can break through one hundred tiles.
- DPR: C, requires 21 Cursed Trident, Neptune, 21 Strength

Death by Pressure Plunge: Done underwater, the user grabs his opponent using the prongs of his trident, then swims extremely fast to the ocean floor where the pressure of the ocean wreaks havoc on the opponent's body.
- DPR: C, requires Cursed Trident, Neptune, 21 Strength, and 41 Movement Speed

Sea-Speed Stomach Savage Slash: An underwater attack, the user darts forward and uses the momentum to deliver a savage slash to the opponent's stomach.
- DPR: B, requires 41 Cursed Trident, Neptune,, 41 Strength, and 41 Movement Speed

Thousand Tile True Thrust: A hard thrust that can send an opponent flying. It can break through one thousand tiles, and kill a human with one shot.
- DPR: B, requires 41 Cursed Trident, Neptune, 41 Strength

Spear Wave: A technique used on a body of water's surface. The user heaves a spear-shaped burst of water with enough force to punch a hole in solid structures.
- DPR: B, requires 51 Cursed Trident, Neptune, 51 Strength

Sharkskin Trident Block: A simple block using the trident with enough force behind it to slap away a sword swing.
- DPR: B, requires, 41 Cursed Trident, Neptune, 61 Strength

Ocean Drum: The user strikes the water in front of him pushing it at his opponent and sending three diagonal shockwaves through it.
- DPR: B, requires, 51 Cursed Trident, Neptune, 51 Strength

Trident Slam: A downward pound or an upward strike to the target.
- DPR B: requires 41 Cursed Trident, Neptune, 41 Strength

Stingray Sweep: A fast-spinning sweep using the trident.
- DPR B: requires 41 Cursed Trident, Neptune, 41 Strength

(Great) Water Shot: The user hurls a simple droplet of water at his opponent, which can become a deadly bullet with the kinetic force created by their immense Fishman strength.
- DPR: B, requires 51 Cursed Trident, Neptune, 51 Strength
- DPR: A, requires 71 Cursed Trident, Neptune, 71 Strength


Five Thousand Tile True Thrust: A hard thrust that can send an opponent flying. It can break through five thousand tiles, and kill a human with one shot.
- DPR: A, requires 61 Cursed Trident, Neptune,, 61 Strength

Sea Surface Splitter: Using a trident slam, the user can split the very ocean itself in order to send a shock wave to attack an enemy.
- DPR: A, requires 71 Cursed Trident, Neptune, 71 Strength

Arrow Military Shark: The user first wets his trident, then he uses his massive strength to throw many drops of water, which are converted into deadly arrows through mere kinetic force.
- DPR: A, requires 71 Cursed Trident, Neptune, 71 Strength

Great Canon Military Shark: A larger version of a normal Yabusame. The water droplets act more like blunt cannonballs causing dents in the deck of a ship than like arrows.
- DPR: A, requires 71 Cursed Trident, Neptune, 71 Strength

Mighty Reliant Piercing: One of his most powerful techniques. The user hurls a pack of water in his trident and shoots a powerful water shock wave that pierces through his opponent's body.
- DPR: S, requires 100 Cursed Trident, Neptune, 81 Strength

Trident Prison: Namor traps the weapon he blocks in between the prongs of his trident before twisting or pushing it away, leaving the opponent wide open for a follow-up blow.
- DPR S, requires 81 Cursed Trident, Neptune, 81 Strength

Trident Spin: Namor spins his trident rapidly over his head that it creating a strong circular offence and defence.
- DPR S, requires 81 Cursed Trident, Neptune, 81 Strength

Leisure Silk Torrent: Namor waves both arms at great speed and uses his strength to disperse incoming attacks with the humidity around him. This move is highly effective against fire but can also be used as an offence.
- DPR S+, requires 100 Cursed Trident, Neptune, 100 Strength

Rising Namor: Namor copies this ability from Gambit but instead of wind and fire, Namor rapidly spins with his trident lifted over his head. From that spin, a whirlpool gathers around him. He will then leap midair before launching himself at the opponent for a devastating blow.
- DPR S+, requires 100 Cursed Trident, Neptune, 100 Strength

For Atlantia: Namor's second strongest attack. He concentrates a huge sum of water around his trident, turning it into an orb before charging toward the opponent for a crushing forward strike.
- DPR S+: requires 100 Cursed Trident, Neptune, 100 Strength

Secret Technique, Atlantia True Thrust: Namor delivers a powerful thrust using the Busoshoku: Koka technique without connecting to its real target. It is able to generate a powerful black lightning-charged shockwave.
- DPR S+, requires 100 Cursed Trident, Neptune, 100 Strength, 100 COA

Ultimate Technique, Emperor of the Deep: Using Trident, Namor harnesses a huge volume of water inland or at sea and shapes it like a group of sea kings, soaring into the sky before diving into the target, devouring them.
- DPR Z, requires 100 Cursed Trident, Neptune, 100 Strength, 100 COA

Cursed Ax, Raging Bull
KG wields this cursed weapon allowing him to gain +20 in strength but losing -20 from his movement speed.
21 KG: KG punishes the target by a devastating downward or diagonal or horizontal swing of his ax.
- DPR C, requires 21 Cursed Ax, Raging Bull, 21 Strength

21 KG Arena: This technique is the aftereffect of 21 KG, after he swings his ax, its initial intent is to cut the opponent open, however, little did they know, it also releases the second layer of attack coming off that same swing which is a slashing shockwave.
- DPR B, requires 51 Cursed Ax, Raging Bull, 51 Strength

Detroit Pistons: KG releases a ball of combined energy and compressed air upon swinging the axe, exploding upon contact.
- DPR A, requires 81 Cursed Ax, Raging Bull, 81 Sparking Red, 81 Strength

Howling of the Wolves: KG swings the axe downwards and unleashes a dozen of wolf-shaped compressed air blasts and red energy, exploding upon contact.
- DPR S, requires 100 Cursed Ax, Raging Bull, 100 Sparking Red, 100 Strength

Boston Horizon: KG unleashes a destructive air slash coming from the swing of his cursed axe capable of cutting dozens of buildings in succession.
- DPR S, requires 100 Cursed Ax, Raging Bull, 100 Strength

Raging Chicago Bulls: KG dashes forth the target either from mid-air or from long-range before swinging the axe violently towards the target.
- DPR S+, requires 100 Cursed Ax, Raging Bull, 100 Strength
 
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Andon (literally meaning "Flame Emperor"): King conjures a fireball over his open palm, then forms a fist to execute a powerful flame-clad punch, burning the opponent. The attack's name comes from andon, a type of traditional Japanese lantern consisting of an oil lamp housed in a paper-covered, wooden stand.
Requirements: 41 Strength & 41 Fiero
Rank: B



Karyudon (iterally meaning "Fire Dragon Emperor"): A powerful attack where King ignites his sword's blade and, from its tip, produces a large, whirling, serpentine dragon made of fire, dense enough that Zoro called it similar to magma. Consequently, King sends this dragon flying against a single or multiple enemies in order to incinerate them.
Requirements: 81 Vitality & 81 Fiero
Rank: A



Omori Karyudon (literally meaning "Assisting Guardian Fire Dragon Emperor"): A more powerful version of Karyudon, creating a larger fire dragon with which King attacks and tries to immolate his opponent.
Requirements: 81 Vitality & 100 Fiero
Rank: S

Jigoku Hi (literally meaning "Hellfire"): The user conjures fire on his blade and slashes at the opponent, creating a windvane that feeds the fire, increasing its size exponentially. The result is a blanket if fire that overtakes an area and burns the enemy.
Requirements: 61 Fiero (B) / 81 Fiero (A)
Rank: B / A (double)



Jigoku Mesu (literally meaning "Hell Scalpel"): The user conjures fire on his blade, but concentrates it on the tip of his blade. The user then stabs forward, aiming to skewer the opponent. Since the Fiero is so concentrated, it is more powerful than the norm, but with very little AoE. Jigoku Mesu is typically used on a vital spot, hence the attacks‘ name.
Requirements: 81 Strength & 81 Fiero
Rank: S
 
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Custom Rokushiki
Tesshi(Iron fingers): A selective mode of tekkai that is mostly used as a combination with Shigan to increase piercing damage. But can be used as shockfactor to block attacks with only one finger. - A Rank (71 Mastery, 61 Strength, 61 durability )

Tekkai Kenpo Genkai (Tekkai Kenpo - Limit) -> A more advanced version of tekkai gou but instead of flexing the entire body the user flexes one or both their arms. Upon activating their biceps expand exponentially, increasing their strength far beyond their normal limits. The resulting blows in this form leave hand imprints into the area they punch. A side effect of buffing one's muscles to their limit is that the user needs to rest for several turns before being able to use tekkai again. - A Rank - tekkai buf goes to strength instead of durability, 2 turn CD(71 Mastery, 61 Strength, 61 durability )

Soru ("Rankyaku Firebird") :
Another combination move where the user dashes forward with soru while extending their kicking leg. By using the momentum one can afterwards deploy a technique that combusts high air pressure by grinding the ground during the dash. The user can guide the fire created by kicking it towards the enemy. A Rank(71 Mastery, 61 Strength, 61 movement speed )

Claw Rankyaku :
Self explanatory, by using the claws in hybrid form Kallavan launches a hand based rankyaku without the need to kick his leg - B Rank(41 DF, 41 mastery, 41 strength, 41 movement speed )

Jugon "Madara" :
A high-speed version of Jugon mimicking the shigan Madara variant but instead of regular shigans, Jugon is being used.
A - Rank (71 Mastery, 61 Strength, 61 movement speed )

Rokuougan shoot :
A kicking version of a regular Rokuougan that is capable of sending the opponent flying while also damaging the opponent internally.
S-Rank(91 Mastery, 91 Strength, 81 Armament Haki )

Rokuougan Kyoryu Ha! (Six kings Dino Wave Gun :
Just like rokuougan shoot this is a more concentrated version of that technique. Overflowing with power the user dashes madly at their opponent with all the speed they can muster before dropping down on them with a double dropkick, amplifying the 'blast' while also knocking them backwards several yards away if connected.
S+ Rank(100 Mastery, 100 Strength, 81 Armament Haki, 81 movement speed )

Rankyaku: Samidare (Tempest kick: Summer rain)
The user kicks the air at high speed, unleashing a regular rankyaku at first glance. However, as it travels, the air blades explode into an array of numerous smaller air blades. Showering an opponent with a rapid fire like attack.
A-Rank 81 Mastery, 71 Strength, 71 Movement Speed.

Ashigan(Leg Pistol)
The user kicks with their legs at the speed of a shigan, able to pierce and or attack at jabbing like speeds.
B-Rank 41 Mastery, 41 Strength.

Gagan( "Fang Gun" )
Used by Who's-Who in his Human-Beast form. Who's-Who quickly thrusts his maw forward, releasing a blast of compressed air that is shaped like his fangs. The blast makes a biting motion once it connects to a surface, gouging a clean, round hole out of the struck target. It was first used against Jinbe, who successfully dodged the first attack. Kallavan mostly uses it in his Beast Form.
B-Rank 41 DF, 41 Mastery, 41 Strength.

Rokushiki Ogi: Kikoho (Six Styles Secret Skill: (気き功こう砲ほう Kikōhō, lit. "Spirit Cultivation Gun")
The ultimate version of the Rokuougan and by design Kallavan's ultimate technique within his Rokushiki mastery. A new 8th skill for those select individuals that have mastered both 6 versions, Rokuougan and unmatched mastery in armaments.

This technique is performed by gathering energy, forming a vaguely diamond-shaped "tunnel" with the hands by keeping the fingers on each hand together, overlapping the index finger on the one hand with the pinky of the other hand, and overlapping the thumbs. The object being focused on gets 'zoomed' in on and visualized inside that diamond through mantra, then the user shouts while releasing the large shock wave like beam from their hands. The application of the Rokuougan shockwave combined with the users extreme haki(120) allows for the energy to be burst forward into an attack of overwhelming proportions. Due to the intense application of haki this technique also inflicts damage on the user as it drains their spirit to life - threatening levels.
S+ Rank 100 Mastery, 100 Strength, 100 Armament Haki
Hasshoken
- Dash: Self-explanatory, follows Soru rulings.

- Armsel Strike!: Using vibrations through punches, causing the shockwaves to go through their body and mess up their insides. [ A Rank]
61 mastery, 61 str

- Parabellum!: A very fast punch that lacks in strength, often used by the not dominant arm. Has an alternate version where Kallavan unleashes a flurry of fists. [ A Rank]
61 mastery, 61 str, 61 movement

- Henschel : User punches the air and releases the shockwave like a projectile towards the opponent. [ A Rank]
71 mastery, 71 str

- Thunderclap: By clapping his hands together one can release an outwards expanding shockwave that pushes the enemy away. Mostly used to reset combat encounters. [ A Rank]
81 mastery, 81 str

- Tsubame gaeshi: By twisting into an attack made by the opponent, the user is able to redirect that energy against them, resulting in a kicking or punching counterattack that is stronger than would normally be launched. While the attack appears to be counter the damage from said attack is definitely felt by the one receiving it as he flows it through his body while also adding his own attack into the mix. [ B Rank but can be elevated through the opponents' attack. Granted that the opponent can tank the attack. ]
51 mastery, 51 reactions. Also requires mastery to be a tier above their own

- Tremor: The user stamps their foot, releasing powerful vibrations into the ground causing the area to shake violently. [ C Rank]
31 mastery, 31 str

-Kia: A reverse thunderclap that instead of being one direction is omnidirectional. However, due to the nature of the attack, its power potential is greatly diminished compared to the regular thunderclap. Can be used through one’s hands or simply through the vocal cords. [ B Rank]
61 mastery, 61 str

-Howitzer strike: An attack that places rotation into the mix of a regular punch. The user twists his arm allowing for an even greater force to be executed upon impact. [ S Rank]
81 mastery, 81 str

-Hasshoken Ogi: Kiryu Kirikugi (八衝拳奥義 錐龍錐釘 Hasshō-ken Ōgi: Kiryū Kirikugi?, literally meaning "Eight Impacts Fist Secret Technique: Drill Dragon Drill Nail"): A secret Hasshoken technique that Kallavan was able to emulate thanks to the durability of his dinosaur skull. Kallavan hardens his head with haki and headbutts the target. [ S Rank]
81 mastery, 81 str, CoA

-Artillery!
Punching rapidly in front of himself, Kallavan creates a barrage of ranged shockwaves. The raw destructive power capable of ruining the land. A-Rank 71 mastery, 71 str

-Gamma Mörser!
One of Kallavan's most powerful techniques. Kallavan lunges forward, punching with so much force, it creates his most powerful shockwave that is capable of going through almost anything. Although the latter is self proclaimed.
S-Rank 81 mastery, 81 str if non ranged; 91 in both if it is

-Sanshikidan
A powerful downward punch that delivers a large shockwave into the ground that expands outward. B-Rank 51 mastery, 51 str

-Hasshoken Ogi: Chōbakuretsumaha
Kallavan creates an omni-directional barrage of thin and sharp shockwaves that seemingly strike out of nowhere from a flurry of punches.
S+-Rank 100 mastery, 100 str
 
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Electro Techniques:
Electro Sword Claws: he can concentrate these charges of lightning even more, specifically, into his claws. His claws begin to glow and even grow in size, making it as if he has a dozen well-crafted sword at his disposal, clashing against actual swordsmen.
Requirement: Scales on Mastery
11 in Electro, 21 in Strength and 11 in Brawling - DPR: C
31 in Electro, 41 in Strength and 31 in Brawling - DPR: B

Static Frenzied Maul: The user starts by opening their mouth before allowed to send a electrical current that charges the teeth in a layer of Electro. The user then charges to the enemy chomping down to not just cling onto a foe and dig their teeth into their flesh. As they puncture a wound the user then sends a shock current thoughout the portion of the body that the user has bitten.
Requirement: 31 in Electro, 41 in Strength, 41 in Movement Speed and 31 in Brawling - DPR: B

Static Surging Fist: The user charges their fist clenching it with a charged electro fist as then the user dashes forward as they motion to punching the enemy.
Requirements:
3
1 in Electro, 41 in Strength, 41 in Movement Speed and 31 in Brawling - DPR: B
51 in Electro, 61 in Strength, 61 in Movement Speed and 51 in Brawling - DPR: A

Feral Throttle: User grabs the enemy by the neck and then sends a static electro shock through the enemies neck.
Requirement: 41 Strength, 11 Electro and 11 Brawling - DPR: C

Slice and Dice: User expands their hands slowly allowing the claws to extract as electro channels through their pads as they then charge at the enemy as they take a powerful swipe that can come from the right or left. Then followed with one from above the enemy all the way down.
Requirement: 41 Strength, 31 Electro and 31 Brawling - DPR: B

Spin Attack: Start by allowing to coat themselves with Static electro then it discharges as they curve into a ball as they propel themselves towards the targets as they get closer to the target the propel momentum recharges the electro. It electrifies those who stand in the way. (Multi-Target)
Requirement: Scales on Mastery
31 in Electro, 41 in Strength, 41 in Movement Speed and 31 in Brawling - DPR: B
51 in Electro, 61 in Strength, 61 in Movement Speed and 51 in Brawling - DPR: A

Tail Slam: jumps into the air, curls into a ball and slams straight downward
Requirement: 31 in Electro, 41 in Strength and 31 in Brawling - DPR: B

Were-Claw: Makes a forward dash while crossing his hands in front of him, before violently slashing his claws to both sides in a quick and swift motion.
Requirement: Scales on Mastery
31 in Electro, 41 in Strength, 41 in Movement Speed and 31 in Brawling - DPR: B
51 in Electro, 61 in Strength, 61 in Movement Speed and 51 in Brawling - DPR: A

Comet Punch: Pulls back his right fist channels a large amount of electro through it. Once charged enough, Starts by tagging his opponent with a single forward push and then a extremely powerful punch.
Requirement: Scales on Mastery
31 in Electro, 41 in Strength, 41 in Movement Speed and 31 in Brawling - DPR: B
51 in Electro, 61 in Strength, 61 in Movement Speed and 51 in Brawling - DPR: A

Temple Kick: Delivering a savage kick to the side of the opponent’s head before rapidly spinning and striking the other side of the target’s head.
Requirement: 41 in Brawling and 41 in Strength: - DPR: B

Temple Kick 3rd Dimension: It’s the “Temple Kick” with the addition of a kick to the back of the head.
Requirement: 41 in Brawling and 41 in Strength - DPR: B

Basaltic Fist: A powerful straight punch that can throw multiple people back from the force behind it thanks to the generated electro within the fur and body (Multi Attack)
Requirement: 61 Brawling, 61 Electro and 61 Strength - DPR: A

Beast King, the Hawk: The user charges electro by accelerating to the target grabbing them by the scuff of their neck then jumping up with target still scruffed and throttled and then slam them down.
Requirement: 61 Strength, 51 Electro, 61 Movement Speed and 51 Brawling - DPR: A

The Claws of the Rabbid-Wolverine, Model Cheetah: Starts with the user emmiting a small amount of Haki from his hands and feet after crouching down onto all fours. He then rockets towards his opponent at high speed, aiming to slash his opponent with the claws.
Requirement: 31 Electro, 31 Brawling, 41 Strength, 51 Movement Speed - DPR: B

Fishman Karate
Fishman Karate: Water Dragon: The user creates a droplet in the palm of his hands as it begins to twist and twirl looping around the user and above them as if taking the shape of a dragon. The user then charges forward for a step as the user then hurls the attack in the shape of a whip.
Requirement: 71 Str and 71 Mastery - DPR: A

Fishman Karate: Control Skill, Rainfall: The user creates a droplet though uses both palms as the droplet then evaporates above, though the attack hasn’t evaporated but is sent above as it swirls spreading. It then dawns down like rain drops piercing the enemy/target(s)
Requirement: 51 Str and Mastery - DPR: Combined B - (Multi-Attack)

Fishman Karate: Water Dragon – Heavy Storm Rainfall: The attack starts like how “Fishman Karate: Water Dragon” gets generated but is not hurled as instead it comes down piercing the enemy/target(s).
Requirement: 81 Str and Mastery - DPR: S

Fishman Karate: Control Skill, Scalding Steamflow Bomb (Won’t have the effect of a bomb but is a ranged attack): The user creates a droplet though raises their arms above their head generating a huge droplet with both palms (reminiscent of a Spirit Bomb).
Requirement: 71 Str and Mastery - DPR: A (Not AoE)

Fishman Karate: Water Current Blade/Stream Edge: User charges a droplet in the palm of their hand which is shaped in a fist as it begins to swirl out creating a blade attached to a gauntlet. It’s like the user has a dagger in their hand. The user charges it in both palms/hands charging forward hurling both hands/arms as if swinging a sword with both hands.
Requirement: 61 Str and Mastery - DPR: A

Fishman Karate: Water Current Slicer: User fully pans out their hands creating a droplet then swings their arm creating a water created projectile that is then propelled at the target. (similar to Rankyuaku)
Requirement: Scales on Mastery
51 Str and Mastery - DPR: B
71 Str and Mastery - DPR: A
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Fishman Karate: Torpedo Fin Strike: The user begins by preparing themselves to be propelled at the target. Normally this is an technique that is used to destroy the underneath of ships. The attack’s appearance is where the user charges themselves with water that is like of a aura before propelling themselves.
Requirement: Scales on Mastery
41 Str and Mastery - DPR: B
61 Str and Mastery - DPR: A
81 Str and Mastery - DPR: S

If the aura can damage stuff on its own, mastery +10

Fishman Karate: Shuriken Droplet: The attack begins like a droplet but the droplet begins to swirl looking like a circle. The user the extends their arm slightly further away from them as the water that is swirling in a circle begins to take form of a shuriken as they then hurl it.
Requirement: Scales on Mastery
51 Str and Mastery - DPR: B
71 Str and Mastery - DPR: A


Fishman Karate: Water Echo: The user starts by trying to burp as they extend their arms out as if trying to pan out the coming echo. Once the user prepares then sets out by letting out a huge roar that echoes out at the target. This attack can only be used when the user is within the inhabited space of under a ocean.
Requirement: 51 Str and MA - DPR: B

Fishman Karate: Poseidon's Wrath: User starts by charging a droplet within his hand then clocks his arm back as the attack begins by shaking around them creating a huge gust of wind that ripples out. The user then expands the hand as if creating a huge trident
Requirement: Scales on Mastery
51 Str and MA - DPR: B
71 Str and MA - DPR: A


Fishman Karate: Dragon Shark Fist (Punch): The user absorbs a large quantity of water into their fist for a brief moment. The water around the fist transforms into a dragonic looking shark. Afterwards, the user punches their opponent, releasing a massive and immensely powerful blast of water upon impacting with the intended target, dealing massive amount of damage; so massive, in fact, that it even shatters their victim into pieces
Requirement: Scales on Mastery
61 Str and Mastery
. - DPR: B

Fishman Karate: Aura Mode: The user channels the water droplets within the vicinity (far stronger when near water) then engulfs themselves within the aura. This is enough for (-1 in DPR but with a 2 turn cool down)

Fishman Karate: 10 Finger-Tip Water Gun: The user starts by pointing all fingers at the opponent, the user then condenses water at each finger-tip. The user then fires the water at the end of his finger-tips.
Requirement: 71 Mastery. - DPR: Combined A (Multi-Attack)

Fishman Karate: Polaris Strike: Water surrounds the users palm then engulfs his wrist down to his elbows as the user then lunges himself forward throwing their punch.
Requirement: 61 Str, MA and Movement Speed. - DPR: A

Fishman Karate: Jaws of the Abyss: This technique is a demonstration of the full destructive power of pressurized water. The user uses the water creating jaws from one hand then thrusts his arm forward as the jaws then chomp the target.
Requirement: 61 Str and 61 MA - DPR: B
 
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Water Breathing:
Water Breathing is a Breathing Style that mimics water, specifically the flow, flexibility and adaptability of the liquid and replicates it with the user's movements, techniques and abilities. Most, if not all, known techniques involve the user bending their body, arm and weapon in a fluid motion to match the movements of rushing or flowing water.

First Form: Water Surface Slash (壱いちノ型かた 水みな面も斬ぎり Ichi no kata: Minamo Giri) - The user releases a singular, horizontal slash aiming to decapitate their target
DPR C: 21 Strength, 21 Speed, 21 Mastery
DPR B: 41 Strength, 41 Speed, 41 Mastery



Second Form: Water Wheel (弐にノ型かた 水みず車ぐるま Ni no kata: Mizu Guruma)- The user leaps forward into the air and performs a front flip, releasing a singular vertical slash in a circular motion.
DPR C: 21 Strength, 21 Speed, 21 Mastery
DPR B: 41 Strength, 41 Speed, 41 Mastery
DPR A: 61 Strength, 61 Speed, 61 Mastery



Third Form: Flowing Dance (参さんノ型かた 流りゅう流りゅう舞まい San no kata: Ryūryū Mai) - The user swings and bends their blade in a winding motion along with their body and dances in a flowing pattern, slicing everything in its path.
DPR B: 51 Strength, 41 Speed, 51 Mastery
DPR A: 71 Strength, 61 Speed, 71 Mastery



Fourth Form: Striking Tide (肆しノ型かた 打うち潮しお Shi no kata: Uchishio) - The user performs a multitude of slashes in a flowing fashion to release multiple consecutive slashes.
DPR C: 41 Strength, 21 Speed, 41 Mastery
DPR B: 61 Strength, 41 Speed, 61 Mastery



Fifth Form: Blessed Rain After the Drought (伍ごノ型かた 干かん天てんの慈じ雨う Go no kata: Kanten no Jiu) - The user changes the grip on their sword and decapitates the opponent in a single flowing strike that causes little to no pain. It is a “sword strike of kindness” used when the enemy willingly surrenders.
DPR C: 21 Strength, 21 Speed, 21 Mastery
DPR B: 41 Strength, 41 Speed, 41 Mastery
DPR A: 61 Strength, 61 Speed, 61 Mastery



Sixth Form: Whirlpool (陸ろくノ型かた ねじれ渦うず Roku no kata: Nejire Uzu) - The user twists their body, using their blade to perform a fierce whirling motion which generates a whirlpool of air to shred apart anything caught within its current like a giant sharp blade. Its effect and efficiency is enhanced underwater, where the user can draw water around their weapon to create whirling currents that enhance their slashes.
DPR B: 61 Strength, 41 Speed, 61 Mastery
DPR A: 81 Strength, 61 Speed, 81 Mastery
DPR S: 100 Strength, 81 Speed, 100 Mastery



Seventh Form: Drop Ripple Thrust (漆しちノ型かた 雫しずく波は紋もん突づき Shichi no kata: Shizuku Hamon Tsuki) - The user performs a precise, fast and accurate thrust with their blade.
DPR C: 21 Strength, 21 Speed, 21 Mastery
DPR B: 41 Strength, 41 Speed, 41 Mastery
DPR A: 61 Strength, 61 Speed, 61 Mastery



Eighth Form: Waterfall Basin (捌はちノ型かた 滝たき壼つぼ Hachi no kata: Takitsubo) - The user cuts the target vertically in a flowing motion which is most effective when they are falling downward.
DPR C: 61 Strength, 21 Speed, 61 Mastery
DPR B: 81 Strength, 41 Speed, 81 Mastery
DPR A: 100 Strength, 61 Speed, 100 Mastery



Ninth Form: Splashing Water Flow, Turbulent (玖くノ型かた 水すい流りゅう飛沫しぶき・乱らん Ku no kata: Suiryū Shibuki - Ran) - The user changes their footwork in a way that minimizes the landing time and surface needed when landing, allowing the user to move without limits. The User would then leap about a target or a multitude of targets slashing them one after the other, Most Ideal when fighting in a place with no solid foothold and there are a multitude of targets.
DPR C: 31 Strength, 21 Speed, 31 Mastery
DPR B: 51 Strength, 41 Speed, 51 Mastery
DPR A: 71 Strength, 61 Speed, 71 Mastery



Tenth Form: Constant Flux (拾じゅうノ型かた 生せい生せい流る転てん Jū no kata: Seisei Ruten) - The user charges toward the target whilst performing a continuous flowing attack with their blade which increases in strength and speed over time using momentum.
DPR B: 51 Strength, 41 Speed, 51 Mastery
DPR A: 71 Strength, 61 Speed, 71 Mastery
DPR S: 91 Strength, 81 Speed, 91 Mastery
 
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A Custom and Layered Life Return Technique
(Will Add More when I think of any)
Total Concentration Breathing
Disclaimer: (Total Concentration Breathing is Unique to the Kata of the Floridian Tribe; It can be learned through a scroll or by being taught by a Kata; Floridian)

Total Concentration Breathing is a breathing technique which involves expanding one's lungs to intake as much air as possible, accelerating one's blood flow and heartbeat while increasing their inner body temperature, resulting in their bones and muscles becoming more excited. Using Total Concentration Breathing essentially enhances the user's physical traits and capabilities while still remaining human. Such traits include superhuman strength, speed, stamina, durability, endurance, and the mental abilities needed to keep up with their superhuman bodies, such as a faster thought process and reaction time.

Learning to maintain a constant state of Total Concentration Breathing requires tremendous effort, though, the skill itself is noted to be quite elementary despite the required effort. This effort can lead to massive fatigue for those still insufficient in the Breathing Style.

Requirements:
Total Concentration Breathing:
Boost (+10 Strength, +10 Speed): 61 Strength, 61 Stamina, 61 Life Return

Active Longevity:
Life Return: 61 - 3 turns Maximum, 3 Turn Cooldown
Life Return: 71 - 4 turns Maximum, 3 turn Cooldown
Life Return: 91 - 5 turns Maximum, 3 turn Cooldown

This Technique is Considered Mastered at 100 Mastery
And has a custom Perk:
Total Concentration Master (Life Return: 100) - Reduces the Cooldown of Total Concentration breathing by 1 turn
 
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Bullet punch: The user slashes an opponent at such a fast pace that it appears that they did not attack at all (in fact, to the casual observer it would look like the user simply walked past the victim). Only when a certain amount of time has passed, which is approximate to the time the user walks ten feet away, or three meters (verses, as the name suggests), does their opponent realize the attack.
(21 Mastery, 21 Strength and 21 Movement Speed) Destructive Potency Rank: D
(31 Mastery, 31 Strength and 31 Movement Speed) Destructive Potency Rank: C
(41 Mastery, 41 Strength and 41 Movement Speed) Destructive Potency Rank: B
(61 Mastery, 61 Strength and 61 Movement Speed) Destructive Potency Rank: A

Claw Strike : A thrusting technique, the Claw creates a highly compressed blast of air as if fired from a gun.
(31 Mastery, 31 Strength) Destructive Potency Rank: C

Claw hammer : The user slashes an opponent's weapon almost instantaneously. Apparently intended to disarm the opponent by destroying whatever weapon they might be wielding at close range.
(41 Mastery, 41 Strength) Destructive Potency Rank: B

Leap Claw : A thrusting technique, the user propels himself forward in order to strike an opponent. This move can be done even in mid-air.
(41 Mastery, 41 Strength and 41 Movement Speed) Destructive Potency Rank: B

Claw smash : The user delivers several thrusts against an opponent. Visually, due to the user's speed, it looks as if they are thrusting with several claws.
(51 Mastery, 51 Strength) Destructive Potency Rank: B

Joint split : This is another swift draw-and-sheathing technique and it slices the opponent's torso with three horizontal cuts.
(71 Mastery, 71 Strength) Destructive Potency Rank: A

Claw Suplex: The user extends both of their arms and grabs them before smashing their head via throwing them backwards. Opponents can break out with higher strength or other methods.
(61 Mastery, 61 Strength) Destructive Potency Rank: A
 
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