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Join date : 2008-08-03

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PostSubject: Cloud Style Jutsu's   Cloud Style Jutsu's Icon_minitimeSun Aug 03, 2008 7:07 pm

Academy Student

Conductor Skill [Doutai no Jutsu]
The basis of all Raiton jutsu, Doutai no Jutsu allows a shinobi to absorb ambient electricity from the environment for use in electricity and lightning related skills. This collection of ambient electricity is a passive form of this skill, and thus can be used without exerting chakra.
Requirements: Stats 50 or above
Cost: 500 Chakra for 500 volts


Shocking Grasp Technique [Haji Dengeki no Jutsu] - Genin
A fairly simple jutsu, the user moves chakra to his hands and converts it to electricity. A thin layer of chakra protects the user, but anyone the user touches gets a shock, and anything the user holds transmits the electricity. does 120 damage
Requirements: 1000 Stats or Above
Cost: 200 Chakra

Static Bolt Technique [Seidenki Boruto no Jutsu]
The user projects some of his chakra, which is given a positive charge, to a location. The user then gives some air in front of his open palm a negative charge, and a large static bolt jumps between the two locations. While the lightning bolt is impossible to dodge, the location that it jumps to can not change, making it very predictable - assuming that the victim knows what’s coming. +250 damage
Requirements: 1000 Stats or Above
Cost: 400 Chakra

Static Discharge Technique [Houden no Jutsu]
The user focuses his chakra onto an object (typically a metal object, although anything that conducts electricity well works) and builds up an electrical charge within the object. Once the object hits another, a large static bolt leaps from the object whatever it is in contact with. Once the electricity is discharged, the object returns to normal; the energy can only be discharged once. 150 damage
Requirements: 1000 Stats or Above
Cost: 300 Chakra

Magnetic Deflection Technique [Jijou Henshin no Jutsu]
A dangerous technique, this jutsu builds up a magnetic charge in a metal object with a touch, making it a magnet that draws metal objects to it. While this jutsu can build up a powerful magnetic charge, doing so can be dangerous if the user possesses other metal objects, as they will be attracted to the magnet as well. The magnetic charge only lasts as long as the user holds on to the object.
Requirements: 1000 Stats or Above
Cost: 150 Chakra

Lightning Trip-Wire Technique [Harigane Denkou no Jutsu]
The user takes two kunai or any other metal objects that can be planted in the ground or wall and gives them opposite electrical charges. Using chakra, an invisible current is run through the objects, which are then planted in the ground. If anyone walks in between the two conduits, then an electrical charge zaps them. Despite the name, this technique does not actually 'trip' the victim. 130 damage
Requirements: 1000 Stats or Above
Cost: 400 Chakra

Charged Strike [Denkiwoobiru Batsu]
A ninja from the Hidden Cloud Village is able to transfer chakra into his or her limbs in order to create an electrical charge. With enough practice, the ninja becomes able to discharge this energy forcibly with a punch or kick.
Requirements: 1000 Stats or Above
Cost: 500 Chakra/ 300 dmg


Static Trap Technique [Seidenki Ashikase no Jutsu]
A more advanced version of the Lightning Trip-Wire Technique, this jutsu uses chakra to transform a few metal objects (most commonly kunai) into an electrical conduit through touch. Then the user uses chakra to send an invisible electrical current between all of the conduits. When someone walks between any two conduits, they get zapped. Requires the Lightning Trip-Wire Technique. 300 damage
Requirements: Stats 5000 or above
Cost: 600 Chakra

Taser Technique [Teizaa no Jutsu]
A powerful combination of the Lightning Trip-Wire and the Shocking Grasp Techniques, this jutsu sends opposite electrical charges between two metal poles, swords, or other, similar objects. Lightning jumps back and forth between these two objects, striking anyone that touches them or gets between them. The user must be careful, for he too will be shocked if he places any part of his body between the two objects. If the user lets go of either of the objects then they both lose their electrical charge. Requires the Lightning Trip-Wire Technique and the Shocking Grasp Technique.
Requirements: Stats 4000 or above
Cost: 450 Chakra

Current Manipulation Technique [Denryuu Tesabaki no Jutsu]
This jutsu uses waves of chakra to bend an electrical current, to make it flow in a less-direct way. This jutsu is usually used in combination with the Lightning Trip-Wire Technique, Taser Technique, or any other techniques that utilize electrical currents to make them harder to avoid. This jutsu requires no hand-seals and can easily be performed in combination with other techniques.
Requirements: Stats 4000 or Above
Cost: 500 Chakra

Superconductor Skill [Dai Doutai no Jutsu]
An advanced form of the rudimentary academy skill, Dai Doutai no Jutsu differs from its parent skill in that there is no passive quality. When activated, the user absorbs ambient electricity and is able to arc it toward any fair-sized metallic objects within fifteen feet of the user to shock whomever is connected to it. Because this skill requires the body to provide a much higher resistance rating to be able to control the electrical flow, self-damage will occur.
Requirements: Stats 4000 or Above
Cost: 250 Chakra/ 500 volts/ -/200 dmg per turn/ 250 chakr per turn


Shock Net [Dengeki no Ami]
The user creates a complex electrical current between his fingers. This current is then “cast” outward towards an opponent or object while still maintaining contact with the user's fingers. While this can be used as an attack, it is more commonly used for its magnetic properties. Any metal objects caught within the “net” are pulled by the magnetic field. This jutsu, therefore, can be used to retrieve a large number of objects or even to disarm opponents.
Requirements: Stats 4000 or Above
Cost: 650 Chakra

Raiun Kairai no Jutsu - Thunder Storm Technique
The user does a series of handseals, making small bolts of lightning come down. The lightning can be controlled somewhat, and the amount of static in the air is a huge advantage, and the lightning is a disadvantage for metal and water users. The strength of this attack is not as strong as a natural thunderstorm, but it can cause minor burns and minor paralysis. 1000dmg
Requirements: Stats 4000 or Above
Cost: 2000 Chakra


Lightning Cage Technique [Denkou no Ori no Jutsu]
This technique uses chakra to set up a powerful web of electrical currents surrounding a victim. Lightning shoots from the user’s fingertips and surrounds the victim, shocking him as the current surrounds him. The cage deals little damage to those trapped within, but anyone trying to leave is in for a real shock. Unfortunately, while the cage does a good job of keeping most people inside, it also damages anyone trying to reach into the field to attack. Magnetic currents protect the victim from attacks from metal objects, and electrical attacks are likewise useless. -500 dmg touch
Requirements: Stats 7000 or Above
Cost: 1100 Chakra

Raiton Bakuhatsu No Jutsu - Thunder Explosion Technique
User performs hand seals and sucks in air (actually charging Chakra) and spits out bolt of lightning. The longer you charge, the stronger it is. During this time, it is impossible to use other jutsus. The duration of the charge depends on how much strength you have.
Requirements: Stats 9000 or Above
Cost: 1150 Chakra/1150 str/ 1300 dmg/ per bolt/

Raiukusari no Jutsu - Thunder Chains Technique
The user can form long strings of magnetic energy and whip them out towards the enemy, constraining him. The user can focus more pressure into these electrical strings to temporarily paralyse the enemy, keeping them in place. However, the user can take no other actions while being in this position, which can be held for a maximum of three turns. 500 dmg per turn
Requirements: Stats 7000 or Above
Cost: 2000 Chakra/ 250 chakra to keep/

Shousen Raiton Hei no Jutsu - Rising Thunder Wall Technique
The user does several handseals, making a wall of electricity rise up in front of them. This wall is usually used to defend against taijutsu attacks. This wall can only block lower leveled jutsus. +750 dmg if touched
Requirements: Stats above 10000
Cost: 2000 Chakra

Lightning Screen [Denkou no Shahei]
After performing a row of hand-seals, the user places his hands on the ground and in front of him a large and powerful field of lightning erupts from the ground and lasts for a few seconds before dissipating. This field not only shocks anyone unlucky enough to touch it, it also does a good job of deflecting lightning techniques, not to mention anything involving metal. Plus 1000 dmg
Requirements: Stats 15000 or Above
Cost: 2500 Chakra

Static Clone Technique [Seidenki Bunshin no Jutsu]
After a row of hand-seals, several electrical fields erupt from the user’s hands and form into vaguely humanoid shapes. A simple genjutsu is used to then make the fields look like the user or anyone else the user chooses. Although the clones can’t exert any physical force, if an opponent comes into contact with it, it dissipates and heavily shocks the him or her. The clone has an agility level equal to the user's intelligence.
Requirements: Stats 15000 or Above
Cost: 200 Chakra per clone/1/5 of users stats except mob/ 200 chakra per turn to keep.

Magnetic Beacon Technique [Jijou Houka no Jutsu]
The user sends electrical waves to a metal object, causing it to turn into an electrical magnet. This jutsu has an advantage over the Magnetic Parry Technique in that the user need not touch nor hold onto the object to give it its electrical charge. It’s very common to place a magnetic charge on an object held by an opponent, after which the user can track that person using a device similar to a compass. Requires the Magnetic Parry Technique
Requirements: Stats 13000 or Above
Cost: 2000 Chakra

Blade of the Lightning God [Raijin no Ittou] [Thought by Sanin]
The user focuses chakra into either arm and collects ambient electricity into a tight lattice around the forearm and hand. By compressing the electricity and chakra together, the user forms a single-use electrical blade. While the blade has no real substance and thus cannot block or parry, its side-effect more than makes up for it - the area around that which is struck by the blade will be instantly shocked numb. Area around the spot that the blade strikes will be completely numb for two posts. The blade disappears after striking the opponent, since all of its electricity enters the opponent during the strike. 9000 dmg
Requirements: Stats 18000 or Above
Cost: 4000 Chakra/3000 nin


Lightning Scorch Technique [Denkou Yakekoge no Jutsu]
The user performs a short row of hand seals, ending with his hands pointing towards his victim. Lightning bolts shoot out of his finger tips and dance along the victim’s flesh, causing severe burns all over the body. This jutsu has the advantage of being difficult to block or dodge without the victim hiding behind something that doesn’t conduct electricity. each bolt 1000 dmg
Requirements: Must Be A Sannin
Cost: 5000 Chakra

Human Lightning Rod [Hiraishin no Jintai]
The user emits a powerful field of electrical energy; anyone caught within it gains a negative charge. The user positively charges the air around him, meaning that anyone within the field is constantly shocked by lightning. Although this jutsu is almost impossible to dodge while within the field, the field only extends 10 meters from the user. This jutsu also does a great job of disrupting electrical jutsu aimed at the user. 1000 dmg per turn
Requirements: Must Be A Sannin
Cost: 2000 Chakra to activate can do many people at the same type 2000 for each

Touch of the Lightning God [Raijin no Hadazawari]
The user gathers a large amount of chakra into his fingertips and converts it to electricity. The electricity then bursts from the fingertips and seeks out the victim. The lightning doesn't rend the flesh, but instead eletrifys the opponent, seeking out and attacking the heart and nervous system. The pain this jutsu causes is said to be unbearable. Victims of this jutsu frequently have heart attacks within 24 hours after being hit, so medical care is highly advised. 4000 dmg and 500 per post anywhere..
Requirements: Must Be A Sannin
Cost: 8000 Chakra

Grasp of the Lightning God [Raijin no Haji]
The user gathers a tremendous amount of eletricity into their hands. The user then grabs the opponent with both hands and sets up a powerful current of eletricity through the opponent's body. This eletricity not only electrifies its victim, but also renders the area around where the opponent is holding immobile, although other parts of the victim's body can freely move. 6000 dmg. hands could be paralyzed
Requirements: Must Be A Sannin
Cost: 6000 Chakra

Bakuhatsu Kyuuden No Jutsu - Exploding Lightning Balls Technique
The user summons thunder from the ground again, and using chakra, forms the thunder into multiple bouncy spheres that have a single lightning bolt jolting around in it. Using chakra strings, it is possible to control the spheres. Once it hits the target, it explodes, but because of the one minute time limit, it can explode before that. The user can throw this too, but it can be caught just as easily. each sphere is 2000 dmg
Requirements: Must Be A Sannin
Cost: 2500 Chakra per ball

Raikansei no Jutsu - Thunder Control Technique
The user breaks off the connection of the lightning to the ground, and uses the other hand to act as support. The bolt of lightning travels between the two hands, and is usually held in front of the user, about two heads width apart. This can be used as a source for any Raiton, as the thunder replenishes it self. Also, at a Level Four, this lightning between the two hands is used for other techniques specific to this style.
Requirements: Must Be A Sannin
Cost: 6500 Chakra

Raiton Rairyuudan no Jutsu - Thunder Element: Thunder Dragon Blast Technique
The user does a series of handseals, making a dragon come out of the magnetic field. It is a powerful attack that hits the opponent forcefully, with a blast of thunder. The thunder is shaped as a dragon, a long slithering one. It can be controlled by a skilled shinobi to only paralyze and/or knock out the opponent. But in most cases, when the user can't control the dragon, an explosion occurs when the dragon hits its target, which will also hurt the user. Skilled users can differ the power of the dragon. Hp 3000, 9000 Dmg explosion, 400dmg per hit
Requirements: Must Be A Sannin
Cost: 8000 Chakra per dragon
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