Ninjutsu:
Substitution (25 chakra) Avoid a skill (esp)
Hidden Mist Skill (50 Charka) Thick fog, confuse all enemy one post
Water Element; Explosion Skill (50 Charka) 100 Life damage
Water Element; Water Barrier Wall (100 Charka) Block all Technique
Fire Element; Fire Dragon Missile (100 Charka) Multi-Hit 100 life damage
Fire Element; Grand Fireball (100 Charka) 200 life damage
Electric Element; Lightning Strike (50 chakra) 100 Life damage
Shield of Lightning (50 Charka) Def from all Taijutsu & Firing Weapon
Genjutsu:
Dark Clone, kuro bunshin no jutsu (25 Charka) (ESP)
Yuumei (100 chakra) 100 chakra damage hold opponent for one post
Shadow Serpent Bind (200 Charka) Multi-Hit Opppoents 200 Life damage
Taijutsu:
Iron Fist Style (25 Charka) 50 life damage
Leaf Spinning Wind (25 Charka) 50 life damage
Match Punch (50 Charka) 100 life damage
Match Kick (50 Charka) 100 life damage
Lotus (75 Charka) 150 life damage
Drunken Fist
Blinding Leg Sweep (50 Charka) 100 Life damage, Interrupt Opponent to cast Technique while damage Opponent
Backwards Palm Thrust (50 Charka) 100 Life damage Clone technique can't avoid
Leg Shift Combo (100 Charka) 200 Life damage, avoid all Taijutsu while damage Opponent
Hand Stand Leg Volley (100 Charka) 200 Life damage, Interrupt Opponent to cast Technique while damage opponent
Unpredictable Movement (150 Charka) Avoid any type of attack, even unavoidable attacks, Can’t be interrupted
Gouken-Fu Stage 8 Mastery
Iron Punch (25 Chakra) 50 life damage
Iron Kick (25 Chakra) 50 life damage
Gouken-Fu Combo (Iron Punch + Iron Kick) If you use both Iron Punch and Iron Kick in same combo add 100 life damage
Konoha Senpu (50 chakra) 100 life damage.
Kage Buyou (75 Chakra) 75 life damage. Stops opponent for one post. Must be used directly after Konoha Senpu.
Konoha Reppu (50 chakra) 50 damage. Stops opponent for one post.
Konoha Shofu (50 chakra) 75 life damage. Makes opponent's weapon useless for two turns.
Omote Renge (100 Chakra) 200 life damage. Stops opponent for one post. Must be used directly after Kage Buyou. This takes up all your moves for that turn. During the next turn, you must use only taijutsu techniques. All taijutsu techniques do 25 more damage. User loses 50 life after both turns. This technique may only be used once per battle.
Konoha Daisenpu (100 Chakra) 200 life damage. Cannot be interrupted. Must be used at the beginning of a turn and the next move you use must be taijutsu.
Nekketsu Renge (200 chakra) 300 damage. Stops opponent for one post. Must be used directly after Kage Buyou. This takes up all your moves for that turn. During the next turn, you must use only taijutsu techniques. All taijutsu techniques do 25 more damage. User loses 100 life after both turns. This technique may only be used once per battle.
Ura Renge (300 Chakra) 400 life damage. Stops opponent for one post. Must be used directly after Kage Buyou. This takes up all your moves for that turn. During the next turn, you must use only taijutsu techniques. User loses 150 life after both turns. This technique may only be used once per battle.
Konoha Goriki Senpu (100 Chakra) 200 life damage. Cannot be interrupted. Multi- Hit. Must be used at the beginning of a turn and the next move you use must be taijutsu.
Shin Ura Renge (300 Chakra) 600 life damage. Stops opponent for one post. Must be used directly after Kage Buyou. This takes up all your moves for that turn. During the next turn, you must use only taijutsu techniques. After both turns, the user loses 250 life and cannont move for one turn. This technique may only be used once per battle.
Body Analysis (100 Chakra) Avoids Dojutsu moves even unavoidables
Advanced Block (0 Chakra) Reduces an incoming attack's damage by 50%. Only works on Taijutsu.
Gouken-Fu Mastery (0 Chakra) Makes the next Gouken-Fu attack do 50% more damage. Cannot be applied to the Renge series of moves.
Suiken Bonus (0 Chakra Passive) Makes all Suiken (Drunken Fist) moves do 50% more life damage.
Combo Skillz
Lions Barrage (400 Chakra) 500 life damage. Unavoidable. Once per battle. If last attack was posing kick skills does extra 200 damage.
Posing Kick (100 Chakra) 150 life damage.
Naruto Uzimaki Barrage (300 Chakra) 500 life damage. Unavoidable. Once per battle, If last attack was a clone based move then skills does extra 100 damage.
Aburame Clan Mastery
Parasitic Insects Jutsu (passive) Must be used on the first turn of battle. you lose 25 chakra a turn. effect cannot be stopped.
Bug Clone Technique(25 chakra) esp, if the technique was taijutsu the user loses 50 chakra.
Bug Wall Technique (50 chakra) Block any attack, if the technique was taijutsu the user loses 50 chakra.
Flying Insect Swarm (100 chakra) 75 chakra damage
Bug Gathering Technique (75 chakra) all Aburame Clan jutsus gain 25 extra chakra damage and cost 25 less chakra
Sent of the Male (25 chakra, passive) in effect for the next 5 turns
Female Tracker (25 chakra) stops multi opponent from esping for the next 3 turns. uninterpretable. Sent of the Male must be in effect.
Ground Assaulting Insects (150 chakra) Hold opponents for 2 posts, dealing 50 chakra damage each turn, and for 2 turns after.
Field of 1000 Bugs (250 chakra) Deal multi hit 125 life damage and 250 chakra damage. twice per battle. uninterpretable, unavoidable if used within the time that Female Tracker is in effect.
Silence of the Insect(400 chakra)Deal multi hit 500 chakra damage and hold opponent for one post. the next jutsu used must be a clan jutsu and cost double the chakra, but does twice the damage. Unavoidable. Completely unblockable if used within three turns of Female Tracker
Following the Stings (50 chakra) If a technique involves chakra strings, destroy the stings and deal 50 life damage to the user of the technique .
Soul of the Insects (Passive) Gain half of all chakra taken from opponents by the use of this clans jutsus. Up to 300 chakra.
Byakugan Mastery
Byakugan (100 Chakra) All Clones, Genjutsu, Substitutions, and Smoke Bombs are negated for 3 turns.
Jyuken (75 Chakra) 100 Life Damage, 50 Chakra Damage.
Kaiten (100 Chakra) Block all Taijutsu and Weapons from last turn. If Taijutsu was blocked, the user of that attack takes 100 Damage.
One Hundred Violent Palms (100 Chakra) Multi-hit 100 Life and Chakra Damage.
White Haze Dance (200 Chakra) Multi-hit 250 Life and 100 Chakra Damage.
Protection of the Eight Trigrams; 64 Palms (200 Chakra) Block all attacks. Multi-hit 300 Life Damage. Once per battle.
2 Strikes (25 Chakra) 25 Life and Chakra damage.
4 Strikes (50 Chakra) 50 Life and Chakra damage.
8 Strikes (75 Chakra) 75 Life and Chakra damage.
16 Strikes (100 Chakra) 100 Life and Chakra damage.
Divination Field; 32 Strikes (100 Chakra) 100 Life and 50 Chakra damage.
Divination Field; 64 Strikes (150 Chakra) Multi-hit 200 Damage, 150 Chakra Damage.
Divination Field; 128 Strikes (200 Chakra) Multi-hit 300 Damage, 200 Chakra Damage. Unvoidable. Once per battle.
Divination Field; 361 Strikes (400 Chakra) Multi-hit 400 Life Damage, 400 Chakra Damage. Unavoidable except by Rashomon. Once per battle.
Fire Manipulation Mastery
Berzerk (200 chakra) Allows you to make 3 moves/ post for 3 turns. 2 out of 3 moves have to be taijitsu.(not swordmanship)
Advanced Grand Fireball Jutsu (200 chakra) 400 Multi-hit damage
Searing Bonds (400 chakra) Damages enemy for 100 Damage per 5 turns. (effect can be canceled with fire jutsu)
Conjure Flames (if you use it you can’t use another skill in same turn) (200 life) All Fire Elements Cost 50 less chakra and do 100 more Damage.
Summon: Phoenix (500 chakra) (can’t be interrupted) 50 extra life damage, 400 life. If phoenix dies it revies next turn (1nce)
Summon: Mini-Dragon (500 chakra) 400 extra life Damage. 100 life.
Summon: Dragon (800 chakra) 400 life Damage per turn/ 800 life.
Flaming Lightning (400 chakra) 400 Damage (unavoidable) you can’t move for 1 turn after you use it, but you can’t be captured by any prison.
Fire Attunement (sword skill) allows you to have Fire Attunement to your sword.(no attunement lesson required)
Fire Chidori (400 chakra) 600 Damage. (req Chidori)
Fire Rasengan (400 chakra) 600 Damage.(req Rasengan)
Meteor (200 chakra) 400 Damage, Stuns enemy for 1 turn. your chakra count looses extra 50 chakra for 2 more turns because of exhaustion
Explosive Clone (25 chakra) 100 Damage, ESP
Mind Burn (200 chakra) 100 Damage. If you have more chakra then enemy then you deal extra 100 Damage and opponent suffers for 200 Damage for 3 more turns (effect can be stoped with any water jutsu) (once per battle)
Mini Sun Creation (800 chakra) 800 Damage. If enemy is out of chakra, you do extra 1000 Damage.
15 Sealed Strike (600 chakra) for next 5 moves you do 300 extra damage per turn.
Fire Orb Creation (2000 kin, 250 posts in “orb creation” topic) You can sell this for any price you want. Provides Fire Atribute to Sword or Grants 1 spell from Fire Chakra Nature assortment. (only 3 in inventory at same time)
Flaming orbs (requires 3 orbs) All Fire Spells do 50% more Damage.
Curse Seal
MORE POWER! (Passive) Instead of 300 chakra, gain 400 chakra when going into curse seal.
Power Release (Passive) Take no self damage from Evil Suppressor
Complete Control (Passive) Take no self damage from curse seal
Cursed Rebirth (Passive) When your chakra hits 0 regain 400 chakra. Once per battle.
Cursed Seal of Water Level 1
Fire Lvl. 1
Activate Cursed Seal (100 Chakra) Gain 300 Chakra. Allows use of Level 1 Skills. Cannot be interrupted. 100 Self-Damage every 2 turns until deactivated.
Strength Increaser (200 Chakra) All Taijutsus deal 100 Extra Damage and cannot be avoided by clone for 5 turns.
Chakra Absorption Ability (50 Chakra Each Attack, Passive) All attacks with this applied to them absorb 100 Chakra.
Evil Supressor (100 Chakra, 150 Self-Damage) Stops seal effects. Once used, the seal cannot be re-activated for the rest of the battle.
Cursed Seal of Water Level 2
Fire Lvl. 2
Activate Cursed Seal (100 Chakra) Gain 500 Chakra. Requires Level 1 To Be Activated. 200 Self-Damage every 2 turns until deactivated. Cannot be interrupted.
Strength Maximizer (200 Chakra) All Taijutsus deal 200 Extra Damage for 2 Turns. In addition, they are unavoidable by anything except Rashoumon and Unpredictable Movement.
Chakra Absorption Ability (25 Chakra Each Attack, Passive) All attacks with this applied to them absorb 100 Chakra.
Evil Supressor (100 Chakra, 150 Self-Damage) Stops seal effects. Once used, the seal cannot be re-activated for the rest of the battle.
Lightning Sroll
Wings of Steel (100 Chakra) Multi-hit 100 Life Damage, Can't avoid by clone
Shield of Lightning (100 Chakra) Defense from all Taijutsu & Firing Weapons
Thunder Fang (100 Chakra) Multi-hit 200 Life Damage, Can't avoid by Clone
Lightning Armor (100 Chakra) Blocks all Techniques
Lightning Ball (200 Chakra) Multi-hit 200 Life Damage, holds opponent for one post
Thunder Bang (200 Chakra) Multi-hit 150 Life Damage, Can't avoid by Clone, Damage doubles if used right after a Water Element (Suiton) skill
Thunderbolt Strike (100 Chakra) Multi-hit 400 Life Damage, Must be used right after Wings of Steel.
Lightning Dragon Tornado (150 Chakra) Multi-hit 300 Life Damage, Can't avoid/block, can't be interrupted by taijutsu
*three times per battle
Flying Thunder God Technique (400 Chakra) Multi-hit 600 Life Damage, Can't be interrupted or blocked by shield
Sword Skillz
slash (0 chakra) sword damage
quick slash (25 chakra) half sword damage unblockable
double slash (50 chakra) double sword damage
uber slash (100 chakra) triple sword damage (if blocked by sword the blocking sword breaks)
dance of crescent moon (150 chakra) 500 life damage unavoidable twice per battle
block (0 chakra) block sword tech.
parry (25 chakra) throw opponent off balance while blocking the attack, can only be used a sword attack, stopping that sword from being used next turn and making the opponent only able for 1 attack the next turn. cant be interrupted.
counter swing (0 chakra) block attack and deal sword damage that cant be stopped.
one handed weapons (passive) if you are using a one handed weapon you can either do 3 sword attacks or have 2 with double the damage.
Guitar w/ Flamming bunnys +10 (800 life damage/holds opponent for one post)