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Found 12 results

  1. JunPachi

    Hello Nin Onliners and welcome to the Mastery Guide of Nin. This Guide will give you a rough summary of what each Mastery is about and the playstyles revolving said masteries. Also the current High to bottom tier of each mastery. I will also update that tier list every month due to the "Metta" always changing. *Please Note: If you pick a mastery strictly because it is top tier at the moment or high in the Metta food change just keep it mind it does change. Choose a mastery because that's who your ninja character is not because it's the hot thing. Also this is my view on each mastery and not the actual lookout on them from Rory's perspective or the rest of the community so please don't bash or slander what is said here but simply provide positive feedback until the topic is locked.* List of all Masteries Fire Water Earth Medic Lightning Weapon Master Wind Taijutsu Bubble ------------------------------------------- Tier List Tier S - Medic(Int) Tier A - Taijutsu, Water, Weapon Master(Strength),Wind Tier B - Fan, Earth, Gentle Fist, Fire, Lightning Tier C - Fire Tier D - Bubble *Fire is classed as Tier B and Tier C because it's CC and Damage make it Tier B but the casting times, chakra cost, and self stuns make it a Tier C* Also this Tier list is how I see them and not the collective of the community. Tier List is also Subject to change along with the Metta. ----------------------------------------------- Fire - Fire is one of Nin's most original masteries and was one of the first created in the game. Fire mastery is used a lot by new players and experienced ones due to the fact that their abilities have a lot of Crowd Control with long range and High Base Damage. The Jutsus of the fire mastery can damage multiple opponents at once and cause a Damage over Time Burn status to who is hit increasing the damage output of that jutsu. Fire is GREAT for training and farming for items in the game. The downside to using fire however is that the jutsus take a moderate amount of chakra to use and several of the jutsus require you to cast, aim, and you can even get self stunned from using them. Water - Water is one of the most balanced masteries Nin can offer and has nice utility with its jutsus. Water has some of everything that everyone likes when it comes to playing the game. Crowd Control, Stun, and Knockback are things people like and this is where you can get it. Water is great for training and it's jutsus aren't as hard to land as some of the other masteries. Water has a second substitution jutsu which comes in handy with escaping and has a stunning jutsu called Water Prison. Water is overall balanced in terms of damage and chakra cost making it new player friendly and easy to use. The downside of water is that Water prison takes a while to master so don't expect to land it in fights at levels 1 and 2. Water Shark is also terribly hard to land due to you needing to stand still and cast it giving your opponent time to evade the move. Bubble - "Who's your bubble buddy? That's right I am!" Bubbles utilize a weapon known as a Bubble Pipe which can only be used as a Neo - Mist Ninja. These Pipes require 20 strength and allows you to place bubbles on the ground that snare opponents. Bubble users aren't the best damagers at moment but that may change in the future who knows! Bubble has quite the utility ranging from several jutsus that stun such as Great Bubble Shark, Soap Bubble, and Bubble Spray! These jutsus will keep you snare locked and make you think twice about running into a bubble. We have SpongeBob beat at blowing bubbles because ours are deadly! Moderate Chakra Cost, Average Damage, and Great Support/Utility is what this mastery brings you. You also have a deadly Bubble Clone that hits like a truck but can easily be popped by a needle so WATCH OUT!! Choose your path Wisely. Earth - Earth is 1 of the most crowd control oriented mastery's and most defensive mastery in the game. Earth allows you to knockback, snare, and slow several opponents at once with its jutsus and even gives you the ability to create an Earth Wall which can repel most if not all ranged attacks until it's destroyed or disappears. Earth has 1 of the best AOE Snaring jutsus in the game as well called Earth Prison which allows you to bind several opponents at once at given levels. Earth revolves around team play mainly due to its innate nature to Crowd Control everything it also has great synergy with almost every elemental mastery. The down side with earth is the Chakra cost on a few of the moves and the need to stand still to cast the jutsus. If you can manage with that its good. Lightning - The Mastery that rules Stuns; Lightning is a deadly mastery but takes a lot of skill to use solo. Lightning has 4 stunning jutsus one of them being the famous Lightning Cutter Technique that sets up for outstanding combos and does great damage. Lightning is great in 1v1 battles and team battles due to their stuns and the little crowd control that they have from the jutsu Lightning Current. Lightning cutter also sets up combos for teammates. Training wise lightning is a little slower than most masteries due to not having not as much Crowd Control. It's more of a single target mastery. The downsides of lightning is that the jutsus require precision and timing to land certain moves and requires a decent amount of chakra as the moves cost quite a bit. Wind - A strong wind that can blow you away! Wind is a mastery that consist of High damage and Long range techniques. Jutsus Like drilling air bullets or vacuum sphere has high damage and long range going up to 15 tiles away. Wind requires great accuracy when using it's jutsus with moderate to high chakra cost. The highest chakra costing jutsu cost 52 chakra but does high damage as a result. Wind also has the ability to knockback the opponent but again only if you can land the jutsu. If you're from the Neo-Sand Village Wind also has a sub path which uses Fans and the strength stat instead of the intelligence stat. Fan - Fan is a mastery than uses tools to blow strong winds and force you to fly in the direction they want you to. They have Close to Mid Range fighting capabilities and if you take them lightly they will make you pay for it. Using signature jutsus like Slashing Tornadoes to set up combos and knocking enemies back and slowing them with skills like Wind Mask make them a threat. Moderate Chakra Cost with great damage. A little slower than other masteries but the burst damage is great. They can cause bleeding with slicing winds from a distance and create cyclones right in front of them. With great crowd control and the use of a fan you'll have a hard time getting close to them. You better pray they down have a blue fan also because if they do Lord help you. Choose your path Wisely. Medic Int - Sinner and Saint; Medics keep the game going and keep the players surviving any creature or opponent they face. Medics have 2 different playstyles with the Intelligence path revolving around Poisoning their opponents and the Chakra path which supports his teammates and himself through heals while dealing moderate damage. The Poison path for medics is a grueling path early on due to the need for tools to cast 1 of the jutsus, but as you progress it gets moderately better as you unlock 2 other poisoning jutsus that help with training that cost nothing but chakra. this path also allows you to learn Curse Mark which allows you to boost all your stats by a set percentage based off your overall chakra. As a poison medic you also have better synergy and a better chance at getting a mastery that works well with it mainly an elemental. Due to recent changes however you can not use this path and cast healing techniques on teammates as they share cooldowns so decide properly in the middle of combat. If you're ok with using only 3 jutsus to deal damage you will survive the grueling training, but if you can not then my friend its ok for there is always another path to take. Chakra -The Chakra path for medics has it harder early on than the other path due to you needing tools to level until level 15 where you get chakra scalpels. Chakra Scalpels will be chakra medics main source of damage as well as Throwing Senbon. The Chakra path can apply a lot of pressure in combat due to the need to not charge chakra as often as most people in the game. They can also solely focus on 2 stats; HP and Chakra which makes them a force to be reckon with. However, if you can not land melees or Senbon the other path may be better for you because this path takes more skill to deal damage but on the bright side your healing abilities will make you a nuisance throughout the game. Choose your path Wisely. Weapon Master Strength - What's hotter than someone with a sword? Strength weapon masters have the ability to use swords to hack and slash at the opponent and dwindle down their HP using sword based attacks. Harder time training due to needing to be in close range to land blows but if you can stick it through weapon masters are great in the end game experience and in Combat against other players. Feeling bored? You can always get some friends and go fight bosses to achieve a stronger and better sword! In the future weapon masters combined with elemental masteries will gain enhanced sword abilities that give their swords other little things like burn, stun, knockback, slow and so on. There is always a new sword coming out as well so never be bored as there are continuous bosses to fight or bosses to be added they drop new swords. Weapon Master Intelligence - The Intelligence path for weapon masters is mainly played as a second option and not a first. Reason stating...RYO! This mastery is a money sink and if you don't have the money or the means to make the money to use this path of the weapon mastery then don't go it. However if you can handle the costly need for ninja tools to use your jutsus this mastery is great! Low Chakra cost, Great Damage, and Great Crowd Control is what this path offers. You also have the ability to set traps in preparation for raids or to block enemies from getting through locations. This path excels in team gameplay due to these traps but is tougher to use in 1v1s as the opponent can just avoid your traps. This path also has some of the nicer animations and cool tricks for example: Shadow Shuriken warps you to your opponent if you land it. Exploding Kunai causes a nice size explosion when maxed and it hits someone or something dense. Choose your path Wisely. Taijutsu Agility - Agility Taijutsu use to be one of the best masteries and still is if used correctly. It offers a second substitution jutsu to evade jutsus, knockbacks that can interrupt casting, low cooldowns, a stun, and consistent DPS. Moves like Seismic Dash combined with Body flicker gives you the opportunity at easy damage and low cooldown moves like Breaking Kick offer you the ability to continuously pressure your opponents into a corner as you rush them swinging your fist and your legs in this case. 2 of its other jutsus offer great range and 1 of them even stuns the opponent for a slight second! If you build your character correctly you can even combine it with elements like Water(Tai Water FTW) or Fire. The best synergy with this mastery is Medic due to Chakra Scalpels and Agility working together to give higher damage output when punching your opponent. The downside of being agility taijutsu is that the jutsu damage/scaling isn't as good as the other masteries as well as the mastery not having any other mastery that is based off agility. Taijutsu Strength - The sub path of agility taijutsu is its strength counterpart called Gentle Fist. Gentle Fist has higher base damage/scaling and a good variety of jutsus. Jutsus like 16 Palms if landed can silence your opponent for x duration and drain there chakra over time causing them to constantly need to charge. They also have Rotation which allows them to knockback opponents if surrounded but this jutsu you don't get until you are higher level and train one of the other jutsus to achieve it. Some of the other jutsus of this sub path cause knockbacks and stuns as well but give a higher damage output than its brother Agility taijutsu. Focusing more on burst damage than DPS this mastery can offer some good follow ups. Downsides of this path is that it only has 1 substitution and its the basic one so you only have 1 chance to evade a jutsu. This mastery also has higher chakra cost than the other path with a couple jutsus that have cast times. On the bright side because you are strength based, you can combine this mastery with the likes of Strength weapon master to maximize damage output. However there is no advancement if you combine the two but there will be advanced gentle fist in the future. Choose your path Wisely.
  2. What would everyone think of a team tournament? Teams of 4 enter the tournament with a 4k ryo entry fee, they will fight to death winners of the tournament runs away with big ryo prize. If I can get the support of GM the tournament will be held in a large map big enough for 4v4 However if no GM would want to help the tournament would have to be private so no scums come and ruin it the captain of each team would meet me in game pay the entry fee and a discord link will be sent to their dm's instantly. Once in the discord server further details of location and other stuff will be released to the players and the day of the tournament everyone will meet at the location fight it out team vs team until there is 1 team standing: 1st- 20k (5k per player) 2nd- 12k (3k per player) 3rd- 8k (2k per player) It would be a lot better if a GM would help support this idea as then no one would have to through the work of making and joining discord servers and keeping it private so people don't bombard the tournament, entry fee will still be needed as all ryo is coming out of my pocket and if GM would like to help they can possible add other prizes and maybe we can make this a bi-monthly tournament or even monthly tournament. Let me know how you feel about this and if you have any suggestions this was just an idea I came up with while bored in an exam so it will not be perfect.
  3. Itsuku

    It's come to my attention that most people who first choose the medic mastery often times reset their characters, due to the difficulty it is to level up against mobs, and depending on the dailies you get, it makes traveling to other villages a nightmare as you tend to get killed on the way there, or on the way back with an item that drops upon death for said mission. My idea would benefit all villages, all players, and hopefully bring more medic/support players to the table. My idea you ask? Granting xp upon healing another player via Treat Wounds, as well as granting xp on reviving players (and other support jutsu excluding cursemark). This would give more urgency (especially during raids) for teams to work together. Another idea, if simply using the jutsu seems too unbalanced, then perhaps granting an item that allows for xp to be obtained while using said medical jutsu, such as surgical gloves, or a headpiece.
  4. Hello, This post was made to let the players know about the Event Rotation system I've been working on in hopes to better schedule not only event's but my personal life around NinOnline, in this post i'm going to discus each event, rules and the details concerning them and the Category of which they reside in. Major Event Chunin Exams This is a village based event based around Promotions and stages of exams which focus on different aspects of game play such as Teamwork, Individual Skill and Character. Note that the Kage can choose to promote based on whatever he deems worthy. It's an RP/PVP Event and should be treated as such. Rules Stay in character Follow the directions of the Kage, Proctor's and attending NinOnline Staff Don't spam the chat Stay Online and Active War Event I have no information on how I will run this event as I haven't seen or been shown how to do so yet. so for now know i'm working on figuring that out! Minor Event Tournament's Players will be matched up in a traditional seeding Bracket, which can go from 1v1's to 4v4's Rules No Pill's, Oil's, Summon's or Org Items Charms are allowed Survival Event Players join in an all out war where everyone is fending for themselves alone, the goal is to be the last man standing. Rules No Org Items Pill's, Oil's and Summon's and Charms are allowed Teaming is not allowed Free For All Players will fight until the last man standing, FFA's usually take place after tournaments or other miscellaneous events. Rules No Org Items Pill's, Oil's and Summon's and Charms are allowed Teaming is Allowed until the final 4 Quiz Players will take place in a quiz that can be based on either NinOnline or the Naruto Universe Rules Don't Attack or use Jutsu Follow the direction's of the Host or attending NinOnline Staff Don't Flicker out of the box's Paper Rock Scissors Player will take turns playing paper rock scissors against other players Rules Don't make your move until the /321 emote is finished "Go" Capture the Bell Player's will battle to take control of the bell, the last person to hold the bell at the end of the 2 minute timer wins Rules Don't start until the /321 emote is finished "Go" Follow the directions of the Host or attending NinOnline Staff Retrieve the Bell Two teams of 4 will compete against each other to grab the enemy's bell and take it to their teams side Rules Don't start until the /321 emote is finished "Go" Follow the directions of the Host or attending NinOnline Staff Player Made Event's Player's are encouraged to plan their own events and can submit them to any NinOnline Game Master Rules Follow the directions of the Host or attending NinOnline Staff Forum Event RP Story This event can change in many ways, but the main point to stay in character and build some type of story Note's: When inquiring to join any of these events (Aside form Major Events) refrain from spamming the Host or attending NinOnline Staff's PM's Most event's will be Scheduled in advance from this point on, this does Include Player Event's if given enough time in advance to prep for it Thank you! ~Erox#3942
  5. Kori Kohaku

    Korri Jakusha & Kori Kohaku

    I saw the sprite sheet that @Ueda submitted and decided to make both of my characters (in the oufits they will eventually have ig) Thanks for the Sprite sheet Rory
  6. Suna Laws These are the laws for my term, Lord 11th! 7/22/2019 Most of these are gonna be simple copy pastes from the old ones with some few wording changes, others are fine as they are. 1. Do not kill another sand ninja for any reason. This includes directly causing them to die in ways such as leading a bunch of mobs to them and then cloaking away. This does not include not helping them in battle or killing them in a mutually agreed upon spar. This results in a strike. There is no excuse for doing this as you have to have pvp on to be able to kill a fellow villager. If you have PvP on in a danger zone, you are responsible for the repercussions. 2. Do not kill allies on the peace list in the same ways that apply to rule number 1. Since you can target them and deal damage without PvP on, accidents do happen. This won't result in a strike unless you are clearly deliberately killing them. The Kage and Council is to use their power to decide whether or not it justifies a strike. 3. If you are exiled 3 times, you are perma exiled from the village. This does not include leaving the village to be a hermit to level faster unless you are caught attacking sands in which case you are treated with the same 3 strike rule. 4. You must aid a fellow Sand ninja if they or the village is being attacked no matter who it is, but if they are attacking others it is up to you to help them or not! Aiding could be calling for help, fighting along, treating injuries, etc. No matter how you decide to help you MUST help in some way! 5. If told by members of the ANBU, Kage, Council or SMPF in uniform to do the following, obey. Failure to obey can result in a jailing: Reasonable things for them to order: . Attack/stop attacking *target person* . Stop following me. . Tell me what happened . Take off your mask. Things that are unreasonable to ask: . Tell me your alts . Go scout in enemy territory . Farm me an item . Go anywhere that is more than 2 maps away 6. Verbal harassment is not tolerated. If you are being an asshole to somebody, take it up with the GM's. It's not the player's responsibility to deal with this and is against the terms of service. If it becomes severe enough, the Kage has full power to exile you on the spot. 7. Follow all terms of service. 8. One jailing's result in a strike. Three strikes is an exile! 9. If you were previously exiled and is allowed a pardon, if you repeat the action that got you the exile or break any of these laws in a short time from being pardoned you are at risk at being immediately exiled. All of these laws are in place now! Signatures that puts this law into place! Lord 11th Nauq Shizuka ANBU Leader Slaughter A.C. First Lady Aikya A.C. Bmore 'The Turtle' A.C. Kushkage
  7. Itama Date

    The Alliance On the 26/6/2019 Sand village made alliance with Leaf village. Rule Book Breaking any of the following alliance rules will result in punishment. The rules are punishable by jail time, where two jail sessions lead to one strike and three strikes end in an exile. Note: Rogue ninjas who have alts in leaf and/or sand will be instantly exiled if their intention is to break a rule on purpose and ruin the alliance between the two villages. 1. Do not attack a Leaf ninja with the intention to kill. 2. Do not go to the allied village masked. As soon as you arrive in Sand/Leaf territory unmask instantly. Unmask at Chakra Forest if you are heading to Leaf and Large Desert map if you are heading to Sand. If you get killed because of having a mask on you won't be able to blame anyone for that action. (You can pass while masked if you show them your identity and they allow you to keep the mask on) 3. Sand ninjas are to avoid getting themselves involved in a conflict with Leaf ninjas. If you are being attacked by a Leaf ninja, make sure to take screenshots as proof and try avoiding the fight or arguing. Report the incident, along with the evidence, to the council or Kage either via discord or forum’s direct message. 4. Do not assist an enemy (Mist) “friendly” or Missing-Ninja “friendly” if he/she is under attack by our allied forces. 5. If you have an argument with a villager, try to solve it respectfully, if you are unable to come to an agreement contact your village Kage or council. In the rare case where they are not available, try to get in touch with a trusted/respected Jonin or Chunin from your village. 6. It is prohibited to invite a known enemy of the Leaf to the respected Leaf territory whether it is for sparring reasons or otherwise. 7. Do not place a bounty on ninjas of Leaf. 8. If people of the opposing villages are sparring in a specified village and the spar leads to a death where the downed shinobi is not revived (even if there was a medic around refusing to heal), there will be no punishment for either side. Common courtesy and respect are expected from ninjas of both sides, but in this case, those who spar with one another need to keep in mind that medics can’t be forced to revive you. Note: If the Leaf ninjas break these rules which apply to both villages , please make sure to take a screenshot and report it to Council/Kage. (in case you are the victim being attacked). If a Leaf ninja invades the hidden Sand village with the intention to raid leaf , you are free to proceed with killing the invader while having proof about the situation.
  8. Light

    Kazekage(s) [BETA] Time spend on duty 1st: Argoh 1-Month 2nd: Konahri 3-weeks 3rd: ReubenNick 1-week 4th: Miki 2-weeks 5th: Kaguya Light 6-Months 6th: TetsuHawk Present Sand Assassins ( not officially lauched until further note ) Military corps leader(s) [BETA] 1st: Proxied 2nd: Medical corps leader(s) [BETA] 1st: Tresmorne 2nd: Chunin [Alpha] ( BrokenInside, Konahri, Jazzberry jam ) [Beta] ( Dareem, Brae, Rainyer, Kaguya Light, Arashi Himitsu ) ( Bowieeee, Nut, MrChubb, Pervy Sage ) Specialized Jonin [Beta] ( Tresmorne, Proxied ) ( Miki, Vaga )
  9. Akatsuki member standing outside of the Sand Village South entrance.

    © Copyright 2013-2015 Hitspark Interactive

  10. Fernando, Shinji and me standing on top of the Kazekage Office Building in the Sand Village.

    © Copyright 2013-2015 Hitspark Interactive

  11. The South sector of the Sand Village.

    © Copyright 2013-2015 Hitspark Interactive

  12. Ryu Ken

    Sup guys this is Ryu Ken and im posting this to talk about the sand manipulator clan. Though i love being a swordsman a sand manipulator is gonna be my main character (well if there is gonna be sand) Im not tryna Rush anything but in some point in the game i would like this from the sand clan. I know this is a lot so u don't have to read all most of u should now almost all of them. The Jutsu: I AM NOT CLAIMING THAT THIS JUTSU RESEARCH ON GAARA WAS MINE (But i did do research just copied because this will take VERY long to write Daisan no Me - The Third Eye Character Use: Gaara of the Desert Rank: D-Rank Range: All Range. Type: Supplementary Daisan no Me is a Ninjutsu technique unique to the Sand ninja Gaara. Created out of sand, the Eye allows Gaara to view an opponent when he is either encased in his Suna no Muya or when he needs to be able to see his opponent's actions when he has no clear line of sight with his own eyes. Gokusamaisou - Sand Prison Burial Character Use: Gaara Rank: C-rank Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Attack Gokusamaisou is a Ninjutsu technique utilized by the Sand ninja Gaara. Using his ability to manipulate sand, Gaara will loosen the ground below his target and cause them to sink deep within the earth. By being imprisoned at this depth, the pressure will completely limit their ability to move. Mugen Sajin Daitoppa - Infinite Dust Great Breakthrough Character Use: Gaara Rank: B Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Attack, Defense Fuuton • Mugen Sajin Daitoppa is a Ninjutsu technique utilizing the Wind Element. While in his partially transformed Shukaku form, Gaara can inhale a large amount of air into the Shukaku chest cavity. He can then exhale the air in a large gust capable of turning back an incoming attack. Rendan Suna Shigure - Sand Shower Combo Character Use: Gaara Rank: B Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Attack Rendan Suna Shigure is a Ninjutsu technique utilized by the Sand ninja Gaara. The technique functions similar to Suna Shigure, except instead of raining the sand down from above, Gaara fires the sand bullets directly towards his target. Renkuudan - Drilling Air Projectile Character Use: Gaara Rank: C Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Attack Fuuton • Renkuudan is a Ninjutsu technique utilizing the Wind Element. The demon Shukaku inhales a large amount of air into his chest and then slams his fist into his chest to expel it. To strengthen the attack Shukaku will imbue chakra into the air. When expelled it forms concussive spherical projectiles capable of inflicting large damage. Ryuusa Bakuryuu - Quicksand Waterfall Current Character Use: Gaara Rank: A Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Attack Ryuusa Bakuryuu is a Ninjutsu technique utilized by the Sand ninja Gaara. The technique functions similar to his Sabaku Kyuu except on a much larger scale. With the development of Gaara's powers he has gained further control over the nearby environment. By crushing rocks and pebbles in the ground with his sand, he can create more useable sand. After focusing his power, a large tidal wave size amount sand will rise from the ground to cover his target and the surrounding area. This technique serves to set up his Sabaku Taisou technique. Sabaku Fuyuu - Desert Sand Floating Character Use: Gaara Rank: C Range: All Range Type: Supplementary Sabaku Fuyuu is a Ninjutsu technique utilized by the Sand ninja Gaara. Using his ability to levitate sand, Gaara will bring together sand into cloud shape clumps. These clumps are dense enough for Gaara or another ninja to rest on. This can allow Gaara to rise above any threat from below. Sabaku Kyuu - Desert Coffin Character Use: Gaara Rank: D Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Attack Sabaku Kyuu is a Ninjutsu technique utilized by the Sand ninja Gaara. Gaara will cause sand to rise from the ground and wrap around the legs of his target, restraining them in place. The sand will then rise up to full encase the target. This technique alone can crush the bones of his opponent but the technique is usually used to prepare the victim for the Sabaku Sousou technique. Sabaku Rou - Desert Prison Character Use: Gaara Rank: B Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Defense Sabaku Rou is a Ninjutsu technique utilized by the Sand ninja Gaara. With the further expansion of his powers, Gaara has been able to control larger and larger amounts of sand. Sabaku Rou is a large scale version of Sabaku Kyuu. With this technique, Gaara will cause a large sphere of sand to encircle and trap his target. Sabaku Sousou - Desert Funeral Character Use: Gaara Rank: A Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Attack Sabaku Sousou is a Ninjutsu technique utilized by the Sand ninja Gaara. Gaara will cause sand to rise from the ground and encase his target using his Sabaku Kyuu technique, making them captured in place. Gaara will then do this jutsu to constrict and crush his target killing them. The blood of the victim will then mix with the sand which returns to Gaara's gourd. The blood then gives more power to the Shukaku demon imbued in Gaara. Sabaku Taisou - Desert Imperial Funeral Character Use: Gaara Rank: A Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Attack Sabaku Taisou is a Ninjutsu technique utilized by the Sand ninja Gaara. The technique functions similar to his Sabaku Sousou except on a much larger scale. With the development of Gaara's powers he has gained further control over the nearby environment. By crushing rocks and pebbles in the ground he can create more useable sand. After focusing his power he uses his Ryuusa Bakuryuu technique to cover the surrounding environment in sand. He then places his hands down to the ground and causes the sand to constrict and harden, thereby crushing everything it is covering. Shukaku no Hoko - Halberd of Shukaku Character Use: Gaara Rank: B Range: Close (0m ~ 5m) Type: Attack Special Note: Anime Only Shukaku no Hoko is a Ninjutsu technique said to be Gaara's Saikou Zettai Kougeki (Supreme Absolute Attack). Gaara collects extremely solid minerals and mixes them into his sand using pressure from his chakra. This creates a very strong and hard Shukaku-like halberd which he can then throw. The strength of the material allows it to penetrate a very strong defense. Shukaku no Tate - Shield of Shukaku Character Use: Gaara Rank: A Range: Close (0m ~ 5m) Type: Defense Shukaku no Tate is a Ninjutsu technique said to be Gaara's Saikou Zettai Bougyo (Supreme Absolute Defense). To stop an incoming attack, Gaara will mainfest a small form of the Shukaku demon out of sand. Gaara collects extremely solid minerals from underground and mixes them into his sand using pressure from his chakra. This creates a very strong defensive barrier Shunshin no Jutsu - Body Flicker Technique Character Use: Gaara, Haku, Hanzou, Hatake Kakashi, Uchiha Sasuke, Yondaime Hokage, Yondaime Raikage Rank: D Range: - Type: Supplementary Shunshin no Jutsu is a basic Ninjutsu technique. The ninja will appear and disappear in an instant, allowing them to retreat or attack suddenly. To facilitate the movement the ninja will often use nearby elements such as mist, sand or leaves to mask their appearance or disappearance. Suna Bunshin no Jutsu - Sand Clone Technique Character Use: Gaara, Sasori Rank: Unknown Range: D Type: Supplementary Suna Bunshin is a Ninjutsu technique utilized by the Sand ninja Gaara. The clone functions like a normal Bunshin, except it is made out of sand. The clone itself can be formed out of the Suna no Tate that protects Gaara. When a ninja goes to attack the Bunshin, the malleability of the sand allows the blow to sink into the sand, which can then wrap itself around the limb to constrain the attacker. Suna no Mayu - Cocoon of Sand Character Use: Gaara Rank: D Range: - Type: Supplementary Suna no Mayu is a Ninjutsu technique utilized by the Sand ninja Gaara. It serves as one of Gaara's absolute defenses. After forming the needed hand seals, a sphere of sand will surround his body. This sand cocoon is made as a defensive measure and is also made to allow Gaara to enter into his Shukaku state. Where his body becomes encased in Sand to make him resemble a smaller form of the Shukaku demon. While in the cocoon Gaara will use the Daisan no Me (Third Eye) to view his opponent and the surrounding battlefield. Suna no Yoroi - Armor of Sand Character Use: Gaara Rank: D Range: Close (0m ~ 5m)) Type: Defense Suna no Yoroi is a Ninjutsu technique utilized by the Sand ninja Gaara. If Gaara's Suna no Tate fails, Gaara uses an almost invisible thin layer of sand to cover his body. For the sand to cover Gaara's body, he has to use his body's chakra. When covered by the sand Gaara becomes heavier and it is more difficult for his body to maneuver. Though the sand does provide some protection, sufficient strikes will break the armor to expose Gaara's natural body. Suna Raishin - Sand Lightning Needles Character Use: Gaara Rank: C Range: Close (0m ~ 5m) Type: Attack Special note: Movie Two Only Suna Raishin is a Ninjutsu technique utilized by the Sand ninja Gaara. Gaara will hurl sand into the air which will come down around his target as hard pikes. Electricity will be generated from the pikes to arc towards and attack his opponent.If his opponent utilizes lightning, it appears this technique will neutralize its usage in the target. Suna Shigure - Sand Shower Character Use: Gaara Rank: D Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Attack The Suna Shigure is a Ninjutsu technique utilized by the Sand ninja Gaara. Using his chakra to control nearby sand, Gaara will levitate small clumps of sand above his opponent. This sand can be used to distract his target while he starts his Sabaku Kyuu technique or to provide further sand for the sand coffin itself. Suna Shuriken - Sand Shuriken Character Use: Gaara Rank: D Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Attack The Sand Shuriken is a Ninjutsu technique utilized by the Sand ninja Gaara. Using his chakra to control nearby sand, Gaara will hurl disks of sand at his opponent. Spinning through the air the disks are deadly in strength, inflicting large amounts of damage to his target and surrounding objects. Tanukineiri no Jutsu - Feigning Sleep Technique Character Use: Gaara Rank: D Range: - Type: Supplementary Tanukineiri no Jutsu is a Ninjutsu technique that allows Gaara to take full advantage of incarnation of sand. After being possessed by the Shukaku spirit, Gaara loses control of his body and personality to the demon when he sleeps. Normally as the medium, Gaara does not sleep to try and retain control over himself and the spirit. This limits the true power of Shukaku. However, if he wishes to allow Shukaku to emerge and obtain full control, he can use this technique to place himself into a temporary sleep. To end the sleep, a strong knock to the medium will wake them and end the control of the spirit. Yes this is long but this should be implemented in time. Also some perks : 1.When a Sand Manipulator is lvl 5 there sand automatically blocks for them and can be used for regular melee attacks. 2.All Sand manipulator's should have a Sand Gar (The thing Gaara has on his back) when they created their character. Lastly i know that some of these the character needs the Shukaku so just don't worry about those but since i heard there was going to be a bijuu system i didn't delete it. Well that's the Sand Clan!