Ranton

[Rules]
• You must have Raiton, Fuuton, and Suiton as your chakra natures.
• You aren't immune to raiton, just resistant to it to a noticeable degree. [1 rank resistance to raiton.]
[Abilities]
• 20% Chakra reduction to Ranton techs
• Ability to perform one handed seals for Ranton Techniqeus
• Some techniques can be canceled by wind, lightning, or even water jutsu, but this is just a matter of the technique itself.
• Suiton techniques tend to deliver minor shocks, and the water left behind is more conductive than usual, resulting in more pain should electricity hit them. Raiton techniques tend to have more kick than usual. Wind jutsu seem to leave behind noticable levels of water in their wake.
[Techniques]
• Ring of Storms
- D
A rather simple jutsu, to the point where it doesn't even require handsigns, the user cuts a circle into the sky with their hands, channeling as they do so. The result of this, besides training in basic Ranton etiquette, creates a circular ring of Ranton chakra (two feet in diameter) that follows the user around as it lights up the area around them. This illuminating ring is not for show as it can be manipulated through chakra flow to attack very much like a shuriken to foes up to ten feet away. Its vibration cuts into wood and weak metals before it can detonate into an electrified watery blast to harm foes around it even after striking an opponent.
• Gale Hunter
- C
A gust of wind will kick up and rocket forward with a layer of both water and lightning chakra that create a three pronged strike. First, the wind knocks an opponent who is hit off balance, as it strikes with the force of a gale force wind at it's strongest level. That wind carries a bit of chakra infused water that conducts electricity well on the opponent, and then the raiton blasts the opponent off their feet and onto the ground with a painful shock. All of this occurs on impact, creating a fast, shocking blow.
• Boomerang
- B
A seemingly simple jutsu, upon making the handsigns, it gathers a sphere of ranton chakra into the users hand in the shape of a fist, which they point at an enemy. Then with a sound similar to a thunder rumble, the light fist fires off as it races towards the target. It flies off with a trail of dark blue ranton behind it like a laser beam as it is guided with the user's chakra flow to strike the intended target. Upon impact it will strike very much like a simple punch thrown by an average human as its electric current stuns the person. But its real power occurs after the impact as the trailing laser beam is then coming in and converges directly into the focal point of where the fist struck. This in turn causes the area to implode and send out a backdraft shockwave of electricity to everything behind where the fist struck while the explosion delivers additional damage to the person/target it had hit enhancing its name Boomerang. This backdraft strikes anyone in front of the target in a hundred sixty degree cone in about fifteen feet of lightning equal to a C Rank shock while the explosion the fist creates is the force of an explosive tag
• Rain Dance
- B
This technique is a precursor to the other techs later down the road. After their chakra has saturated an area through handseals, the area becomes humid and thick and the sky becomes dark and gloomy. Suddenly, for the next five posts, it will rain heavily over the entire thread. In these conditions, all suiton and ranton jutsu are increased in strength by up to 1/2 a rank, but fire techs cost 1.5x as much to cast.
• Downpour
- C
(Requires rain fall) This jutsu causes the rain in a specific area to become heavy and permeated with chakra, lowering the speed of any ninja in the rainfall to have their speed lowered for as many posts as the jutsu is activated by 1/2 a rank. It also pelts the target, causing the less hardy shinobi to feel like they are being repeatedly hit by falling spoons.
• Thunderstorm
- A
(Requires rain fall) With the handseals performed, the rain fall becomes heavy to the point where there should be flood warnings, and extends the life of a rain dance by an additional five posts. In these five posts, the water levels raise higher and higher until their is need for the water walking jutsu to maintain top speed. In addition, the user can pay c rank chakra to send a bolt of lightning from the sky at an opponent, with obvious repercussions for his enemy and any allies that are within ten feet, even if it only strikes the water. It takes a second, and the area about to be struck seems to cackle with energy just before it comes roaring down. Finally, the winds in the area will blow violently, giving the afflicted area a 1/2 rank bonus to wind techniques as well.
• Storm Surge
- B
(Requires rain fall) This jutsu is most effective when an area has become flooded by high levels of water. The wind will pick up violently and press into the water, causing it to rush forward and devastate an area by nearly flattening it with the force of the water combined with the strength of the wind. It also takes falling rain and sends it rushing towards an opponent which stings like hell and can actually leave wheps on the skin. The falling rain, obviously, gets pushed first and pelts opponents which lowers visibility, which is followed by the wave.
• Tornado
- A
The tornado is unique in that it sends either one large tornado that can devastate a terrain, or multiple smaller ones that move around doing less damage but being harder to avoid. Each of these, regardless, can tear trees up from the ground and have the unique effect of being charged with lightning, so that anything being thrown around is also being shocked for B rank damage every few seconds. The tornadoes themselves cackle with energy and are bright to behold. With enough water on the ground the tornadoes actually become tri elemental death twirls that now shock for A rank damage and have the threat of drowning targets. The user can direct the tornadoes with chakra, or have them stationary. At the top of a water funnel, the water is expelled and thrown across the battlefield carrying its shocking qualities. This can only be maintained for up to three consecutive posts, and must be paid for again to extend.
• Falling skies
- A
For three posts, during a Thunderstorm, huge balls of lightning charged water continuously crash down from everywhere, leaving no one spot safe and preventing enemies from standing still. The unwary will be crushed and stunned for half a post if they are hit directly by a ball. These three posts the water levels really get ridiculous.
• Hurricane
- S
(Requires a Thunderstorm be active; can only be used on the last post of one and ends the storm.) You know how hurricanes work. Everything in front of the user is picked up and thrown, blown over, or otherwise annihilated by the sheer volume of water, wind, and actual bolts of lightning being thrown everywhere. The user is the only one safe as his chakra prevents him or her from being hit by debris. Defensive jutsu can be effective if it can be erected in time, and can hold off the three elements and whatever else is being thrown at it. Afterwards, the skies clear and the water remains at a stable level. Rain cannot be started again for three posts, and hurricane can only be used once in any single fight.
• Symphony of Destruction
- S - Kage Permission
An even more powerful jutsu then Laser Circu, if that is even possible, the Symphony of Destruction is the last sound that anyone wants to hear. To use this jutsu requires the user to p***k their fingers before making the signs, so that the blood flows into the ball of light as it forms and acts as a requirement. Instead of the usual bright or dark blue color that the ranton usually provides, the blood infuses with the jutsu and gives it a rusty red color, adding to the intimidation. When this one is fired red beams are fired off with twelve each makes a sound similar to that of an explosion when it strikes as the rest of the beam that trails behind also goes up in a spontaneous concussive eruption. The first explosions comes from the actual jutsu itself, with the many secondary ones coming from impact, as each beam detonates with the force of an explosive tag. Like many ranton Jutsu, these beams can be directed on flight.

[Rules]
• You must have Raiton, Fuuton, and Suiton as your chakra natures.
• You aren't immune to raiton, just resistant to it to a noticeable degree. [1 rank resistance to raiton.]
[Abilities]
• 20% Chakra reduction to Ranton techs
• Ability to perform one handed seals for Ranton Techniqeus
• Some techniques can be canceled by wind, lightning, or even water jutsu, but this is just a matter of the technique itself.
• Suiton techniques tend to deliver minor shocks, and the water left behind is more conductive than usual, resulting in more pain should electricity hit them. Raiton techniques tend to have more kick than usual. Wind jutsu seem to leave behind noticable levels of water in their wake.
[Techniques]
• Ring of Storms
- D
A rather simple jutsu, to the point where it doesn't even require handsigns, the user cuts a circle into the sky with their hands, channeling as they do so. The result of this, besides training in basic Ranton etiquette, creates a circular ring of Ranton chakra (two feet in diameter) that follows the user around as it lights up the area around them. This illuminating ring is not for show as it can be manipulated through chakra flow to attack very much like a shuriken to foes up to ten feet away. Its vibration cuts into wood and weak metals before it can detonate into an electrified watery blast to harm foes around it even after striking an opponent.
• Gale Hunter
- C
A gust of wind will kick up and rocket forward with a layer of both water and lightning chakra that create a three pronged strike. First, the wind knocks an opponent who is hit off balance, as it strikes with the force of a gale force wind at it's strongest level. That wind carries a bit of chakra infused water that conducts electricity well on the opponent, and then the raiton blasts the opponent off their feet and onto the ground with a painful shock. All of this occurs on impact, creating a fast, shocking blow.
• Boomerang
- B
A seemingly simple jutsu, upon making the handsigns, it gathers a sphere of ranton chakra into the users hand in the shape of a fist, which they point at an enemy. Then with a sound similar to a thunder rumble, the light fist fires off as it races towards the target. It flies off with a trail of dark blue ranton behind it like a laser beam as it is guided with the user's chakra flow to strike the intended target. Upon impact it will strike very much like a simple punch thrown by an average human as its electric current stuns the person. But its real power occurs after the impact as the trailing laser beam is then coming in and converges directly into the focal point of where the fist struck. This in turn causes the area to implode and send out a backdraft shockwave of electricity to everything behind where the fist struck while the explosion delivers additional damage to the person/target it had hit enhancing its name Boomerang. This backdraft strikes anyone in front of the target in a hundred sixty degree cone in about fifteen feet of lightning equal to a C Rank shock while the explosion the fist creates is the force of an explosive tag
• Rain Dance
- B
This technique is a precursor to the other techs later down the road. After their chakra has saturated an area through handseals, the area becomes humid and thick and the sky becomes dark and gloomy. Suddenly, for the next five posts, it will rain heavily over the entire thread. In these conditions, all suiton and ranton jutsu are increased in strength by up to 1/2 a rank, but fire techs cost 1.5x as much to cast.
• Downpour
- C
(Requires rain fall) This jutsu causes the rain in a specific area to become heavy and permeated with chakra, lowering the speed of any ninja in the rainfall to have their speed lowered for as many posts as the jutsu is activated by 1/2 a rank. It also pelts the target, causing the less hardy shinobi to feel like they are being repeatedly hit by falling spoons.
• Thunderstorm
- A
(Requires rain fall) With the handseals performed, the rain fall becomes heavy to the point where there should be flood warnings, and extends the life of a rain dance by an additional five posts. In these five posts, the water levels raise higher and higher until their is need for the water walking jutsu to maintain top speed. In addition, the user can pay c rank chakra to send a bolt of lightning from the sky at an opponent, with obvious repercussions for his enemy and any allies that are within ten feet, even if it only strikes the water. It takes a second, and the area about to be struck seems to cackle with energy just before it comes roaring down. Finally, the winds in the area will blow violently, giving the afflicted area a 1/2 rank bonus to wind techniques as well.
• Storm Surge
- B
(Requires rain fall) This jutsu is most effective when an area has become flooded by high levels of water. The wind will pick up violently and press into the water, causing it to rush forward and devastate an area by nearly flattening it with the force of the water combined with the strength of the wind. It also takes falling rain and sends it rushing towards an opponent which stings like hell and can actually leave wheps on the skin. The falling rain, obviously, gets pushed first and pelts opponents which lowers visibility, which is followed by the wave.
• Tornado
- A
The tornado is unique in that it sends either one large tornado that can devastate a terrain, or multiple smaller ones that move around doing less damage but being harder to avoid. Each of these, regardless, can tear trees up from the ground and have the unique effect of being charged with lightning, so that anything being thrown around is also being shocked for B rank damage every few seconds. The tornadoes themselves cackle with energy and are bright to behold. With enough water on the ground the tornadoes actually become tri elemental death twirls that now shock for A rank damage and have the threat of drowning targets. The user can direct the tornadoes with chakra, or have them stationary. At the top of a water funnel, the water is expelled and thrown across the battlefield carrying its shocking qualities. This can only be maintained for up to three consecutive posts, and must be paid for again to extend.
• Falling skies
- A
For three posts, during a Thunderstorm, huge balls of lightning charged water continuously crash down from everywhere, leaving no one spot safe and preventing enemies from standing still. The unwary will be crushed and stunned for half a post if they are hit directly by a ball. These three posts the water levels really get ridiculous.
• Hurricane
- S
(Requires a Thunderstorm be active; can only be used on the last post of one and ends the storm.) You know how hurricanes work. Everything in front of the user is picked up and thrown, blown over, or otherwise annihilated by the sheer volume of water, wind, and actual bolts of lightning being thrown everywhere. The user is the only one safe as his chakra prevents him or her from being hit by debris. Defensive jutsu can be effective if it can be erected in time, and can hold off the three elements and whatever else is being thrown at it. Afterwards, the skies clear and the water remains at a stable level. Rain cannot be started again for three posts, and hurricane can only be used once in any single fight.
• Symphony of Destruction
- S - Kage Permission
An even more powerful jutsu then Laser Circu, if that is even possible, the Symphony of Destruction is the last sound that anyone wants to hear. To use this jutsu requires the user to p***k their fingers before making the signs, so that the blood flows into the ball of light as it forms and acts as a requirement. Instead of the usual bright or dark blue color that the ranton usually provides, the blood infuses with the jutsu and gives it a rusty red color, adding to the intimidation. When this one is fired red beams are fired off with twelve each makes a sound similar to that of an explosion when it strikes as the rest of the beam that trails behind also goes up in a spontaneous concussive eruption. The first explosions comes from the actual jutsu itself, with the many secondary ones coming from impact, as each beam detonates with the force of an explosive tag. Like many ranton Jutsu, these beams can be directed on flight.