Descriptions:
- The Chakra Paper cuts in half,your Chakra Affinity is Wind! You may learn and use Wind Elemental Techniques!
- Wind is strong against Lighting, but weak against Fire
- While in a Stalemate/Deadlock with a Lighting Element Jutsu, The Wind Technique will Win. A Wind Jutsu will lose to Fire Jutsu in a stalemate.
- Opponent's Fire Attacks deal +100 Life Damage to User's Wind Shields,while Opponent's Lightning Attacks deal -100 Life Damage.
- User's Wind Skills deal +100 Life Damage to Opponent's Lightning Shields, and -100 Life Damage to Opponent's Fire Shields.
Requirements: 250 Ryou,500 Experience Points.
Quantity:--
Gust (100 chakra)Instant,200 life damage,interrupts one attack from two or less opponents, cant Dodge/Shield. Range 2
Whirlwind (75+### chakra)100 life damage+ 2x### [limit is 100 chakra ],Confuse for 2 turns. Cant block.Multi-Range 1
Squall (100 chakra)200 life damage,this technique gains +100 stamina damage if used against a Water technique.Cant Guard. Multi-Range:2
Whiplash (100 chakra) 100 life,200 stamina/chakra damage occurs if a Wind Skill ,from the last turn, hits the Target. Inevitable. Twice per battle.Range:2
Intermediate
Requirements:500 Ryou,750 Experience Points.
Quantity:--
Gale (50 chakra)Interrupts all opponent’s techniques on the field, technique cost an additional 50 chakra every time used. [limit is 200]
Twister (150 chakra)Guards against all Attacks, +100 Chakra to Guard an Ally. Next Wind Skill gains the effect “cant be interrupted” latter effect:twice per battle.
Zephyr (125 Chakra)Multi-Hit,200 Life Damage. Knocks any opponent from the air to the ground.cannot avoid.Line-Range:3
Wind Vortex (100 chakra) Draws all opponent one space closer to you, if a Target is in User's Square,the Target is sent into another area for 2 turns. They cannot heal/be attack/or attack. They suffer 200 life/stamina damage per turn. Cant Avoid/Guard/Interrupt,Range 3
Prevailing Wind (25 chakra,passive) all Techniques in a deadlock or stalemate will automatically win,this can only be used once every 3 turns.
Master
Requirements:1000 Ryou,1250 Experience Points.
Quantity:--
Tornado (250 chakra)Multi Hit, All opponents are drawn into your space,and held for three turns, during this time, Wind Skills will do +100 life damage. Cannot avoid/interrupt.Multi-Range 3
Hurricane (150 chakra)Confuses all opponents for 2 turns, all wind techniques gain the effects “cant be blocked or interrupted” for 3 turns;however, only one technique can become inevitable per Duration. Cant Interrupt.Twice per Battle. Range:5
Cyclone (250 chakra)Multi-Hit 400 life damage,100 stamina damage, cant Guard/Interrupt,once every 3 turns. Multi-Range 3
Tempest (125 chakra) Multi hit, Blinds all opponents for 2 turns, cannot avoid/ interrupt.Line-Range 2
Wind Stream (150 chakra,passive) adds the Effect: Multi hit/Range to all Fuuton techniques for the rest of the battle,this effect cost 25 chakra every two turns to keep active.
-Second Effect: can Send all opponents back two or more spaces, loses passive effect but gains cant block/ interrupt.Line-Range:3
Flight (50 chakra per turn,passive)User May Move up to 5 Squares in any Direction, Cannot use Manuevers when this is active.