Post by Dante the Revolver on May 11, 2007 22:59:05 GMT -5
Boss Toad: 10000 Karma
~Needs 100 chakra to summon. Stays on field for 6 turns.
~Toad blade cut- Pay 10 Extra chakra to deal 100 DMG.
~Water style: water bullet- Pay 50 chakra to deal 150 DMG.
~Fire style: oil water bullet- Pay 100 chakra plus any fire jutsu chakra cost to deal 250 DMG.
Sythe Weasle: 5000 Karma
~Needs 100 Chakra to summon. Stays on field for 2 turns.
~Cutting whirl wind- Pay 50 Chakra to deal 75 DMG.
Slug Queen: 8000 Karma
~Takes 100 Chakra to summon. Stays on field for 6 turns.
~Acid spit- Pay 50 Chakra to deal 100 DMG.
~Multi-division- Pay 50 charka to blocks any attack.
Gaint Spider: 6000 Karma
~Takes 100 chakra to summon. Stays on field for 4 turns.
~Spider birth- Pay 50 chakra to create spider sack.
~Spider intanglement- pay 50 chakra to stop your opponent for 2 turns. Must use spider birth first.
~Spider explosion- Pay 100 chakra to dismiss your summon, stop your opponent for 1 turn, and to deal 150 DMG.
Ninja Dogs: 2000 Karma
~Pay 50 chakra to summon. Stays on field for 5 turns.
~Dog pile- Stop your opponent for 2 turns deal 25 DMG each turn.
~Rapid fang- Deals 50 DMG to opponent.
Ninja fish: 100 Karma
~pay 50 chakra to summon. Stays on field for 1 turn.
~Devoure- This ability can only be used what water prison is in effect. Deal 100 DMG to opponent.
Gaint Snake: 10000 Karma
~Pay 100 chakra to summon. Stays on field for 6 turns.
~Shed skin- Pay 50 chakra to block any attack.
~Wrap- Pay 100 chakra to stop an opponent for 2 turns and deal 50 DMG each turn.
~Poison- Pay 100 Chakra to poison an opponent for 3 turns dealing 50 DMG each turn.
Gaint Bee: 5000 Karma
~Pay 100 Chakra to summon. Stays on field for 3 turns.
~Cocoon- Pay 50 chakra to stop and opponent for 2 turns.
~Needle drill- Pay 100 Chakra to deal 150 DMG.
Ocean Boss: 5000 Karma
~Pay 100 Chakra to summon. Stays on field for 3 turns.
~Swallow- Pay 100 chakra to stop opponent for 3 turns.
~Drowned- Pay 100 chakra to deal 200 DMG. Swallow must be in effect.
~Needs 100 chakra to summon. Stays on field for 6 turns.
~Toad blade cut- Pay 10 Extra chakra to deal 100 DMG.
~Water style: water bullet- Pay 50 chakra to deal 150 DMG.
~Fire style: oil water bullet- Pay 100 chakra plus any fire jutsu chakra cost to deal 250 DMG.
Sythe Weasle: 5000 Karma
~Needs 100 Chakra to summon. Stays on field for 2 turns.
~Cutting whirl wind- Pay 50 Chakra to deal 75 DMG.
Slug Queen: 8000 Karma
~Takes 100 Chakra to summon. Stays on field for 6 turns.
~Acid spit- Pay 50 Chakra to deal 100 DMG.
~Multi-division- Pay 50 charka to blocks any attack.
Gaint Spider: 6000 Karma
~Takes 100 chakra to summon. Stays on field for 4 turns.
~Spider birth- Pay 50 chakra to create spider sack.
~Spider intanglement- pay 50 chakra to stop your opponent for 2 turns. Must use spider birth first.
~Spider explosion- Pay 100 chakra to dismiss your summon, stop your opponent for 1 turn, and to deal 150 DMG.
Ninja Dogs: 2000 Karma
~Pay 50 chakra to summon. Stays on field for 5 turns.
~Dog pile- Stop your opponent for 2 turns deal 25 DMG each turn.
~Rapid fang- Deals 50 DMG to opponent.
Ninja fish: 100 Karma
~pay 50 chakra to summon. Stays on field for 1 turn.
~Devoure- This ability can only be used what water prison is in effect. Deal 100 DMG to opponent.
Gaint Snake: 10000 Karma
~Pay 100 chakra to summon. Stays on field for 6 turns.
~Shed skin- Pay 50 chakra to block any attack.
~Wrap- Pay 100 chakra to stop an opponent for 2 turns and deal 50 DMG each turn.
~Poison- Pay 100 Chakra to poison an opponent for 3 turns dealing 50 DMG each turn.
Gaint Bee: 5000 Karma
~Pay 100 Chakra to summon. Stays on field for 3 turns.
~Cocoon- Pay 50 chakra to stop and opponent for 2 turns.
~Needle drill- Pay 100 Chakra to deal 150 DMG.
Ocean Boss: 5000 Karma
~Pay 100 Chakra to summon. Stays on field for 3 turns.
~Swallow- Pay 100 chakra to stop opponent for 3 turns.
~Drowned- Pay 100 chakra to deal 200 DMG. Swallow must be in effect.