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| 1 | - | Character Name: Temari |
| 1 | + | Character Name: Kankuro |
| 2 | Role: Caster | |
| 3 | ||
| 4 | - | Passive: Great Fan: After using a Jutsu, Temari gains 1 tile range. This passive can stack up to 4 times to give her a total of 5 tile range. After reaching max stacks, she keeps the range, degrading by 1 tile every 3 seconds after leaving combat (Regen tick) |
| 4 | + | Passive: The last person that Kankuro dealt damage to is his current target. |
| 5 | Fury: Black Technique: Iron Maiden - At 100 Fury, Kankuro can expend it to channel for 3 seconds, the nearest grounded enemy is bound by his Black Ant if uninterrupted. The bind lasts for 10 seconds and Kankuro can press the A button again to start channeling for 3 seconds again. If uninterrupted, Kankuro executes the enemy with his Crow, dealing damage equal to 80% of their Max HP. Missing this jutsu refunds 25 Fury. | |
| 6 | - | Fury: Temari gains 10 fury whenever she consumes a Wind Marking. Wind Markings last for 10 seconds and the timer refreshes when reapplied. |
| 6 | + | |
| 7 | - | Fury: Quick Beheading Dance - Temari can consume 100 Fury to summon her Sickle Weasel, Kamatari, who dashes forward and knocks enemies up, dealing 15 damage. They are stuck in the air for the duration while Temari channels for 3 seconds. If uninterrupted, all airborn enemies in a 10 tile AoE are dragged to the ground while taking 30 Wind Damage, an extra 15 if they are marked with a Wind Marking. |
| 7 | + | Jutsu 1: Crow Senbon (Projectile) - Kankuro summons his crow which fires a senbon forward that deals 5 damage and inflicts poison onto an enemy. |
| 8 | +1: Senbon Assault (Projecitle) - If held, Kankuro's crow instead fires waves of 2 tile high senbons, each wave fired at 0.5 second intervals. | |
| 9 | - | Jutsu 1: Wind Scythe (Projectile) - Temari sends forward a wave of wind blades two tiles high that each deals 10 wind damage and knocks the enemy backwards. This jutsu marks enemies with a Wind Marking. |
| 9 | + | |
| 10 | - | +1: Great Wind Scythe (Projectile) - When held. After channeling for 1 second. Temari sends forward one larger wind blade that deals 25 wind damage and knocks the enemy back. This jutsu marks enemies with a Wind Marking. |
| 10 | + | Jutsu 2: Scorpion Tail (Projectile) - Kankuro sends forward his Sasori puppet which knocks up the first enemy hit, dealing 15 damage and inflicting poison. This generates 5 fury. |
| 11 | +2: Crow Assassination (Homing) - If held, Kankuro remains stationary while sending his Crow forward which locks onto his target, dealing 10 damage, knocking them up and inflicting poison. This generates 5 fury. | |
| 12 | - | Jutsu 2: Cyclone Scythe (Melee) - 3 tile cone. Temari swings her fan and releases a blast of air in a 3 tile cone that pushes enemies backwards and deals 15 wind damage to them, enemies with a Wind Marking takes an extra 10 wind damage before consuming the Mark. This jutsu also reflects (or cancels) projectiles. |
| 12 | + | |
| 13 | Jutsu 3: Poison Gas Bomb (Projectile) - Kankuro throws out a poison gas bomb, if it collides with an enemy, it stuns them while spawning a 3 tile AoE poison cloud on the spot. The cloud deals 5 damage per second to those who are not immune to poison and also inflicts poison status effect onto them. If the bomb hits a wall, it spawns a gas cloud, the clouds last for 5 seconds and limits the vision of anyone inside. | |
| 14 | - | Jutsu 3: Wind Release: Cast Net (Projectile) - After channeling for 1 second. Temari sends out a net that pierces enemies, dealing 15 wind damage, enemies with a Wind Marking are stunned and inflicted with a bleed status effect before consuming the Mark. |
| 14 | + | |
| 15 | Jutsu 4: Summon: Salamander (NPC) - Kankuro channels for 2 seconds before summoning his Salamander puppet, the Salamander puppet is a stationary NPC that pushes enemies back, has 25 HP, and occasionally fire a fireball forward. | |
| 16 | - | Jutsu 4: Wind Release: Raging Storm (Projectile) - Temari channels for 2 seconds before sending out a tornado that constantly unleashes a 2 tile AoE that drags enemies in. The tornado travels for 5 seconds and bounces off walls, enemies inside take 5 damage per second and are dragged with the tornado. |
| 16 | + | +4: Salamander Trap (Utility) - When held, Kankuro channels for 2 seconds while burying his Salamander underground, his jutsu 4 is disabled while this is active. Salamander hides underground for 15 seconds and if an enemy steps on the tile, they are captured and bound for 5 seconds. |
| 17 | ||
| 18 | - | Jutsu 5: Great Task of the Dragon (AoE) - Temari channels for 2 seconds before all enemies with Wind Markings in a 8 tile AoE around her are knocked up and take 20 wind damage before consuming the Mark. |
| 18 | + | Jutsu 5: Sasori Scorpion (Utility) - Requires 25 Fury to use. Kankuro stays stationary and sends out his Sasori Scorpion puppet, controlling it with his puppet strings. Kankuro becomes a stationary NPC in which getting hit cancels this jutsu, causing him to put away the Sasori Puppet. |
| 19 | ||
| 20 | ~Sasori Scorpion~ | |
| 21 | ||
| 22 | HP: 50 | |
| 23 | ||
| 24 | Pressing V cancels the control on the Sasori puppet. | |
| 25 | Passive: The Sasori puppet is immune to bleed and poison status effects | |
| 26 | Passive: Melee inflicts poison. | |
| 27 | ||
| 28 | Jutsu 1: Razor Tail (Dash) - The Sasori puppet dashes forward, colliding with an enemy knocks them up into the air and deals 15 damage to them. | |
| 29 | ||
| 30 | Jutsu 2: Flamethrower (Melee) - The Sasori puppet unleashes a 3 tile melee that deals 15 fire damage and inflicts burn onto the enemies affected by it. | |
| 31 | +2: (AoE) When held, the Sasori puppet unleashes a 1 tile melee jutsu that deals 5 damage and inflicts a burn status effect. This jutsu activates again 1 second afterwards, extending into a 2 tile cone that deals another 5 damage with a burn effect. The jutsu then extends one more time to a 3 tile cone that deals 10 damage with a burn effect. | |
| 32 | ||
| 33 | Jutsu 3: Water Pulse Cannon (Melee) - The Sasori puppet unleashes a 3 tile melee that deals 15 water damage and extinguishes burn on itself aswell as those within the range. | |
| 34 | +3: (Projectile) When held, the Sasori puppet launches a water projectile forward that deals 15 water damage, pushes the enemy backwards and also extinguishes burn. | |
| 35 | ||
| 36 | Jutsu 4: Red Technique: Puppet Triad (Projectile) - The Sasori Puppet launches 3 waves of 2 tile high explosive kunais forward, with a 1 second interval inbetween each one. | |
| 37 | ||
| 38 | Jutsu 5: Light Shield Block (Utility) - The Sasori puppet sits stationary and gains 100 shield upon use, this jutsu drains 5 chakra per tick while its up and cancels when the shield is destroyed or the jutsu is pressed again. It cannot regain HP, Stamina or Chakra in this state. |