Tailed Beast Techniques and the Full Beast
The Full Tailed Beast
- Entering the Full stage spawns your own beast as a transformation creature and puts you inside it, at its head, seeing through its eyes, with a huge smoke burst.
- You control it like a ridden summon (see "Summons and Riding Giants"): steer by looking, use the attack key for its combo, hold use (right click) to charge and release a Tailed Beast Bomb, and use the jump bar to leap. Its blows count as the strongest in the mod (a damage multiplier of 2.5 on top of the x5 scale).
- The beast's body has its full tailed-beast health. If you leave it (or the beast dies), the mode ends and the beast vanishes.
- The full beast doesn't use the four tailed beast techniques below; it fights as itself.
The Beast Trees
Every beast has its own tree ("Kurama, the Nine-Tails" and so on, under the Tailed Beasts hub), for its jinchuriki alone; anyone else is told it belongs to the wrong clan. All nine trees hold the same nodes: the beast itself (level 1, free, granted), then:
- Tailed Beast Roar: level 10, 2 points, Ninjutsu 4. Rank B, 500 chakra, 10 second cooldown, no hand signs.
- Tailed Beast Slash: level 15, 2 points, Taijutsu 6. Rank B, 400 chakra, 6 second cooldown.
- Tailed Beast Grab: level 20, 2 points, Ninjutsu 8. Rank A, 600 chakra, 12 second cooldown.
- Tailed Beast Ball: level 35, 4 points, Ninjutsu 14; needs Slash and Grab. Rank S, 1,500 chakra, 25 second cooldown.
These work only in a beast form short of the full beast ("needs a tailed beast form"). Their power multiplier ("might") = 1 + 0.35 x form (0 Initial, 1 Version 2, 2 Bone) + 0.05 x tails.
What Each Technique Does
- Roar: a shockwave of radius 7 + 2 x might, dealing 3 x might force damage, a push, and Slowness III and Nausea for 3 seconds. Every projectile and enemy jutsu projectile within range is blown out of the air. Three rings of shockwave roll across the ground, with ravager and warden roars and debris.
- Slash: a huge chakra claw rakes a 70-degree arc out to 5.5 + 1.5 x might blocks, dealing 6 x might pierce damage and Bleed II for 5 seconds. Three claw marks sweep in the form's colour.
- Grab: a great chakra arm shoots out to the target (up to 24 blocks), drawn on everyone's screen in the form's look (glowing in Initial, dark in Version 2, flesh and bone in the Bone form). After 0.3 seconds the hand closes (3 x might force damage, bound), then it hauls the target all the way back to right in front of you over 0.6 seconds.
- Ball: black and red chakra gathers at the mouth, bigger the longer it's charged (up to 3.0 charge: size 0.6 + 0.35 x charge), then is fired off and flies for up to 4.5 seconds, swelling to full size over its first half second. On impact, a huge fire-look blast of radius 5 x (3.5 + 1.2 x might) deals 9 x might force damage, with debris, an explosion and black smoke.
The Tailed Beast Bomb
- Hold right click: black and white chakra spirals in from all around into a sphere in front of the mouth, growing the longer it's held (full size after 2.5 seconds).
- Let go to fire it along your look (speed 2.2). Released before 0.75 seconds, it fizzles.
- Power = charge time / 2.5 seconds (maximum 1).
- Blast radius = 5 x (5 + 1.1 x tails) x (0.5 + 0.5 x power).
- Damage = (40 + 14 x tails) x (0.4 + 0.6 x power), less toward the edge (down to half), plus a strong push.
- A fully charged Kurama bomb: radius 74.5, base damage 166.
- A crater (radius up to 16 blocks) is torn out and restored after 60-80 seconds. Fire and white explosions, a column of black smoke, explosion and thunder sounds, and a warden sonic boom on release.
- Cooldown: 12 seconds ("bomb on cooldown").