Wind Release
Nature Release map; 15 nodes, 53 JP, levels 1 to 78.
Wind's identity: cones and cuts, knockback, projectile control and tornadoes, plus the Rasengan line. Wind hits may cause Bleed.
- Gale Palm (Lv2): a 9-block cone gust (push 1.8); your own projectiles in it are sped up x1.8.
- Blade of Wind (Lv4): an instant invisible cut along your look, up to 14 blocks.
- Wind Cutter (Lv7): hits only the entity you aim at directly within 26 blocks.
- Great Breakthrough (Lv11, cap 15): a 15-block, 45-degree cone that knocks enemies back and deflects enemy projectiles along your look (enemy jutsu projectiles become yours).
- Vacuum Wave (Lv14): a piercing crescent from the mouth.
- Vacuum Serial Waves (Lv26): 2 to 8 alternating crescents.
- Rasengan (Lv20, Ninjutsu 8): a hand technique, formed in the hand and held up to 60 s. Press attack to lunge (0.45 s at 38 blocks per second); the first entity in front is bound, ground for 4 x 3.6, then blasted for 43 (push 3.5). Hand techniques use neither the charge nor the budget, so charging the Rasengan only costs more chakra.
- Clash: if two players' hand techniques strike each other within 0.7 s, both are held and grind for 1.1 s, then an explosion throws them apart (30 each).
- Drilling Air Bullet (Lv22): a block-boring air bullet (removes blocks of hardness 3 or less along its path for 30 s) that stops on the first entity.
- Petal Dust Dance (Lv30): a blinding petal vortex that follows you for 7 s.
- Cast Net (Lv37): a huge net projectile (hit radius 3) that pierces and makes targets Sticky.
- Great Sickle Weasel (Lv44): a tempest cone growing to radius 17.
- Pressure Damage (Lv58, S): a drifting tornado at the aimed ground (radius 4.5, height 14, 8 s) that pulls everything within 8 blocks inward and up, then flings them. Ceiling 200.
- Divine Wind (Lv65, S): twin tornadoes racing forward and closing in. Ceiling 200.
- Rasenshuriken (Lv78, S, Ultimate, 108 s cooldown): formed overhead and held up to 60 s (the cooldown starts only when it's used). Right click throws it (homing slightly, range 40); attack drives it straight into the first target. Either way a High-Frequency Dome grows to radius 7 for 14 s; every 0.1 s everyone inside takes 40 wind, is pulled to the centre and paralysed for 1 s. Ceiling 175, always full (any charge can deal the whole 175).