Here you can find detailed information about all the jutsus from the RANGED type.
C: Close
(The jutsu can take effect from close range)M: Medium
(The jutsu can take effect from medium range)F: Far
(The jutsu can take effect from far away)Futon: Daitoppa (C,M,F)The user uses wind style to push back his opponent from 1 distance while dealing 200 damage.
Cooldown: 4
Kirin (F)The user summons a lightning creature to attack his opponent, dealing 500 damage and silencing him during 2 turns.
Cooldown: 7
Phoenix Flower Jutsu (M,F)The user uses shurikens covered by fire to attack his opponent, dealing 200 damage. He then distance himself from medium to far from his opponent. The victim will bleed for 2 turns for 50 damage.
Cooldown: 5
Fire Ball Jutsu (M,F)Fire is expelled from the mouth of the user, dealing 300 damage.
Cooldown: 4
Great Dragon Fire (F)Fire is expelled from the mouth of the user, shaping itself into a dragon. The dragon attacks, deals 400 damage, pushes the opponent far away and adding a 100 damage bonus on every elemental jutsu for the next turn.
Cooldown: 7
C2 The user creates a dragon with clay. He has 2 choices:
-Make the dragon attack to deal 300 damage at a long range.
-Use the dragon as a shield, which will absorb one attack and disappear. The user will gain 10 mobility afterwards.
Cooldown: 6
Shinra Tensei (M,F)The user pushes opponent and all incoming projectiles away from him at a great distance, far away. The impact deals 500 damage.
Cooldown: 7
Rasenshuriken (M,F)The user throws a wind-style shuriken towards his opponent, dealing 400 damage.
Cooldown: 5
Vanishing Rasengan (M,F)The user throws a mini-rasengan at, which deals 200 piercing damage and knock back the opponent far away.
Cooldown: 4
Shadow Spikes (F)The user uses his shadow to attack, dealing 200 damage. The victim will bleed for 10 damage during 5 turns, and silenced on the next turn.
Cooldown: 7
Indra's Arrow (F)The user uses one of the most powerful elemental jutsu. He fires an arrow to his target, dealing 1100 damage, and reducing his opponent mobility to 0. Even if the attack is somehow blocked by a shield, the explosion itself will deal 800 damage and reduce the mobility to 0.
Cooldown: 12
Kamui (F)The user creates a hole in time and space with his Mangekyo Sharingan, dealing 400 piercing damage to his opponent. This attack can only be dodged if the opponent has the user mobility + 30 or more. If the attack hits, the victim won't be able to change his position for the next 2 turns.
Cooldown: 8
Amaterasu (F)Black flames emerge from the opponent eye, dealing 200 damage. The target will bleed for 100 damage over 3 turns, and lose 20 mobility.
Cooldown: 7
Snake Lightning (M,F)The user creates snake-shaped lightning and attacks his opponent, dealing 200 damage and stunning him for the next turn, or stopping any transformation state.
Cooldown: 5
Parasitic Destruction Insects (F)The user creates a cloud of insects and attack his opponent. The victim will receive 300 damage and will be slowed by 10.
Cooldown: 5
Lightning Release: Tracking Fang (M,F)The user creates lightning dogs to attack his opponent. The dogs deal 300 damage and stun the opponent over the next turn.
Cooldown: 6
Heaven Concealed (F)The user calls upon a meteor. It deals 500 damage and stun over the next turn.
Cooldown: 7
Truth Seeking Balls (C,M,F)The user summons the truth seeking balls, gaining a complete immunization against elemental jutsu, and receive only 50% of damage coming from physical jutsus. This jutsu lasts 3 turns, and at the very end, the user can cast back an elemental jutsu or any projectiles that he has absorbed and add 200 damage to it.
Cooldown: 9
Lightning Release: Black Panther (M,F)The user creates a black panther from lightning, dealing 300 damage and preventing his victim to use any mobility related ability for the next 2 turns.
Cooldown: 5
Big Ball Rasenshuriken (F)The user attacks with a bigger and stronger Rasenshuriken, dealing 300 damage and cause the opponent to bleed during 3 turns, receiving 50 damage each turn.
Cooldown: 6
Decapitating Air Wave (C,M,F)The user uses air coming out from his palms to push his enemy far away from him, dealing 200 damage.
Cooldown: 4
Spider War Bow: Terrible Split (F)The user creates a majestic bow to fire an enormous arrow to his opponent. The attack deals more damage if the opponent health is low.
2000-1500 HP: 300 damage
1499-700 HP: 400 damage
699-1 HP: 500 damage
Cooldown: 6
Super Beast Imitation Picture (M,F)The user uses his drawing skills to attack his opponent, dealing 300 damage and stealing 20 mobility from him, which mean the user will gain 20 mobility back.
Cooldown: 5
Thunder Gate (M,F)Lightning comes from the sky to sky the opponent. It deals 200 damage and gives you a 100 damage bonus on your next elemental jutsu for next turn.
Cooldown: 4
Water Gun: Two Gun (C,M,F)The user shoots 2 bullets made of water from his fingers, dealing 400 damage.
Cooldown: 5
Sawarabi No Mai (F)The user creates a field of bones, dealing 300 damage, and causes his victim to bleed for 2 turns of 50 damage per turn.
Cooldown: 6
Wood Release:Binding Technique (M,F)The arm of the user turns into wood and lock up the opponent, stunning him for 1 turn. If the user uses a transformation state to cancel the jutsu, the duration will be shorten by 1 turn.
Cooldown: 5
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