Below are the general guidelines for trying to balance the various increases a technique may end up giving to a character's stat based on its rank. These increases to stats are generally referred to as "boosts". Boosting a stat via technique has its limits, with higher ranked techniques obviously having stronger effects. All canon boosters are balanced with these guidelines in mind, so keep them in mind when designing custom boosters as well. That isn't to say that a technique can't deviate, given other balancing factors, but in general, this guideline should be a help.
D: Total +1 Advs across stats (max +1 in any one stat*)
C: Total +3 Advs across stats (max +2 in any one stat*)
B: Total +5 Advs across stats (max full tier boost in any one stat*)
A: Total +7 Advs across stats (max full tier +1 in any one stat*)
S: Total +9 Advs across stats (max full tier +2 in any one stat*)
*(boosters with boosts in only a single stat currently have 1 less total boost, but that stat is 1 higher than the standard cap for that rank, so CES at B-Rank is full tier +1 in Str, distributing 4 advantages, not 5, but it is able to distribute 4 advantages into a stat, rather than 3. Also, er, note that C-Rank still ends up with a tier with this, breaking the rule a bit more.)
Upon reaching certain tiers in a stat using a booster, boosts begin to reduce in effectiveness, representing the minimal amount of improvement a lower ranked technique can have on already impressive stats. The tier in which this occurs is determined by the rank of technique (note that it applies from the start of that tier forward, including for a technique that boosted to that tier (though it will not reduce the boost below that tier). It does not apply to other techniques stacked below it). At that tier, each individual boost provided by that technique is reduced by the corresponding number advantages listed below, also determined by the technique’s rank. A boost can be reduced to 0, but cannot be reduced below 0 (exceptions including Styles such as Goken and Arhat which will always give at least a Minor Advantage).
- At Masterful, each boost given by a D or C-Rank is reduced by 1 advantage.
- At Epic, B boosts are reduced by 1, C and D reduced by 2 (if any).
- At Legendary, A boosts are reduced by 1, B reduced by 2, C and D reduced by 3 (if any).
- At Godlike, A boosts are reduced by 2, B reduced by 3, C and D reduced by 4 (if any). Remember that stats cap at Godlike w/ a Major Advantage anyway.
Example: A character has boosted to Proficient w/ a Major Advantage in Strength and Reflexes with the C-Rank Strong Fist. They then use the C-Rank Leaf Great Whirlwind which grants +2 advantages in Reflexes and +1 advantage in Strength. Strength improves to Masterful. Reflexes would improve to Masterful w/ a Minor Advantage, but as a C-Rank, its boosts are reduced by 1 advantage starting at Masterful. So it also only boosts Reflexes to Masterful. If the character instead had Masterful in those stats and used the same boost, Strength would not be improved and Reflexes would only gain a Minor Advantage. If you have any questions regarding the ways boosting works, please contact a member of Staff to help explain the process.
There are four categories of stat boosts that are possible.
- Boosts granted by Skills, Special Abilities (SAs), or that are explicitly stated to go first (usually things that don't have diminishing returns/rank)
- Boosts that are continuous but not permanent, being gained from certain techniques (for example, the boosts granted by Lightning Strike Armor and Earth Release: Earth Spear)
- Boosts granted by Physical Styles such as Gokenryu/Strong Fist, etc.
- Boosts that are only granted for a specific movement or purpose (for example, the boosts granted by the Body Flicker Technique or Leaf Whirlwind).
- Boosts granted by items.
Boosts stack in the order presented above, reiterated below:
First are applied boosts granted by Skills or SAs, or those that are explicitly stated to go first.
Second are applied continuous, nonpermanent boosts.
Third are applied boosts granted from Physical Styles.
Fourth are applied boosts for a specific purpose.
Five are applied boosts granted by items.
This topic is going to contain the information about what canon techniques give what boosts, as well as canon techniques that have been modified to fit optimally into this site.
If you feel that a technique should be added then PM a Global Moderator about it.
If the Global Moderator has not replied that "The technique has been taken up for discussion" within 48 hours you may PM another Global Moderator.
It usually helps to PM those that seem to be online around the time you are to send the PM.
Stat Boosts for Techniques:
Style of the Strong Fist
Strong Fist Style
Taijutsu, Fighting Style
A hard body taijutsu style originating from Konoha, the Strong Fist has become a popular school and now sees widespread use. Many of its techniques reference its origin, though some schools may omit or alter the “Leaf” title from their names. It is a brutal and physical style that focuses on solid impacts, the mangling of organs through external force, and the delicious sound of breaking bones. Long and hard hours of both mental and physical dedication are required to use this style, and as such those proficient in its intricacies strike fast, hard, and brutally accurate blows to their opponents.
This style grants +1 advantage to Strength, Reflexes, and Coordination to strikes while in use for a D-Rank stamina upkeep.
Style of the Gentle Fist
Gentle Fist Style
A-Rank Complexity; C-Rank Activation Cost
Taijutsu, Fighting Style
Offensive, Defensive, Supplementary
Gentle Fist, Hiden: Hyūga Exclusive
A graceful taijutsu style that can be like a flowing river or steadfast like the mountain. The Jūken is intended to be utilized along with the Byakugan kekkei genkai and the Chakra Needle Technique to strike and lock down opponent's tenketsu with well placed displays of pinpoint strikes. Even those who lack the Byakugan can use this style to cause internal damage shoving foreign chakra into the target’s body.
This style grants +2 advantages to Coordination and +1 advantage to Reflexes to strikes while in use for a D-Rank stamina upkeep.
NOTE: Contrary to what the wikia says, the basic Gentle Fist style does not possess the ability to destroy any and all chakra-based substance.
チャクラ強化の強度 (Chakura Kyōka no Kyōdo
Ijutsu, Taijutsu Style
A technique requiring fine chakra control and concentration, where the user focuses chakra into their hands or feet and releases it with pinpoint timing when landing a strike. Massively improving the power of the user's taijutsu gives the illusion of greatly enhanced strength. Tsunade created the concept of this technique to intimidate enemies and keep them at bay while she healed injured ninja.
Grants a full tier and +1 advantage to Strength with strikes, requiring a B-Rank amount of chakra per hit. Cannot normally be stacked with other styles (make a custom instead). Can benefit from Ijutsu cost reductions but not Taijutsu's (as it uses chakra).
Taijutsu, Fighting Style
This style of combat focuses on simple physical attacks such as palm strikes, shoulder thrusts, knee strikes, and punches often augmented with the user's own incredible strength. Users of this style are known to be able to easily defeat their opponent in a minimal number of hits, sacrificing speed and accuracy of attacks in favor of raw strength capable of wrecking havoc.
Grants +2 advantages to Strength with strikes while in use for a D-Rank stamina upkeep. Requires stability on the ground to remain in use.
Lightning Release Armor
Multiple Shadow Clones
Secret Technique: Mist Rain
Body Revival Technique
Mind's Eye of the Kagura