Momochi Zabuza

Type : Naruto
Momochi Zabuza

Zabuza Momochi (桃地再不斬, Momochi Zabuza) was a missing-nin from Kirigakure, and the first major antagonist of the series.

 

Momochi Zabuza Skills

Beserker

The user uses a Beserk potion to give himself a power boost

  • Move Type: Non-Passive
  • Move Requirement: None
  • Item Requirement: Beserk Potion
  • Use Move After: None
  • Usability: 1 Rounds
  • Cooldown Time: 6 Rounds
  • SP Consumption: 10

Increase Attacker Statistics
  • Effect Lasts: 6 Rounds
  • STR changes: 40 %
  • INT changes: 40 %
  • DEF changes: 40 %
  • SPDEF changes: 40 %
  • SPEED changes: 40 %

Great Waterfall Release

This technique extends water over a large scale, surges and rises up to several dozen meters high. Then it streams down to the ground in one big cascade, much like a gigantic waterfall. In doing so, it resembles a huge wave, with tremendous power that can hollow out the ground. What remains after that jutsu's utilization is reminiscent of no less than the aftermath of a natural disaster. This is a considerably advanced ninjutsu, and activating this technique requires a fair share of chakra.

  • Move Type: Non-Passive
  • Move Requirement: After Learning Hidden Mist Attack
  • Item Requirement: None
  • Use Move After: None
  • Usability: 1 Rounds
  • Cooldown Time: 3 Rounds
  • SP Consumption: 80

Cause Damage
  • Move Class: Energy
  • Attack Power: 160
  • Accuracy: 100

Hidden Mist Attack

This displacement technique is a specialty of the Ninja from Kirigakure, where one causes a mist to spring forth by lifting up some water, then goes in and out of sight at will from within the pearly-white realm. The mist's thickness is controlled by the amount of chakra kneaded into it.

  • Move Type: Non-Passive
  • Move Requirement: None
  • Item Requirement: None
  • Use Move After: None
  • Usability: 1 Rounds
  • Cooldown Time: 3 Rounds
  • SP Consumption: 50

Decrease Opponent Statistics
  • Effect Lasts: 3 Rounds
  • DEF changes: 30 %
  • SPDEF changes: 30 %

Instinct To Kill

Zabuza sends out a cruel intent to kill which causes the opponent to hesitate

  • Move Type: Non-Passive
  • Move Requirement: None
  • Item Requirement: None
  • Use Move After: None
  • Usability: 1 Rounds
  • Cooldown Time: 4 Rounds
  • SP Consumption: 5

Decrease Opponent Statistics
  • Effect Lasts: 4 Rounds
  • STR changes: 20 %
  • INT changes: 20 %
  • DEF changes: 20 %
  • SPDEF changes: 20 %
  • SPEED changes: 20 %

Punch

A simple punch with sufficient force

  • Move Type: Non-Passive
  • Move Requirement: None
  • Item Requirement: None
  • Use Move After: None
  • Usability: 100 Rounds
  • Cooldown Time: 1 Rounds
  • SP Consumption: 0

Cause Damage
  • Move Class: Physical
  • Attack Power: 50
  • Accuracy: 100

Quick Taijutsu

A quick flurry of hand to hand combat moves

  • Move Type: Non-Passive
  • Move Requirement: None
  • Item Requirement: None
  • Use Move After: None
  • Usability: 1 Rounds
  • Cooldown Time: 1 Rounds
  • SP Consumption: 15

Cause Damage
  • Move Class: Physical
  • Attack Power: 60
  • Accuracy: 100

Silent Killing

As the name suggests, this technique is simply a very quiet method of
killing an opponent, usually from behind with a blade. Additionally,
because the user is very silent, it cannot be defended against. The user
will often slit their opponent's throat, preventing any cry that might
give them away. Zabuza was a master of this technique, and was even good
enough to track and kill opponents through sound alone.

  • Move Type: Non-Passive
  • Move Requirement: None
  • Item Requirement: None
  • Use Move After: None
  • Usability: 1 Rounds
  • Cooldown Time: 2 Rounds
  • SP Consumption: 125

Cause Damage
  • Move Class: Physical
  • Attack Power: 250
  • Accuracy: 80

Unrelenting Slash

Zabuza slashes his opponent with a swift strike

  • Move Type: Non-Passive
  • Move Requirement: None
  • Item Requirement: None
  • Use Move After: None
  • Usability: 1 Rounds
  • Cooldown Time: 1 Rounds
  • SP Consumption: 30

Cause Damage
  • Move Class: Physical
  • Attack Power: 170
  • Accuracy: 100

Use HP Potion

Allows user to use HP Potion

  • Move Type: Non-Passive
  • Move Requirement: None
  • Item Requirement: HP Potion
  • Use Move After: None
  • Usability: 1 Rounds
  • Cooldown Time: 6 Rounds
  • SP Consumption: 0

Increase Attacker Statistics
  • Effect Lasts: Permanent
  • HP changes: 50 %

Use Soldier Pill

The user amplifies his/her powers using a soldier pill

  • Move Type: Non-Passive
  • Move Requirement: None
  • Item Requirement: Solider Pill
  • Use Move After: None
  • Usability: 1 Rounds
  • Cooldown Time: 7 Rounds
  • SP Consumption: 5

Increase Attacker Statistics
  • Effect Lasts: 7 Rounds
  • STR changes: 40 %
  • INT changes: 40 %
  • DEF changes: 40 %
  • SPDEF changes: 40 %
  • SPEED changes: 40 %

Use SP Potion

Allows user to use SP Potion

  • Move Type: Non-Passive
  • Move Requirement: None
  • Item Requirement: SP Potion
  • Use Move After: None
  • Usability: 1 Rounds
  • Cooldown Time: 6 Rounds
  • SP Consumption: 0

Increase Attacker Statistics
  • Effect Lasts: Permanent
  • SP changes: 50 %

Water Clone

The Water Clone Technique is similar to the Shadow Clone Technique except it creates clones out of water that have one-tenth of the original person's power.
Like other solid clone techniques, the clones can be used to perform
tasks the user is unable or unwilling to do for themselves. The range of
the clone is limited however, as it can not travel very far from the
original body without losing control. Like other clone techniques, if
the water clones are injured enough they will revert back to normal
water.

  • Move Type: Non-Passive
  • Move Requirement: After Learning Water Encampment Wall
  • Item Requirement: None
  • Use Move After: None
  • Usability: 1 Rounds
  • Cooldown Time: 2 Rounds
  • SP Consumption: 50

Increase Attacker Statistics
  • Effect Lasts: 1 Rounds
  • DEF changes: 9999
  • SPDEF changes: 9999

Water Dragon

This technique shapes a large amount of water into a giant, powerful dragon, which hits the opponent with formidable might, dealing physical damage. The ideal place to use it is near a body of water, but if the caster's skill allows it, it is possible to use it even in a place where there is none. That said, the amount of water used will be in proportion with the caster's skill.

  • Move Type: Non-Passive
  • Move Requirement: After Learning Great Waterfall Release
  • Item Requirement: None
  • Use Move After: None
  • Usability: 1 Rounds
  • Cooldown Time: 3 Rounds
  • SP Consumption: 80

Cause Damage
  • Move Class: Energy
  • Attack Power: 200
  • Accuracy: 90

Water Encampment Wall

This defensive jutsu creates a wall of water around the user. Enemy
attacks are completely intercepted by a fence of water blown out from
the mouth, and is raised from below with tremendous might.

  • Move Type: Non-Passive
  • Move Requirement: None
  • Item Requirement: None
  • Use Move After: None
  • Usability: 1 Rounds
  • Cooldown Time: 3 Rounds
  • SP Consumption: 50

Increase Attacker Statistics
  • Effect Lasts: 1 Rounds
  • SPDEF changes: 9999
  • SPEED changes: 9999

Water Prison Technique

This jutsu is used to trap a victim inside a virtually inescapable
sphere of water. The only downside to this technique is that the user
must keep at least one arm inside the sphere at all times in order for
the victim to remain imprisoned.

  • Move Type: Non-Passive
  • Move Requirement: None
  • Item Requirement: None
  • Use Move After: None
  • Usability: 1 Rounds
  • Cooldown Time: 3 Rounds
  • SP Consumption: 100

Increase Attacker Statistics
  • Effect Lasts: 3 Rounds
  • STR changes: -50 %
  • INT changes: -50 %

Decrease Opponent Statistics
  • Effect Lasts: 3 Rounds
  • STR changes: 99 %
  • INT changes: 99 %