Genryusai Shigekuni Yamamoto

Type : Bleach
Genryusai Shigekuni Yamamoto

Yamamoto is the oldest captain in the Gotei 13. He has the appearance of an old man with red eyes a very long white beard, and long eyebrows.There
are many scars on his torso and head, the two most prominent being a
pair of long, perpendicular scars above his right eye, suggesting
numerous battles in his past. After his brief confrontation with Aizen,
Yamamoto lost his left arm . He wears the standard Shinigami uniform, but its size is greatly exaggerated. He also drapes his haori over his back instead of actually wearing it. Despite his old and frail
appearance, he has a very muscular body that he only reveals when he
takes a certain battle stance, something that, Shunsui claims, is not
seen too often.

 

Genryusai Shigekuni Yamamoto 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 %

Energy Manipulation

The user learns to control his energy better

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

Increase Attacker Statistics
  • Effect Lasts: Permanent
  • INT changes: 10 %

Enhanced Hierro

User uses his spiritual power to block attacks

  • Move Type: Non-Passive
  • Move Requirement: After Learning Enhanced Spiritual Power
  • Item Requirement: None
  • Use Move After: None
  • Usability: 1 Rounds
  • Cooldown Time: 3 Rounds
  • SP Consumption: 15

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

Enhanced Spiritual Power

User masters his true Spiritual Powers

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

Increase Attacker Statistics
  • Effect Lasts: Permanent
  • INT changes: 10 %

Enhanced Strength

User masters his true strength

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

Increase Attacker Statistics
  • Effect Lasts: Permanent
  • STR changes: 10 %

Ennetsu Jigoku

This ability creates seven or more immense pillars of flame that
surround an area. The intent of this technique is to trap the opponent
in the caged inferno and destroy him. The power of this technique is
lethal enough to destroy everyone caught in its vicinity, even Yamamoto
himself.


Cause Damage
  • Move Class: Energy
  • Attack Power: 250
  • Accuracy: 90

Increase Attacker Statistics
  • Effect Lasts: Permanent
  • HP changes: -30 %

Extreme Fighting

A strong move that allows the user to charge at the opponent with force.

  • Move Type: Non-Passive
  • Move Requirement: None
  • Item Requirement: None
  • Use Move After: None
  • Usability: 1 Rounds
  • Cooldown Time: 1 Rounds
  • SP Consumption: 60

Cause Damage
  • Move Class: Physical
  • Attack Power: 120
  • Accuracy: 100

Ikkotsu

A powerful punch used by Yamamoto against Wonderweiss.

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

Cause Damage
  • Move Class: Physical
  • Attack Power: 90
  • Accuracy: 100

Ittō Kasō

A forbidden spell used by Genryusai Shigekuni Yamamoto. It is a spell that causes a huge pillar of fire to erupt from the ground in the shape of a katana's tip.
  • Move Type: Non-Passive
  • Move Requirement: None
  • Item Requirement: None
  • Use Move After: None
  • Usability: 1 Rounds
  • Cooldown Time: 2 Rounds
  • SP Consumption: 150

Cause Damage
  • Move Class: Energy
  • Attack Power: 350
  • Accuracy: 100

Increase Attacker Statistics
  • Effect Lasts: Permanent
  • HP changes: -40 %

Jokaku Enjo

This ability creates an immense wall of flame that surrounds the target
and then forms a huge contained sphere of flame in which to imprison
enemies. It is shown to be immensely powerful as it was capable of
imprisoning three Captain-level Shinigami (namely Aizen, Gin and Kaname)
for a significant amount of time.


Decrease Opponent Statistics
  • Effect Lasts: 3 Rounds
  • STR changes: 70
  • INT changes: 70
  • SPEED changes: 70

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

Reduce All Creation to Ash

The release of his Zanpakutō comes with an extreme release of spiritual
pressure affecting all in the area, and can be felt for miles upon miles
across all of Seireitei.

  • Move Type: Non-Passive
  • Move Requirement: After Learning Sword Mastery
  • Item Requirement: None
  • Use Move After: None
  • Usability: 1 Rounds
  • Cooldown Time: 6 Rounds
  • SP Consumption: 15

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

Ryujin Jakka Blast

The flames created by Ryūjin Jakka can be controlled with great
precision by Yamamoto to attack only the targets he chooses and he also
has power over the intensity of the flames.


Cause Damage
  • Move Class: Energy
  • Attack Power: 150
  • Accuracy: 100

Sōkotsu

Being stronger than Ikkotsu, it is a powerful two-fisted punch used by Yamamoto against Wonderweiss

  • Move Type: Non-Passive
  • Move Requirement: After Learning Ikkotsu
  • Item Requirement: None
  • Use Move After: None
  • Usability: 1 Rounds
  • Cooldown Time: 2 Rounds
  • SP Consumption: 10

Cause Damage
  • Move Class: Physical
  • Attack Power: 120
  • Accuracy: 100

Sword Mastery

The user learns to increase attack power with a sword

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

Increase Attacker Statistics
  • Effect Lasts: Permanent
  • STR changes: 20 %
  • DEF changes: 20 %

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 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 %