User blog comment:Pigzillion/Palace Invasion Hatsu Concepts/@comment-25657023-20160629201436

Hmm, fun, I'll try then.

I tought of three Hatsu that would work perfectly against the Royal Guards if used together and by the same person.

First one:

Name: Fate Clock (God's Mobile Puppet)

Nen Type: Conjuration and Manipulation

Description: It would consist in conjuring a circle shaped pocket clock, that, after being attached to the enemy for 15 minutes, would project an hologram of a doll with the appearence of whom it was attached to and could be used for torturing, like those voodoo dolls stuff.

The way it would work is quite simple: after the 15 minutes have passed and the user retrieved the clock from its target, an hologram with the format of a doll would be projected from the center of the clock's screen, and by touching the part of the body the user would like to mess with, a window would open and show five options of non-lethal torturing, varying acording to the body part selected. If you choose to rip off the hologram's arm, for example, the target would feel the double of the pain it would normally feel if it was just ripped off from his/her body at that moment.

Limitations:
 * 1) It can be used only once per day.
 * 2) For it work, it first needs to be attached to the target by 15 minutes, and fails if the target notices, so it must be hidden with In.
 * 3) If it fails, the user needs to wait 1 hour to use it again.
 * 4) It must be used for 5 minutes before disappearing, and if the target dies before the 5 minutes have passed, the user itself receives a penalty, that consists of feeling all the pain the target felt with this Hastu before dying.
 * 5) It can be used for a maximum of 15 minutes, even if stays more than 15 minutes attached to its target.

Second one:

Name: Tick Tock n' Danger (2 minutes of despair)

Nen Type: Emission and Manipulation

Description: It would be a Hatsu for retreating and/or countering. The user would emit its aura, to a range of 100 meters, and everything within this zone would be made 10 times slower for 2 minutes (the countdown being, of course, being based on the time outside the Hatsu's range). After that, this Hatsu would be divided in two distinct abilities:
 * Time Lapse: The user, the only one inside this Hatsu's range that would be able to move normally, and thus the only one to be able to do whatever he/she pleases, would be able to, by touching his oponent's head with both hands and emitting its aura to the target's brain, make his/hers thinking the same speed as its body, since the primary use of this Hatsu's affects only the speed of the target's body, not of its toughts. This could also be used to make the target move normally inside the 100 meters zone if the user pleases.
 * Time Bomb: The user, after activating this Hatsu, is also able of creating time bombs using his/her emission Nen. The bombs are flat and clock shapped, and can be fixed to any structure the user pleases, and automatically explode after 5 seconds (real time) they're created. However, the bombs must explode while this Hatsu is active, and are automatically deactivated if the Hatsu's time is over. Also, the bombs countdown can be paused and reactivated as the user pleases.

Limitations:
 * 1) The user must snap both hands' fingers three times simultaneously before Tick Tock n' Danger is activated.
 * 2) After activated, the user can't leave this Hatsu's range before its time is over. If he/she does, it will be automatically canceled and not usable anymore.
 * 3) The user must know what is happening at the 100 meters area this Hatsu covers.
 * 4) For slowing down its opponent's thinking or make it move normally with the Time Lapse ability, the user must touch his/her head with both hands for 5 seconds (real time).
 * 5) The user can set only 5 bombs per time with the Time Bomb ability, and can only set more after at least one detonate.
 * 6) The bombs can only be detonated while this Hatsu is active, and are automatically paused if Tick Tock n' Danger time is over before they detonate.
 * 7) Last but not least, it can only be used again after 5 minutes have passed since its last use.

Third one:

Name: Fountain of Youth (Robin Hood's messenger)

Nen Type: Enhancement, Emission and Manipulation

Description: It would be a Hatsu for recovery. It would consist in, by touching the opponent's shoulder, regaining energy by stealing your opponent's life energy. It also could be used to give your own life energy to another person you wish to by touching its shoulder (hence its second name, stealing from the rich to give to the poor), and would be usefull mainly for healing, but also for weakening the enemy.

Note: When I say "life energy", I mean the person's aura, since aura is like the "essence of life" thing at HxH. I'm just using this term to make it easier to understand this Hastu's effect.

Limitations:
 * 1) It can be used only 5 times per day.
 * 2) For stealing someone's life energy, the user must touch the person's right shoulder with its right hand. Each second is the same as one week less of life for the target.
 * 3) For giving someone its own life energy, the user must touch the person's left shoulder with its left hand. Each second is one week more of life for the target.
 * 4) If the user don't absorbed any extra life energy to use this Hatsu, it will be discounted from its own, and thus would make him/her to age faster.
 * 5) If the user or the one who received the other person's life energy dies, the original "owner" of that life energy will get it back automatically.

(Also, note how the three of them are time based Hatsu)

Now, why they would be usefull at the palace invasion?

First of all, I'll start by explaining wich Nen type the user should have for using all three of them together and efficiently: The user should be an emitter (100% emission, 80% enhancement and manipulation, 60% transmutation and 40% conjuration) or a manipulator (100% manipulation, 80% emission, 60% enhancement and conjuration and 40% transmutation). Emission gives more proficiency at enhancement and manipulation necessary for the two last Hatsu, but would be hard to make a conjuration one like my first Hatsu. However, manipulation gives a more balanced "build" for each category needed for all three. Well, this is just a triviality anyways.

Now, if I had to chose a Royal Guard to fight with this three Hatsu, it would be Yupi for sure, since they're mostly combat based after all, even if it's at a more indirect way. First of all, I would be paired with Meleoron and attach the Fate Clock to Yupi for an emergency situation. After that, I would ask Meleoron to cancel God's Accomplice and let him go with Knuckle, that would use his Hakoware at Yupi while hidden by God's Accomplice. Then, to slow down his moves, I would use Tick Tock n' Danger, then use my Time Lapse ability, and would start leeching his life energy with my Fountain of Youth during all the time that Tick Tock n' Danger would be active, while Knuckle would punch him like crazy to boost his Hakoware (of course, I would have used the other version of Time Lapse on him so he could move normally). I also would place some bombs with the Time Bomb ability before the time ran out, so they would be set there for the next time I activated Tick Tock n' Danger just in case I needed to give him some more serious damage.

Well, if all of these Hatsu not work against him (altough I find it hard of not working), then I would use the "Hit and Fade" strategy on Yupi until Fate Clock activated, and then start torturating him from distance, killing him when he is weakened to the most.

Of course, this strategy can be applied to the other Royal Guards, and maybe even to the King, I just choose Yupi as an example because he's the strongest of all three Royal Guards in terms of physical strenght, so if this works on him, it would work with Pitou and Pouf as well.

I think this is it then, and sorry for the giant comment =P