Demon Slayer | Something New
LorebookDemon Slayer, Anime, Blood Art, Breath Technique, Demons, Slayersfrom Chub
by HellBelief· on Chub· added
Tokens: 0 permanent · up to 691 lorebook · budget 691
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Were bored. Also that most random shit from me. Please, comment if you want to see new weird ass techniques.. Just comment what do you want to see lol.
Listed as “Demon Slayer | Custom New Breath Technique and Blood Arts”
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Demon Slayer | Something New
8 entries · scan depth 1 · budget 5,000 tokens
- #1Breath of the Hourglass
Keys: Legendary, Stopping, Breath, Rare, Time, Perception, Acceleration, Delay
Lore: A lost breathing style that manipulates the user's perception of time and creates small gaps between cause and effect. To enemies, the user appears to vanish, attack from impossible angles, or survive fatal blows through "delayed death."
Forms (Techniques):
First Form: Delayed Stroke – The user swings one full second after the moment the enemy expects. The enemy dodges too early and walks into the cut.
Second Form: Stolen Instant – The user moves during a 0.5-second "pause" that only they perceive. To everyone else, they teleport 2 meters in any direction.
Third Form: Echoing Blade – The user strikes the same cut twice in the same time-frame. The first hit is a phantom, the second is real. Enemies cannot parry both.
Fourth Form: Rewind Step – The user returns to their position from 1 second ago, erasing any wound or movement they made in that second. Does not heal old wounds.
Fifth Form: Future Sight Stab – The user sees 0.8 seconds into the enemy's immediate future and places their blade exactly where the enemy's neck will be.
Sixth Form: Time Debt – The user lands three attacks in the space of one normal swing. Each hit is weaker, but they stack on the same spot to break demon skin.
Seventh Form: Frozen Guard – The user freezes their own body's motion for 1 second. All damage taken during that second applies 2 seconds later instead, allowing a counterattack before the pain hits.
Eighth Form: Cascade of Lost Seconds – The user unleashes a flurry of 12 slashes that land simultaneously from the enemy's perspective, because each slash happened in a different "stolen moment."
Ninth Form: Zero Interval – The user cancels the travel time of their blade. The moment they begin to swing, the cut is already finished. No dodge is possible.
Tenth Form: Last Tick – A suicide technique. The user stops time for themselves only. They can take one free action (one cut, one step, one word). Afterward, their heart stops for 10 seconds. If they do not kill the enemy in that one action, they die.
- #2Breath of Ash
Keys: Silence, Breath, Ash, Dust, Erosion, Decay
Lore: A breath style that treats the user's own body as something already dead and burning. Each exhale releases microscopic ash particles that fill the air. The ash does not burn—it erases friction, sound, and structural integrity.
Core Mechanic: The more the user breathes in a fight, the more ash accumulates in the area. After 10 breaths, the battlefield becomes gray and silent. After 30 breaths, wooden objects crumble, metal rusts instantly, and demon regeneration slows because the ash clogs their cells.
Forms:
First Form: Silent Exhalation – The user exhales a cloud of ash that absorbs all sound within a 5-meter radius. No footsteps, no sword clashing, no breathing. The enemy fights blind by ear.
Second Form: Dust Coffin – The user surrounds a demon's limb with thick ash. The ash enters the demon's skin through their own regeneration pores and hardens like clay. The limb becomes heavy and unresponsive.
Third Form: Eroding Edge – The user coats their blade in ash. Each cut does not bleed—instead, the ash eats away at the demon's cell structure. One cut removes 1 year of the demon's stored life force. Ten cuts can kill an ancient demon by aging them to dust.
Fourth Form: Collapsing Step – The user steps on ash-covered ground. The ground beneath the enemy's feet turns to loose dust. The enemy sinks, stumbles, and cannot find stable footing.
Fifth Form: Memory of Fire – The user breathes ash directly into a demon's wound. The demon feels the phantom pain of being burned alive even though there is no flame. The pain lasts for minutes and cannot be regenerated away.
Sixth Form: Zero Sound Kill – The user erases the sound of their own sword swing, their own heartbeat, and the air displacement of their movement. The attack has no warning. Only visual detection works.
Seventh Form: Ash Ghost – The user exhales so much ash that they create a human-shaped cloud identical to themselves. The ash copy moves and attacks for 3 seconds before dispersing. The real user is hidden inside the cloud.
- #3Breath of Gravity
Keys: Gravity, Weight, Breath, Pressure, Crush, Anchor
Lore: A breath style that changes how the user's body interacts with the earth. Each inhale increases the user's personal gravity. Each exhale decreases it. By controlling this rhythm, the user can make themselves impossibly heavy (to crush or anchor) or impossibly light (to leap or dodge).
Forms:
First Form: Iron Step – The user multiplies their weight by 10 for 0.5 seconds during a stomp. The ground cracks. A demon hit by the stomp is pinned like a mountain fell on them.
Second Form: Feather Fall – The user reduces their weight to zero for 2 seconds. They float, change direction mid-air, and take no falling damage. Wind moves them.
Third Form: Double Crush – The user attacks while heavy, then immediately attacks again while light. The first hit drives the demon down. The second hit comes faster than sound because the user has no weight slowing their arm.
Fourth Form: Anchor of the Living – The user makes their own shadow weigh 50 kilograms. The shadow pins any demon standing on it. The demon cannot lift their feet until the user exhales.
Fifth Form: Orbital Cut – The user makes their sword weightless and swings it in a perfect circle. The blade never slows down. Each rotation is faster than the last. On the seventh rotation, the blade moves faster than a demon's eye.
Sixth Form: Pressure Dome – The user increases gravity within a 3-meter sphere centered on themselves. Every enemy inside feels like they are carrying a wagon on their back. The user is unaffected.
Seventh Form: Singularity Step – The user increases their own weight to 500 kilograms for one step. That step cannot be blocked, parried, or dodged because the sheer mass distorts the air and pulls the enemy slightly toward the foot.
- #4Breath of Mirrors
Keys: Double, Mirror, Copy, Breath, Reverse, Reflection
Lore: A breath style that treats every attack as something that can be reflected. The user does not block or dodge—they mirror. When an enemy swings from the right, the user swings from the left with identical speed and angle. When an enemy moves forward, the user moves backward the exact same distance. The fight becomes a perfect inverted copy.
Forms:
First Form: Reversal – The user mirrors an enemy's slash perfectly. Blade meets blade at the exact same point. Neither advances. Neither retreats. The attack cancels itself.
Second Form: Opposite Step – Whenever the enemy moves toward the user, the user moves away at the same speed. The enemy cannot close distance no matter how fast they run. The distance stays fixed.
Third Form: Twin Wound – The user cuts a demon. A moment later, an identical cut appears on the user's own body in the same place. The user smiles—because they felt no pain. The demon, however, feels the second cut as if they were the user. The demon takes double the intended damage.
Fourth Form: False Opening – The user deliberately leaves their left side open. When the enemy attacks that opening, the user's body mirrors the attack back onto the enemy. The enemy hits themselves with their own strike.
Fifth Form: Reflecting Pool – The user creates an invisible mirror surface in the air 1 meter in front of them. Any projectile (blood, arrows, thrown weapon) hits the mirror and flies directly back at the enemy at the same speed.
Sixth Form: Mirror World Stance – For 5 seconds, the user's body becomes a living mirror. Any physical attack that touches them is copied and reflected back onto the attacker instantly. The user takes no damage. The attacker takes their own blow.
Seventh Form: Shattered Self – The user creates 4 mirror images of themselves that surround the enemy. Each image moves identically. The enemy cannot tell which is real because all 5 bodies (user + 4 images) attack at the same time from different angles. The images shatter when touched.
- #5Blood Art: Rotten Memory
Keys: Rot, Mind, Blood Art, Erosion, Memory, Forgetting
Lore: This Blood Art does not attack the body. It attacks the demon's own memory of their techniques. A demon who has fought for 800 years knows hundreds of ways to kill. This art makes them forget, one by one, until they are nothing but a starving animal.
Base Ability: The demon touches an enemy's forehead (or cuts them shallowly). The enemy instantly forgets one random technique they know. Not the name—the muscle memory, the timing, the angle. They cannot use that technique again until the effect ends.
Mythic Techniques:
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Erased Birth – The demon makes the enemy forget why they became a demon slayer. The enemy's motivation vanishes. They stop fighting with conviction. Their breathing becomes shallow and weak.
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Stolen Death – The demon makes the enemy forget that they can die. The enemy stops dodging, stops blocking, and walks into attacks because death is not a real concept to them anymore.
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Rotting Legacy – The demon touches a sword and makes the sword forget that it kills demons. The blade becomes a normal piece of metal. Nichirin properties vanish for 1 minute.
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Empty Throne – The demon makes an Upper Moon forget that they are Upper Moon. For 10 seconds, the demon believes they are weak. They hesitate. They retreat from fights they should win. The demon using this art cannot use it on themselves.
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First Scream – The demon makes the enemy forget every battle they ever won. The enemy remembers only losses, only failures, only times they bled and cried. Their will breaks instantly.
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- #6Blood Art: Chronostasis
Keys: Legendary, Reality Anchor, Blood Art, Stop, Demon Ability, Time Lock, Mythic, Unique
Lore: An ultra-rare Blood Art found only in demons older than 2000+ years. It does not stop time globally. Instead, it locks a target in a single moment – the target cannot move, be moved, be damaged, or change in any way for a set duration. Even Muzan Himself do not know about this Blood Art.
Base Ability: The demon points at anything (a sword, a person, a wound, a drop of blood) and declares a duration (0.5 to 4 seconds). That target becomes frozen and invincible. Neither the demon nor the enemy can affect it. After the duration ends, time resumes normally.
Mythic / Legendary Techniques:
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Frozen Wound – The demon freezes their own bleeding wound. The wound stops bleeding, stops hurting, and cannot be reopened until the freeze ends. The demon fights as if unharmed. When the freeze ends, all accumulated damage hits at once.
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Locked Breath – The demon freezes a Slayer's lungs. The Slayer cannot perform Total Concentration Breathing for 3 seconds. No new forms, no enhanced strength, no regeneration resistance.
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Stolen Final Moment – When the demon would be decapitated, they freeze the moment of the cut. The blade stops 1mm from their neck. They have 2 seconds to move their head away. If they fail, the decapitation continues.
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Paradox Loop – The demon freezes a 1-meter area in a 0.2-second repeating loop. Anyone inside repeats the same tiny movement forever (e.g., lifting a foot, blinking). The loop breaks only if something from outside touches the victim.
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Silent World – The demon freezes the propagation of sound around one target. That target hears nothing for 5 seconds. No footsteps, no sword swings, no warnings from allies. Perfect for an ambush.
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Anchor of the Present – The demon freezes themselves in place but remains fully conscious and able to use other Blood Arts. For 3 seconds, they are completely invincible. They cannot attack during this time either – only wait.
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Memory Skip – The demon freezes the enemy's short-term memory formation. The enemy forgets the last 1.5 seconds of the fight. They do not remember dodging, blocking, or being hit. The demon attacks again from the same angle, and the enemy falls for it twice.
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Severed Causality – Mythic technique, once per century. The demon freezes the connection between an attack and its effect. A slash that lands does not cut until 3 seconds later. The demon can land five "delayed cuts" on a Hashira, then walk away. Three seconds later, the Hashira falls apart from five wounds that did not exist a moment ago.
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Infinite Mercy (Fake Name) – A trap technique. The demon freezes an ally's death. The ally appears alive and fighting for 10 seconds after their true death. Enemies waste attacks on a corpse that still moves and blocks. When the freeze ends, the ally crumbles.
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The Last Second – Ultimate mythic technique. The demon freezes the entire world except themselves for exactly 1 second. During that second, they can move freely and make one attack. Afterward, the demon cannot use any Blood Art for 30 seconds. Most demons die in that cooldown window.
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- #7Blood Art: Threadbare Fate
Keys: Cut, Blood Art, Thread, Prediction, Luck, Fate
Lore: This demon sees the invisible threads of cause and effect that connect every action to its outcome. They cannot cut the threads—but they can loosen, tangle, or fray them. A perfectly aimed sword swing suddenly misses for no reason. A surefooted step slips on flat ground. A killing blow lands an inch too shallow.
Base Ability: The demon chooses one action the enemy is about to take (attack, dodge, jump, block). The demon "frays" the thread of that action. The action still happens, but its success chance drops by 50%. The sword wobbles. The foot slips. The block comes one second too late.
Mythic Techniques:
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Tangled Web – The demon tangles the threads of two enemies together. When one dodges left, the other involuntarily dodges left too. When one is cut, the other feels half the pain. They cannot move independently.
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Broken Hour – The demon frays the thread of "time passing" around one enemy. That enemy experiences 5 seconds as 30 seconds. Their attacks become slow from their own perspective. Their fear stretches out. Most enemies panic.
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Severed Anchor – The demon cuts the thread connecting an enemy to their weapon. The weapon does not fall. But the enemy's hands no longer feel it. They grip too loosely. They swing too wide. The weapon becomes a stranger to them.
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Looped Fate – The demon ties the enemy's thread into a loop. The enemy repeats the same 2-second action forever until someone hits them from outside. They swing the same swing. They blink the same blink. They cannot adapt.
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Inevitable Slip – The demon frays the thread of "survival" on a dying enemy. The enemy's regeneration fails. Their wounds do not close. Their heart does not restart. Fate has decided they die here.
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- #8Blood Art: Hollow Art
Keys: Unnoticeable, Erase, Blood Art, Presence, Hollowness
Lore: This is not invisibility. Invisibility can be sensed—air moves, sound echoes, blood smells. Hollow Hour makes the demon unnoticeable. Enemies look directly at the demon and see nothing. They hear the demon's footsteps and think it was wind. They smell the demon's blood and think it is their own wound.
Base Ability: The demon becomes hollow to one enemy's senses. That enemy cannot perceive the demon at all for 4 seconds. The demon can walk behind them, stand in front of them, or slash their back. The enemy feels the wound but does not connect it to an attacker.
Mythic Techniques:
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Erased Name – The demon becomes hollow to an enemy's memory. The enemy forgets they ever fought this demon. When the demon appears again later, the enemy has no caution, no fear, no strategy prepared.
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Hollow Wound – The demon cuts an enemy, and the wound becomes hollow. The enemy feels no pain from that cut. No blood spurts. No instinct warns them. They only realize they were cut when their arm falls off.
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Empty Room – The demon makes an entire area hollow to everyone within 100 meters. For 8 seconds, no one in that area can perceive anyone else. Allies cannot see allies. Enemies cannot see enemies. Chaos. Friendly fire. Panic.
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Forgotten Death – The demon kills an enemy and makes the death hollow. The dead enemy's body remains standing. Their allies do not notice they died. They keep talking to the corpse. They expect the corpse to fight. By the time they realize, the demon is gone.
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Zero Presence Strike – The demon makes their killing blow hollow. The enemy does not see the swing. Does not hear it. Does not feel the blade enter. The enemy only notices they are dead when they try to move and cannot. This technique fails if the enemy is already looking directly at the demon.
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