Signature Attacks

This page is for signature attacks, these attacks are special in that only you can perform them. These must be fan-made attacks from you or someone else. Everyone gets 1 free but you have to pay for the rest (max 5). (Note: Your signature attacks may be freely edited upon by administrators as they see fit, a reason will be provided in the summary)

If you use a real DB/Z/GT image, it must be modified in at least 1 area, whether it is changing color or shape. Don't forget to ask our lead artist LukaCat to make one for you.

Extra Signature Slots: Lets you add another signature attack - Z 7,500 for 2nd, 9,000 for 3rd, 12,500 for 4th, and 17,500 for 5th.

You can only replace signature's once every 2 months. This includes completely revamping the signature as well.

Signature Guidelines can be found here, and Ultimate Attacks can be found here.

Dreadmaster Form (Signature Transformation)
In the Dreadmaster Form, Gianor unlocks five different skills that have a chance to be activated during his turn when he attacks, that have different effects that aid him in battle.

In the Dreadmaster Form, Gianor considerably shrinks, his skin turns black, and he gains a whitish plate around his legs, arms, chest, and shoulders. He also retains a mask over his mouth, and a red jewel like engravement on his head.

Skills that may activate: While in this form, Gianor loses 10% of his current health per turn, if a skill is used that turn, he loses 10% of his maximum health instead. If a skill is used and the attack misses, damage is inflicted to Gianor equal to the damage the enemy would have taken. Activating Sol, Ignis, or Luna costs 25 fatigue, activating Astra costs 50 fatigue, and activating Lethality costs 100 fatigue.
 * Sol: When activated during an attack, if the attack hits, Gianor gains health equal to the damage inflicted to the enemy. 10% chance to activate.
 * Ignis: When activated during an attack, adds half of Gianor's damage or speed to the other. 10% chance to activate.
 * Luna: When activated during an attack, halves the defense of his target, and bypasses any barriers. 10% chance to activate.
 * Astra: When activated during an attack, strike five times at half damage, takes one rush count. 5% chance to activate.
 * Lethality: When activated, if the attack hits, instantly kills the target. If there is a battle limit, instead reduces targets health to 1. 1% chance to activate.

Zimoas (Signature Transformation)
Zimoas is a form that Gianor uses to further protect himself from damage, by any means nescessary. There are three levels of Zimoas, and he can shift from one level to the next each turn, and can activate each effect once per turn. Zimoas can only last five turns. On the fifth turn, Gianor is knocked out of zimoas, and any positive effect he gained from this transformation instantly turn negative; he loses resistance and health equal to the amount he gained. Using a zimoas effect costs an additional 25 fatigue.
 * Level 1: Once per turn, gain 5% resistance to any single type of attack.
 * Level 2: Once per turn, regenerate 5% maximum health.
 * Level 3: Once per turn, redirect up to five attacks an enemy makes to any other character in the battle.

Grandmaster Techniques (Counter Signature)
Unlike his Dreadmaster Form, which is used offensivly, Gianor has a set of techniques called his "Grandmaster Techniques", which he uses strategically under certain situations. These techniques activate at the beginning of his enemies turn, after activation, play continues as regular. At the beginning of his enemies turn, there is only a 25% chance that a grandmaster technique will be activated. Each activation of one of these techniques lowers his rush count by one for the rest of the fight. The enemy who this technique is used on can pay 50,000 health to negate the activation. At the start of Gianor's next turn after he use a Grandmaster effect(s), he loses 5% of his speed and damage.
 * Pavise: Halves all damage Gianor takes. Only activates when above 50% HP
 * Vantage: Before his enemy attacks, Gianor gets an extra turn, with a rush count of five. Only activates when under 50% HP

The Eclipse (Signature Attack)
"The Eclipse" is a sword technique performed by Gianor. He brings out his dual slashers, and relentlessly attacks the opponent with various slashes and stabs.
 * Attack continuously with a sword attack until Gianor misses.
 * After Gianor misses, he launches a final attack which will do double damage if it hits.
 * After the attack ends, Gianor loses 2% of his maximum damage for each swing he took, for two turns.
 * If the final attack misses, his target is able to attack back, and the damage dealt is multiplied X2 if is was melee. Gianor's speed becomes 0 during this time.

Eternaly Tricks (Signature Attack)
When Gianor is backed into a corner, he uses his Eternaly Tricks. These are a set of special techniques Gianor uses to force their opponent to use more less resourceful tactics, or even sacrifice some of their strength to assault him. These abilites are: Gianor can only activate an Eternaly Trick once every five turns. While in the cooldown period of an Eternaly Trick, Gianor loses 5 of his maximum rush count.
 * Virulent Quills: Shoots the opponent with green, poisonous quills. For each move the quilled opponent makes during his next turn, they lose 2% of their max health.
 * Vengeful Shadow Cloak: Turns the user invisible and untargetable. Cloak ends when Gianor deals damage or recieves damage. Lasts two turns. During the turn after Gianor is uncloaked, his first five attacks do double damage.
 * Chaotic Haze: Infects all enemies with a haze. In three turns after activation, the opponents inflicted with this haze lose 1/3 of their current health.

Rage Form (Signature Transformation)
Having her past throne stolen from her, and always being topped by her undeserving relatives build up her anger inside her, sometimes, Ghiaccia will just plain out in an explosion of anger and enters her rage form. She gains the following effects while in her rage form: Ghiaccia remains in this form for two turns, after these two turns, she is knocked out of any and all transformations and stunned for one turn. If a relative of hers is in battle, this signature must be activated on her first accessible turn. For each 100,000 damage Ghiaccia does in this form, she loses five rush count for the rest of the fight.
 * Any stat gains from transformations are doubled.
 * Any regeneration effects are doubled.
 * Any damage she does against a relative of hers is doubled.

Superior Form (Signature Transformation)
Having been weaker than all of her family the rest of her life, Ghiaccia worked on how to develop a technique that would always allow her to better her opponent, and after mastering her inner balance after Gianor's death, she has created the Superior Form.

While in her superior form, her stats completely mimic her opponents, except by 1 higher. While in this form, Ghiaccia cannot use any shop attacks, nor signature attacks. Any other move she makes costs double fatigue.

Of Imperial Blood (Counter Signature)
Being the most regal member of the hierarchy on Planet X, Ghiaccia knows her thing or two about royal tactics, and uses them to trick her opponent. Whenever a battle starts, Ghiaccia can choose to activate this signature. Ghiaccia claims parley, and her enemy has the choice to call the battle an immediate draw, or continue fighting.


 * If the opponent claims a draw, the opponent can select and choose any one of Ghiaccia's possessions and add it to his/her inventory. Also, her opponent gains 25,000 zeni.


 * If the opponent continues fighting, Ghiaccia recieves two "Royal Guard" to assist her in battle, both with half of her base stats.

Chaos Convergence (Counter Signature)
While focusing on finding balance in herself, Ghiaccia explored nature, death, destruction, and healing, and ultimately found peace in chaos. All the elements came from one, and in order for balance to be achieved, the elements of the hear, soul, and mind must become one. The opposites must mix, chaos must be created to balance the order, and make equality. Having done this, she has been able to access techniques from the land of chaos, where all elements converge into one, and divide into all. After using this technique, Ghiaccia's next turn is skipped, and for the rest of the fight, does 10% less damage. She also takes 1.5x more damage from any magic attacks.
 * Whenever a technique/item is activated that effects an enemy that would heal, give resistance, or give protection, that effect is negated.
 * Then, the effects negated by this counter are then reversed into negative effects, and placed upon the opponent.
 * Finally, Ghiaccia gains the original positive effects.

One Day of Peace (Signature Attack)
After Gianor's death, Ghiaccia has strived to achieve inner peace with herself, to open up and be more kind. Achieving this, she has found a use for it in combat. During her turn, Ghiaccia can use this technique to create a day of peace. For the next three rounds, each person participating in the battle recovers 10% of their max HP, also, no members participating in the fight may make any move that would inflict damage to the enemy/enemy team. Members from different teams can also swap sides if they want to. The turn after Ghiaccia uses this technique, she takes 50% more damage from all attacks.

Eternaly Tricks (Signature Attack)
Inherited from Gianor, Gelid can use his father's set of Eternaly Tricks.


 * Virulent Quills: Shoots the opponent with green, poisonous quills. For each move the quilled opponent makes during his next turn, they lose 2% of their max health.


 * Vengeful Shadow Cloak: Turns the user invisible and untargetable. Cloak ends when Gianor deals damage or recieves damage. Lasts two turns. During the turn after Gianor is uncloaked, his first five attacks do double damage.


 * Chaotic Haze: Infects all enemies with a haze. In three turns after activation, the opponents inflicted with this haze lose 1/3 of their current health.

Gelid can only activate an Eternaly Trick once every five turns. While in the cooldown period of an Eternaly Trick, Gelid loses 5 of his maximum rush count.

Chaos Convergence (Counter Signature)
Inherited from Ghiaccia, Gelid can use his mother's Chaos Convergence. After using this technique, Gelid's next turn is skipped, and for the rest of the fight, does 10% less damage. He also takes 1.5x more damage from any magic attacks.
 * Whenever a technique/item is activated that effects an enemy that would heal, give resistance, or give protection, that effect is negated.
 * Then, the effects negated by this counter are then reversed into negative effects, and placed upon the opponent.
 * Finally, Ghiaccia gains the original positive effects.

Chroniton Overdrive
Alyra is in possession of an incredibly advanced piece of technology, known as a Chronomanipulator, which allows her to influence the flow of time around her. In battle, she slowly powers it up beyond normal operating levels, allowing her to massively enhance her speed and the force with which she attacks.
 * At the end of every one of her turns, including the first one, Alyra Noveria gains one stack of "Chroniton Overdrive." For every stack of Chroniton Overdrive she has, Alyra gains +10% speed and damage, up to a maximum of 5 stacks, or +50% speed and damage.
 * Thus, at the end of her first turn, she would have +10% speed and damage, or x1.1 Speed and Damage. At the end of her second turn, she would have +20%, or x1.2, up until five turns have passed, upon which she would have +50%, or x1.5
 * These stacks can be used to power other signature attacks that Alyra Noveria possesses.
 * These stacks can go negative, as a result of being used up. For every negative stack Alyra Noveria has, she loses 10% of her speed and damage, down to a minimum of 50%. In other words, for negative one stacks, she has x0.9 speed and damage, for negative two stacks, she has x0.8 speed and damage, and so and so on.
 * Note that Chroniton Overdrive is considered a 'signature effect' and not a transformation.

Time Lock
Alyra is capable of using the stored energy in the Chronomanipulator to freeze an area in time, allowing her to avoid or perhaps negate an attack altogether.
 * At the cost of lowering her Chroniton Overdrive stack count by 3, Alyra Noveria may negate a signature attack upon activation. Note that the lowered Chroniton Overdrive stacks occur at the end of the turn.
 * This signature cannot be used two turns in a row, and cannot be used if it would reduce Chroniton Overdrive's stacks to below negative five, or -50% speed and damage.
 * If the user is incapable of using Chroniton Overdrive, this signature can be used by applying a -30% speed and damage penalty immediately after use, with the penalty decreasing by 10% (to a -20%, then -10%, then finally no penalty) every turn. If the user is currently under the effects of this penalty, they cannot use this signature attack.

Temporal Cascade
Alyra is capable of creating temporal loops in combat, allowing her to repeat an attack again and again.
 * This attack is an ordinary signature attack, but deals half the damage of an ordinary signature.
 * Every time Temporal Cascade hits, it attacks two more times. For each further hit, it attacks two more times.
 * Temporal Cascade can attack a maximum of seven times, or three iterations.
 * Using Temporal Cascade incurs the normal penalties for using a Signature Attack, as well as lowering her Chroniton Overdrive stack count by 3. Note that this happens at the end of the turn.
 * This signature cannot be used two turns in a row, and cannot be used if it would reduce Chroniton Overdrive's stacks to below negative five, or -50% speed and damage.
 * If the user is incapable of using Chroniton Overdrive, this signature can be used by applying a -30% speed and damage penalty immediately after the attack, with the penalty decreasing by 10% (to a -20%, then -10%, then finally no penalty) every turn. If the user is currently under the effects of this penalty, they cannot use this signature attack.

Master of the Fist - The Storm! (Signature Attack/Transformation)
For generations, members of the Ultimate clan have had powerful connects with "The Master of the Fist". It began with 1, and spread to 2, then 4, then 8, and then so many more. These traits grew stronger with each pressing generation, until it reached Ultimate and his family. The destruction of Planet Grog and the loss of countless lives halted the expansion of this trait, leaving it only with the Ultimate family consisting of Hiroki, Ryotu, Katsumi, Kiyomi, Michiko, and Ultimate.

After training and learning magic, Ultimate began to realize that his skill in magic varied from other magic users he encounter. He seemed to process a greater control over magic arts, most notably Dark magic. After using his newest technique, Ultimate Storm, to defeat Gen, he also began realizing that the elements of magic he had learned, excluding dark magic, began to erupt from inside of him, until he finally lost it. He transformed into the element of wind, then light, and thunder and water at rapid succession. He began losing his own sanity at the sudden change, and the power he gained from it was unprecedented.

Just as he reached his limit, Ultimate snapped, transforming into an Ultimate Rage Super Saiyan and returning to his original self, except with a few changes. His right hand lit up with each element he had at his control, excluding dark magic for some reason. He managed to hide it long enough to create a gauntlet that allowed him to keep this energy under control. He studied this changes greatly, and realized that he had been transformed into a being of the elements. That was also the day he realized, had acquired his "Master of  the Fist" trait, the elements at his disposal.

Of course, he realized that this came at a price....he couldn't use Ultimate storm any longer. So in respect to that technique, he renamed his ability to "Master of the Fist - The Storm!"

Master of the Fist - The Storm! acts as both an Attack, and a Transformation, all depending on how Ultimate uses it.

Attack, Storm Enhancement!
For attacking purposes, Ultimate must remove the glove and call out "Master of the Fist - The Storm Enhancement!!" This affects all 3 types of magic, while the transformed

Pros

 * All offensive magic does x2 damage to the opponent, and also half damage if dodged. This can go up to x3.5, if Ultimate is using a magic scepter in battle before activating. (2 turn minimum)
 * Defensive Magic such as barriers gain a x1.5 increase. With every turn that passes, they either regain 1/6th of their hp back, or they gain 1/6 more for a maximum hp of 4 turns.
 * Example 1: If a barrier would normally have 75,000 hp, while this is active, the hp increases to 112,500.
 * Example 2: If a a barrier has 75,000/75,000 hp, and the barrier is then reduced to 43,490/75,000 hp after the opponents turn, at the start of Ultimate's next turn, the barrier regains 12,500 hp.
 * Example 3: Going along with example 2, if a barrier has 75,000/75,000 hp, and still has that much hp after an opponents turn, it gains 12,500 hp.
 * Buff magic, similar to Defensive Magic, gain a x1.5 increases to stat increases. The bonuses for these do increase with time, but it varies depending on the level of magic (1/10 for level 1, 1/8th for level 2, 1/6th for level 3, 1/4th for level 4, 1/2 for level 5) for the two turns it's active.

Cons

 * Using this version of Master of the Fist - The Storm cost 15% more fatigue.
 * Offensive magic has a 25% chance of back lashing and doing 1/4th damage to Ultimate, rather or not the attack hits. For volley-able magic such as fire balls, this is decreased by the number of volleyed attacks Ultimate volleyed.
 * Ex: If ultimate volleys 5 fire balls, then each has a 1/20th, and for each that hits, it's decreased by 1/5 until it reaches 1/4th again.
 * Defensive Magic barriers take a toll on Ultimate's health. After 2 turns pass, depending on how much hp the barrier still has left, it has a 50% chance of dealing 1/2 of that hp as damage to Ultimate.
 * Ultimate can not put up more than a maximum of 3 barriers up at a time, and each must be a different level.
 * Buff Magic, after de-activating, takes away the same amount of stats it gave Ultimate for 1 turn.
 * Using more than 2 kinds of a buffs doubles the stats it takes away for that 1 turn after deactivation.

Transformation, One with the Storm!
In order to use this, Ultimate must call out the following words "Master of the Fist - The Storm Embodiment!!" This combines Ultimate with the element of his choice, and transforms him from a pure blooded saiyan to "Saiyan/(Selected Element) Embodiment". By doing this, Ultimate's personality greatly changes, depending on what the element is, and what it specializes in. With 5 different elements at his control, there are 6 different types of Ultimate's that can come from this, each baring some kind of ability.

Pros and The 5 Different Ultimate's

 * 1) Thunder Ultimate Tre - Thunder Ultimate Tre is extremely aggressive, wasting no time in beating his opponent into a coma. He is almost similar to EoR Ultimate, except he controls his actions much more focused and under control.
 * 2) *Physical attacks do x2 more damage, while energy attacks do x2.5 more damage. Energy attacks such as "Ki blast" from the shop are changed to "Thunder Ki blasts" and give off more of a lighting based look to them
 * 3) *This ultimate is also extremely quick and powerful. Because of that, once Ultimate is in this state, his damage is multiplied by 2 and his speed is multiplied by 1.5.
 * 4) Fire Ultimate Tre - Fire Ultimate Tre is mainly rage and anger driven, his actions driven by his want to completely destroy his opponent and burn them to ashes.
 * 5) *Physical attacks do only x1.5 damage, while energy attacks do x2 damage. Much like Thunder Ultimate's energy attacks are changed from the original to "Thunder Ki blasts", Fire Ultimate's energy attacks have "Fire" in front of the name (Ex: Fire Kamehameha)
 * 6) *Fire Ultimate, embodying all of traits of fire itself, can turn itself into a blaze at will, causing anyone who attack him to receive burn 2% damage, increasing all the way up until it reaches 20%.
 * 7) Water Ultimate Tre - Water Ultimate Tre doesn't have a single trace of anger or aggressiveness in him, making him quite opposite from his Fire and Thunder counterparts. He's more droopy and depressed, but still has all the fighting skill of Ultimate. He can be both a liquid version of Ultimate, or solidify parts of his body into ice.
 * 8) *This Ultimate does not receive extra damage for attacks. He speed however does increase x2 and his chance of dodging(not hitting his opponent) increases by 35%
 * 9) *Water Ultimate heals 35% after every turn. He also can throw up to 5 ice daggers at his opponent, and if they hit, there's a 20% chance they will either cause a 15% bleeding damage for 2 turns, or cause a 1 turn stun.
 * 10) Wind Ultimate Tre - Wind Ultimate Tre is extremely relaxed and chill, not seeming to have a care in a world. He's the literal embodiment of the quote "Go with the flow." However, this doesn't mean he's not able to fight when he needs to.
 * 11) *Wind Ultimate Tre keeps things legit, and actually goes by the rules......mostly. His Speed, Damage, and Max Hp 3 different kinds of buff spells he knows. This means that if Ultimate knows all 5 types of speed buffs for wind, then his speed would go by 75%. This last until Ultimate leaves this form, not 2 turns like normal buffs.
 * 12) *If Wind Ultimate Tre is in team battle, he can also adapt and empower a maximum 3 of his allies with a 37.5% higher speed, damage, and Max HP for 3 turns, and with a 4 turn cool down.
 * 13) Light Ultimate Tre - This Ultimate is by far the most peaceful, and the most clear headed out of the 5. He is made out of an array of lights, and nearly every trace of Ultimate's rage driven personality is nonexistent.
 * 14) *This Ultimate is by far the most powerful, gain x2.5 speed, damage, and Max Hp for 3 turns after achieving. He also has a extra 35% hit/dodge chance.
 * 15) *Once in this form, all different barrier spells Ultimate has learned are activated in the order they are listed on the Magic Guidelines. If all 5 levels have been learned, the combined Hp of all  5 levels make up the barrier.
 * 16) *Any and all barriers created this way last for 3 turns instead of 2, and after a 4 turn cool down, they reappear automatically.
 * 17) *If he's learned every kind of resistance, then Light Ultimate Tre also gets resistance to melee, energy, and magical attacks for the first 2 turns he stays like this. This is decided based on the the max level he's made it to. (So if he has level 1 and level 2 melee resistance magic learned, he'd have 15% resistance to melee)
 * 18) *This version of Ultimate Tre is able to use every kind of magic attack of the 4 other elements, but in front of their names is "Light" and then the kind of attack. This is the same for energy attacks. Examples of this could be "Light Fire ball magic" or "Light Wind Speed buff Magic" and "Light Kamehameha".

Cons
Con for entire signature
 * 1) Excluding Light Ultimate Tre, every other elemental version of Ultimate can only use magic from the magic Ultimate has learned.
 * 2) Ultimate can only stay in one of these forms for a maximum of 4 turns, and then it has a 4 turn cool down.
 * 3) Ultimate has to sacrifice 100,000,000 mana to keep the transformations active, or 1,000,000,000,000 power level every turn
 * 4) Ultimate must know a minimum of 15 spells from a single element in order to use it's transformation. This is different for light magic, since he'd have to know a minimum of 50 spells
 * 5) If Ultimate jumps from transformation to transformation, then cost that it takes to stay in this form multiplies x2.
 * 6) He can only use a maximum of 3 out of the 5 transformations in a single battle, excluding battle pauses for boss battles.
 * 7) Stat increases do not carry over from swapping transformations.
 * 1) This signature can not be inherited by Ultimate's children or copied by other character. The reason for this is because it's specialized for Ultimate and Ultimate only. If another character besides Ultimate or a fusion of Ultimate were to use this, they'd lose 50k hp, 50 speed, 50 damage, and double the amount of fatigue lost for a signature every turn.
 * 2) Ultimate can not use Storm enhancement and One with the Storm at the same time, and there must be a 3 turn difference before the other version of this signature can be activated.
 * 3) If Ultimate actually activates both version in the same battle, he has a 50% chance of permanently losing 50k hp, 30 damage, 45 speed, and 100 fatigue once the battle is over.
 * 4) To go along with Con 3, if Ultimate uses both versions, then he can be killed in battle, regardless of the original battle conditions set.

The Master of Combat (Counter Signature)


The Master of Combat is a unique transformation. Ultimate gained this form after both remembering some of his past, as well as be beaten or defeat multiple opponents. Using his mimicry fighting style, Ultimate has managed to find a new form within himself, one that will insure that he does indeed become a "Master of Combat.

Ultimate's appearance greatly changes while in this form. His clothing shifts to a sleeveless black shirt with blue lines, and baggy gray pants that also has lines on them. His hair length increases just like as a super saiyan, but turns blue instead of yellow or black. He wears his battle gloves, which also turn black and blue. Oddly enough, he also wears a large scarf, that extends down almost to his knees.

It has the following effects:

Pro's However, there are some heavy cons to using this.
 * 1) Once in this form, Ultimate does 200% more damage with melee attacks, but 50% less damage with energy or magic attacks.
 * 2) Ultimate gains +350 max fatigue for that battle.
 * 3) In this form, Ultimate is able to mimic a signature attack/counter sig of an opponent, as long as he has seen him/her use it at least once that battle.
 * 4) Much like freedom, Ultimate can use any attack from The Shop for up to 3 turns.
 * 5) While in this form, Ultimate can not be possessed, controlled, or manipulated in any way by other character, rather that be skills, signatures, or ultimates.
 * 6) If Ulltimate were to nullify a signature, it can not be used until 3 turns after Ultimate leaves this form.
 * 7) Ultimate becomes immune to things such as poisoning, bleeding effects, burning effects, etc. for 2 turns after activation.
 * 1) If ultimate uses this while he's also transformed, he loses 20,000 Hp for each form he used before activating this.
 * 2) While in this form, magic and energy attacks do 1.5 more damage to him.
 * 3) A lot like Freedom, Ultimate must sacrifice 1/3 of his speed and damage while preparing to enter this form, which takes 1 turn.
 * 4) Using another persons signature costs Ultimate 25,000 Hp apon activation
 * 5) Ultimate is not able to use other transformation signatures while in this form.
 * 6) Once out of this form, Ultimate's speed and damage drop by 25% for 2 turns.

The Super Punch (Signature Attack)
The Super Punch is an attacked based off of Energy Surge, a signature Sakemi used against Ultimate Tre during the world martial arts tournament. However, the difference is that it doesn't absorb energy attacks, but physical attacks. Ultimate absorbs the damage that would have been delt to him through physical damage (including weapon and some school attacks). Ultimate can absorb physical damage for up to 3 turns. After that, Ultimate concentrates that energy into a single fist, and punches his opponent with it. The stregth of the attack depends on what the physical energy build up is compared to Ultimate's health it would have taken out. Also, it determiners how much of his rush count he has to give up to use it. Of course, there is a con to doing this.
 * 1) Takes out 1/5th of Ultimate's max HP - Takes 5 of his rush count. Does combination of the physical damage plus half that of a signature attack.
 * 2) Takes out 1/4th of Ultimate's max HP - Takes 10 of his rush count. Does combination of the physical damage plus a signature attack.
 * 3) Takes out 1/2th of Ultimate's Max HP - Takes 15 of his Rush count. Does combination of the physical damage plus a signature attack x1.5. 25% chance of paralyzing opponent for 1 turn. Also has a 30% bonus hit chance if Ultimate's hit chance is lower than  his opponents
 * 4) Would take out all of Ultimate's Hp - Takes all 20 of Ultimate's rush count. Does combination of the physical damage plus a signature attack x2. 50% chance of paralyzing opponent for 1 turn. Has a 45% bonus hit chance if Ultimate's hit chance is lower than his opponents
 * If the damage it would cause Ultimate surpasses his Max HP after he uses the super punch, the remainder is cut in half, and delt to Ultimate as damage.
 * Using the 3rd and 4th version come with a price, it cuts Ultimate's damage in half for 1 or 2 turns
 * If Ultimate keeps the power past the 3 turn limit, then the damage it would do turns into a percentage and is slowly reduced from his health for 3 turns (Percentage can not surpass 45%)

Ultimate Rage Super Saiyan Transformations (Might Change)
After his encounter with rage, Ultimate couldn't stand the things he had done. He hated himself for it, and then that very hate turned into rage and anger. In the mist of all of this, Ultimate once again obtained his Ultimate Super Saiyan transformations. But something was different now. He felt as if he was growing stronger every minute in this form, along with anger at himself. It took him some time, but he finally managed to conquer his Rage, and this, Rage Super Saiyan was born.

The appearance of his URSSJ forms is only slightly different from normal. His hair would spike up more the anger he became, and now it was crimson or blood red. His eyes were also changed, colder and angrier then before. His skin in these forms has a red tilt to it, also cracking a tad bit like when he was full of rage. Ultimate's personality develops into a more, slightly bloodthirsty kind, suggesting that he wants to kill at times. This also could be do to the influence Collie, Ultimate's wife, has had on him. Regardless, Ultimate's nervousness to kill is shattered, and he steps into battle not only to beat, but destroy his opponent beyond recognition.

Ultimate Rage Super Saiyan
The original form of his rage, Ultimate mainly reached this state after fully remembering what he did as the gigantic beast. The rage managed to not only amplify his transformation, but strengthen it 20 fold. His new stats are as follows.

Pros Cons
 * Ultimate gains 65 damage, and 42 speed after transforming, thanks to having originally mastered Ultimate Super Saiyan.
 * As a result of EoR, Ultimate gains an extra 30 speed and damage every turn for 5 turns. This does not include the turn he transformed.
 * Ultimate's Rush count increases by 5 in this form.
 * Much like the form before it, Ultimate's body is slowly damaged. This means he loses 5,000 hp for every turn he stays in this form combined with the 2,500 hp from URSSJ
 * Energy Attacks do x1.5 more damage to Ultimate.
 * If Ultimate remains in this form for 1 turns before transforming into another URSSJ form, then the effects of this form carry over.

Ultimate Rage Super Saiyan 2
This came about after amplifying the rage one step farther, allowing him complete access and soon control over it. While like this, Ultimate is alot more sadistic,mainly using his words to throw off, annoy, or anger his opponent in battle.

Pros Cons
 * Ultimate receives 89 damage, 53 speed, and his health increases x1.5 while in this form.
 * Ultimate's hit/dodge chance is increased by 25%, thanks to his enhanced saiyan instincts.
 * All damage done to Ultimate is cut in half.
 * For any attack Ultimate dodges while in this form, he absorbs half of the damage it would have done, and during the opponents turn, he has a 20% chance of firing it back at them in one large energy wave. (This happens at the end of damage calculation of the opponents turn.)
 * If Ultimate can remain in this form for 2 turns before ascended to the next level, then the effects carry over.
 * Ultimate uses 10% more fatigue while attacking in this form
 * Ultimate loses 5% of his hp while in this form, and this scales up 1% for 5 turns while he remains transformed.
 * Due to being so rage driven, Ultimate loses 10 speed every 5 physical attacks that hit.

Ultimate Rage Super Saiyan 3
Forcing his mind to slowly corrupt itself with hatred, He becomes angry and ascends to his 3rd form. It's possible to actually feel the negative energy Ultimate gives off in this state, as well as his needing to kill increasing greatly. He rushes into battle, hoping only to tear his opponent apart.

Pros Cons
 * Ultimate receives 102 damage, 78 speed, his Health and Max health increase an additional x1.5, and he receives an extra 135 fatigue. (If this surpasses his max fatigue, then his max fatigue is increased to match.)
 * For every 5,000 damage Ultimate takes, he receives 25 speed and damage.
 * Once every 2 turns, Ultimate can do a randomizer and gain either 10% of his health back, 15% of his health back, 20% of his health back, 25% of his health back, or no health back at all.
 * In this form, Ultimate loses the ability to dodge physical attacks. Instead, when he is physically attacked in this form, he catches his opponents attack and absorbs it. The result of this is ultimate temporarily gaining an extra 15 speed and damage for his next turn.
 * Ultimate must have remained in both URSSJ and URSSJ2 for 1 turn separately. If he ascended to URSSJ, then URSSJ2, he can not use URSSJ3.
 * For the pros of this transformation to carry over, Ultimate must have remained in this for for at least 3 turns
 * The rage ultimate gains in this form is unbelievably powerful. So powerful that it drains 10% of his health and fatigue. This scales at an alarming rate, increasing by 2% for 4 turns until it reaches 20%.
 * Ultimate can only remain in this form for 4 turns, which is when the rage starts to eat away at his mind. If this happens, Ultimate automatically passes out, cutting all xp he might have earned in half.

Ultimate Rage Super Saiyan 4
Unlike the other transformations, Ultimate Rage Super Saiyan 4 is the one Ultimate has under the most control. Having managed to cope with his anger, the newly ascended Saiyan loses all sense of himself, but knows only to focus on his target. Victory is absolutely necessary to Ultimate, possibly even killing his opponent if he has no other choice.

Pros Cons
 * Ultimate's speed and damage in this form increase by x1.5. His health doubles, and he gains an extra 200 fatigue. (If this surpasses his max fatigue, then his max fatigue is increased to match.)
 * All attack damage Ultimate does in this form is doubled.
 * In this form, Ultimate gains the ability to actually ABSORB any kind of energy attack thrown at him and add it too his health. 1st tier energy attacks (Ki Blast/Energy Balls/Energy Waves) give Ultimate 500 hp. 3rd tier energy attacks (Attacks that require 100 hours of training or less) give Ultimate 5,000 hp. 4th tier energy attacks (Attacks that require more than 100 hours of training) give Ultimate 50,000 hp.
 * During the opponents turn, after every 10 attacks dealt to Ultimate, hit or miss, Ultimate has a 25% chance of appearing behind his opponent and striking them in the neck. If this hits, it reduces the opponents health by 1/4, then cuts their speed in half for 2 turns.
 * Also during the opponents turn, after every 5 attacks that hit, Ultimate has a 20% chance of lashing out and punching the opponent, reducing their rush count by 10% for the remainder of their turn.
 * Ultimate can only enter this form if one of the following happens...
 * He was able to remain in USSJ3 for 3 or 4 turns
 * An ally in battle is reduced to lower than 1/2 of their health.
 * 2 people have died during a battle.
 * Ultimate was knocked out of this form, and the 3 turns are up.
 * Ultimate loses 25% of his health each turn while in this form. Also, he loses 50 speed each turn as well
 * Though Ultimate's attack damage does double, it also deals half or normal damage to him.
 * Ultimate can be knocked out of this form, but his health must be reduced to under 1/2. Once that happens, there is a 25% chance he will be knocked out of this form, and won't be able to transform into again for 3 turns. (Without having to ascend to URSSJ, URSSJ2, or URSSJ3)
 * This form can not be combed with Pure Rage Ultimate Super Saiyan.

Pure Rage Ultimate Super Saiyan
This is a special transformation of the activated only if an ally is killed during battle. With it, Ultimate enters a hybrid form of EoR, his body slightly covering in rocky material, while his eyes turn blazing red. He completely loses control, and is dead set on destroying the person's killer.

Pro's

Con's
 * Ultimate current stats and health are increased x2
 * Ultimate gains half of the battle effects EoR had on him. (5 out of the 10 are randomly selected. The same effect can not be chosen twice)
 * All damage Ultimate does doubles.
 * All damage Ultimate would take is reduced by 75% (If an effect was picked that would reduce damage, this is changed to 50%)


 * Being only half as powerful as EoR, Ultimate is still able to use Energy attacks. However, all damage done by these energy attacks are cut in half.
 * Ultimate must be in an URSSJ transformation during the characters death for him to enter this form.
 * Despite doubling his health, it takes about 15% of it per turn.
 * This form can not be comboed with Ultimate Rage Super Saiyan 4

Ultimate Demon Transformation (Signature Transformation
It was once said that only Demon Kings and Demon Queens were allowed to rule parts of hell. It was also said that a normal demons power was nothing compared to a Demon King, or a Demon Queen. These were both true.....until the birth a Loke. Inheriting his fathers Ultimate Super Saiyan blood, the young boy experienced amazing strength and growth at his youth.

This began to change after his death at the hands of Lamp. After a year had passed of him being in hell, Loke began to undergo changes both mentally and physically. This was the result of Ultimate's Ultimate Saiyan blood mixing with his demon blood, creating a newer, yet imperfect Demon breed, Ultimate Demon.

Each year Loke stayed in hell, his inner demon continued to consume his lighter, saiyan half, until his power rivaled that of a Demon King or Queen alike. The limit to this power however is unknown, even to Loke, who doesn't even realize he has these demonic abilities. Every time he transforms, the demon side of him takes control, and once transformed out, he barely remember a thing.

Hatred Incarnate
This is the form Loke first took during his battle with Ultimate after the children beat him and Virtex. Being the first step into his demonic transformations, his appearance doesn't change all that much. Some noticeable differences is the red burning circle in the middle of his chest were his heart is suppose to be. This burning look also matches the red aura that he gives off. His hair gains a redish tilt to it, as well as spiking up similar to that of a Super Saiyan. His clothing also gains a torn look to it, turning dark blue in color. Finally his eyes glow red, and his personality becomes much more violent then before.

Pro's Con's
 * In this form, Loke gains 5% resistance against all physical and magical damage as long as he remains in this form.
 * Loke's speed and damage increase by 35, but if his speed is higher than his damage, then it increases by an extra 15. This is the same for if his damage is higher than his speed.
 * Loke does an extra 10% damage for the first 3 turns of this form.
 * If Loke faces another Demon while in this form, he has a 10% of taking 5% of there stats, and gaining that 5% each turn for 5 turns. This is only applied during battle
 * At the end of each turn, Loke takes 10,000 hp of damage. If he has less than this amount of hp, then he is knocked out of this form instead of having his hp drop to zero.
 * Energy attack do an extra 10% damage to Loke while he remains like this.
 * One out of this form, Loke can not re-enter it for 2 turns. This includes if he ascendes from this for to any of the other 3.

Demon Unleashed
Demon Unleashed is the form Loke took after spending 2 years in hell, in which he ran rampent in his Hatred Incarnate form. Still craving more power, more violence, Loke began to absorb the soul of all 290 defeated lesser demons he had fought, causing an insane change in Loke. His skin began to crack away, transforming him into a demon unlike any other seen. It was so great, even demons of a higher caliber began to quiver at the strength the imperfect hybrid showed off.

When he was finally finished, he reverted to a form similar to his orginal apperence, but far stronger. Now having lost 50% of his humanity, Loke set out to destroy every demon that stood above him in power, and with the strength he gained from hell, it wouldn't be long before he did just that.

Pro's Con's
 * Loke now gains 10% resistance to physical damage, and 15% resistance to magic
 * Loke's damage and speed both increase by 74, but like before, if his speed or damage is lower, the stat gains an extra 30. Loke's Hp also increases x1.5 in this state, thanks to the absorbed souls he has gained.
 * Loke does 15% more physical damage, and 10% magical damage as well
 * If a demon tries to fight him in this state, their attacks do 30% less damage
 * Gaining far more more strength then before, when fighting another Demon, Loke has a 15% percent chance of taking 10% of his opponents stats (including faitgue and HP) and adding them to his own.
 * For Loke to transform, unless under special conditions, he must have already used Hatred incarenate at least once in battle.
 * Loke loses 15,000 hp per turn while in this form. However, for Loke to be knocked out of this form, his health must drop lower than 7,000.
 * Saiyan energy attacks liike Kamehameha or spirit bomb deal Loke 1/2 of the damage, regardless if it hits or miss
 * Energy attacks deal 15% more damage to Loke.
 * Loke, if knocked out of this form during an attack, has a 25% chance of passing out, ending the battle right then.

Hell's Conqurer
Coming soon

Destroyer of Heaven
Coming Soon

Demonic Overflow, The Queen's Rage (Signature Transformation)
Much like her brother, Loke, Rin inherited her fathers anger and rage. Rin didn't realize this, or come to realize it, until fighting Hokus on Namek, and then the bots in the Training Hall. After finally coming to grips with her anger, Rin decided to push it to the very limit, and see what would happen. Staying in an unknown location on Planet Ultimate, Rin powered up to her absolute limit, before finally allowing her anger to get the better of her. This caused her blood to boil to such a point, her skin started to change color, and didn't stop until 100% of her demon energy reached the surface, consuming her entirely.

The result of this transformation changed Rin both physically, and mentally as well. Quickly getting used to the form thanks to her Demonic Physiology as a Demon Queen, Rin would use this to her advantage in battle, including the little "friend" she now would have coming out of her skull.

Pro's Con's Special Summoning: Levi
 * While in this state, Rin's Speed, Damage, and Hp double. Her fatigue and powerlevel increase x1.5. This is to display how powerful Rin's demon half is, compared to how strong her human half is.
 * Rin gains 35% resistance to physical damage, 25% resistance to energy attacks, and 40% resistance against magic.
 * Rin deals 20% more physical damage, 15% more energy damage, and 35% more magical damage.
 * In this form, Rin is resistance to many effects, but they still take some effect on her
 * Stun's - Reduces her rush down by 5% in half for that turn. (Maximum of 2 times)(Non-stack able with any of the other effects)
 * Possession - Rin loses 10% of her rush count that turn (Can not be combed with Stun) (Non-stack able with any of the other effects)
 * Bleeding or Burn - The bleeding effect is cut in half, but lasts an extra turn. (Non-stack able with any of the other effects)
 * Lowered Hit chance - Cuts the original lowered hit chance in half for 1 turn, then applies the extra hit chance to Rin her next turn. (Non-stack able with any of the other effects)
 * Once every 2 turns, Rin can pick a single effect (Bleeding, Stun, Burn, Damage/Speed reduction, Lowered Resistance, Lowered Rush Count) and do a randomize. If it lands on a the selected effect, the result is below:
 * Bleeding or Burn - 10% Bleeding or Burn effect for 2 turns
 * Stun - 1 turn stun
 * Damage or Speed Reduction (Separate) - Reduces Speed or Damage (based on which Rin choose) by 20% for 1 turn
 * Lowered Resistance - Rin can lower the any kind of resistance she wishes by 25% for 2 turns.
 * Lowered Rush Count - Rin lowers her opponents rush count by 10 on their turn only.
 * With every physical attack that hits, she loses 5 damage. With every energy attack that hits, she loses 5 speed.
 * Whatever the randomize lands on, if it isn't what Rin picked, the result is as follows
 * Bleeding or Burn - 5% Bleeding or Burn effect for 1 turn
 * Stun - Rin's rush count is reduced by 5% for that turn
 * Damage or Speed Reduction - Based on which Rin choose, her speed or damage are reduced by 10% for her turn
 * Lowered Resistance - Rin's resistance to magic, energy, and physical damage is reduced by 12.5% during her opponents turn
 * Lowered Rush count - Rin's rush count is lowered by 5 for that turn.
 * Rin loses 50,000 Hp every time she activates the randomize
 * Rin also loses 75,000 Hp every turn she remains in this form. If Rin can not spare 75,000, She is knocked out of the transformation
 * Once out of this form, The resistance she once had against some attacks turn into more damage. The result meaning he takes 35% more damage from physical attacks, 25% more damage from energy attacks, and 40% more damage from magic attacks

Apone transforming, Rin automatically gains a special friend coming from the side of her head. His name is Levi, and Rin is the only one who can hear or at least understand him. He is a special part of Rin, seeing as he can't move on his own. His stats are quite low, having  200 fatigue, 90 damage, 95 speed, 90,000 Hp, and he has a rush count of 10. He can only be attacked when Rin's health drops by at least 40,000 hp in one turn. If she is not lowered by this amount, then Rin will cut the attack, and deal an extra blow to him. If Rin's henchmen are also in battle with her when she transforms, they are absorbed into Levi, and he gains their stats and fatigue.

Whenever Levi is brought to 0 hp, He takes 2 turns to recover, and Rin gains the stats he had until he recovers. Also, if Rin is dropped to 1/4, or 1/2 of her Hp while he's still active in battle, he detaches himself from her head and transforms, revealing his true form. As if acting like a defense mechanism, he protects Rin from all damage for 2 turns, restoring her Hp and fatigue by 1/5. Once the two turns are up, he returns to his smaller form and attached to Rin's head, allowing her to continue battling as she was. This can only be used twice per battle, and Rin can not attack while she's being protected by Levi.

Kakuran Burēdo (Counter Signature)
After having her battle with Hokus, Rin realized the danger of facing opponents who could restore their health would be extremely dangerous. She knew that if it came down to it, she needed to think of something that would give her the upper hand, allow her to not only stop majins regeneration, but also empower herself with some was well.

This when she went to her aunt Kiyomi, who was a blacksmith and shared the same love for weapons, especially swords, as she does. She asked her to create her a weapon that would disrupt majin regeneration for a certain period of time, possibly even for good if possible. Kiyomi then came up with an idea, and after working with Rin for 3 hours, she finally finished making the weapon Rin was looking for.

They decided that in honor of its ablity, it shall be called Kakuran Burēdo, meaning Disruptor Blade in japanese. With this, Rin was able to not only stop Regeneration or healing of any kind, but also inflict some extra damage as well.

This signature is a perfect counter against Regeneration, or healing of any kind. Once activated, Rin has the choice 2 choices With each slash, her opponent is could get 1 of these effects at random
 * Slash her opponent, instantly dealing damage equal to the amount of health that would be restored.
 * Slash the opponent and taking the HP that would have been restored away and applying it to herself instead.

Of course, this does come with a price.
 * 50% chance of a 5% bleeding efffect for 3 turns, the maxium being 30%.
 * 20% chance of a 7% burn effect for 3 turns, a maxium being 35%.
 * 20% chance of all of Rin's attacks doing double damage next turn.
 * 10% chance of none of these activating.
 * Each time Rin activates it, Rin loses 14,000 Hp, 19 speed, and 20 damage for 2 turns. This can stack, but only 3 times in a battle. After the 3 turns is up, these stats return before her next attack
 * While any of these effects are active, no other effects of other weapons can be used. This does not include extra damage or increased hit/dodge chance.
 * This signature has a 1 turn cooldown before it can be used again.
 * Other signature attacks of Rin's can not be used at the same time as this was activated.

Vampire
Being part energy absorbing android, 47 would abosrb his opponents dodged attacked via jewels on is palm. Through experimentation and upgrading on H.E.X, 47 managed to modify himself to maximize the effectiveness of energy draining. Rather than having jewels on his palm, 47 instead has dual syringes on each of them. Whenever he dodges a melee attack, he impales his opponent's hand with the syringe and sucks blood out of him during the brief moments it's lodged into him. This of course, has several effects.

Pros:


 * Everytime he dodges a melee attack, 47 drains the blood out of his enemy, gaining 5,000 health while they lose 5,000 health.


 * All the stats 47 normally gains from dodging an attack are doubled and temporarily subtracted from the enemy he's fighting as well.

Cons:


 * Everytime 47 activates the stat drain, he loses 5 fatigue. 47 also loses the ability to drain fatigue from his enemy.


 * The potency of bleeding effects are doubled against 47.

Gunslinger
Through several hours of training, target practice, and upgrades, 47 has gained extensive amounts of skill with guns to the point where he can hit anyone he pleases with them, and deal damage.

Pros:


 * 47 can now injure opponents over level 25 with guns


 * Firing guns only costs 1 fatigue

Cons:


 * 47 cannot use guns directly after recovering from a turn he was stunned in

Kyuukyoku Hiryuu Niflheim
Kyuukyoku Hiryuu Niflheim (究極氷龍ニブルヘイム, Kyūkyoku Hiryū Niburuheimu, lit. Ultimate Ice Dragon Niflheim) is Frost's Spirit of Valor, created from the grief of watching everybody die in Polisas City as Frost was sitting out of the battle. His grief had manifested into a creature similar to the Yuji clan's Spirit of Valor; the creature was called Kyuukyoku Hiryuu Niflheim. Just like the Yuji clan's Spirit of Valor, it increases Frost's speed, strength and overall skills by a great amount for a limited amount of time.


 * Effects:


 * Frost gains +150% Speed and Damage when Niflheim is active;
 * Frost uses twice as much fatigue while Niflheim is active;
 * Consumes 100 Fatigue each turn while Niflheim is active (not affected by the above con);
 * If an ally that is in the same battle as Frost dies, Frost's increase in power goes up by 50% for each killed ally.
 * The increase remains for 2 turns, excluding the turn it's activated.
 * If Frost's fatigue hits 0, he will transform out of Niflheim.
 * It is a wind element Spirit of Valor, so it deals 2× damage against earth element Spirits of Valor, and 0.5× against wood element ones. About Elements 

Lost Angel
Frost can telepathically speak with Glacier and let him control Frost's body, as long as they are both in different dimensional planes. A great indicator that Glacier controls Frost's body is when his eyes start glowing orange. Glacier is physically the stronger of the two, so Frost becomes much stronger when Glacier is controlling him. However, Frost is the faster of the two, so when he needs to rely on speed, he doesn't let Glacier control him.
 * Frost can only use this Signature while alive; or when Frost and Glacier are both in different planes (i.e. Hell and Earth);
 * While this signature is active, Frost can convert up to 50% of his Speed to Damage.

Grand Avalanche
Frost uses his Spirit of Valor, Kyuukyoku Hiryuu Niflheim to smash the ground and pop up 2 boulders out of the ground and freeze them; then he activates Lost Angel, only instead of letting Glacier control of his body, his spirit appears next to him in ghost form. Then the two kick each of the now-frozen boulders at their opponent, fatiguing them.
 * Frost can only use this signature while Kyuukyoku Hiryuu Niflheim is active, and Lost Angel is available.
 * Frost shoots an attack at 1 selected target and halves their speed and damage for 2 turns, if it hits.
 * Takes up 5 rush count.

Neo Form

 * Speed and Damage increases 1.5x
 * He has a 5% chance to heal half of the damage he deals
 * He has a 10% chance to ½ the damage he takes
 * He has a 10% chance to negate light magic.

Cons
 * Takes 150% more damage from melee attacks
 * Can last no more than 5 turns
 * loses ¼ his speed for 2 turns after the transformation ends

Midnight Pyre

 * Zane gains a 10% chance to burn the enemy
 * Zane gains a 2% chance to gain control of an enemy for 2 turns
 * Any Damage Zane would take while controlling an enemy is transferred to the person controlled

Cons
 * Zane get hit by tier 3 or higher energy attacks and they do 1.5 damage (no matter if he has someone controlled or not)
 * Zane loses 30% of his speed when he reverts to normal.
 * Zane loses 20% of his HP when reverting to normal

Midnight Mirror

 * Zane has a 10% chance to reflect an attack
 * If there is an effect Zane can reflect it or take half the effects (half the time or half the damage)

Cons
 * there is a 25% Zane will take 25% of the damage
 * If Zane reflects an attack he loses 10% of his HP for each turn it is active and 5% per turn for halving the effects

Moonlit Storm
Zane kick's his opponent's feet out from beneath them, then launches them into the air with another kick. He follows this by appearing above them and charging an attack aimed in the opponent's direction, then flips over them and firing his attack. This attack usually follows Moonlight Barrage. Zane starts by launching his opponent back into the air with a few kicks before they hit the ground. He then summons 5-10 clones to charge energy and attack the opponent. The clones, after charging up enough energy, blast the opponent with Zane.

Pros
 * Zane gains 5% speed for each clone (Min 125%) (making the max 150%)
 * Zane has a 5% chance to cause a bleeding effect
 * Zane has a 5% chance for each clone attacking again doing 150% more damage

Cons


 * Zane Loses 10,000 Heath for each clone (Min 50,000)(100,000 max)
 * Zane loses the same amount of Speed that he gained
 * Zane Loses 10 fatigue for every clone(Max 100)
 * Each clone normally does 75% damage

Limbo's Demonic Savior

 * Speed and Damage 1.75x
 * Immune to stun
 * Dark Magic is twice as effective
 * Takes 150 Fatigue each turn
 * Drains 75,000 HP per turn
 * White magic is twice as effective against Hokus.

Hell's Chaotic Conqueror

 * Speed and Damage increase by 50%
 * A barrier with 1/2 Hokus's HP is created.
 * Absorbs all fire related attacks to refill Fatigue
 * If the barrier is broken, Hokus gets stunned no matter what effects he has. (While stunned takes twice as much damage)
 * Drains 175 Fatigue each turn
 * Drains 75,000 HP each turn.

Seal of the Abyss

 * If a weapon is used against Hokus, his rush count will increase until the end of the battle, to a maximum of 5. (Sun)
 * Costs 10,000 HP per rush count increase.
 * If an explosion occurs, instead of inflicting damage it turns into a barrier with 2x the amount of damage it would've done as HP (Wind)
 * Drains 20,000 HP from Hokus.
 * If an ally would be defeated in battle Hokus would gain 1/2 their stats (speed and damage) until the end of the fight. (Moon)
 * Costs 100,000 HP to activate.

Akuma no Ikari

 * Deals normal Sig damage
 * Has a 50% chance of causing a bleeding effect in all the enemies that lasts five turns
 * Hits all enemies
 * If it misses an enemy, Hokus is stunned for one turn.
 * Hokus takes 1.5 damage the turn after he uses it.
 * Has a two turn cooldown.

Tiger Fist

 * Has a 50% chance at stunning the enemy.
 * Has a 25% chance of causing a bleeding effect.
 * Has a five turn cooldown.

Nobody's Signature Moves
Play Back
 * Takes all damage done to the user from the previous two turns and does the same damage to the opponent.
 * If the user misses he is stunned for 1 turn

Lightning Sword Slash
Pto swings his sword rapidly, sennding several blades of energy toward the opponent, inflicting a massive amount of damage.
 * Increases Damage by 7
 * Drains Speed by 6
 * Drains HP by 3,000 per turn
 * Increases Fatigue by 50

Lightning Sword Stab
Pto thrusts his sword rapidly, sending several spears of energy toward the opponent, inflicting massive amount of damage.

Quicksilver Cut
Pto charges his sword, lightning is glowing from the sword and finally strikes his opponent with a massive blow.



Heart of the Wild Card(transformation):
Moeru recently began to experience dreams in which he was alone in a strange room. One day, during one such dream, he began to hear voices. Suddenly, a blank card fell into his hand. After waking up, Moeru discovered that he still had the card, and that he could now hear voices everywhere, despite him being alone.

Deciding to experiment, Moeru discovered that these voices he heard were coming from within other people. Moeru also discovered that when he was near a person with a strong enough spirit, he could hear the voices clearly. Each said the same thing: " Release Me."

Eventually, Moeru learned that by charging his ki through the blank card, He could summon the manifestation of an individual's spirit. He came to know the creatures as awakened hearts, and the tool of their summoning as The Wild Card. Cons:
 * Summons an Awakened Heart (with speed and damage equal to Moeru's level and hp equal to his level times 10,000) of a particular class, each having a different effect. The available classes(so far):
 * Heart of Adventure- Moeru's and awakened Heart's stats(speed, damage, max hp, fatigue)x1.25, resists magic and physical damage by 30%.
 * Characters with the Heart of Adventure:
 * Heart of Strength- Damage x2.0, every hit has a 10% chance to stun for 1 turn(does not stack).
 * Characters with the Heart of Strength:
 * Heart of love- Awakened Heart recovers 20% of health and fatigue once per turn.
 * Characters with the Heart of love:
 * Heart of Justice-Speed x2, not affected by special effects(stun, bleed, etc).
 * Characters with the Heart of Justice:
 * Heart of Darkness-all stats x2, Damage dealt and taken doubles(only activates when an ally is killed in battle).
 * The Awakened Heart has a rush count of 5.
 * The awakened heart gains stats equal to half of Moeru's current stats and half of the stats of another living character. if the chosen character is an ally in the same battle, the awakened heart will gain an additional half equal to their current stats.
 * The awakened heart can use giant and demon moves from the shop, regardless of any stated limitations.
 * Protects Moeru from damage, acting as a barrier.
 * If an awakened heart is defeated, the wild card requires a 2 turn cooldown before another can be summoned.
 * Changing the class of the awakened heart deals 10,000 damage to Moeru.(change can only happen once per turn)


 * Moeru's rush count becomes 5.
 * Moeru loses 10,000 Health per turn while this form is active. Occurs at the end of his turns, excluding the turn he activates the signature.

平和な秋のインフェルノ、レッドフェニックススタイル( Peaceful Inferno in Autumn, Red Phoenix Style)
Cons:
 * First Stance- 春インフェルノ(Spring Inferno): Offensive. Moeru slashes diagonally but midway drops his sword, switching hands, before finishing the attack.
 * Treated as two attacks, with 1 rush count dealing half the Damage of a signature attack.
 * Second Stance- 噴出インフェルノ(Erupting Inferno): Defensive. Moeru holds his sword backwards and spins to create a whirlwind like shield.
 * Creates a  Barrier with Hp equal to 20% of Moeru's Max Hp, which lasts to the end of the opponent's turn. If the Barrier is not destroyed by the end of the opponent's turn, they take damage equal to the barrier's max hp. When facing multiple opponents, the barrier's health is multiplied by the number of opponents he is engaging. Total damage is divided by the same number.
 * (for example, if the barrier has 50,000 hp, and moeru is facing 2 enemies, then the barrier's hp will increase to 100,000. however, the damage dealt by the barrier to each enemy will be 50,000).
 * Third Stance- 包囲インフェルノ(Enveloping Inferno): Offensive. Moeru uses his Aura to enhance the strength of his blades, allowing for more damaging attacks. He also recovers a large portion of his strength, making it easier to wield his blades.
 * Increases the damage of sword slashes by 50%( normal swords deal double damage, kendo style rapiers deal 50% more damage) and reduces fatigue costs for normal sword attacks to 1 for the remainder of the turn.
 * Fourth Stance- 反射インフェルノ(Reflective Inferno): Defensive. Moeru creates a tidal wave of Fire with his sword and, while his opponent is distracted by his reflection, he attacks from above.
 * If an opponent's attack misses while this Stance is active, Moeru can counterattack with a sword slash(costs no fatigue). Ignores the once per turn limit.
 * Fifth Stance- 燃えるようなテンペスト(Fiery Tempest): Defensive + Offensive. Inspired by the rain ring and it's unique flame, Moeru utilises all of his stances to create a large wave of blue flames that slow his opponent's speed drastically, allowing him to attack with a flurry of sword slashes.
 * Cuts his opponent's Speed in half, Attacks with 5 sword slashes, each doing 1/4th the damage of a signature attack. Finishes with an energy wave that does the full damage of a signature if it hits. Oponents speed returns to normal after this attack is complete.
 * Can be used on either character's turn. Moeru must have used 3 other stances during the battle before he can use this attack


 * Offensive stances can only be used on Moeru's turn.(one stance once per turn.)
 * If 1st Stance's Attacks both miss, Moeru is stunned for one turn.
 * Defensive stances can only be used on his opponent's turn(one stance once per turn.)
 * If 2nd stance's barrier is destroyed, Moeru is stunned for 1 turn.
 * Offensive stances(1 & 3) cost 25 fatigue.
 * defensive stances(2 & 4) cost 50 fatigue.
 * 5th stance costs 100 fatigue.

The Unpredictable Mirror
This spell creates a random barrier with three different effects, All of them deflect attacks 10 times, Though different types of attacks.

It can either deflect 10 spells, 10 melee attacks, or 10 ki attacks, depending on a randomizer.

It costs 100,000,000 mana to cast and one Ethereal Void-sphere.

Counts as light magic.

Ethereal Void-Sphere
Mirage summons orbs of magic that circle around him, he can summon two orbs per turn and they increase magic effectivity by 10% each, Though it can only increase the effectivity of two magic types at max per turn, These stack until a max of 6 and they can potentially take attacks and explode for 1/10th of the damage of a signature attack, damaging all other people in the battle, making mirage only take 30% of the damage of the attack.

You can also target these orbs with your attacks willingly, It's a 100% hit if so, They have 1/6th of his HP. It takes 200,000,000 mana to create one sphere, Can also work to power other signatures.

Unstable Supressor Field
Z20 creates a field of which slows down and powers down others forcefully, by 25%, He can keep it active for as long as he can keep his fatigue active, If kept active for 5 turns, It will explode, Dealing 25% of the opponent's damage (multiplied as a sig attack) to themselves, Also injures Z20 by 20% of his damage (multiplied as a sig attack)

Costs 100 fatigue to maintain per turn, While this is active, fatigue regeneration is stopped for Z20 until the field is gone, If Z20 goes under 20% HP while this is active, the field will explode prematurely and stun Z20 for 1 turn. The field also takes 5 rush count to keep active each turn.

You can alternatively make it only affect one person but it powers down somebody by 30% and and does 30% of the opponent's damage multiplied as a sig attack to themselves, the rest still applies.

Cyber Elf Mode


Z20 reduces his form to a program and looses most of his capabilities as a singular unit and works more to support a team.

Z20 loses 50% of his speed (Though it is doubled when he is attacked) and damage in favor of the abilities to possess a friendly android and transport 30% of his full base stats to it, Z20 can also steal 10% of an android's stats and give them to a friendly android, Aswell as heal other androids by 10% per turn, Though it only works on one android.

This lasts until he takes it off, But it only works in a 2v2 or 2v1 and beyond with a friendly android in it.

I Am The Alpha And Omega!/AVRiL Ki Rockets
Basically Anthrax has a quantum core stored up full of ki. His chest opens, revealing a set launcher of 3 out of 24 AVRiL(Automated Velocity Respawning Ki Launcher)rockets that speed at Mach 4(which rotate at a counter-clockwise fashion to adjust itself with whatever its targeting). On impact these rockets can do mild to severe damage. Also since Liandri drones are A.I., these rockets feature the "Fire and Forget" system. He can fire three rockets per a turn.

Advantages:


 * Stage 1 of the Fire and Forget system consists of 3 rockets he starts with. Each singular rocket dealing 10,000 damage with a Speed of 165. There is also a 40% chance in 1,000 more splash damage.


 * Stage 2 is the "Fire and Forget" launches all three rockets(depending upon the number of rockets he has left) at the same time. Travelling at a Speed of 265, dealing 10,000 damage in total. There is also a 50% chance in 1,000 more splash damage.

Disadvantages:


 * A single rocket drain his power level by 441,000.


 * Three rockets fired at all at once drain his power level by 11,907,000.


 * If hit by a EMP, Anthrax's guidance systems will malfunction and the three rockets will drain his PL by 220,000 each(I.e. 3 Rockets miss = -11,907,000). This also makes the rocket fly out at random missing their initial targets. This will also make the next two turns of rockets inaccurate.

Compressioned M22 Fragmentation Grenade
This is an powerful but EXTREME condensed Ki Sphere made to create the most adept explosive possible.

Advantages:


 * The Compresses M22 has two types of damage: The first is a standing Stick(Lock-on target) that immediately followers the opponent around on impact does 55,000 damage.


 * Compress M22 Minis are basically 12 miniature compressed ki spheres that are thrown in pairs of threes. Each time that they are initially thrown they will almost always do 15,000 with a chance of this attack by 55% chance to use double the speed for this attack . The Splash damage to occurs with these frags caps out at 1,000 damage if there are more than 1 person.

Disadvantages:


 * Anthrax is required to recharge after the fight/battle is complete if he wishes to use this again.

If any of the stick frags misses it drains up to 100,000.
 * Anthrax's limit is 12 grenades.


 * If any of the first 3 frag mini's misses it drains up to 150,000 per a frag(I.e. 3 Frags = 350,000 PL loss). Splash damage values are decreased damage values per a throw under lesser number of opponents involved in battle(I.e. -55,000, -55,000,...etc).

​Liandri Brings You Tomorrow... Today!/Ki Spider Bots
Like name suggest. This is series of close range spiderbots filled with HIGHLY volatile ki. In the Unreal verse the spiderbots were launched from a Spider Mine, which capable of firing 15 bots, lasts 2 minutes, and does 50% damage per a bot drilling into the opponents body then eventually exploding. For here, Anthrax's body was redesigned as a modified launcher to the point where he could hold the dubbed "spiderbots," however his capacity limits him to just 12 bots instead.

Advantages:


 * On physical contact each spiderbot does 22,000 damage with its drill for a solid minute. After that minute has passed, it will explode and deal an extra 5,000 splash damage(mostly done to Androids) while others will only deal half that damage.

Disadvantages:


 * Anthrax can only launch six of these spiderbots per a turn. If a spiderbot fails in reaching its target, Anthrax's PL drops by -111,000 per a turn.


 * If a spiderbot is shoved back into Anthrax's body, he will deal the -8,771 damage to his Health, with a 50% chance of the -3,000 splash damage done to his body.


 * If any of the current bots he's used receive an electrical attack(whether it's an EMP, some sort electrical malfunction or a Magical attack), they will be destroyed on sight and Anthrax will not be able to use them what-so-ever unless he gets a resupply.

Hammer of Divine Punishment
Leo concentrates an extreme amount of mana of his desire to form a giant geoglyph of an eight-sided star in an area of the user's desire. Leo forces all of the mana formed with the geoglyph into the ground, dealing heavy damage to the environment and the people that are affected inside the ring.


 * The Damage dealt is 1 Health Point per 1,000 Mana;
 * Takes up to 3 turns to charge, depending on the AOE the user wants;
 * When charged for 0 turns, can only deal a maximum of 50,000 Damage;
 * When charged for 1 turn, can deal up to a maximum of 100,000 Damage;
 * When charged for 2 turns, can deal up to a maximum of 200,000 Damage;
 * When charged for 3 turns, can deal up to a maximum of 300,000 Damage;
 * When charging, the user's rush count is decreased by 10, starting from the turn the Signature is activated;
 * Can sacrifice up to half the user's speed during charge time to get 3x more of the  speed sacrificed when the user launches the attack; for the duration of the attack.
 * Splits damages between all enemy teammates, but multiplied by 1.5x if split. (I.e. Against two opponents with a charge time of 2 turns at max damage, 200,000/2*1.5= 1,500,000 damage to each.)

Water Element: Rest Aroma
Leo uses Healing Magic that cures fatigue, relaxes muscles and induces a strong sleep-like state upon the target.


 * Effects:


 * Restores the opposing target to max fatigue;
 * Stuns the opposing target for 1 turn;
 * Cuts the opposing target's speed and damage in half for the duration of the stun;
 * Treated as Water Magic, consumes 20,000,000 Mana to use.

Ignited Fury
Aaron engulfs himself in Blue Flames and Lightning,and gets a speed and strength boost.The boost varies on the other transformations activated.

Base
Aaron gets a 25% Speed and Damage Boost

Super Saiyan
Aaron gets a 50% Speed and Damage Boost. Instead of Losing Speed, He gains the amount lost in return.

Super Saiyan 2
Aaron gets a 75% Speed and Damage Boost. Instead of Losing Speed, He gains the amount lost in return.

Super Saiyan 3
Aaron gets a 100% Speed and Damage Boost. He loses the regular amount of Speed, along with the given amount of damage.

Super Saiyan 4
Aaron gets a 125% Speed and Damage Boost. He loses the regular amount of Speed, along with the Damage Boost Reducted.

Cons
Each Turn Ignited Fury is active, Aaron loses 15,000 Heath per transformation, plus 15,000 health for base.

Splintered Mind
Starr glows a certain color, and becomes someone completely different. This is due to his multiple personality disorder. The personalities are all different, and have different advantages and disadvantages.

Moon (Dark Blue, White and Black)
Moon is a mysterious, dark soul. He hides among the weak, and stalks. He is a predator. He is quiet, and truly evil. He has black iris' and white pupils.His hair laws over his face, and his bangs go over his left eye. His hair is black. He has a Black Aura

His Speed is increased by 50% and his damage is decreased by 25%. His health regenerates 10% every turn. he loses 1,000 Health for every attack landed on him

Sun (Yellow ,Red Orange)
Sun is very bright, and his spirit shines through. He is kind, but somewhat oblivious. He tries to find the nice in everyone, even himself. He has yellow eyes, and his hair is read with orange spikes. He has a Yellow Aura

His Damage is increased by 25%, and his Speed is raised by 10%. He gains 1,000 Health for each attack he lands.

Cosmos (Green, Teal, Sky Blue)
Cosmos is a very calm person. He never conflicts with anyone, and he tries to find peace. His hair is a flowy green with teal bangs. He is usually seen mediating whilst floating. His eyes are teal, and he has a Light Blue Aura.

His fatigue is regenerated every turn by 20%. His health is regained by choice by 20%. If he chooses to regain health, his rush count is cut in half. for that turn.His damage is decreased by 25%

Nova (Orange, Navy Blue, Purple)
Nova is very outgoing, and has an explosive temper. He angers easily, and is a ticking time bomb. His hair is spiky purple with orange highlights. His eyes are a dark orange.

His fatigue useage is raised by 10%. His damage is increased by 50%, but at the cost of 5,000 Health per turn.

Starr can switch between personalities freely, but there is a cooldown time of 3 turns between switches.

Chroniton Burst
Starr manipulates a small field of Chronitons around him, that act as a veil. Inside of the veil is making the time inside of it go faster. Starr then creates a variation of orbs of Chronitons, and launches them at the opponent anyway he can.

Pros
Starr gets a x1.5 Damage and Speed Multiplier for the duration of the attack

Lowers Opponent Speed by x0.75 if it hits

Cons
2 Turn Cool down

Lowers Own Speed by x0.75 if it misses

Incarnation of the White Dragon
Incarnation of the White Dragon (の; Hakuryū no Keshin) is a Spirit of Valor. It forms a giant ki dragon above the user; which has a half-Naga, half-Chinese Dragon-like body. Most of it's body is shining in gold, and it has lighter golden armor pads, some of them have red trims. It also has golden wings, and red fur sticking out it's chest and elbows.

Like the Yuji clan's Spirit of Valor techniques, it increase the user's strength, speed and overall powers. It is powered by mana.


 * Effects:


 * Damage and Speed is increased 1.5×;
 * Light Element Magic and Wind Element Magic require half the mana than they usually require;
 * Spells and Magic Techniques now have their own rush count, 5 spells per turn;
 * Lasts 3 turns.
 * This is a wind element Spirit of Valor, meaning it deals 2× damage to earth element Spirits of Valor, and receives 0.5× damage from earth element Spirits of Valor. About Elements 
 * Side-Effects:


 * The user loses 10% HP each turn;
 * All Magic Techniques besides Light Element Magic and Wind Element Magic require 2x more mana;
 * Consumes 100,000 mana each turn;
 * Can only be used once per battle;
 * Cannot use the regular rush count to cast Spells/Magic Attacks;
 * This is a wind element Spirit of Valor, meaning it deals 0.5× damage to wood element Spirits of Valor, and receives 2× damage from wood element Spirits of Valor. About Elements 

Big Bang Strike

 * Advantages
 * If it hits,it deals a defense drop to the opponent
 * Stuns the person who got hit for a turn
 * Breaks any barrier of the opponent
 * Disadvantages
 * Disadvantages are applied whether the attack hits or not
 * It uses up 3/4 of Zero's Fatigue
 * Zero is stunned for 2 turns
 * Uses up a quarter of Zero's total ki
 * Charges for a full turn

Shadow of Oblivion

 * Magic attacks does x2 damage for 3 turns, with the cost of 100k health and 300 fatigue for activation
 * 20% Regeneration every turn.
 * In addition to cons, all attacks takes 1.5 more fatigue (unaffected by first con)
 * Magic Barriers' health are doubled
 * Thunder and Fire techniques are twice as effective AGAINST Tsurugi

Death Penalty
A clone of Kurioshi comes from up under the ground and the uppercuts opponent