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).

If you use a real DB/Z/GT image, it must be modified in atleast 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.

Ultra Power Death Beam (Gianor)


The Ultra Power Death Beam adds a twist to the death beam, charging it with evil black and blue energy, making the beam itselft as big and almost as powerful as a masenko from Gohan! It is also powerful enough to pierce the Katchin, making it undeflectable. The only way to avoid getting pierced is to dodge it, and good luck with that.

Big Bang Burst Cannon (Gianor)
The Big Bang Burst Cannon adds a twist to the Big Bang Attack. It is formed like a noramal Big Bang, but it is red and looks like lava. When fired if it hits, it does the most amount of damage it can do, the energy substance burns you and then explodes. However, if it is misses, or gets dodged, it will fire a beam of red energy at the opponent, making them dodge or block the attack a second time.

Heavenzone Grenade (Gianor)
The Heavenzone Grenade adds a twist to the Hellzone Grenade. It is fired similar to the Hellzone Grenade, but the energy spheres are different colors, the darker they are, the more powerful. The Heavenzone Grenade is different because you can mold the energy into any shape you want with-in 10 seconds of firing it, they explode after 10 seconds.

The Seal of Zimoas (Gianor)
The Seal of Zimoas is a dark and forbidden art of the Ice-Jin's. Ever since Gianor was banished from his home planet and became a rogue, he has practiced this art, and has since then perfected it, and it's upgraded versions.



The seal itself is a green circle with a rite drawn through the middle, and heiroglyphics inside a ring on the outside. This mark appears on the forehead of the person using it, or the person effected by it. During each of it's upgraded forms, a new ring or heiroglyphics surrounds the seal, making it larger. Below are the effects of the seals: ​There are downsides to the seal though: only 1 can be activated per turn (no skipping seals, must start from base and climb up), your rush count gets halved, and it costs 1,000,000 per turn X the amount of upgrades that have been used.
 * The Seal of Zimoas: %3 stat increase each turn.
 * Zimoas Neutros: effect of previous seal, %3 HP recovery each turn.
 * Zimoas Tritos: effect of previous seals, once per turn negate a Combo
 * Zimoas Quadros: effect of previous seals, once per turn negate a Transformation (opponent cannot attempt transformation again the same turn)
 * Zimoas Pentos: effect of previous seals, once per turn negate a Signatue Attack.
 * Zimoas Hextos: effect of previous seals, summon a Dark Arts Minion (Race: Alien, Health: 10,000, S&D 25) with the effects of all previous seals.
 * Zimoas Heptos: effect of previous seals, take control of 1 enemy for 1 turn.

There is however 2 seals seperate from these, the Telikos. There are 2 telikos transformations, and they effect the entire team: ​Only 1 "Telikos" can be activate at any time, and you need to have atleast "The Seal of Zimoas" active to use it. The user also has their rush count halved again, and it double's the power level drain of any present Seal
 * Pure Zimoas Telikos: Each team member has their rush limit doubled
 * Impure Zimoas Telikos: Each team member has their rush count halved, but gets a %20 stat increase

Nitori Ultra Cyclone Spin (Gianor)
This attack is practically chaos, however, it takes 1 turn to charge. After charging his energy for 1 full turn, Gianor transforms into his new Nitori form, giving him an additional %30 stat boost.

After he transforms into his Nitori form, he can combine it with all of his other signature attacks to form the Nitori Ultra Cyclone Spin. First, his body flashes from red, to purple, to blue, and then to green. Those colors then emergy from his body as streams of energy swirling around his body, they then envelop him, and he becomes an orb of light, all 4 of the signature attacks combine together. Which forms a Big Bang Burst Cannon, with a Heavenzone Grenade orb it in, A deathbeam piercing down the middle, and the mark of Zimoas around it. This results in X2 the damage a normal signature attack would dish out

The effects of this state are good, but very damaging; +10% speed, +10% damage, and +10% damage reduction. However, his next 2 turns are skipped after using this attack.

Globe Ball (Collie)
The Globe Ball is a powerful, pink orb, willing to cause a boat load of damage

In order to use the attack, a pink aura flows around Collie, as she starts doing movements that signals her ki moving throughout her body. After she has gained enough energy from her body, she shoots out from her right hand, a very fast moving pink orb of chaos.

R.W.B.Y Transformations (Collie)
R.W.B.Y Stands for "Red White Black Yellow", a color set/transformation for Collie. Each have their own abilities and boosts for her.

Red
"Red like roses fills my dreams and brings me to the place you rest" -Collie's quote that she must say to turn into the "Red" transformation.

Once transformed into the "Red" transformation, you will get 50 extra speed. Also an appearance change until you are back to normal.

White
"White is cold and always yearning, burdened by a royal test." - The quote you must say to turn into the "White" transformation.

Once transformed into the "White" transformation, much like the "Red" transformation, you will get a boost, but instead of speed, you get 50 extra damage. Another appearance change will occur.

Black
"Black the beast decends from shadows" -The quote you must say to transform into "Black"

When in the "Black" transformation, you get a + 2x hit chance, and a 50% health increse. As the others, your appearance will change.

Yellow
"Yellow beauty burns gold" -The quote you must say to turn into the "Yellow" transformation

When in the "Yellow" transformation, you gain 15% more damage resistance, and 15,000 power to your powerlevel. And another appearance change.

Bullseye (Collie)
Bullseye is a form that Collie uses. It divides the opponent's damage and speed rates in half, and adds it to the user's rates. The form automatically gives the user a sword-whip. It has a handle like a sword but a whip-end-tail. Appearance will depend on the character's style. As for Collie, her hair is half black and half white, it is divided in half, just like the opponent's defense rates. Blue eyes, black and white clothes with a splash of blue. Above all, this form divides the opponent's damage and speed, and adds it to the user's.

Demonic Implosion (Lexon)
When using Demonic Implosion I can choose a limb to attack and depending on what limb it was the relative stats go down but the downside is the attack does only slight damage in comparison to other signature attacks. This move could easily counteract a move such as Collies signature just by choosing whatever hand she was using and disabling it. without having to get near her since the attack teleports into an opponents body.

Golden Kamehameha (Gotek)
The Golden Kamehameha is a variation of the Kamehameha. It is gold and it is far more powerful than the normal Kamehameha. It is performed like the Kamehameha, but the hands are in a slightly different position.

Static Buster (Rabbo)
The static Buster gathers all the static electricity on the planet and puts it into an energy blast or you can absorb it only if your body can handle all the power. If your body can't handle it it will not make you explode, but it would eat away at your insides and give you a slow painful death. Amounts of enegry he can handle at max certain power levels

He can absorb 50% of the enegry ball max with a power level of 100,000

He can absorb 75% of the enegry ball max with a power level of 200,000

He can absorb 100% of the enegry ball max with a power level of 1,000,000

Ki-Disabler (Rabbo)
The Ki-Disabler technicue allows you to disable all Ki blasts for 5 minutes. As a result you lose 5 strenth while their ki attacks are disabled.

Gohakhameha (Gohak)
Gohakhameha is only a little similar to Golden Kamehameha. The Gohakhameha's Kamehameha orb is yellow and black. The beam surrrounds Gohak's body when he fires it, the beam is also black and yellow. This atttack makes a kamehameha 10x look like a punch!

Death Rush (Breezy)
It starts with a kick to the side, then the head, then blasts the gut. Then kicks to the ground and does a Death Beam in the back of the person, just to end it with a Death Ball.

Death beam ball(Breezy)
It is a death beam fused with a death ball so it is a move that blows up the planet with one shot

Instant Killswitch
Through vigorous training, Natch has learned to break his speed limits to move faster than the speed of light. Natch has developed a guaranteed way to rush past his opponents at incredible speeds and bring them to their knees. The attack is sequenced below:
 * Natch rushes his opponent at such incredible speeds that the ground beneath him rises and he becomes almost unseen as he drives his elbow into his opponent`s jaw and follows it up by bringing his forearm directly into his opponent`s face causing them to fly back.
 * Natch then flies side by side with his opponent as they are flying back and then afterimages behind him and drives his elbow into their back. He then grabs onto their head as they grab their back in pain and flips over them and drives his knee into their face. Natch then releases a burst of power and pushes his ki forward launching his opponent into the air.
 * Natch then flies after his opponent and creates two clones by his side, as before he makes impact with his opponent he afterimages behind them, to cause his clones to drive their fist into his opponent`s gut. Natch then delivers a tremendous kick across the face of his opponent, sending them to the ground.
 * After, one by one, Natch and the clones dive down in a straight line behind one another and drive their knee into the gut of the opponent one at a time. The clones then flip backwards as Natch flies into the air, and they rush the opponent once more and drives their knees simontaneously into the opponents face. As they keep their knee`s into the face of the opponent for what seems like forever, they explode creating a tremendous explosion, all while Natch charges a Super Kamehameha in the air.
 * Natch then chants the famous words, "KAAAAA....MEEEE...HAAAA....MEEEE.....", but before he releases the attack he teleports behind the opponent and says "HAAAAAAAAAAAAAA", as he releases a humongous Kamehameha wave, injuring or completely vaporizing them.

Pros:
 * Because Natch moves at such incredible speeds, Natch`s speed doubles for this entire attack. However it returns to normal after the attack is finished.

Cons:
 * Because of fatigue Natch loses one turn in battle.

Illusion Impact
This attack is a technique that requires the user to be at their mental and physical peak. Using this technique Natch is able to make a desired number of illusions clones that are of equal strength to himself. Unlike other techniques, the clones do not have to have the same movements as Natch but instead have their own separate movements and attacks as if another person. Also when using this technique Natch's speed increases by 10 for each clone he makes and for as long as the clones are present. Each clone has 1/2 the stats of base Natch except only 5,000 HP and only 1/2 the power level. Natch can make a max of 6 clones.

Dragon Blast


Harnessing his energy, Natch is able to create a gigantic dragon out of his energy alone. Natch first charges a boatload of energy in his palm, charging it until he gains enough control to launch a energy blast in the shape of a dragon. A branch off the dragon fist, the dragon is a transparent blue made completely out of Natch`s energy. After charging the energy long enough Natch fires the blast in the form of a dragon, and at incredible speeds the dragon opens it`s mouth while flying at the opponent as if its about to eat them. The dragon then closes its jaws around the opponent and the flies through them as the opponent is eviserated by the dragon/blast. There are also many pros to this attack as the longer Natch charges this attack, the stronger it is.

Pros:
 * If Natch charges this atrack for one turn it`ll do twice the damage as a normal signature.
 * If this attack hits, it`ll stun the opponent for one turn.
 * This attack has a extra 40% hit chance
 * Ability: Wrath of the Dragon
 * Natch is able to release his energy that creates a dragon with half of his base stats that can aid him in battle. (Note: The dragon`s stats stay half of base Natch`s and do not increase)

Cons:
 * Natch is not able to attack for his turn if he charges this attack, leaving him completely defenseless for one turn.

Maximum Natch
Natch attained this powerful form after drinking the Mystic water his father Aspar gave to him. This form may look like a Saiyan transformation but is indeed not. In this form Natch's power sky rockets as he not only goes past his limits, but continues to break more. Natch's power outclasses many foes, no matter how strong his opponent is, he steps up to them and brings them to their knees. Natch's power surely increases in this form as his speed and damage increase greatly. The pros to this transformation are:


 * Increases speed and damage by 50
 * Gives a 4% speed and damage increase as soon as transforming

However of course there are cons such as:
 * Drains 1,000,000 power level when transformed
 * If used with Kaio-Ken or another power boost 2,000,000 power level is drained each turn

Full-Power Maximum Natch
Furthering his power and breaking more limits, Natch can increase his Maximum Form to it's full power. In this form Natch's power grows to a unbelievable height as a his speed and damage has skyrocketed. However because the Maximum forms drain energy to quickly, this puts the users life in danger as if all there energy is used up, there spirit energy will be used up as well eventually killing them. There are many pros to this transformation however such as:
 * Increases speed and damage by 75
 * Adds a 7% speed and damage increase as soon as transformed in this state for 3 turns
 * Doubles all magic attacks, magic increases, magic shields, and magic restoration effects.

However there are con's to the form such as:
 * Loses 3,000 health each turn
 * Drains 2,000,000 power level each turn

Apex Natch
There is one more form of the Maximum transformations that can bring Natch to his peak and destroy almost anything, the Apex Transformation. This transformation is so powerful that it is rumored to be able to destroy entire galaxies with ease. In this transformation Natch loses all train of though and instinct and can go on a complete rampage. This is a transformation that is extremely dangerous to the users body. The energy taken from the users body is doubled and kills the users more quickly. However Natch's strength and speed are unparalleled and can be dangerous to the person that opposes him. The pros to this transformation are:
 * Increases speed and damage by 90
 * Increases speed and damage by 105 if mastered, by training for 500 hours straight.
 * Adds a 10% speed and damage increase as soon as transformed in this state
 * 10% increased chance of dodging attacks
 * Adds 15 speed and damage every turn if mastered, by training for 500 houts straight.
 * Active Ability: Rampage
 * For every 1,000 damage Natch takes, his damage will increase by 5

However the cons do balance out with the cons:
 * Drains 3,000,000 power level each turn
 * Loses 6,000 health each turn
 * If in this form for more than 3 turns it will kill him outright.
 * However, because of mastery of the form, Natch can now hold the form for 7 turns.

Blazing Breaker
Natch was able to design and perfectly execute this move after hours upon hours of vigorous training. Natch creates a combination of strenght, speed, strategy, and his mercenary skills to make this a extremly dangerous attack. The attack is sequenced below:
 * Natch powers up into a powerful state that gives him a fiery like aura around his body. Natch then rushes the opponent and delivers a barage of kicks and punches to the opponent ending it with a large punch to the gut of the opponent, leaving them leaning over.
 * Natch then knees his opponent right into the jaw followed by him releasing his ki into their chest that sends them flying through the air. Natch then launches into the air after them and delivers a combo of kicks and back flipped kicks to the opponent.
 * Natch then launches his hands in a fast motion at the opponents pressure points pinching every one, and knees them in the face and flips into the air to knee them in the face once more. Natch then charges his ki to a maximum that blows him and his opponent to the ground.
 * Natch recovers extremly fast and skyrockets toward his opponent and at extreme speeds knees them right in the knee or jaw, leaving them paralyzed and unconscious.

(Note: Because Natch has attacked the opponent`s pressure points, if this attack hits it will leave the opponent paralyzed and cause them to lose a turn in battle).

SS1000's signature attack slot
Waiting for SS1000 to add signature attack.

Shooting Star Baster (Becocco)
Becocco creates a green-ish white blast that is as big as a tree. He pushes the opponent down to the ground, creating a blue-green typhoon erupting out of the ground. A big cloud of smoke appears after completing this move. If enough power is placed in this move, it has the power to be in the planet destroyer class. This attack also causes a slight loss of speed for the user, because of the smoke.

Planet Big Bang Kamehameha (Kid Gogeta)
Planet Big Bang Kamehameha is gogets's last resort move its the last  move if he is about to die. The move blasts with a giant Big Bang Kamehameha. It's energy is enough to blow up a planet, with one hit.

Boom Boom Blasts(Kid gogeta)
He fires 400000 kai blasts in the air and they turn in to sonic blast that blows the guy getting hit to the other world

Red Bomb ATTACK(Kid Gogeta)
A giant ki blast flys in the air it looks like the spirt bomb that is black it is much more powerful so it blows up a planet is wanted to but the power is like so

25% is 10,000,000,000

50% is 50,000,000,000

100% is 100,000,000,000,000,000,000,000,000

Ssj Rox!'s signature attack slot
Waiting for Ssj Rox! to add signature attack.

Unmastered Super Saiyan (Flame)
Unmastered Super Saiyan is a transformation Flame uses. This form take place as a attack. Much like the Kaio-ken, this form X the user power by 3.8, and X the SP and DG by 2. This form has dark yellow hair, red aura like Kaio-ken. Infact this form can be unlocked with the kaioken and false super saiyan. However, it costs 100,000 power level each turn, just to use it

Ultimate Dragon Fist (Flame)
The Ultimate Dragon Fist is a version of the dragon fist but shenron comes out of your hand which makes it much more powerful. It takes a 2 sec recharge time this move costs so much power it is only a last option. Also this move cut your current health in half after used.

The Inner Sight(Flame)
This move copies oppents moves, and movements exactly, however, it slows down the amount of time to attack time, but if great of an attack enough, will move at warp speed.

Crippling Blow(Reizou)
Crippling Blow is a punch in the face folowed by an afterimage and a devistating blow to the spine. Due to the overwhelming pain this attack causes, it allows Reizou to take another turn after using this move, while the opponent is weak.

Multi-Form(Reizou)
Multi-Form is similar to Tien's version of the technique, but insted of spliting in to two then spliting in to two again, in his version of the technique he launches three clones with 2/3 of his stats and 20,000 HP from his chest.

Rewt-Jin Zenkai(Reizou)
A form of Rewt-Jin Zenkai that can only be accom plished by elightenment and ecsesive meditation. Reizou learned this technique on Planet Rewt. For every 40,000 damage Reizou takes he can, at the cost of 100,000,000 power level, gain 3 speed and strength(this is standard configuration, the ladder points can be reallocated as seen fit.), and 3,000 health. (No damage is healed, health is only added to total of max health.)

Grand Kamehameha (Ultimate Tre)
The Grand Kamehameha is a upgraded universal Kamehameha and a downgraded Future Kamehameha combined, making it extremely powerful in it's own right. It has a mixture of different pro's and con's, but seems to even out in the end. To begin with, it takes Ultimate one whole turn to gather up the natural energy he would have to use to attack. However, the wait is actually worth it since for that one turn only, he's stats double what they normally are before the charge up.

Once fired, his stats will drop back to what they were before, and if the attack hits it's mark as planned, then there is a 50% chance that it might stun the enemy, allowing ultimate to attack yet again. At the same time, It takes 2/5's of ultimate's power level to use, and if it misses, the backlash of the attack would also have a 50/50 chance of  stunning ultimate in advance,which would leave him defenseless for a single turn

Embodiment of Rage
After the death of Ultimate's first born son, Loke, Ultimate lost the ablity to transform into any form of super saiyan. However, this didn't come without some kind of advantage. Lost in rage, Ultimate gave into his natural saiyan instints

Outside of battle(passive)

 * Ultimate's damage increases by 98 his orginal or base stats.
 * Ultimate's speed increases by 75 his base stats
 * Ultimate's Health increases by x1.8
 * Ultimate's powerlevel multiplies x2.5 for the period of time Ultimate remains in this form
 * Outside of battle, Ultimate gains the ablity to recover from his injuries natrually, but only regenerates 15% of his health every 2 hours.

In batttle

 * Unrestricted by emothions and running on pure saiyan instint, Ultimate's speed and damage both increase by 35 every turn for 8 turns
 * Every turn while in battle, Ultimate's Health regenerates around 25% due to a high regenerating factor in his DNA.
 * For all 5,000 damage done to Ultimate (rather it be from the con damage or other), ultimate gains 10 speed and 15 damage.
 * His rush limit will increase from 25 to 32
 * Physical Attacks and rushes  do twice as much damage as they would normally do.
 * Dodging or blocking of any kind chances shoot up to 25%
 * If he is attacked, thats to his extremely high durablity and pain tolerence, All damage done to  ultimate is cut in half.
 * Along with doging and blocking chances going up, Tre also has a chance to rebound and lash back out at his opponet during their turn.
 * Ultimate gains the ablity to actualy ABSORB any kind of energy attack thrown at him and add it too his health.

Con

 * In battle, Ultimate's rage increases to such a level, that it begins to burns his own body. So because of that, every other turn in battle, he loses a random number of health (25,000, 50,000, 75,000) for 4 turns
 * Ironictly enough, Ultimate rage is not strong enough to actually allow him to harm Children. Because of this, when fighting a child, Ultimate's attack due half as much damage as they would too a grown up. However, if it is a child and grown up, then the child will be attacked normally.
 * Ultimate Loses the ablity to actually use most if not all energy attacks, and if he tries to make a energy attack like the kamehameha, the same damage it would have done to the opponet effects him as well, even if it misses.

Static Rush(based off "Static buster" by Rabbo)
Coming soon.

Freedom(Ultimate Trevauntee)
Freedom is a transformation that Ultimate discovered shortly after training on planet ultimate. This form was created to allow tre to actually become unbound from their limitations, their abilities, and become totally free from all things for a limited amount of time. Due to being the first to discover this form, ultimate is the only one who can use it.

When in this form, Ultimate's hair spikes up like any other saiyan would when they transform into a super saiyan, except instead of the normal yellow hair, it's red in the front and black in the back. His muscles mas also increases, not to mention  a slight height increase as well. The increases of this form is as follows: There are some major downsides however to this for
 * The users speed and damage increase x2 their stats for 3 turns
 * The user has a 25% chance of dodging or blocking almost all attacks for 3 turns
 * All physical and energy attacks take 1/2 the amount of power then normal
 * Health recovers 10% per turn for 3 turns
 * The user becomes able to use any attack or rush from The Shop and Rush Guide for 2 turns
 * No matter the user, this form will take 1/3 of their powerlevel for the 3 turns, leaving them with 0 pl for the rest  of the fight.(PL will come back by the 260,000,000,000 by the hour)
 * To transform into this Freedom form, the user must sacrifice 1/2 of their speed and damage for 2 turns before being able to transform
 * After powering back down, they can not use any transformations, for the amount of turns they used with Freedom
 * Bonuses cannot be stacked with other transformations.
 * If one were to push the limits of this transformation, they will be killed within 3 turns.

Final Galick Bomb (Kid Vegito)
KV uses the Final Shine Attack, Galick Gun , and Spirit Bomb comibined. It takes KV to know all 3 attacks before use. When he does use it, it's one of his most powerful attacks. Can easily do major damage to an area.

Massive Kaio-Ken (Goku Jr. ll)
Massive Kaio-Ken is like a regular kaio-ken. In one big burst of energy Gohan Jr. gets so much energy it can often be compared to a Super Saiyan 4 transformation. The aura of this attack is red (like a regular Kaio-ken). This is like 100000000000000x Kaio-Ken.

White and Black Kamehameha (Goku Jr. ll)
This is the strongest kamehameha form there is. That is because it is fueled from all of Goku Jr. ll's ancesstors energy. It is white when he is happy, but when it is black it means he is mad. When this attack is black it is even more powerful than the white.

That is why Goku Jr. ll loves it when he is mad and does this attack!

Sky bomb (Tensho)
First Tensho rushes the opponent and punches him repeatedly, then he throws them in the air and shoots out a huge ki blast at the airborne opponent. The blast can easily destroy a planet and the punches are all out and so fast that it looks like he isn't moving.

Boom Shock (Endo)
First Endo runs towards his opponent flies up over him/her then adds Ki to his fist he then rams his fist into the ground. Then he flies back up with his opponent and adds Ki to his whole body. Then tackles his opponent through the Giant crater. Then flies out and barrages him with energy waves. He runs down and grabs his opponent throws him up and uses the Ki in his body to charge a giant Ki blast and fires it into his opponent's back.

Rasengan (Zero)
It is the same as the rasengan from Naruto.Except that Zero can make it without clones. Uses 500 pl.

Tri beam blaster of doom(Pilke)
The Tri Blaster Of Doom is like the Neo Tri-Beam, but more energy put into it.

Super Beam Cannon(pikle)
It is fired normal like the specale beam cannon but is a lot more power full

Supreme Super Saiyan Transformations
These are the forms of legend

Supreme Super Saiyan:Adds 80 damage and 15 speed,uses 1,000 pl to go into this form. 1 hour of training in SSJ4.

Supreme Super Saiyan 2:Adds 100 damage and 25 speed,uses 2,000 pl to go into this form. 2 hours of training in SSSJ.

Supreme Super Saiyan 3:Adds 125 damage and 40 speed,uses 3,000 pl to go into this form. 3 hours of training in SSSJ2.

Supreme Super Saiyan 4:Adds 155 damage and 40 speed,uses 5,000 pl to go into this form. 4 hours of training in SSSJ3.

All of these took time to atain them.These forms  are avalible to Sayians and half-breeds only.

Rapid Fire Ki Fist (Norc)
Norc Charges ki into his hand and punches the opponent several times rapidly

Death bringer (Cojin)
Cojin creates a ball of energy from his finger around the size of a death ball which he throws at the opponent He can also add energy needles to the attack which can stab opponents if they try to hold the energy back

Dragon flame rush (Cojin)
Cojin gets on his legs and arms and rushes at his opponent and bites there arm then kicks them in the face and yells 'DRAGON FLAAAME!!!" as he breathes a huge burst of fire at the opponent

Ginga Domu (Bito)
Bito gathers a small, hollow ball of energy into his hand and fires it. Before it hits it grows into a dome that the enemy gets trapped in. It then shoots many extremely powerful beam attacks at whoever is trapped in it. The whole attack is dark purple.

Ultimate Namek (Guitare)
Ultimate Namek is a transformation used by Guitare. Guitare flies into the air and raises his power level much like a super saiyan. Guitare uses this technique by need not by force he grows to 2 feet taller and his power level increases to the power of a super saiyan 2. His damage and speed also increase by 12.

Power level must be at 488,000 to achieve this form.

Doom Spike (Guitare)
The doom spike is a combination of Janemba's Spike hell and the special beam cannon. Guitare transports through different area's then disappeares behind his opponent. He then Traps his opponent in a Ki Orb like technique. Then Barrages him/her with many special beam cannon's He then charges his power and goes for a very strong Special Beam cannon to try and finish it.

The Supreme Super Saiyan Transformations(Zero)(cannot be donne until i bought it)
These transformations can only be used when you have 7 or 8 special items and the items can be used multiple times on different people and you can transform without the special items,and are more powerful than a lssj4.

SSSJ-Needs the 7 chaos emeralds,gives 50 power,50 speed,50 defence,gives 1000 ki.Looks like ssj but hair is red.

SSSJ2-Needs the master emerald,gives 75 power,75 defence,and 75 speed,gives 2000 ki.Looks like ssj2 exept hair is red.

SSSJ3-Needs the 7 star spirits,gives 100 power,100 speed,100 defence,and gives 3000 ki

SSSJ4-Needs the 7 world rings,gives 125 power,125 speed,125 defence,and gives 4000 ki.

Chaos spear(Shadow)
An extremely powerful beam that takes on the appearance of ricocheting lighting.

Infinity kamehameha(wallace)
A more powerful version of kamehameha. When Wallace uses his Infinity Kamehameha he concentrates and the move's color turns into Blue-White color and Wallace can double his Infinity Kamehameha when he turns into Super Saiyan. And then Wallace fires the Infinity Kamehameha when the move hits a oppenent, he is hit instantly like never before and a explosion occurs and then Wallace turns around and walks away as the explosion still at large.

Golden Wolf Fang Fist(Yamcha jr)
Is a far enhanced version of the Wolf fang fist.Yamcha jr.'s hair turns gold similar to the super saiyan but it is not the real super saiyan transformation Yamcha jr. then hits the opponent with a very fast series of powerful punches, swipes, and kicks then Yamcha jr overwhelms his opponent whith a barrage of punches and kicks then Yamcha jr. charges ki into his fist and delivers an energized punch Yamcha jr. uppercuts his opponent up in the air, then he flies up and knock them down to the ground again Yamcha jr. then fires a barrage of ki blasts on the opponent, only to finish the attack with a controllable energy ball of great precision.

Hectic Breaker (Hectus)
First, Hectus uppercuts the opponent, then thrusts his elbow into his torso. Before the opponent hits the ground, Hectus kicks them into the air with one leg. He then flies up and delivers a hard punch to the opponent's gut, then throws them back to the ground, sending a powerful energy wave down with them.

Triple Crown Breaker (Kazam)
This is when Kazam uppercuts the opponent, then grabs them by the leg and throws them into the air. He then kicks them across the face and fires a wild and very powerful burst of energy at the opponent.

Demonic Kamehameha (Kazam)
This is a version of the Kamehameha used by the Saiyan/Demon Kazam. This is a dark-colored energy wave covered in hellish flames that could weaken anyone who tries to resist. The explosion caused by the attack also covers a large area in these flames.

Inspiration Barrage (King)
This is a barrage-type move where King shoots a volley of 40 Ki blasts at the opponent, throwing a large energy ball at them soon after.

Destructo Beam (Krillin Jr.)
This is like his father's destructo disk ability, only it is fired in a beam instead of a disk. It is an instant kill if hit head on by people under the power level 1,000. It still causes much damage to people above that level, and if it is not hit head on.

X times Kamehameha (Gohan Jr.)
A Kamehameha with multiplied power multiplied by how much depends on Gohan jr.'s form and power level.

Blast Mode (Beelzemon)
Beelzemon Bluster Mode is an ultimate Demon Lord that raised its power and spirit to their utmost limits. it maintained a calmer mental state, and its three, once-baleful red eyes have become green. It commonly demonstrates incomparable power and speed, and four jet-black wings are growing from its back. You can almost say that before the Beelzemon that took on this figure, the opponent no longer exists. Its right arm is integrated with its Blaster, and fires powerful energy waves to disintegrate everything into atoms.

It takes 100,000 power and doubles his speed, damage and how much power he has left.

Blitz Beam(Tenchi)
The Blitz Beam is an fusion signature of Kamehameha and Masenko.It was originally developed by by Son Genki.

Saiya mode or Drake (Tenchi)
Tenchi Learned of this transformation in hell.When discussing how to help Natch.This for

m is his alter ego(the saiyan half of him) and is way more powerful half of him,named Drake.Drake is the one that



absorbed the darkfire energy making him way more stronger than Tenchi.Tenchi's appearance changes quiet alot.His hair grows to what gohans was in the saiyan saga.And his normal Purple give transforms blue. Also he is taller at a  staggering 6'11 and more muscular. In this form Tenchi is cocky but wise in battle.In this form Tenchi is  stronger that he normally is.This form takes 1,00 0 PL,but all attributes are increased by 15.

Super Saiyan Mode(Super Drake)
This is the Super Saiyan Transformations of the Saiya mode or Drake.In this form Drakes hair stands up and transforms yellow all except on the tip of his hairs are red.To unlock this form you have to already mastered super saiyan.In this transformation it adds 24 attack and 20 speed to the already current  15 added normal.Although this transformation takes a toll on the users body and takes 1,500 PL to transform.

Super Saiya Mode 2
To unlock this form Super Saiyan 2 must be mastered.This transformation is much like the previous transformation

but without the toll it takes on your body.This transformation adds 48 speed and 40 damage to the last transformation but it takes 2,000 PL.In this form the users hair is now half red and half black.



Super Saiya Mode 3
For this tranformation Super Saiyan 3 must be mastered.In this form the users hair becomes long like a regular super saiyan 3 but it is red and it has grey and black highlights.In this form the users stats are increased by 80 each,but to go into this form it takes 200,500 power level. And cost's 10,000 HP every 3 turns.

L(2).jpg Saiya Mode 4
For this transformation Super Saiyan 4 must be mastered. This transformation makes the Super Saiyans Fours fur is turned yellow and their stats is increased by 100.Along with this transformation  the user is granted the a increased level of Intelligents,Telepathy,Telekinisis, and Space/Time Manipulation,all at the cost of 42 million.

Super Cyclone Buster(Tenchi)
The super Cyclone Bust is a technique developed by multiple people but because it was difficult to mast,only one did.The technique is first performed like a solar flare(a move you have to have to do this). Then you blow on them and spin your hands in the exact same formation. Then a cayclone forms horazontally and you put your mouth were it begins.The you shoot a very powerful energy wave that pases through the cyclone and mixes with it that gives it more power. The Blast then spirals and slams(slices) into its opponent.

10%: Takes down at least 90 Health

50%: Takes down 200 to 500 Health,but takes down 1,000 power level.

75%: Takes down about 3000 to 6,000 Health,but takes down around the same PL

99%: Takes down around 3/4 Health of the enemy,but takes a toll on your body

100%: The last resort,This Will kill the most strongest enemies but will severly damage the user.

Super Sonic Fist(Danny)
Super Sonic fist is a an charged attack by Danny.This is an extremely powerful move that takes only a few seconds to charge. This is performed when Danny fist is charged at super sonic speed. Creating a sonic boom when he thrusts his fist. It is so powerful he can use this to destroy planets.

Tekatu Ken or Lightning Sentry(Tenchi)
This technique was developed by Tenchi after landing and training for the word martial arts tournament. This technique is much like the Kaio-ken but it has some differences.The Kaio-ken depends on the physical state of the user while Tekatu Ken focuses on mental strength and will power.Another difference is the appearance. Once using this,the users body is seemed to be incased with Armour made out of ki and the users skin turns into pure energy with lighting around them.The last difference is the power usage,like stated before,it depends on the willpower of the user.If the user has a strong will and a strong mind their transformation will last longer than that of someone weak minded. Takatu Ken is over all more powerful if you comebine that of the mental and physical power. Tekatu Ken lasts WAY longer than Kaio-ken,as long as the user has a will to fight. In Taktu Ken(Times one) equals to Kaio-Ken x10 and can be times more (x2,x3,etc). The problem with this is that if a person who is not trained their mind enough uses this,their mind could be damaged or they can even be killed by their brain and/or head exploding.Along with the power boost the ups to this techniques are elemental control.Like the Kaio-Ken

Rush Blaster (Merohan)
Rush Blaster is a small charge attack used by Merohan. It is usually done after Rush Attacks at almst point blank range. From far away it is almost guaranteed to miss do to its lack of control. It can be controlled sometimes depending on how much power is put into it. It is a Purple energy wave fired like a Masenko.

Energy Surge (Sakemi)
The Energy Surge is Practically a Ki Attack Amplifier, And a Ki Portal mixed together, It takes the opponents strongest energy attack and throws it back at them at the same strength and speed, but there's a twist, it does also add your speed and damage to the attack when sent out (E.g.. Guy's Stats: 10 Speed and Damage, Guy 2's Stats; 20 Speed and Damage =  30 Speed and Damage on the Attack), it will take the strongest energy attack the opponent throws out, ki blast to ultimate, and send it back, but theres a few cons to this, It doesn't work on Melee Rushes, So you can still damage him, It costs 60,000,000 PL to use, It knocks you out of any transformation after the turn the attack is thrown back at him. (For example, I use Energy Surge, You use your Ultimate attack, The attack comes out, I use a rush, i get knocked out of my transformation and the turn ends.) It does also disable transformations for two turns for him, so he cannot transform right after using it, he can also only perform this tecnique twice per battle. The attack keeps the same traits when it travels through. And easy way to get behind this attack, Is to use strategy, but you cannot metagame it, so you know what it does, So, You can only really counter it by using a Melee Rush by accident, unless he told you about the attack's properties, or you used mind read on him.

Dragon's Fury (Sakemi)
This move is extremely effective and becomes even more effective if dragonballs are being collected. Sakemi charges up energy and he disappears into a black sky that is identical to the ones the dragon causes when it's summoned, sakemi then flies at the opponent, inside a transparent shenron, sakemi then flies at the opponent with a claw and impales him, this will cause 2x more damage then a normal signature and stun the opponent for one turn, but it costs 50x the PL then a normal signature, If dragonballs are being collected, The Target is stunned for 1 turn still but the damage is 2x and it means it's actually 4x then a normal signature if dragonballs are being collected.

Supreme Namek
Sakemi can also use Supreme Namek, Which is an evolved form of this, It gives 80 Damage and 60 Speed, Downsides are quite big compared to the one before this, It costs 5,000,000 PL to use every turn, After five turns, it deals 2,000 Damage, If used with Kaioken, It costs 30,000,000 PL per turn and causes 2x damage to you but you get 1,5X Stat increase from the kaioken, To master this transformation, you have to train 200 hours and reach level 30, By doing this, you get 10+ Damage and Speed, but damage taken from the transformation is increased by 1,000, you can also master the form by training for five hundred hours straight.

Hidden Guardian
He can also transform to the Hidden Guardian Form, Which allows him to stay out of any attacks for 1 turn, he can inside this launch healing attacks and some signatures, but it takes 14,000,000 PL to transform, and it has a cooldown of 3 turns, in this form, sakemi gains a sort of helmet. In this form as well, he gains 30 Speed, and 30 Damage, he has a 1,5x hit chance as well.

Dragon Fusion
Sakemi hasn't came up with a name for this yet, so he just named it dragon fusion, Sakemi can fuse with shenron or porunga, it really doesn't matter, and gain 100 Damage and Speed at that as well, It takes 20,000,000 PL to transform, 10,000,000 per turn, and can only be used once a battle, on a max of two turns, Depending on what dragonballs remain uncollected gives him better traits during battle, he can only use this form while dragonballs are being collected. The Appearance of this form is split, one is more dragon but has a humanoid form, the other is more namekian with some dragon traits.

One Star: 5% Hit Chance. Two Star: 10% Higher Dodge Chance. Three Star: 15% More Damage with Signatures and Ultimates. Four Star: 20% Healed up (Can only be us

ed once in a battle) Five Star: 25% Chance of dealing 1,5X Damage. Six Star: 30% More Speed during 1/2 of the turns you can use this form. Seven Star: 35% Less PL cost during one turn. Full Set: 50 Speed and Damage added, All said traits, Ability to stun opponent for 1 turn.

If somehow both sets of dragonballs were active, Stats will be increased by 60 speed and damage and the effects of the set will be increased by 20% each ball, but it doubles the amount of PL it takes from you by doing so, if used with kaioken you will be thrown out of this form after the turn you have used it in.

Savior Form
The Savior Form is only accessible if his friends, defenders of the planet, the planet, or him, is about die or get destroyed, his scarf, which gets blasted off when he is in the other forms, starts glowing golden, his eyes as well, tattoo's gets burned into his skin while in this and glows golden as well, he grows about three feet taller and can only use this form for two of his turns, or it will outright kill him, it takes 100,000,000 PL to use every single one of these turns and you need 1,200,000,000 PL to transform into it, It is mastered at level 30 and needs 600 Hours of training straight to be mastered as well, Mastered gives 143 Speed 111 Speed, Damage resistance is increased to 25% (AKA 10% more) and healing will be increased to 30% Healing, Regeneration will be increased to 10%, When it's not mastered, it gives 105 Damage and 100 Speed, the other bonuses are not existant, It can only be accessed once a month, It's only accessible against bosses and Non-Playable-Characters as well, But it can also be used if the opponent is at least 15 levels highe r.

Manaburst Form
Sakemi uses Mana to force him into a state like Kaioken, But it can reach to 200X, But it starts doing damage to you after 100X, So, It starts with 1000 Damage from 100X, then when you go to 110X, You get 2000 Damage Dealt on you, and Etc, Every time you go from E.g 100 - 110, It takes 50,000 mana every turn it is used from 0 - 100, When used in 100 - 200, It takes 100,000 Mana per turn and damage is dealt to you, The effects are the same as kaioken, and this counts as a transformation in a way, but the Manaburst can only be up for Two Turns max and if the limits are pushed, you will be killed in two turns after that, Only usable on opponents 8 levels higher then you.

Black Storm Explosion (Caraba)
This is the mix between Caraba's 3 abilities Ki manipulation,Shadow Matter Mainpulation,and Elemental into a storm of pure chaos. This is performed when she creates a shpere of shaodw matter around her and then she charges too two giant ki bombs inside of it.Then she forms a storm cloud inside it and it eletructes it giving it more power.

God Form (Caraba)
This form was achieved by Caraba because of her half Godly DNA.She learned this form after extreme training and bonding with her father. She learned that she also has some godly power within her and that she can unleash the super saiyan power along with it. In this form her hair color changes like a super saiyan, but instead of being golden, her hair becomes pale. In the first version of this transformation the users attributes are increased by 60.Although it has some bad sides. Without being mastered, this form can only be used for 2 turns or it will instantly incinerate her.This form can also be used along with Kaio-Ken and Zenkai.The other versions of this form depends on what stage of Super Saiyan one is at.

​Super God Form 2 pluses: 100 to all attributes,B

ad sides: Drains PL very quickly.

Light Super Saiyan
Light Super Saiyan is unique to Xicon and people in his blood line. Light Super Saiyan enhances Xicon's Reflexes to make his speed go up. Also little lines of some sort come out of his body, those are nerves connected to Xicon's muscles and nervous system. The nerves created a invisible barrier that makes anything that comes in that barrier detectable before it his Xicon. It increases his speed by 70% and his strength by 35% Also, unexplained marking come up on his face. He Doesn't know why yet. The bad thing to this is that when he powers down, it makes his reflexes weaken, making him easier to hit.

True Kamehameha Full Power (Alex)
A signature attack created by Alex, This blast is very strong and can cause tons of damage to a opponent if it hits. It's main color is mostly yellow, and the stronger the user is the stronger the attack. This attack is so strong that in full power it is able to destroy a planet

Full Power Big Bang Gamehameha (Gogeta Jr.)
First, the user puts both of his hands in front of him, pal ms open and hands turned up at approximately a 90 degree angle. Then, he fuses together the tremendous  energy of the Super Kamehameha and the Big Bang Attack into a large, whitish-blue  energy sphere with excess energy radi ating off of it in the form of small waves. From this energy sphere, he fires an extremely powerful, shockwave-like beam that damages the target severely, if not killing them outright.It is similar to  Big Bang Kamehameha.

Pros:

 * This move has 35% Hitting chance.


 * If hit for the first time then the opponent will be stunned for 2 turns (opponent will not get stunned if it hit for second or third time)

The Pride of a Saiyan(Gogeta Jr)

 * In this form Trogeveta's pupils and irises vanish, making him look much more maniacal than he already is. The most noticible difference between this transformation and other transformations is the body size. When trogeveta transforms into this his body grows his height and his muscle mass greatly increases, Making it similar in appearance to the ultra super saiyan transformation but more similar to legendary super saiyan, However unlike the ultra super saiyan transformation trogeveta's immense size does not effect his speed but his speed also increases greatly like his strength and damage. There's Another Fact everytime trogeveta transforms into this form he causes the sky and the environment to change the color twice; often ending in grey/dark blue look. Directly before he transforms.


 * This form is not any other forms but it has mystery, This form is related to a saiyan bloodline, Trogeveta is not the only and first person to transform in it but there was another saiyan who transform in it to kill all the evil saiyans on that planet vegeta but that person's body was not strong enough to handle this transformation and he failed he fall down to the ground and became unconcious since then that legend disappeared from history  just like super saiyan god, no one really knows that what happened to that guy where he really is, Some people calls him the original Pride of a saiyan holder. And now after so long years Trogeveta rediscovered this transformation, It is unknown that what was the name of him.


 * Trogeveta achieved and discovered this form while he was training in immense gravity of x50  his body was ripped apart. Basically trogeveta is good but when he transforms in this state he turns out complete relentless evil. In this form he is no more in his senses he is complete evil and want to destroy everything near him so thats why trogeveta don't want to transform and he did'nt transformed yet except of that planet dihydros that time he was able to take control of his body after transforming but he said that he can't control himself if he transforms again due to the power of this transformation.

Pros:


 * Speed increases by 25%;
 * Increases by 50% at Half Health
 * Increases by 75% At 20% Health

Cons:
 * Damage increases by 15%;
 * Increases by 35% at half health
 * Increases by 55% at 20% Health
 * Gets Ability to materialize two things (It can be senzu bean or those things which can be used in battle weather they are potion or not maybe user can buy other things like sword or whatever but those things should only be from the shop)


 * Takes 100,000,000 PL per turn;


 * Can last for 6 turns at maximum;


 * Once the form is depleted, the user is stunned for 3 turns and can’t use any energy attacks for 5 turns


 * Once per battle


 * Takes 500 Health away every turn


 * Takes 500,000,000 PL every turn if the user has Kaio-Ken Form activated (Doesn’t matter if it is x10 x20 x30 x40 x50 and so on)


 * The ability to materialize things only lasts till he is in that form (After the battle those materialize thing disappears)


 * Once the user materializes two things by the materialization technique then he can’t materialize anything weather they are from shop or not for 1 month and 15 days.


 * Once the user transformed into this form it needs 1 week and 2 days cool down if the user want he can transform again if it is urgent to transform (Maybe in some harmful situations) then he can but it will take 5000 Health for transformation and 3000 Health every turn so maybe then this transformation will be his death and takes 2 speed and damage permanently.
 * Turns out complete relentless evil and will kill everything near him even his friends.
 * those materialized things only lasts till battle after it they're gone

Death's Impact (Torra)
A signature attack of Torra's that can possibly kill you flat out:


 * Torra powers up into full power and rushes his opponent and delivers a hard knee to the face, followed by Torra leg sweeping his opponent from behind causing them to fall back and giving him the chance to drive their back into his knee.
 * Torra then pushes his opponent off his knee and jumps on one hand and kicks his opponent into the air
 * Torra afterimages behind his opponent while they are in the air, and grabs their leg and drives them into the ground.
 * After they get up Torra takes out his sword and slashes his opponent across their body a total of 10 times and does a back flip and fires a ki blast at them in which they dodge.
 * Being distracted by the ki blast, Torra appears in front of them and drives his hand into his opponent's chest and releases a powerful energy wave, possibly killing them outright.

Summoning Jutsu
The following 3 Signatures are Reppes' summons; each one of them take up 1 Signature Slot. To summon one of the animals, Reppes must slit his finger, and create hands seals and shout out "Kuchiyose no Jutsu!" and summon one of the 3 animal types listed here.

Summoning Jutsu: Crows
Can only be summoned as regular animals. Reppes summons 2 Crows with the following effect: The crows will scout the enemy's movements, making Reppes' speed doubled. Effect lasts until the crows are killed. When 1 crow is left, Reppes only gets half of the speed increase.
 * 1 Crow's stats:
 * Health: 100
 * Speed: 10
 * Damage: 1
 * PL: 5

Summoning Jutsu: Snakes
Can be summoned regular or a special snake; Reppes summons 3 snakes, which can be used to block enemy attacks, if attacked, the snake will be killed, but injects poison which will drain the opponent's health by 3% each turn, one killed snake will make it last 3 turns, a second one adds 3 more turns and the third one as well. Alternatively, Reppes can summon a gigantic snake called "Hakuja" (literally meaning White Snake), which Reppes can mount to combine both their stats. Hakuja can only attack once per turn, but with a 1% health drain through poison per each turn; If attacked again, it adds another percent of poison.
 * One small snake's stats:
 * Health: 50
 * Speed: 20
 * Damage: 5
 * PL: 10
 * Hakuja's stats:
 * Health: 20,000
 * Speed: 120
 * Damage: 160
 * PL: 5,660,430,000

Summoning Jutsu: Wolves (Unpaid)
Can either be summoned as regular animals or summon Tsukimaru, Reppes' pet. The regular wolves are summoned in a pack, they all attack at once, and undodgeably bite their opponents, stunning Reppes' opponents so he could land a hit; similar to the Silent Speed trait.
 * Effects:
 * The opponent can't dodge this attack
 * Once hit, the opponent loses 5,000 HP
 * Once hit, the opponent's speed drops to 0 for the next turn.
 * After the turn, the wolves will teleport away.
 * Alternatively, Reppes can summon his Battle Wolf, Tsukimaru, a specially trained Wolf that can control water, to fight alongside him. It is rumored that Tsukimaru is even stronger than Hakuja, if the Battle Wolf transforms to his gifted transformation of the Gods of the Sea (海の神々, Umi no Kamigami), the Mizu Ryōken (水猟犬, lit. Water Hound).Terry_7.jpg


 * Tsukimaru's Stats:
 * Health: 5,000
 * Speed: 40
 * Damage: 30
 * PL: 1,000,000
 * On his own, Tsukimaru can use simply biting and tackling attacks, and can only attack 10 times, and can also use one of his four base form moves, but cutting his attack number this turn to 5 instead of 10:


 * Tsunami Mouth Blast, an attack that is similar to a combination of Spirit Bomb and Mouth Blast, but much smaller and weaker. Tsukimaru can gather water, or use his own energy to create water, and gather all the energy in a small ball between his jaws, then he eats it, and shoots a 4th Tier Energy Blast from his mouth.
 * Torpedo Drill is an attack that Tsukimaru uses by charging at his opponent and jumping off the ground and start spinning, and he tackles his opponent with a 3rd Tier Physical Attack.
 * Mythril Fur is a defensive technique used to harden Tsukimaru's fur and halve all of his opponent's attack damage for the next turn.
 * Cry of Leviathan, Tsukimaru makes a loud howl, which gives him strength from the Gods of the Sea, and lets him transform into his Mizu Ryōken Form.War_Tiger.jpg


 * In Mizu Ryōken, Tsukimaru is only able to stay in it for 3 turns if Reppes is at Level 30+; but if Reppes reaches Level 40, Tsukimaru can stay in Mizu Ryōken for as long as he likes.


 * Mizu Ryōken Tsukimaru's stats:
 * Health: 30,000
 * Speed: 150
 * Damage: 100
 * PL: 10,000,000,000


 * He will then gain access to the following attacks:


 * All of his Base Form attacks


 * Acid Water - Tsukimaru will shoot out water drops from all over his body, which stings the opponents with it's acid, dealing damage equivalent to a 2nd Tier Ki Attack.
 * Water Clones - Tsukimaru can clone himself while in the transformation, he can only make 2 stable clones, both of them have 1/10 of Tsukimaru's stats, and only have 1 HP, so they can easily be destroyed in 1 attack. It's treated as a Tier 3 energy attack attack.
 * Tsunami Style: Whirlpool - Tsukimaru unleashes a giant tornado and combines it with his Acid Water, which combines into a Whirlpool that can burn the skin off of his opponents while crushing them down with the force of a tornade. Treated as a Tier 3 energy attack.

1,000 Birds Lightning Rush
Reppes first stops to build up speed and focus his Ki and Mana into his hands, collecting energy as sparks start building up in his hands, and a big blue ball of energy forms in his hands, continuously giving off hundreds of sparks, which make a chirping sound that sounds like 1,000 birds; that is what the technique is named after. Reppes then rushes to his opponent and stabs him with the ball of Ki. It's so sharp, it could even crack Katchin, the strongest metal in the universe. Alternatively, Reppes can channel that energy and try to do the same attack, but using his sword instead; creating the ultimate Kenjutsu, or Sword Art, which can slice through Katchin.

Eyes of Power
Every five levels (with the exception of the Eye of Pain and the Eye of Sages), Reppes can awaken a new type of eye that can grant one special effect. Though, it can only be used 3 times per battle; 2 if he's using the Eye of Pain and the Eye of Sages.
 * The Eye of Copying: Unlocked at Level 30; Reppes can copy one attack that the opponent just did. His eyes turn red with 3 commas in it, with a darker red ring around the 3 commas.
 * The Eye of Illusions: Will be unlocked at Level 35; Reppes can put his opponent in an illusion that will paralyze the opponent with fear, and will drop the opponent's speed to 1 for 1 attack (not 1 turn). His eyes are similar to the ones of the Copying, only the commas connect to the middle of the pupil.
 * The Eye of Mind: Will be unlocked at Level 40; Reppes can foresee what the opponent is planning to do with his attack next turn, which gives Reppes a 25% Damage Resistance bonus for the next turn. His eyes turn completely white, except for in between the layers of his eyes, where they have grey rings around them. Once activated, his pupils become more distinct, and the veins near their temples bulge.
 * The Eye of Pain: Will be unlocked at Level 50; Reppes will not consume any Power Level for all techniques, and is available to use Almighty Push (once unlocked). The user's eyes gain a ripple-like pattern which spreads over the eyeballs, with light purple irides and sclerae.


 * The Eye of Sages: Will be unlocked at Level 60 (when the Level Cap is increased); Reppes can use Raging Soul without any of it's downsides.

Aura Eruption (Geyser)
Geyser first used this form when the women he held close to his heart, Alys, was about to be dragged down into Hell by the fallen angel Lucifer. He exploaded in so many differnt mixed emotions it fluctuated his energy to enormous levels, causing an earthquake to occur and a vicious fiery rainbow aura to cover his entire body. He was able to grab Alys and bring her to safety before he pummled the beast straight into the ground, causing the coward to retreat. However it vowed to Geyser, "I won't be so forgiving next time, if I wasn't breaking my law right now you would be crumbled into dust. Foolish mortal..." before closing up the rupture in the earth it opened. This transformation occurs when Geyser is in trouble the most, to trigger it there needs to be an experience so traumatic to him that his emotions go haywire and he enters a near mindless rage with the sole purpose of destroying his target. Afterwards it still takes some great emotional experience to trigger it but not as much since Geyser would know what kind of mindset he needs to be in for his special power to activate. It causes his muscles to expand 1.3x normal yet with no speed penalty. His speed actually increases to extraordinarily levels along with his strength. A flamey rainbowish aura envelopes his entire body throughout the duration of the transformation and his eyes go completly white. The transformation adds 5 speed and 5 strength x current level, Each turn it costs 1,000,000x current level of energy and causes 100 damage x current level to self. After the aura vanishes his body is left paralysed for an entire turn due to the amount of power it can generate, in addition the aura can only be held for three turns after that it goes away. If the transformation where to kill me it wouldn't instead it wears my body out completely and I must heal in the hospital for twice as long. If activated while in another transformation it doubles the effects of that transformation in addition to it's original bonuses.

Dual Spirit Bomb
Gimmic can only perform this attack after he has absorbed someones power with knowledge of the Spirit Bomb. He launches two spirit bombs, one with each hand,towards the opponent, each doing a signature attack of damage. This is Gimmic's last ditch effort, as his health goes down to 10% normal after launching it.

Raging Namekian
Lexus transforms into this state when his health drops down to or below 1/8th of his full HP in this state he gains



double attack and speed for three turns then reverts to his normal self

Hyperior Chaotic Heritage
McMageMaster has honed and accepted his demonic heritage to the fullest. With mad skill and an incredible peace of mind, he has overburst the skills that has been given to him through his chaotic blood. To strike with precision, to smash with power, to overwhelm with skill. And with phenomenal will, to unleash the madness that is his bloodline, to TRANSFORM-


 * Permanent Bonus
 * Ignore Damage Resistance
 * +15% Hit Chance to Racial Skill in addition to +25% Hit Chance for a total of +40% Hit Chance
 * Hit Chance is x1.5 after evaluation of Hit Chance through speed and adding +40% from his racial skill
 * At the start of your turns or before you battle only, you can turn any Hit Chance modifiers into Dodge Chance modifiers and viceversa. If you do, you may only do this again at the start of your next turn
 * You may stack the Demon Transformation active ability for each form X number of times where X is your current level

Life the Body Prosperity
McMageMaster broke the mind of the demon, now his Namekian body will hit overgrowth range, regenerating limbs, surviving turning to stone, to heal the unhealable, stop the unstoppable, to mix the unmixable, bake the unbakable, row row pass the flour!


 * Permanent Bonus
 * You may take both Tier 1 Namekian Transformations
 * No longer reduces Damage or increases Damage taken
 * All ‘this uses up your turn’ actions become ‘only once a turn’ actions
 * The self 30% healing becomes a single target 40% healing ‘only once a turn’ action. You may heal other people with it instead of yourself. You may only use this healing twice in a turn once a battle
 * The mass 20% healing becomes a mass 30% healing. You may pick out the people you wish to heal, instead of a blanket target allies
 * Every 20 Instances of damage is considered 1 combo
 * Your Physical Attacks and Tier 1 (and above if applicable) Ki moves can still be barraged under your total available Rush Count no matter the situation or circumstance

Speed Demon
He is the Speed Demon. Namekian. Hybird. Arg oh whatever.

Regardless, McMageMaster has known for quite a long while that his flesh and power was... very malleable. So he looks different. Can look different anyway, it's still a Demon Namek at core. It's skills remind it of that every moment of it's waking existence. And sleeping existence. And existence in general. Still exist when you are dead, so no respite there.

http://naruttebayo67.deviantart.com/art/piccolo-legendaire-super-namek-323775353
 * Transformation
 * +0 to 200% Base Speed. Base Speed is always equal to the Speed of McMageMaster in base form including any permanent effects only
 * At every +60%, McMageMaster can opt to go into these forms:

Clear Body (Learnt)
The Namekian cells regenerate at rates unfathomable. At the same time... The Demonic cells kill at rates unfathomable. Controlling this takes the user to the next level of body change, the cells like chameleons of genetic data, every action he takes entirely different, undefinable.


 * Permanent Bonus
 * Namekian Fusion is no longer restricted to just Namekians
 * All stat changes can be considered Transformations
 * You may take defensive Actions (healing, setting up barriers, mind read, transforming defensively, activating or deactivating abilities etc.) during turns that are not yours for all characters. Each action done this way costs 1 Rush Count from your next turn. Actions taken on other character's turns with 'This ends your turn' and similar do not end your opponent's turn or end your next turn. It, however, means that the Action cannot be taken again for the rest of that turn
 * You may create Action Conditions both in battle and out of battle. In battle, each Action with its associated Conditions made this way cost 1 Rush Count from your current turn, and the Action Condition lasts until the Action is triggered. Out of battle, the Action Condition lasts for as long as the Action can conceivably be triggered by the Condition. An example of an Action Condition would be: If getting absorbed by a Majin, Then put up barrier
 * Your actions cannot be negated, disabled or prevented. Your actions can be blocked (to a certain manner of block, including barriers if applicable) or dodged, but only blocked or dodged
 * You may heal above your maximum HP as a defensive action. You lose all HP above your maximum at the start of your turns
 * You are always in control of your character, and nothing can relinquish this control except by your own will. Even then, you may retake control of your character at any point of time
 * All other stat changes can be evaluated separately from Kaioken
 * You may reduce your Speed and Damage to any number lower than your Maximum in which ever form you are at any time. Your opponent uses this reduced stats (or the reduction of the stats if applicable) to evaluate the result of their Actions. There is no limit to this and the numbers can go into negative
 * You may change your appearance picture, gender, height and weight at any time
 * When you take any action, you may have a partial effect of the action instead of using the full effect (eg. you heal 20k, but you can chose to heal 10k only or you have +25% hit chance but you don't add any)
 * Like Mana, if any of your in battle regeneration is X% per turn, that out of battle regeneration is 2X% per hour
 * You may take X HP from yourself. If you do, heal another for X HP. This is a healing effect
 * You may choose whether or not any effects based on physical traits (race etc.) affect you
 * Any negative modifiers based on physical traits may not affect you. If this is not in effect, regenerate at +5% HP per turn (Negative to McMageMaster)
 * All positive modifiers based on physical traits may affect you. If this is not in effect, regenerate at +5% HP per turn (Positive to McMageMaster)
 * Active Ability:
 * Taunting, you may force any number of characters to direct any of their actions at you instead of anyone else

Decaun Equino's Signatures
Decaun may alter the value of y below its current maximum however he wishes for any ability.

Legendary Zenkai (Decaun Equino)
Legendary Zenkai grants Decaun the ability to unlock his "Hidden Potential", as everyone naturally has the potential to become Legendary, as such, when Decaun is killed, and then resurrected, he will get another Legendary Transformation (and related transformation capabilities), due to him achieving the Legendary Potential

Bonuses after every resurrection


 * 1.5x additional EXP bonus (to be added onto initial bonus)
 * PL increased by 3 0%
 * All stats +25 (can be exchanged for 2 extra levels for each of his sigs)
 * Dementia level increased by 5 (Applies after he buys the ability, i.e prior to buying the ability, he cannot access this increased Dementia level)
 * Alien Technology level increased by 4(Same as above)
 * Equilibrium level increased by 3
 * Uber Charges level + 2
 * Six-Layered Entropic Zen Barrage level + 1

Drawbacks for Legendary Abilities


 * Can only gain 3 of the abilities of the original Legendary Transformations based on his race. Abilities gained cannot include stat bonuses (eg. Alien's speed and damage bonus). Also cannot include exclusive bonuses such as Androids extra Signature.
 * Lose 300,000 EXP (and consequently 300,000 PL, levels will be reverted accordingly as well)
 * PL drain quadruples every turn
 * Loses 6 damage and speed per turn (if active legendary abilities used).  Stat lost at that turn multiplies by 2 every successful turn when the abilities are used
 * Lose 7,000x HP per turn, where x is the number of successive turns passed using Legendary Abilities.

Equilibrium (Decaun Equino) (Paid)
Decaun Equino has accepted both the light and dark portions fully, embracing and accepting them as a part of himself. Understanding that everything has a flow of Yin and Yang, he is able to channel it perfectly, allowing him greater accuracy, and protection against most forms of damage. This is a powerful transformation, allowing him to mimic the properties of other abilities, and in turn creating abilities of his own. It also grants him precognition and absurd concentration.


 * Ability Bonus
 * +10,000y Health
 * Power Level X 1.5y
 * Damage + 10y
 * Speed + 5y
 * 150y% Mana
 * Spell Damage and Regeneration Spell effects X 1.5y
 * Can multiply the effects of any transformation/effect/ability/attack by another yp times, however, the drawback is 6p times the norm(as stated in the ability drawbacks section), where p is the multiplier decided upon, and y is the level of the skill. User cannot be killed by the drawbacks. Does not apply to racial transformations.
 * Can lower stats to any number below maximum. This effect will then affect the enemy's ability if they wish to affect the user
 * Allows the combination of transformations, for allies and himself
 * Can restore lost stats (as a result of opponent's ability) for 1 turn, and become immune to all turn ending effects(own ability or enemy ability) for 2 turns. Once per Equilibrium


 * Permanent Bonus
 * Regenerates 10y% Mana once ability ends
 * Regenerates 10y% Health
 * Improves Hit chance by 5y% for the remainder of the battle

Dynamic Equilibrium can only be used from the 5th turn of Equilibrium onward. It creates 5y (where y is the level of the skill) additional aspects, that of Light, Darkness, Magic and Ki (while the user is Equilibrium).
 * Active Ability
 * Able to use Dynamic Equilibrium


 * Each clone has 4,000y Hit Points, and have rush counts of their own, and each possess PLs half of the original. Their stats are 20y% the user's.
 * If Decaun fuses with his clones, his HP and MP will regenerate 5% faster per clone he fused with. When he fuses, the turn ends.
 * During the duration of this ability, enemy attacks will not miss Decaun, however Decaun can still block the attack and retaliate
 * Rush count of the main Decaun is a quarter of his total (as his attention is also divided among the clones)
 * X1.5 speed during stat calculation (for clones only)

Overcharge However, overcharge comes with MAJOR drawbacks
 * Health multiplies by another 2 times, heals additional 5xy% per turn
 * Stats multiply by 110% per turn
 * Clones can fuse with clones. Fusing does not cost a turn during Overcharge
 * Total mana 250y%, regenerates 10y% per turn
 * PL 250y%, regenerates 10y% per turn
 * Damage dealt X 1.5y
 * HP total is reduced by 20 percent
 * Drawbacks of subsequent transformations multiply by 2
 * Cannot enter Equilibrium again for 5 turns, 1 turn for other transformations
 * Stunned for 4 turns
 * Base stats reduced by 50% for the battle
 * Damage received by enemy multiplies by 4 in this state
 * Enemy has an 80% increased hit chance during duration of this ability
 * When ability is activated, enemies have 1 turn to do anything to him, and his current and total HP (Including Equilibrium bonuses) is halved at that time. Percentage of leftover HP is the % HP he will start with post-transformation
 * If decaun stays in this state for more than 5 turns, he dies.
 * When ability ends, all enemy and allies PL will be regenerated, and they are healed by 10,000y
 * Loses 5, 000y HP after ability ends


 * Drains 700,200,000y PL per turn


 * Enemy's Rush count x 1.5 for the remainder of the battle.

Equilibrium Drawbacks
 * Physical attacks from the enemy deal 1.5x the damage.
 * HP loss of 6,000 after Equilibrium ends
 * Rush Count halved for 2 turns
 * Damage Resistance - 30% for 2 turns
 * Speed and Damage reduced by 15 for 2 turns
 * If drawbacks multiplied number of turns do not multiply, only the effects

Outside of Battle


 * Additional 5,000y HP every skill level up
 * Additional 10y speed and strength every skill level up
 * Health Regeneration bonus of 25y% when using Magic healing spells outside battles
 * When using the following bonuses, no Zenni will be gained from leveling up
 * At the cost of negating speed and damage increases for that level, he can add total PL gained at that level by an additional 100, 000
 * At the cost of negating PL multiplied at that level, Speed and Damage can be increased by an additional 3
 * If Health is negated for the prior 2 effects as well, PL multiplies by an additional 2
 * At the cost of negating all PL multiplied AND stat increases for that level, HP gain can be multiplied by 1.5.

y is the level of this ability, and increases by 1 every 20 levels

Alien Technology (Decaun Equino) (Paid)
Aliens are highly advanced in their technology and knowledge, and as such, they can mimic the effects of Android Chips. However it is far weaker and adds only Health

Custom Enhancement
Cost: 3,000 + 2,000y Zeni

+2,500y Max HP

Cybernetic Enhancement

 * Decaun would have given himself a Cybernetic Enhancement which gives him the following abilities
 * Permanent Bonus
 * 10y Speed
 * 10y Damage
 * 5,000y HP
 * Strengthens Neural Connections, Magic spells have double the effect.
 * Absorption Reflex - All Energy attacks are absorbed on reflex. Can only absorb y attacks per turn for 2,500y health. This is different from regular absorption(by energy-absorbing and perpetual androids)
 * Can now detect enemy's location more precisely. Grants an additional 5y% chance to hit
 * Health Regeneration rate is now 10y% outside battle every hour and 5y% per turn in battle. Regeneration rate doubles when he is on his home planet (Planet death)
 * Built in plasma cannon, fires Plasma shots (Tier 4 Energy attacks) at the cost of 4, 000, 000 PL each. This can be barraged under Decaun's total rush count. Plasma cannon needs to recharge for 4 turns after every use.
 * If an android is fought, add 4, 000y HP to self after battle is over, as senses analyze enemy information and retrieve Data. Costs 4,000 Zeni

y is the level of the skill. It increases by 1 every 10 levels.

Ability Bonus


 * Charging Blow - Can unleash 4 Strikes with the force of a signature attack every turn, using up 25,000,000 PL each. Each blow uses up 10 Rush Count, dealing 0.5y times additional damage
 * Ionizing Cannon - Ionizes the enemy (Or their next attack), either dealing 5,000y damage to the enemy or strengthening the enemy's attack by 2y times. If Decaun absorbs the ionized attack, he gains 8,000y health.
 * Enfeeblement - Temporarily links the enemy and the user for 3 turns. All damage dealt to the other party will result in both parties getting damaged.
 * Electromagnetic Pulse - Stuns other Androids for 1 turn
 * Additional robotic connections - adds 5y rush count to the user
 * Can absorb the full brunt of an Ultimate Attack, converting it to energy and increasing his power permanently by the PL cost X2 of the enemy's attack, adding to his own. HOWEVER, he becomes unable to attack nor defend for 2 turns, and speed during this time is halved.
 * Ki Disabler - can temporarily disrupt the enemy's control over their power and restrict them, preventing them access to 80% of their power for y turns. Can only be used once per battle
 * Self Destruct - With his Technology, he has made himself to a living bomb if he chooses to self-destruct. Deals 40,000y Damage to all enemies. 100% Hit chance. Can negate the death part if he uses up 250 Uber Charges

Drawbacks
 * Can be electrocuted. When electrocuted, Decaun is stunned for 1 turn, and for 3 turns, the value of y becomes 1 (effects include permanent bonuses). To electrocute him, Decaun must be hit by a Tier 4 Electrical Magic attack, or there is a 5% chance with every connected hit he will get electrocuted.
 * For the above drawback, there is a 10% chance where Decaun gets supercharged. In that case, y value increases by 2
 * Can be short circuited by water/wind attacks at a 20% chance. When that happens, absorption reflex is disabled, as well as Additional Robot Connections, and resulting in a 1% HP drain per turn.

Dementia (Decaun Equino) (Paid)
Even the Great Mage Decaun understands that there are times where simple, direct brute force is the Key to solving problems. As such he has devoted research into discovering this new ability, known as Dementia. At the cost of intelligence, and the ability to plan across multiple turns, he can become absurdly, physically powerful, attaining the following skills:

For Every Turn


 * Speed + 3y%
 * Damage + 3y%
 * Power Level +3y%
 * Hit Chance + 3x% per turn, from a base of 3y% (Where x is number of turns passed)
 * Rush Count +3y%
 * For every 100 Speed the user has, Rush Count increases by 3y, applies for temporary bonuses as well (this ability). Does this every 2 turns.
 * HP is healed by 3y%
 * Total HP is multiplied by 1 + 0.05y times
 * 20+y Base Rush Count for user.
 * For 3 turns, Decaun is capable of temporarily converting his Health into stats, where 10,000 HP is worth 3 stats in Speed and Damage. Health converted comes back after ability ends.
 * Skill replacement - can temporarily use skills from other races, if the enemy uses them.
 * Can react during enemy turn due to his focus. However, only for defending. Any actions taken will deduct his rush count accordingly for the next turn

Active Ability


 * Willful Ignorance
 * Using up 1,200,000,000y Mana, this ability can be activated. This ability does the following:
 * Prevents all forms of Sneak Attacks from dealing damage to him
 * Disables the "effects" of abilities (Stun, etc.). Renders user immune to stat reduction.
 * Punches and Energy Blasts can cost 1, 000,000 PL each, dealing y times of the usual damage.
 * Hit Chance 100% (For him and the enemy). His ignorance changes the battle to a game, whereby the enemy's attacks have no chance to miss, same goes for the user, during their turn)
 * Ignores Damage Resistance
 * Willful ignorance makes Decaun reckless. As such, Decaun can infuse several attacks in his arsenal into one to enhance his fists. For every punch dealt, 4,500y HP and 10,000,000y Mana is taken from Decaun. dealing 11,000y damage. This has a Rush Count limit and can be barraged. However, it can only be used once every 5 rush hits.
 * With a Blizzard Slash (available from this ability), Decaun can stun an enemy with a 75% chance for 1 turn. Deals a signature attack's damage. Also reduces the enemy's speed by 8. Can be combo'ed, however stun only applies for first hit
 * Epically Savage Punch combo - Deals 7,500y damage per hit. After the hit hits, the enemy instantly heals 90% of their total hp if they don't die,  so the actual damage of this ability is lower than what it seems. For every hit done by this ability, the enemy heals 5y% HP for 3y turns. As for Decaun, he gains a boost of y stats per hit and a precise hit chance of (5y + enemy current HP)% for 3y turns. This ability's effects can be stacked due to combo. During the duration of this ability, the enemy's HP can exceed its limit, and lasts until the ability ends.
 * Mental Shutdown - after 4 turns this ability is deactivated. Takes 8 turns to recharge.

Drawbacks


 * Maximum Mana drops by 1/20y per turn, after mana is drained by skill's use, % of the mana after drainage is then reflected in the new total Mana. (Max Mana Drop only applies to current total excluding items). Regeneration of Mana during the turn only factors after the new total Mana has been determined. Max mana reverts to normal after ability ends.
 * Magic Spells cost 25y% more Mana
 * 120,000,000x PL drained per turn where x is the number of turns passed
 * Enemy has a 25% additional chance of hitting Decaun, factored into stat calculation.
 * After Dementia ends, he loses 0.5x turns,  as he needs to recuperate.
 * He also loses 4x speed and damage for his base's total during the battle, where x is the number of turns in Dementia
 * Enemies deal an additional 5x% damage for x turns during Dementia.
 * Loses 7,000 HP as well

Transformation Bonuses

Bonus stats after transformation
 * 7y damage
 * 8y speed
 * 5y rush count
 * 1 + 0.05y times stats during stat calculation
 * Mana regeneration per turn multiplies by y. Twice that outside battle.

This Dementia skill has multiple levels, for every level up, where level is y.

The Dementia skill level increases by 1 every 7 levels.

Uber-Charge (Decaun Equino) (Paid)
Decaun has the ability to Uber-Charge himself, which takes away 5 billion PL per charge, where y is thr level of the ability. This grants Decaun access to several powerful abilities, depending on how many "Uber-Charges" he has. The abilities can be split to Passive and Active, however they are only available when Decaun uses this skill. Can also be split into Magic and Power. Can only summon y charges per turn, costing 1 Rush count per y charges. Decaun may decide how much of each type of charges he xhooses to summon.

The maximum number of charges which he can summon normally every turn is 2y.

y increases by 1 every 25 levels

If he uses the charges for an ability, he receives 20x damage, where x is the number of Charges used. He also loses 3 Speed and Damage every 100 turns. Stats recover back at the end of the battle.

Physical
Physical abilities come from using up PL for Uber Charges, which grant him bonuses, and the potential to use powers and abilities. Bonuses multiply based on number of charges relative to the effect and can decrease depending on the number of charges used up. He can use Mana for these charges as well, but he cannot use PL for Mana charges.

Passive
+2.5 Stats per 5 Charges

+2,000 HP per 10 charges

+5% Hit Chance per 20 charges

+10 Rush Count per 40 Charges

Heal by 30% HP once every 50 Charges

Damage resistance +12% every 60 Charges

Aura of negation - ability to negate 1 Signature Attack every 3 turns. - 80 Charges

Excess power forms y bombs which each deal 1000y damage per 100 charges

Every 120 charges, 1 stun attack can be negated per turn

Every 160 Charges, deals 20,000y damage to the enemy, where y is the level of this skill.

Ability to absorb 1 attack of any power every 2 turns per 200 charges

Barrier which absorbs all attacks for 4 turns form once every 60 turns/300 Charges (whichever comes first). He must be charging for every 1 of those 60 turns.

Active
Using up x charges, can temporarily deal a greater amount of attacks for a turn. It gives 2 of the following:

a) additional x amount of energy blasts

b) additional x/20 Signature Attacks

c) x/40 Ultimate Attacks.

Of course for the above, the minimum for b and c are 20 charges and 40 charges respectively.

Can use up x/20 charges, teammates and Decaun's stats can be increased by 10% for 3 turns. Number of charges is x(which can multiply the effect of the ability. If x is 40, the effects are double). 20 charges is the minimum required to use this skill. (Likewise for the following transformations eg. 60 charges for the next skill)

Using up x/40 charges, he may supercharge  his Uber Charges gathering rate, by setting aside certain uber charges for gathering energy from himself. This triples the number of Uber Charges he may form every turn, while quadrupling the power required to form those additional charges. Also, the entire formation of all the Uber Charges only cost 1 rush count. When this is used, it uses up ALL the gathered charges (x), and the bonuses multiply accordingly (like prior abilities). Applies to magical charges as well.

Using up x/60 charges, Decaun may increase his rush count by an additional 10 for the rest of the battle.

Using up x/80 charges, gets a 15% chance per instance of damage (done by enemy or self) to gain 1 Charge. Lasts for 10 turns

Using up x/100 charges, gain access to an ability which allows the user to fire an attack dealing 35, 000 damage for the battle. Each use of this attack deals 6, 000 damage to oneself. Treated as a Signature Attack.

Using up x/120 charges, allows the user to fire 60 undodgeable attacks which they can either decide to block or not, but never dodge. Each blast deals 2,000 damage and causes the user to lose 4 speed. If blocked, the enemy loses 250 hp instead and 5 damage. This ends Decaun's turn.

Using x/160 Charges, activate a healing aura which heals every ally and self for an additional 30% HP per round for 6y turns

Using up x/200 charges, allows the user to create a carbon copy of the enemy, which has 50% of the enemy's stats and HP, knowing all of their abilities. This clone will last for the battle and is treated as a character. If Decaun decides to fuse with him, the fusion will last for 3y turns.

Using up x/250 charges, he may combine all his signature transformation effects and grant it to himself for 1 turn. For that turn he may access all his signature attacks.

Using up x/300 charges, he may activate the ultimate Nullification effect, in which case all prior drawbacks and effects which are supposed to last throughout the battle are dispelled. All future non-damage negative effects will have no effect on him for the rest of the battle as well.

Using up x/450 Charges, empowers all his attacks to have a 100% hit chance for the rest of the battle

Magical
Magic Uber Charges work a tad bit different from the Physical ones. Instead of granting physical bonuses, it is more subtle in its effects. Also, it costs 50, 000, 000 Mana per charge.

Passive
Every 5 Charges, the Charges heal the user for 5% HP

Every 10 Charges, the user gains the ability to use Transformation Negation once, which kicks the enemy out of ONE transformation (out of all the current transformations they have used). Only can be used in the user's turn and the enemy can immediately transform back during their turn.

Every 20 Charges, Healing effects from Magic spells are multiplied by 2.5

Every 40 Charges, a Voodoo Creature is summoned. This Voodoo creature has 8,000 HP, and 20 Strength and Speed.

Every 60 Charges, magic rush count +10

Every 80 Charges, An Entropic Creature is summoned. This Entropic creature has 5,000 HP, but has 45 Strength and Speed, and a rush count of 30.

Every 100 Charges, fires 3y Tier 4 Magical Attacks at the enemy. This does not factor into Rush Count.

Every 140 Charges, User and allies are buffed by 40 of each stat and 10,000 HP

Every 180 Charges, the charges overwhelm him, and gives him a new, passive aura which aids his Mana Regeneration. Mana Regeneration is boosted by an additional 10y% per turn.

Every 200 Charges, he gains a buff which increases his Magic Damage by 1.5x

Every 240 Charges, his magical Mana Pool swells, and becomes double its original size.

Every 300 Charges, Decaun gains the ability to use 4 of any signature attack, or 2 of any Ultimate attack.

Active
Using up x/4 Charges, Decaun may fire x additional Magic attacks (which do not factor into Rush Count)

Using up x/20 Charges,  fires an Asgardian Lightning Bolt to strike the enemy for the battle. This attack deals a Magical Signature Attack's damage, calculated based on the Mana used in the formation of the Uber charges and the user's own Mana.

Using up x/40 Charges, regenerate MP at the rate of 2x times faster for the rest of the battle

Using up x/60 Charges, Decaun may gain 15,000 HP for the rest of the battle.

Using up x/80 Charges, Decaun may supercharge his fists with Magical Lightning. As such, his physical attacks' damage will deal 4 times additional damage for 5 turns

Using up x/100 Charges,  unleash a magical Hellzone Grenade. This uses up the charges and treats the charges as an Ultimate attack each. The damage dealt per charge is the amount of Mana put into the charge. Fires a total of x blasts.

Using up x/120 Charges, Enhances his Speed and Damage by either 60 for the rest of the battle, or 180 for 3 turns.

Using up x/200 Mana, he may encase himself in a suit of complete Mana-infused power for 3 turns.

The suit gives the following benefits:

1) Perfect Absorption - Can absorb 1 attack, no matter what it is, for 25 speed and damage. Once a turn.

2) Speed and Damage + 30%

3) Rush Count for Mana is the same as regular Rush Count of regular attacks for the rest of the battle

4) Able to fire blasts of Pure Mana, ranging from Tier 1 to Tier 4. It adds the regular damage calculation for ki blasts if that tier together with the mana induced damage from that PL cost.

5) Every 10,000 Damage he deals or receives, he gains 2 Speed and Damage for the battle.

6) Effects of all Magic Spells, be it shield or not, will be doubled.

7) All damage received in this state is reflected back to the enemy after the ability ends, dealing 1.5x the damage. This damage reflect ability cannot miss.

Using up x/240 Charges (Can be a mix of Mana and regular PL Charges), he may summon a powerful Dragon to aid him in Battle.

This Dragon has the following stats:

HP: 80,000 + 6,000y

Speed: 120 + 10y

Damage: 120 + 10y

Power Level: Determined by number of PL Uber Charges (and the PL Composition of each) used.

Mana: Dependent on how many Mana Uber Charges are used.

It has its own Rush Count and can do 2 of the following attacks every turn.

Elegant Swipes - Unleashes several claw slashes across the enemy, dealing a Tier 4 Energy Blast's  Damage each. Can do 3 + 2y times a turn. Costs 1,000,000 PL each

Dragon's Breath - Burns and Poisons the enemy. Each turn the poison deals 3,000 + 500y Damage. Lasts until the Dragon dies. The burn deals 13,500 + 2,000y Damage.

Scale Hardening - Using up 100,000,000,000 PL, he can harden his scales to give itself 10,000y HP.

Heaven's Fang - Unleashes an extreme swipe from the heavens, dealing a Signature Magic Attack's damage based on the total amount of Mana the dragon has.

Entropic Annihilation - The Dragon's Ultimate attack. Unleashes a beam of pure Entropy, messing up whatever subatomic atoms comprise the enemy, dealing immense damage. This is treated as an Ultimate Magic Attack, and uses up all the Mana of the Dragon.

Form Elusiveness - Using up half of its PL, become intangible for 1 turn. No attacks can be directed towards it during this time.

Power Level Eating - It can destroy another person's PL (For the battle). Consuming half its current PL, it unleashes a blast which burns a similar amount of PL from the enemy. Has a 100% Chance to hit.

Regeneration - Heals 1/10 its PL and Mana for the turn.

Recovery - Consumes PL to regenerate HP in the ratio 90,000PL:1 HP

Using x/280 charges, he may combine all of his attacks granted from each signature ability into one, or combine all his regular attacks into one, dealing the total damage which would come from all those abilities with the drawbacks.

Using up x/300 charges, activate the Ultimate Buff. This quadruples his BASE stats, his rush count, and adds 100, 000 HP. All transformation bonuses based on % stats will also recalibrate to adjust to the use of this ability.

Using up x/360 Charges, doubles the effects of all the user's abilities.

Using up x/450 Charges, increase the levels of his own skill by 20 for Dementia, 15 for Alien technology, 10 for Equilibrium,  and 5 for Uber Charges.

Neo Form (Zane)
Zane's eyes glow black and he has a pure black aura. Zane's hair becomes pure Black with a red outline through his hair. Zane Loses a lot of control over his emotions. This causes him to go into a rage much easier.
 * Regenerates 10% of HP when transforming
 * Speed increses to 175% and Damage increses to 110%

Money make Money (Billy)
When he fight the enemy, 1/10 of the damage he deal/receive becomes Money for him to collect. Like if he receive 10,000 damage, he can get 1,000 Zenni

Regardless of where he trains, he loses his regeneration rate of his HP every hour, or the training area's gravity effect's damage, whichever is greater.

Every 10 level, he get 1,000 extra Zenni per level.

Stat Buying - Billy can buy stats, 4,000 for 1 Speed or damage

Health Buying - Billy can buy steroids to make him more stronger. 3,000 Zenni for 1,000 HP (Bought 30 already)

Power Level Buying - Billy can buy Power Level. He willing to pay 10,000 Zenni for 5 round absorption in duel, so he can absorb your power. If you let him absorb more than 5 round, he pay you 2,750 Zenni for every absorption.

He can summon one Imaginary Friend to aid him, this Imaginary Friend can be any race, and have 1/5 of current Billy stats (before/after transform). This Imaginary Friend have 35,000 HP, but only last 2 turn

Giga Drill Breaker (Billy)
The Giga Drill Breaker very powerful. It summon gigantic drill to giga attack you. Every 1,000 Zenni used, his stats will + 10 when calculating drill power.

This summon gigantic drill to attack his enemy. Also, if another 5,000 Zenni use, 10% of damage which done to enemy will heal himself

This Signature is counted as Magic one, so cost alot magic to cast

Imaginary Barney
Billy can summon his imaginary friend Barney in Battle to aid him. The Barney is very strong, and is Legendary Alien. Barney got 1/2 the stats of current Billy, but can transform into Legendary Alien as long as he have PL. This Barney have 40,000 HP and disappear 4 turn later.

The Barney have 1/2 of Billy PL also, and can go past Rush Count by 10 without tiring because he Barney can hug you no matter what. Barney can also make a Tree for Hide and Seek, which make it take damage for Billy

Powerhouse of Friends
He transforms into the Powerhouse of Friends, which make him very tanky. It also give him permanent bonus

In Battle

Transforming into Friend Powerhouse give him the following power
 * His HP X 1.5
 * His PL X 2
 * His Giga Drill Breaker X2 Damage
 * If he add money he will get next few bonus. Bonus can increase with Zenni. 2,500 Zeni for following bonus
 * Damage + 15
 * Speed + 15
 * Health + 1,000

He also can fuse with Imaginary Friend (Got Legendary Majin transformation) and Imaginary Barney, but their stats don't add to him, instead Billy get both their Legendary Transformations and 10,000 HP. The Fusion last 4 turns, and cost 15,000 Zeni to use to create both of the Imaginary Friends and fuse with them.

Permanent Powerup
 * Billy Can regenerate more powerfully because he got more power. His Regeneration now apply outside battle also. Like if he heal 10% 1 turn, he also will heal 10% per hour outside battling
 * Billy will become stronger, when he learn this, give him 2,000 HP and 5 Damage and Speed normally

Iron Billy
Billy can create Iron Armour for himself, so he can act and play like Iron Man. This Iron Man armour cost alot of power to function, so it give him alot of power. To summon, it cost a Signature PL. If destroyed, cannot use again for 2 turn.

Power Drain: 9,000,000 PL Every Turn

But then, the power boost also very useful

Like, he can make his punches have Magic, in each punch, he can put in up to 50,000 Mana per hit, and the mana used will add onto his punch damage

He can also fire the repulsor cannon or laser like the real Iron Man. It basically convert 5,000,000 PL to Mana for the blast, and the attack is like magic attack in term of damage.

His armour also increase his defense accordingly. His armour will give him additional HP of 50,000, and his armour can heal 10,000 HP using 1,000,000 PL. Each time he heal cost 1 Rush Count from his turn.

If he charge up his armour by giving enemy 100% hit chance, he can multiply his speed. Like he fights normally, then he lets the enemy hit him during his turn, if he decides to, the next turn his speed will be doubled. If he gives the enemy a 100% hit chance for more turns, his speed multiplies accordingly.

For Damage, he can supercharge his armour by giving it 90,000,000 PL, which give him additional 40,000 HP and make it able to absorb all attacks for 3 turns, and also give him 70 Damage and Speed. Also, he can regenerate the armour HP without costing rush count. This lasts for 5 turns.

Advanced absorbtion
This Technique is  one created by Rhea to advance her absrobtion technique.By focusing in on her opponent she can absorb them long enough to drain power from them permanantly.Although if the person has a strong enough will they will break out easily.Even to perform this techinque it takes half of her powerlevel.Althogh if they do not have enough will she can absorb them permanantly,but it will have major side effects if she such as taking some of  the persons personlity and abnormal moodswings.

Anthrax's Signatures
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 8 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 but it requires him to be a level 10 or higher so he just prefers simple dumb fire instead. He can fire three rockets per a turn.

Advantages:

The each of the 3 rockets he has currently deal 14,000 damage with a Speed of 55. There is also a 40% chance in 1,000 more splash damage.

With the "Fire and Forget" all three rockets(depending upon the number of rockets he has left) travel at a Speed of 165, dealing 42,000 damage in total. There is also a 50% chance in 1,000 more splash damage.

<p class="MsoNormal"><span style="font-size:10.0pt;line-height:115%;font-family: "Arial","sans-serif"">Disadvantages:

<p class="MsoNormal"><span style="font-size:10.0pt;line-height:115%;font-family: "Arial","sans-serif"">Dumb fire shots drain his power level by 8,000. <p class="MsoNormal" style="margin-top:1em;margin-bottom:1em;">

<p class="MsoNormal"><span style="font-size:10.0pt;line-height:115%;font-family: "Arial","sans-serif"">If hit by a EMP, Anthrax's guidance systems will malfunction and the three rockets will drain his PL by 8,000 each.

<h2 class="MsoNormal">Hokus' Signatures

Released State
Hokus gains a dark blue aura, and his eyes turn into a dark red and he gains a black cloak. Hokus becomes more apathic, but still retains anger and happiness.

Speed: x195%

Damage: x150%

25% more chance to dodge attacks.