Signature Attacks

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

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

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

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

Cursed Death Beam (Gianor)
The Cursed Death Beam is Gianor's enhanced version of the death beam. He starts to charge a regular death beam, but quadruples the amount of energy he puts into it, and charges it with pure negative energy, forming it into a demonic beam of negativity, cursing anything that dare get in its way.

This attack is unblockable, it will pierce through and shatter any barrier(s) protecting it's target. If it hits, it has a 20% chance of inflicting a special effect called "The Curse." If the enemy is plagued with this effect, any attack they launch for the next 3 turns will immediately cause 500 damage to him/her.

Gianor must sacrifice 25 speed and damage to his enemy, and 2.5% of his HP before he can launch this attack. Using this attack more than 10 times in battle will permanently transfer 50 of his stats (including HP) to his enemy during that fight.

The Dark Core (Gianor and Giah)
The Dark Core is a technique that digs down to the heart and soul of the user, takes their darkness; their regret, their sin, their anger, and releases it into compact ball of death.

This attack has two routes:


 * 1) The opponent gets hit with the attack: The attack explodes with an AoE splash effect, damaging everybody else on the enemy team


 * 1) The opponent dodges the attack: The attack splits into 5 Dark Cores and launches themselves at the enemy who dodged. These spheres do only 1/5 the damage of the regular Dark Core attack on impact.

There is a 50% chance that this technique will inflict an effect called "Darkness". If the enemy is plagued with this effect, darkness slowly starts to consume the enemies body, and drains 5% of their stats per turn. There is also a 50% chance that this effect will be applied to the user.

This attack costs 25,000 HP to launch, and also lowers the users stats by 25.

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 within 10 seconds of firing it, they explode after 10 seconds.

Zimoas (Gianor)


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.

Zimoas 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 Zimoas: ​There are downsides to Zimoas though: only 1 can be activated per turn (no skipping, 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.
 * Zimoas: %3 stat increase each turn.
 * Zimoas Neutros: previous effects, %3 HP recovery each turn.
 * Zimoas Tritos: previous effects, once per turn negate a Combo
 * Zimoas Quadros: previous effects  once per turn negate a Transformation (opponent cannot attempt transformation again the same turn)
 * Zimoas Pentos: previous effects, once per turn negate a Signature Attack.
 * Zimoas Hextos: previous effects  summon a Dark Arts Minion (Race: Alien, Health: 10,000, S&D 25) with the effects of all previous seals.
 * Zimoas Heptos: previous effects, take control of 1 enemy for 1 turn.

There is however 2 arts of Zimoas separate 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 "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 effect.
 * 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 %40 stat increase

Nitori Ultra Cyclone Spin (Gianor)
This attack 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 energy 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 death beam 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 descends 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 increase. 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 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 speed, and adds it to the user's. However, while she is in this form, she loses 4,500 health per turn, and does 25% less damage on enemies.

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 energy he can handle at max certain power levels

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

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

He can absorb 100% of the energy 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 strength 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 attack 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

Natch's Signature attacks
This is all of Natch's current signature moves used throughout the DBZRP series. Having trained and broken limits, Natch has created techniques to ensure victory in battle.

Flashing Grenadier
A stronger variation of the Meteor Grenaider, Natch created this technique after his second training session with Vegeta.

In performing this attack, Natch creates two energy orbs in his hands as he fires a series' of what seem like a hundred energy balls at his opponent that do not make impact, but instead surround them. Natch then closes his fist as the surrounding energy balls collides with his opponent exploding and blinding them at the same time.

Effects:
 * If this technique makes impact, it will blind the opponent, cutting their speed in half. The opponent gains 5% speed for each hit Natch delivers until they reach their original speed.
 * This technique has a extra 25% chance of hitting.

Infinite Finish
One of Natch's many devastating attacks. Natch uses his speed and strength to inflict a great deal of damage to the opponent.
 * Natch rushes the opponent and kicks them across the face, and teleports behind them to kick them in the side of the neck. Natch then teleports in front of the opponent and kicks them in the air.
 * As his opponent recovers from the kick, Natch rushes after his opponent and ax handles them to the ground. Natch then teleports onto the ground on his back as the opponent falls. Natch then catches the opponent with his legs before spinning them around and kicking them once more in the air.
 * Natch follows this up by skyrocketing into the air and performing a series of somersaults before delivering a hard knee to the opponents face, dealing a great deal of damage.

Effects:
 * If this attack hits it will stun the opponent for one turn.

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 eviscerated 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 attack 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.

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 hours straight.
 * Active Ability: Rampage
 * For every 1,000 damage Natch takes, his damage will increase by 5

However the pros 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.

Blazing-Ken
Blazing-Ken is easily recognized as one of the most powerful power ups in the universe. Derived from the Tekatu-Ken taught to him by Tenchi himself, Natch created a branch off of this form, making his own transformations. Blazing-Ken gives Natch a stat bonus just as big as Kaio-Ken, but unlike Kaio-Ken, it does not have different stages such as x50 or x100. However, Natch can push the limits if this transformation to make it pack a punch. However, if Natch pushes these limits, it can very well hurt or damage his body, as it places a ton of stress on the user.

Pros: ◾In this form, Natch's speed increases by 155%. ◾In this form, Natch's damage increases by 150%.

Cons: ◾Natch will lose 15,000 health per turn. ◾If Natch reverts out of this form, there is a 7 turn cool down. ◾ While in this form, Natch takes an additional 10% damage to any melee attack that hits him.

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 spirit 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

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 followed by an afterimage and a devastating 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 instead of splitting in to two then splitting 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 accomplished by enlightenment 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.)

Haten Gensu(Reizou)
Reizou inverts reality, causing his opponents transformation to reverse on them. This causes colors to appear inverted for miles around, and background noise to be emitted in reverse, making for a very eerie and unsettling atmosphere. Once powerful transformations, become crippling weaknesses. Those with powerful regenerative powers, begin to decompose, and rot.

All stat changes from all active transformations, including permanent bonuses, are subtracted from a characters base stats, including permanent bonuses, and excluding any health drain caused by the normal transformation, which continue to remove health as if normal. If any stats should fall below zero, they are raised to 1, and the left over stats are added to Reizou’s stats. All other transformation effects are inverted. If they cannot be logically inverted, they are made null. The effected cannot recede from their transformations, for the duration of the move’s effects. The transformation inversion lasts for 4 turns, afterwards all non permanent transformations are removed from the effected, and they cannot transform for an additional 2 turns.

All active regeneration is inverted, taking away the same amount of health it would have regenerated for 5 turns, afterwards regeneration is null for an additional 2 turns. The percentage of health gained is taken away from their speed and damage for 3 turns.

This technique can only be used once per battle, and the exertion of using the technique causes the user’s organs rupture, and they suffer from internal bleeding, taking away 10,000 health per turn, for 4 turns. In addition to loosing 5 from their rush count for the rest of the battle.

Ultimate STORM!!!
Ultimate storm is a magical and energy rush attack created by Ultimate. It combines both magical elements, ki, brute strength, and speed into a deadly rush. This is how it goes
 * Ultimate starts by speaking his opponent, saying stuff like "Looks like a storm is coming" before rushing rushing his opponent, punching them all over the place with enough force that the ground itself shatters. He then goes about elbowing his opponent in the face, grabbing their arm and dragon throwing them away.
 * Using his speed, he chases after the opponent with sword in hand. Once he catches up to them, the slashes them over and over again, possibly cutting off part of their limbs in the process before stopping.
 * Once he has the opponent right where he wants them, he once again barrages them with punches and kicks, but this time enhanced with magical properties. He then finishes with kicking his opponent high into the air, past the clouds.
 * Once Ultimate has nearly lost sight of his opponent, he goes into a twisting position, his fist in a claw form. As Ultimate sees his opponent falling from the sky, he yells "NOW!!! STORM!!!!" before spinning around at amazing speeds, so fast he becomes nothing but a blur on the ground. This then creates a large and growing tornado, encasing the opponent(s) inside until everything settles.
 * While Ultimate continues to spin around, he begins infusing the tornado with his own ki and mana, transforming the normal tornado into a Elemental ki storm, dealing extreme damage.
 * Once the opponent(s) is completely consumed in the storm, Ultimate flies up above the opponent, grabs them, and delivers a Elemental Power Bomb right to the ground, causing the entire area to shatter and break apart.
 * Ultimate then stands above his destroyed opponent, looking at the dark sky and saying "I told you there was gonna be a storm" while a black lighting bolt tears across the sky. in the distance.

Pro

 * This does the damage of a mana signature and normal signature combined.
 * Depending on the number of magic spells for each element (Water, Fire, Wind, Thunder, light, Dark) the damage this does does increases x.......
 * 0 if 1-4 spells are known for an element.
 * 0.5 if 5-9 spells are known for a single element.
 * 1.0 if 10-14 spells are known for a single element.
 * 1.5 if 15-19 spells are known for a single element.
 * 2.0 for 20 or more spells are known for a single element.
 * Speed and damage increases x1 by number of Magic Elements Ultimate knows. (Only for the attack.

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

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

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

Pro's
 * Off the Bat, Ultimate gains 45 damage, and 33 speed thanks to mastering Ultimate Super Saiyan
 * With traits from EoR, Ultimate gains 25 speed and damage per turn for 4 turns, even if he ascends higher.
 * Ultimate's Rush count increases from 20 to 25

Con's
 * The form puts stress on Ultimate's body, causing him to lose 2,500 from his health per turn
 * Energy Attacks do 12.5% more damage to Ultimate while in this form
 * Ultimate must remain in this form for at least 1 turn for the EoR or "Rage" effect to carry on to his next transformation

Ultimate Rage Super Saiyan 2
This came about after amplifying the rage one step farther, allowing him complete access and soon control over it. While like this, Ultimate is alot more sadistic,mainly using his words to throw off, annoy, or anger his opponent in battle Pro's
 * In this form, Ultimate gains 71 damage, and 55 speed thanks to mastering Ultimate Super Saiyan 2
 * All physical, magical, and sword damage done to Ultimate decreases by 25%.
 * Ultimate regenerates 15% of his health every turn while transformed in this state.

Con's
 * Much like the form before it, Ultimate's body is slowly damaged. This means he loses 3,500 hp for every turn he stays in this form combined with the 2,500 hp from URSSJ
 * Ultimate must remain in this form for 2 turns for the EoR or "Rage" effect to carry over into a higher transformation.
 * While transformed, Ultimate loses 450,231,056,000 from his powerlevel

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

Pro's:
 * With mastery over this transformation, Ultimate gains 96 damage, and 83 speed
 * For all 5,000 damage done to Ultimate in this state, he gains 25 damage and 15 speed.
 * While like this, Ultimate regenerates an extra 10% health each turn from now on.
 * While fighting, Ultimate's saiyan instincts kick in, giving him a 15% chance of landing a clear punch or sword attack on his opponent after dodging an attack on their turn (Regardless of speed calculation.)
 * Once mastered, ultimate can transform into this state whenever he wishes too.

Con's
 * For Ultimate to ascend to this level, he must have transformed into an URSSJ and URSSJ2 for at least one turn each beforehand.
 * Without mastery, Ultimate would lose 1,168,046,204,000 per turn. However, thanks to this mastery, he only loses 292,011,551,000.


 * Maintaining this amount of rage is hard, so he can only stay like this for 3 turns until he trains himself otherwise (It'd take 15 days for Ultimate to master this amount of rage.)

Ultimate Rage Super Saiyan 4
To be added

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

Pro's
 * Ultimate current stats and health are increased x2
 * Ultimate gains half of the battle effects EoR had on him. (5 out of the 10 are randomly selected. The same effect can not be chosen twice)
 * All Physical damage Ultimate does doubles.
 * Physical damage cuts in half against normal opponents

Con's
 * Being only half as powerful as EoR, Ultimate is still able to use Energy attacks. However, all damage done by this energy attacks are cut in half.
 * Ultimate must be in an URSSJ transformation during the characters death for him to enter this form.
 * Despite doubling his health, it takes about 15% of it per turn.
 * Con's for other URSSJ transformations double as well.

The Super Punch
The Super Punch is an attacked based off of Energy Surge, but instead of energy attacks, Ultimate absorbs the damage that would have been delt to him through physical damage (including weapon and some school attacks). Ultimate can absorb physical damage for up to 3 turns. After that, Ultimate concentrates that energy into a single fist, and punches his opponent with it. The stregth of the attack depends on what the physical energy build up is compared to Ultimate's health it would have taken out. Also, it determiners how much of his rush count he has to give up to use it. Of course, there is a con to doing this.
 * 1) Takes out 1/5th of Ultimate's max HP - Takes 5 of his rush count. Does combination of the physical damage plus a signature attack.
 * 2) Takes out 1/4th of Ultimate's max HP - Takes 10 of his rush count. Does combination of the physical damage plus a signature attack x.5.
 * 3) Takes out 1/2th of Ultimate's Max HP - Takes 15 of his Rush count. Does combination of the physical damage plus a signature attack x1.5. 25% chance of paralyzing opponent for 1 turn. Also has a 30% bonus hit chance
 * 4) Would take out all of Ultimate's Hp - Takes all 20 of Ultimate's rush count. Does combination of the physical damage plus a signature attack x2. 50% chance of paralyzing opponent for 1 turn. Has a 60% bonus hit chance if Ultimate's hit chance is lower then his opponents
 * If the damage it would cause Ultimate surpasses his Max HP after he uses the super punch, the remainder is cut in half, and delt to Ultimate as damage.
 * Using the 3rd and 4th version come with a price, it cuts Ultimate's damage in half for 1 or 2 turns
 * If Ultimate keeps the power past the 3 turn limit, then the damage it would do turns into a percentage and is slowly reduced from his health for 3 turns (Percentage can not surpass 45%)

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

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

It has the following effects:

Pro's However, there are some heavy cons to using this.
 * 1) Once in this form, Ultimate does 200% more damage with melee attacks, but 50% less damage with energy or magic attacks.
 * 2) Ultimate gains +300 max fatigue for that battle.
 * 3) In this form, Ultimate is able to mimic a signature attack/counter sig of an opponent, as long as he has seen him/her use it atleast once that battle.
 * 4) Much like freedom, Ultimate can use any attack from The Shop for up to 3 turns.
 * 5) While in this form, Ultimate can not be possessed, controlled, or manipulated by other characters signatures or ultimates.
 * 6) If Ulltimate were to nullify a signature, it can not be used until 3 turns after Ultimate leaves this form.
 * 7) Ultimate becomes immune to things such as poisoning, bleeding effects, burning effects, etc. for 2 turns after activation.
 * 1) If ultimate uses this while he's also transformed, he loses 20,000 Hp for each form he used before activating this.
 * 2) While in this form, magic and energy attacks do 1.5 more damage to him.
 * 3) A lot like Freedom, Ultimate must sacrifice 1/3 of his speed and damage while preparing to enter this form, which takes 1 turn.
 * 4) Using another persons signature costs Ultimate 25,000 Hp apon activation
 * 5) Ultimate is not able to use other transformation signatures while in this form.
 * 6) Once out of this form, Ultimate's speed and damage drop by 25% for 2 turns.

Final Galick Bomb (Kid Vegito)
KV uses the Final Shine Attack, Galick Gun , and Spirit Bomb combined. 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 ancestors 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 special 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 available 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 done 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 defense,gives 1000 ki. Looks like ssj but hair is red.

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

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

SSSJ4-Needs the 7 world rings,gives 125 power,125 speed,125 defense,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 opponent, 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 with 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.

Krillin Jr.'s Signature Attacks
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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 form 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 a lot. 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 1,000 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.

Super 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 150.Along with this transformation  the user is granted the a increased level of Intelligent,Telepathy,Telekinisis, and Space/Time Manipulation,all at the cost of 42 million.

Natural Sync

After years of training and harnessing the powers of the other Saiya Mode Transformations,Tenchi has finally come to terms with his alternate personality and mastered the forms completely.This form is a combination of all of the previous transformations,proving it to the be the highest and ultimate.As said before,Tenchi and Drake(Alt Personality) are now completely synced,mind,body,and soul and both of their powers combine together.While in this transformation Tenchi gains the stat boost of the stacking of the previous transformations along with a power up of 190.Another positive is that while he is in this transformation His health increases by 25% and after every time this transformation is made he gains a +15 stat gain permanently after becoming more accustomed to this transformation and Sync with his alter ego.HOWEVER in this transformation he looses 100 million power level to transform and loose 2,900 health every 5 turns he is in the transformation

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 horizontally and you put your mouth were it begins.The you shoot a very powerful energy wave that passes 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 severely damage the user.

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 combine 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

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.

Rush Blaster (Merohan)
Rush Blaster is a small charge attack used by Merohan. It is usually done after Rush Attacks at almost 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 there are 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 technique 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 (Or any effect alike it), 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 Damage and 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 existent, 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.

Golden Sovereign
The Golden Sovereign state is an upgrade of purple fury, it basically turns the user into golden flame, It has 2x the effect of purple fury but it requires charging for one turn before it can be jumped into, it is also limited to two turns, Since it is made of golden flame only basically it has a 20% of melee damage resistance, but it takes 10% more fatigue to use attacks in the form.

Super Sunblast Beam
Sakemi raises one arm into the air and roars like a dragon, a beam of light flies down from the sun and hits his hand, creating an orb of energy shining like a sun, he can split it into three orbs if he wishes, but this cuts the damage of his attacks in three, but not the speed, Normally the damage of the attack is both his speed and damage combined, and so is the speed, When hitting a target it will not only do damage but it will work like a solar flare and blind the target, stunning the target for 1 turn and taking away 20% of the target’s speed for two turns. if the attack misses the bolt will explode on the ground and the solar flare effect will take place anyway, it takes away 20% of sakemi’s speed for 3 turns as well when missing, It takes away 20% of his HP when used because the energy to call the light down takes away some of the power of his spirit.

Black Storm Explosion (Caraba)
This is the mix between Caraba's 3 abilities Ki manipulation,Shadow Matter Manipulation,and Elemental into a storm of pure chaos. This is performed when she creates a sphere of shadow 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 electrocutes it giving it more power.

Ultimate Form (Caraba)
Caraba achieved this form after training and bonding with her father in the deep regions of hell. This ability is utilized when Caraba activates the Ultimate DNA inside of her and combines it to that of her Saiyan Genes.She calls this her "Ultimate" Form because of it containing the powers of a Saiyan With this she gets the pros of the following: Though this form has many great benefits it has cons to combat the pros such as
 * Her stats are increased by 60 each
 * Her health is multiplied by 2
 * Her regeneration rate of health is increased by 15%
 * The probability of her hitting her target increases by 15% and probability of dodging attacks increases by 5%
 * All Ki and Signature attacks do 1.5X the damage they normally would do
 * Can also be combined with any one of her saiyan/alien transformations
 * Her power level drops significantly by at least 5 million
 * Her health decreases every every turn by 2,500
 * Caraba takes 10% more damage than usual.
 * Attacks take a longer time to charge

Enhanced Ultimate Form
This happens when Caraba adds the power of her Alien and Saiyan Transformations towards her Already Ultimate Transformation.When this happens the pros are lifted and so are the cons.It already has the power of the previous transformation and here are the changes since then

Pros Cons
 * Stats re increased by 90 each
 * Health is increased by 15%
 * Regen is also increased by another 15% percent
 * Her powerlevel drops by 10 million
 * Health decreases by 5,550 every turns

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

1 Thousand Birds Lightning Cutter


This technique channels a large amount of lightning power to the user's hand. The amount of power level is so great that it becomes visible. The high concentration of electricity produces a sound reminiscent of many birds chirping, hence the name. Once the technique is completed, the user charges forward and thrusts the it into the target. This produces heavy amounts of damage that is usually fatal. This technique is classified as an assassination technique because of the speed at which it is performed, despite the loud noise it produces. It does 1.5 more of a damage that a normal signature would dealt it has 20% stun chances and if it hits the target then it will cause bleeding effect which will make an enemy lose 3000 Health every turn(The bleeding effect lasts 4 turns). Sadly, this technique can only be used 4 times in a battle; using it more than 4 times will kills the user outright. Also, with every use, the user loses 9,000 health, and has a 20% chance of stunning themselves.

Cursed Seal of Heaven Influence:
Tsuyoshi has shown that by forcing more power from the Cursed Seal of Heaven, he can use an additional technique after reaching his daily limit. Despite the significant power gained from the Cursed Seal's influence this Technique, identified as Flapping Lightening Cutter (羽撃く千鳥, Habataku Lightening Cutter; Literally meaning "Flapping One Thousand Birds"), is essentially the same technique. Rather than the bright hues and chirping noises that are normally associated with the it, this particular variant emanates a dark gleam along with the distinct sound of flapping wings. Its same as the normal Lightning Cutter.

Grass-Mowing Sword: One Thousand Birds Katana
This technique allows Tsuyoshi to channel this move through his Sword. This makes it nearly unblockable as the radiating and chirping blade can easily cut through steel. Furthermore, if an opponent is stabbed, there is 40% chance their body goes numb due to an electrical current which causes the muscles to contract, making it impossible for the opponent to move for 1 turn. This move can only be used 2 times in a battle using it more than that will kill the user outright. However, its very useful in battle because Sword does 50% more damage that a normal attack would deal, so it is stronger than a normal lightning cutter Using the One Thousand Birds Katana has double the negative drawbacks of the regular Lightning Cutter.

Also, it has all the effects of a normal Lightning Cutter, too.

Legendary Possession
This is another one of Tsuyoshi's Legendary moves in this move Tsuyoshi can Possess the enemy for two turns making enemy do whatever the user wants him to do and also, forcefully extracting any valuable information that they possess. This is capable of possess enemy for 2 turns thats why they have the worst side effects, No matter how strong the user really is but his HP will be dropped by 1/4. Firstly, the user traps the enemy in a Genjutsu(Illusion)...

Genjutsu: genjutsu are illusory; instead of attacking the victim's body, genjutsu techniques manipulate the flow of power level in the victim's brain, thus causing a disruption in their senses.

This is frequently used to create false images or to cause pain from trauma (because the body is led to believe it is in pain); however, there are plenty of other uses depending on the situation. They are not used as often as Physical attacks because they don't physically harm the opponent, but several characters have made themselves well-known for their great prowess with genjutsu.

Secondly, (Not in illusion) the user possess the enemy's body and starts controlling it for 2 rounds(User can possess the enemy for as much longer as he wanted to but due to it effects eye so user cant possess the enemy for so long).

This has Advantages and Disadvantages they are listed below:

Attributes:

 * Helps the user to possess the enemy for 2 turns.
 * Find whatever the user wants to know from enemy.

Side Effects:

 * The HP will be Dropped by 1/4.
 * Can use it once per week.
 * After using it the user will be restricted from Training for 1 week, but will be able to Role-Play and battle.
 * Rush count will be decreased to 15(Only in that battle, after the battle it will be restored to normal)
 * (After the possession technique ends)User wont be able to use physical or any attack for one round the only thing he could do is to dodge all of enemy's attacks.
 * If someone else is also the user of Legendary Possession, then he can counter it... if he wants

Advanced Keshin Lancelotto ARMED!!!


This a very advanced transformation that Tsuyoshi Inherited from his Clan. To transform into it, Tsuyoshi must start charging Ki and creating a purple aura, and start powering up until a Purple-tinted demon comes out of him in his shadow, better known as the Tempestuous Spirit of Valour. When it is activated, His aura turns purple, and the demon changes its shape to a purple skeleton, but much more powerful. It is said to increase Tsuyoshi's power tenfold. Though, there are very harsh after effects, as well as shorting his lifespan, and permanently weaken his base strength, so it's dangerous to use this form for a long time; his Clan has forbidden it from use unless it is to protect someone, and if the user is done using it, he must power down immediately to base form, to prevent losing control.

It is a technique which creates a gigantic, humanoid being that surrounds the user. It is purple in color. Tsuyoshi's development of it is marked by intense feelings of hatred; whenever angered by the words or actions of his opponents, it grows in power. It looks like Demonic figure surrounding the user.

It's name is Sword Saint Lancelot Also known as Kesin Lancelotto. Keshin Armed (化身アームド, lit. Armorfied Incarnation) is when a Keshin user equips their Keshin onto themselves and uses it as an armor, increasing the user's speed, power in techniques and general strength.

To use it, the player first has to activate their Keshin. Then, the Keshin turns into yellow energy and surrounds the Keshin user. It joins onto the player, and creates an armor surrounding the player.

Attributes:

 * Since it is stronger version of Keshin Lancelot, it boost stats by 2.5;
 * When it is activated, it makes Tsurugi immune to signature disablers;
 * It lasts only 3 turns, using it more than that could kill user outright.

Side Effects:

 * It needs 2 turns cooldown before using it again;
 * -50,000 HP each turn used, alongside Keshin's side effect, making it -35,000 HP each turn used in total;

Rush Count Booster
Tsuyoshi inherited this technique from his clan this technique increases the users speed with that of a lightning bolt that user will move so fast that others can't even notice him. Those who have awakened a new light (New era form) can access to this.

Attributes:

 * Doubles the rush count.

​Side Effects:

 * The user's damage will be cut down to 1/3.
 * Speed is decreased by -50.
 * 7 Days cooldown.
 * Takes 2,000 HP on every use.

Attack Warp Mode/Wormhole
This attack lets Tsurugi Kyousuke to warp any type of upcoming attack and then send it to another dimension and sends back at enemy, means every attack enemy do will be sent back to him, it is similar to Janemba's technique. It only lasts 2 turns and lets every attack from an enemy be sent to another dimension and then sent back at them. After using it Tsurugi becomes extremely tired which subtracts 10 rush count from Tsurugi for 3 turns

Legendary Great Crystal Barrier Reef
This is yet another technique Tsurugi inherited from his clan. This attack has 4 stages....

Stage 1:
On the first stage, The user uses their fists and then opens their hands to create a giant crystallized snowflake. The user then uses it to block the upcoming attack, if it is destroyed, the stage 2 begins...

Stage 2:
The user first sways their hand to the left as a giant wave of water emerges from the ground. The setting then changes to a reef as the enemy's attack floats through it. After another wave of water appears and settles down, the user exterminates the attack. If it gets broken, stage 3 starts...

Stage 3:
Absolute barrier, it is creates when Tsurugi's Stage 2 is break through as a giant waterfall comes from his back and falls upon Tsurugi and turns into Ice, which causes any attack to freeze and break over. If it's broken through, Stage 4 starts...

Stage 4:
The user stomp on the ground summoning 6 giant rocks. The rocks then gather together and form a barrier to block the upcoming attack.

Attributes:

 * These all stages are activated at same time and their combined health is Tsurugi's health x 2;
 * If all of these are broken through, it will cause extra 50,000 damage to Tsurugi;
 * He can only use it once a month.

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.

Rage of a Saiyan
Torra's anger can sometimes get the best of him at times, but he defiantly isn't afraid to unleash that anger in battle.

This quick power up is only available to Torra when he reaches half health. His rage and anger gets the better of him in battle, and he uses this pent up anger and releases it to decimate his opponent. With this power up, his stats are changed by:

Pros:
 * Increase Torra's speed and damage by 150%
 * If at one fourth health, his speed and damage will also increase by 3 every turn.
 * Torra is able to perform a undodgeable attack once per battle.
 * Torra is able to instantly dodge one of the opponents attacks while in this form once per battle.

Cons:
 * Torra can only access this when at or below half health.
 * If an enemy on the opposing team gets killed, this transformation automatically ends.

Amargeddon
Torra is able to raise his power to a incredible boost, that allows him to scatter energy blast around the battlefield to take out the most strongest of enemies. This attack is mostly used by Torra to destroy a planet or location, but if used on a enemy or opponent, it will do a great deal of energy.

Pros:
 * Torra's damage doubles as he is able to shoot this attack at more than one or all enemies on a battlefield.
 * Torra can also concentrate this energy into one huge blast to affect a max of 3 enemies at once, but if used like this he will lose one turn due to fatigue.
 * If each blast hits a opponent or group of opponents when scattered, it will do a aftershock effect on them, by making them lose 10 speed each turn for 3 turns.
 * If spread, Torra can only make 10 volly's of this attack.

Cons:
 * If spread, each volley does ¼ of Torra's original signature attack damage.
 * If the single concentrated last misses, Torra loses 10 speed each for 5 turns.

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 exploded in so many different 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 completely 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 paralyzed 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

Neo Form Transformatins (Slot 1)
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.

Zane can choose one of these three variants of Neo Form to change in to.
 * Neo Form 1
 * Regenerates 5% of HP when transforming


 * Speed increases 175% and Damage increases 125%


 * Neo Form 2


 * 10% Regeneration per turn
 * Speed increases 150% and Damage increases 150%


 * Neo Form 3


 * 15% Regeneration per turn


 * Speed increases 125% Damage increases 175%

Advanced absorption
This Technique is  one created by Rhea to advance her absorption technique.By focusing in on her opponent she can absorb them long enough to drain power from them permanent. After absorbing the persons energy she can choose to keep them inside her to use as a back up power  reserve or just spit them out,wiping their memory of the even at all. Here are the cons for this transformation:
 * First of all, to absorb the person,they have to be at least 25 feet away from Rhea.
 * They must also have been damaged to 3/4ths of their health, and they need to be immobilized.


 * If the person has a strong enough, they can break out of the absorption. However, this only works if they are 15 levels above her.

The effects of the absorption and the time it takes for the effects to activate is listed below:
 * It takes x2 the pl of a normal signature to preform this kind of absorption.
 * If they don't have enough willpower, she could absorb them permanently, but this will cause major side effects. Examples are her taking in some of their personality, and having odd mood swings.
 * Rhea can not train or battle while someone is absorbed inside of her
 * She loses 2,500 HP per day she keeps someone absorbed (17,500 for 1 week, 35,000 for 2 weeks, 52,500 for 3 weeks, 70,000 for 4 weeks.)
 * 1 Week:After Rhea absorbs The person for this amount of time She will gain 5% of their stats permanently making the person weaker so they have less of an ability to fight back.Along with this power increase she gains one rush attack from that race. She gains  small amounts memory and knowledge that the person absorbs,and she will gain bits of the persons personality
 * 2 Weeks:After 2 weeks Rhea gains 10% of the users stats become permanent  and the subjects ability to fight back decreases contrary to the increase of her stats.She then gains more amounts of knowledge and memories of the person along with one tier 3 energy attack from that race.Although the con in this state is that her personality begins to change rapidly,so he begins to get more aggressive and hotheaded.
 * 3 Weeks:When Rhea has absorbed a person for 3 weeks she gains now 15% of the persons stats and the persons will to fight has broken down and crumbled.She also now gains physical traits of the character she absorbs(such as if she absorbs a tall person,she will increase in height) along with more of the characters memories,a tier 4 energy attack from that race,and her personality begins to resemble the person she absorbs
 * 4 Weeks:After Rhea has absorbed a person for 4 weeks she has now absorbed 20% of their stats and now she will decide whether to spit the person out or keep them inside her.She has now gained all of the persons memories,4 sigs,and a massive amount of the persons personality

Spiritual Awakening(Ying Yang Transformation)
This Signature happens when Rhea reaches extreme emotions,weather it be anger/rage or Love/Happiness.Rhea's emotions tap into a ancient power that is locked inside of Rhea's subconscious.Being one of the original Majin's and being of Alien decent she is more powerful than most would be especially at her young age.There is two parts of this transformation,one activated by her extreme rage and pain and one activated by kindness,and love

The Dark Side of the moon
This form is activated by Rhea's extreme rage.When Rhea reaches her breaking point,she transform into this form.In this form she looses every shead of common sense she has and goes from pure instincts. She will attack anyone who stands in her way weather it be friend or foe.In this form,Rhea's destructive force is completely incredible,being able to incinerate things just by looking at them. She cares for no ones life and only desires destruction.The following are the pros and cons for This transformation:

Pros: Cons:
 * 1) Rhea's damage increases by 35 for each turn that she is in this state
 * 2) Rhea becomes highly durable and resistant to all attacks
 * 3) Rhea has the ability to use any attack from her race
 * 4) Her health increases by 1.5
 * 5) The probability of her hitting her target increases by 25%
 * 6) She is resistant to any attack that includes Ice/Water,and Fire
 * 7) She has the ability to control Fire and lava at will
 * 8) For every energy/sig attack she does the effects/damage she is double what they usually are
 * 1) Rhea's speed is cut in half and decreases by 5 each turn
 * 2) Rhea will attack anyone who gets in her way whether it is a friend or foe
 * 3) Her PL goes down 500,900 each turn she stay's in this form
 * 4) She cant use any weapons,or items in this form
 * 5) While in this form she can only attack 10 times in one turn
 * 6) After she is loses this transformation she cannot fight the rest of the battle,because of being put in a near death state
 * 7) It takes 3 turns to make this transformation accessible
 * 8) It takes longer for Rhea to charge more powerful attacks

Hatred of The Black Heart
This Tranformation is unlocked when Rhea feels the feeling of extreme pain,and Hatred.When transformed into this form,she because unbelievably blood thirsty and has no concern for anyone life once so ever.While in this form she has no regard for anything,unlike the Darkside of The Moon Transformation,she has no specific target in mind.She mindlessly attacks anything and everything around her.Making her more destructive that ever before.In this form Rhea looks very wolf like and slim,making her very fast.The following are the pros and cons for This transformation:

Pros: Cons:
 * 1) Rhea's  speed increases by 35 for each turn that she is in this state
 * 2) The chances of hitting her target increases by 25%
 * 3) She now has the ability to shoot lightning can control wind
 * 4) She can now run around her opponent at super sonic speeds and make them dizzy immobilize and unequip them them
 * 5) It takes her a shorter time to conjure attacks that normally
 * 1) Rhea's Damage is cut in half
 * 2) When hit she takes 1.5 times the damage then an attack would usually effect her
 * 3) Even thought it takes less of a time to create powerful attacks they only have 2/3 of the effect on the opponent they usually would have

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

Advantages:


 * Stage 1 of the Fire and Forget system consists of 3 rockets he starts with. Each singular rocket dealing 14,000 damage with a Speed of 55. There is also a 40% chance in 1,000 more splash damage.


 * Stage 2 is the "Fire and Forget" launches all three rockets(depending upon the number of rockets he has left) at the same time. Travelling at a Speed of 265, dealing 56,000 damage in total. There is also a 50% chance in 1,000 more splash damage.

Disadvantages:


 * A single rocket drain his power level by 8,000.


 * Three rockets fired at all at once drain his power level by 32,000.


 * If hit by a EMP, Anthrax's guidance systems will malfunction and the three rockets will drain his PL by 8,000 each. This also makes the rocket fly out at random missing their initial targets.

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

Advantages:
 * On physical contact each spiderbot does 1/12 damage of the original signature with its drill for a solid minute(All twelve bots on contact does full signature attack damage in total compared to the original signature). After that minute has passed, it will explode and deal an extra 5,000 splash damage(mostly done to Androids) while others will only deal half that damage.

Disadvantages:
 * Anthrax can only launch six of these spiderbots per a turn.
 * If a spiderbot fails in reaching its target, Anthrax's PL drops by 10,000 per a turn. If a spiderbot is shoved back into Anthrax's body, he will deal the 8,771 damage to his Health, with a 50% chance of the 3,000 splash damage done to his body.
 * If any of the current bots he's used receive an electrical attack(whether it's an EMP, some sort electrical malfunction or a Magical), they will be destroyed on sight and Anthrax will not be able to use them what-so-ever unless he gets a resupply.

X-Ray Generator
This is an electrical power source created by the use of his Quantum Core. Reaching a radius of 12. Fun Fact: While inside the X-Ray field, it will show the skeletal structure of most organic targets or the mechanical structure for non-organic targets.

Advantages:
 * Those trapped while inside the field will move at a Speed of 12 and receive 45,155 damage per a turn.

Disadvantages:
 * Anthrax is required to be stationary.
 * If his core is hit, Anthrax will receive 150,000 damage to his health and WILL NOT be able to use the X-Ray Generator again unless repaired.

Shadow Drive
Hokus gains a flowing black aura that seems to have a mind of its own. He gains a boost is speed and damage, but loses durability.

Pros: Cons:
 * Stat increase by 100
 * Immune to all nullifying signatures
 * If Hokus wins the battle, he gets a permanent stat increase of 5
 * A barrier of 1/5 of Hokus' health is created
 * Hokus regenerates 5% of the damage he does.
 * Takes 15% more damage
 * If Hokus loses the battle, he gets permanent stat decrease of 10
 * Subtracts 10% from Hokus' natural heaing ability

Devil's Hand
Hokus' arm transforms into a blood covered claw that glows like a heartbeat. He also begins to glow a pulsing red aura and an eye will appear on the palm of his hand. It give him the following abilities:
 * 1% regerenation based on how much damage he does.
 * Speed increase by 10
 * Damage increase by 15
 * Receive 25% more damage

Devil's Arm
The next evolution to Devil's Hand, his entire arm is now coated in blood and he gains a flowing black cloak that seems to flake off on the edges. The blood becomes a darker red and his aura turns completely black. It comes with the following abilities:
 * Can only be used in Devil's Hand.
 * No other Signature transformations can be used in this form
 * 2% regeneration based on how much damage he does.
 * Stats are doubled.
 * Receive 50% more damage.
 * Health is drained by 5,000 each turn.

Demon's Devouring Rage
Hokus fires off a wave of dark flames that eighths all of his opponents current health, then adds that, divided by 100 to his speed and damage, but he loses 1/4 of his health each time he uses it.

Devil's Kamehameha
Hokus fires off a black kamehameha with silver flames circling around the blast. This blast is powerful enough to blast through the planet and bring about an apocalyptic end. If the blast hits, it has a 50% chance of causing a bleeding effect. When the blast ends, it creates an explosion that has a second chance of hitting everybody on the field, including friends and Hokus himself. (Needs to be calculated for everybody.)

Ten no Yami Suraisu (Darkness Slice of Heaven)
Hokus gathers his ki into the tip of his Zanpakuto to deliver a powerful energy blast. It can be channeled into his weapon to increase the damage modifier from 1.5x to 2x, or can be expelled as an energy blast. If he chooses the energy blast, he can charge it to do more damage. While he charges it, his speed is halved and he takes 10% more damage, leaving him open for attack. For every turn he charges it, it does the damage of a tier for attack, added to the damage of the sig, and he can't charge it for more than 2 turns, and from then, it takes up 3 attacks.

Wisp Transformations
Wisps are small creatures that can represent a color, feeling, or emotion, normal wisps don't really do anything special for transformations but there are three special wisps, the death wisp, the rainbow wisp, and the rage wisp.

Death Wisp Form


The Death Wisp form uses the power of the death wisp and lamp, with the death wisp absorbed, looks like herself but with long sharp teeth and red blood coming from her mouth as well as her eyes turning white only, she gains a tuxedo-style outfit as well. When in this form she gets the ability to dodge 1 attack of choice once per battle and her dodging chance is highered by 25%.

It also drains 9,000 HP per turn.her speed is boosted by 80 and damage by 70, She looses 5,000,000,000 PL per turn of using this form, she also looses 5 damage per turn. Lowers regeneration by 10%

Rage Wisp


The Rage Wisp form uses the power of the rage wisp and lamp in this form she gains a black and red charge up aura that is constant, her eyes are literally glowing red with anger as her damage and speed are boosted by 1,5x once she enters it. It can only last for six turns and drains 9,000 HP per turn and lowers regeneration by 10% and drains 5,000,000,000 PL every turn and add 2,000,000,000 PL for every mockery or insult, it adds 30 damage and 40 speed when first transforming and also adds a 5+ higher speed for every 2,000 HP she loses.

Rainbow Wisp
The Rainbow Wisp is a combination of all color wisps and when lamp uses it the yellow parts on her outfit becomes multi-colored and changes colors every second as well, this form gains 110 speed and 90 damage and can be held up for one turn and only usable once every week, It drains 20,000,000,000 PL per turn and regeneration is made higher by 5% every turn, If she manages to do more then 50,000 damage in the form before it gets drained she gets one extra turn and ten more damage and speed (usable only once)

Color Blaster
The Color Blaster is a finisher move that uses a randomized set of wisps to have a varying amount of damage, it normally does 1,5x the normal damage of a signature but it can increase depending on what wisps you get, in the randomizer there’s always five of every normal wisp and two of death and rage, and one of rainbow, It’s damage will be increased by 0,5x if she decides to run for two turns, she can be interrupted if she is hit with an attack, If she gets two of the same wisp the bonuses of them are just stacked together, These Wisps can also be used as NPC Characters, But they rarely appear.

Normal Wisps
Cyan Wisp (Laser): Hit chance increased by 20%

Blue Wisp (Cube): Lowers speed of the opponent by 10%.

Purple Wisp (Frenzy): Increases damage by 0,5x.

Red Wisp (Burst): If the attack doesn’t kill the target, the opponent will be hit for 3,000 damage for 3 turns after the attack has hit.

Green Wisp (Hover): Makes dodging chance 20% higher if she decides to run for two turns.

Yellow Wisp (Drill): Adds 20+ Damage to the attack.

White Wisp (Normal): No Effect.

Orange Wisp (Rocket): Stuns opponent for one turn so she can achieve 0,5x damage against the foe without worrying about getting hit.

Violet Wisp (Void): Absorbs 30% of the attacks that is fired onto her when she is running, Adds 30 extra damage upon hitting the target.

Magneta Wisp (Rhythm): Reduces damage and speed of the opponents by 20% with use of high noises.

Indigo Wisp (Asteroid): Everyone on the field except lamp suffers from 5% HP loss due to the wisp launching indigo colored asteroids at the target.

Gray Wisp (Quake): Lamps damage on contact is increased by 50% and HP is increased by 30%

Ivory Wisp (Lightning): Lightning is shot out on everyone on the field and they loose 5% HP for 3 turns.

Pink Wisp (Spikes): If Melee attacks are done to her while running, the damage will be thrown back at the opponent.

Special Wisps
Death Wisp (Death): Makes the attack have a 40% higher hit chance and it does 6,000 after damage for four turns.

(Rage): If she decides to run for an extra turn for 0,5x damage this wisp will make her unable to be interrupted but she can still take damage.

Wisp (Rainbow): All bonuses of the normal wisps but every % upgrade is reduced by 10%, Rainbow Wisp is activated during the whole attack.

Performing this attack she lets all the wisps line up in a circle in the air and then jumping into it and charging into the opponent and a thousand times the speed of light, obliterating them completely, This move can only be used if the opponent has less then 2/5 of her HP left.

Cons
When using this attack she looses 2/10 of her HP and it will wane away by 3,000 Damage during the rest of the fight unless she quits, this will make her only take 1/3 of the XP she should have gained during the fight unless she wins it, she looses 20,000,000 PL after using it.

Black Excalibur
Lamp throws her sword into the air as a dark stream of energy surrounds her as she is lost  in it, it forms around her and creates black armor that glows purple in some areas, the black caliburn is larger, and glows with energy, she has a shield around her that has 2x her HP with a 20% damage absorb, The sword itself now does 2x the effect of the normal sword but her speed is lowered by 30% and her rush count is lowered by 5, The sword becomes invunerable during this state. it lasts for 2 of her turns as she loses 65% HP per turn because of the weight of it.

Eternal Blizzard

 * Japanese
 * エターナル·ブリザード


 * Rōmaji
 * Etānaru Burizādo


 * Lithuanian
 * Amžinoji Pūga

Frost takes his soccer ball and kicks it into the air, then he jumps on top of it and spins it around, causing wind to form around it, then he infuses the wind with his cold, "demonic" ki. He shouts "Blow 'em over!" and kicks it at the opponent, nearly freezing everything in the kicked ball's radius of 10 meters.
 * Effects:


 * Deals Signature Attack damage if hits;
 * Reduces opponent's/opponents' speed by half for 1 turn if it hits;
 * Reduces opponent's/opponents' speed by 1/4 for 1 turn if it misses;
 * In a team battle, if one of the opponents get hit by this attack, the opponent's comrades' speed will also drop by 1/8.

Relentless Winter

 * Japanese
 * リレントレス·ウィンター


 * Rōmaji
 * Rirentoresu Wintā


 * Lithuanian
 * Negailėstingoji Žiema

This Signature creates a giant light blue barrier with a radius of 100 miles, which nullifies every single Signature and Ultimate until the end of the battle. Which means, neither Frost/Glacier, neither his opponents can use any Signature Moves and Ultimates for the remainder of the battle, and all of the ones used beforehand are also negated. It costs 2,000 health during each of his turns to keep this barrier active.

Alternatively, Frost can generate a Ki Wave that disables all of the target's signature moves and ultimates, but it can be dodged via the speed stat. On top of that, generating a Ki Wave of it without affecting anyone else in the battle will take 1,000,000 Power Level upon using it, and lose 20,000 health once Frost shoots it.

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


 * Effects:


 * Doubles Frost's speed and damage;
 * To hurt Frost, the opponent must first destroy Niflheim, who has twice the health of Frost, and that is the only way to stop the signature;
 * It cannot be affected by any Signature/Ultimate nullifiers.
 * When Niflheim's health is dropped to 50%, Frost loses half of his speed.
 * When Niflheim's health is dropped to 25%, Frost loses half of his damage.
 * Once Niflheim is destroyed, Frost loses 25% of his current health.
 * When this signature is active, Frost's speed and damage increase by 10% for all of his allies that were killed during the same battle; this includes prior to Frost joining the battle.
 * The signature can only be used once a week;
 * Frost loses 60,000 of his health (not Niflheim) each turn when this Signature is in use;
 * If Frost's health would drop to 0 due to the con of this Signature, he will die; rather than dispel the signature.
 * It also decrease Frost's rush count to 10, no matter if Frost's rush count increases through other effects.
 * Cannot use any other transformations while Niflheim is active; this includes Kaio-Ken.

Cannot create anymore Signature Transformations when this one is present on Frost's Signature Move list.

Wolf Legend

 * Japanese
 * ウルフ·レジェンド


 * Rōmaji
 * Urufu Rejendo


 * Lithuanian
 * Legendinis Vilkas

This attack's effects are similar to Eternal Blizzard. Frost first forms a ball of ice (or uses his regular soccer ball), kicks it into the air and jumps up, he then makes a slashing kick on it to bring it down to the ground, making 3 slash marks appear on it after the kick, and Frost summons a wolf spirit behind him, which roars at the ball and releases nearly invisible ki from his mouth; which hits the ball and makes it go towards the opponents. Upon impact with the opponents, the slashing effect is dealt to the opponent(s), and sending a chill down their body; as they start bleeding and become physically weaker.
 * Effects:


 * Deals Signature Attack damage if hits;
 * Reduces opponent's/opponents' damage by half for 1 turn if it hits;
 * Reduces opponent's/opponents' damage by 1/4 for 1 turn if it misses;
 * Gives a bleeding effect which reduces the health the victim for 3 turns if it hits;
 * Bleeding damage is determined by multiplying the user's speed (not damage) by 10.

Okatsu


This technique allows the user to drain an opponents ki by half and use it to increase their speed. The user starts by raising one hand into the sky (Left or right doesn't matter, user preference). They then proceed to draining the energy of another for 1 turn before streaming that energy into their own blood for more effective use of bodily functions.

Effects:
 * The technique last for 2 turns regardless on how it is used afterwards.
 * The user drains half the opponents ki reserves.
 * The user's speed doubled to make them much faster.
 * Any super attack used during the transformation will drain this techniques power and deactivate it, the super attack however will move as fast as the user did, and deal Signature Attack damage if it hits.
 * Due to the amount of energy he uses in this transformation, his defense drops, and he takes 15% more damage.
 * After this signature attack ends, the user loses 1/3 of their health.
 * On the 4th turn of this transformation, the user will be knocked out of it.

Shakuhou
After studying Signature nulifiers Gen finally created a signature that prevents all of his other signatures and ultimates from being disabled. This ability is innate and works autonomously. It's sole purpose is to create illusions and disable or disorient another fighter.

Effects: Side-Effects:
 * All Signature/Ultimate Nulifiers such as Relentless Winter or Time Lock are disabled and are not effective on Gen.
 * Since part of the techniques use is to prevent Gen from being affected by Relentless Winter, it is always active immediately during battle, regardless of who gets first turn.
 * Gen is able to create illusions that cause the opponent to miss partially during an attack.  For 1 turn Gen can block 10% of any attack.  This can only be used 3 times per battle.
 * Using the active form of Shakuhou causes Gen to lose 4,000 Health for each time he uses it.
 * Using the active affect of the attack takes double the normal signature powerlevel consumption. (2,000,000 powerlevel per turn) for each time he uses the active affect.
 * Every 5 turns in a battle, Gen will lose 1/3 of his current health due to the tole of the maintaining Shakuhou.

Satsugai-sha
Now this technique allows Gen to summon a powerful armor that shields him from the brunt of any attack, it also summons two extra pairs of mechanical arms and a powerful sword able to cut through virtually anything. Energy flows down his blade of an unknown nature that can disrupt chi and manna temporarily, along with freezing his opponents for a few minutes by activating every pressure point on their body making them unable to move for three minutes.

Effects:
 * The user gains an armor that blocks 15% of any attack power while it is active.
 * The added arms give added mobility and speed, giving 40 stat bonus to speed and damage.
 * The user gains the ability to see ki and manna not just sense it, this works on androids as well allowing them to track their opponents movements even when they hide behind walls.

Side-Effects:
 * For every turn active the user loses 5,000 health
 * Every 3 turns the user loses one million power-level
 * Staying in this form for 5 or more turns will cause the user to lose 100 stats to their speed and 50 stats to their damage for the remainder of the battle.

Tempestuous Spirit of Valour
This a very advanced transformation that Gen Inherited from his Clan. To transform into it, Gen must start charging Ki and creating a red aura, and start powering up until a Red-tinted demon comes out of him in his shadow, better known as the Tempestuous Spirit of Valour. When it is activated, His aura turns red, and the demon changes its shape to a red skeleton, but much more powerful. It is said to increase Gen's power tenfold. Though, there are very harsh after effects, as well as shorting his lifespan, and permanently weaken his base strength, so it's dangerous to use this form for a long time; his Clan has forbidden it from use unless it is to protect someone, and if the user is done using it, he must power down immediately to base form, to prevent losing control. It is a technique which creates a gigantic, humanoid being that surrounds the user. It is red in color. Gen's development of it is marked by intense feelings of pain; whenever injured actions of his opponents, it grows in power. It looks like Demonic figure surrounding the user. This was taught to him by Tsuyoshi.

Attributes:

 * Multiples speed and damage by 1.5
 * -30,000 Health each turn used.

Full-Force

 * Adds x1.5 Damage
 * Adds x1.5 Speed
 * Adds 1/4 of his health to his maximum health.
 * Does stack with other transformations.
 * Cost 1/6 of his PL to transform.
 * His stats go back by 5% every other turn.
 * Due to the strain of being in full-force, Kenji also loses 5,000 health per turn.

Sixth Form

 * You need to have mastered the Fifth Form in the Ice-Jin transformations.
 * When you transform it takes 5,000,000 Pl including the 4,371,000 Pl to get to Fifth Form, if not already.
 * Adds an additional 120 Damage with the other transformations
 * Adds an Additional 60 Speed with the other transformations.
 * Subtracts 1/4 of health after transforming, health not regained after exiting transformation.
 * After exiting this form, subtracts 10% of kenji's speed and damage for the rest of the battle

True Form

 * You need to have mastered the Pure Form in the Majin transformations.
 * When you transform it takes 5,000,000 Pl.
 * Adds an additional 100 Damage with the other transformations.
 * Adds an additional 120 Speed with the other transformations.
 * Cuts any current health regeneration in half.
 * After exiting this form, subtracts 10% of kenji's speed and damage for the rest of the battle

Teleportation Burst
This signature attack shrouds the user in a light blue light (Varies on if transformed or not, if super saiyan golden light) Once shrouded, the user begins to teleport at a break neck pace around the opponent and when Ki is charged, user appears behind the opponent and fires a gigantic Ki blast at them causing damage.
 * Effect- Permanent speed by 25%
 * Effect- Speed increase of 1/2 in battle

Ignited Fury
The user is shrouded with flames, and their stats are increased based on their transformation state they are currently in. Cons
 * Normal Form-Effect-Permanent Stat increase by 25%-Stat increase of 25% in battle (Not Health and PL) User is shrouded in Blue Flames.
 * Super Saiyan-Effect-Permanent Stat increase by 50%-Stat increase of 50% in battle (Not Health and PL) User is shrouded in Gold Flames
 * Super Saiyan 2-Effect-Permanent Stat increase by 75%-Stat increase of 75% in battle (Not Health and PL) User is shrouded in Gold Flames
 * Super Saiyan 3-Effect- Permanent Stat increase of 100%-Stat increase of 100% in battle (Not Health and PL) User is shrouded in Gold Flames
 * Super Saiyan 4-Effect-Stats increase by 120% in battle.(Not Health and PL) User in shrouded in Red Flames
 * Effect-Ignited diminishes requirements of transforming into Super Saiyan Forms.(PL is still required)
 * After mastering another form of Super Saiyan, the effects are added in battle only, and wear off after the battle is complete.
 * In battle stat increases drop by 10% every turn.
 * With each stacked super saiyan transformation he use, he will lose 1,500 health per turn. (1,500 hp for SSJ, 3,000 hp for SSJ2, 4,500 hp for SSJ3, 6,000 hp for SSJ4)

Successor's Combo
The user does a rush combination taught by a great teacher; Natch. The user rushes at the opponent while saying "This is for Natch!"The user rushes the opponent with 100 bullet punches and 100 scissor kicks and then punches them in the mouth, and break dance kicks them away.They then say"My master would be proud!"
 * Effect-Makes Rush Count 30 in battle.

Xorous Flash
Aaron takes in the energy of stars and focuses it into one point, and creates a ball od energy that is blue and he blasts it with a wave of energy it splits into the shape of an X and goes at his opponent
 * Con- The Sigs damage is the normal damage a sig does, + 1/4 of the sigs damage.

Friendly Fire
Aaron's bond with his friend'/teammate, creates an energy that can help him during battle.This effect varies on the race his teammate is.The energy created, is a certain percentage of his teammates current stats in that battle.(Transformations count. Saiyan=100 Aaron=200 (100/2) + 200 =250, Super Saiyan=200 Aaron=200 (200/2) + 200 =300)

Saiyan's Pride
50% of Speed and Damage

Android's Cunning
50% Speed 30% Damage

Human's Valor
20% Speed 40% Damage

Alien's Mystery
50% Speed and Damage

Demon's Fear
50% Damage 40% Speed

Namekian's Gracefulness
45% Speed 30% Damage

Ice-jin's Cold Heart
25% Speed 50% Damage

Halfbreed's Choice
I can choose one of a Half Breed's Races, and I use the gain for that particular race.

Azure Energy Bow
Raven conjures a bow made of absolute ki and fires any and all ki related attacks out of said bow. The bow channels more energy and breaks the limits that the attack previously had.

When used, all attacks are fired in the from of an arrow made of raw ki. As the arrow soars through the air, it transforms into what the attack would look like if it had been fired from his hands. The bow itself is a light blue with intricate designs carved into it. There are some techniques that can only be used with the bow in hand, and are very powerful. The bow multiplies damage done by ki attacks by 2, but does a toll on Raven's body, draining 500 hp for every shot fired.

Timeshift
Alyra has the ability to alter time itself, to a limited degree, on the fly. She uses this battle by slowing down time for her, causing her to seem much faster compared to her opponent. This gives her a permanent 1.5x speed multiplier.

Alyra can also use Timeshift to literally "step" through time, removing herself from the battle for a brief time, then blinking back in. This enables her to automatically dodge a number of attacks. She can automatically dodge five INDIVIDUAL oncoming attacks per battle (Ex. If she is attacked by 10 punches and an energy ball, she can dodge four punches and the energy ball).

Time Lock
Alyra locks the battlefield in time. This prevents any outside modifiers from being used, such as battlefield advantages, and utterly negates any and all signature and ultimate moves, both friend and foe, as long as the battlefield is timelocked. Such an act is extremely taxing on Alyra's body, causing her to take 2,000 damage per turn. It automatically ends any ongoing effects from signature and ultimate moves.

Alternatively, Alyra can timelock individual opponents as opposed to the entire field. She can timelock as many opponents as she wants, but maintaining the lock causes her to take 1,000 damage per turn per opponent. Timelocking an individual opponent still automatically ends any ongoing effects from their signature and ultimate moves. It also allows various outside modifiers, like battlefield advantages, to continue being used.

Temporal Storm
Alyra creates ten spheres of pure chronitons - time energy - and hurls them at the opponent at extreme speed. These spheres attack with the same speed as the opponent, and are counted as individual attacks. Each sphere, if it hits, deals 20% of a full signature's damage, and slows the opponent by 10% of their max speed (including multipliers). If half hit, which they will, statistically speaking, it will do 100% of a signature attack's damage and slow the opponent 50%.

The opponent's speed regenerates by 10% a turn. If all hit, the opponent takes 200% of a signature's damage, and loses all their speed completely for a turn, making them unable to dodge or attack - regenerating at 25% per turn until at 50%, then 10% per turn until 100%.

Demonic Transformation
Kumiko's hair will turn black and a red and black aurora will appear around her. This will instantly take 25% of her PL. But from that loss of PL she gains 50% of the PL lost to her health, allowing her to go over her max. She then gains double her strength and double her speed. Her stats do revert by 20% every other turn until they return to normal, the extra health remains for the rest of the battle.

X-bolt
Pto will put his hands in a formation and a shining x-shaped light will shine in the middle of Pto's hand formation. He then launches it at any opponent, if opponent is hit it causes them to stagger and does 25% of damage to speed and health. This also gives Pto a 10% increase to his speed and health

Reverse Kinetic Polarity
This technique is activated when Caliziana is attacked. Using this technique she can any and all attacks, weather physical or energy(including other signatures) based for two turns and turn it on the user who castes it by reserving the Kinetic and electro magnetic energy's direction so she doesn't take damage and the opponent does by his own attacks. The Damage and Speed of the attack is determined on who casts them, The attack will do the damage of the users Damage at the time and have the same speed of them too." She can only use this technique twice in one battle because of not being mastered.

Kinetic Empowerment
After using the Reverse Kinetic Polarity ability or having the enemy attack her, there is still Kinetic energy left over. Caliziana uses this to her advantage and adds the extra amount of energy to herself. This causes a chain reaction in her cellular molecules and kicks her mitochondria into over drive. The amount of energy left over depends on the users stats and the powerful ness of the attack used. Caliziana has completely mastered this technique and be cause of it she can use it multiple times in battle for any attack as she pleases. Like said before hand, the stat boost that she gets depends on her opponents power of the attack and their stats. When she uses this ability she gains 1/2 of the users stats that had previously attacked her in the battle and gets half of those stats permanently, those are the pros, however, here are the cons. After using this she becomes extremely tired and loses 10,000 Health, she can only attack 15 times per turn, she can only use 2 more signatures for the rest of the battle, and she cant use any Magic Spells or equipment in that form.

Energy Bond
47 sacrifices any designated number of fatigue he wants, for example, 200. His opponent will also lose that much fatigue as well. Unlike his opponent, however, 47 will lose the number of fatigue he sacrificed x100 in health.

Mark for Death
47 was built to be an assassin, and this risky technique excels in a quick kill. 47 marks anyone on the battlefield for death and gains a massive stat buff (500). If the marked victim isn't killed/defeated in 2 turns, 47 is reduced to 50 health, is kicked out of all transformations, and skips his next 3 turns. If whoever is marked is killed in the given time, 47 can use the transformation with no penalties.

Overclocked Android Transformations
Through use of coding embedded into 47, 47 can tap into hidden energy reserves and increase his power dramatically.

Overclocked Android 47
This transformation grants 47 an amazing amount of power, though his appearance barely changes. other than the spikes protruding from his arms and legs. 47 breaks through many limts in this transformation, as his power sky rockets to extreme levels.
 * Increases speed and damage by 50

However there are cons such as:
 * Drains 10,000,000 power level when transformed
 * Loses 1,500 HP per turn.

Super Overclocked Android 47
This is a step up from 47's previous transformation, as it adds on to the tremendous power increase, as well as the cons. Here, 47 looks a lot more robotic, as he is encased in a suit of hardened metal. 47 continues to break limits in this powerful form, but gains new cons.
 * Increases speed and damage by 75

However there are con's to the form such as:
 * Loses 2,500 health each turn (stacks with previous health drop)
 * Drains 20,000,000 power level each turn

Ultra Overclocked Android 47
In this form, Android 47 grows in size tremendously, becoming a massive titan. His power increses to unfathomable limits, and skyrockets further. However, the power exertion from this transformation takes time to heat up, and cannot be held for long as it damages 47's body greatly. Even after he comes put of the transformed state, he is still he is still vulnerable for some time. However, there are still cons such as: Unlimited Android 47
 * Increases speed and damage by 90
 * Loses 5,000 health per turn (stacks with previous health drop)
 * Drains 50,000,000 power level each turn
 * If 47 stays in this form for 8 turns, he will die
 * 47's next 3 turns are skipped after leaving this form

The final stage of the overclocked transformations, 47 undergoes his biggest powerboost yet in this stage, however he shrinks back to his regular size, as well as losing the metal coating over his body. Even though he may loo like he's in his normal form, he's the deadliest in this state. However, there are still cons such as:
 * Increases speed and damage by x2 of what they currently are
 * Loses 10,000 health per turn (stacks with previous health drop)
 * Drains 150,000,000 power level each turn
 * If 47 stays in this form for 6 turns, he will die
 * 47's next 5 turns are skipped after leaving this form

Majin Detachment
47 sacrifices any fraction of his health to summon a 'Majin Thrall' onto his team. The thrall has the same fraction of stats as the fraction that of health that 47 sacrificed. For example, 1 third if 47 sacrificed one third of his health. The thrall also knows all of the attacks in the basic and majin sections.

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

Like the Yuji clan's Spirit of Valor techniques, it increase the user's strength, speed and overall powers. It is powered by mana, specifically as a mixture of the Wind Element and the Light Element.


 * Effects:


 * Damage and Speed is doubled;
 * Light Element Magic and Wind Element Magic require half the mana than they usually require;
 * Magic Techniques now have their own rush count, 5 spells per turn;
 * Lasts 3 turns.
 * Side-Effects:


 * The user loses 10% HP each turn;
 * All Magic Techniques besides Light Element Magic and Wind Element Magic require 2x more mana;
 * Consumes 100,000 mana each turn;
 * Can only be used once per battle;
 * Requires level 15.

Dream Aura
Shintaro can use his magical abilities to generate a barrier around him that slowly regenerates itself until it is destroyed by opponents.

To cast this barrier, the user must say "Maje-Typa-Ligh-BarriHela-Una-CAS!", and then he converts his health; which will determine the strength of the barrier. The user can only use up health up to x1,000 of their current level. I.e., if the user is level 23, then he can only convert 23,000 of his health into the barrier at max. It is treated as a light element spell, and it regenerates 50% of its health per turn.

Spirit Mine
This attack was created through both physical and mental training. Being impressively wise at a young age, Kenmei uses his mental capabilities to withdraw spirit  energy from the Earth, or any planet for that matter, to convert it into one dangerous attack. To create this attack, Kenmei places his hand on the ground for what seems like 10 seconds, and withdraws all the spirit energy from whatever planet he is on. In doing this, a large circle forms around the opponent and battlefield as it starts to light up, and pebbles and rocks start to float in the air. A tremendous sized blasted then rises from the circle as it completely injures the opponemt or turns them into dust, killing them in seconds. After the blast, leftover spirit energy covers the battlefield and act as mines as they are randmly generated to hit.

Effects:
 * This attack deals the same amount of damage as a normal attack, but if on Namek, it will do twice the damage.
 * Leftover spirit energy acts as mines for the rest of the battle. With 10 mines total, these are randomly generated to hit, dealing ¼ the amount of Kenmei's regular signature attack damage.
 * If the leftover mines miss, there is a 33% chance that the mines will activate on Kenmei.
 * This attack has a extra 60% chance of hitting.

Spiritual Execution
After learning the ways of using ki, Kenmei has spent years developing a attack to take out his opponents. To perform this attack Kenmei places his middle and index finger on his forehead as he gathers all the spiritual energy from the area or planet. When ready, electricity and a blue aura flows around Kenmei's fingertips as he extends his fingers forward as two light blue thin ki beams are unleashed from the fingers. One remains straight while the other coils around the straight beam. All the spiritual energy in the blast completely impales the opponent as it makes a devastating result. This is shown to be a more complex and stronger version of the Special Beam Cannon.

The only con for this attack is the time it takes to gather the spiritual energy and charge for the focused burst. However, this can be bypassed with enough concentration.

Pros:
 * Will do x1.5 more damage than a regular signature, but x2 more damage if on Namek.
 * If charged for two turns, damage of a 4th tier attack will be added.

Cons:
 * If Kenmei has below 150 fatigue points, he will be forced to charge this attack for one turn, leaving him unable to attack.

No More Games
Kenmei suppresses his power through his weighted training clothes as the mass of the weights help him gain power. Kenmei usually continues to fight with his weighted hood and cape each weighting 100 lbs, until he gets serious. Kenmei no longer plays games as he removes his weigthed clothes to become more versatile in battle.

Effects:
 * After Kenmei removes his weighted clothes, his strength increases by x1.5.
 * After Kenmei removes his weighted clothes, his speed increase by x2.
 * He received a extra 10% dodge chance.
 * He recieves 10% extra damage.

True Namekian transformations
The True Namekian transformations are the true forms for legendary Namekians. A Namekian is able to access this power through the will to fight and protect as their spirit is empowered to the point where they use this as the source of their power. Kenmei is the first and only Namekian to unlock these transformation's abilities and achieve seemingly unsurmountable powers.

Transcendent Namekian
The first form of a True Namekian. Kenmei obtained this form after purifying his soul on Kami's Lookout and having a significant power level. Kenmei is able to tap into his latent power in this form to give him a drastic power increase. However, all of Kenmei's power is not released in this form, as his maximum power can still be released.

Pros:
 * Kenmei's speed and damage increase by 150%.
 * Kenmei becomes 15% damage resistant.
 * Kenmei is able to increase his rush count by 10 every other turn.
 * Kenmei regenerates 15% health each turn.
 * Active Ability: Soul Power
 * Kenmei is able to increase the power of his attacks for one turn, all attacks doing 1/4 more of it's original damage.

Cons:
 * If used with Kaio-Ken or any other power up, the strain on Kenmei's body will cause him to lose 5% of his health each turn.
 * Using this technique causes Kenmei to use up an extra 5% of his fatigue every turn.
 * Kenmei's rush count will half after exiting this form.

Aerial Ace
A extremely powerful attack Ace first used against Lamp in West City. This attack is so powerful it has been shown to be able to wipe out the entire area, also stated by Ace to be able to destroy the planet if not careful.

In starting this attack, Ace flies up into the sky high above the clouds and powers up a bit. After, Ace locks his eyes on the opponent below and plummets down at a 90° angle at a incredible speed! While moving at this speed, Ace charges a kamehameha in his hands as he begins to move faster and faster. Ace slowly chants the words, "KAAAAA....MEEEE...HAAAA...MEEEE....HA!", as he flies right into the opponent and fires the attack directly into the opponent, ripping them apart, along with the area. The faster Ace moves the stronger this attack is.

Velocities:
 * Regular Speed- If Ace moves at his regular speed and makes impact, this attack will do the normal damage of a signature attack. Has a extra 10% hit chance.
 * Light Speed- Ace moves at a speed faster than that of light, causing a incredible impact, all while destroying everything in a 15 mile radius. Has a extra 25% hit chance.
 * Infinite Velocity- Ace can move at speeds that not even the most attuned of beings can grasp and outrun or avoid anything an opponent can use against the user. Ace can run and move at infinite velocities. This ability allows Ace to easily surpass and perceive light speed movements . This attack is undodgeable and will deal x2.5 the damage of a signature, but deals 100,000 recoil damage to Ace after use.

Infinite Kamehameha
The Infinite Kamehameha is a stronger variation of the Kamehameha created by Ace. This attack has a greater ki generation, making it generate light from the energy source. The size of this attack is tremendous, as it is about 3 times bigger than a normal Kamehameha. Even though Ace charges his energy within the attack, it does not tire him out, leading to believe that the the energy Ace charges into the blast is infinite.

First, Ace says "This is going all out!" as he draws his hands to his right side. Then, he prepares the Infinite Kamehameha, but charges his energy within it, making it brighter and more powerful. Finally, Ace shouts "Kamehameha!" and fires the attack against the opponent, inflicting a massive amount of damage.

This attack will deal x1.5 more damage than that of a regular signature

Limitless Trace
As a child, Ace has shown heightened senses above that of even a Saiyan, due to his Alien genes. Now he has trained all his senses to give him the edge in battle, most notably his eyes. Ace is able to move his eyes at incredible speeds to trace a opponent's movements, or simply break down a attack step by step to understand it.

Using this ability, Ace is able to perform a opponent's signature, ultimate, or racial attack once per battle with the same statistical drawbacks. If Ace uses this in a defensive way however, he will be able to dodge the one attack he traces from the opponent and evade it the entire battle.

Drawbacks:
 * For Ace to perform or evade a opponent's attack, the opponent must perform the attack in battle.
 * This excludes transformations, in which he can nit trace them.
 * Can only use once per battle.

Blitz Beam (Inherited from Tenchi)
The Blitz Beam is a tremendous attack created by Tenchi. Learning from her father, Miname has spent years training improving her father's technique. After finally becoming successful, Miname has evolved the Blitz Beam into a attack 3 times as strong as it's predecessor.

First Miname raises her index finger, middle finger, and thumb forward at a 90 degree angle and fires a powerful bolt of energy at the opponent, piercing and inflicting a large amount of damage. If Miname manages to fire it at full power, it is known to leave a mushroom cloud behind upon impact.

Effects:
 * This attack does x1.5 more damage than a regular signature.
 * If fired at full power it will do x2 more damage than a regular signature, but requires a turn to charge.
 * If the full power attack hits, it will stun the opponent for one turn.
 * Using the full power blitz beam costs 10,000 health to launch.

Fissure Disc
Miname created a much powerful version of the Destructo Disc. Fissure Disc is a razor-sharp disk of energy that can slice through nearly anything it hits.

To create this attack, Miname holds her palm out in the air as a disk of energy forms in her hands. Miname then throws the attack at the opponent as it makes impact and slices the opponent in two. However if it does not succeed in it's intended purpose and misses, Miname is able to split the attack into two disk, making the opponent dodge the attack a second time, as she guides the disk to make a devastating and possibility fatal impact to the opponent.

Effects:
 * If this attack hits, it will cut the opponent's stats in half for one turn. (Excluding health).
 * If the opponent manages to dodge the first disk and the next two disk connect, the attack will cut the opponent's stats by 3/4's for 2 turns. (Excluding health).

Breaking Limits
Being half Human and half Saiyan, Miname wields a hidden power to unleash in dire needs. Miname is able to power up to her very best, which allows her to instantly regain all of her ki, puts her at MAX Power, and increases all her stats.

Effects:
 * Increases her damage by 150.
 * Increases her speed by 155.
 * Refills her fatigue meter (Once per battle).
 * If previously knocked out or reverted to out of her full power, she will immediately power up to her previous MAX power.
 * Takes 10% more damage

Mystic Soul
Coming soon

Lightning Sentry (Inherited from 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 Lighting Sentry (or Tekatu-Ken as called by her father) focuses on mental strength and will power.

Another difference is the appearance. Once using this, the users body is seemed to be incased with armor made out of ki and the users skin turns into pure energy with lighting around them. However since Miname was able to evolve this power up, the Lightning Sentry simply gives her a yellowish-blue aura with lightning currents flowing around. 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. Lightning Sentry is over all more powerful if you combine that of the mental and physical power. Lighting Sentry lasts WAY longer than Kaio-ken,as long as the user has a will to fight.

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.

Pros: Cons:
 * The Lightning Sentry adds the same multipliers as the Kaio-Ken, having stages. (Stage 1 being Kaio-Ken x10, and Stage 10 being Kaio-Ken x100).
 * The strong electrical currents around her body seem to act as shields as well, as it gives Miname 15% damage resistance.
 * Miname's rush count increases by 5.
 * Miname takes a extra 2,000 damage for every physical attack (punches, kicks, etc) due to the focus on the user's mind instead of body. (Can be avoided if used with Kaio-Ken)
 * The electrical currents around her will soon stun Miname for one turn if in the form longer than 5 turns.
 * Miname's rush count will decrease by 5 after exiting this form.

Ultimate Demon Transformations
These forms were thought to have been lost in time years ago, banished from existence due to no one processing the blood needed. However, 4 years ago, there was an exception to this rule. Loke, a child born with the blood of an Ultimate Super Saiyan, and the blood of the demon race running through his veins.

Somehow, the Ultimate saiyan blood inside of him combined and mixed with his demon blood, and brought about one of the most fearsome transformations of all time. With his fathers blood enhancing the deon blood inside of him, Loke ascended to the level of Ultimate Demon!

With these transformations, Loke gains unprecedented power, some even great enough to destroy the kai's! Just like normal Demon Transformations, they have both permanent effects, and active effects.

Hell's Incarnation
This is the transformation Loke activated accidentally during his fight with Ultimate. Hell's incarnation is the state in which Loke uses small amounts of the negativity from hell, and focus that into one form.

Permanent Active Cons
 * Loke gains 25 damage, and 35 speed to his base stats.
 * Loke has a 10% better chance of blocking, or dodging attacks in battle.
 * Transformed, Loke gets 50 speed, and 70 damage during battle
 * Damage done to Loke in this form is reduced by 10%.
 * Loke gains 8 speed and damage for every 10,000 damage he takes per turn.
 * Loke's power level must be above 48,092,124,267 to use this form
 * For every turn he retains in this state, Loke takes 10,000 damage.
 * Loke leaves this form if his fatigue falls under half.

Ki Barrage
This move is meant to be a finisher and a saver it boosts attack and speed enormously but comes at a price. Ki Barrage is when you push all of your attack and speed stats far beyond the usual limits.

Pros: Boosts both speed and power by 20

Can transfer all of that power into an all or nothing beam. The beam. The beam always hits

Cons: Vinieus loses 10% of his remaining health.

Cry for Rebellion
Free throws an energy dense fist into the air and roars a giant scream while he channels as much Ki as possible into this concentrated point.(Ranging from 100,000pl-1,000,000,000pl to use, the more power concentrated the stronger the attack) Branching off from this he has a few options to use this technique: 1. Free will charge his opponent and explode the punch where ever it lands causing massive damage based on the amount of pl used. 2. He can use the concentrated Ki as a giant energy wave to swallow anyone that stands in its way.

For his exploding punch he can concentrate half of the Ki into each hand so for 100,000pl 50,000 would be in each hand. This will then result in his punches to become 1.3x his current speed and 1.5x the damage. PL Bonuses: 100,000pl: 20 speed 20 damage 1,000,000pl: 1.3x Current speed and Current 1.5x damage 1,000,000,000pl: Current 1.7x speed and Current double damage. His rush count is increased by 10 for melee only.

Cons: His speed and damage will both be reduced by 10 for his opponents turn. His speed and damage will both be reduced by 30 for his next turn until his second after usage. His speed and damage will be halved the following turn. His rush count is decreased by 5 for his next turn.

The energy wave cannot be easily dodged, reduces enemy's speed by 20% for this one and only attack. It does the amount of damage in respect to how much pl is concentrated. The energy wave only does 3/4 the damage. PL Damage:(For energy wave and concentrated fist[s]) 100,000pl-10,000 1,000,000-25,000 1,000,000,000-50,000

Static Vibration
Free has discovered that he can increase the frequency on which his body operates on thus increasing his speed. Bonuses are in respect to the amount of pl he uses. Can be used during his opponents turn with half of the effects,(it will lead into his turn with full effects) however he receives a 17% dodge bonus.(Note: Static Vibration is in effect until after his next turn.)

100,000pl-Speed is increased by 20 1,000,000pl-Speed is increased by 40 1,000,000,000pl-Current Speed is doubled and his health is drained by 12%. Rush count is increased by 10 for melee attacks only.

Cons: None 30 speed lost for his opponents next turn Speed is halved during his and his opponents next turns after the technique fades. Rush count is decreased by 6.

FREEDOM!
Is a vicious melee combo that has an extra 20% chance to hit and can be stacked with Static Vibration and Cry for Rebellion. Each hit does 1.5x its normal damage and speed is increased by 30. This combo uses up the entire turns rush meter allowing for no other attacks to be made except for this one. 3/4 of the combo are punches and 1/4 are kicks. Rush meter is increased by 10 for melee only. Costs 250,000,000pl to use. Cons: Health is reduced by 1/4 for the remainder of the battle.

mark of sanguis(aka mark of blood)
The mark appears on his face
 * Speed and damage increase by 150%
 * 20% chance of absorbing energy attacks

mark of visum (mark of sight)
The mark appears and one eye turns red
 * Speed and damage increase by 160%
 * 30% chance of absorbing energy attacks

mark of ira (mark of rage)
the mark appears and both eyes turn red
 * Speed and damage increase by 175%
 * 40% chance of absorbing energy attacks

mark of obscuro (mark of dark)
The mark appears and one eye is normal and one eye is black with a red iris and pupil
 * Speed and damage increase by 200%


 * 50% chance of absorbing energy attacks

Cons

 * 1) The energy absorptions do not stack
 * 2) the stat gains change to account for stat loss
 * 3) Takes 5,000 HP to transform in to each stage
 * 4) when returning to base form skip 2 turn
 * 5) pay an extra 1,000 HP for a 10% stat bonus to the next stage
 * 6) Can't use with other sig transformations

Shadow Demon Dark Exodus

 * Japanese
 * 影の悪魔 ダーク·エクソダス


 * Rōmaji
 * Kage no Akuma Dāku Ekusodasu


 * Lithuanian
 * Šėšėlių Demonas - Tamsusis Egzodas

This signature was taught to Shuu by his father as the Yuji clan tradition to be able to summon giant demons from manifesting the user's ki into such a form. This technique is more commonly known as the Tempestuous Spirit of Valor. Shuu's version differs in strength as he gets damaged - the more he is damaged, the stronger the Spirit of Valor becomes.


 * Pros:


 * Increases Shuu's Damage and Speed by:
 * 50% when at full or above half health.
 * 100% when at half or above 20% health.
 * 150% at 20% and below health.
 * Rush count increases to 30.
 * Max Fatigue is doubled.
 * Cons:


 * Loses 10% HP each turn.
 * Can only be activated after 3 turns have passed in battle.
 * Lasts for 4 turns before dropping the user's Fatigue, Speed and Damage to 0.

Nobody's Signature move's
Different Timeline - As a monster not of this dimension i have the ability to freely move through timelines to as i please, to make hunting easier for myself i find a timeline with the weakest version of my opponents and strike him when he's not looking.
 * Reduces all my opponents stats to their base
 * Atack does x2 damage


 * Gives bleeding effect

Malevolent Rewind


Time itself is my plaything, channeling my rage i use my time warping abilities to rewind every hit and beating thats been put out from both sides only this time..... its all directed towards you. Be prepared for a nightmare.

Pros: Cons:
 * All damage thats been dealt on both sides is redirected towards my opponent divided by 2
 * Opponent is stunned for one turn if hit
 * For one turn attack is halved
 * Cannot do any Ki moves for two turns

Copy Signature Ability
During battle, Miri can use her Kendo-Style Rapier to slash her opponent and ingest a drop of their blood to be able to copy one of the opponent's signatures. Miri will memorize it for a short while before needing to attack her opponent to use it again.
 * Effects:


 * Slashes opponent and deals damage of a signature attack;
 * The attack is treated like a sword slash;
 * The opponent gets a bleeding effect of 10% of the damage dealt by this attack for 3 turns;
 * Copies the last used signature by the target. Lasts until you use it once; if the signature has requirements, then Miri must have them fulfilled;
 * Can only be used once per turn.

Reverse Kinetic Polarity
This technique is activated when Haruki is attacked. Using this technique she can any and all attacks, weather physical or energy(including other signatures) based for two turns and turn it on the user who castes it by reserving the Kinetic and electro magnetic energy's direction so she doesn't take damage and the opponent does by his own attacks. The Damage and Speed of the attack is determined on who casts them, The attack will do the damage of the users Damage at the time and have the same speed of them too." She can only use this technique twice in one battle because of not being mastered.

Kinetic Empowerment
After using the Reverse Kinetic Polarity ability or having the enemy attack her, there is still Kinetic energy left over. Haruki uses this to her advantage and adds the extra amount of energy to herself. This causes a chain reaction in her cellular molecules and kicks her mitochondria into over drive. The amount of energy left over depends on the users stats and the powerful ness of the attack used. Haruki has completely mastered this technique and be cause of it she can use it multiple times in battle for any attack as she pleases. Like said before hand, the stat boost that she gets depends on her opponents power of the attack and their stats. When she uses this ability she gains 1/3 of the users stats that is opponent of her in the battle and gets half of those stats permanently, those are the pros, however, here are the cons. After using this she becomes extremely tired and loses 20,000 Health, she can only attack 15 times per turn, she can only use 2 more signatures for the rest of the battle, and she cant use any Magic Spells or equipment in that form. This form can only last till 5 turns due to not being able to fully master it.

Akatsuki no Miko Amaterasu
"A Keshin of fire that gives off a shine like the sun. It lets loose resplendent flashing arrows of light at attacking enemies." Akatsuki no Miko Amaterasu (暁ノ巫女アマテラス, Akakaatsui no Meeko Aamateirasu lit. Priestess of Dawn Amaterasu) is a Keshin use by Haruki. It is basically called "Avatar" which she inherited from her Father who inherited it from his clan; Yuji Clan.

More information about Avatars would be Here 

Attributes:

 * Multiplies speed and damage by 2;
 * Can create barrier around herself which has the health of user's level x 6000;
 * Lasts 3 turns and needs 5 turn cooldown before using it again;
 * If it wears off while barrier is still active then it will subtract 25,000 from barrier but the barrier will be remain as it is, if suppose: Barrier has 24,000 and form wears off, then it will destroy barrier along with it.

Side Effects:

 * Decreases rush count by 5;
 * Takes 20,000 health per turn;

Eagle Eye
Eagle eye is a 3-part signature which came from Rin evolving Bullseye, the signature she inherited from her mother Collie. It was created shortly after the defusion of Rigetan, after Rin felt that speed wasn't always going to be enough to simply with a battle. She worked to improve it's affects, until she managed to not only cut an opponents speed in half, but their damage as well. That wasn't all, she could also focus in and cut their speed and damage down at the same time. The pro's for these new sets of eyes are as follows.

Balanced Eagle
This version of Eagle eye was created after both Speed of the Eagle, and Aim for the Kill. It allows Rin to effect both speed, damage, and a few other things. The effects this form has are as follows: Cons
 * Rin gains 50% of her opponents speed and damage for a maximum of 4 turns.
 * Along with this, she automatically gains 25% of her opponents health and fatigue, which adds to her own as long as this is active.
 * Any damage she takes is cut down 1/4th.
 * Her Hit/Dodge chance both increase by 20% for the period of time she's in this form.
 * If she defeats the person she used this on while it's still active, she gains 1/4 of the persons speed, damage, Hp, and fatigue from their final stats (meaning the stats they have at the end of the battle) to her player card.
 * Rin loses 18,000 hp per turn while in this form, 4 times that of the loss of normal bullseye.
 * If she is knocked out of this form somehow, she loses 1/4th of her stats for 2 turns.
 * After leaving this form, she can not re-enter it for up to 3 turns.
 * If Rin goes from Speed of the Eagle or Aim for the Kill to this form, she loses 30,000Hp.
 * If she is defeated while in this form, whoever beat her gains 1/4 of her base stats.

Speed of the Eagle
This was the advanced version of Bullseye, which focused on speed. While using it, Rin's eyes turn ice blue and white, her pupils nearly disappearing. The benefits of this form are stated below Cons Special Ability: 1000 steps ahead.
 * Rin now gains 75% of her opponents speed, and applies it to her own speed for as long as she remains in this state
 * Along with her speed gain, she also gets 25% of her opponents damage added to her stats as well.
 * One per turn, she or her allies get either 10%, 20%, or 25% of her opponents remaining health. (Rin can choose rather she gets this, or which ally gets it.)
 * Rin is able to dodge attacks 25% more often.
 * If Rin beats someone while using this version of Eagle Eye, she either: gains 50% of their original speed, or gains 50% of their health, which then adds to her base stats. (This is a permanent trade off)
 * The damage of her attacks is cut in half while using this form.
 * She loses 20% of her health at the end of the turn she uses foem
 * This version of Eagle Eye can be nullified, but only for a maximum of 2 turns. After that, Rin can use this version during the rest of the fight.
 * Her hit chance is reduced by 20%.
 * If she goes fro Balanced Eagle to this form, she loses 25,000Hp. If she goes from Aim for the Kill to this form, she loses 50,000Hp.
 * If Rin is defeated using this form, Her opponent has a 10% chance of either: gaining 25% of her speed, or 25% of her health. This is a perm loss and gain.

This is the special ability that comes along with Rin using Speed of the Eagle. After training her eyes to follow the fastest of movements even without Bullseye, she can now predict her opponents attacks. With this, Rin can predict up to 10 of her opponents attacks, and stop them even if they target her allies. Using this comes at a heavy price. Rin uses sight in one of her eyes after using this effect. This cuts her hit chance in half almost. She can use this twice per battle. If she does however, she won't be able to attack her opponent for 4 turns.

Aim for the Kill
Aim for the Kill is the polar opposite of Speed like an Eagle. This version of Eagle eye focuses mainly on damage, with Rin using her power to destroy her opponent. Rin only uses this when she outclasses her opponent in speed, but their damage serves as a problem. However, unlike her other versions, this can automatically activate if she becomes angry. The effects are as follows Cons Special Ability: Absolute Strength
 * Much like Speed of the Eagle, she gains 85% of her opponents damage this time, which adds to her stats.
 * She will also gain 35% of their speed to go along with that, which also adds to her stats.
 * Her attacks do 40% more damage then normal.
 * If her fatigue were to drop under 250 at any given time, her attacks then begin to take fatigue from her opponent. For every 10 attacks that hit, she gains 25% fatigue from her opponent.
 * Her rush count increases from 20 to 30 for 2 turns after activation.
 * Anytime she beats an opponent while using this, she gains either: 40% of their damage, or 20% of their fatigue. This is a permanent gain that effects her player card.
 * She ca only use Aim for the Kill for 2 turns, due to how powerful it actually is.
 * She can suffer permanent damage if she goes past the rush count. Instead of 10% speed decrease, for every time she goes over the rush count, there's a 10% chance she'll lose 5% of her base stats (Health, Speed, Damage, and Fatigue). (This is stackable)
 * Energy attacks do 20% more damage against her while in this form.
 * After leaving this form, her rush count is cut in half for up to 2 turns.
 * If Rin has already used Speed of the Eagle, and jumps to this form, she loses 40,000Hp. If she goes from Eagle Sight to this form, she loses 20,000Hp.
 * This transformation can be nullified and countered against in battle, but only once if it is not already active. If it isn't, it can not be used until two turns of the nullification has passed. If it was counted, it can't be used for 3 turns. However, it can't be countered by the same counter twice.
 * If someone manages to beat her while she is in this form, they have a 10% chance of gaining either: 20% of her base damage, or 25% of her fatigue. This is a perm gain and loss.

This is the special ability that comes along with Aim for the Kill. Rin focuses a great deal of her strength into a single, very powerful fist. Then, using her speed to help her, teleports all around her opponent. Then, in a sudden attack, she punches at her opponent with the same fist, which has enough power in it to crack the earth in two. If this hits the opponent anywhere, it completely paralyzes them in place, while also doing alot of damage. This leaves whoever it effects open for an attack from anyone for 1 of their turns. The price for using this is that Rin has to give up attacks from her rush count. The more she gives up, the stronger the attack is. After the turn Rin uses this, her rush count is at 15, and her damage is cut down some. It does the combine damage of physical attacks x the number of attacks she gave up (1-30). In order to stun, she must at least give up 10.

Dance of the Demon Queen (Unfinished)
Coming Soon.

Mochi Mochi Kinako Mochi (Not finished)
First, Ayame gets and creates a lump of Mochi, making clouds of smoke appear, then she turns around with the Mochi in her hand towards the opponents attack which is coming towards her, the Mochi extends and blocks the attack, thus making it stop, to which the Mochi turns into an oval shape and falls on top of Ayame's head. The smoke then disappears.

Effects:
 * If the opponents attack breaks through the Mochi, it'll halve the damage of the attack.
 * If/When Ayame eats the Mochi during battle, it restores her health by 30% HP.

Kuroi Iwa

 * Japanese
 * 黒い岩
 * 黒い岩


 * Rōmaji
 * Kuroi Iwa
 * Kuroi Iwa


 * English
 * Black Rock
 * Black Rock


 * Lithuanian
 * Juodakmenis
 * Juodakmenis

Kuroi Iwa is a manifestation of grief that Miri can transform into. She first transformed into this when he heard that his father, Shintaro died. Through Miri's grief she had transformed into what is known as 'Kuroi Iwa'.

Kuroi Iwa changes Miri's appearance to that of a of a short, skinny, pale-skinned, blue-eyed girl, with black hair in uneven twintails; the right lock of her hair is shorter than her left. A blue flame shoots out from her left eye. Her clothes consist of a string bikini top under a black jacket. The jacket has a white stripe running along the length of each of her sleeves and has a white star design on the front (left side) and back. She also wears a pair of tight-fitting shorts, gloves, and black knee-high boots.


 * Effects:


 * Miri gains 100% of her current speed and damage while in this form;
 * For every dead character that User:Gogeta Jr, User:Nigel Victor Swan and User:Jacksper control, Miri's speed and damage bonus increases by 25% in this transformation. (Ex. 3 characters are dead; Miri gains 175% speed and damage instead of what she usually gets)
 * When the transformation is in use, Miri can use her Samsaara Eye Signatures (Such signatures have a requirement listed in them that states "Must be in Kuroi Iwa form to use this signature")
 * Miri's rush count increases by 10;
 * While using Kuroi Iwa, attacks only need half fatigue;
 * Kuroi Iwa lasts 3 turns;
 * Knocks Miri's fatigue down to zero when it wears off.

Moeru's Signatures
Red King's Aura-

Although Moeru is an android, he is also a living, feeling creature. As such, his ki is able to take a unique shape reflecting his personality. In his case, Moeru's aura takes on a bright red color, and it's flow becomes wilder than average ki. This ki takes on the common properties of flames, enhancing Moeru's physical strength, as well as the power of his fire spells. This ability was discovered when Moeru was still a subject of experimentation, and had been dubbed "The Phoenix Wave" technique by his captors. However, following his escape, Moeru discovered that he had the ability to expand the range of his ki beyond his own body. This allowed him to pass it's energy to his allies as well, amplifying their power alongside his own. Upon learning this, Moeru changed the name of his ability to "Red King's Aura", and has since used it to protect others, as well as provide them with the power to defend themselves.

Effect

 * Multiplies Damage by 1.5.
 * Multiplies speed by 1.2.
 * Damage dealt by Fire spells is doubled.
 * Any damage Moeru takes is multiplied by 1.3.
 * While "Red King's Aura" is activated, you can place the "Mark of the Red King" on all allies who accept it for a cost of 10 fatigue per each ally. This ability can only be used at the start of the turn, unless "Red King's Aura" was activated in the same turn, in which case it must be activated immediately after, and will use up the entirety of your turn, regardless. The mark remains on the individual until Moeru's death, at which point the mark will disappear from all individuals who carry it.
 * ​Mark effects-
 * All attacks(excluding signature and ultimate attacks) do 1.25x damage
 * All allies regain 5% of their MAX HP per turn.
 * Any allies under the Mark of the Red King must pay the cost of 10 fatigue each turn to maintain this state, or they will be removed from it.