Signature Attacks

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

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

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

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

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

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

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

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

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

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

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

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


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


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

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

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

Time Lock
Alyra is capable of using the stored energy in the Chronomanipulator to freeze an area in time, allowing her to avoid or perhaps negate an attack altogether.
 * At the cost of lowering her Chroniton Overdrive stack count by 2, Alyra Noveria may negate a signature attack upon activation. Note that the lowered Chroniton Overdrive stacks occur at the end of the turn.
 * This signature cannot be used two turns in a row, and cannot be used if it would reduce Chroniton Overdrive's stacks to below negative five, or -50% speed and damage.
 * If the user is incapable of using Chroniton Overdrive, this signature can be used by applying a -30% speed and damage penalty immediately after use, with the penalty decreasing by 10% (to a -20%, then -10%, then finally no penalty) every turn. If the user is currently under the effects of this penalty, they cannot use this signature attack.

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

The Master of Combat (Counter Signature)


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

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

It has the following effects:

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

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

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

Pros:


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


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

Cons:


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


 * The potency of bleeding effects are doubled against 47.

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

Pros:


 * 47 can now injure opponents over level 25 with guns


 * Firing guns only costs 1 fatigue

Cons:


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

Overtaker
Over Taker is a form of magic that allows the user to, essentially,"take over" the power of an entity and use it to fight. It can increase the power, strength, and speed of the Caster, sometimes adding new skills. This particular form of Magic allows the user to take overthe powers and forms of different Demonic beings. These forms give the user a variety of different abilities,such as flight, enhanced speed, strength, reflexes etc. Melisa doesn't tend to fight outside of this form, so It can be assumed that she does not take an opponent seriously if she does not activate this spell.
 * Effects:


 * Melisa gains +150% Speed and Damage when Overtaker is active;
 * Satan_Soul.pnga takes 25% less damage from physical and magical attacks while Overtaker is active;
 * When facing Demonic opponents (Full or Half-breed), Melisa can drain 2,500 health from the opponent for every physical attack she lands.
 * Cons:


 * 100 Fatigue is consumed each turn while this form is active.
 * Melisa cannot use Ki-based attacks while maintaining this form.
 * Ki attacks deal 1.5x Damage to Melisa while in this form.

Neo Form

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

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

Midnight Pyre

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

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

Midnight Mirror

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

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

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

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

Cons


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

Limbo's Demonic Savior

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

Hell's Chaotic Conqueror

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

Seal of the Abyss

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

Akuma no Ikari

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

Tiger Fist

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

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

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

Lightning Sword Stab
Pto thrusts his sword rapidly, sending several spears of energy toward the opponent, inflicting massive amount of damage.
 * 10% chance of causing a bleeding effect, lasts for one turn
 * 25% chance of causing a defense drop to and opponent
 * 62% likely to hit an opponent, one turn stun if missed
 * Combat-switching-shoot-down-effect.gif turn cooldown

Quicksilver Cut
Pto charges his sword, lightning is glowing from the sword and finally strikes his opponent with a massive blow.
 * +20 Speed and Damage
 * Two turn cooldown
 * Hits all opponents
 * Drains 10,000 HP

Eternano (counter signature):
Can activate this signature when a character casts a spell Cons:
 * Negates The activation of the spell
 * Activates 1 effect depending on the type of spell activated
 * Offensive Spell-Deals Damage to the target equal to 50% of the spell's total damage at the end of the target's turn.
 * Barrier Spell-Reduces the target's resistance to the relative damage type or effect by 10% for each level of the casted spell.
 * Buff Spell-Lowers the relative stat by 10% for each level of the casted spell.  Debuffs to Moeru become buffs for the  same amount.
 * drains 10 speed and damage times the level of the fired spell from the opponent, and adds those stats to Moeru. Lasts for the duration of the battle. At the end of the battle, Moeru gains 10% of the total stats gained through this effect.
 * There is a 5(x)% chance that Moeru will drain 1(x)% of his opponent's mana, X being equal to the level of the spell casted.

Can only occur once per turn, and has a 2 turn cooldown.
 * Reduces Moeru's rush count by 2 for each level of the spell casted during his next turn.



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

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

Eventually, Moeru learned that by charging his ki through the blank card, He could summon the manifestation of an individual's spirit. He came to know the creatures as awakened hearts, and the tool of their summoning as The Wild Card. Cons:
 * Summons an Awakened Heart of a particular class, each having a different effect. The available classes so far are:
 * Heart of Adventure - Awakened Heart has x1.25 Speed and Damage.
 * Heart of Strength - Awakened Heart has x1.5 Damage.
 * Heart of love - Awakened Heart regenerates 25% HP per turn.
 * Heart of Justice - Awakeneed Heart has x1.5 Speed.
 * Heart of Darkness - Awakened Heart deals and takes doubled damage for three turns. Activates when an ally is killed in battle. Can only activate once per battle, lasts three turns. Stacks with another Heart.
 * The Awakened Heart has a rush count of 10.
 * The Awakened Heart's stats are equal to half of Moeru's base stats plus half the base stats of another allied character in the current battle. Both of these sources can contribute a maximum of 500 Speed and Damage, 750 Fatigue, and 300,000 HP, for a maximum of 1,000 base Speed and Damage, 1,500 Fatigue, and 600,000 HP. These sources also ignore items such as frames.
 * The Awakened Heart can use all Giant and Demon moves from the Shop, regardless of requirements.
 * Any damage dealt to Moeru that does not bypass a barrier instead damages the Awakened Heart. Attacks are not redirected, only the damage is.


 * If an Awakened Heart is defeated, the Wild Card requires a 3 turn cooldown before another one can be summoned.
 * A defeated Awakened Heart for a specific ally can only be summoned once.
 * Changing the class of the Awakened Heart deals 25,000 Damage to Moeru. The class can only be changed once per turn, and does not cost rush count.
 * Moeru's Rush Count becomes 10.
 * Moeru loses 25,000 Health per turn. This occurs at the end of his turn, including the turn the signature was activated. This damage is dealt to Moeru and not the Awakened Heart. If he cannot pay the health cost, the signature immediately ends.

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


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

Shooting Guardian(Transformation)
While traveling, Charle realized the shortcomings of the Destroyer's slow speed and how open she is to attacks while she herself attacks. As a result, she lightens her cannon and manufactures a second weapon to cover herself should she be open to attacks.

This weapon is called the "Silver Shooter". The Silver Shooter is enchanted with magic, and can shoot through targets with ease. As a result, the openings that the Destroyers offer when Charle attacks, makes the Silver Shooter a perfect complement to battle enemies with speed. Cons
 * Guns can deal damage to opponents of any level
 * All guns do 50% more Damage
 * All guns gain double their normal rush count
 * Charle's damage is reduced by .75 while in this form
 * Physical attacks cost twice as much fatigue in this form
 * Costs 100 fatigue to maintain this form per turn

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

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

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

Counts as light magic.

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

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

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

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

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

Cyber Elf Mode


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

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

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

BM-Quick Draw
Z20 has recieved modified weapon holders and as such can now "Quick Draw", It's a sort of mechanical arm that can change its position from being on his back, His thighs or his back, near the waist, He can charge up a weapon of which contains both the power of a normal sword and a kendo-style rapier, fused into one with some extra bonuses.

It can be charged normally for one rush count, or you can take away your whole turn and unleash it at the end of the turn, Depending on how long you charge it the more damage it will do, When Z20 does this an extra slice seems to pop out of thin air and slice anything in front of it (This counts as its own attack and will require an extra hit or miss if it occurs), Doubling the damage if it hits, And so on, Damage is doubled by using up 10 rush count, or well, throwing it away, The signature itself basically has sword + rapier stats + signature damage.

Cons: Depending on how long he charges the weapons, They will lose the amount of durability that the rush counts wasted would equal, Following that, Z20 will lose 100 fatigue per charge and has a 50% stun if he misses.

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

Advantages:


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


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

Disadvantages:


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


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


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

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

Advantages:


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


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

Disadvantages:


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

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


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

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

Advantages:


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

Disadvantages:


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


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


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

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


 * The Damage dealt is 1 Health Point per 1,000 Mana;
 * Takes up to 3 turns to charge, depending on the AOE the user wants;
 * When charged for 0 turns, can only deal a maximum of 50,000 Damage;
 * When charged for 1 turn, can deal up to a maximum of 100,000 Damage;
 * When charged for 2 turns, can deal up to a maximum of 200,000 Damage;
 * When charged for 3 turns, can deal up to a maximum of 300,000 Damage;
 * When charging, the user's rush count is decreased by 10, starting from the turn the Signature is activated;
 * Can sacrifice up to half the user's speed during charge time to get 3x more of the  speed sacrificed when the user launches the attack; for the duration of the attack.
 * Splits damages between all enemy teammates, but multiplied by 1.5x if split. (I.e. Against two opponents with a charge time of 2 turns at max damage, 200,000/2*1.5= 150,000 damage to each.)

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


 * Effects:


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

Ignited Fury
Aaron engulfs himself in Blue Flames and Lightning,and gets a speed and strength boost.The boost varies on the other transformations activated. Take the highest multiplier, they do not stack.

Base
Aaron's Speed and Damage are multiplied by x1.15.

Super Saiyan
Aaron's Speed and Damage are multiplied by x1.3, after the Super Saiyan transformation is applied. Instead of losing speed from Super Saiyan, he gains the listed amount instead.

Super Saiyan 2
Aaron's Speed and Damage are multiplied by x1.45, after the Super Saiyan 2 transformation is applied. Instead of losing speed from Super Saiyan 2, he gains the listed amount instead.

Super Saiyan 3
Aaron's Speed and Damage are multiplied by x1.6, after  theSuper Saiyan 3 transformation is applied. Unlike the previous 2 transformations, speed is lost as normal.

Super Saiyan 4
Aaron's Speed and Damage are multiplied by x1.75, after the Super Saiyan 4 transformation is applied. Unlike the first 2 transformations, speed is lost as normal.

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

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

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

His Speed is multiplied by x1.5, and his damage is multiplied by x0.75. His health regenerates 10% every turn. he loses 1,000 Health for every attack landed on him

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

His Damage is multiplied by x1.25, and his Speed is multiplied by x1.1. He gains 1,000 Health for each attack he lands.

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

His fatigue is regenerated every turn by 20%. His health is regained by choice by 20%. If he chooses to regain health, his rush count is cut in half for that turn. His damage is multiplied by x0.75.

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

His fatigue useage is raised by 10%. His damage is multiplied by x1.5, but at the cost of 5,000 Health per turn.

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

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

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

Lowers Opponent Speed by x0.75 if it hits

Cons
2 Turn Cool down

Lowers Own Speed by x0.75 if it misses

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

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


 * Effects:


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


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

Tentetsuken
Tentetsuken (天澈剣, Tentetsuken; lit. Heaven-Piercing Blade) is a Signature Attack created by Shintaro. By using up a sword and a scaled amount of Mana, Shintaro can create a giant beam of Mana out of the sword, extending towards the sky. Shintaro can slash with the giant beam and destroy everything in its path, for around 5 miles long. The fact it is a really wide attack, it can be hard to dodge. An indication that shows when Shintaro is trying to lunge the sword, is that a circular shockwave comes out of the beam before it's lunged.
 * Effects:


 * The opponent's speed is dropped by 200 for the duration of the attack (though enemy speed can only be decreased to 100 at lowest);
 * Consumes 1 Sword and max. 1 billion Mana to use;
 * Damage is equal to: Mana used / 200,000 * Sword Durability;
 * Affects the whole enemy team;
 * Treated as Thunder Magic;
 * Not affected by Magic Scepters;
 * Consumes 250 Fatigue, unaffected by fatigue reduction.

Big Bang Strike

 * Advantages
 * If it hits,it deals a defense drop to the opponent
 * Stuns the person who got hit for 3 turns
 * Breaks any barrier of the opponent
 * Disadvantages
 * Disadvantages are applied whether the attack hits or not
 * It uses up 3/4 of Zero's Fatigue
 * Zero is stunned for 1 full turn
 * Uses up a quarter of Zero's total ki
 * Charges for a full turn

Shadow of Oblivion

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

Death Penalty
A clone of Kurioshi comes from up under the ground and then uppercuts opponent. Then the real Kurioshi grabs the opponent on the face and fire a big blast similar to the Kamehameha all in his face. The clone grabs opponents leg and spins for about 30 second and throws the opponent into an energy ball from the real one.

Boop of Death
Alice focuses all of her Ki into one finger. She then proceeds to gently poke the opponent, which unleashes a massive shock wave on the opponent, destroying the environment around it.


 * Effects:


 * Deals 1.5x Signature Attack damage if it hits;
 * Has a 50% chance of stunning if it hits;
 * Can only be used once every 2 turns;
 * Takes 200 Fatigue to use.

Magnetar Star
Delilah channels her inner energy to create an impurity of ki in the shape of a neutron star, with the magnetic field of a magnetar. By using some of her health up, Delilah can send out a magnetar into the battlefield, which slowly rips iron out of the opponents' blood cells, making them weaker every second. The effects last as long as the magnetar is on the field and isn't destroyed. It does not affect Delilah herself.


 * Pros:


 * Summons a Magnetar;
 * The Magnetar has 100,000 HP
 * As long as the Magnetar is active, all opponents will lose 5% damage, speed and health per turn, including the turn it was summoned. This happens at the end of each turn.
 * Cons:


 * Consumes 20% of Delilah's HP to activate;
 * Consumes 300 Fatigue to activate;
 * Stats regenerate at 10% per turn, when the magnetar is destroyed.
 * Can only be used once per battle.

Fear Assault (Counter Signature)
Fear Assault (惧急襲; Gukyuushuu) is an emergency system integrated into Forte's body set to activate when he is at critical damage. All his energy gets redirected to his absorption equipment and heals him for all the future damage he takes for the rest of the turn.

Triggered when Forte's Health is dropped to 1/8 of my max HP, Forte absorbs the rest of the attacks of the opponent and restores HP equal to half the damage he would've taken from all the attacks. He can only use this Signature once per battle. However, it does not stop you from being killed, if the attack still damages you to 0 before the Signature kicks in.

The romaji of the signature, "Gukyuushuu", is the same reading for 愚吸収, which translates to Foolish Absorption.

Electromagnetic Pulse Generator
Yamisei shoots out a regular attack that deals no damage, but if it hits, it nullifies all Android Upgrades that the opponent has; including frames, parts, chips and android weapons. Consumes 100 Fatigue. Lasts 1 turn. Can only be used once every 2 turns.

Latent Protocol (Counter Signature)
Latent Protocol is a back-up system installed within Aiko's android half that causes her body to heighten in response to certain outside stimuli. Whenever her health is reduced by 50% of her full health via damage from an enemy attack her speed and damage increase.

Triggered whenever Aiko loses 1/2 of her max HP, and a second trigger when 3/4 of her max HP is lost.

These triggers have reverse triggers as well, if her health rises above 75% the 50% trigger comes back into play, and if her health rises above 50% her speed and damage return back to normal base status (excluding any other effects that she has actived prior to the trigger activation)
 * When 50% of her max HP is gone, her speed increases by 25% and damage increases by 10% of their respective base levels.
 * When 75% of her max HP is taken, her speed increases by 50% and damage is increased by 25% of their respective base levels.

Osoroshī Spirit of Valour (Transformation Signature)
Osoroshī (恐ろしい; Terrifying) is the version of Aiko Miame's hereditary ability, the Tempestuous Spirit of Valour. After activating her Mangekyo Sharingan, Aiko's aura manifest as a Wind Avatar that surrounds her giving a bonus to spell casting and increasing her overall speed and damage output.

Side Effects:
 * Multiplies speed and damage by 1.5
 * Reduces the manna cost to cast Lightning and Water Spells to half their usual cost value.

Can only be used twice in battle
 * 10,000 HP damage for initial transformation and 5,000 HP for exiting the form
 * Doubles the mana cost for all other schools of magic
 * Decreases the effectiveness of the triggers for Latent Protocol (reduces effectiveness by 30% while active)

Monarchs ascension (Signature Transformation)
Monarchs ascension refering to the rise of a king and the flight of the blue monarch butterfly. After developing ki wings allowing him to fly easily Monarch began developing this ki for other uses. He managed to cause it to create a veil around his body forming a light blue cloak formed from ki, the veil is used to sap his life force and not only increase his speed but the strength of ki based attacks. The form also increases the size of his ki wings an increases the speed they beat at.

Effects Cons
 * Increases speed by 50, 100, 150 or 200 points
 * x1.25 Energy damage
 * To activate and for each turn after activation Monarch takes damage equal to 50 time the amount of speed gained e.g 50 speed would result in 2500 damage per turn
 * It uses up 25 fatigue per turn

Potentia unlock (Signiture transformation)
Bastion is able to tap into some of power within his augments allowing them to function more effectively in combat. When in this form his natural aura gains lightning light waves of deep emerald energy his left eye darkens and gains a crosshair in the centre (cosmetic is more symbol of its activation) and he can activate the ability of his legs or his arm (stated during combat)

Pros: Cons
 * +25% to speed (if legs selected) or strength (if arm selected) the part powered up can be switched but costs 75 fatigue per switch due to the energy change
 * -10% damage recieved
 * whichever stat isnt picked is at -10%
 * fatigue cost increased by 25%

Rage Second (Signature transformation)
Pronounced Rage Sekando. Dark Majin one day discovered that televisions exist and saw a popular anime know as one piece and took a liking to the main character, thinking of them as the same race due to them being able to stretch their limbs, when watching he noticed the main character perform a technique which greatly increased his speed and strength, Dark Majin this technique calling it 'Rage Second'

Pros: Cons:
 * Speed increases by 1.5x
 * Damage increases by 1.25x
 * This form only lasts 3 turns
 * Once it is finished Dark Majin loses 25% of his speed until the end of his next turn

Hellfire Flash
A Signature attack Desaan created during his time on Miel. He brings his hands to his sides, to gather the energy required. By drawing all his power to two fixed points, one in each palm, he then drives both hands toward the opponent sending the power through in a single wave toward them.

Effect: If hits, does Desaan's damage score x15 in damage in addition to Signature damage

Has two turn cooldown

If attack misses, Desaan's speed is halved for next two turns.

Uses 1.25x more fatigue than normal Signatures

Boosted Hellfire Flash

If Desaan charges for one turn charge time, he can make it do his damage score x300.

Due to its harsh nature on his body and energy levels, Desaan can only use the Boosted Hellfire Flash once per battle, unless otherwise determined.

If he misses, Desaan's speed is reduced by 75%

Uses 2.5x more fatigue than normal Signatures

Toko Raines Signatures
Transformations

Murder of Blades
Toko's horn grows significantly larger, becomes Bone color white, second rough aura horn appears (see blue exorcist horns)

Aura becomes a powerful purple with a much darker almost black aura closer to Toko sort of resembling a transparent Shroud flowing around Toko.

Many many, pure black energy blades form in the air floating and spinning around Toko, They look like a Murder of Crows filling the air

good: bad:
 * Speed x1.75
 * Summons hundreds of swords that float behind Toko, with two in hand attacks as 4 swords must have 4, 2 floating sword do not take fatigue
 * halves base damage
 * reduces speed by 50 at end of each turn
 * reduces Fatigue by an additional 50 at the end of each turn
 * cannot use tier 4 attacks during trans except signature attack
 * 5 turn cool down once resolved

Plague Waltz
Control Plague:
 * Control Plague
 * Psychotic Plague

Good: Bad: aesthetic
 * x1.5 current speed
 * Ability to hold 3 swords (2 in hands 1 in mouth/tail)
 * Ki based attacks -15% damage taken
 * Can only be used once per battle
 * Does 15% current health as damage upon activation
 * Ki based attacks -15% damage delivered

Toko looks visibly like his Psychotic self, however his eyes are both black with red pupils, possibly showing more control blazing purple aura Toko doesn't feel damage in this mode.

Psychotic Plague (has to be triggered by anger)

Good: Bad: aesthetic
 * x1.5 damage
 * Ki based attacks -20% damage taken
 * Opponent take Toko's base damage as damage when they hit him
 * Only last one turn drops into control mode
 * does 20% current health on transformation
 * Can only be used once per battle
 * Ki based attacks -15% damage given

see: http://dragonballzroleplaying.wikia.com/wiki/User:Tokothestrange#Psycho_Toko

Both can be stacked with other Sig transformations

Constriction Armour / Jousting Fist
Bassoon launches a clothes beam at the opponent, Creating incredibly heavy armour over the opponents body, -50% speed for the turn. Bassoon charges stretching his arm impposibly far back. then when he is in close he allows his arm to slingshot back breaking the sound barrierand hitting with the copied total damage he received last turn due to the his armours copying nature. If this is the final attack on a death battle, the fist goes through the  opponents chest

Pros Cons
 * drops opponents speed by 50% until the end of the turn
 * Does damage equal to the last amount Bassoon took
 * Treat as two attacks, if the clothes beam misses the speed loss doesn't happen but the attack still goes on
 * Can be used again but at 100% the fatigue cost
 * Can only be used twice
 * Fatigue equals 75% of the opponents loss last turn

Knight of Devastation
Bassoons fore-arms and shins/feet become covered in Black Guantlets and Greaves, his skin becomes a darker colour

Pro's Con's
 * Copys speed and damage from opponent (If either stat is lower Bassoon can either drop down to it or ignore it)
 * Can use Giant attacks/ signature attacks
 * 1.25x fatigue loss
 * Can ONLY use giant attack
 * Looses 50 from each stat per turn, ends when either stat is reduced to Bassoon's normal stat