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)

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.

Attention: A large rebalance has occured. Please edit your sigs according to this thread. Only use section edit.

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 [Signature Effect]
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, excluding the first one, Alyra Noveria gains one stack of "Chroniton Overdrive." For every stack of Chroniton Overdrive she has, Alyra gains +10% speed and strength, up to a maximum of 5 stacks, or +50% speed and strength.
 * Thus, at the start of her second turn, she would have +10% speed and strength, or x1.1 Speed and Strength. At the start of her third 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 strength, down to a minimum of 50%. In other words, for negative one stacks, she has x0.9 speed and strength, for negative two stacks, she has x0.8 speed and strength, and so and so on.
 * It costs 25 Fatigue to create a stack of Chroniton Overdrive.
 * Note that Chroniton Overdrive is considered a 'signature effect' and not a transformation.

Temporal Cascade [Signature Attack]
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 one third 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 strength.
 * If the user is incapable of using Chroniton Overdrive, this signature can be used by applying a -30% speed and strength 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.

Chroniton Overload [Signature Transformation]
Alyra uses her magic to enhance her temporal control, by influencing the chronomanipulator. Unfortunately, the increased power output physically harms Alyra.
 * x1.75 Speed and Strength
 * Chroniton Overdrive gains twice as many stacks per turn. This does not occur the turn this signature is activated, though Chroniton Overdrive will still trigger.
 * Costs 15% HP and 200 Fatigue per turn, at the beginning of the turn. If this cost cannot be paid, the signature transformation ends immediately.
 * Magic deals 0.5x Damage to opponents.

Temporal Storm [Signature Attack]
Alyra weaponizes the chronitons she has control over, enabling her to distort time in such a way to slow opponents, as well as force parts of them out-of-temporal-sync with the rest of reality, causing damage.
 * Attacks a single target 100 times
 * Each attack deals 0.02x Signature damage, or Strength*2
 * Each attack inflicts 1 stack of "Chroniton Overload" [Reduces Speed by 1% per stack] on the opponent
 * Chroniton Overload is removed at a rate of 25 stacks/turn, at the end of the opponents' turn
 * Must enter Chroniton Overload to use
 * Costs 3 stacks of Chroniton Overdrive to use, and 150 Fatigue.
 * If the user is incapable of using Chroniton Overdrive, this signature can be used by applying a -30% speed and strength penalty immediately after the attack, with the penalty decreasing by 10% (to a -20%, then -10%, then finally no penalty) every turn. If the user is currently under the effects of this penalty, they cannot use this signature attack.

Master of Time, Aeon [Signature Transformation]
The Spirit of Valor that Alyra can manifest can be accurately described as a "clockwork dragon" - with the gears being made of glowing white flames. It flickers and leaves afterimages wherever it moves, bubbling in and out of the current temporal space.
 * x1.5 Speed and Strength
 * Grants the ability to automatically dodge 2 attacks per turn. These attacks cannot be signature, ultimate, or auto-hitting attacks.
 * Doubles the effectiveness, but not duration, of fire-based techniques.
 * Deals x2 damage to Wood element Spirits of Valor, and takes x0.5 damage from Wood element Spirits of Valor.
 * Costs 10% HP/turn. If this cannot be paid, the signature ends.
 * Can only be used once per battle.
 * Light Magic barriers have halved health.
 * Takes x2 damage from Earth element Spirits of Valor, and deals x0.5 damage to Earth element Spirits of Valor.

Phantom Sphere [Signature Attack]
Melody focuses as many phantom particles as possible into a sphere, while still keeping it stable, before launching it at her opponent. After the attack, the sphere begins orbiting her and radiating Phantom Energy, which she can use to amplify her power. The sphere itself is approx. 1.5 meters across, and appears as a bright, almost white blue 'mass' of energy.
 * Deals signature attack damage
 * Aftewards, rants 1 stack of "Phantom Sphere" to Melody. Phantom Sphere is an effect that gives +25% Speed and Damage, additive, for a maximum of +75%, or x1.75.
 * Costs 10% Fatigue
 * If used, Melody cannot use Phantom Sphere on her next turn.
 * Does not count as Ki Damage, but still counts as Energy Damage.

Phantom Shocksplinter [Signature Attack]
Melody transforms a Phantom Sphere into a compressed ball of Phantom Energy. This orb turns a violent red, which she then launches at her opponent. Upon impact, or after a set time, the orb explodes, and launches a number of fragments, which also explode.
 * Deals half signature attack damage.
 * After the attack hits or misses, 10 secondary "splinter" attacks are made, which each deal 10% of a signature's damage. These attacks are made with the same Speed as the original attack, and occur whether or not the attack hits.
 * Removes 1 stack of Phantom Sphere, immediately following use. Cannot be used if no stacks of Phantom Sphere are present.
 * Does not count as Ki Damage, but still counts as Energy Damage.

Phantom Overload [Signature Transformation]
Melody absorbs the spheres of Phantom Energy she creates in battle, using them to heal herself and amplify her power. The excess energy is vented slowly, making her appear as if she were wreathed in spectral, pale blue flames.
 * Grants +25% Speed and Strength per stack of Phantom Sphere
 * Allows Melody to absorb a Phantom Sphere, immediately removing 1 stack of Phantom Sphere, to heal herself by 25%.
 * Costs 100 Fatigue/turn per stack of Phantom Sphere
 * Healing ability costs 100 Fatigue.

Phantom Amplifier [Signature Transformation]

 * For every stack of Phantom Sphere, grants 15% Speed and Strength.
 * For every stack of Phantom Sphere, increases the damage of Phantom abilities by 15%.
 * Costs 75 Fatigue/turn per stack of Phantom Sphere
 * Costs 5% HP/turn per stack of Phantom Sphere

Phantom Absorption [Counter Signature]

 * Costs 1 stack of Phantom Sphere
 * Absorbs all incoming non-auto-hitting tier 3 and 4 attacks and heals Melody for the same amount of damage. Any excess becomes a barrier, that blocks all attacks until it falls.
 * Costs 250 fatigue

Silenced Existence [Signature Effect]

 * Every time Harmony loses 14% of her health, from any source, she gains 1 stack of "Silenced Existence." This cannot happen on the first turn.
 * For every stack of Silenced Existence Harmony has, she gains +7% (x1.07) Speed and Damage. This is additive with itself, so two stacks equal +14% Speed and Damage, and so and so on.
 * Harmony can have a maximum of 7 stacks of Silenced Existence at any point in time, for a maximum of +49% (x1.49) Speed and Damage.
 * These stacks are added at the end of the turn, to simplify calculations.
 * Each stack of Silenced Existence costs 7 fatigue per turn.

Servant of Silence [Signature Transformation]

 * x1.7 Speed
 * x1.7 Strength
 * Can spend one stack of "Silenced Existence" to double the damage of any one attack. This can happen multiple times per turn, but only one time per attack. Stacks are removed at the end of the turn, to simplify calculations. This costs 14 Fatigue.
 * Costs 140 Fatigue/turn
 * Costs 14% HP/turn
 * The attack made after a "Silenced Existence" attack deals halved damage.

Silenced Eternity [Signature Transformation]

 * x1.49 Health
 * Additional 14% Regen/turn
 * 14% Damage Resistance
 * Costs 140 Fatigue/turn
 * Costs 1 stack of Silenced Existence to activate, and 1 to maintain each turn. Maintenance cost happens at the end of the turn, and does not include the turn this is activated (as 1 stack was spent earlier).
 * Harmony takes x1.4 Damage from Magic techniques

Silenced Cascade [Signature Attack]

 * Deals Strength*14 damage.
 * If it hits, this signature is used again, at no additional cost. This can happen until a total of seven attacks have hit.
 * Each hit inflicts one stack of "Future Silence" to the enemy.
 * After the final hit, all stacks of "Future Silence" are instantly removed from the enemy, who then takes 7^X damage, where X is the number of stacks of Future Silence they had. This damage is not considered melee, energy, or magic damage, and is unaffected by damage resistance. This final hit automatically hits, and the damage dealt cannot be increased or decreased in any way.
 * Costs 98 fatigue, plus 14 for every stack of Future Silence inflicted.

Silenced Storm [Signature Attack]

 * Attacks a single target 49 times
 * Each attack deals Strength*2.8 damage
 * Each attack inflicts 1 stack of "Silenced Strike" [Reduces Strength by 2.1% per stack] on the opponent
 * Silenced Strike is removed at a rate of 14 stacks/turn, at the end of the opponents' turn.
 * Costs 140 fatigue.
 * Spending a stack of Silenced Existence, rather than doubling damage, causes the attack to hit 98 times instead of 49.
 * Cannot reduce the opponent below 0 damage. If the opponent is reduced to 0 damage, Silenced Strike will be removed at a rate of 49 stacks/turn instead of 14, until they have more than 0 damage, at which point it is removed at a rate of 14 stacks/turn.

Student of Legend [Signature Transformation]
Carol was taught by the Blademaster of Chiron, Lucien Abraxis of House Noveria. As such, she has a number of his techniques. However, as a result of her extreme focus on the blade, Carol is unable to focus enough to use energy-based attacks.
 * x1.75 Speed
 * x1.75 Sword Damage
 * Gain the effect "Parry: 25% Chance to Negate any Non-Signature/Ultimate/Auto-Hitting Sword Attack When Hit"
 * Unable to use Energy Attacks
 * Costs 15% HP/turn and 175 Fatigue/turn to maintain. If these costs cannot be paid, the signature immediately ends.

Wrath of Chiron [Signature Attack]
Carol rushes forward, her blade causing space itself to tear in front of the edge. If the opponent is struck by this tear, they are no doubt in danger of being struck by the blade itself.
 * Hits 5 times, for x0.2 Signature Damage
 * After the attack, Carol makes 1 melee attack per hit. This can be with or without swords, and is a standard attack otherwise. These attacks do not cost fatigue or Rush Count.
 * Costs 150 fatigue.
 * Counts as a melee attack using swords, but the sword damage multiplier does not apply. Anything that boosts sword damage, however, will affect this signature.

Aspect Slash [Signature Attack]

 * Deals Signature Attack Damage.
 * If hit, inflicts "Aspect Thief" [x0.85 Speed and Strength] on the struck target. Then, either the user or an ally gains the effect "Stolen Aspect" [x1.15 Speed and Strength]. This effect occurs after the turn Carol uses this attack, and lasts until the end of Carol's next turn.
 * Costs 125 fatigue.
 * Cannot be used on the next 2 of Carol's turns.
 * Counts as a melee attack using swords, but the sword damage multiplier does not apply. Anything that boosts sword damage, however, will affect this signature.

Light Arte - Shining Wings [Signature Transformation]

 * Speed is increased by x2.25 when active
 * 25% Increased Fatigue Usage (Excluding ongoing fatigue cost) when active
 * 50 Fatigue/turn when active

Light Arte - Shining Magi [Signature Transformation]

 * x1.75 Speed
 * Magic Attacks deal x1.75 damage
 * x0.5 Strength
 * Non-magic attacks deal x0.5 damage
 * 100 Fatigue per turn to maintain, but no cost for activation. Fatigue cost still applies turn 1.

Light Arte - Shining Barrage [Signature Attack]

 * Strikes 10 times, dealing Strength*10 Light Magic damage.
 * Doubled Speed when using.
 * For every hit, Aria gains 10% Speed, additive, after the attack. This lasts until the end of her next turn.
 * Costs 10% Fatigue and 10% Health, instead of signature fatigue.
 * Cannot use Dark Magic the turn this signature attack is used.
 * Cannot be used on the next two of Aria's turns. Dark Magic is similarly unavailable.

Light Arte - Shining Thief [Counter Signature]

 * Whenever an opponent gets a speed boost, from any source, Aria can negate only the speed boost and apply it to herself. This include ongoing effects.
 * Costs 100 fatigue, plus 1.25x the fatigue cost of the boost.
 * For ongoing effects, costs 1.25x the fatigue cost of the boost.
 * Can only be used once per turn.

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 1.5x Speed and Strength when Overtaker is active;
 * Satan_Soul.pnga takes 25% less damage from physical and magical attacks while Overtaker is active.
 * Cons:


 * 100 Fatigue is consumed each turn while this form is active.
 * Melisa cannot use Ki-based attacks while maintaining this form.

Blood of Tartarus[Signature Effect]
Cons
 * Adds 1 stack of 'Tartarus Cell' at the start of Melissa's turn, excluding her first turn. Each Cell increases Damage by 1.1x, and Speed by 1.1x. These stacks can be used to power 'Demon Arts' Techniques. Melisa can have a maximum of 5 stacks at a time.
 * Adds 1 stack of 'Macro'  at the start of each turn, excluding Melisa's first turn. Macro Increases Melisa's rush count by 1 per stack. Melisa can have a maximum of 5 stacks at a time. These can be used to power certain 'Demon Arts' Techniques.
 * Each stack of 'Tartarus Cell' costs Melisa 5% of her hp per turn, at the start of her turn.
 * Each Stack of 'Macro', When removed, reduces Melisa's rush count by two on her next turn.
 * Melisa's ki attacks deal .5x damage.

Demon Art: Dark Defense

 * can be activated when your opponent attacks you. By sacrificing any number of 'Tartarus Cell' Stacks, creates a barrier which reduces the speed and damage of incoming attacks by 8% for each stack sacrificed.
 * Lasts for up to 3 turns, can be ended prematurely, and can only be used once every 4 turns.
 * While the barrier is active, 'Blood of Tartarus' does not confer a stack of 'Tartarus Cell' to Melisa.

Demon Art: Macro Control

 * By sacrificing a stack of 'Macro', Melisa can increase the speed of her next attack by 10%
 * Melisa can sacrifice a stack of 'Macro' to negate an opponent's moves(1 stack can negate 2 of an opponent's rush count.). Only works on non- signature/ultimate/school attacks, or auto hitting attacks
 * Activating either ability causes Melisa to use up twice as much fatigue on her next turn.
 * Can only be used twice per turn.

Demon Art: Dark Explosion

 * Fires 15 magical blasts, each dealing strength x5 dark magic damage.


 * Each blast that hits increases her strength by 5%. this increase lasts until the end of her turn.

Cons


 * Cannot use for the next two turns after activating


 * Costs 150 fatigue, and 10% hp to activate

Neo Form

 * 1.75x stats
 * 25% regen
 * Gains the ability to use 3 swords at once
 * 200 Fatigue cost per turn
 * Offensive Magic is twice as effective against Zane
 * 15% chance at getting stunned from ki attacks

Midnight Special: Eruption

 * Attacks all enemies
 * Sig damage is spread between all the enemies
 * Costs 125 Fatigue to use

Midnight Special: Shadow Dance

 * Summons five clones to aid him in one attack
 * Each clone has a chance of hitting the enemy
 * Each clone deals 1/6th sig damage (5 clones plus Zane attack)
 * Targets one enemy
 * Costs 150 Fatigue to use.

Midnight Special: Pulse

 * 50% chance at stunning the enemy
 * Deals normal sig damage
 * Costs 150 Fatigue to use
 * Deals recoil damage of 10% hp to Zane

Twilight Avenger (Transformation)
Pros Cons
 * 1.75x stats
 * Sword damage increased by 1.5x
 * 25% chance at causing a bleeding effect *with every hit (5% for 5 turns)
 * 15% bleeding on Silver every turn
 * Ki attacks are reduced to .5x
 * Costs 10% fatigue per turn to maintain

Twilight Sword Stance: Midnight Slash (Attack)
Pros Cons
 * Deals normal signature attack damage
 * Increases speed by 50% for the attack
 * 50% chance at a bleeding effect on the enemy (5% for 5 turns)
 * After the attack damage is reduced by 50%
 * Can't use a sword his next turn
 * Has a 5 turn cooldown

Twilight Sword Stance: Destruction (Attack)
Pros Cons
 * Automatically break a barrier if it hits.
 * 10% chance at stunning the enemy
 * Deals 75% Sig Damage
 * Costs twice as much Fatigue to use.

Chaos Combo (Chaos/Dark)

 * Chaos Barrage
 * Dark Prynce slams you into the ground before smacking you into a standin g position and force palming you upwards.
 * Chaos Slash
 * Dark Prynce punches you in the gut after Chaos Barrage, and slashes you into space.
 * Chaos Smash
 * Dark Prynce hammer strikes you into to orbit of the planet as you fall towards it at light speeds.
 * Chaos Blast
 * Dark Prynce fires off a multitude o f energy blasts that encase you and d eal damage before sending you hurtling at an object of massive size, break ing your body and half of what he sent you towards (most likely the moon, sometimes a planet or star for extra damage).
 * Dark Prynce gains 10% more stats for each attack that hits
 * Loses 15% hp for each attack that misses
 * Each only does 1/4 Sig Damage

Arch Form

 * Stats increase by 2x
 * Regen of 10%
 * Costs 20% Fatigue per turn
 * Takes 50% more damage from all sources
 * Doesn't stack with other signature transformations

Verberare Tenebris Floret Rosa (Chaos/Dark)
A flurry of black rose blossoms fry out Dark Prynce's cloak and attempt to slice anything they come into contact
 * 1.3x Sig Damage
 * Costs 150 Fatigue

Fusum De Inferno Liberabis (Chaos/Dark/Fire)
A tornado of solar flares erupts from around Dark Prynce and encase his opponents incenerating them.
 * 1.3x Sig Damage
 * Costs 150 Fatigue

Saltatio Oblivionis (Chaos/Dark/Light)
Dark Prynce spins in semi-circle and sends a slash of oblivion towards the opponent five times before sweeping the ground and sending out a flurry of oblivion blasts.
 * Deals 1.75x sig damage
 * Costs 225 Fatigue
 * Is only one attack

Dual Edged Blade

 * Damage increase of 75%
 * 20% chance of blocking an attack for no damage (Doesn't apply to Signatures, Ultimates, or Auto-Hitting Attacks)
 * 15% bleeding effect on Pokus
 * Takes 50 fatigue per turn

Keys to Oblivion

 * Ki Attacks below tier 4 become HP for a barrier for Pokus, instead of dealing damage. (Barrier has half the HP of damage it would've delt)
 * Magic effects both teams when activated. Targets are randomly-chosen, if necessary.
 * Slaying an enemy gives Pokus an HP boost equal to their max HP. (To his max hp, and he must be the one to slay the enemy)
 * After the first effect is used, a bleeding effect is placed on Pokus for 5% of his health for 5 turns. Does not stack with itself.
 * After the second effect is used, magic deals 1.5x more damage to Pokus.
 * After the third effect is used, Pokus has doubled fatigue usage on his next turn.

Hell's Greatest Swordmaster
Pros: Cons:
 * Speed increase of 1.75x
 * Sword damage is increased by 75%
 * Takes 25% less sword damage
 * Can only use one sword in this form
 * Costs 15% HP to maintain each turn
 * Magic does twice as much damage to Pokus

Demonic Sword Stance: Oblivion
Pros: Cons:
 * 25 attacks that deal 4% sig damage each
 * Every attack that hits reduces enemy speed by 2% every hit (one turn)
 * If all attacks hit, 50% chance at stunning the enemy
 * 3 turn cooldown
 * Every attack that misses reduces Pokus' speed by 2% (one turn)
 * If all attacks miss, Pokus is stunned for a turn

Demonic Sword Stance: Twilight Flicker
Pros: Cons:
 * Light and Dark damage done to enemy (25% healing the damage done to the enemy)
 * 25% chance at stunning the enemy.
 * Normal Signature Attack Damage
 * Backlash of 10% damage done to Pokus
 * 3 turn cooldown
 * Water attacks deal twice as much damage after use for 3 turns.

Voidal Rebirth (Transformation)
Must be at full health for activation
 * Initial stat increase of 1.4x to both Speed and Damage
 * Everytime he takes 100k damage, gets another 5% increase to those stats.
 * Costs 10 Fatigue/Void/Turn
 * Costs 100 fatigue per turn

Devil Trigger
Pros Cons
 * 1.75x stat increase
 * 20% regen
 * Immune to status ailments
 * Cooldown is twice as long as he was in the form (in it for 3 turns, cooldown is 6 for example)
 * Costs 150 Fatigue per turn to maintain.
 * Has a 15% chance to get knocked out of the form from magic.

Demonic Infusion

 * For one turn, infuse one of his weapons with his demonic energy to make it do 3x damage
 * Can't Dual Wield the weapon
 * Sword costs 100 Fatigue, Gun costs 30 Fatigue
 * Has a 3 turn cooldown.

Style Change
In a fight, Venator charges up his Devil Gauge in order to use one of his styles. The Devil Gauge charges by 1 for every 100k damage he does, and he can only use one Style per battle.


 * Gunslinger
 * Firearms deal 2x damage
 * 2 Devil Guage per turn
 * Swordmaster
 * Swords deal 1.75x more damage
 * 4 Devil Guage per turn
 * Trickster
 * Autododge one attack per turn (non ult, Autohit)
 * Costs 3 Devil Gauge per turn
 * Royalguard
 * When he takes 500k damage, counterattack for 5x Sword damage. **Twice per battle.
 * Costs 5 Devil Gauge.

Pack Leader

 * Summons either 4 Brawlers with 1/4 his base stats, or 2 Juggernauts with 1/2 his base stats (Current stats being Speed and Damage, all share fatigue of 200)
 * When they are defeated, explode dealing damage equal 50x their strength.
 * Costs 200 Fatigue
 * 10% Chance of them turning on Osiris.
 * Must wait one turn before they arrive (earliest they arrive is turn 3)

Biomass Expulsion Devastator

 * Attacks all enemies
 * Also attacks all allies
 * Deals Sig damage to all targets.
 * Takes up 10 rush count

Tendril Expulsion Devastator

 * Attacks all enemies
 * Sig damage is split between each enemy.
 * Takes up 5 Rush Count

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


 * For each physical attack Moeru lands, the person hit is marked with a stack of 'Teez'. Each stack reduces the target's strength by .5%


 * At the end of the opponent's turn, there is a 25% chance for the Teez to explode, dealing damage to the target equal to their base strength times X, equal to the number of Teez afflicting the target. After the explosion, all stacks of Teez are removed.


 * Teez can be used to power other techniques.

Cons


 * Each activation costs 5 fatigue.
 * costs 50 fatigue per turn, while teez is afflicting the opponent. if the costs cannot be paid, all teez explode immediately.

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

Burning Meteor
Cons
 * Fires 6 meteors made of aura at his opponent, each deals Strength x 21 in damage
 * Following each attack, there is a 5% chance for a shockwave that deals 5x his strength in damage. Each shockwave targets all characters in battle, including moeru, with speed equal to his speed.
 * Each attack is treated as a an energy attack, as well as a fire based attack.
 * Costs 100 fatigue and 10% Hp to activate.
 * Can only be used twice per battle, with a 3 turn cooldown between uses.

Burning Rain
Cons
 * Deals signature damage, which is treated as an energy attack, and a fire based attack
 * 25% chance to deal a 5% burn to his opponent for 3 turns
 * Targets the entire enemy team
 * 15% chance to Target allies, including moeru, as well
 * costs 100 fatigue and 10% hp to activate

King's Rage
Cons
 * Physical Damage dealt increased 30%
 * Speed, Strength increased 1.5x
 * 5% Chance for fire attacks to deal double damage
 * Physical damage taken increased 30%
 * 10% Chance of blindly attacking a random ally
 * 15% health loss per turn

Blade of Damoclese
Cons
 * Speed and Strength 1.75x
 * Moeru creates a barrier of flames that deals punch damage to the opponent when they miss a physical attack (all forms of guns excluded)
 * Fire based attacks deal 1.5x more damage
 * Costs 15% hp per turn to maintain
 * Non Signature/Ultimate techniques cost 1.5x more fatigue
 * Non signature/ultimate ki attacks deal .5x damage

Fire Dragon Slayer

 * Strength and Speed 1.5x.


 * Can absorb Fire based attacks, and gain half the fatigue cost to restore his fatigue by the same amount.


 * Physical Damage is increased by 1.75x.

Cons


 * Weapons cannot be used in this form.


 * Non Sig/Ultimate Ki attacks cannot be used in this form.


 * Costs 10% Hp per turn to maintain. this cost is paid at the end of each of Kyu's turns.

Lightning Flame Dragon Slayer[Signature Transformation]

 * Speed and Strength 1.75x


 * Absorbs Thunder based attacks to refill fatigue


 * Increases Physical Damage by 1.5x


 * Thunder and Fire attacks deal 1.25x Damage

Cons


 * Non sig and ultimate moves cost double fatigue


 * 10% chance for kyu to be stunned at the end of his turn


 * Cannot use magic, excluding Fire and Thunder type magic


 * 10% HP drain per turn, at the end of each turn

Fire Dragon's Fist

 * if it hits, enemy takes 25% more damage until the end of Kyu's next turn.


 * Deals .75 Signature Damage.

Junketsu Chained
Cons
 * 1.50x Speed and Strength.
 * Damage dealt by physical attacks increased by x%, x being equal to the percent of health satsuki loses from her bleed eff.
 * Satsuki can double the blood lost once every 2 turns.
 * 10% bleed per turn(on her turn).


 * Ki attacks cannot be used in this form.


 * Physical attacks cost 5x fatigue(excluding signatures, ultimates), when satsuki doubles the drain of blood, this value increases to x10 fatigue cost.

The Unpredictable Mirror
This spell creates a random barrier with three different effects, All of them deflect attacks 10 times, Though they deflect different types of attacks and only one type of attack. Deflected attacks are negated. Cannot negate signatures, ultimates, or auto-hitting 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 magic bonuses must be specificed, 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 take the damage of 1/10th of a signature attack as well.

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.

Spooky Scary Skeletons

 * K2rwxs1gH9w

Mirage summons a door and four skeletons walk out, They surround the opponent(s) and begin dancing, and can accidentally hit the opponents as well. During this, a little song starts playing in the background.


 * Skeleton-1 has the effects of Taunt (must be attacked first unless you're using AOE attacks.)


 * Skeleton-2 has the effects of Lowers the speed of the opponent by 20%


 * Skeleton-3 has the effects of Dark Magic does x1.3 damage.


 * Skeleton-4 has the effects of Skeletons will eat you! (Constant 3% damage done to the opponent per turn)

Each skeleton has 1/8th of mirage's HP. They cost 99% max mana and 200 fatigue to summon, the skeletons will also lose 30% of their current HP per turn, as well as having max 100 fatigue and each has 20% of Mirage's current stats.

Unstable Supressor Field
AS creates a field of which slows down and powers down others forcefully by x0.75, 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 the opponents damage times 25 to themselves, Also injures AS 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 AS until the field is gone, If AS goes under 20% HP while this is active, the field will explode prematurely and stun AS for 1 turn. The field also takes 5 rush count to keep active each turn.

BM-Quick Draw
AS 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.

 10 Rush Count = +100% damage. So, sacrificing 10 rush count deals x2 damage, sacrificing 20 deals x3 damage, etc. Deals x1.5 Signature Damage. x1.5 Speed when using. Costs 150 Fatigue, plus 150 per charge. 50% chance to stun the user if it misses.

Progressive Sensor Lock
Speed increased by x1.15 for every miss until a hit occurs, at which point the multiplier is removed. This is additive (2 misses = x1.3 speed, 3 = x1.45, etc.). Cannot be used on his next turn if used. 25 fatigue per miss.

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.

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.

Paradoxical Wrath
Starr's temporal energy begins to take him over the more he becomes stressed, and he will go limp for a short time, before rushing at the opponent like a twisted rag doll, seeking it's prey. It will fluctuate between the body, and a temporal energy current resembling that of electricity flowing. Starr becomes very strong, but even quicker in this state, and will not miss 1 attack each turn, due to his Paradox state fluctuating and glitching.

PROS
 * 1.4x speed
 * 1.2x strength
 * Has 10% chance of one random non signature or ultimate attack to become unmissable per turn, due to Starr's fluctuating and sporadic attacks and glitches.

CONS
 * Must be below 1/2 hp to activate
 * Costs 75 fatigue per turn to maintain if this cant be paid the form ends *When leaving this form one of your opponents random non sig/ ulti attacks becomes unmissable

Chroniton Supernova
Starr manipulates a massive field of Chronitons and Temporal Energy around him, creating a massive version of the Chroniton Burst, but then through sheer force and focus, he compacts it into an orb, similar to a marble. He hits the enemy with it anyway he can, such as flicking it, throwing it, touching them with it, etc. Which results in a Supernova like explosion.

PROS

X1.75 Speed and Strength for the duration of the attack.

CONS

Looses 10% Fatigue

2 turn Cool down time

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)*50, for a maximum of 250,000 damage;
 * Can only be used once per turn;
 * Affects the whole enemy team;
 * Treated as Thunder Magic;
 * Not affected by Magic Scepters;
 * Consumes 250 Fatigue, unaffected by fatigue reduction.

Shinju Avatar Equip: Nature's Heart
Shintaro manifests his Shinju energy into an Avatar, which he calls Nature's Heart (自然の心, Shizen no Kokoro) and equips it onto his body, forming a Shinju Avatar Equip (, Shinjū Keshinsō lit. Instrumentation of a Divine Beast's Incarnation). This replaces Shintaro's mechanical body parts with tough, organic material that function as organs for his body. His power overwhelmingly increases over the loss of his Android Parts, which break down due to the Avatar Equip's cells overwhelming his android skeleton and breaking some parts of it open.
 * All android upgrades such as parts as well as frames and weapons are removed from Shintaro and his stats while this is active;
 * Removes "Android (Perpetual Energy)" from Shintaro's racial status while the sig is in use;
 * Shintaro gains x2 more Speed and Damage;
 * Gains +15% HP Regeneration per turn;
 * Cannot use Incarnation of the White Dragon while in this form;
 * Lasts until knocked below 1/5 HP;
 * Must permanently sacrifice 5 Android Parts or an Android Frame to activate.

The Ztricking Blow

 * Advantages
 * Removes any effects that gives a resistance to damage and barriers that existed before the hit.
 * Prevents any effects that gives a resistance to damage or barriers from forming for 3 turns.
 * Disadvantages
 * Charges for a full turn, and fires on the beginning of the next turn.
 * Uses up 3/4 Zero's Total Fatigue.
 * Zero gets stunned for a full turn after firing due to overcharging his systems.
 * Uses up all Rush Count.

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

Demonic Aura

 * x1.5 Speed and Damage increase
 * 10% Regeneration every turn
 * Attacks cost 25% more fatigue
 * 5% Bleeding when it ends.

Susano'o

 * x1.75 stats increase (Speed and Damage only)
 * 50,000 Health loss followed by 100 fatigue each turn Tsurugi uses it

Lightning Cutter

 * Does x2 more damage a normal Signature would do
 * 20% stun chance to Enemy
 * Can be combined with Sword
 * Takes 200 Fatigue upon use
 * Tsurugi has 10% chance to get stunned every time he uses it.

Attributes:

 * Does x1.3 Signature damage to enemy each time enemy uses any Signature, Signature Transformation or even Counter Signature, this cannot be used more than once per turn. IT STILL NEEDS TO HIT.


 * Heals Jellal 10% each time it activates


 * Takes 30% more damage next turn


 * Gets 40% chance for Enemy's attacks to hit next turn

Attributes:

 * x1.5 speed
 * x1.5 Strength
 * Costs 100 fatigue to activate
 * Costs 100 fatigue to maintain each turn

Attributes:

 * x1.5 Speed
 * x1.5 Strength
 * Costs 15% fatigue to maintain each turn
 * Takes 10% damage through Magical Spells.

Attributes:

 * Does x1.5 Signature Damage
 * Does x1.25 more Signature Damage when in Meteor form

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 after Forte's Health is dropped below 1/8th of his 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
Forte 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. Applied after Forte's turn ends. Consumes 100 Fatigue. Lasts until Forte's next turn. Can only be used once every 2 turns.

Vanishing World
Forte's Gospel Powers are a set of skills he had integrated into himself after absorbing the remains of a wolf-like mech named Gospel, a failed laboratory experiment destroyed by an unknown source several months before Forte was created.

The Gospel Powers let Forte momentarily materialize parts of the android's body parts in order to use an ability that belonged to the creature.

The strongest Gospel Power Forte can control is called Vanishing World. Forte morphs his hand into a huge Gospel Cannon and then fires a very destructive white laser, piercing through all of his opponent's defenses. Unlike his other attacks, Forte can overheat using this attack, and can only use this attack only once per normal battle.


 * Effects:


 * Treated as an Energy Attack;
 * Can only be activated when Fear Assault has been used up;
 * Deals attack damage equal to (Max HP-Current HP) times 0.25.
 * Automatically ends Forte's turn and leaves him at 0 Fatigue;
 * Can only be used once per battle.

Dead Future

 * Can only be activated when Forte's below half HP;
 * Forte's Speed and Strength are multiplied by 1.75x;
 * Cannot use Weapons in this form.
 * Reverts automatically if Forte's HP returns above half.

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 X1.2, X1.4, X1.6 or X1.8 points
 * x1.2 Energy damage
 * To activate and for each turn after activation Monarch takes damage equal to 2% of his health per level so level for would do 8% per turn.
 * It uses up 25 fatigue per turn/per level 100 fatigue for level 4

Papillions Eyes (Signature Transformation)
Monarch's eyes have changed from their natural pitch black to that of the colour of rotten river water with three pink circles in his eyes replacing pupils overlapping in the middle. He sees it as having the yees of a butterfly he sees everything at a much slower pace allowing him more time to react to things. He gains more power over ki but his body becomes somewhat frailer and his physical attacks suffer.

Effects Cons
 * X2 Speed
 * X1.25 ki attacks (Stacks with Monarchs ascention for a combined Mod of X1.5)
 * X0.5 mod to physical attacks
 * A permanent extra 10% fatigue usage

Fluttering Kingdom (Signature Attack)
Monarch creates a swarm of thousands of little blue butterflies from his ki wings that are always on his back, they then begin to all land on Monarchs opponent each draining a small amount of energy from them. Once enough energy has been drained they begin to glow and cause an explosion large enough to destroy a large town or a small city. However since Monarch needs to stay in a certain vicinity to keep the butterflies formed he will take damage from the blast as well though only about a quarter of what the enemy will take

Pros Cons
 * Deals Signature attack damage
 * Uses Opponents Fatigue rather than Monarchs if it hits.
 * Monarch takes 25% of the damage dealt

Butterfly Barrage (Signature Attack)
Monarch lines up a large amount of butterflies and fires them at tremendous speed and deadly accuracy towards the opponent almost like bullets.

Pros Cons
 * Until the end of Monarchs next turn X1.25 ki attack damage (even if this attack misses)
 * Until the end of Monarchs next turn X1.25 Speed (even if this attack misses)
 * 0.75X sig damage
 * Cannot be used on Monarchs next three turns

The Futility of Magic Tricks (Sig Counter)
Pros Cons
 * One Magic Buff activated by the opponent is negated
 * The buff now applies to Monarch
 * 2 turn Cooldown
 * Doesn't apply to sigs ultis or school moves

Swordsman of Legend (Sig Trans)
Pros Cons
 * X2.25 Sword Damage
 * X1.75 Speed
 * Gain effect Parry (20% chance to negatae any none sig none ulti none auto hitting sword attacks)
 * Can only use one sword
 * 15% hp loss a turn
 * 150 fatigue

Slash of Royalty (Sig attack)
Pros
 * Deals 1.25X Sig attack damage


 * Causes 10% bleed effect


 * X1.5 speed when the attack is taking place

Cons
 * Cannot be used on Broccos next 2 turns


 * Fatigue 125


 * If it misses Brocco loses 5% his max Hp

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%

potentia ultima (signature transformation)
Bastion taps into the full potential of his augments powering one up to its full power of adding power to both however doing this takes energy away from his life support which is maintaining his damaged heart, so extended use can cause serious damage.

Pros Cons
 * adds 40% to either speed (if legs selected) or damage (if arm selected) or can add 20% to both arms and legs
 * increases damage resistance to 20%
 * allows Bastion to use potentia barrage and potentia heart
 * fatigue used increases by 25% and increased by 35% if both the arms and legs are selected
 * this form negates energy regeneration and mystics 25% fatigue reduction
 * unless both stats were picked the other stat is -20%
 * Bastion must have been in potentia unlock for at least 2 turns before he can activate this form
 * after 2 turns active Bastion loses 10% of his maximum HP at the start of each turn if this cost cannot be paid he reverts to potentia unlock and for that turn only has a rush count of 10

Potentia Barrage (signature attack)
fires a large amount of powerfull ki blast volleys (minimum 5) then ricochets between them all at once building up intense speed making it harder to dodge before finally using the full momentum gained to launch a devasting strike to the opponent

abilities
 * Launches 5 attacks for 1 rush count, plus 1 attack per each additional rush count given (up to 10).
 * Each attack deals 10% Signature damage. After these attacks hit, a "final strike" occurs for 50% signature damage.
 * Increase Bastion's Speed by 5% per hit for the "final strike."
 * If all attacks miss, the final strike still occurs, but without the speed bonus.
 * Must be in Potentia Unlock or Potentia Ultima
 * Can only use 15 - X ki attacks where X is the number of additional barrages

Potentia barrier (sig counter)
Pros

triggers when a tier 4 or less energy attack is used

negate the attack and create a barrier equal to the damage i would have taken

this move can be used up to 3 times in 1 turn (fatigue cost must be payed as normal

Cons

Fatigue cost increased by 20% while the barrier is active

the turn after this move has been used (regardless of the amount of times activated) this move has a 2 turn cool down

costs 100 fatigue per use

===

Potentia drain (sig counter) === activates in response to an effect that boosts stats (magic transformations etc)

negate one of those stat boosts (if multiple stats are boosted choose 1) and reduce that stat by the amount it would have been increased by

lasts until the end of opponents next turn

cons

my own corrisponding stat is reduced by half of the amount my opponent lost

cannot be used for the next 2 turns after the effect duration ends

Potentia charge (sig attack)
Pros

Can do between 0.5 and 1.5x sig damage

sig damage can be decreased in intervals of 5 or increased by intervals of 10

for each interval of 5 below normal sig damage i gain 2% speed or strength (cannot be changed once selected) 1% damage resistance and regain 1% hp until the end of my next turn

Cons

for each interval of 10 above normal sig damage i lose 3% speed or strength (cannot be changed once selected) attacks do 3% more damage to me or a stack of 2% bleeding damage until the end of my next turn

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 copied 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

Majin Combat (Signature Attacks)
After learning how his Rage Second form works he learnt that the energy in his ki was increasing his reaction time and strength. He then began to delve into the realm of ki manipulation and formed his own combat style using this knowledge.

MC - Instability
Dark Majin positions himself in front of his enemy and then thrust his hand forward until it is 6 inches in front of the targeted area on the opponent's body. Then using his ki he draws the opponent's ki towards the targeted area and provides it with energy, this makes the opponent's ki react violently within the body, due to this attack pulling from the opponent's spirit it immobilizes them and makes the attack unavoidable. This sends a shockwave out the opponent's back.

Buffs Cons
 * Unavoidable
 * Chance to stun 10%
 * Cannot use ki attacks both during the turn this sig is used, and the next turn
 * 75% less damage until the end of 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 Blade
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:

Speed x1.75

Summons hundreds of swords that float behind Toko, with two in hand attacks as 4

2 floating sword do not take fatigue

bad:

x0.75 base strength

reduces speed by 20% at end of each turn

reduces Fatigue by an additional 75 at the end of each turn

cannot use tier 4 attacks during trans except signature attack

5 turn cool down once resolved

Reapers flurry

 * x1.5 current speed
 * Adds one extra blade to Murder of Crows


 * 20% ki resistance


 * opponent takes Toko's base as damage on physical hits
 * Last 2 turns


 * can only be used once


 * takes 100 fatigue per turn (stacks)


 * does 15% health damage upon activation

Crazy Ballad
Toko's blades start spinning around him very close, he becomes a sort of bladed ball, he then rushes at the opponent, upon impact the blades scatter out creating a ball of rotating blades around the fighters, Toko releases a flurry of slashes as the balls blades cave in onto the opponent.
 * during attack current speed x1.25


 * 10 slashes, 5 rush


 * for each slash that hits Toko recovers 5% hp
 * 100 fatigue to use
 * 100 fatigue to use


 * can only be used with Murder of Blades active


 * 2 turn cooldown


 * Toko looses a sword for the rest of the battle
 * Cannot be used with Shibo Tenshi

Reapers Riot

 * Attacking speed x2


 * sig damage x 1.5


 * Causes 10% bleed for two turns on opponent
 * takes 5 rush for one slash
 * takes 5 rush for one slash


 * 2 turn cooldown


 * must have both sig transformations active to use
 * cannot be used with Shibo Tenshi

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

Kuroi Iwa: Kai (Transformation)
After Miri had trained at the Toliman Academy at the cost of selling her memory of grieving over her parents to Lucien, Miri's effectiveness in her Kuroi Iwa transformation has been weakened. To compensate over losing the memory of her family's deaths, Miri instead relied on her loneliness to boost Kuroi Iwa's effects. This produced a better version of the transformation, called Kuroi Iwa: Kai (黒い岩：改, lit. Black Rock: Revised). Miri's power in weapons such as Railguns and Swords becomes extremely effective, her swordplay becomes much more precise, allowing Miri to cut bullets in half while they're barely a decimeter away from her body, and her railgun being able to emit small explosions every time a bullet she shoots collides with an object or obstacle. At most times, it can be destructive around the environment, making it dangerous for civilians or other people to be standing in the a nearby area as Miri.

Kuroi Iwa: Kai's retains most features as it's old counterpart, turning Miri into a blue-eyed, pale-skinned girl with long black hair tied in uneven spiky ponytails, with the right being shorter than the left. At will, a blue flame appears from her left eye. Her garments consist of a black poncho with black or red fur around the neck area with a white star near the left shoulder and a larger star in the middle of the back. A white line goes through the star on the shoulder and around the rims. The poncho is also lined in a black stringy lace. Under the poncho, she wears a short white or yellow dress with a puffy skirt that has two black horizontal stripes on the chest area. She also wears a buckled black belt around her waist. Additionally, she wears black thigh-high boots and has blue fingernails.

As with the main change in appearance, Miri also summons a snake-like creature, which can transform into Miri's weapons. It has a long black body with a white stripe along either side and a prominent snout. It has a jagged ridge running along its back. Miri can also control the creature and order it to use a venomous attack.


 * Pros:


 * 1.75x Speed;
 * Weapons deal double damage;
 * Allows Miri to use "Venom Bite" (see below);
 * Cons:


 * Miri takes double damage from weapons;
 * If on a team, Miri has a 10% chance when using gun-related attacks recoil and hit one of her teammates;

Venom Bite (Signature Attack)
When using Kuroi Iwa: Kai, Miri can use the serpent she controls to inject venom to her opponent after cutting an opening in her opponent's skin/scales/etc.
 * Automatically barrages at the end of Miri's last sword slice; if the sword slice before Venom Bite has hit, Venom Bite triggers.
 * Can only be used while in Kuroi Iwa: Kai;
 * Deals Punch damage;
 * The opponent get's a -1% HP bleed effect which lasts for 1 turn;
 * Stacks with other bleed effects;
 * Miri consumes 15 Fatigue if triggered.

The Half Hallowed Heart - Permaform
As Ratatosk stood before his old enemy Richter, a power surged through him. He was watching his friends get attacked over and over by Richter, and he knew he couldn't face the same thing as when he first defeated Richter. A dark red and black aura surrounded his body, large tendrils of shadow with red veins shot from his back, his eyes glowed red with black slits in the center, and his muscles visibly bulkd up.

Pros

Gives +3 Speed every level

Gives +4 Damage every level

Gives x1.5 Physical Damage

All attacks do 10% more to Humans, Saiyans, and Ice-Jins

Gives 10% Regen

Cons

15% Fatigue Usage Increase

Maximum rush for all attacks is 5 (Ex : 5 Tier 4, 5 Tier 3, 5 Ki Blasts/Balls/Wave, etc.)

All attacks do 10% less to Aliens, Majins, and Dragons

Aliens, Majins, and Dragons deal 25% more damage to Ratatosk

Rush count is 15

Heaven's Corrupted Angel
As Ratatosk lived on Earth longer, he started learning Earth's religious customs. He discovered that Lucifer, the name the Earthlings used for the Demon Ruler, was really once an Angel. Ratatosk was outraged at this, and as he read further he became even angrier. He suddenly felt an uncontrollable energy welling up inside him. The book the Earthlings named the Bible fell from his hands as he clasped his forehead in agony. Four giant red and black wings, double his body size, erupted from his back and his eyes turned into black holes. His nails grew into long, razor-sharp talons, and his legs were replaced with those of a lizards, expect in place of scales was armor made from mist, making it seem as if he had no legs at all.

Pros

Gives 1.75 speed boost

Gives 1.25 damage boost

Gives 15% Regen While Form is active

Does 1.50 Physical Damage to Ice-Jins, Humans, and Saiyans

Does 1.50 Ki Damage to Ice-Jins, Humans, and Saiyans

Cons

Costs 50 Fatigue Per Turn to maintain

Lasts 5 turns

Deals 20k damage going in and coming out of the form

Does .5 Physical Damage to Aliens, Majins, and Dragons

Does .5 Ki Damage to Aliens, Majins, and Dragons

The Tri-Race Hellblaze (Signature Attack)
Ratatosk places his hands parallel to each other and charges up a ball of red and black light as he chants the words, "Cholin gramon re cartos e phantamos" These words are from the ancient forgotten language of the Demonic Realm. As he chants these words over and over, getting louder each time, the ball of light gathers in front of his palms. Once fully charged, the light suddenly bursts and sends Ratatosk flying backwards as a large, quick beam of red and black light shoots towards the enemy.

Pros Cons
 * Does 20% of Ratatosk's current HP as additional damage
 * Decreases their current S&D by 25% for five turns
 * 25% more effective against Humans, Saiyans, and Ice-Jins
 * If it misses, Ratatosk's current S&D is reduced by 25% for five turns
 * Can only be used once per battle
 * Does 25% less to Aliens, Majins, and Dragons
 * Ratatosk's rush count is reduced to 10 next turn

The Satanic Syphon(Signature Attack)
Level 1 - Sig Damage + S&Dx20 as additional damage, must be below 80% Hp

Level 2 - Sig Damage + S&Dx40 as additional damage, must be below 60% Hp

Level 3 - Sig Damage + S&Dx60 as additional damage, must be below 40% Hp, next turn 15 Rush

Level 4 - Sig Damage + S&Dx80 as additional damage, must be below 20% Hp, next turn 10 Rush

The Hellion Rebellion
Pros

Sig Damage + 20% of Current Hp as Damage

Uses 25 of enemy fatigue

Gives Ratatosk x2.5 Duel Wield Sword Damage for 5 turns after use

Cons

Uses 75 of Ratatosk's fatigue

Duel Wield Fatigue for Duel Wield Swords is now 8 instead of 6

If it misses, Ratatosk takes 50% of what the damage would have been

Signature Attack - Oathkeeper
After the Saga Roxas made an Oath to protect his allies, and he intends to keep that Oath. Roxas summons the Keyblade, Oath Keeper, in a flash of light which gives him a damage and speed boost while attacking.

Pros: Con
 * Roxas Attacks with 1.75 damage and 1.5 speed
 * He heals 20% of his allies Base health
 * He loses 10 % Of his current Health


 * He loses access to Defensive Magic for two turns

Hell Spawn Saiyan (Signature Transformation)
PROS: Cons:
 * LVL 1
 * 10 A&D
 * LVL 2
 * 20 A&D
 * LVL3
 * 30 A&D
 * LVL4
 * 40 A&D
 * LVL5
 * 50 A&D
 * 5% lifesteal
 * Every turn Vinieus's opponent loses 5 speed
 * Vinieus's rush count is dropped by 5 for the first turn
 * Speed is decreased by 5 every time I use a racial ability!

Angelic Saiyan (Signature Transformation)
PROS: Cons:
 * LVL 1
 * 10 A&D
 * LVL 2
 * 20 A&D
 * LVL3
 * 30 A&D
 * LVL4
 * 40 A&D
 * LVL5
 * 50 A&D
 * 5% health regen
 * Android parts are at 50% power against Vinieus
 * Vinieus can't use magic
 * Racial Abilities are nullified during this form
 * If 50% attacks miss, Vinieus is stunned for a turn but if Vinieus is facing a non android or corss species this eff is not active

Shinryushi Saiyan


Description Kohaku is surrounded by a flaming purple aura. Phantom horns, wings and a Dragon tail made from the aura appear while in this mode, it changes his eyes by turning them pitch black however the iris (color part of the eye) is glowing blood red. He can materialize a Sword and use that to aid him in combat. The sword is a chokutō which is shaped similar to a Katana. It has a black scabbard and matching hilt, and is a larger size than a normal chokutō.

Pros
 * Gains 35% speed bonus
 * Additional 10% speed bonus when dodging only
 * Able to materialize 'The Nine Elements Blade' a unique sword that gives standard bonuses does double damage against magic barriers
 * A second sword can be materialised at the cost of 50 extra fatigue
 * Gains an extra 5 rush count when using 1 sword

Cons
 * Fatigue cost up by 15% (after transforming)
 * Ki attacks do 0.1 damage
 * Costs 25 fatigue per turn to maintain (if cost cant be paid he leaves this form)
 * Is unable to use SSJ4 while in this form

Mizuho style: shadow serpent (signature form)
Sheena moves using shadows as her gate allowing her to move quickly and silently.This form can be used for offence and defence where sheena leaves illusions whne moving to aid dodging. When in this form she also channels the spirit of the guardian Orochi nisei allowing her to strike the enemies with his mark and weaken them allowing her to build up to a swift and decisive strike.

Pros

1.5x speed

10% damage resistance

whenever sheena is struck by an attack in this form (excluding signatures and ultimates) it has a 20% chance to hit an illusion negating the attack

can create an orochi mark to place on the oppenent at the cost of 20 fatigue and 3 rush count per symbol it counts as a punch and if it hits opponents leaves a mark reducing damage and speed by 5% for 5 turns the effects stack but the 5 turns dont (if one is given a turn after the first it only lasts 4 turns)

Cons

ki and physical attacks do 20% less damage

this form can only last 3 turns

the turn the form is left sheena has a rush count of 10 and a 25% reduction in speed

Mizuho style: Kourinaes claw (signature form)
In this form Sheena channels the ancient swordplay techniques passed down throughout the mizuho clan, this includes channeling energy through her tail giving it the ability to hold a sword as well. In this form she channels the spirit of kourinae the black kitsune spirit causing her swords blades to split in 2 close together meaning that the wounds created are much harder to heal and bleed more often

Pros

Able to use a 3rd sword in this form

Sword strikes have a 10% chance to cause a stack of 2% bleeding for 3 turns (maximum 10 stacks)

Can channel ki attacks through the sword for double its fatigue cost (doesnt gain the swords damage bonus but has a chance of causing bleeding)

Cons

Sword attacks cost double fatigue

when wielding a 3rd sword rush count is reduced by 5

when wielding 3 swords inly 8 attacks can be made with swords

Mizuho style: amekakeru ryu no hirameki (signiture attack)
Sheena uses her full ability of jumping through shadows to strike swiftly and relentlessly, hitting every vital she can before finishing with a single high speed strike finished with her blade being sheethed cuasing each strike to hit in unison as purple cherry blossoms flow on a silver wind. If the opponent is bleeding or has orochi marks placed on them sheena can exploit the weakness they create to do more damage

pro's

Does signature damage

for every orochi mark on the opponent it does an extra 5% damage

if the opponent is bleeding the attack has a 20% higher chance to hit

cons

sheena takes 20% more damage the turn after this attack is used

sheena cannot use her swords for the next turn (if she is in korinaes claw the negatives of having 3 swords still applies)

for the next turn each attack has a 10% chacne to stun sheena

sheena must be in at least shadow serpent to use this attack

Anarquía Tromba
Description  Rose holds out the palms of his hands, a symbol known as 'The Key to Anarchy' appears in front of his hands. From the three points of the triangle within the symbol they emit a beam and all three beams are energy waves. They fire at the target and all three are purple with black lighting surrounding each beam.

Pro's
 * 1.5x Ki damage
 * Does 3 hits for 1/3rd sig damage each
 * +15% Ki Damage on tier 3 & 4 attacks next turn

Cons
 * Physical attacks do 75% less damage for the next 2 turns
 * Roses speed drops by 15% for the next turn

Anarquía Oscuro


Description
 * The sky appears to darken as multiple boxes of black energy appear, each of them topped off with cross-shaped spears, before they multiply and close in on their victim. Rose generates purple/black energy, which envelops the target with a powerful torrent of gravity before taking the form of a box of black energy, covered in several spear-like protrusions which pierce the box, lacerating the one inside from head to toe.

Pros:
 * Does signature damage
 * Can add 20 fatigue to this atttack to add 1 anarchy stack (max per attack is 4 maximum stack is 8) These last 5 turns. Each stack raises attack and speed by 5% each. Opponents hit by this attack lose 5% speed or damage for every 2 anarchy stacks at the time of attack for their next turn, meaning how many Rose already had before he used this attack. The speed & damage last for as long as there is an equal amount of stacks to support it. This is Anarchy Stack affects total speed and damage and doesn't repeatedly stack.

Cons:
 * Each anarchy stack costs 10 fatigue to maintain at the end of the 5 turns.
 * Rose takes 10% Damage for every 4 stacks he has, this happens per turn the stacks are used.
 * Can only use punches or kicks the turn after he uses this move.

Gran Rey Anarquía
Description

Rose creates a green javelin-like weapon using his energy. The energy flows off of each end in a fashion similar to flames, making it look more arrow-shaped. He can use this weapon as a projectile, when thrown, it produces an incredibly destructive explosion on impact. Pros:
 * Does signature damage
 * Removes all anarchy stacks and add 10% extra damage to the attack per stack. (losing all effects of the stacks)
 * For each 2 stacks remove ki damage is increased by 5%.during the next turn.

Cons:
 * Each stack removed this way takes 5% of roses maximum hp as damage.
 * Physical damage is reduced 75% For the next turn
 * If the attack misses there is a 25% chance of rose being stunned.

Los Ojos Del DiabloDolor.jpgAlivio.jpg
Description Pros Cons
 * When used, he materializes two pistols in the design of Colt 1911s named Dolor and Alivio (Pain & Relief), each of them the same length. He is able to fire powerful beams from each pistol, each beam taking the form of a blue energy wave along with a massive destructive force to accompany them.
 * Conjures 2 guns named Dolor and Alivio both have their own rush count of 15.
 * Can damage opponents regardless of level.
 * Shots fired do equivalent of energy wave damage and are classed as ki attacks.
 * Tier 3 and 4 attacks can be used normally while in this form.
 * These stats revert when the form is left.
 * Can only use the guns rush counts to attack.
 * From the 3rd turn this form is active onwards rose loses 5% damage a turn.
 * Gun shots cost 6 fatigue per shot.
 * The form has a cooldown of 3 turns.

Arctic Excaliburn Strike (Sig Attack)
Pros Cons
 * 1.5X Ki damage for the attack
 * 20% Speed boost for the attack
 * If it hits Opponent is at -10% speed for rest of turn
 * -25% Spees my next turn
 * -25% damage my next turn

Drive: Soul Eater
Ryuko will trigger this by landing several strikes on the opponent and as such she is slightly bloodlusted, her swords are covered by an aura of purple, black and red energy and allows her to throw out more powerful strikes that will rip the opponents soul apart.

Pros Cons
 * Ryuko can trigger this drive by hitting an opponent 15 times without missing
 * Ryuko increases the damage of her sword(s) by x1.6
 * Ryuko also adds the effect "Sethir Posioning" to the opponent, decreasing their speed and damage by 5% per each connected drive hit.
 * Ryuko can absorb 10% of the damage done by the drive.
 * Each slash after the 15 that hit will have the effect, they will also be seperate.
 * Each slash does normal sword damage + added mods (Two swords, special items...etc...) and the


 * Ryuko will loose 10% HP per each missed drive attack
 * If Ryuko doesn't hit the opponent 15 times without missing, she'll not trigger the drive and she will also suffer from an extra fatigue loss of 50% too.
 * Upon activating, it will cause a bleed effect of 10% per turn + The normal 100 fatigue loss, each strike will also decrease fatigue by 50.
 * Each strike will give the opponent a permanent 2% immunity to any damage or effect of the attack.

Azure Grimoire
Ryuko puts up her left hand in front of her and ceases all combat, she then begins to chant ''"Dai roku roku roku kōsoku kikan kaihō, jigen kanshō kyosū hōjin tenkai, BureiBurū, kidō!" ''and activates her Azure Grimoire, she will be surrounded by an aura of red and purple energy as well as leaving a trail of said energy behind her, she will also become quite a lot stronger in this form. Cons
 * Activating this status effect will cause Ryuko's stats to increase by 1.8x normally, she can also spread the bonus out over five seperate attacks that will make it a x2.3 for the small amount of attacks it is used for.
 * Each hit that connects in this form will cause Ryuko to absorb 5% HP from the opponent.
 * Ryuko's stats will also increase for each 50,000 damage she takes from an opponent by x1.25.
 * Ryuko must chant a specific chant to activate this effect and upon activation it will drain 50% of her current HP, said chant also takes 2 turns to finish and will be interrupted if you do more then 60% damage to her or stun her.
 * Ryuko will die if she goes over the rush count or reaches 0 fatigue. (Does not happen in 1hp rule battles, instead she is defeated.)
 * Ryuko also loses 200 fatigue per turn this is active + loses 10% HP per turn.

Saiyan Kevryn's Signiatures
Saiyan Kevryn's Signiature Attack 1

Ultimate Rush:
Kevryn rushes his opponent and uppercuts them into the sky, then he flies upward and slams them back to the ground and begins charging Ki into his left hand. He flies down and plants the fist squarely in the center of his foe's chest. If a character would be killed by this attack, he punches straight through them. Pros:

1.5x Melee Damage

10% Chance to Stun the Opponent if Hit

1.2x Speed for this Attack

Cons:

Melee Attacks cost 25% more Fatifue next turn

Kevryn Takes 10% more damage next turn

Cannot use Swords/Combat Gloves/Etc. w/ Attack

Signature Attack 2

Wild Pitch - Kevryn powers a planet-sized Ki mass into the size of a baseball condensing the power and then flings it at his opponent. When the ball strikes it explodes releasing the power and then fires a large energy wave hitting the opponent if they survived the first blast.

Pros:

Inflicts 1.5 Sig Damage

1.5x Speed for this move.

15% chance to stun the opponent

Cons:

This move takes 20% of current HP to conduct and 20% more fatigue

This move has a 25% chance before Speed Calc. to miss the opponent

Kevryn's Signature Form

Saiyan Soul - This is a transformation that is not seen physically as Kevryn focuses all of his Ki into his muscles and increases his own strength and speed. This form is also called "World's Strongest Saiyan".

Pros:

Strength and Speed gain +80

Physical Strikes Deal 1.3 Damage instead.

Cons:

Cannot use any Ki based attacks while in this transformation

Cannot use any weapons while in this form [Guns/Swords/Etc.]

Illusionary Slash
Zeou Kai swings then sheaths Yamato resulting in a huge slash striking his opponent, then, three bubbles appear around his opponent in random locations and each one, one after the other swings a cutting force at the opponent resulting in a total of seven attacks including the original slash.

Pros:

1.5 Sig Damage

10% Chance to inclift 10% Bleed for 4 turns

Cons:

Sword does not add to Sig Damage

Reduces Speed by .75 During Next Turn

Attack costs 150 Fatigue

Yamato's Seal
Zeou Kai can unsheath Yamato slightly and absorb 25% of incoming Ki and/or Magic attacks into his blade and resheath it once absorbed to store up the power, he can then send the energy back in a large slash-like energy wave at the opponent with great force and speed.

Pros:

This attack absorbs 25% of incoming Ki and Magic attacks and on his turn, it deals out all absorbed damage if it hits the opponent.

Kai gains +20% Speed for this attack

Cons:

Kai takes 30% more damage on his next turn

Kai loses 30% Strength on his next turn

Articost of the Wind
Kai's Drake and Wyvern heritage come to him in the form of fire and wind boosting his attack and speed through the roof for a brief period of time.

Pros:

Sword based attacks deal x1.5 Damage

Strength stat gains +100 and Speed Stats gain +175

Sword based attacks have a 10% chance to stack 2% Bleeding [Max Stacks 5]

Cons:

This form can only last 3 turns including the transformation turn

100 Fatigue per turn to maintain per turn

The next turn after Kai becomes normal each physical hit has a 30% chance to stun him

Whirlwind Blades
Kai slashes at his opponent and then surrounds them with swords made of Ki and sends them at his opponent.

Pros:

Deals Sig Damage

Ki Blades inflict Ki Damage

Cons:

Costs 150 Fatigue

Cooldown Period: 3 Turns

Description:

 * Ichiro forms a mask upon his face, it has the appearance of what could best be described as a menacing skull. The mask is white, and originally had only ten thick red stripes on the left side. It covers almost the entirety of the mask's left half. While pure white on the right side, the mask possesses a total of ten red stripes spread across three spots on the left side of his mask. It causes Ichiro's eyes to turn pich black, and the iris of the eye, bright purple. The mask drastically increases his physical abilities, strength and speed while surrounding him in a black aura.

Pros:

 * x2 Physical Damage when attacking with a sword or fists.
 * Speed gets a 15% boost when attacking or dodging.

Cons:

 * When attacked, each physical attack has a 10% chance of breaking the mask and disabling the form.
 * Form costs 100 fatigue per turn to maintain.
 * Cannot be used on your next 3 turns, after leaving this form.

Primordial Evil (Signature Effect)

 * It's not a real fight without a heart pounding and blood pulsing, a fight isn't at it's best until both fighters give it their all.

Effects

 * When Knight takes 10% damage or more from a single attack, he gains 1 stack of Primordial Evil, he can only gain 1 stack per turn.
 * Each stack adds 5% Strength, 5% Speed and 5% Damage Resistance.
 * This has a maximum of 5 stacks.
 * Fatigue cost is 25 per stack, is unaffected by fatigue usage increase.
 * Each stack reduces regen by 5%.
 * Each stack increases fatigue usage by 10%.
 * Stacks deteriorate after 3 turns, unless the Fatigue cost is paid.

Kishi No Ikari (Signature Attack)

 * Knight puts his hand up and charges it with energy, violently slamming his fist on the ground; the resulting explosion of pure energy first takes the form of a lightning bolt, and then emanates outwards in a shock wave of energy that rises from the ground as a geyser formation. Dealing damage to the opponent and sending Knight flying up into the air where Knight fires a barrage of surging punches in which his willpower is utilized to focus energy into and through the palms. As the palms are thrust outwards towards the target, a surging energy wave is expelled that results in a punching force traveling through the air in the opponent's direction.

Pros

 * Target is struck with an explosive wave dealing energy wave damage, then 10 Punches dealing 1.5 Damage per punch.
 * Counts as Melee Damage.

Cons

 * Costs Sig Fatigue.
 * Takes 25% more damage for the next 2 turns.
 * Has a 3 turn cooldown.
 * The attack is counted as 21 separate attacks in 1 rush count, some of the attacks have a chance to miss.

Description

 * Knight's new form is humanoid in appearance, aside from the markings on his body as well as his eyes and arms. His hair is white in color and his skin is of tanned complexion. His eyes glow white and although he has irises, he doesn't have pupils.

Pros

 * Gives 1.5 speed boost.
 * Gives 1.5 damage boost.
 * Gives +5% Regen While Form is active.
 * Does 1.25 Physical Damage to Dragons, Humans, and Saiyans.
 * Does 1.25 Ki Damage to Majins, Aliens, and Ice-Jins.

Cons

 * Costs 75 Fatigue Per Turn to maintain.
 * Lasts 5 turns unless forced out.
 * Takes 20% More damage from Majins and Aliens.
 * Deals 20% Less damage to Aliens.
 * x0.8 speed and damage for 2 turns after exiting form.

Description

 * Knight glides towards the opponent and grabs them. Before anything else can be seen, the area blacks out (Temporally breaking the light spectrum) as the opponent is relentlessly beaten, as showcased by a series of flashes before returning the area to normal.

Pros

 * Deals Signatrure Damage.
 * Deals 50% more damage against Ice-Jins, Majins & Namekians.
 * Deals 25% more damage against Demons.
 * Damage counts as Ki damage.

Cons

 * Costs 50% more Fatigue.
 * Unable to use Ki attacks the next turn.
 * Knight looses 5,000 of his current HP.

Tai Tan Kaikaku (Signature Form)

 * Knight roars out in anger as glowing red tattoos begin to cover his chest, back and arms. Shattering any clothes he is wearing on his torso. His movement gets boosted and he seems tougher.

Pros

 * x1.3 Speed Increase.
 * 20% Damage Resistance.

Cons

 * Costs 65 Fatigue per turn to maintain.
 * After leaving this form, it has a two turn cooldown.

Dual Blades
Panda has the unique ability to manipulate her sword into a form of another weapon or create another weapon to aide her in battle. She creates a second sword to help her out in this Sig.

Pros:

Sword Attacks deal x2 damage instead of 2.25

20% Speed Increase

Cons:

The second blade only lasts 3 turns

Sword Attacks take 5 more Fatigue to perform until the second blade dissipates

Human Alchemist
After studying magic for so long, Panda has begun to master it. She can now conjure herself what she needs during a fight and shapeshift her weapon.

Pros:

Damage & Speed +3 every Level-Up

Can use Materialization

Magic costs 15% less mana

Offensive Magic deals 2,000 more damage per level

Cons:

Aliens, Majin, and Dragon Race take 15% less damage from Panda

Physical Attacks do x1 damage only on her first turn

Panda cannot cast magic spells on turn one

Materialization can only be used once per battle

Description

 * After Anaepi trains with Zeou Kai, she gains new powers; allowing her to create a bow out of Ki energy, with this bow, Anaepi is able to kill most enemies in a single strike. This bow allows Anaepi to fire several shots simultaneously. Unlike a normal bow, this bow is shaped like a spider's web.

Pros

 * Gives +4 Speed every level.
 * Gives +3 Damage every level.
 * Gives Anaepi a Bow named Owari-No-Ko.
 * Owari-No-Ko can deal damage regardless of level.
 * Each shot fired from Owari-No-Ko deals damage equal to a Ki Blast.
 * Counts as Melee Damage.

Cons

 * 5% Fatigue Usage Increase.
 * All attacks do 25% less to Aliens, Namekians, and Ice-Jin.
 * Aliens, Namekians, and Ice-Jin deal 25% more damage to Anaepi.
 * Dragons deal 5% more damage to Anaepi.
 * Rush count for Owari-No-Ko is 7.

Description:
After traning Gokan realizes emotions convert to power, Gokan harness all the rage, greif, and anger stored up in his body and converts it into raw power,  giving him a boost of temporary power to defeat his enemies

Pros:

 * 1.6x Speed
 * 1.3x Damage

Cons:

 * During the form, Gokan takes 25% more damage, and deals 25% less damage, to Namekians, Dragons, and Aliens. This is halved for half-breeds of only one type.
 * Upon leaving the form, the previous con lasts for 3 more of Gokan's turns, excluding the turn he is stunned.
 * Upon leaving the form, Gokan's rush count is 16 for 3 more of Gokan's turns, excluding the turned he is stunned.
 * Upon leaving the form, Gokan loses 10% HP, and is stunned for one turn.
 * Magic cannot be casted in this form.

Description:
Upon exploring, Gokan sunk into an old templem wgeb exploring this strange area-and defeating what minimal defenses there were-Gokan found a Anchient Enchanted Sword and Dagger, on the Sword's Hilt Read DragonSlayer and on the Dagger read BlackFyre, upon picking up these strange blades Gokan had a stinging feeling on his hands, he figured out they were soulbinding blades left by an anchient civilization for the next hero to use from anchient text within a scroll beside the blades,  the stinging was them binding to him, he can materalize these blades when needed, he wields DragonSlayer in his left hand in a 'normal' way, while in his right hand is BlackFyre which he offhands/backhands

Pros:

 * ​Gokan attacks with 2.75x Damage
 * Gokan attacks with 1.5x Speed
 * Adds an additional 5 Rush Count

Cons:

 * When wielding these swords Gokan cannot cast Magic


 * When first materializing these Blades he losses 25% of his current Health


 * Takes 100 Fatiuge to Materalize
 * Count as 2 Swords

Naikeman's Signatures
Namekian Training

Pros:

Activates Turn 1

10% HP Regen

20% Speed increase while Dodging

Cons:

Cannot use Ki/Magic attacks turn 1

Costs 50 Fatigue to maintain

Great King Orochi

 * Nikolas' Katana vanishes and a chokutō appears which is shaped similar to a Katana. It has a black scabbard and matching hilt, and is a larger size than a normal chokutō. Several orbs float in a circle around Nikolas' back each glowing with a specific color emanating from it in conjunction with the element it represents; Water, Fire, Earth, Wind, Lightning, Poison, Light & Dark.

Pros

 * Double Sword Damage
 * x1.25 Speed Boost
 * At the end of the turn, if a strike from the sword hits, it has a 25% Chance to cause only one of the following effects; 5% Bleeding, 5% Fatigue Absorption, 5% Defence Drop, Stun, 5% Temporary Speed Absorption, 5% Temporary Damage Absorption & 5% Health Absorption.

Cons

 * Only one sword can be used while in this form.
 * Costs 100 Fatigue per turn to maintain this form.
 * While in this form, Nikolas' rushcount becomes 18.
 * After leaving this form, Nikolas can only attack with melee attacks in the turn after exit.
 * After leaving this form, Nikolas cannot enter it again for another 4 turns.
 * Sword strikes cost 6 Fatigue instead of 3.

Chidon Mastery

 * By mastering the ancient ways of Chidon, Nikolas has managed to master Ki, the counterpart of Chidon. By using his knowledge, he can increase his strength and speed by filling his blood with pure Chidon energy, boosting his abilities.

Pros

 * x1.5 Speed & Strength boost.
 * 5 Extra Rushcounts, only for Tier One/Two Ki Attacks.

Cons

 * Costs 50 Fatigue to Maintain.
 * Two Turn Cooldown after Leaving the form.

Tohenboku Slash

 * Nikolas' sword goes Golden and can cut through any material including the Diamond Mountains which were harder than diamonds and were said to be unbreakable. He slashes his opponent twice before it returns to normal.

Pros

 * 2 Sword Slashes, each one is x0.75 of Signature Damage.

Cons

 * Costs 150 Fatigue.

Genesis Activate!- Arm of Genesis level 1
In a bolt of lightning, a stone looking large armblade appeares on Silva's right arm

pros
 * 2.5x punch damage (counts as a blade)


 * 20% damage resistance

cons
 * 10% Chance to fully block one attack per turn
 * 5 fatigue per swing


 * additional 20 fatigue loss per turn


 * Can be turned off at will, 1 turn cooldown, will also cut off if stunned


 * Cannot use tier 3 or 4 attacks

Genesis Arm- Gaia's Force
Silva uses the arm blade, suddenly enlarging it in a surge of power to essentially catch the attack and use the momentum to spin around slash as hard as possible with the giant blade.
 * Activates (can chose if it activates) when opponent uses a sig or ulti attack


 * The attack against him automatically hits, however no effects are inflicted.


 * Silva cannot fall below 2hp when this happens


 * The sig cannot be used again


 * Silva deals back equal too 25% of the full damage


 * 75% chance to stun the opponent


 * 150 fatigue used

Genesis Syndrome - Summoner of Gaia's Army
Summons can be used when available, Silva calls them forth to aid him
 * All do sig damage when used

Pheonix
 * Each cost 150 fatigue with 2 turn cooldown between each, only one at a time can be used
 * Auto summons if Silva is on/enters 3 digits health, does healthx200

Titan
 * Silva's speed and strenght x0.75
 * can summon if Silva misses more than half previous turn, gives +20% resistance for 2 turns

Shiva
 * Silva looses 5 rush while active
 * Inflicts freeze on enemy (20% chance stun, x0.75 speed for one turn)

Ifrit
 * Cost 10%hp
 * Inflicts Burn (15% bleed for 3 turns)


 * Silva is burned (5% bleed for 3 turns)

Sage of The Magic Path (Signature Form)

 * Masami closes her eyes and concentrates for a moment before opening them up, changing to pure black with purple irises and red lightning surrounding them. She charges her attacks with lightning and improves her prowess overall.

Pros

 * x1.5 Speed Boost.
 * All Physical Attacks count as Lightning Based Magic attacks.
 * Magic Attacks have a boost of x1.5.

Cons

 * Costs 25 Fatigue per turn to maintain.
 * Ki attacks have a x0.75 Debuff.
 * Once Masami has left this form, she must wait 2 turns as Cooldown.

Sage Art - Electric Blazing Shuriken

 * Masami holds out her arm to her side and gathers her magical energy, forming a gigantic four-pointed star made entirely out of Black Lightning and Dark Fire charging it with her own energy before throwing it at the opponent. Upon contact the star explodes in a blaze of black fire and the object or body the Shuriken hit,freezes instantly before shattering into Ice Shards.

Pros

 * Counts as Lightning & Fire Magic Attack.
 * Deals x1.25 Signature Damage.
 * Has a 20% chance to stun the opponent.
 * Has a 25% Chance to give the oppentent a 5% Burn that lasts for 3 turns.

Cons

 * Costs 140 Fatigue to cast.
 * Costs 1 Billion Mana to cast.
 * Has a 2 turn cooldown.
 * Cannot cast Offencive Magic Spells on the next turn.

Evolutionary Sage (Signature Form)

 * Masami focuses her thoughts and blocks out her emotions achieving a temporally enlightened path, using the power she gained to crush her opponent.

Pros

 * x1.25 Strength Boost.
 * Magic Attacks get a boost of x1.5.
 * x1.25 Speed Boost.

Cons

 * Costs 50 Fatigue per turn to maintain.
 * Costs 150 Fatigue to enter.
 * Once left or forced out, must wait 3 turns as cooldown.

Scorpion Sage Mode (Signature Form)

 * Madara closes his eyes and concentrates for a moment before opening them up, changing to pure black, the only color is that of his Vexigan. He fuses his body with pure natural energy, black markings cover his face showing signs of a Scorpion.

Pros

 * x1.5 Strength Boost.
 * 20% Damage Resistance.
 * x1.25 Speed Boost.

Cons

 * Costs 50 Fatigue per turn to maintain.
 * Costs 120 Fatigue to activate.
 * Once Madara has left this form, he must wait 2 turns as Cooldown.

Pros
Ikaros can summon up to 5 watermelons to that deal 2/5 sig damage

She heals 10% of the damage she does with each that hits  for 2 turns

She gains 10% bonus to her speed or strength

Cons
she loses 25 of her fatigue for each one missed

She loses 5% of her speed and damage for two turns for each that missed