Signature Attacks

This page is for signature attacks, these attacks are special in that only YOU can perform them. These must be fan-made attacks from you or someone else. Everyone gets 1 free but you have to pay for the rest (max 5).

(Note: Your signature attacks may be freely edited upon by administrators as they see fit, a reason will be provided in the summary)

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

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

Ultra Power Death Beam (Gianor)


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

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

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

Zimoas (Gianor)


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Bullseye (Collie)
Bullseye is a form that Collie uses. It divides the opponent's speed rates in half, and adds it to the user's rates. The form automatically gives the user a sword-whip. It has a handle like a sword but a whip-end-tail. Appearance will depend on the character's style. As for Collie, her hair is half black and half white, it is divided in half, just like the opponent's defense rates. Blue eyes, black and white clothes with a splash of blue. Above all, this form divides the opponent's speed, and adds it to the user's. However, while she is in this form, she loses 4,500 health per turn, and does 25% less damage on enemies.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Dragon Blast


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

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

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

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


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

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

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

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

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

However the pros do balance out with the cons:
 * Drains 3,000,000 power level each turn
 * Loses 6,000 health each turn
 * If in this form for more than 3 turns it will kill him outright.

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

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

Bonus:
 * If this attack is used when Natch uses the Blazing-Ken, it will do twice the damage.

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

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

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

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

25% is 10,000,000,000

50% is 50,000,000,000

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

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

Ultimate Dragon Fist (Flame)


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

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

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

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

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

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

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

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

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

His name.....is ZAR! (Ultimate Tre)
This signature consists of 3 separate parts that follow with the 3 letters in Zar. First is rush. Second is a energy attack. The third is a summoning. More info coming soon

Z-Rush
To be added)

A-cannons
To be added)

Reanimation....ZAR!
To be added)

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

Outside of battle(passive)

 * Ultimate's damage increases by 87 his original or base stats.
 * Ultimate's speed increases by 64 his base stats
 * Ultimate's Health increases by x2

In battle

 * Unrestricted by emotions and running on pure saiyan instinct, Ultimate's speed and damage both increase by 20 every turn for 8 turns
 * Every turn while in battle, Ultimate's Health regenerates around 10% due to a high regenerating factor in his DNA.
 * Once every 2 or so turns, Ultimate can has a random health regeneration between 10%, 15%, 20% 25%, or no health regeneration at all. He can only use this ablity 3 times during any battle.
 * For all 7,500 damage done to Ultimate (rather it be battle damage, con damage, or other), ultimate gains 10 speed and 15 damage.
 * His rush limit will increase from 20 to 30
 * Off natural instincts, Ultimate's dodging and blocking abilities increase by 25%.
 * If an attack is blocked, damage is cut by 1/4 (Instead of half when attacked, or normal damage without EoR.)
 * If he is attacked, that to his extremely high durability and pain tolerance, All damage done to  ultimate is cut in half.
 * Along with dodging and blocking chances going up, Tre also has a chance to rebound and lash back out at his opponent during their turn. Meaning that he can also attack his opponet while it's their turn.
 * Ultimate gains the ability to actually ABSORB any kind of energy attack thrown at him and add it too his health. 1st tier energy attacks (Ki Blast/Energy Balls/Energy Waves) give Ultimate 100 hp. 3nd tier energy attacks (Attacks that require 100 hours of training or less) give Ultimate 1,000 hp. 4th tier energy attacks (Attacks that require more than 100 hours of training) give Ultimate 10,000 hp

Con

 * In battle, Ultimate's rage increases to such a level, that it begins to burns his own body. So because of that, every other turn in battle, he loses a random number of health (10,000, 20,000, 35,000)
 * Ironictly enough, Ultimate rage is not strong enough to actually allow him to harm Children. Because of this, when fighting a child, Ultimate's attack due half as much damage as they would too a grown up. However, if it is a child and grown up, then the child will be attacked normally.
 * Ultimate Loses the ablity to actually use most if not all energy attacks. If he tries to make a energy attack, like the kamehameha, the same damage it would have done to the opponet effects him as well, even if it misses.

Arms of the Titans
Due to his newest transformation, Enbodyment of Rage, Ultimate not only lost the ablity to transform into his Ultimate Super Saiyan transformations, but he also lost the ablity to actually control his own ki and keep most if not all of his rage in check. However, having allowed his anger and rage to consume him for a great deal of time, Ultimate managed to get past this, and developed some "helpers" to aid him in battle. They are MASSIVE, ki filled arms that shoot from Ultimates back, and not only help and guard the main body, but also for attack perposes. The strength and detail of the arms goes as follows:

All arms

 * Each arm gains 1/5 of ultimate's health
 * Each arm gets a fraction of ultimate's speed and damage, this vaires with each arm due to some being stronger then others
 * Every arm gets some of ultimate's powerlevel to use during battle, this will very between the arms from strongest to weakest
 * With each arm made(maxium of 4 arms total), there will be a 25% chance that any attack aimed at the main body will either be reflected back to the opponet, or they will be slapped away from ultimate (This will count as a attack from the opposing arm during the opponets turn)
 * Due to these arms tapping into the effects of Ultimate's Freedom transformation, each one of these arms pocesses the ablity to use attacks from every other race besides saiyan (Namekian, Human, Majin, Demon, Alien) at large versions for 4 turns after being created.

Top Right Arm: Alpha
Being right handed, it only makes sense that the top right arm be the strongest out of the 4. Some of the ablities of this said arm are the following
 * Apone creation, this arm's damage is 110, making it the strongest of the arms. Along with that, this arm has 94 speed
 * This arm has a 10% reduction of all damage done to it.
 * All physical damage done with this arm increases by 1.5X
 * This arm gains a 1/3 of Ultimate's max powerlevel (meaning it takes a third of the max powerlevel, not from the remaining powerlevel Ultimate might have) when made. All of the power not used in the battle ends or not used due to the arm being destroyed is returned to ultimate's remaining powerlevel
 * Having gained the ablity to use another races ablity from the shop, This arm is able to use attacks of the Namekians AND majins race. It is the only other arm that can use attacks from two races at once, besides Top Left Arm

Top Left  Arm: Beta
Being the second arm created by Ultimate, it and the top right arm are usually the only 2 that are actually needed or created in a fight. The reasons are as follows
 * Being second only too the Top Right Arm, this arm gets 100 damage and 84 speed, making it the second strongest arm ultimate can use in battle.
 * This arm can actually reject damage done to it, and force it back on the opponet. This can only be used once per battle.
 * This arm gains a 1/4 of ultimate's Max powerlevel apone creation (All of the powerlevel not used in battle after the arm is destroyed returns to ultimate)
 * Damage done to this arm is reduced by 15%.
 * Much like the first arm, this arm can also use atacks of another race. During the time of battle, it can use attacks from the androids AND aliens for a limited amount of time (At max, 5 turns per battle.)

Bottom Right Arm: Delta
Being right under the Top right arm, it is rarely brought into battle unless absoutely nessary. However, It is mightly helpful in terms of defense. It's skills are the following:
 * Being used for defense, this arm is gifted with large amounts of speed, but small damage. This arm has 110 speed and 94 damage.
 * All damage delt to this arm is reduced by 25%, allowing it to stay around in battle longer then then the most
 * If this arm manages to grab ahold of the opponent or opponets, it can actually squeeze the life out of them, and not only will the claw like grib squeeze the life out of the opponet, it also gives all the damage done to the opponet as health to other arms or Tre causing there to be a slight stat boost as well (5 speed and 10 damage to each arm in play, as well as to ultimate as well. This is a healing effect and a stat boosting effect.
 * This arm gets a 1/6 of ultimate's max PL, which isn't really much
 * Along with the rest of  the other arms, this arm can also use attacks of another race while being used in battle. This arm can use attacks from the Human race in battle, however, he can only use 3 times in battle

Bottom Left Arm: Omega
Being possibly the weakest arm out of the 4, it is also proably the most helpful and defensive arm, despite the bottom right arm having many helpful features. Some ablities of this arm are the following:'
 * Also being one of the most defensive arms,  It also has a 100 speed and 42 damage.Making it the weakest arm among the group.
 * This arm as a very special ablity. Once in battle, it can actually stun a opponet either the turn it is created, or the turn afterwords. Those are the only times the stun ablity can be used.
 * Having the opposite ability of the bottom counterpart, this arm has a 10% chance of taking and absorbing the damage of any random attack the opponet might do, and either add that too any random arm or ultimate's health or ki.
 * During battle, this arm can actually heal some of the other arms and ultimate himself by 20 percent. This can only be used twice in battle.
 * This Arm gains 1/8th of ultimate's max PL apone creation, making it the smallest amount of ki gained between the 4 arms.
 * Finally, like all of the other arms, this arm also gains the ablity to use a attack skill from other races. This one, gains the ablity to actually use the attacks of the ice-jin race, but can only use them 2 times in battle after being created.

Cons
There are actually only a few kinds of cons for these arms as a whole, instead of single cons for each and every one like most would expect. (x stands for the amount of arms in play)
 * Naturally, Ultimate can't obtain all of his arms at one single time. So because of that, Ultimate can only summon one arm at a time.
 * For the arms to all use  their energy attacks cost twice as much energy to use (so if a attack cost 1,000 energy normally, it cost 2,000 energy with the arms. Etc)
 * The arms can not use 4th tier energy attacks of any race.
 * If the arms lose all of their energy, they will begin to draw 60,000 energy from ultimate's powerlevel whenever they attempt a energy attack of any kind. even things as small as ki blasts.
 * If a arm is defeated, it has to wait 2 turns to be brought back into play at HALF health, which will be subtracted from ultimate's remaining health.
 * Each arm cannot use it's abilities the turn it is summoned, but can start next turn.
 * With each hit that connects, there is a 1x% chance that an arm will disconnect from tre and be removed from the battle.
 * Each arm costs 1,000x HP per turn to use.

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

When in this form, Ultimate's hair spikes up like any other saiyan would when they transform into a super saiyan, except instead of the normal yellow hair, it's red in the front and black in the back. His muscles mas also increases, not to mention  a slight height increase as well. The increases of this form is as follows:

Pro

 * The users speed and damage increase x2 their stats for 3 turns
 * The user has a 25% chance of dodging or blocking almost all attacks for 3 turns
 * All physical and energy attacks take 1/2 the amount of power then normal
 * Health recovers 10% per turn for 3 turns
 * The user becomes able to use any attack or rush from The Shop and Rush Guide for 2 turns

Cons

 * No matter the user, this form will take 1/3 of their powerlevel for the 3 turns, leaving them with 0 pl for the rest  of the fight.(PL will come back by the 260,000,000,000 by the hour until It restored to orginal starting powerlevel from the battle (Meaning it can not go past the orginal powerlevel in the start of the battle)
 * To transform into this Freedom form, the user must sacrifice 1/2 of their speed and damage for 2 turns before being able to transform
 * After powering back down, they can not use any transformations, for the amount of turns they used with Freedom
 * Bonuses cannot be stacked with other transformations.
 * If one were to push the limits of this transformation, they will be killed within 3 turns.

Mastering Freedom
It is possible for Ultimate or any other user to Master Freedom. When it is mastered, the body adopts some new pros and elimentates Cons and replaces them.

Requirements of Mastering Freedom

 * User must be level 10 or higher in Magic
 * User must have used original Freedom at least 3 times in any battle
 * User must know all possible transformations of their race
 * User must train for 650 hours under earth gravity or 50% gravity. (training under 100 or 1000 gravity does shorten the time. Using weighted clothes cuts time to master in half)

Mastered Pro's
To be added)

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

Massive Kaio-Ken (Goku Jr. ll)
Massive Kaio-Ken is like a regular kaio-ken. In one big burst of energy Gohan

Jr. gets so much energy it can often be compared to a Super Saiyan 4 transformation. The aura of this attack is red (like a regular Kaio-ken). This is like 100000000000000x Kaio-Ken.

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

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

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

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

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

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

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

Supreme Super Saiyan Transformations
These are the forms of legend

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Saiya mode or Drake (Tenchi)
Tenchi Learned of this transformation in hell.When discussing how to help Natch.This form  is his alter ego(the saiyan half of him) and is way more powerful half of him,named Drake.Drake is the one that

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

Super Saiyan Mode(Super Drake)


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

Super Saiya Mode 2


To unlock this form Super Saiyan 2 must be mastered.This transformation is much like the previous transformation, but without the toll it takes on your body.This transformation adds 48 speed and 40 damage to the last transformation but it takes 2,000 PL.In this form the users hair is now half red and half black.

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

Super Saiya Mode 4
For this transformation Super Saiyan 4 must be mastered. This transformation makes the Super Saiyans Fours fur is turned yellow and their stats is increased by 150.Along with this transformation  the user is granted the a increased level of Intelligents,Telepathy,Telekinisis, and Space/Time Manipulation,all at the cost of 42 million.

Natural Sync

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

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

10%: Takes down at least 90 Health

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

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

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

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

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

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

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

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

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

Supreme Namek


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

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

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

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

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

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

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

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

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

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

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

ad sides: Drains PL very quickly.

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

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

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

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

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

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

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

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

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

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

This has Advantages and Disadvantages they are listed below:

Attributes:

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

Side Effects:

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

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

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

Attributes:

 * Multiples speed and damage by 1.5

Side Effects:

 * -20,000 HP each turn used..

Ultimate Blocker
This Signature creates a giant light red barrier with a radius of 100 miles, which nullifies every single Signature and Ultimate until the end of the battle. Which means, neither Gen, nor his opponent(s) can use any Signature Moves and Ultimates for the remainder of the battle, and all of the ones used beforehand are also negated. It costs 2,000 health during each of his turns to keep this barrier active. This was taught to him by Gen.

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


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

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

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

Pros:
 * Increase Torra's speed and damage by 150%
 * If at one fourth health, his speed and damage will also increase by 3 every turn.
 * Torra is able to perform a undodgeable attack once per battle.

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

Amargeddon
Torra is able to raise his power to a incredible boost, that allows him to scatter energy blast around the battlefield to take out the most strongest of enemies. When using this attack, Torra's damage doubles as he is able to shoot this attack at more than one or all enemies on a battlefield. However, Torra can also concentrate this energy into one huge blast to affect a max of 3 enemies at once, but if used like this he will lose one turn due to fatigue.

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

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

Raging Namekian
Lexus transforms into this state when his health drops down to or below 1/8th of his full HP in this state he gains double attack and speed for three turns then reverts to his normal self.

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


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

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


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

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

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

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

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


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

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

Neo Form 2

 * 5% Regeneration per turn
 * Speed increases 150% and Damage increases 175%

Neo Form 3

 * 10% Regeneration per turn
 * Speed increases 200% Damage increases 200%

Majin Special Absorption(Billy)
Billy got special ability to do the other variation of absorption. Instead of absorbing opponents stats, he absorb their PL instead.

The PL absorption only last for 1 day, after that the target will come out, and Billy's PL will minus by opponent's PL accordingly.

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

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

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

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

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

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

In Battle

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

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

Permanent Powerup
 * Billy will become stronger, when he learn this, give him 2,000 HP and 5 Damage and Speed normally

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

Power Drain: 9,000,000 PL Every Turn

But then, the power boost also very useful

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

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

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

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

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

Advanced absorbtion
This Technique is  one created by Rhea to advance her absrobtion technique.By focusing in on her opponent she can absorb them long enough to drain power from them permanantly.First of all to absorb the person,they have to be at least 25 feet away from Rhea,be damaged significantly(3/4 of health),and they need to be immobilized. If the person has a strong enough will they will break out easily(15 levels above her).Even to perform this techinque it takes half of her powerlevel.Althogh if they do not have enough will she can absorb them permanantly,but it will have major side effects if she such as taking some of  the persons personlity and abnormal moodswings.After absorbing the persons energy she can choose to keep them inside her to use as a back up power  reserve or just spit them out,wiping their memory of the even at all. However, Rhea cannot train or battle while somebody is absorbed within her, and she will also lose 2,500 HP each day she has somebody absorbed. The  effects of the absorbtion and the time it takes for the effects to atcivate is listed below:
 * 1 Days:After Rhea absorbs The person for this amount of time She will gain 5% of their stats permenantly making the person weaker so they have less of an ability to fight back.Along with this power increase she gains one rush attack from that race. She gains  small amounts memory and knowledge that the person absorbs,and she will gain bits of the persons personality
 * 2 Days:After 2 weeks Rhea gains 10% of the users stats become permanant  and the subjects ability to fight back decreases contrary to the increase of her stats.She then gains more amounts of knowledge and memories of the person along with one tier 3 energy attack from that race.Although the con in this state is that her personality begins to change rapidly,so he begins to get more agresssive and hotheaded.
 * 3 Days:When Rhea has absorbed a person for 3 weeks she gains now 15% of the persons stats and the persons will to fight has broken down and crumbled.She also now gains physical traits of the character she absorbs(such as if she absrobs a tall person,she will increase in height) along with more of the characters memories,a tier 4 energy attack from that race,and her personality begins to resemble the person she absorbs
 * 4 Days:After Rhea has absorbed a person for 4 weeks she has now absorbed 20% of their stats and now she will decide whether to spit the person out or keep them inside her.She has now gained all of the persons memories,4 sigs,and a massive amount of the persons personality

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

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

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

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

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

I Am The Alpha And Omega!/AVRiL Ki Rockets
Basically Anthrax has a quantum core stored up full of ki. His chest opens, revealing a set launcher of 3 out of 8 AVRiL(Automated Velocity Respawning Ki Launcher)rockets that speed at Mach 4(which rotate at a counter-clockwise fashion to adjust itself with whatever its targeting). On impact these rockets can do mild to severe damage. Also since Liandri drones are A.I., these rockets feature the "Fire and Forget" system but it requires him to be a level 10 or higher so he just prefers simple dumb fire instead. He can fire three rockets per a turn.

Advantages:
 * The each of the 3 rockets he has currently deal 14,000 damage with a Speed of 55. There is also a 40% chance in 1,000 more splash damage.
 * With the "Fire and Forget" all three rockets(depending upon the number of rockets he has left) travel at a Speed of 165, dealing 42,000 damage in total. There is also a 50% chance in 1,000 more splash damage.

Disadvantages:
 * Dumb fire shots drain his power level by 8,000.
 * If hit by a EMP, Anthrax's guidance systems will malfunction and the three rockets will drain his PL by 8,000 each.

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

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

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

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

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

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

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

Speed: x195%

Damage: x150%

25% more chance to dodge attacks.

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

Death Wisp Form


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

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

Rage Wisp


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

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

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

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

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

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

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

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

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

White Wisp (Normal): No Effect.

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

Koutei Penguin
This isn't just a single "attack", but this signature splits into different groups. The concept is the same for each attack. The user starts by calling out penguins, which emerge from the ground and start flying off, then it splits into different attack types:

Koutei Penguin No. 1
Frost makes an ice ball using the same concept as Eternal Blizzard, though without the soccer ball. He prepares to kick it and the penguins all fly at full speed to Frost's leg and they all stab-peck it, and as Frost kicks it, the penguins push his leg forward, kicking the ball at full speed.
 * This attack deals Ultimate Attack damage if it hits
 * Adds 50 Damage to the stat for the duration of the attack.
 * For this effect, the user loses 25% Speed for the rest of the battle.

Koutei Penguin No. 2
Frost does the same as No. 1 up until the ice ball, but kicks the ball straight off, the penguins fly towards it and all stab-peck it to push it forward, but it splits into flying sharp icicles, which would impale the opponent and the penguins fly towards the opponent and stab-peck him as well.
 * This attack deals Signature Attack damage if it hits
 * It causes a bleeding effect that makes the opponent lose 2,500 health per turn.
 * For this effect, the user loses 10% Damage for the rest of the battle.

Koutei Penguin X
Frost forms the ice ball, but significantly harder than No. 1-3, and kicks it into the air. The penguins keep stab-pecking it, rebounding it higher and higher into the air. Frost jumps up and spins from left to right while their legs are surrounded by an ice vortex and the ball floats near them. When Frost gets into a high enough altitude, his body is already in a horizontal position and the ice gathers in their left foot. He kicks it, and solidifies the ball even stronger than it was prior to forming it by gathering the ice onto it. The penguins fly after the ball, and they will stab-peck the opponent just after kicking the ball.
 * This attack deals Signature Attack damage REGARDLESS if it hits
 * This technique also has a 50% chance to stun the opponent for 1 turn if it hits.
 * Frost won't be able to use this attack for 3 turns.
 * Frost will lose 20% Speed and Damage for the rest of the battle.

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

Effects:
 * The technique last for 2 turns regardless on how it is used afterwards.
 * The user drains half the opponents ki reserves.
 * The user's speed triples to make them much faster.
 * Any super attack used during the transformation will drain this techniques power and deactivate it, the super attack however will move as fast as the user did, and deal Signature Attack damage if it hits.
 * Due to the amount of energy he uses in this transformation, his defense drops, and he takes 25% more damage.
 * After this signature attack ends, the user loses 1/2 of their health.

Chinatsu
This Signature creates a giant light red barrier with a radius of 100 miles, which nullifies every single Signature and Ultimate until the end of the battle. Which means, neither Gen, nor his opponent(s) can use any Signature Moves and Ultimates for the remainder of the battle, and all of the ones used beforehand are also negated. It costs 2,000 health during each of his turns to keep this barrier active. This was taught to him by Frost/Glacier.

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

Effects:
 * The user gains an armor that blocks 75% of any attack power while it is active.
 * The added arms give added mobility and speed, giving 40 stat bonus to speed and damage.
 * The user gains the ability to see ki and manna not just sense it, this works on androids as well allowing them to track their opponents movements even when they hide behind walls.

Side-Effects:
 * For every turn active the user loses 1,000 health
 * Every 3 turns the user loses one million power-level
 * Staying in this form for 5 or more turns will cause the user to lose 100 stats to their speed and 50 stats to their damage for the remainder of the battle.

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

Attributes:

 * Multiples speed and damage by 1.5
 * -20,000 Health each turn used.

Full-Force

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

Sixth Form

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

True Form

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Become a Part of the Ultimate Lifeform!
This attack can only be used when an opponent's HP is under 47's damage x100, so it can only be used as a finishing move that kills the opponent.

After the enemy has been weakened, 47 afterimages in front of his opponent and knees them in the gut. He then elbows them straight into the floor before appearing a few feet away from them and pulling them out of the ground. 47 then grabs the enemy by the neck and lifts them into the air, absorbing their stats into him. After he's satisfied, 47 throws them back down and coats their entire body in the pink absorbtion goo most majins are made of, and takes them into his own body, gaining a permanent stat bonus.

Cons: It's limited by the fact that it can only be used as a killing blow and is otherwise useless.

If in a team battle, 47 is disabled for 5 turns after absorbtion.

Drain Life 47
47 vanishes from the sight of his enemy in an instant. While the enemy searches for 47, 47 ambushes them by coming from behind them and grabbing them, placing one of his hands on their mouth. 47 drains a significant amount of HP from his enemy and adds it to his own health. (He drains his strength x100 in health.) 47 blasts the enemy away with a powerful energy wave, but it's not over yet. In that time, 47 had planted an energy draining device on his opponent, draining 15% of the opponent's hp every turn.

Cons: Planting the bug cost a significant amount of 47's HP, 35% to be exact.