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These are the guidelines for fighting other characters.

Battles

You can battle other characters at designated battlegrounds. To challenge a player, just ask them on chat or message wall. If they accept, the area where you will fight will have sections added for stats and actions.

Whether or not an attack hits is based on the Speed stat of both you and the target. The higher your speed relative to your target, the higher your chance of hitting. To determine whether an attack hits, you first need a random number generator, such as this one. Add your speed with that of the target, and set that as the maximum value, with a minimum value of 1. If the randomly-generated number is equal to or less than your Speed, your attack hits. For example, if you have 7 speed and your opponent has 13 speed, you set the maximum value to 20. If you attack twice, you generate 2 numbers. If the first number ends up as 9, and the second one as 3, your first attack missed but your second attack hit.

To determine damage, you first identify what attack you are using. Each race has at least five attacks available in the Shop, each with their own requirements to learn. Damage calculation is fairly simple, by following the guide below. Costs for each type of attack are also listed.

  • Unarmed Attacks: Deal Strength*5 Kinetic Damage, and cost 10 Stamina and 1 Rush Count.
  • Sword: Deal Strength*7.5 Kinetic Damage, and cost 25 Stamina and 1 Rush Count.
  • Dual Sword: Attacks twice per Rush Count as per Sword.
  • Tier 1 Attacks: Deals Strength*15 Energy Damage, costs 50 Stamina, and 1 Rush Count.
  • Tier 2 Attacks: Deals Strength*30 Energy Damage, costs 100 Stamina, and 2 Rush Count.
  • Tier 3 Attacks: Deals Strength*45 Energy Damage, costs 150 Stamina, and 3 Rush Count.
  • Tier 4 Attacks: Deals Strength*60 Energy Damage, costs 200 Stamina, and 4 Rush Count.
  • Tier 5 Attacks: Deals Strength*75 Energy Damage, costs 250 Stamina, and 5 Rush Count.
  • Signature Attacks: By default, deals Strength*100 Energy Damage, costs 500 Stamina, and 5 Rush Count.
  • Ultimate Attacks: By default, deals Strength*200 Energy Damage, costs 750 Stamina, and 5 Rush Count.
  • Self Destruct: Damage is equal to Current HP*2. Costs 0 Stamina, Costs 5 Rush Count.
  • Transformations: Transforming costs 1 Rush Count to activate an entire set of racial transformations. Stamina cost is dependent on the number of simultaneous transformations:
    • 1 transformation in a set: 25 Stamina
    • 2 transformations in a set: 100 Stamina
    • 3 transformations in a set: 225 Stamina
    • 4 transformations in a set: 400 Stamina
    • This is if you simultaneously enter multiple transformations in one turn. Transformations are part of a "set" if they are part of the same racial transformations.
  • Signature Transformations: Cost 1 Rush Count and 50 Stamina per positive effect to activate.

Damage Types

Damage comes in three different types: Kinetic, Energy, and Arcane.

  • Kinetic Damage is damage from physical impacts, such as unarmed attacks, swords, guns, and the like.
  • Energy Damage encompasses all types of energy techniques, including ki attacks.
  • Arcane Damage is damage from magical abilities.

Certain items and abilities will interact with a specific damage type.

Stamina

Stamina is a stat that determines how long your character can fight constantly. All characters have a maximum Stamina of 1,000, and their Stamina starts at 1,000 with every fight. This maximum cannot be altered by any effects or abilities. Almost every action requires Stamina, and the costs are listed above. Other abilities, such as skills, will list how much Stamina they use.

If you do not have enough Stamina to use an attack, it will not be used. However, the Rush Count will still be used. If you are reduced to 0 Stamina, you are immediately kicked out of any transformations you are in, including signature transformations. You must then spend the entirety of your Rush Count restoring your Stamina on your next available turn.

If you do not use all 5 Rush Count, you gain 100 Stamina per unused Rush Count at the end of your turn. This only applies to your base 5 Rush Count. Any items or techniques with their own Rush Count do not restore Stamina for unused Rush Count.

Rush Count

Rush count determines how many attacks your character can make. Most actions cost 1 Rush Count, with some costing more and occasionally none at all.

A character has 5 Rush Count to spend on their turn. This amount cannot be altered in any way. Any attacks that cause you to spend more than 5 Rush Count on your turn will be rendered null and void.

Note that equipping an item costs 1 Rush Count.

Barriers

Barriers are essentially extra health that protects your actual HP. Barriers block certain types of damage, which are determined by the type of barrier you use.

Only one barrier, per type, can be used at once. You could use an energy-blocking barrier and kinetic-blocking barrier simultaneously, but not two kinetic-blocking barriers, for example.

Any damage dealt in excess of a barrier's HP, with a single attack, will affect your actual health, excluding certain circumstances such as signature attacks and/or transformations specifically stating otherwise.

A standard barrier, from the shop, has HP equal to 1/8th of your maximum HP, and lasts 2 turns, with a 4 turn cooldown. It protects against all attacks, but not effects.

Items

Items need to be equipped or unequipped to be used. You can start with any number of items equipped, assuming they do not conflict, but if you need to change an item to another item, for example a sword to a gun, it costs 1 Rush Count to swap to another equipment set - whether that is switching from one dual-wielded set to another, completely different set is irrelevant. It still only costs 1 Rush Count. You can do as much equipping or unequipping as you want with this 1 Rush Count.

The following items can be dual-wielded, with either themselves or another item: Sword, Gun, Kendo-Style Rapier

The following items cannot be dual-wielded. Machine Gun, Military-Grade Railgun

The following items cannot be used on the same turn as other items in this group: Gun, Machine Gun, Military-Grade Railgun

Some items, such as Senzu Beans, are consumable. They take 1 Rush Count per item to use, and are consumed in the process and removed from your inventory.

You must list all items you are bringing to a battle in your stats.

Battle Stats

When participating in a battle, you need to add your characters' stats. They are, as such:

  • Health: Current Health/Maximum Health
  • Barriers: Any barriers you have may be listed here. If none are currently active, this field can be removed until needed.
  • Speed: Your Speed stat.  If your Speed stat is adjusted, please keep your base, unadjusted Speed listed here, and place your Current Speed in brackets next to it.
  • Strength: Your Strength stat. If your Strength stat is adjusted, please keep your base, unadjusted Strength listed here, and place your Current Strength in brackets next to it.
  • Stamina: Current Stamina/1,000
  • Equipment: All equippable items you bring to a batlte must be listed here, regardless of whether or not they are equipped. If an equippable item is not listed here, it cannot be used in the battle. If you bring no equipment, this field can be removed.
  • Consumables: All consumable items you bring to a battle must be listed here, regardless of whether or not you intend to use them. If a consumable item is not listed here, it cannot be used in the battle. If you bring no consumables, this field can be removed. You must list how many you have currently, as well.
  • Effects: Any ongoing effects. This includes bleed, regeneration, stun, stat boosts from items, transformations, and the like. If there are no ongoing effects, this field can be removed until needed. Any effects listed in Equipment do not need to be listed here.

Rounding

The policy on rounding numbers is as such:

  • Never round your Speed and Strength, at any point.
  • When calculating, always round Health, Stamina, Damage Dealt, and Speed during calculations.
  • Always round 5 up.

Tips and Tricks

  • Remember to always know who you're fighting before a challenge, otherwise it could end poorly for you.
  • Signature and Ultimate attacks can have special properties.
  • Make sure you don't neglect Speed or Strength in favor of the other. Speed increases your to-hit AND dodge chance, and Strength naturally increases your damage output.
  • Fusing with another character can let you overcome far more powerful foes.

Rules for Battle

  1. Unless given permission by an of the admin's on the wiki, no normal user is allowed to run or calculate a battle. If this is done, all XP gained during the battle will be invalid.
  2. An admin will flip a coin in order to decide who goes first in a battle. This rule does not apply if the same user controls both characters in battle. You must ask for permission from an administrator before doing this.
  3. To avoid accidental death, users are allowed to set special battle conditions to how a match is won. These conditions MUST be stated above the battle stats and battle itself
    1. Whoever loses ___ health, loses.
    2. Defeat/Kill ___.
    3. Survive for ___ number of turns.
  4. If rule 4 is not added in battle, and a characters health drops to zero, they will die. If it is added, and a character's health drops to zero, they are left with 1 health, and the battle ends instantly.
  5. Your character WILL be removed from battle a reasonable amount of time by an administrator if:
    1. If you have not taken your turn in an event battle, such as a saga boss.
    2. If you are intentionally stalling a battle by choosing not to edit. If you have a reason for doing so, please inform the administrator and all other participatnts.
  6. For your transformations to count, you must state which transformations you enter on your turn. You must also state ALL transformations you enter. If you do not, the stats gained are invalid.
  7. A user-controlled character must make their own changes to their stats during a battle, unless they ask a battle helper, who is willing to help them.
  8. For two characters to fuse in battle, each user must tell in their post that they preform the fusion dance/put on the potara earring. If one does not do this, than the fusion will not be counted.
  9. Weapons (Swords, Guns, etc.) can only be given to other people on the wielders turn. Once another character has possession of a weapon, they must state that they give the weapon back to the owner on their turn. Exceptions can exist, ask an administrator and any other partic Sourceipants if you wish to do this.
  10. For the most part, if a battle is unexpectedly ended partway through - especially "event battles" such as missions - XP gain will either be halved, or a fixed amount.
  11. Rules will be added depending on if admins see fit to do so. So look over the rules every now and then to be sure that things stay the same.

Transformations

Expand this section to see a list of transformations available to the various races, and guidelines for using them.
You gain transformations over time, once you complete the requirements listed in the transformation. Naturally, transformations are exclusive to their race, though half-breeds get all the transformations of both races.
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All the transformations are here. You must obtain and, if applicable, master a transformation before moving onto the next.

Transformation Level Requirements are as thus:

  • First Transformation: Unlocked at Level 10
  • Second Transformation: Unlocked at Level 35
  • Third Transformation: Unlocked at Level 60
  • Fourth Transformation: Unlocked at Level 85

Some transformations have their own requirements that must be achieved before unlocking the transformation. Transformations are listed sequentially - the first transformation in a list is the first transformation unlocked, etc. Exceptions will be noted.

Half-breeds

Half-breeds are capable of using all the transformations of their parent. However, they may only use one set of Racial Transformations at a time - they cannot enter both sets of transformations at the same time.

Saiyans

Great Ape/Oozaru

A Great Ape is a Saiyan's natural transformation that all Saiyans are born with and are able to use. As long as their tail is intact, and a full moon is in the sky, they can transform into a Great Ape. When someone uses the Great Ape form, their power is said to increase tenfold. Some Saiyans are skilled in that they can manipulate their energy to form an artificial moon.

  • Requires a tail and a full moon every time. A full moon in DBZRP takes place from the 28th to the 31st of each month.
  • Increase Speed and Strength by 25% (1.25x) during battle. Does not need Rush Count or Stamina to activate, and does not have a level requirement.

Super Saiyan

Super Saiyan is a form that only Saiyans with a pure heart can achieve. The transformation is only set off when the Saiyan or half-Saiyan goes into an extreme emotional state. An example of this is when the Saiyan's or half-Saiyan's best friends are ruthlessly killed, or if someone they loved turned against them. The signs of the transformation are a golden aura surrounding the Saiyan, along with their hair turning from black to gold, sticking upward. Accompanying this is a power increase.

  • Requires an ally in battle to die, or for an ally to drop under 10% of their health. Until mastered, the transformation requires this motion each time.
  • On the first emotional transformation, any attacks done by the newly transformed character on the turn they transformed for the first time, all attacks will hit, regardless of speed or any effects. Additionally, the emotional transformation does not cost any Rush Count or Stamina to enter. Alternatively, once you are Level 35, you will automatically unlock and master Super Saiyan if you have not had any emotional transformations.
  • At Level 10, you will master Super Saiyan, and will be able to transform at will. However, one emotional transformation is required before you can master it.
  • Adds +100 Speed and Strength.

Super Saiyan 2

Users who have achieved Super Saiyan 2 have more speed and power than a Super Saiyan. Again, this form is invoked by extreme emotion.

  • Requires an ally in battle to die, or for an ally to drop under 10% of their health. As with Super Saiyan, the transformation requires this emotion every time until mastered. You must also have Super Saiyan unlocked and mastered.
  • On the first emotional transformation, any attacks done by the newly transformed character on the turn they transformed for the first time, all attacks will hit, regardless of speed or any effects. Additionally, the emotional transformation does not cost any Rush Count or Stamina to enter.
  • At level 35, you will master Super Saiyan 2, and will be able to transform at will. However, like Super Saiyan, one emotional transformation is required beforehand.
  • Adds +275 Speed and +125 Strength.

Super Saiyan 3

Super Saiyan 3's are the easiest to find. They have extremely long hair, which extends down at least 2/3rds of the Saiyan/Half-Saiyan's body. Their power increase is far greater than that of a an ordinary Super Saiyan, but a great deal of power is used to maintain it, and a Saiyan/Half-Saiyan can only maintain this form for a brief period of time.

  • Adds +250 Speed and +350 Strength

Super Saiyan 4

A Saiyan with a pure heart, who has exceeded the level of Super Saiyan 3, whilst still having his tail, can transform into the final Super Saiyan form: Super Saiyan 4. This form is similar to that of a Great Ape, but rather than transforming into a giant monkey, the Saiyan grows red fur around his torso and arms.

  • Must have mastered Super Saiyan 3, then turn into a Great Ape and regain control of yourself to transform, until mastered.
  • You master Super Saiyan 4 at Level 85, after you have transformed into it at least once.
  • Adds +300 Speed and +500 Strength, as well as 15% Damage Resistance (All Sources)

Humans

Krillin12

Super Human

Humans can acquire superhuman strength through prolonged training. In this form, even if the human doesn't have much muscle mass, they can still win against a human without this state.

  • Adds +100 Speed and Strength.

Unlocked Potential

When a human or half-Saiyan undergoes serious training, they can unlock their Ki from within. This is the human version of a Super Saiyan. 

  • Adds +200 Speed and Strength.

Arcane

This form is the result of a human's drive to improve themselves; to become stronger than they ever were before. Very few have heard of such a transformation, and they are the things legends are made of.

  • Adds +300 Speed and Strength.

Mystic

If Unlocked Potential is the human standard to a Super Saiyan, the Mystic form is the human version of Super Saiyan 3. A human with access to this transformation can enter a state where they use significantly less energy when fighting.

  • Adds +400 Speed and Strength, as well as x1.25 Arcane Damage.

Namekian

First Transformation:

  • Fighter: +100 Speed and Strength, cannot enter this transformation if Healer is active
  • Healer: +25 Speed and Strength, can Heal a targeted ally for 12.5% Max Health, costs 2 Rush Count, 100 Stamina, once per turn, cannot be used on the same target on your next four turns. Cannot enter this transformation if Fighter is active.

Second Transformation:

  • Warrior: +200 Speed and Strength, cannot enter this transformation if Healer is active
  • Dragon Clan: +50 Speed and Strength, can boost a target ally's Arcane Damage by x1.2 on their next turn, costs 2 Rush Count, 100 Stamina, once per turn, cannot be used on the same target on your next four turns. Cannot enter this transformation if Fighter is active. Can use previous transformation abilities as well.

Third Transformation:

  • Dark Warrior: +300 Speed and Strength, cannot enter this transformation if Healer is active
  • Deacon: +75 Speed and Strength, can create a barrier with 25% of your maximum health for your entire team, costs 2 Rush Count, 100 Stamina, once per turn, cannot be used on your next four turns. Cannot enter this transformation if Fighter is active. Can use previous transformation abilities as well.

Fourth Transformation:

  • Shadow Knight: +400 Speed and Strength, cannot enter this transformation if Healer is active
  • Priest: +100 Speed and Strength, cannot activate if Fighter is active, can Heal all allies for 12.5% Max Health, costs 5 Rush Count and 250 Stamina, cannot be used on your next four turns. Cannot enter this transformation if Fighter is active. Can use previous transformation abilities as well.

Ice-Jins

Freezatransforming

Second Form

In order to conserve energy, Ice-jins regress back into less powerful forms. However, when the time comes, they slowly evolve back into their original form. This is the first step to that. Aside from just becoming stronger, most forms clearly show this through larger bodies and muscles.

  • Adds +50 Speed and Strength.

Third Form

The most powerful form most Ice-jins can take, without being forced to return to their original form. Their bodies take on a shape that allows for an even greater damage output. It is also the weakest form that allows them to use 100% Power.

  • Adds +100 Speed and Strength.

Fourth Form

The Ice-jins original form. These usually look the most plain, as they don't need complicated methods to make this form as strong as possible while still conserving energy.

  • Adds +350 Speed and Strength.

100% Power

  • Adds +500 Speed and Strength, x1.2 Max Health.

Androids

Stage 1

  • Adds +100 Speed and Strength.
  • Requires 1 Upgrade Package to unlock.

Stage 2

  • Adds +200 Speed and Strength..
  • Requires a total of 2 Upgrade Packages to unlock.

Stage 3

  • Adds +300 Speed and Strength.
  • Requires a total of 3 Upgrade Packages to unlock.

Stage 4

  • Adds +400 Speed and Strength.
  • Can enter Overdrive (x1.25 Speed and Strength, costs 10% Health per turn. Can enter with 5 Rush Count and 250 Stamina, can exit at any time, but cannot re-enter on the next three of your turn).
  • Requires a total of 4 Upgrade Packages to unlock.

Aliens

Larval Form

  • Adds +50 Speed and Strength, as well as 100 points distributed between Speed and Strength as desired.

Chrysalis Form

  • Adds +100 Speed and Strength, as well as 200 points distributed between Speed and Strength as desired.

Emergent Form

  • Adds +150 Speed and Strength, as well as 300 points distributed between Speed and Strength as desired.

Reborn Form

  • Adds +200 Speed and Strength, as well as 400 points distributed between Speed and Strength as desired.
  • Upon entering this form, enemies have a 20% chance to be stunned, checked individually.

Demon

Darburapower

Demon Trainee

  • Adds +75 Speed and +125 Strength.

Demon Commander

  • Adds +150 Speed and +250 Strength

Demon Lord

  • Adds +225 Speed and +375 Strength

Demon Overlord

  • Adds +300 Speed and +500 Strength
  • If you have less base speed and strength than your opponent, gain x1.1 Speed and Strength.

Majins

Buupowding

Base Form

  • Adds +125 Speed and +75 Strength, and 2.5% Regeneration (stacks with all other regeneration skills and bonuses)

Pure Form

  • Adds +250 Speed and +150 Strength, and 2.5% Regeneration (stacks with all other regeneration skills and bonuses)

Super Form

  • Adds +225 Speed and +375 Strength, and 2.5% Regeneration (stacks with all other regeneration skills and bonuses)

Ultra Form

  • Adds +300 Speed and +500 Strength, and 2.5% Regeneration (stacks with all other regeneration skills and bonuses)

Dragons

Young Dragon

Baby Dragon is the first form Dragons start off when they are born. They are just getting used to their power at the time, but don't let the name fool you. They are extremely dangerous even like this, and are already building immunity to damage.

  • Adds +90 Speed and +110 Strength.
  • Full-Breed Dragons receive 3% resistance to all damage, upon transforming. Stacks with other damage resistances.

Teenage Dragon

This is when Dragons begin to fully develop their powers fully. They become a bit more dangerous and wild in this form, but some are still peaceful. Though this is very rare.

  • Adds +180 Speed and +220 Strength.
  • Full-Breed Dragons receive 5% resistance to all damage, upon transforming. Stacks with other damage resistances.

Dragonoid

Dragonoids is the third stage of development, and normally a dragons final form. Their appearance in this form is similar to that of the shadow dragons, except it varies. They are quite berserk and do as they please in this form, rather it be for the good, or for the bad.

  • Adds +270 Speed and +330 Strength.
  • Full-Breed Dragons receive 7% resistance to all damage, upon transforming. Stacks with other damage resistances.

Adult Dragon

This is the 4th and final stage of a dragon, one that most dragons don't reach. The reason for this is because the toll it takes to transform. Dragons at this stage normally protecting their homes, and won't hesitate to destroy anything within their territory.

  • Adds +360 Speed and +440 Strength, and x1.25 Kinetic Damage.
  • Full-Breed Dragons receive 10% resistance to all damage, upon transforming. Stacks with other damage resistances.

Fusions

Potara Fusion

This technique is more difficult to understand. This technique is done by using two, magical earrings. When two people wear each, one of the earrings, their bodies will fuse together, forming a fused person.

  • Each character must own a Potara Earring, and be the same gender. If a character is genderless, they can only fuse with other genderless characters.
  • Fusion must be executed by battle, and both participants must be in the same battle.
  • Fusion is initiated by one character putting on the earring, then the other if they so desire. Fusing does not take a Rush Count, but if the second participant takes their turn before fusing, the resulting fusion may not take a turn. If the second participant fuses immediately, the fusion may take a turn.
  • Fusing adds the two participants' stats together, forming the fusion's stats. The stats added together are Health, Strength, and Speed. And also gives the fusion an extra 25% stat gain.
  • The fusion can use all the abilities of the participants possess, including all transformations, as normal.
  • The fusion lasts up to a maximum of 10 days. The fusion can end prematurely. Afterwards, you must wait a time equal to twice the time spent in the fusion until you can fuse again.
  • If  this fusion is damaged past 1/8th of their max health, there is a 20% chance that the fusion will break. If it does, there is a 20% chance per earring that the earring will break.

Merger

This is a kind of fusion used for half breed or full breed androids to combine together to create a much more powerful version of themselves. It has been used in the past against some of the Z-fighters greatest opponents, but can now be used to create a powerful fighter.

  • No special items are required to be purchased to merge.
  • Both characters must be the same gender, and must be within four levels of one another (Ex. A level 10 android cannot merge with a level 5, or a level 15, but can merge with a level 6 or 14). If an android is genderless, they can only merge with other genderless androids.
  • If the two androids are of different type, then the resulting merger will have "Super" infront of it's name. The fusion, instead of being called a P.E or E.S android, he/she is called a super android. This is only for battle, and the fusion can not by parts or chips
  • Merging must be executed by battle, and both participants must be in the same battle.
  • As with the Potara Earring fusion, the participants may take their turn before merging, then merging without taking up a Rush Count - but if they do take their turn, the resulting merge does not get a turn. If they don't, the merge gets to take a turn.
  • Merging adds the two participants' stats together, forming the merge's stats. The stats added together are Health, Strength, Speed, and Fatigue. And also gives the fusion an extra 35% stat gain.
  • The fusion can use all the abilities of the participants possess, including all transformations, as normal.
  • The merger lasts up to a maximum of 3 days. The fusion can end prematurely. Afterwards, you must wait a time equal to twice the time spent in the fusion until you can fuse again.

Namekian Fusion

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When two Namekians meet, they can fuse their bodies together to make one, stronger Namekian. When their job is done, they can separate at any time.

  • No Special items are required to be purchased to fuse
  • The Namekians can fuse with any namekian, regardless of the level difference between them. They must both be full-breed Namekians.
  • If a warrior namekian and Healer Namekian fuse, they are considered a Super Namekian. As long as they remained fuse, they can use Super Namekian ablities.
    • If two Super Namekian fuse, then their ablities double.
    • If a Normal Namekian and Super Namekian fuse, then it's normal.
    • This does not apply to Full Breed Bonuses.
  • Fusion must be done during battle, and when one namekian is just about to die. 
  • As with Potara, Fusion Dance, and Merger, Fusions can either take their turn before fusing, or do it before taking their turn. If this is done, the fusion will have an entire turn to themselves.
  • Adds the stats of both Namekians together, and adds an additional 35% stat boost. 
  • The fusion lasts up to a maximum of 5 days. The fusion can end prematurely. Afterwards, you must wait a time equal to twice the time spent in the fusion until you can fuse again.
  • If two Namekians fuse, they become one character until they defuse.

Effects

Expand this section to see the guidelines for various effects that can occur in battle.

Stun

If an effect Stuns an opponent, they cannot act on their next turn. Additionally, their Stamina does not regenerate. Ongoing effects, such as Bleed and Regeneration, still apply during their turn - the turn still occurs, the opponent is simply unable to act. Most stuns last one turn. Stun effects do not stack. If multiple stun effects are inflicted on the opponent, the one with the longest duration is used. If a stun effect is inflicted on an already-stunned opponent, it has no effect.

Buffs

A buff effect refers to any effect that increases a users' stats.

  • Speed Buff: Increases your Speed stat, thus increasing your to-hit and dodge chance.
  • Damage Buff: Increases your Damage stat, thus increasing your raw damage output.
  • Health Buff: Increases your Maximum and Current Health, thus allowing you to take more hits.

All buffs take effect immediately, and unless they are considered "Permanent" buffs such as items, do not persist between battles. Unless otherwise stated, identical buffs do not stack. All buffs are additive, not multiplicative.

Cloning or Summoning

A cloning or a summoning effect allows you to immediately add another character to the fight. Only one can be used per turn.

  • Cloning refers to the act of splitting yourself into multiple fighters out of one person. In general, the more clones you create, the weaker they are individually.
  • Summoning refers to the act of adding another fighter to your team. Summons always have fixed stats, and those are generally low.

Possession

A possession effect refers to temporarily or permanently taking control of an enemy, switching them to your team.

Absorption

There are two types of absorption; stat absorption and character absorption.

  • Stat Absorption: Allows you to drain enemy stats, and add them to your own. Stats drained are never permanent for the opponent, but may be permanent gains for the user.
  • Character Absorption: Allows you to absorb the entirety of another character. This removes them from the battle, and often adds stats, personality traits, abilities, etc. This generally persists between battles, but only for a time. During this time, the absorbed character cannot take any action on the wiki.

Fatigue

A fatigue effect occurs when your Stamina meter hits zero. When this happens you are kicked out of all transformations, including signature transformations,  and must spend all 5 Rush Count  on your next available turn restoring your Stamina. Cannot be stacked.

Bleeding or Regeneration

A bleeding effect is an effect that slowly drains your HP by a set amount each turn, often a percentage, until the effect ends. These effects occur at the end of the turn of the character undergoing the effect, unless stated otherwise. Identical bleeding effects cannot be stacked, unless stated otherwise.

A regeneration effect is essentially the reverse of a Bleeding effect - restoring your HP by a set amount each turn, often a percentage. Identical Regeneration effects cannot be stacked.

If there is both a Bleed and Regeneration effect on a character, they cancel each other out. A 10% Regeneration and a 10% Bleed will cancel each other out, while a 5% Regeneration and a 10% Bleed will simply result in a 5% Bleed, with no Regeneration. In other words, all Bleed and Regeneration effects occur simultaneously.

All Bleed and Regeneration effects only occur on your turn, regardless of source.

Damage Enhancement

Damage Enhancement effects multiply the damage dealt by your character by a set amount.

Defense Drop

Defense Drop effects allow you to ignore a portion of enemy Damage Resistance. Cannot be stacked. If your opponent has no damage resistance, this does not increase damage dealt.

Special

Any effect not listed above is a special effect. These effects may very greatly from technique to technique, and will have their own explanations.

Other Information

  • Effect application does not take Rush Count. The abilities that apply them still take Rush Count.
  • Effects ignore all barriers, save for ones that specifically protect against effects.
  • Some effects may be applied outside of battle, notably Absorption.

Attacks

A list of attacks, and information pertaining to them, such as requirements, can be found by expanding this section.

Ability Requirements

Abilities have requirements before you can use them. They are as such:

  • Universal Abilities: No requirements.
  • Tier 1 Attacks: No requirements.
  • Tier 2 Attacks: 24 total hours of training.
  • Tier 3 Attacks: 48 total hours of training.
  • Tier 4 Attacks: 72 total hours of training.
  • Tier 5 Attacks: 96 total hours of training.

Once you reach the required training amount, you automatically unlock all abilities that have that requirement.

Damage and Requirements for Attacks

  • Tier 1 Attacks: Deals Strength*15 Energy Damage, costs 50 Stamina, and 1 Rush Count.
  • Tier 2 Attacks: Deals Strength*30 Energy Damage, costs 100 Stamina, and 2 Rush Count.
  • Tier 3 Attacks: Deals Strength*45 Energy Damage, costs 150 Stamina, and 3 Rush Count.
  • Tier 4 Attacks: Deals Strength*60 Energy Damage, costs 200 Stamina, and 4 Rush Count.
  • Tier 5 Attacks: Deals Strength*75 Energy Damage, costs 250 Stamina, and 5 Rush Count.
  • Custom Kinetic attacks are identical, but deal Kinetic Damage. Custom and non-custom Arcane attacks are identical, but deal Arcane damage.

Custom Attacks

You may create custom Energy and Kinetic Attacks.

These attacks are unlocked alongside the other Tiers, and you may have 1 Custom Energy Attack, 1 Custom Kinetic Attack, and 1 Custom Arcane Attack per Tier. They are identical to normal energy attacks of that tier, but have a name and description of your choice. Naturally, the Custom Kinetic attacks deal Kinetic damage instead, but are otherwise identical - they cost the same amount of Rush Count and Stamina, and deal the same amount of damage - only the type is changed. Similarly, Arcane attacks deal Arcane damage, and are non-elemental.

To use a Custom Attack, it must be listed in your profile, alongside the Tier and Damage Type. In battle, you must specify what Tier and Damage Type it is, as well, when you use it.

Universal Abilities

These abilities are known to all characters.

  • Barrier: Creates a barier with  HP equal to x0.125 of your maximum HP that blocks all attacks, but not effects. Lasts until the end of your next turn, and cannot be used on your next 3 turns. Costs 2 Rush Count and 100 Stamina. Once per turn.
  • Solar Flare: Your opponent has x0.75 Speed on their next turn, if it hits. Effects cannot stack. Costs 2 Rush Count and 100 Stamina. Cannot be used on your next 3 turns. Once per turn.
  • Self Destruct: Any race may self destruct when they are at 25% or less health. Deals twice your current HP in damage, at the cost of death. Costs 5 Rush Count.
  • Tier 1: Ki Blast, Energy Ball, Energy Wave, Explosion Wave

Saiyan Attacks

  • Tier 1: Finger Spread Beam, Dirty Fireworks
  • Tier 2: Galick Gun, Mouth Beam
  • Tier 3: Explosive Madan, Big Bang Attack
  • Tier 4: Final Flash, Burning Attack
  • Tier 5: Spirit Bomb, Riot Javelin

Human Attacks

  • Tier 1: Scattershots, Energy Blast Barrage
  • Tier 2: Destructo Disc, Wolf Fang Fist
  • Tier 3: Dodon Ray, Domination Blast
  • Tier 4: Masenko, Spirit Beam
  • Tier 5: Tri-Beam, Photon Bomber

Namek Attacks

  • Tier 1: Explosive Madan, Antenna Beam
  • Tier 2: Destructive Wave, Rapid Fire Blast
  • Tier 3: Special Beam Cannon, Concentrated Ki Beam
  • Tier 4: Light Grenade, Masenko
  • Tier 5: Hellzone Grenade, Hyper Explosive Demon Wave

Demon Attacks

  • Tier 1: Evil Flame, Evil Spear
  • Tier 2: Demonic Death Wave, Dark Explosion
  • Tier 3: Darkness Flame, Mystic Breath
  • Tier 4: Evil Impulse, Devil Blaster
  • Tier 5: Darkness Sword Attack, Evil Impact

Ice-jin Attacks

  • Tier 1: Death Beam, Energy Pulse
  • Tier 2: Crazy Finger Beam, Telekinetic Crush
  • Tier 3: Homing Energy Saucers, Death Wave
  • Tier 4: Nova Strike, Death Cannon
  • Tier 5: Death Ball, Supernova

Alien Attacks

  • Tier 1: Exploding Wave, Energy Beam
  • Tier 2: Scatter Finger Beam, Voltage Missile
  • Tier 3: Imprisonment Ball, Hyper Tornado
  • Tier 4: Gigantic Blaze, Super Energy Bomb
  • Tier 5: Alien Annihilation, Blazing Zephyr

Android Attacks

  • Tier 1: Infinity Bullet, Power Beam
  • Tier 2: Photon Flash, Eye Blast
  • Tier 3: Bionic Punisher, Mecha Impact
  • Tier 4: Berserker Blast, High-Pressure Energy Wave
  • Tier 5: Power Blitz, Hell's Flash

Majin Attacks

  • Tier 1: Angry Explosion, Antenna Laser
  • Tier 2: Vaporize Beam, Chocolate Beam
  • Tier 3: Innocence Cannon, Revenge Death Bomber
  • Tier 4: Genocide Blast, Nightmare Impact
  • Tier 5: Planet Burst, Mighty God Shockwave

Dragon Attacks

  • Tier 1: Omega Blow, Whirlwind Spin
  • Tier 2: Dragon Thunderclap, Finger Blitz Barrage
  • Tier 3: Burning Tornado, Dragon Thunderblast
  • Tier 4: Nova Star, Gigantic Blaze
  • Tier 5: Negative Karma Ball, Dark Dragon Bullet Blast

Arcane Attacks

  • Tier 1: Magic Missile
  • Tier 2: Aetheric Barrage
  • Tier 3: Myst Rain
  • Tier 4: Omen
  • Tier 5: Demise
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