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Techniques

These are the Techniques you may buy with your Technique Points. Any Techniques with "+'s" to the left of them must be charged as many turns at there are "+'s" there. You may only get Techniques that are available to your race! Also unless the Technique says different you roll 2d6 for all of these. To get the damage of your normal physical attack you take the last 4 numbers of your Power Level away and multiply whats left by 25. Once you reach a PL of 500,000 all you become immune to 50% of all physical attacks (That includes against weapons).

Technique Damage/Description Race Cost
Big Bang Attack You may put up to 1/4 of your ki in to this attack. Saiya-Jin May start with it. Costs 75,000 Technique Points to buy if you did not start with it.
Burning Attack You may put up to 1/4 of your ki in to this attack. Halfling May start with it. Costs 75,000 Technique Points to buy if you did not start with it.
Kakusan You may put up to 1/2 of your ki in to this attack. Saiya-Jin/Halfling 75,000 Technique Points.
Masenkou You may put up to 2/3 of your ki in to this attack. Halfling 225,000 Technique Points.
Galet Gun You may put up to 2/3 of your ki in to this attack. Saiya-Jin/Halfling 225,000 Technique Points. Also must train with Kami
Final Flash You may put up to all of your ki in to this attack. This attack does double the amount of ki put in to it as damage, however it also drains 1/4 of your life. Saiya-Jin 300,000 Technique Points. Also must train on New Vegetasei.
Ring Jyou No Energy Ball This technique pins your opponent down with rings of energy. If hits they will not be able to do anything for one turn(This includes dodging and blocking.). This may only be used once per battle, it drains 1/8 of the users energy. Saiya-Jin/Halfling 200,000 Technique Points.
++Saiya-Jin Rage When a Saiya-jins anger builds and builds until finally they let it loose all at once doubling all of their stats accept for HP. May be used once per fight. Saiya-Jin/Halfling 150,000 Technique Points.
Power Ball A ball of energy that when thrown in to the air emmits a light much like the moon causing any Saiya-Jins on the battle field with a tail to turn Oozaru. Saiya-Jin/Halfling 100,000 Technique Points.
Tail Rejeneration The ability for a Saiya-jin to grow his tail back when he has lost it in battle. May only be used once per fight. Saiya-Jin/Halfling 50,000 Technique Points.
Saisyuu Saigo No Wazza "Ultimate Final Skill" When a Saiya-Jin sees no other way out he gathers every bit of his energy up within himself and turns himself in to a bomb. The explosion caused from this is over a kilometer wide and does the users PL as Damage if it hits. Saiya-Jin/Halfling 750,000 Technique Points. Also must train on New Vegetasei
Demon Blast You may put up to 1/4 of your ki in to this attack. Nameck May start with it. Costs 75,000 Technique Points to buy if you did not start with it.
Special Beam Cannon You may put up to 1/4 of your ki in to this attack. Nameck May start with it. Costs 75,000 Technique Points to buy if you did not start with it.
Masenkou You may put up to 2/3 of your ki in to this attack. Nameck 150,000 Technique Points.
Kakusan Yuudou Kikou Ha You may put up to all of your ki in to this attack. If blocked it still does 1/4 damage. Nameck 225,000 Technique Points.
++Chou Baku Retsu Ma Ha Crates a huge dome of energy witht he user in the middle, will hurt multiple people. Does double the damage as the amount of energy used in it. May use up to all of your energy in this attack. Nameck 325,000 Technique Points. Also must train on Planet Nameck
Akumaito Kousen The user rolls 1, 40 sided dice, if the roll is between 35 and 40 then there is evil in the defenders heart and he loses half of his HP, if it is between 30 and 34 the defender has little evil in them and they lose 1/4 of their HP. Nameck 375,000 Technique Points. Also must train on Frieza
Healing Power The ability for a Nameck to heal one of his teammates during a war. This may only be used once per battle and never upon the Nameck himself. This may be used whether the Nameck is in the fight or not. Nameck 200,000 Technique Points.
Regeneration A Namecks ability to regrow limbs and restore his life. This may be used ones a fight and it restores half the users HP. Nameck 250,000 Technique Points. Also must train on New Vegetasei
Absorb The ability a Nameck has to absorb the power of any being he has defeated. After a battle in which you were victorious you are allowed to use absorb on your defeated opponent. You will roll 1, 30 sided dice, if your roll is anywhere from 25 to 30 you gain double the score for that match (Not counting items). If your roll is between 20 and 24 you get + half Nameck 300,000 Technique Points. Also must train on planet Nameck
Soidoken You may put up to 1/4 of your ki in to this attack. Human/Alien May start with it. Costs 75,000 Technique Points to buy if you did not start with it.
Ki Ai You may put up to 1/4 of your ki in to this attack. Human/Alien May start with it. Costs 75,000 Technique Points to buy if you did not start with it.
Ki Aigan You may put up to 1/2 of your ki in to this attack. Human/Alien 150,000 Technique Points.
Charge The ability of Humans/Aliens to charge up energy. Every turn charged they regain 1/4 of their Ki, may not charge more ki up then you have total (In other words no more then 4 charges per fight). Human/Alien 200,000 Technique Points.
Kikoho You may put up to 2/3 of your ki in to this attack. Human/Alien 225,000 Technique Points.
Kikouhou You may put up to all of your ki in to this attack. Human/Alien 225,000 Technique Points.
Super Charge The ability for Humans/Aliens to charge up Energy and Health. Every turn charged they regain 1/4 of their Ki and 1/4 of their HP may not charge more ki up then you have total. You may only use this to regain hal of your Ki and HP(In otherwards can't charge more then 2 turns per fight). Still cannot go over the max amount of Ki/HP you have. Human/Alien 300,000 Technique Points.
Shin Kikouhou You may put up to all of your ki in to this attack. Does double the damage of the amount of ki put in to it. Human/Alien 500,000 Technique Points. Also must train on planet Nameck
Eye Beam You may put up to 1/4 of your ki in to this attack. Android May start with it. Costs 75,000 Technique Points to buy if you did not start with it.
Dodon-Pa You may put up to 1/4 of your ki in to this attack. Android May start with it. Costs 75,000 Technique Points to buy if you did not start with it.
Energy Kyushu Works just like Absorbs does for Namecks only you can also use this during battle to absorb energy from an opponents blast (Both roll 2d6 for this) and convert it in to either HP or Ki for yourself, if successful you take no damage from their blast. If unsuccessful you take twice the damage of the attack you tried to absorb. May only be used once per fight. After the battle you lose anything you absorbed during the battle. Android 150,000 Technique Points. Also must train with Kami
Super Dodon-Pa You may put up to 2/3 of your ki in to this attack. Android 225,000 Technique Points.
+++S.S. Deadly Bomb Does half of your OPPONENTS PL in damage. Uses up all of your ki and you cannot block or dodge while charging for it. Android 500,000 Technique Points. Also must train on Frieza
Hells Flash You may put up to all of your ki in to this attack. Does double the damage of the amount of ki you used in this. Android 350,000 Technique Points. Also must train on New Vegetasei
Self Destruct A suicide attack where the user explodes in an attempt to kill his opponent. Does half the users Power Level in Damage. Kills the user as well. Android 200,000 Technique Points.
Zap The ability to zap your opponent and put them in to shock for 2 turns. You roll 1, 10 sided dice your opponent rolls 1, 15 sided dice, if your roll is higher your opponent is in shock and cannot attack for 2 turns, if your roll is lower you cannot attack the next turn. Android 250,000 Technique Points.
Bukujutsu Allows you to train with other trainers other then just Master Roshi. Everyone May start with it. Costs 25,000 Technique Points to buy if you did not start with it.
Fusion Dance Both people must know this in order to fuse. The fusion lasts for just one battle then they unfuse. This combines both peoples Power Levels and Techniques. Everyone 400,000 Technique Points.
Kaio-Ken This will boost the users attacks only, their HP remains as it had been. For every 10,000 ki the user has he may go up 1 more level for Kaio-Ken. Example: If Bardock has 100,000 ki he could go up to 10x Kaio-Ken at max. Bardock could only do physical attacks if you did that big a Kaio-Ken cause it used all of Bardocks energy for it, each time kaio-ken is used for physical attacks it last for two turns both in which you much use a physical attacks (But two turns I mean you do kai-ken punch then your oppoenent goes then you do a kick with kaio-ken still there then it fades). May be used up to two times per fight. Click here to see the Kaio-Ken Charts! Everyone Must train with King Kai.
Instant Transmission This allows you to travel instantly to any planet you want. Also you can use this in battle to dodge an attack, when you do so you roll 2d8 instead of what you would normally roll. May be used every other turn!
Rules for traveling to other planets: You must know someone on that planet (AND HAVE THEIR PERMISSION!) or must have traveled to that planet by ship sometime before, Also you may not take people to another planet against their will (Unless in a saga), Instant Transmission does not raise the dead therefore you cannot use it to leave The Other Dimension, however it can be used by the living to travel to The Other Dimension. If you use IT to travel to The Other Dimension you cannot do any type of training there accept 3 spars with the dead.
Everyone 350,000 Technique Points. Also must Train on Yadrat.
Kamehameha You may put up to 1/3 of your ki in to this attack. Everyone May start with it. Costs 75,000 Technique Points to buy if you did not start with it.
Chou Kamehameha You may put up to 2/3 of your ki in to this attack. Everyone 150,000 Technique Points.
Stube Kamehameha You may put up to all of your ki in to this attack. Everyone 250,000 Technique Points.
Chibita Kamehameha You MUST put all of your ki in to this attack. Does double the damage of the amount of ki you use in it. May only be used once per fight or spar. Everyone 350,000 Technique Points
Tri-Form Creates 2 clones exactly like the user. The clones both have 1/4 the originals stats. They only live 3 turns then they must fuse with the original. This drains 1/4 of the users energy. (CLONES CANNOT DO ANY POWER UPS OR TRANSFORMATIONS WHAT SO EVER!) Everyone 150,000 Technique Points. Also must train with Kami
Barrier A barrier forms around the users body protecting them from the next 3 Ki attacks. This takes 1/2 of your energy to use. You do not have to roll for this it works automatically! May be used once per fight. Everyone 350,000 Technique Points. Also must train on Planet Nameck
Solar Flare If hit by this you are unable take your turn and cannot block your opponents next move. May only be used once per fight. Everyone 150,000 Technique Points.
Kiezan May use up to 1/2 of your ki in this.. Everyone May start with it. Costs 75,000 Technique Points to buy if you did not start with it.
Tsuibi Kiezan May use up to 2/3 of your ki in this. Also may be used once per fight or spar to attempt to cut of a Saiya-Jins tail (after the fight the Saiya-Jin gets it back if they have Tail Regeneration they can get it back during the fight!). Everyone 150,000 Technique Points.
Genki Dama You may use 2/3 of your ki base as damage per turn charged! You may charge as many turns as you want, you cannot attack while charging and if you are hit while charging you lose the attack. You can block while charging this, and you lose no Ki from this attack. May be used no more than three times per fight or spar. Opponents can block this attack, but even if the block is successful, the Genki Dama still does half the damage automatically. It may only be used against someone of opposite purity (So if your purity is good then they must be evil or neutral and if you are neutral they must be good or evil and so on.) This technique is taught by king Kai and may only be learned by good or neutal characters. ALSO MAY NOT BE USED WHILE IN ANY TRANSFORMATION OR FORM OF POWERUP! Good or Neutral Characters Must train with King Kai.
Death Ball You may use 2/3 of your ki base as damage per turn charged! You may charge as many turns as you want, you cannot attack while charging and if you are hit while charging you lose the attack. You can block while charging this, and you lose no Ki from this attack. May be used no more than three times per fight or spar. Opponents can block this attack, but even if the block is successful, the Death Ball still does half the damage automatically. It may only be used against someone of opposite purity (So if your purity is good then they must be evil or neutral and if you are neutral they must be good or evil and so on.) This technique is taught by King Akuma and may only be learned by evil or neutral characters. ALSO MAY NOT BE USED WHILE IN ANY TRANSFORMATION OR FORM OF POWERUP! Evil or Neutral Characters Must train with King Akuma.
Kamikaze The user explodes on his opponent killing himself and dealing half of his PL to his opponent as damage. Everyone 250,000 Technique Points. Also must train with Kami.
Ki Reflect This reflects the same amount of ki used upon you back at you opponent. Does not take up your turn for it is a defense. May only be used twice per fight. Everyone 300,000 Technique Points. Also must train on Planet Frieza.

TRANSFORMATIONS

(You must transform in order (Each transformation takes one turn unless it says to charge then it is however many turns it takes to charge then the transformation turn.) no skipping transformations when in battle and you cannot transform without atleast 1ki. I only list the Saiya-Jin transformations but they are the same for all races accept other races must pay 50,000 Technique Points for each of them.)

Oozaru Base Power Level is multiplied by 5. You must have a tail and must have Power Ball. If your tail is cut off while you are in Oozary form your HP and Ki go down to half of their original UNLESS you were already below half of your original when in Oozaru form then you lose only the damage the Tsuibi Kiezan is supposed to do. Saiya-Jin/Halfling Must have a tail and Power Ball..
Super Saiya-Jin Your base Power Level is multiplied by 10. Saiya-Jin/Halfling Power Level must be 250,000.
+Ultra SSJ (Transformation may be passed if you have ASSJ) Your base Power Level is multiplied by 20. When you go USSJ you and your opponent must roll, if you lose the roll every other attack you do misses AUTOMATICALLY and when you are dodging and blocking your roll must be ATLEAST 2 higher then your opponents or it hits (So if your opponent attacks and you rolled 8 and them 7 you would still be hit!). HOWEVER if your roll is higher you just go like you normally would. Saiya-Jin/Halfling Power Level must be 1,000,000.
Ascended Super Saiya-Jin Your base Power Level is multiplied by 15. Saiya-Jin/Halfling Power Level must be 15,000,000.
Super Saiya-Jin 2 Your base Power Level is multiplied by 25. Saiya-Jin/Halfling Power Level must be 225,000,000.
+Super Saiya-Jin 3 Your base Power Level is multiplied by 50. Saiya-Jin/Halfling Power Level must be 3,375,000,000. Also must train intensely.
Golden Oozaru Your base Power Level is multiplied by 75. Must have Power Ball. Do not have to go through SSJ transformations for this. Saiya-Jin/Halfling Power Level must be 50,625,000,000.
++Super Saiya-Jin 4 Your base Power Level is multiplied by 100. Saiya-Jin/Halfling Power Level must be 759,375,000,000.