Special Abilities and Attacks
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From now on, this is where the Special Attacks Page will be listed.

These are the special attacks and abilities that you can learn while with a trainer. And there is no searching for the dragonballs, while in this training (You can only send out human henchmen to find the dragonballs for you, you cannot find them yourself.) For the following I will have who will be teaching you, the attacks, or abilities, the days to learn that attack, and what level you must be to learn it. If you think anything here should be changed or updated please e-mail me. I would appreciate your opinion :). Thanks.

The Mortal Realm
Earth
Grandpa Gohan - Mt. Paozu
Big Bang Kamehameha - A very powerful Kamehameha and a Big Bang Attack that is combined into one KI blast, which is very effective. Grandpa Gohan is a fast teacher, and so can teach this powerful attack in a shorter amount of time that would be expected. KI use: Big Bang Kamehameha KI x Most powerful current Kamehameha KI; Damage: Big Bang Kamehameha x Most powerful current Kamehameha
Days to learn - 14
Must be level - 80

Prince Vegeta - Capsule Corp, West City
Galick Gun - Similar to the Kamehameha, but it has a purplish tint instead of a blue one. It's power rivals that of the Kamehameha as well, but it has no special effects.
KI: Level x 1000
Damage: Level x 1500 Days to Learn: 10
Must be Level: 45

Final Flash
70,000
A large Ki blast. It is extremely powerful, and first used by Vegeta. It can knock the opponent out for an entire turn.
Level 48
Damage: 95,000

Days to Learn: 10
Must be Level: 48

Tien Shinhan - Chaozu Palace
Shiyoken - You grow an extra set of arms from your shoulders. You can do attacks such as Double Kamehameha. This is very useful against more powerful opponents, and is also quite sought after. But since it is not an actual attack, it doesn't take too long to learn. All of your physical attacks also do double damage. You can also use 4 swords instead of just 1 or 2 (if you train to do it that is). Luckily, this attack costs no KI to use.
Days to learn - 10
Must be level - 25

Solar Flare
6,000 Ki
Blinds the enemy (ies), letting you get in two attacks that can't be countered. It can also be used only 5 times in a battle. It has a 50% chance of hitting everyone on the field of battle.
Damage: N/A

Must be Level: 6
Days to Learn: 3

Tri-Form 20,000 KI
Allows the fighter to split into three people. The first will have all of the normal stats, but the second and third will heve only half of the current stats. It is a very useful technique.
Damage: N/A Must be Level: 20
Days to Learn: 10

Piccolo Damaiou - Demon Isle
Special Beam Cannon
Strongest Attack's KI x 2.5
A drill-like Ki beam, it is actually two KI beams: a straight-fired and one that spirals around it. It is very powerful and can be used to disable the opponent. Through the use of intense charging for a turn, this extremely powerful attack can be executed by concentrating all of the KI of the attacker.
Damage: Strongest Attack x 3
Must be Level: 16
Days to Learn: 10

Super Namek
This is a power-up/transformation similar to Oozaru, but unlike Oozaru, it is controlled. You grow to the same size as an Oozaru and your eyes turn blood red. It increases your power, when you transform, your level x 1.1 when between the levels of 20-39, your level is x 1.2 when from that point on. (Ex: Your power level is 23. Your power level after transformed is 25.3; you would round to the nearest one. You will then be able to use attacks such as: a level 25 punch, a level 25 kick, etc. Your Ki and HP would be equal with your level, which is now 25. That would be HP: 75000/75000 and KI: 50000/50000.) This is the only other transformation, besides Demon Warrior at the moment that any Namekian can go through. You CANNOT transform into a Demon Warrior while in this state.
Damage: N/A
Must be Level: 25
Days to Learn: 10

Yamcha - Western Desert
Wolf Fang Fist
500 KI x Level
Claw-like punches and kicks followed by a double-claw punch. Yamcha invented this attack. This resmbles the movements of some Saibamen when they attack, but it was not Yamcha's inspiration. There is a total of 8 kicks and punches thrown at the opponent. All of these attacks are powered up with the spirit of the wolf and are even stronger than normal punches. As previously stated, the combo is finished off with a double-claw punch. If this is a precise hit, it can knock the opponent out for a full turn.
Damage: (Normal Physical Attack x 1.1) 8 times + (Normal Physical Attack x 2(Double-Claw Punch))
Must be Level: 4
Days to Learn: 7

Master Roshi - Kame House, Southeast Pacific Islands
Kamehameha (Chou and Stuba)
4,000 Ki
A large Ki blast fired from cupped hands. The Special Attack of Kame Sennin, who we know as Master Roshi. When you learn the Kamehameha Wave, it gets stronger as you go up each level, thus the Chou and Stuba Kamehamehas.
Damage: 6,000
Must be Level: 6
Days to Learn: 3

Hurricane Kamehameha (Must know Kamehameha before learning)
17,000 Ki
This attack moves twice as fast and is twice as hard to dodge. However, it hits everyone, including teammates. Be very cautious when using this move. Both enemies and teammates that the attack hits will suffer a turn of no action.
Damage: 30,000
Must be Level: 34
Days to Learn: 12

Renzoku Energy Dan Kamehameha - See Attacks Page, takes 12 days to learn

Trunks Breifs - Capsule Corp, West City
Burning Attack
30,000 Ki
A fast Ki attack invented by Trunks. It is actually a number of KI blasts stringed together, forming a powerful move, whether you are at a low level or a high level.
Damage: 15,000 damage 10 times; if 7 of these hit successfully, a larger attack is blasted at the opponent, causing 50,000 damage.
Must be Level: 10
Days to Learn: 5

Krillin - Orinji Temple
Kienzan (Destructo Disc)
80,000 KI
A thin disc of extremely destructive disc fired at the opponent. It cuts off a body part most of the time, and it is very persistent. The targeting for this attack is very different from any other attack. Each body part has a value, assigned here:
Target Area: Right Leg (1, 2, 3, 4), Left Leg (5, 6, 7, 8), Right Arm (9, 10, 11, 12), Left Arm (13, 14, 15, 16), Chest (17, 18), Head (19), Miss (20, 21, 22, 23, 24, 25)
If a leg is hit, blocking/dodging speed is cut in half and you cannot use most kicking techniques. If an arm is hit, then all techniques that require the use of both hands are nullified and you cannot use most punching techniques. If the chest is hit, then HP is cut in half (plus damage), KI is halved, Speed is halved, and Attack Power is halved. If the head is caused, than there is instant death.
Base Damage: 50,000
Must be Level: 64
Days to Learn: 14

Goku - Mt. Paozu
Hashuken
130,000 KI
The user continually moves their arms up and down extremely fast so that it looks like they have 8 arms. They attack with blasts from each one of these "arms". THis attack is extremely hard to dodge and it can cause massive damage.
Damage: 100,000 x 8
Must be Level: 68
Days to Learn: 9

Gohan - Mt. Paozu
Masenko
30,000 Ki
Gohan's trademark attack, hurled over the head, and similar to a Kamehameha. It is usually followed up by a series of extremely powerful blasts sent after it. You must roll for all 11.
Damage: 50,000 base + (10,000 x 10)
Must be Level: 22
Days to Learn: 5


Chaozu - Chaozu Palace
Dondopa
130,000
A thin beam shot from your finger which explodes on impact, causing the opponent to lose one turn.
Damage: 175,000
Must be Level: 92
Days to Learn: 12

Zanzoken
The ability to move quickly and leave an �after-image� to confuse the opponent. More skilled fighters can live double, triple, or even more after images. This makes it an extremely useful technique in it�s own right. It is similar to Instant Transmission, and yet not so. The following is an explanation of how the technique works.

Zanzoken
3000 KI
Rapid movement leaving an after-image that looks exactly like you. The opponent will likely attack this after-image, thus causing them to miss, and allowing you to come in from any angle and hit them hard with your own attack. However, if they are clever enough, they may see through your technique and attack the real you, wherever you may come. The Zanzoken technique works like this:
Attack: Zanzoken, Damage: N/A, Effects: After-Image, Target: Self (A new stats is being introduced, btw)
(Each race�s INT rating, or Intelligence, remains the same all throughout, never goes up or goes down. It has a particular range for each race, but the character�s history and job can have an effect on it. It is out of 100, and is basically how clever they are. It is mainly used with the Zanzoken ability, but will be introduced for other techniques soon.)
If a Zanzoken is successful, the opponent is distracted and the user gains an extra turn. The chances for success are determined by taking the INT rating of the race and dividing it by 20. Round this to the nearest whole number. This will translate to the number of sides used on the dice. Only one dice is used however. One number is chosen out of the entire body of them and the roll is made. If the number is hit, than the Zanzoken is successful. However, if the number of INT/20, when rounded to the nearest whole, is 1 (or less in some cases), than the roll is �//roll-dice1-sides3�, and 2 of the numbers are chosen. If it turns out to be closer to .75 more than 1, the roll is �//roll-dice1-sides4�, and 3 of the numbers are chosen. .5=�//roll-dice1-sides5�, choose 3 of the numbers. .25=�//roll-dice1-sides5�, choose 4 of the numbers. If it turns out to be any less, than it is automatically successful.

Double Zanzoken and Beyond
If you�ve trained enough and can now execute more than one Zanzoken, than you�re in good shape. Although the KI use doubles for each extra Zanzoken (6000, 12000, 24000, etc.), it can prove to be a very useful technique. The Double Zanzoken has the INT rating divided by 30 instead of 20. The Triple will have the INT rating divided by 40. And so on and so on. The same principle for less than one still applies as before, with if the numbers turns out to be 1 or less. Now, learning times:

Original Zanzoken � 10 days
Double, Triple, Quadruple � 5 days
Beyond � 3 days

Kami � Kami's Lookout
Telepathy - You can talk to someone with your mind. Useful when traveling, under stealthy silence, or on opposite ends of the universe. Kami and the Kais will often contact people this way. It is extremely useful otherwise, as you can sometimes see your opponent�s attack and dodge it, or let an ally know you�re in trouble. They all also teaches several telepathic attacks, but your telepathic level must be high enough. Most races begin at level 0 telepathically, and after the first six days of training, they go first to level 1. With each six days, your telepathic level goes up until you can use the attacks. Then, and only then, will Kami teach them to you. Also please note that infestation with a telepathic being can also increase your telepathic powers dramatically, oftentimes raising it about 3 or more levels.
Days to learn - 6
Must be level - 18

Star
Piccolo Majunior - Mount Piccolo
Special Beam Cannon
Strongest Attack's KI x 2.5
A drill-like Ki beam, it is actually two KI beams: a straight-fired and one that spirals around it. It is very powerful and can be used to disable the opponent. Through the use of intense charging for a turn, this extremely powerful attack can be executed by concentrating all of the KI of the attacker.
Damage: Strongest Attack x 3
Must be Level: 16
Days to Learn: 10

Super Namek
This is a power-up/transformation similar to Oozaru, but unlike Oozaru, it is controlled. You grow to the same size as an Oozaru and your eyes turn blood red. It increases your power, when you transform, your level x 1.1 when between the levels of 20-39, your level is x 1.2 when from that point on. (Ex: Your power level is 23. Your power level after transformed is 25.3; you would round to the nearest one. You will then be able to use attacks such as: a level 25 punch, a level 25 kick, etc. Your Ki and HP would be equal with your level, which is now 25. That would be HP: 75000/75000 and KI: 50000/50000.) This is the only other transformation, besides Demon Warrior at the moment that any Namekian can go through. You CANNOT transform into a Demon Warrior while in this state.
Damage: N/A
Must be Level: 25
Days to Learn: 10

Trenix - Phoenix Shrine
Phoenix�s Rage - The attacker draws out a flame from inside them and expels it in 8 parts. If the flames hit the opponent, they hinders some of their movement and causes some serious damage. However, each flame is only 75% of your normal speed (not counting any transformations). Please note also that flames will greatly harm Namekians and cause double damage. Each flame lasts for 3 turns. Each of the 8 flames targets a different part of the person's body, and as such, each of the 8 rolls are for something else:
Roll 1: Targets Right Arm: Prevents Attacks that need both arms to use
Roll 2: Targets Left Arm: If Roll 1 Hit, this flame prevents all attacks that requires the use of your hands in any manner; (if Roll 1 did not hit, than it is identical to the effects of Roll 1 instead)
Roll 3: Targets Right Leg: Prevents Attacks that require the legs to use and halves speed of the user
Roll 4: Targets Left Leg: If Roll 3 Hit, this flame cause the opponent to be unable to move from their position through Bukujtsu (flight) or normal running to dodge attacks. This also nullifies Zanzoken, but not Instant Transmission; (if Roll 3 did not hit, than it is udentical to the effects of Roll 3 instead)
Roll 5: Targets Head: Blinds opponent and halves their accuracy Roll 6 - 8: Each Target torso to further restrict movement. Two out of these three must hit for the effect to be complete. This effect is that the opponent is completely unable to do anything (completely paralyzed) for three turns.
KI Use: 75% of current KI (must have at least 50% of max remaining)
Damage: 20,000 for each flame that hits
Days to learn - 22
Must be level - 45

Gilax - Royal Palace
Grand Fire Storm
50,000 Ki
An attack that sends multiple beams (which are huge) into the air then the attacker (who controls the beams) sends then to an opponent, this attack is unable to be dodged, blocked or rebounded. The continuous beams trap an enemy for a turn as they are rocked with them without an attack. Their next attack does full damage, but 1/10 of the damage is delivered back to them.
Damage: 55,000
Must be Level: 36
Days to Learn: 6

Handling Swords
0 KI
The ability to wield more than one sword. As Gilax is a swordsmaster, he can teach you this valuable skill that allows the user to perform chain combos whenever they use the swords. Please note that this cannot apply to Ki No Tsurugi.
Two Swords
Must be Level: No Requirement
Days to Learn: 10
Four Swords
Must be Level: No Requirement
Required Skill: Shiyoken and Two Swords
Days to Learn: 10

Wall Shot
175,000 Per Person
The attack is used by as many people wanted and when shot grows on coming impact, this then forms a wall type beam.
Damage: 180,000 HP and 60,000 KI (KI is absorbed) Per each attacker
Must be Level: 86
Days to Learn: 10

Goten - Goten's Dojo
Instant Transmission - Information about Instant Transmission: the deficits are included because if you fight after you have Instantly Transmitted, the deficit will be included in your KI. Now, for everything else, the above information may possibly be repeated:

In Battle Instant Transmission: 1000 KI per use, effectively doubles your speed for that turn. For attacking, you will most likely IT behind your opponent. However, Defense using this Instant Transmission will only be effective if the battle is more than 1 on 1 unless you are retreating. If you retreat, than you lose the battle. However, with another person in the battle, you can IT directly to them. Your speed is still doubled in essence, but now something else is introduced: who you IT to. ITing to an ally will permit you to automatically execute a Double Attack if it is applicable. However, ITing to an enemy allows that enemy to attack you, regardless of their turn in the battle. In this case, your speed is halved because you just expended some KI. There is another special ability. Much like the technique, Zanzoken (which I will also introduce later), you can use the technique more than once if you are trained enough to do so. However, this continually decreases your KI more and more. A Double Instant Transmission allows you to IT one place and then immediately to another. After the first Instant Transmission, no attack can be made, only on the second can an attack be made. This is not very beneficial if you are the only one in the battle, but if you are one fighting against two, you can IT to the one you are not attacking and then directly behind your enemy. They will be confused and you will likely hit them. Again, this may not seem very beneficial. In this case, it is more of a Defensive Move. On the Defense, a Double IT can allow the user to IT to an enemy (or ally if you're cruel enough) and get the attack aimed that way, and then quickly away before the enemy you ITed to has a chance to attack. Regardless of where you go (probably behind the enemy), the attack will now be headed towards the person who you first ITed to, rather than at you. An extremely useful technique, unless your attacker is much to skilled and sees through your ploy, attacking behind them instead of at their ally (or yours). In this case, another technique, the Triple Instant Transmission can come into play. As with the Double Instant Transmission, in which the amount of KI used is 2000, the Triple IT uses 4000. It is mainly used to confuse the opponent further. It is quite useful. Of course, there are more and more levels of Instant Transmission, but learning all of them can be seen as a waste of time and KI. The first Instant Transmission that was learned is learned at the normal speed, but adding more Instant Transmissions to each takes half of the time to learn. Also, the first Instant Transmission is effectively doubling your speed in the attack or defense. However, with a Double, your normal speed is multipled by 2 the first time, reset, and then multiplied by 2.5. The Triple is that, except for the final time being 3.

Outside of Battle Instant Transmission: First off, you must IT to the power signature of someone you know very well. you must be familiar with their power signature, it cannot be someone that you passed on the street. To know someone's power level well would be someone who you have sparred or fought with, or someone that you have known for an extended period of time. This is likely about a month, enough time spent with them that you are familiar enough with them. Intraplanetary Instant Transmission, or ITing from one place on the planet to another, will normally only take about 3000 KI. However, if you are going from one side of the planet to the other, it will take about 5000 KI. Now, as for Interplanetary Instant Transmission, that is ITing from one planet to another, the distance is much greater, and so is the KI use. Each day of travel at normal speed in a spacecraft for Instant Transmission takes about 10000 KI. In this fashion, a 2 day travel would amount to 20000 KI. Of course, this is each way. If you expend all of your KI in a battle or a spar and cannot IT back to your planet, then it's tough luck for you and you must regain enough KI to perform the Instant Transmission technique. Again, with this, you must IT to a person who you are familiar with. Please note that trying to use Instant Transmission to get to the Other World is folly because the amount of KI that you would need to get there is outrageous and you would never make it. This covers everything to do with Instant Transmission.
Days to learn - 14
Must be level - 20

Telepathy: You can talk to someone with your mind. Useful when traveling, under stealthy silence, or on opposite ends of the universe. Kami and the Kais will often contact people this way. It is extremely useful otherwise, as you can sometimes see your opponent�s attack and dodge it, or let an ally know you�re in trouble. They all also teaches several telepathic attacks, but your telepathic level must be high enough. Most races begin at level 0 telepathically, and after the first six days of training, they go first to level 1. With each six days, your telepathic level goes up until you can use the attacks. Also please note that infestation with a telepathic being can also increase your telepathic powers dramatically, oftentimes raising it about 3 or more levels.
Days to learn - 6
Must be level - 18

Yardrat
Piccolo Tydith - Tydith Plains
Special Beam Cannon
Strongest Attack's KI x 2.5
A drill-like Ki beam, it is actually two KI beams: a straight-fired and one that spirals around it. It is very powerful and can be used to disable the opponent. Through the use of intense charging for a turn, this extremely powerful attack can be executed by concentrating all of the KI of the attacker.
Damage: Strongest Attack x 3
Must be Level: 16
Days to Learn: 10

Super Namek
This is a power-up/transformation similar to Oozaru, but unlike Oozaru, it is controlled. You grow to the same size as an Oozaru and your eyes turn blood red. It increases your power, when you transform, your level x 1.1 when between the levels of 20-39, your level is x 1.2 when from that point on. (Ex: Your power level is 23. Your power level after transformed is 25.3; you would round to the nearest one. You will then be able to use attacks such as: a level 25 punch, a level 25 kick, etc. Your Ki and HP would be equal with your level, which is now 25. That would be HP: 75000/75000 and KI: 50000/50000.) This is the only other transformation, besides Demon Warrior at the moment that any Namekian can go through. You CANNOT transform into a Demon Warrior while in this state.
Damage: N/A
Must be Level: 25
Days to Learn: 10

Any Yardrettian- Anywhere
Instant Transmission - Information about Instant Transmission: the deficits are included because if you fight after you have Instantly Transmitted, the deficit will be included in your KI. Now, for everything else, the above information may possibly be repeated:

In Battle Instant Transmission: 1000 KI per use, effectively doubles your speed for that turn. For attacking, you will most likely IT behind your opponent. However, Defense using this Instant Transmission will only be effective if the battle is more than 1 on 1 unless you are retreating. If you retreat, than you lose the battle. However, with another person in the battle, you can IT directly to them. Your speed is still doubled in essence, but now something else is introduced: who you IT to. ITing to an ally will permit you to automatically execute a Double Attack if it is applicable. However, ITing to an enemy allows that enemy to attack you, regardless of their turn in the battle. In this case, your speed is halved because you just expended some KI. There is another special ability. Much like the technique, Zanzoken (which I will also introduce later), you can use the technique more than once if you are trained enough to do so. However, this continually decreases your KI more and more. A Double Instant Transmission allows you to IT one place and then immediately to another. After the first Instant Transmission, no attack can be made, only on the second can an attack be made. This is not very beneficial if you are the only one in the battle, but if you are one fighting against two, you can IT to the one you are not attacking and then directly behind your enemy. They will be confused and you will likely hit them. Again, this may not seem very beneficial. In this case, it is more of a Defensive Move. On the Defense, a Double IT can allow the user to IT to an enemy (or ally if you're cruel enough) and get the attack aimed that way, and then quickly away before the enemy you ITed to has a chance to attack. Regardless of where you go (probably behind the enemy), the attack will now be headed towards the person who you first ITed to, rather than at you. An extremely useful technique, unless your attacker is much to skilled and sees through your ploy, attacking behind them instead of at their ally (or yours). In this case, another technique, the Triple Instant Transmission can come into play. As with the Double Instant Transmission, in which the amount of KI used is 2000, the Triple IT uses 4000. It is mainly used to confuse the opponent further. It is quite useful. Of course, there are more and more levels of Instant Transmission, but learning all of them can be seen as a waste of time and KI. The first Instant Transmission that was learned is learned at the normal speed, but adding more Instant Transmissions to each takes half of the time to learn. Also, the first Instant Transmission is effectively doubling your speed in the attack or defense. However, with a Double, your normal speed is multipled by 2 the first time, reset, and then multiplied by 2.5. The Triple is that, except for the final time being 3.

Outside of Battle Instant Transmission: First off, you must IT to the power signature of someone you know very well. you must be familiar with their power signature, it cannot be someone that you passed on the street. To know someone's power level well would be someone who you have sparred or fought with, or someone that you have known for an extended period of time. This is likely about a month, enough time spent with them that you are familiar enough with them. Intraplanetary Instant Transmission, or ITing from one place on the planet to another, will normally only take about 3000 KI. However, if you are going from one side of the planet to the other, it will take about 5000 KI. Now, as for Interplanetary Instant Transmission, that is ITing from one planet to another, the distance is much greater, and so is the KI use. Each day of travel at normal speed in a spacecraft for Instant Transmission takes about 10000 KI. In this fashion, a 2 day travel would amount to 20000 KI. Of course, this is each way. If you expend all of your KI in a battle or a spar and cannot IT back to your planet, then it's tough luck for you and you must regain enough KI to perform the Instant Transmission technique. Again, with this, you must IT to a person who you are familiar with. Please note that trying to use Instant Transmission to get to the Other World is folly because the amount of KI that you would need to get there is outrageous and you would never make it. This covers everything to do with Instant Transmission.
Days to learn - 14
Must be level - 20

Namek
Dende - Village 4
Healing/Regeneration - Dende teaches a very powerful ability that is almost the opposite of Recoil, also a Namekian move. After every attack of your opponent, you automatically heal half of the damage inflicted on you. Then you can substitute your attack to heal yourself further, costing 500 KI per level and healing 1000 HP per level. You can also do this healing as an attack for allies (or enemies).
Days to Learn - 18
Must be Level - 30

Guru - Grand Elder's Tower
Recoil - A nearly opposite ability as Dende's Healing/Regeneration, it is equally powerful. They are also very similar, as after every attack of your opponent, you inflict half of the damage back to them. This even happens if your hp is knocked to zero, thus it is a very sought after ability, like Dende's.
Days to Learn - 18
Must be Level - 30

Lord Slug - Village 7
Steel Skin - Skin turns to steel. Speed drops by 1/10, Ki drops by 1/5, HP goes up by 1/10, attacking with a melee object (sword, axe, or your fists) raises item's or fist�s damage by 2x; all damage done to user by melee objects is transformed into that amount of HP.
Must be level: 25
Days to Learn: 15
Races allowed: All

Nail - Village 3
Fusion - The ability to combine a person with another person. This creates a whole other person that has the combined HP, KI, and levels. (Note: Another person must know this ability to perform it.)
Days to learn - 9
Must be level - 24

Vegeta
King Vegeta - Royal Palace
Power Ball - Otherwise known as Imitation Moon, it creates a ball of concentrated light. While it will do no damage, all those who use it (and those in the vicinity) who can transform into Oozaru, will immediately take those forms. Extremely useful at on a day when there is no full moon.
30,000 Ki
Lasts 10 turns
Days to Learn - 7
Must be Level - 25

Big Bang
60,000
An extremely powerful Ki attack. Two other random fighters are damaged as well.
Level 56
Damage: 110,000 to main target, 20,000 to two other random targets.
Days to Learn: 10
Must be Level: 56

Final Shine - A kamikaze technique that is more powerful than a regular kamikaze or a super kamikaze. It is very deadly, but takes a short time to learn.
Days to learn - 7
Must be level - 80

Freeza
Recoome - Koola City
Recoome Punch
KI: Amount of Damage Normally Done by Punch
A kick that has to be charged up for 1 turn, it can knock the opponent out for a turn.
Damage: Normal Physical Punch Damage x 2
Must be Level: 5
Days to Learn: 5

Recoome Kick
KI: Amount of Damage Normally Done by Kick
Like Reccoome Punch (Charge for 1 Turn), it can only knock the opponent out for a turn. This, however, is a combo where the attacker strikes first with their knee and then with a kick. However, if the first attack does not hit, than the second cannot be executed.
Damage: Normal Physical Kick Damage x 2 + Normal Physical Kick Damage x 2.5
Must be Level: 9
Days to Learn: 9

Eraser Cannon
KI: 100,000
A very large KI attack fired from the mouth. It is very useful in cases where all of your other limbs are unusable. It also initiates a combo attack where you have two free attacks (only on that opponent).
Damage: 80,000
Must be Level: 75
Days to Learn: 15

Commander Bardock - Kold City
Ryuken - A KI dragon comes from your body and rips the enemy to shreds. Very deadly. The way it works is that the user draws KI from all around them, all dark KI and light KI, and also themself. Anyone that is in the battle will begin to have their KI taken away from them by force to charge up for the Ryuken. The attack must be charged for 2 turns before executing.
-30,000 KI is taken from the environment per turn
-60,000 KI is taken from each ally per turn
-60,000 KI is taken from each enemy (other than the target) per turn
-70,000 KI is taken from the target per turn
-100,000 KI is taken from you per turn of charging (it takes you a minimum of 200,000 KI to execute the attack)
Now, Damage depends on how much KI can be drawn during the two turns before executing the Ryuken technique:
<400,000 KI = Attack Backfires (Not sufficient KI)
400,000 KI = 150,000 Damage (No extra enemies or allies)
520,000 KI = 250,000 Damage (1 enemy or ally in battle)
640,000 KI = 350,000 Damage (2 enemies or allies (or 1 of each) in battle)
760,000 KI = 450,000 Damage (3)
880,000 KI = 550,000 Damage (4)
1,000,000 KI = 750,000 Damage (5)
Days to learn - 17
Must be level - 55

New Plant
Kidania - Carteflu Moon
Speed Cut - The user concentrates their energy to cut their opponents speed by 5 per turn. An upgrade can also be taught at a higher level.
Days to Learn: 10
Must be Level: 30

Speed Steal - This attack can only be learned if the user already knows Speecd Cut. The user drains an opponent's speed to be their own by 5 per turn. It is an upgrade from Speed Cut. Similar to Speed Cut, it also calls the user to concentrate their energy, but harder, transferring some speed to them.
Days to Learn: 14
Must be Level: 50

Sargasko - Royal Tower of Congress
Tairuji
10,000 Ki
The ability to make a tail out of Ki. It can't be destroyed, but is only useful in battle. You can only have one unless you know Tairusuo. People with Tairunatsu or a Tairumeta can not use this.
Effects: adds an extra fist or foot to any attack that uses them, therefore it can replace a paralyzed arm. If combined with Tsuginutair, this tail can weild a sword.
Must be Level: 1
Days to Learn: 7

Tairusuo
20,000 Ki
The ability to grow a second tail made of energy, whether the first is Tairunatsu, Tairumeta, or Tairuji. You can only have two tails maximum, so this tail helps greatly. If someone's Tairunatsu or Tairumeta is destroyed, this can still be used, but it only makes one tail.
Effects: acts as an extra fist or foot. If combined with Tsugintair, it can hold a sword.
Must be Level: 2
Days to Learn: 7

Tsuginutair
The ability to hold a sword in a tail, whether it is Tairunatsu, Tairuji, Tairumeta, or Tairusuo. You must have one of those to learn Tsuginutair.
Must be Level: 3
Days to Learn: 7

The Other World
Greater Cluster
The Grand Kai - Grand Kai's Palace, Heaven
Instant Transmission - Information about Instant Transmission: the deficits are included because if you fight after you have Instantly Transmitted, the deficit will be included in your KI. Also, Kibito�s Transmission requires you to have been at the place before, whereas the Supreme Kai and Yardrettians� Transmission requires you to know someone wherever you are going. Now, for everything else, the above information may possibly be repeated:

In Battle Instant Transmission: 1000 KI per use, effectively doubles your speed for that turn. For attacking, you will most likely IT behind your opponent. However, Defense using this Instant Transmission will only be effective if the battle is more than 1 on 1 unless you are retreating. If you retreat, than you lose the battle. However, with another person in the battle, you can IT directly to them. Your speed is still doubled in essence, but now something else is introduced: who you IT to. ITing to an ally will permit you to automatically execute a Double Attack if it is applicable. However, ITing to an enemy allows that enemy to attack you, regardless of their turn in the battle. In this case, your speed is halved because you just expended some KI. There is another special ability. Much like the technique, Zanzoken (which I will also introduce later), you can use the technique more than once if you are trained enough to do so. However, this continually decreases your KI more and more. A Double Instant Transmission allows you to IT one place and then immediately to another. After the first Instant Transmission, no attack can be made, only on the second can an attack be made. This is not very beneficial if you are the only one in the battle, but if you are one fighting against two, you can IT to the one you are not attacking and then directly behind your enemy. They will be confused and you will likely hit them. Again, this may not seem very beneficial. In this case, it is more of a Defensive Move. On the Defense, a Double IT can allow the user to IT to an enemy (or ally if you're cruel enough) and get the attack aimed that way, and then quickly away before the enemy you ITed to has a chance to attack. Regardless of where you go (probably behind the enemy), the attack will now be headed towards the person who you first ITed to, rather than at you. An extremely useful technique, unless your attacker is much to skilled and sees through your ploy, attacking behind them instead of at their ally (or yours). In this case, another technique, the Triple Instant Transmission can come into play. As with the Double Instant Transmission, in which the amount of KI used is 2000, the Triple IT uses 4000. It is mainly used to confuse the opponent further. It is quite useful. Of course, there are more and more levels of Instant Transmission, but learning all of them can be seen as a waste of time and KI. The first Instant Transmission that was learned is learned at the normal speed, but adding more Instant Transmissions to each takes half of the time to learn. Also, the first Instant Transmission is effectively doubling your speed in the attack or defense. However, with a Double, your normal speed is multipled by 2 the first time, reset, and then multiplied by 2.5. The Triple is that, except for the final time being 3.

Outside of Battle Instant Transmission: First off, you must IT to the power signature of someone you know very well. you must be familiar with their power signature, it cannot be someone that you passed on the street. To know someone's power level well would be someone who you have sparred or fought with, or someone that you have known for an extended period of time. This is likely about a month, enough time spent with them that you are familiar enough with them. Intraplanetary Instant Transmission, or ITing from one place on the planet to another, will normally only take about 3000 KI. However, if you are going from one side of the planet to the other, it will take about 5000 KI. Now, as for Interplanetary Instant Transmission, that is ITing from one planet to another, the distance is much greater, and so is the KI use. Each day of travel at normal speed in a spacecraft for Instant Transmission takes about 10000 KI. In this fashion, a 2 day travel would amount to 20000 KI. Of course, this is each way. If you expend all of your KI in a battle or a spar and cannot IT back to your planet, then it's tough luck for you and you must regain enough KI to perform the Instant Transmission technique. Again, with this, you must IT to a person who you are familiar with. Please note that trying to use Instant Transmission to get to the Other World is folly because the amount of KI that you would need to get there is outrageous and you would never make it. This covers everything to do with Instant Transmission.
Days to learn - 14
Must be level - 20

Kibito - Kibito's Planetoid
Kibiot's Instant Transmission: it allows you to go to any place that you have already been. Any place at all. While this is of no real use in a battle (it takes much too long to perform in any case), it is useful in other cases. As earlier stated, it is of no real use in battle. This is because you must go to a place that you have already been. ITing to the place where you currently are is useless for obvious reasons. The only ways that this style of Instant Transmission are good for are Intraplanetary and Interplanetary Transmission. The only drawback is that you must have already been there before. You can only go to the exact spot where you have been. About the KI for this IT: all uses require 5000 KI each, regardless of distance.
Days to learn - 14
Must be level - 20

Supreme Kai - Kaioshin Planet
Ki No Tsurugi - Literally Translated "Sword Of Ki." KI grows out of the user�s fists and becomes a sword they can use. It is more powerful, however, and costs no money. After using the technique in a battle, it lasts for the rest of the battle without the use of any more KI. There are different values for this attack:
Utilizing "Sword" Ki No Tsurugi
30,000 KI
Increases Punch Damage x1.5

Utilizing "Long Sword" Ki No Tsurugi
50,000 KI
Increases Punch Damage x2

Utilizing "Grand Sword" Ki No Tsurugi
90,000 KI Increases Punch Damage x2.5

Utilizing True Ki No Tsurugi
150,000 KI Increases Punch Damage x4
Days to learn - 28 (7 for Sword, 7 for Long Sword, 7 for Grand Sword, 7 for True)
Must be level - 58

Telepathy - You can talk to someone with your mind. Useful when traveling, under stealthy silence, or on opposite ends of the universe. Kami and the Kais will often contact people this way. It is extremely useful otherwise, as you can sometimes see your opponent�s attack and dodge it, or let an ally know you�re in trouble. They all also teaches several telepathic attacks, but your telepathic level must be high enough. Most races begin at level 0 telepathically, and after the first six days of training, they go first to level 1. With each six days, your telepathic level goes up until you can use the attacks. Then, and only then, will the Supreme Kai teach them to you. Also please note that infestation with a telepathic being can also increase your telepathic powers dramatically, oftentimes raising it about 3 or more levels.
Days to learn - 6
Must be level - 18

Lesser Cluster
Sahmo Gasko Ferda - Ferda Planetoid
Sahmosayha - A wave much like the Kamehameha, but weaker. It takes 500 KI and can be charged up. It deals 1000 damage, and may be charged up, dealing 500 more damage for every turn, no extra KI needed.
Days to Learn - 10
Must be Level - 1

Advanced Sahmosayha - Comes with Sahmosayha
12000
This is just the advanced version of the Sahmosayha. You need to know the original to be able to use this. You may charge for 20000 damage per turn, with no extra Ki cost. A good attack for when you're low on Ki.
Level 28
Damage: 40000 base

Multiple Sahmosayha - Comes with Sahmosayha
60,000 Ki per wave
The Multiple Sahmosayha can become the most powerful attack in all of the Universe if handled correctly and if teamwork is used. Basically, the more people using it, the more powerful it is. Everyone who uses it, the more powerful it is. It can be used with Shiyoken. The turns of the people using it must be consequent.
Level 35
Damage: 80,000 (must be used by at least two people, therefore there is no damage from one person using it), multiplied by two for each additional person adding into the wave (160,000 for 3 people; 320,000 for 4 people using it; and so on).

Sahmosaycurse
0 Ki
You don't need to take up a turn when using this ability, it is automatic. In battle, if an opponent uses any form of the Sahmosayha, it will backfire upon them, causing double the damage. If the Multiple Sahmosayha is being used, then the first and second persons using it will have 80,000 damage dealt to them, the third will have 160,000 damage, 4th will have 320,000; and so on.
Level 50
15 Days to Learn

King Kaio/North Kaio - King Kaio's Planetoid
Genki Dama - Indeed a powerful attack, it draws from sometimes a single planets energy, and sometimes an entire systems. Its users must be careful, as a miss could destroy everything within billions of miles. A super charged ball of energy that kills instantly. Charges for 15 turns.
Days to learn - 28
Must be level - 60

Kaio Ken (Various Levels)
KI=Kaio Ken Level x Level x 1000 to initiate + Kaio Ken Level x Level x 500 to Sustain Each Turn
King Kaio teaches a powerful technique that can be used in many ways. It is a type of temporary transformation, and as such, rivals many of the most powerful transformation if used correctly. However, it can have a heavy price as the strength is not natural. The user is engulfed in a ball of fire and all stats are temporarily increased by a certain amount for each turn. For example, the regular Kaio Ken will increase all stats temporarily by x1.1. Kaio Ken x 2 will do this, but x1.2 temporarily. This continues on for each level of Kaio Ken, making it a very powerful technique once the higher levels are reached. It must be used in moderation, however, or the results will be fatal. THe Kaio Ken technique lasts for three turns if it is sustained, but can be dropped at any time.
Damage: N/A
Days to Learn: 10 each
Must be Level: 24

FalStryfe - Stryfe Planetoid
Golden Wings - Stick out both arms, takes one turn to charge up. Golden feathers grow from your arms like wings, stops enemy from attacking while you charge. You can charge for two more turns after, but the enemy is not stopped. A very odd ability, not many quite know how to use it correctly.
24,000 Ki
Damage: 20,000 base, 6,000 for each extra charge. If you charge for more than 2 extra times, you and your opponent(s)/Ally(s) each take half the damage. Days to Learn: 3
Must be Level: 15

Kadrob - Gasko Planetoid
Planetary Barrier - User creates force field around planet they are on. This makes it so that it will take 5 planet destroyers to blow up the planet. Takes same amount of ki as a planet destroyer.
Must Be Level: (same as planet destroyer)
Days to Learn: 20
Races Allowed: All
Must be a Planet Protector
Note: Kadrob was the former guardian of New Plant. When he was killed, he felt it was his duty to develop a technique to prevent planets from being blown up by tyrants. However, he only allows Planet Protectors to learn the technique so it does not fall into the hands of those who wish to do evil with it, such as turn their planet into a fortress (*ahem*...Duriel).

Kadquadbeam
100% of your Ki and whatever HP you have left
This beam is taught by Kadrob, and should only be used if you severely need it. When you use it, 4 beams shoot out from your hands (1 from each index finger and 1 from each middle finger). These beams then fly around and kill 4 random people in the battle. This could mean that they hit your allies. You automatically die, as with everyone else who is hit.
Days to Learn: 15
Must be Level: 50

Unknown Unknown - Unknown
Genocide Attack
3 quarters of your Ki
An attack that leaves the enemy almost dead. It can't be blocked, but it is very easy to dodge. It must be charged for 4 turns. The downside is that you are unable to attack for one turn afterwards. This attacks final damage is not affected by other transformations.
Damage: All of your enemy's HP, except for 20,000 HP
Must be Level: Level 70
Days to Learn: 21

Falcon Strife II - Unknown
Golden Wings - Stick out both arms, takes one turn to charge up. Golden feathers grow from your arms like wings, stops enemy from attacking while you charge. You can charge for two more turns after, but the enemy is not stopped. A very odd ability, not many quite know how to use it correctly.
24,000 Ki
Damage: 20,000 base, 6,000 for each extra charge. If you charge for more than 2 extra times, you and your opponent(s)/Ally(s) each take half the damage. Days to Learn: 3
Must be Level: 15

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