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Alex's DBZ RPG 5 // Battling

Quick Links

Battles are what the RPG is really about. You could maliciously hunt down other players to kill them, steal all their zeni, or pilfer their most prized item. Or you might simply be on the same planet and wish to prove your superiority by defeating them in combat. All battles are done in roleplay format and require a ref to be present in order to oversee the fight. You are limited to one battle per week and you may not battle the same character two weeks in a row.

How to Battle

Battles are done completely through roleplaying on the forums. Before beginning a battle, you must find another member to act as the battle judge. The battle judge needs to be declared at the top of the first post and agreed upon by both sides. To do a battle, the person with the most speed gets the first post. The person who goes first must create a thread and is given one fewer action to begin with. Actions will be explained later. To progress the battle, simply write a roleplay out detailing your characters actions. The roleplays should be relatively lengthy and should be well thought out with correct spelling and grammar. At the bottom of each post, each character is responsible for adding up and posting how much total ki (in percent) they have used thus far throughout the battle. To see an example of the first few posts of a battle click here. Battles must be at least 12 posts of at least 200 words each before they are concluded.

For some tips on how to have fun battling, be sure to the A Guide To Damage on the forums.

24 Hour Rule

If your opponent does not reply to your last post within 24 hours, they will forfeit their next post and you may post again. All of the actions of your previous post will be automatically considered successful. If they do not reply in the next 24 hours after that, you will win the battle. Please note that in team battles each person has 24 hours to post. You do not add the time up between all allies. It is called the 24 Hour Rule for a reason!

Types of Battles

One vs One (regular):
This is the typical battle format. A single player will fight against a single opponent until one gives up, dies, or is simply defeated. During the match, each individual will be given offensive and defensive actions (amount determined by speed as well as other factors).

One vs One (duel):
A duel is a special type of battle since nobody may jump in or leave the battle once it has begun. Both sides must agree to a duel. Duels are to the death.

One vs Two (or more) - Handicap Match:
If someone chooses to have a partner in battle while the other fights alone, certain rules apply. Fighters ganging up against a single opponent will each receive -1 action per post. Once the battle is complete, any gains are halved for the team. Additionally, if they win, only one may steal or kill. If the one person wins, their power level gain is based on the stronger opponent. All other gains are doubled. This battle type is logical when you are roleplaying alongside someone and a fight ensues. No one expects you to sit back and watch your partner die in combat ten feet away from you.

In a one vs two or more, the one battler may target any of his opponents without needing to spend an additional action.

Two vs Two (or more)- Team Match:
Team battles are the same as other battles but with more people on each side. Posting order is determined by speed. A maximum of 2 people can participate on each side of the battle (can be increased by certain factors). If you wish to have more than 2 non-alliance members fight, your opponent(s) must first OK it. Attacks that effect "all opponents" will not affect your allies unless otherwise specified. Each team would take turns on the offensive and defensive and gains would be equal between respective partners. Battle gains are based on strongest power level from each side.

In a team match, you may only target one specific opponent during your post unless using a technique that specifically states it hits multiple opponents or has an area of effect. You may switch targets by spending 1 extra action to do so.

Two vs Two (or more)- Tag Match:
In a tag match, one fighter from each side fights while others in the group stand on the sidelines watching. If someone from the sidelines interferes to assist their ally, they will take the place as the active combatant and their ally will be sidelined from then on. Normal 'side limits' still apply to each side.

Side Limits/Battle Handicaps
2 v 2 is the limit and going to 3 will require Alliance (both members), Organization (both members), Loyal.

+1 Fighter on a Side: That side gets -1 Action Each

+2 Fighter on a Side: Previous Handicap and Side with the disadvantage in numbers gets +2 Actions

In group battles your character may "rest" in certain situations. One such situation would be both sides agree to have a volley of 1 on 1's instead of a large melee. Resting will replenish 10% ki and 10% damage. To rest, you have to use all of the actions in your post and cannot be in the middle of a of direct combat. If you are attacked while resting it will negate the benefit. Cannot be done by Androids.

Training Battle:
A member who has 25,000 power level or less may elect to make their first battle a training battle. A training battle is meant to help a new member learn the ropes of the battling system so there is no killing, no stealing, and it can only be 1 on 1. The loser also does not need to take two weeks to heal. Stat gains are half what they would be for the usual battle.

An intervention is the best way to turn the tides of battle. A perfectly timed appearance from your character can prevent a substantial amount of damage being dealt by the opposing team. You can do this in either the offense or defensive stage of either side. Players may intervene in any battle as long as they are on the same planet, haven't battled that week, and won't go over the maximum limit for participants on that side for the battle.

Sneak Attack:
If you meet certain criteria, you may be vulnerable to a Sneak Attack. If you are sneak attacked, this means that you must battle the person who attacked you or forfeit. You will be alerted to a Sneak Attack because your name will be posted in the Sneak Attack board, and the attacker will PM you. If you win a Sneak Attack, you must steal the item at the Kill/Steal decision.

- If you are carring over 6,000z, anybody can sneak you.
- If you are carrying a Dragonball, anybody with a Dragonball and a Dragon Radar equipped can sneak you.
- If you have a rare or Maverick item, anybody that can use that item can sneak you.
- If there is a rare/Maverick item or 12,000z in an alliance vault, then the Captain or Co-Captain can be snuck.

Scenario characters also may sneak attack characters that are on the same planet regardless of whether or not they meet criteria. If you are sneak attacked, this means that you must battle the person who attacked you or forfeit. Unless you have a scouter, sense, or something similar, the attacker receives +1 actions in their initial attacking post. The extra actions from sneaking does allow you to go over the action cap, but can not be used offensively. So, you can Power Up, Transform, Barrier/BS, use an item on yourself etc. You cannot attack, charge, or use an item against your opponent.
Additionally, their first attack cannot be blocked or dodged if they open the battle with a physical attack because from your perspective, it came out of nowhere.

Turns & Actions

Battles are turn-based with each character getting a certain number of actions to perform each turn. The number of actions your character may perform per post is initially 4. This may be increased or decreased by in the following circumstances:
  • If your speed is greater than your opponent by at least 50%, you receive +1 action, but only if that action is used to attack that opponent or dodge something from that opponent.
  • If your toughness is greater than your opponent by at least 50%, you receive +1 action, but that action must be used to block something from that opponent.
  • If your strength is greater than your opponent by at least 50%, you receive +1 action, but only if that action is used to attack that opponent you have the advantage from.
  • You may only have and use 1 of the Stat based actions (Speed Toughness or Strength) per post.

  • Grapples give each participant +2 actions but they can only use physical combos (see below).
  • Sneak attacks give the attacker +1 actions in the first post.
  • In the first post of the thread, the thread starter receives -1 action.
  • Handicap battles can result in -1 action per post for the larger side.
  • Certain items, techniques, or other perks, may increase or decrease actions.

[Blocking] Blocking can reduce incoming damage from attacks, generally by up to 50%. The ref should use your stats to determine if an action taken during roleplay is successful or not, though the roleplayed action itself should make sense or it can fail.

Note that 7 actions is the maximum that be used in a post in any given scenario unless otherwise specified and players cannot fall below 1 action per post.

[Dodging] Dodging can reduce incoming damage from attacks, generally up to 100%. The ref should use your stats to determine if an action taken during roleplay is successful or not, though the roleplayed action itself should make sense or it can fail. Successfully dodging an attack is tiring, and as such, multiple consecutive dodges are more likely to fail. Unsuccessfully dodging an attack can result in you taking the attack, up to 100% of its damage.

When engaged in a battle you can usually perform one of eight actions:
1. Use a physical attack combo (Quick Attack, Special Attack, Weapon Attack).
2. Use a technique.
3. Use a prepared item.
4. Charge a ki attack to increase it's strength.
5. Defend (Block, Dodge, Technique).
6. Unequip one piece of equipment and equip another.
7. Rest (Group battles only.)
8. Transform.

*As of Patch 5.7.0, you may only use 2 Advanced/Finisher attacks per post.

Physical Attack Combos

In spars and battles, you can choose to use a combination of physical strikes with your action. There are Quick Attacks, which are fast and deal less damage (like a quick jab), or Special Attacks which are slow and devastating (like a full-force kick). One full Physical Attack Combo costs an action, and should only be aimed at one part of an opponent. For example, if you can do 4 Quick Attacks in one action, you should not be jabbing your opponent's "solar plexus and then their leg and then their head and then their chest." You should be attacking one part of your opponent 4 times.

Types of attacks and damage

Quick Attack (I.E.- Knee, Elbow, Punch)
Special Attack (I.E.- Power Punch, Leg Sweep, Kick, Hammerblow, Tail Swipe)

Normally you can choose to do a maximum of 2 quick attack or 1 special attack per action. Special attacks tend to deal more damage and may stun opponents (5% chance - 1d20 roll).

If your speed is at least double your opponent's, you can do 4 quick attacks or 2 special attacks or 2 quick attacks and 1 special attack per action.

[Counter Attacks]
Counter attacks take 1 action and are used to defend against a physical combo. Not only will it fully block the combo but it will also allow you to perform a physical combo of your own with the same action. Counter attacks are much harder to block or dodge than normal attacks and cannot themselves be countered but may still be defended against by your opponent in very rare circumstances.

*If your power Level is higher than your opponents then you can perform 1 counter attack.
*If your power level is more than double your opponent's you can counter twice per battle.
*If your intelligence is higher than your opponents then you may perform 1 counter attack.
*If your current stamina is at least 50% higher than your opponents then you can perform 1 counter attack.
*If your character level is 10 or move levels higher than your opponents' you may perform 1 counter attack.

You may perform 1 attack per action with a weapon. Weapons cannot be used during grapples unless you know the technique sword grappling.

Battle Fatigue

In a battle when your character takes hits, he will become fatigued. With each hit you receive your stamina, vitality, or ki are slightly lowered, weakening you as the fight progresses. Click here for a tutorial on how to calculate battle fatigue.


In battles, you will be able to initiate a grapple with your opponent. A grapple is when you and your opponent exchange physical attacks (and defenses) at an increased pace. To initiate a grapple you will have to use your final action in one of your posts to "Start Grapple." Your opponent may choose to avoid the grapple. To do this, they may use one counter against it or use 2 of their actions to "dodge grapple." If the opponent does not choose to avoid the grapple, then they will have the first attacks in it.

To grapple, each character gets +2 actions per post which ignore the normal 6 action limit. All actions must be physical attacks, however. Special attacks have half the chance of hitting the opponent in a grapple so using quick attacks is a better idea. If a special attack lands on either of the characters, that character will lose the grapple and be stunned. The grapple will then be over.

While you are in a grapple, you cannot be attacked by others not participating in that grapple.

Ki Battles

Like grappling, Ki Battles are unique to battling. If when in a battle you are staring down a powerful Ki Attack shot at you from your opponent, you might want to block or dodge it. In battles, however, you have a third option: meet it with your own Ki Attack. Doing this will result in a Beam Struggle or a Blast Cancel. The current mechanics for these are as follows:

[Beam Struggle]
Beam Struggles are won and lost based on how many advantages you have. The six advantages are:
- Ki Spent
- Higher Technique DR
- Higher Power Level
- Boosts (Charged, Empowered, Etc)
- Higher Rank of Attack (Finisher vs Advanced)
- Roleplaying

The possible scenarios are:
- Equal Advantages - Both attacks disappear and no one takes damage.
- Win by 1 Advantage - Winning attack becomes very hard to dodge and does 40% damage.
- Win by 2 Advantages - Winning attack becomes very hard to dodge and does 40% damage.
- Win by 3 Advantages - Winning attack becomes undodgeable and does 40% damage.
- Win by 4 Advantages - Winning attack becomes undodgeable and does 60% damage.
- Win by 5 Advantages - Winning attack becomes undodgeable, unblockable and does 80% damage.
- Win by 6 Advantages - Winning attack becomes undodgeable, unblockable, and does 100% damage. (Hit with own attack as well in this case.)

If the initiator loses a beam struggle he may enter a final stage of Adding Ki. This is for the first person who fired the beam only. In this time the user of the first beam can add in Ki to his attack. This will not add DR, but what it will do is give the attack more Ki to overcome the Ki Used Advantage. If this Add Ki Phase is used it also counts to Enhancing the tech to cancel out that advantage. After that, the beam struggle is officially over and the loser gets to use one defensive action if he so wishes.

Keep in mind, as well, that a ki battle is not always the ending of a battle, so using too much ki could leave you weakened during the duration of the fight.

You can also try to cancel out an opponent's ki blast with your own. Note that it must be a blast and not a beam because if it were a beam, they are still controlling it and could overcome you. If it's a blast, like a beam ball for example, they already fired it and no longer are in contact thus cannot empower it more. When the above system is used with blasts, the struggle is only successful if the defending person has equal or more advantages, causing both blasts to disappear. If the defender has fewer advantages, the blast still goes through as if nothing happened.

Alternatively, you may use the "Legacy Ki Battle" House Rule, if the first two battlers agree at the start of battle. These rules revert the mechanic to what it originally was in an effort to simplify the process.

- First, measure the Power Level of the attack.
When firing an Advanced Ki Attack, your Power Level will be temporarily boosted by the percent of Ki used, and by an additional 2% for each Damage Rating, capped at +50% total.
When firing a Finisher Ki Attack, your Power Level will be temporarily boosted by the percent of Ki used, and by an additional 10% for each Damage Rating, capped at +100% total.

- If the Power Level of your attack exceeds the Power Level of the incoming attack, you may Blast Cancel or Beam Struggle the attack.
Using higher level techniques and charging techniques is the key to victory against stronger opponents!

- If you sucessfully perform a Blast Cancel, both attacks explode harmlessly in the sky.
If you unsuccessfully perform a Blast Cancel, the referee may still award you with lesser damage and count it as a defense.

- If you sucessfully perform a Beam Struggle, both attacks meet and clash, struggling to overtake the other. The initial attacker will have a chance on their next turn to pour more Ki into their beam in an effort to raise their Power Level enough to overtake yours.

- Whoever loses the Beam Struggle takes the enemy's attack.

- A Beam Struggle may only be initiated if the initial Beam is the last attack in the post, and the beam is an Advanced or Finisher.

Under certain circumstances your character may become stunned. When you are stunned, your actions will be reduced during your next battle post. Some techniques or items will stun you for a specific number of actions but you will also become stunned if you attempt to dodge an attack and fail, and you may also be stunned randomly when you are hit by a Special physical attack. A Special physical attack has a 5% chance (roll 1d20) to hit critically which will stun you.

The effect of being stunned is that you will lose 1 action in your next post. Stuns do not stack unless they are chance criticals (Freezing, Crush, SA Stuns, etc) and then only up to two actions. If a successful chance critical is made during a post where the user is already stunned for two actions, it carries over to the next post.

Use this dice roller from Wizards of the Coast:

Alternatively, you may use the "Legacy Stun" House Rule, if the first two battlers agree at the start of battle. These rules revert the mechanic to what it originally was in an effort to simplify the process.

- Stun effects do not stack. If multiple stuns proc, only the most potent stun effect is applied.

Prepared Items & Techniques

Prepared items are items that you can bring into battle to use such as sensu beans or potions. You may go into battle with 5 prepared items. At the start of each battle, you must post the 5 items that you are bringing to the battle at the top of your first post. If you want to switch equipment that you have equipped so that you can equip armor or a weapon that you don't currently have equipped, you must designate them as prepared items. Any equipment take up 2 prepared item slots and weapons take up 4 prepared item slots.

As of the 5.4.4 patch, players must now declare 7 prepared weapon techniques to take into battle. You may then only use these techniques. You do not need to declare passive techniques as prepared.

Changing Equipment

You may spend 1 action to change out 1 piece of equipment in battle (can be done multiple times). This may be helpful to equip things that will benefit you in battle such as armor, a scouter, or other equipment that raises stats in battle, over training equipment. You can only switch to equipment that you have designated as your prepared items for that battle. Each piece of weighted equipment (uses term "weight") will reduce all stats by 25 in battle. You may remove all weighted equipment using only one action as long as you do not equip anything else in the same action. Once the battle is over, all changes are undone so you do not have to re-equip your training gear.

Items that are equipped that add to stats no longer boost ki/pl. All base stats are increased to buff the player to make them tougher and more durable. Aka Equipment gains do not affect PL or Ki, but they still increase individual stats.

Roleplayer's Award

The Roleplayer's Award is a stat boost given to the participant who has exhibited superior roleplaying skills. After each character makes three posts, the battle referee will then judge who he/she believes has been the better roleplayer up until that point. The criteria for judging will be if they are following the battle format, length of the posts, quality of the plot/story, and grammar/spelling/punctuation. After determining who receives the Roleplayer's Award, the ref will make a post on the battle disclosing their decision. What does the Roleplayer's Award do? If you are stronger than your opponent and win the award, it will increase all of your stats by +10% for as long as you retain the award. If you are weaker than your opponent, it increases your stats by +15% instead. This will give them an edge in combat and may help to defeat characters who are stronger. While there is only one Roleplayer's Award, but it is rejudged every time each character makes 3 posts in battle so it may switch hands.

Acquiring Super Form in Battle

You can now Acquire a Super Form in battle. You must still meet the requirements
Each tier of quest difficulty will determine at which point the player can achieve their super form.

  • Easy Quest: 3 post in battle (ability to trans post 4)
  • Medium Quest: 6 posts in one battle (ability to trans post 7)
  • Hard Quest: 9 posts in one battle (ability to trans post 10)
  • Very Hard Quest: 11 posts in next battle (Trans post 12)
  • Epic Quest: 13 posts (ability to trans post 14)
  • Final form: Post 22 (ability to transform post 23)
  • *If you have completed the Hard Quest for your Final Form that number can be reduced to 14 (ability to transform 15)*

    This does not permanently unlock the form and only during that battle.

  • Flee From a Battle

    If you wish to flee from a battle, you need three things for a successful flee. The first thing you need to have a higher speed than your opponent. The second thing you need is a higher intelligence, and the third thing you need is opportunity. You can't flee a battle if you are in the middle of being pummeled, there needs to be a lull in the fighting. If these three things are all present, your flee attempt will be successful. Some exceptions where you may still flee if your speed is not higher than your opponents are if they are stunned or you have used a move that paralyzes them a certain amount of turns. You will then need to use all three of your next posts actions to flee for it to be successful. You might also be able to flee in group battles if presented with an opportunity even if your speed and intelligence is lower.

    Winning A Battle

    When you win a battle you have the choice to kill your opponent, steal their zeni, or steal an item from him. Do not be deterred from battling because you are scared of dying. When you die your character is not erased. In fact, you don't even lose any stats. When you die, you are temporarily held in another dimension. You will be transported back onto the planet you died after 4 weeks or if someone can wish you back with the Dragon Balls. In some cases, however, dying might be beneficial as there is unique training to be acquired in this dimension that is not available otherwise (see Next Dimension page).

    *If you are defeated in a battle and you bend the knee, your life is spared and it will take you two weeks to heal. When healing you cannot do anything except for meditation training (you will not get gains from equipment). You may also still roleplay, do gem spars, and buy/sell items. You cannot do quests, however.

    Battle Referees

    As stated above, a ref needs to be present for every battle. This ref can be any member on the site, even if they are not staff, as long as both participants agree that this 3rd member is alright to ref the fight. Potential refs should refer to the section on the rules page for special referee rules. Referees must monitor battles to ensure all roleplay rules are being followed, to ensure all ki used is being calculated correctly, and to determine damage and when someone is stunned.

    If you wish to ref a fight, you should know that there is no mathematical formula for calculating damage. Damage is generally calculated by comparing stats and on a situational basis. Quality of roleplaying is a major contributing factor to damage. The quality of your roleplay will determine how much "damage" any successful attack you performed with that posts actions does. It is also important to note that the character with the higher stats doesn't always win or even have a huge advantage. Stats really only make a noticeable difference in area's that are easy to calculate (such as who has more speed goes first, higher power level gets X amount of counter attacks) and if there is a large difference. If someone with 1,000 power level fights someone with 10,000 power level, chances are the larger will win the battle, but a skilled roleplayer could win the battle.

    Duties Include:

    [Determining Critical Hits]
    A ref determines critical hits by using the dice roller on the techniques page. Certain moves have a different critical % based on whether or not they were defended or undefended.

    [Damage Reports]
    At various stages in the battle, the participants may ask the ref for a "damage report." The ref will then determine, based upon each person's roleplaying and stats, a percent of damage each player has taken. For example, "Goku has taken 20% damage, Vegeta has taken 15%." There are no hit points, so a percent can be used to help gauge who is winning and if you are close to death.

    [Rules Enforcement]
    A ref should also there to ensure that all rules are being followed (e.g. no god-moding no auto-hitting) and to mediate disputes if and when they happen. If someone believes that something their opponent roleplayed was unfair, they may complain to the ref to make a third-party judgment that should be respected and followed by all participants. Each side may ask the ref to make a ruling on something once per battle. After that, it is up to the referee to use their own discretion on when to intervene and make a ruling if they think they see someone acting unfairly.

    [Issue Roleplayer's Award]
    It is up to the ref to issue the Roleplayer's Award each battle.

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