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Alex's DBZ RPG 5 // Techniques

Click on pictures to see techniques

Fundamentals Advanced

Power Up Finisher


weapon Rush

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To learn an advanced technique you must know three fundamental techniques. To learn two advanced you must know six fundamentals and so on. This means to learn all five advanced techniques, you must already know at least fifteen fundamental ones. Once you learn fifteen fundamentals you no longer have to learn any more to get additional advanced techniques. Also, to learn your finisher, you must already know at least two advanced techniques.

Damage Levels

As a general rule the more ki you use, the stronger the attack. Every technique also has a base damage rating out of 10. A rating of 10 would be the most damaging and a rating of 1 would be the weakest. Each damage level is twice as strong as the level preceding it. For example a technique that has level 6 damage is twice as powerful as a technique with level 5 damage. There are also some moves that have half levels. Since charging techniques with extra actions increases its damage by 1 full level, there are some moves that can be charged off of the scale to become level 12's or level 13's. These are devastating and would most likely kill instantly if hit.

Ki Cost Reduction Cap

There are lots of things on the RPG that reduce ki cost of techniques. Ki cost reduction is capped at 5% total. This does not count reduction costs from mastering techniques and it also does not affect any technique, ability, or item that reduces the ki cost by a flat rate such as halving or ignoring ki costs. Any ki cost reductions past the maximum amount will instead be applied to stamina drain and fatigue reduction.

Beams vs Blasts

In this RPG there are three types of ki attacks: beams, blasts, and other. Blasts are ki attacks that explode on contact with something or someone. A beam, on the other hand, keeps going; even if it hits a person it will simply engulf them. "Other" are neither beam nor blast but something unique to that tech.

Fundamental Moves

Each character starts with fifteen fundamental technique slots. This means you can learn up to fifteen moves in this category. There is no limit to the amount of times you may use each fundamental move (provided you have enough ki). Most fundamental moves cannot be charged but can be leveled up by paying an additional 2 SP. A level two fundamental is called "Adept" while a level three is called "Mastered." These tags should be placed before the technique name. Each level increases the technique's damage rating by +0.5. You must be training with a master to level up a fundamental. You may level up a total of six fundamentals.

Each action spent charging a fundamental ki attack will increase ki usage by 1% and increase damage rating by +0.5.

Fundamentals are capped to DR 4. DR 5 for Site Masters.

Advanced Moves
Each character starts with five advanced technique slots. Advanced techniques are the moves that your character should be best known for in battle. Each advanced technique may only be used three times per battle. When firing an advanced ki attack, your power level will be temporarily boosted by the % of ki used with an additional 2% added for each damage level (total boost capped at +40% your max pl). You may also level up two advanced techniques by paying an additional 4 SP. You must be training with a master to level up a move. A level two advanced technique is tagged 'Mastered' and reduces ki consumption by 2% (to a minimum of 1%).

The number in the actions column is how many actions in battle the move requires for you to perform it. If a move has a range of actions such as 1-2 or 2-3 then that means it can be charged (if you know the energy charger ability) to increase its damage and destructiveness. If you know energy doubler, you can even spend one additional action charging past its maximum to further increase the damage.

Each action spent charging an advanced ki attack will increase ki usage by 1% and increase damage rating by +1.

Advanced techs are capped at [1 action = 7, 2 action = 8, 3 action = 9] Masters can exceed this by plus 1 DR.

Power Ups

Each character starts with three power up slots. A power up is a technique which can enhance you in combat. While defensive power-ups require one action, non-defensive power-ups do not and can be used in addition to an attacking action. For example, Zanzoken does not itself require an action. You may use power ups as many times per battle as you like.


Each character starts with one finisher slot. Finishers are typically used to end battles and cannot be used in your first three posts. Some finishers have the capability of seriously hurting or completely destroying your opponent if they are successful. You may only use a finisher once per battle unless otherwise stated. When firing a finisher that is a ki attack, your power level will be temporarily boosted by the % of ki used with an additional 10% added for each damage level (total boost capped at +125% your max pl).

Each action spent charging a finisher will increase ki usage by 2% and increase damage rating by +1.


Each character may learn one stance. Stances can only be used in certain situations in battles and do not require an action to perform. You may always use your stance as a free action at the beginning of any battle. After that, you will need to look for a lull in the fighting to get back into your stance. If your opponent's last 2 actions in his post are not attacking you, you may use your stance again. A lull also qualifies at any moment in battle where two or more consecutive non-offensive actions are taken in your opponent's battle phase after they have defended your attacks. Some other examples of when you can use a stance are when you or your opponent takes a break to have extensive dialogue between actions, or if you are in a group battle and you are not currently fighting. If you cannot find a lull, you may spend one action getting into a stance.

Each character starts with two custom technique slots, one for a fundamental and one for an advanced technique. The fundamental custom can be used right away while the advanced custom slot must be unlocked after obtaining 100 intelligence. All customs must be posted on the custom techniques board for staff approval. Below is the info necessary to create a custom:

1 - 3 = Fundamental (1 Action Cost)
4 - 7 = Advanced (2 Action Cost)
8 - 10 = Finisher (3 Action Cost)

2 SP Base Cost
2 SP per 1 Damage Rating Level
Examples: 1 Damage = 4 SP, 5 Damage = 12 SP, 10 Damage (max) = 22 SP

Adding Effects
Cost: 10 SP
- Occur only on Critical Attacks
- Limit 1 per move

Non-Damaging Techs
Flat Cost: 16 SP

Ki drain is equal to damage cost (in SP), damage cost +1% for advanced, and +3% for finishers. For example, a 5 Damage Advanced would cost 11% ki.

*Note that you may only create a custom finisher if you have the technique master donation item.*


Special abilities are miscellaneous skills that can be used both in and out of battle. There is no limit to how many you can have.

Hybrid Attacks

Some attacks are marked as "hybrid" in their description. These are a mix of both physical and ki attacks and so cannot be completely stopped by a defensive technique that repels one of the other. Instead, they can be reduced to 50% damage from anything that will stop either.

Weapon Techs

Each sword technique costs 2 SP to learn. To learn one, you must have a sword equipped and be training with self. You must have a blade level higher or equal to the move you are trying to learn. You can learn 1 sword technique at a time. To learn a level 4 sword technique, you must first acquire a level 4 sword.

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.

Note: Unless otherwise specified, each attack can only be done once per battle.

Rush Attacks

Each character starts off with 1 rush technique slot. Rush attacks are unique combinations where you physically rush at your opponent. They can be learned from any master and each can only be used once per battle. Rush attacks cannot be blocked or easily dodged. The defender may "spend" speed teleports to dodge parts of a rush attack. It will cost 1 speed teleport to dodge 2 quick attacks, 1 special attack, or 1 fundamental. If a Rush attack uses a speed teleport itself, then the defender must first use a speed teleport of their own to negate it. So for example, a total of three speed teleports would need to be used to fully dodge the Blood Smash Rush which consists of a speed teleport and two special attacks.

*Note that while rush attacks that include a ki attack require you to spend the necessary amount of ki, rushes that use a speed teleport or counter will not actually take away from your maximum usages.

Critical Effects

Certain techniques will have an added effect on critical strikes (as determined by ref dice roll). Below is a list of all such effects:

Burn: -25% toughness for the next 8 performed actions made against you.
Poison: Halves the effects of healing and increases ki drain by +50% for your next 8 performed actions (i.e. a move that would take 20% ki now takes 30%).
Slice: -25% vitality for the next 8 performed actions made against you.
Immobilize: Increases the action cost your next 2 techniques by +1.
Pierce: -15% vitality and toughness for the next 8 performed actions made against you.
Death: Cannot be added to custom techs. 10% chance of instant kill (replaces normal critical chance).
Crush: -5% all stats for the next 8 performed actions made against you. You receive -1 action in each of your next two posts.
Blind: Temporarily blinds you for your next 4 performed actions. While blinded, any offensive actions you take will be unsuccessful.
Confusion: -50% intelligence, charisma, and determination for your next 10 performed actions.
Regen: Cannot be added to custom techs. Heals 3% damage your next two posts (6% total). Does not stack with other regen effects.

Determining a Critical

Battle refs determine when there is a critical hit by rolling dice. Use this dice roller from Wizards of the Coast: See percentages below:

Finisher: If undefended, 100% chance of critical hit.
Finisher: If defended, 50% chance of critical hit. Roll 1d2 below (write 2 in the die column). Crit = 2.

Advanced: If undefended, 50% chance for critical hit. Roll 1d2 below (write 2 in the die column). Crit = 2.
Advanced: If defended, 25% chance for critical hit. Roll 1d4 below. Crit = 4.
Advanced: If barriered for half, 10% chance for critical hit. Roll 1d10 below. Crit = 10.

Fundamentals: If undefended, 25% chance for critical hit. Roll 1d4 below. Crit = 4.
Fundamentals; If defended, 10% chance for critical hit. Roll 1d10 below. Crit = 10.

Special physical: If undefended, 5% chance for critical hit. Roll 1d20 below. Crit = 20.

Destroying Planets

Some techniques are able to destroy user planets. Out of combat, it takes two weeks to destroy a user planet with a technique. In combat, it can be done by defeating the planet's owner.


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