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Alex's DBZ RPG 5 // Fighting Styles

 
When you reach character level 2, you may choose a fighting style. Once this fighting style hits level 20, you can pick a second style. You can switch your fighting style at any time, but it will reset to level 1.

Leveling up fighting styles:
  • Level 1-5: 1 battle completed or complete 4 spars.
  • Level 6-10: 1 battle completed or complete 6 spars.
  • Level 11-100: 2 battles completed or complete 8 spars.
You can also gain a fighting style level for every 4 consecutive weeks of training with a master for stats. Keep in mind leveling a FS from one method (spar, battle, training) doesn't reset your counters toward the next level for something else (e.g. leveling up based on spars doesn't wipe out any battles you had toward the next level) and if you have two styles you pick which to level.

Go To: Aggressive, Defensive, Balanced, Calculating, Tactical

Aggressive - Main Stat: Strength
With the aggressive fighting style, the character fearlessly enters each battle with reckless abandon. Aggressive characters tend to try to overpower their opponents, forcing their target to act defensively or suffer considerable damage. When the enemy is weakened, aggressive characters go in for the final strike.

Level Benefit
1-100
+100 strength per level
5
Special ability Decisive Strikes. SA stun chance increases to 5%/10% and QAs deal +50% increased damage.
10
Special ability Finishing Blow. Each consecutive physical combo that includes a Special Attack increases the chance to stun by 10%. Effect resets on stun or target's defense against Special Attack.
15
Special ability Berserker. Increases Strength by +15% for 1 turn. This ability does not cost an action. Limit to use twice per battle.
20
Special ability Pummel. The user attacks with a Special Attack that cannot be countered, deals double damage, and has a 100% stun chance. Limit to use three times per battle. Only stuns on the first use.
50
Special ability Unleashed Pummel. Allows the user to attack multiple targets with a single physical combo. Increases the SA stun chance to 50% for each target. Limit to use once per battle.
100
Special ability All Out! Rush Attacks deal +1 DR to its technique components and deal double damage on their physical combo components.

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Defensive - Main Stat: Toughness
A character using a defensive style of fighting is primarily concerned with repelling all of their opponent's attacks. Defensive characters tend to allow their opponents to control the battle, taking careful measure of their own defensive abilities. When the enemy is fatigued, defensive characters will turn the tide to their favor.

Level Benefit
1-100
+100 toughness per level
5
Stance Zekmant Stance. This is a free stance that doesn't count towards your stance limit.
10
Special ability Aura Armor. Attacks must first pass through your aura, shaving off 0.5 DR from incoming attacks. Does not cost an action to use. Limit to use once per turn.
15
Special ability Resilience. Allows you to empower your body with extra resiliency to brace for an incoming attack. By spending 5% ki you lower the DR of any advanced technique by 2. This effect only impacts you in the case of a AOE or Multitarget. It can only be used once per battle.
20
Special ability Divinity. It adds +20% toughness in battle.
50
Special ability Cooldown. Reduces the ki cost of Barrier, Body Shield, and Divine Aegis by 2%.
100
Special ability Invulnerable. Decreases damage taken by half for one post. This ability does not take an action. Limit once per battle.

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Balanced - Main Stat: Speed
A combination of both aggressive and defensive, a character using a balanced fighting style will weave defenses through their attacks. Balanced characters will trade blows with their opponent, defending against attacks without surrendering control of the fight. Characters with this fighting style create their own openings.

Level Benefit
1-100
+125 speed per level
5
Special ability Retaliation. After defending (Specifically Dodge or Block Action Only) against a physical attack combo or fundamental attack, your next immediate physical attack combo or fundamental attack does not cost an action. Limit to use twice per battle.
10
Special ability Sudden Strike. Grants +2 counters, or + 2 physical combos per fight cannot be dodged.
15
Special ability Composure. Increases the effectiveness of your speed teleports for one turn by +50%. Does not cost an action. Limit to use once per battle.
20
Special abilities Pressure Points This ability hits your opponent in all of the right points to stop them from forming a Ki attack. The Ki attack harmlessly diffuses. This ability costs an action to use and may be used once per battle. Does not work on finishers.
50
Special abilities Improved Pressure Points This is an improvement to Pressure points. The Ki attack harmlessly diffuses. This ability costs an action to use and may be used once per battle. This version can also work on finishers.
100
Special ability Counter Step. Doubles the user's speed for one post (effect applied after all other bonuses.) Does not cost an action to use. Limit to use once per battle.

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Calculating - Main Stat: Stamina
An advanced defensive fighting style. A character using a calculating style practices relentlessly to have greater efficiency over their techniques. This allows them to use more Ki than one would reasonably expect and stay fresh for longer, allowing for more attacks to be used throughout the battle.

Level Benefit
1-100
+100 stamina per level
5
Special ability Maneuvers. It allows you to take half damage on two fundamental ki attacks OR one advanced ki attack in battle.
10
Special ability Reversal. It instantly counters a weaker ki attack (10% cost or less) with your own of choice (10% cost or less) and can be used twice per battle. Takes a defensive action to use. Cannot be used against finishers.
15
Special ability Strongside. Restores 20% of your stamina drain from battle fatigue. Used 1 time per battle.
20
Sspecial ability Mimic. Allows you to learn and use an Advanced technique that your opponent has used during the battle. Must meet the requirements for using the technique (alignment, race, etc.) Only learns the base technique, so any buffs attached to it (Burning, Mastered, etc.) will not be replicated.
50
Allows to you use Reversal three times per battle and increases the ki cost of attacks you can use it on to 15%.
100
Special ability Brilliant Move. Allows you to learn and use any non-finisher technique that has been used in battle regardless of restrictions. You cannot learn this move after the battle is over unless you meet the requirements for learning. This is an upgrade to Mimic.

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Tactical - Main Stat: Vitality
An advanced aggressive style. A character using a tactical style practices relentlessly to have greater efficiency over their techniques. Tactical characters tend to trade attacks to ensure their more skillful ones land, so they train themselves in first aid and practice meditation to better fight through the pain.

Level Benefit
1-100
+100 vitality per level
5
Special ability Second Wave. It allows you to use two weaker ki attacks (fundamentals costing 10% ki or less which take one action to perform) in one action. Can be used twice per battle.
10
Special ability Empowerment. llows you to empower 1 advanced ki attack an extra 5% ki (boosting its damage rating by +2.) Cannot be used on an undodgeable attack. It can only be used once per battle. [Surpasses Advanced cap]
15
Special ability Reserves. It instantly restores 20% of your ki. Can only be used once per battle. This ability does not cost an action.
20
Special ability Ki Manipulation. It reduces the cost of all ki attacks by 3% (to a minimum of 1%) or makes all ki attacks +0.5 damage rating stronger (you choose which effect upon casting).
50
Allows you to use Empowerment twice per battle.
100
Special ability Endless Waves. Once per battle you can fire four fundamentals with one action.


 


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