← All patch notes
PATCHv1.3· October 19, 2026

Ascension Update: Balance, New Skills, Learning, Reworks

A rework to learning combat, and special skills along with the introduction of many new skills.

learningrace reworksskills

Balance, Changes & Fixes (WIP):

  1. Grab Absorb: Grab Absorb no longer has the same cool-down as strangle. The cool-down has been made significantly longer. However, players can still strangle while grab absorb is on cool-down. Additionally, Grab Absorb damage is weaker then strangle as it gets the benefit of healing you.
  2. Stat Clarification: BP Mod is no longer rounded on stats tab pre-ascension. This is due to players being confused by seeing 1x bp mod, when it’s meant to show 1.8x.
  3. Werewolf: Thin Fur passive from the Wolf Fighting Style no longer applies to the Werewolf race. This is because Werewolf’s are natural wolf users and extremely capable ones at that, so they do not suffer from the 10% damage resistance de-buff.
  4. Special Ranks: Players can no longer get master ranks on multiple characters at once. This is due to them hogging up ranks for various other players and hogging up the slots. They can now only have one special rank regardless of how many other accounts they have.
  5. Attack Speed: Fixed an oversight with melee attack speed not showing in the new UI in the stat-panel.
  6. Brawler: Tatsumaki Senpai skill now reflects beams and projectiles while you are spin kicking. This way you are not stuck as a sitting duck open to attacks.
  7. Brawler - Iron Fists: Iron Fists buff now applies to basic melee attacks not just melee techniques. Meaning you should notice your normal melee punches also doing more damage.
  8. Wolf Style Weapon Debuff: Wolf Style de-buff for using weapons now exists for all weapon types not just the basic sword, axe and hammers. They also have de-buffs if they are trying to use a Power Pole, Brave Sword, or Demon Sword.
  9. Bergamo: Fixed an oversight with Bergamo’s Damage Absorbed Meter not increasing from various types of damage, including but not limited to ones that deal true damage, or reduce health directly such as poison.
  10. Gravity Warzone & World Events: Fixed a bug with the KO messages and death messages being the wrong way round.
  11. Medical Scan: Medical Scan now also shows the player’s battle power modifier.
  12. World Tournament Saga Mission: Fixed a bug with Part 9 of the quest always failing. The quest should now work as anticipated.

Skills Obtaining & Special Skill System Changes

Description: This update adds a huge wave of brand-new techniques: dozens of new moves taught by Goku, Vegeta, GT Goku, Bardock, Trunks, King Kai, the Demon King and more, on top of new race skills. To keep all of that from being crammed into one bloated menu, race, style and teacher special & combat skills are now taught by teachers all over the world. The Learn menu is still there for your regular skills, and the new Special Learn verb holds the special and combat skills any race can learn. Nothing was taken away; every skill just has a proper home now. Each teacher has their own techniques, their own trials and their own way of earning their respect, and your Progression tab tracks everything you can learn, who teaches it and how close you are to the next unlock.

  • Server Choice: This is a sandbox, so each server decides whether it uses the teacher system. On servers that turn it off, everything stays in the Learn menu like before.

Where To Find Every Teacher

TeacherLocationX, YWhat They Offer
GokuEarth242, 316His own techniques
Master RoshiEarth18, 116His own techniques, Turtle, Drunken Fist, Ninja & Boxing styles, Turtle Master & Grapple King ranks, Artifacts
KrillinEarth283, 172His own techniques, Human techniques, Spirit Brawler style
YamchaEarth473, 110Special passives, Wolf & Brawler styles
TienEarth270, 163Crane & Ninja styles, Crane Master rank
Mr. SatanEarth233, 97His own technique, Champion style
Time Patroller TrunksEarth468, 455His own techniques, special passives, Half Yasai techniques, Swordsman, Executioner & Juggernaut styles, Blade Master rank, Saga Token Shop
BulmaEarth90, 423Capsule Shop, Technician & Scientist styles
Perfect CellEarth233, 107Bio-Android techniques
VegetaBraal94, 323His own techniques, Yasai & Saiyan Warrior techniques
BardockBraal97, 337His own techniques, Primal path (wipe stage 2)
NappaBraal157, 356His own techniques, Saibamen techniques
BrolyBraal417, 119Wrestling & Maniac styles, Maniac Master rank, Legendary path (wipe stage 2)
GT GokuBraal71, 38His own techniques, Shadow Dragon, X-17, Metal Man, Neo-Android & Seven-Three techniques
PiccoloPuranto93, 138His own techniques, special passives, Puranto techniques
Captain GinyuArconia416, 322His own techniques, Alien techniques, Zetsuken & Ginyu styles
HitArconia448, 464Hit techniques, Assassin style, Assassin Master rank
BergamoArconia103, 301Bergamo & Lavender techniques, Wolf techniques (Werewolves), Wolf Master rank
CoolerIce Planet76, 208His own techniques, Frost Lord techniques
Demon KingHell14, 12His own techniques, special passives, Demon, Janemba & Warlock techniques
Majin BuuHell67, 274Majin techniques, Mage style
DaburaHell421, 138Demon Lord rank
Supreme KaiHeaven347, 460His own techniques, special passives, Kai techniques, Fusion, North Kai & Supreme Kai ranks
WhisHeaven65, 427Angel techniques, Angel path (wipe stage 2)
BeerusHeaven418, 146Beerus techniques, Destroyer path (wipe stage 2)
King KaiCheckpoint340, 100The Kaioken & Spirit Bomb chains
KorinGod Ki Realm32, 39Earth Guardian rank, Achievement Point shop
JacoSpace250, 257His own techniques, Cerealian, Glorio, Hatchiyack, Bojack, Onion Lad & Planet Eater techniques
  • Finding Them: Click a teacher on your Progression → Teachers page to pin an arrow that points you to them.
  • Protected Ground: You can't build within 10 tiles of a teacher, and walls already standing that close take ten times the damage. Nobody can wall a teacher off from everyone else.

Peek At A Teacher

Description: Every NPC has a Peek option. It shows everything they offer on one page: every technique with its price and requirements, which ones you already have, which aren't for your race or style, the ranks they grant and what you still need for them, and what it takes to become their student.

Becoming A Student

Description: On servers that use it, a teacher only teaches their own techniques to their students. Your race's techniques, fighting styles and Special Learn never need a teacher.

  • Sign Up: Pick Become <teacher>'s student to start training under them.
  • Trials: Most teachers ask you to complete their trials first, in order (see below). The rest just want a sparring session.
  • Your Own Pace: Progression → Teachers shows a progress bar and every trial, each with a Start button. Do them whenever you like, over as many sessions as you need. Your progress is saved.
  • Chat Guide: The teacher also lists your checklist in chat when you sign up and whenever you talk to them, with a hint and Start, Abandon and Become buttons.
  • Price: Becoming a student costs Combat Points once you've finished their trials, from 80 (Yamcha) up to 250 (Time Patroller Trunks). Peek shows each price.
  • One At A Time: You train under one teacher at a time. After gaining a teacher, there is a short wait (30 minutes by default) before another will take you on. Progression → Teachers counts it down.
  • For Life: You can be the student of as many teachers as you like, and once a teacher takes you on, they stay your teacher.
  • Party Training: Sign up while in a party and you can invite them to train under the same teacher. Party-friendly trials can be done together. In duels the teacher brings an ally for every extra player (Vegeta brings Nappa, Raditz and a Saiyan; Roshi brings Krillin, Yamcha and Tien). Sparring sessions are always one-on-one.
  • Retries: Lose a duel and you can try again after a short wait. Abandon stops training; quest trials reset if you start again, but achievements you've earned always count.
  • Story Trials: Saga chapters that are part of a trial can be done for your teacher even if you haven't reached them in the story yet, or already finished them.

Teacher Trials

  • Master Roshi: Win Baba's Undead Tournament, beat him in a best-of-three dojo duel, then train with him.
  • Goku: Earn Z Fighter Challenger by finishing 10 Z-Fighter Challenge matches (win or lose), beat him in a best-of-three dojo duel, then train with him.
  • Supreme Kai: Complete the Kai Trials, then train with him.
  • Jaco: Earn Galactic Bounty Hunter by capturing 10 bounty targets (wanted players and Jaco's Mercenary Gang job both count), then train with him.
  • Piccolo: Earn Time Chamber Veteran by finishing 3 full Time Chamber sessions, beat him in a one-round dojo duel with three lives each, then train with him.
  • King Kai: Catch Bubbles, then finish The Gravity Room.
  • Vegeta: Finish The Gravity Room three times, complete Future Saga: The Saiyans Arrive, beat him in a one-round dojo duel with two lives each, then train with him.
  • Nappa: Train with him, then survive Nappa's Trial: waves of saibamen, then Nappa himself with two lives.
  • Demon King: Complete Demon Realm - Hunt for the Dragon Balls, then win a free-for-all in Purgatory against a pack of demons with three lives each.
  • GT Goku: Survive GT Goku's Trial (two waves of Shadow Dragons, then Omega Shenron with three lives), beat him in a one-round dojo duel with three lives each, then train with him.
  • Captain Ginyu: Complete Future Saga: The Ginyu Force, then train with him.
  • Bardock: Complete Bardock - Alone Against Fate, then train with him.
  • Yamcha: Beat him in a best-of-three dojo match with two lives each round, then train with him.
  • Krillin: Beat him in a best-of-three dojo match, then train with him.
  • Time Patroller Trunks: Complete Future Saga: Assist Bulma! and Future Saga: Goku In Peril!, then train with him.

What Every Teacher Teaches

Description: Each teacher's Learn Techniques option sells their own moves. Every technique costs Combat Points and Special SP, and many also need a Power Rank, another technique, or a mastery level first. Some come in chains that you learn in order.

Goku

  • Soaring Fist (30 CP, 15 Special SP): Gather power into your fist, then launch a giant flying fist at the opponent in front of you, slamming them with a shockwave and heavy stamina damage.
  • Meteor Strike (36 CP, 18 Special SP): Kick a nearby opponent forward, reappear behind them and land a grounding kick that deals damage, stun and stamina damage.
  • Gravity Bash (40 CP, 20 Special SP): Wrap yourself in a sphere of ki and rocket forward, steering with your movement keys as your stamina burns. Ramming an opponent lands a crushing blow that blasts them away.
  • Bending Kamehameha (Power Rank 25, Kamehameha Level 5, 100 CP, 10 Special SP): A Kamehameha that bends and chases your opponent. If they slip behind it, it stops chasing and flies on straight.
  • Continuous Kamehameha (Power Rank 25, Kamehameha Level 10, 120 CP, 10 Special SP): Keep tapping to fire up to ten one-handed Kamehameha beams from alternating hands. They curve back in to cross over the spot you aimed at.
  • Twin Dragon Shot (Power Rank 30, 150 CP, 10 Special SP): Hold to charge two explosive energy balls, one in each hand, up to five times bigger and stronger. Steer both with your movement keys while they fly.
  • Meteor Combination (Power Rank 30, 180 CP, 18 Special SP): A flying elbow, a barrage of kicks and a heavy punch that leaves them stunned. Spam-tap while winding up to dash further, then tap once more after the final punch to fire a Super Kamehameha.
  • Instant Spirit Bomb (Power Rank 33, needs Omega Bomb, 250 CP, 10 Special SP): Charge a spirit bomb high above your head, then teleport behind your opponent and hurl it at them. Weaker than the Super Spirit Bomb but far harder to avoid.
  • Kaioken Rush (Power Rank 33, needs God Fist, 250 CP, 15 Special SP): Kaioken up for +50% power, rocket in with a rising uppercut, punch them away as they fly, then finish with one of your own super beams, charged in half the time.

King Kai

Kaioken Chain

  • God Fist (Power Rank 20, 100 CP): Replaces your normal power up with Kaioken levels. Each level gives more power than the last but drains health and energy.
  • Kaioken Assault (Power Rank 25, God Fist Level 5, 150 CP, 12 Special SP): A lightning-fast lunge with no wind up that deals heavy damage at the cost of a little of your health.
  • Super Kaioken Assault (Power Rank 30, Kaioken Assault Level 10, 100 CP): Burst forward with an aim-assisted Kaioken dash and slam into your opponent for heavy damage, knockback and screwed movement.

Spirit Bomb Chain

  • Omega Bomb (75 CP): The most powerful single hit in the game. Press once to start charging and again to fire, guiding it with your movement keys.
  • Light Spirit Bomb (Power Rank 20, 200 CP): Tap to charge while you keep moving, then tap again to throw it. Goku's Saiyan Saga Spirit Bomb.
  • Super Spirit Bomb (75 CP, 15 Special SP, 250 Z Points): A massive Spirit Bomb that crushes anything it lands on.

GT Goku

  • Dragon Fist (36 CP, 18 Special SP): Charge at your opponent and drive your fist straight through them in the shape of a shining golden dragon. Low Class Yasai and Syn learn it without spending Special SP.
  • Kamehameha Reversal (Power Rank 25, 200 CP, 13 Special SP): A one-second counter. If an opponent hits you with a melee technique, you dash back and fire a Kamehameha at them.
  • Dragon Fist Of Rage (Power Rank 36, 50,000 base BP, 500 CP, 15 Special SP): Charge for five seconds while still fighting, then unleash a golden dragon that flies through everyone it hits, dealing heavy damage and a ki explosion and leaving them stunned and slowed.
  • Dragon Strike (Power Rank 44, 225 CP, 16 Special SP): Charge an energy sphere while you keep moving, then throw it whenever you like. It grows stronger and stronger until it's fully charged after ten seconds.

Vegeta

  • Direct Smash (Power Rank 36, 100 CP, 17 Special SP): Power up and charge straight ahead through anyone in your path. Everyone you pass through takes heavy damage, explodes and loses stamina.
  • Super Shine Shot (Power Rank 36, 150 CP, 17 Special SP): Charge a ball of fire while you move around, then throw it to severely burn your opponent.
  • Final Shine Attack (Power Rank 44, 255 CP, 16 Special SP): Vegeta's super beam. A huge energy wave that deals massive damage.
  • Energy Rings (Power Rank 44, 300 CP, 24 Special SP): Fire six energy rings. If three hit, the target is trapped; keep tapping to squeeze them for damage and bleeding for up to 20 seconds while they struggle to break free.
  • Niagara Pummel (Power Rank 44, 300 CP, 17 Special SP): Kick your opponent away, chase them down, pummel them mercilessly and slam them into the ground, leaving them stunned, grounded and disoriented.

Bardock

  • Armoured Boost (Power Rank 25, 150 CP, 8 Special SP): Burst into golden armour, breaking out of anything holding you, shaking off stuns, recovering stamina and dashing away untouchable. For 15 seconds you take 35% less damage and ki blasts can bounce off you.
  • Tyrant Lancer (Power Rank 29, 90 CP, 20 Special SP): Charge energy into your hand while you fight, dash in with an energy punch that sends them flying, then blast them with a massive energy wave.
  • Final Spirit Cannon (Power Rank 36, 60 CP, 18 Special SP): Gather your energy, charge a blue sphere while still fighting, then fire it for heavy damage and a slow. Stronger below half health, and at Level 10 it fires as a massive beam.

Time Patroller Trunks

  • Full Power Energy Blast Volley (Power Rank 36, 150 CP, 12 Special SP): Unleash twelve large, bright ki blasts that explode on impact.
  • Die Die Missile Barrage (Power Rank 44, 300 CP, 16 Special SP): Hold to fire an extremely rapid barrage of up to twenty blasts. Every hit drains their stamina, restores yours and can leave them injured.
  • Spirit Sword (34 CP, 17 Special SP): A long energy blade that skewers an opponent at range.
  • Spirit Stab (Power Rank 44, 50,000 base BP, Spirit Sword Level 10, 600 CP, 15 Special SP): Your spirit sword extends like a piercing beam through everyone in front of you, dealing heavy damage and bleeding, piercing their resistance, draining their stamina and energy, and leaving a random injury.
  • Special Passives: Reduced Energy Drain, Increased Stun Resistance, Increased Block Power.

Demon King

  • Position Shift (Power Rank 17, 50 CP, 8 Special SP): A fast ki attack. If it hits, you swap places and leave them heavily stunned, disoriented and unable to recover stamina for a while.
  • Evil Blast (Power Rank 25, 100 CP, 15 Special SP): Charge a reddish-pink sphere and fire it for massive explosive ki damage and heavy corruption.
  • Confusion Blade (Power Rank 44, 225 CP, 20 Special SP): Conjure a dark blade and slash out a storm of 16 energy shuriken that bleed and can injure. At Level 10 you wield the blade itself: tap to slash, hold to throw shuriken.
  • Special Passives: Enhanced Zanzoken, Hyper Movement, Increased Beam Lock Resistance.

Mr. Satan

  • False Courage (Power Rank 29, 100 CP, 12 Special SP): For twenty seconds your power rises by 30%, everyone around you is intimidated, and nothing can knock you back, stun you or afflict you. It also clears effects already on you.

Master Roshi

  • Cleanse (10 CP, 5 Special SP): Clears your stuns and blinds and makes you stun immune for a moment.
  • Afterimage (16 CP, 8 Special SP): Strike a pose that automatically dodges the next attack, teleporting you closer to your attacker.
  • Consecutive Energy Blasts (18 CP, 9 Special SP): A continuous energy barrage.
  • Dropkick (20 CP, 10 Special SP): Channel all your energy into one devastating kick, leaving you drained for 30 seconds.
  • Pressure Sign (22 CP, 11 Special SP): Taunt your opponent. If they attack you in time, you vanish behind them and counter with a powerful kick.
  • Focus (30 CP, 15 Special SP): Boosts your power, strength, force and accuracy while slowly draining your energy.
  • Instant Blitz (38 CP, 19 Special SP): Teleport behind an opponent in front of you and land a grounding kick for heavy damage and a stun.
  • Turtle Beam (Power Rank 5, 50 CP): The Turtle School's signature beam.

Krillin

  • Turtle School's Kamehameha (12 CP, 6 Special SP): A stronger Kamehameha that deals massive impact damage, stun and slow.
  • Super Solar Flare (24 CP, 12 Special SP): A blinding flash that stuns your opponent and deals minor stamina damage.

Captain Ginyu

  • Dodoria Headbutt (30 CP, 15 Special SP): A flying headbutt that can't be blocked, smashes through shields, locks their stamina and sends them flying.
  • Gorgeous Shot (32 CP, 16 Special SP): Vanish around a nearby opponent, hop back and fire a fast beam that cuts through their defences and damages shields.
  • Sneaky Strike (40 CP, 20 Special SP): Vanish and move at hyper speed, then dash in for massive impact damage.

Cooler

  • Dirty Fireworks (32 CP, 16 Special SP): Detonate an opponent in front of you for heavy explosive damage. Anyone can learn it again.
  • Ki Bomb (46 CP, 23 Special SP): Lunge in and plant a ki bomb on your opponent, trapping them until it explodes with burning damage. Take too long or get countered and it blows up on you.

Nappa

  • Blazing Storm (28 CP, 14 Special SP): Send out a long storm of explosive tiles; hold to fire several.
  • Bear Hug (30 CP, 15 Special SP): Grab a nearby opponent and crush them for a few seconds.
  • Hyper Explosion (32 CP, 16 Special SP): Charge fully, then click next to a player to deal massive force-based explosive damage.

Jaco

  • Elite Shooting (22 CP, 11 Special SP): A rapid volley of finger blasts; each hit knocks back, stuns, drains stamina and can shatter shields.
  • Shadow Crusher (28 CP, 14 Special SP): Zip around a nearby opponent in a blur of afterimages, freeze them, then crash in with a brutal knockback strike.
  • Elegant Blaster (36 CP, 18 Special SP): A stronger version of the Final Flash.

Piccolo

  • Ki Mine (30 CP, 15 Special SP): Scatter mini land mines around you that explode with knockback when stepped on.
  • Ki Pull (36 CP, 18 Special SP): Pull your target towards you very quickly.
  • Regeneration (40 CP, 20 Special SP): Trade energy for health whenever you're hurt. Toggle it on and off any time. Namekians get it for 25 CP and no Special SP.
  • Special Passives: Increased Shield Timer, Shield Efficiency, Reduced Explosion Damage.

Supreme Kai

  • Ki Dampener (22 CP, 11 Special SP): Taunt your opponent. If they attack you in time, the attack is nullified and their power and energy are reset to 100% if above it.
  • Ki Discharge (36 CP, 18 Special SP): Up close, cancel your opponent's energy attacks and stop them using ki for a while. Trying anyway backfires and drains them.
  • Ki Restore (40 CP, 20 Special SP): Hold still for a moment to restore 20% energy.
  • Position Swap (40 CP, 20 Special SP): Try to force your target to swap places with you.
  • Special Passives: Reduced Kaioken Drain, Increased Knockback Resistance, Enhanced Anger.
  • Fusion: Fusion Dance (Power Rank 15, over 100,000 base BP, 5,000 Z Points and 600 Saga Tokens) and Potara Earrings (Power Rank 15, over 100,000 base BP, 15,000 Z Points and 1,000 Saga Tokens).

Yamcha

  • Special Passives: Reduced Stamina Drain, Screw Movement Resistance, Enhanced Power Up.

Race Teachers

Every race's own techniques are taught by its race teacher. Your Progression tab names the right one for you.

  • Vegeta: Yasai and Saiyan Warrior. Time Patroller Trunks: Half Yasai. Krillin: Human. Piccolo: Puranto.
  • Captain Ginyu: Alien. Hit: Hit. Bergamo: Bergamo and Lavender. Cooler: Frost Lord. Nappa: Saibamen.
  • GT Goku: Shadow Dragon, X-17, Metal Man, Neo-Android and Seven-Three.
  • Demon King: Demon, Janemba and Warlock. Majin Buu: Majin. Perfect Cell: Bio-Android.
  • Supreme Kai: Kai. Whis: Angel. Beerus: Beerus.
  • Jaco: Cerealian, Glorio, Hatchiyack, Bojack, Onion Lad and Planet Eater.
  • Regeneration: Bio-Androids, Majins, Namekians and Janemba get Regeneration as their own technique from their race teacher for just 25 CP and no Special SP.

Learn Fighting Styles From The Masters

Description: Fighting styles are taught by the masters themselves. Visit a teacher to switch to their style; it replaces your current one.

  • Requirements: Power Rank 10, 450 Z Points and 50 Combat Points. There's no age requirement any more.
  • Trunks: Swordsman, Executioner and Juggernaut
  • Master Roshi: Turtle, Drunken Fist, Ninja and Boxing
  • Captain Ginyu: Zetsuken and Ginyu
  • Hit: Assassin
  • Yamcha: Wolf and Brawler
  • Tien: Crane and Ninja
  • Krillin: Spirit Brawler
  • Broly: Wrestling and Maniac
  • Majin Buu: Mage
  • Bulma: Technician and Scientist
  • Mr. Satan: Champion
  • Style Techniques: Depending on the server, a style's techniques are either in their own Fighting Style Skills section of the Learn menu, or sold by the style's teacher. At a teacher they cost their usual Skill Points plus half as many Combat Points (rounded up, never more than 40).
  • Style Ranks: Ranks that belong to a style (Wolf Master, Crane Master, Turtle Master, Grapple King, Maniac Master, Blade Master) only appear on a teacher once you have that style.

Special Learn

Description: Special Learn is a new verb that holds the skills any race can learn: Learn Special Skills (paid with Special SP) and Learn Combat Skills (paid with Combat Points). Everything race-, style- or teacher-specific is taught out in the world instead.

  • Where Did My Skill Go? Its How do I learn other skills? option opens a short guide to which teachers sell which techniques, who teaches your race's skills and which masters teach each style.

Special Passives Are Taught By Teachers

Description: On servers that use it, special passives are taught by teachers at the same price as before (Combat Points plus Special SP), and only to their students.

  • Time Patroller Trunks: Reduced Energy Drain, Increased Stun Resistance, Increased Block Power
  • Yamcha: Reduced Stamina Drain, Screw Movement Resistance, Enhanced Power Up
  • Supreme Kai: Reduced Kaioken Drain, Increased Knockback Resistance, Enhanced Anger
  • Demon King: Enhanced Zanzoken, Hyper Movement, Increased Beam Lock Resistance
  • Piccolo: Increased Shield Timer, Shield Efficiency, Reduced Explosion Damage
  • Reset Special SP: The one-time Special SP reset has its own entry in the Learn menu.

Progression Tab

Description: The Progression tab is now the home for everything you can learn and everything you're working towards.

  • Character & Skills Buttons: The Character and Skills buttons on your bottom bar open Progression on any interface. Character opens on Body (your race and class passives are listed above your body passives) and Skills opens on Mastery.
  • Invest Combat Points: Click a body passive or a skill and pick +1, +10, +100, All or a custom amount.
  • Learnables: One page for everything you can learn:
    • Race Skills: How many of your race's skills you've learned, with a progress bar. Every missing skill is listed with its price and every teacher who sells it, including race skills learned with Skill Points.
    • Fighting Style: No style yet? It shows what you need and which teacher teaches each style. Got one? It lists every skill your style can learn, which you have, prices and where to get them. Styles granted by your race, an item or a form show too.
    • Special: How much of your Special SP you've used, and every special skill you can learn with its price and seller.
    • Passives: Every special and combat passive, who teaches it or where to buy it, and which you already have.
    • Transformations: Your next transformations and what they need.
    • Essentials: A checklist of the basics every fighter should pick up first: Fly, Sense Level 1 and 2, Dash, Observe, Dash Attack, Toss, Uppercut, Power Strike, Sledgehammer, Power Control and Explosive Wave.
  • Mastery: Every skill's level, EXP and current bonuses, with a link to the full guide on how mastery works.
  • Unlocks: For every skill you own, what levelling it up gets you and at what level: brand-new skills (like Crusher Ball Volcano, Triangle Danger Beam or a Super version of your beam), new ways the attack works, power-ups and techniques it lets you buy from teachers. The skills closest to their next unlock are at the top. Skills that unlock something carry a gold AWAKENS AT LV.X tag in your Skills list, or FULLY AWAKENED once you've got everything.
  • Teachers: Every teacher who has taken you on, with their picture and where they are, plus your training checklist and the countdown until you can take on another.
  • Classic Interface: On the classic interface, the Character button opens Progression, with a once-a-day reminder.

Skill Changes & Prices

  • Saiyan Warrior Techniques: Saiyan Charge and the Saiyan class techniques (Meteor Break, Riot Javelin, Rebellion Hammer, Arm Break, Saiyan Spirit) now cost 25 Combat Points each from Vegeta. Anyone who already learned them keeps them.
  • Spirit Energy Strike: Back to being a Spirit Brawler technique only, now costing 70 Combat Points instead of Skill Points.
  • Dragon Fist: Anyone can learn it again from GT Goku. Low Class Yasai and Syn pay no Special SP for it.
  • Dirty Fireworks & Regeneration: No longer accidentally locked to a few races. Anyone can learn Dirty Fireworks from Cooler and Regeneration from Piccolo.
  • Syn Ice Techniques: Syn can learn the reworked Ice Creation, Ice Cannon, Ice Tips and Ice Spike Burst. Old versions are swapped for the new ones on login.
  • Outdated Skills Removed: Old versions of reworked skills are no longer sold anywhere, so you can't end up with two different skills under one name (Yasai, Shadow Dragon, Primal Titan and Beerus reworks, Meteor Combination, Body Swap and X-17's Mechanical Fury).
  • Every Skill Explains Itself: Every technique sold by teachers and in the race and style shops has a proper description.
  • Shadow Crusher: Actually crushes now. It used to freeze you in place and do nothing; now it zips around your opponent in a blur of afterimages and slams into them.

Quality Of Life

  • Shops In Their Own Window: Every teacher, race and fighting style shop opens as a pop-out window with its own title bar and close button.
  • NPCs No Longer Ignore You: Closing a shop or skill tree window with its X no longer leaves every NPC ignoring you until you relog.
  • Learn Menus Fixed: Characters holding certain transformations could have their skill lists quietly fail to load in the Learn menu. Fixed.
  • True Colours: NPCs show the hair and clothing colours they were designed with.
  • Cleaner Learn Menu: Combat Passives only appears when there's something you can buy.
  • Beerus Talks To Everyone: Beerus has a new home and speaks to anyone. Only challenging him needs Power Rank 10 and 10,000 achievement points.
  • Hit & Whis: Hit teaches the Hit race, the Assassin style and the Assassin Master rank. Whis teaches Angels and, at wipe stage 2, the Angel path.
  • Wolf Master: Bergamo now grants the Wolf Master rank instead of Yamcha.

Werewolf Reworks

Passive 1: Natural Wolf

Description: The Werewolf Race are natural wolfs, this innately grants them the Wolf Fighting Style while allowing them to pick other fighting styles.

  • Wolf Cooldowns: Werewolf has reduced melee technique cool-downs as a result of Wolf Fighting Style, although at a lesser amount then normal wolf style users.
  • Melee Target Reach: Werewolf has increased melee target reach as a result of the Wolf fighting style.
  • Dash Length: As a result of the wolf fighting style, dash techniques dash longer on Werewolf race.
  • Weak Weaponry: Werewolf has significant damage debuff’s if they are trying to wield a weapon.
  • Wolf Style Skills: Werewolf has access to all wolf fighting style skills and can be eligible for the Wolf Master special rank.
  • Where To Learn: Werewolves can learn Wolf techniques from Bergamo on Planet Arconia (X: 103, Y: 301) as well as from Yamcha. Bergamo also offers the Wolf Master rank to Wolf fighters, and is where both classes learn their own techniques.
  • Wolf Passives: Enhanced Reflexes, Weakened Rapid Assault, Predatory Assault, Hunt Mode, Frenzy Strikes, Pack's Resilience.

Passive 2: Wolf Reflexes

  • Movement Speed: All wolves have 30% faster movement speed.
  • Fast Melee Attack Speed: All wolves have 20% faster melee attack speed.

Deliberate Balancing

  1. Wolf Fang Fist: Bergamo Class does not get the full bonus from using Wolf Fang Fist as this would stack too hard with their other bonuses. Wolf Fang Fist makes them 10% faster rather then 23%.
  2. Wolf Cooldowns: Werewolf does not get the full 30% less melee technique cool-downs due to this being too powerful without the downsides. They get a lesser 10% less melee technique cool-down.

Lavender Class

Passive 1: Poison Manipulation

Description: All Lavender techniques are centered around Poison. Unlike Bergamo’s massive strength, Lavender has to rely on the constant application of Poison to chip down an opponents health overtime while minimising damage on oneself to take advantage of the slow destruction of the opponent. Below is a list of things the Poison Status Effect does.

  • Health & Stamina Drain: Poisoned opponents suffer from a slow drain of health and stamina, which scales with how high the poison meter on their opponent is. This drain goes straight to health and skips opponents damage resistance.
  • Slow Recovery: While opponents are poisoned, they suffer from reduced health, ki and stamina regeneration. This also effects the regeneration skill.
  • Flashing Purple: Poisoned players begin to flash purple as an indicator that they are currently posioned.
  • Poison Control: Exclusive to Lavender, they have a meter which shows on their screen which represents the amount of poison a targeted opponent has. This allows Lavender to better manage their applications of poison on the opponent.
  • Accuracy & Reflexes: Poisoned Opponents suffer from poor sight and weak reflexes. They suffer reduced accuracy and reflexes making it harder for them to dodge or hit opponents while poisoned.
  • Poison Resistance: Exclusive to the Lavender Class, Poison applied to Lavender builds up far slower and drains them far less.
  • Melee & KI Techniques: All melee and ki techniques have a small chance to deal poison damage even when not using Poison Fists. Although the amount of Poison and chance increases greatly when using Poison Fists

Passive 2: Timid & Fast Body

Description: Unlike Bergamo, Lavender’s body is weak. They do not have massive damage resistance and outgoing damage boosts. However, they have increased speed, reflexes and accuracy.

  • Damage Resistance: Lavender has no natural damage resistance.
  • Outgoing Damage: Lavender has -10% outgoing damage; this applies to both melee and ki attack but does not apply to poison damage.
  • Reflexes: Lavender has increased reflex stats, hit reflexes, and a stat rating bump to Reflex.
  • Accuracy: Lavender has increased accuracy stats, hit accuracy and a stat rating bump to Accuracy.
  • Speed: Lavender has increased speed stats, movement speed, and 10% cool-down reduction.

Passive 3: Poisonous Anger

Description: Lavender has a special limit burst effect. It is a fusion of the Paralysis limit burst and Lavender’s Venom. Lavender gets a unique limit burst passive called Venomous Paralysis. While limit burst is active whether from anger or from the limit burst technique, opponents who attack them:

  • Poison Infliction: Opponents ****have a moderate chance of being inflicted with poison, just from attacking the Lavender.
  • Outgoing Damage: Lavenders outgoing attacks have a higher chance of dealing poison damage. The amount of poison damage applied per attack is also moderately increased.
  • Powering Up: While powering up, Lavender casually lets out poison smog into the surrounding area, close-by opponents near Lavender with Venomous Paralysis begin to see small amounts of poison build up on them over-time just for being near the Lavender.
  • Relentless Blinding: Once someone is blinded by poison they can't be blinded by poison again for 15 seconds. While Venomous Paralysis is active, Lavender can blind them again after only 7.5 seconds.

Ki Skill 1: Venom Sniper

Description: Holding this technique charges poison in the Lavenders arms, while charging the opponent can move around, releasing the technique fires a poisonous beam which deals weak impact damage but deals heavy poison damage. This technique can be used on both melee and ki characters as it applies static poison. But the impact will do more on characters with force damage. This technique goes straight through the user and can hit multiple opponents at once.

  • Poison: This technique deals heavy poison damage.
  • Light Damage: This technique has a smaller cool-down and deals light damage relative to Poison Beam.
  • Charge: Hold the technique for up to 3x power. Charging longer raises the impact damage, the poison and the blind chance.
  • Blinding Damage: On direct impact this technique has a chance (20%, up to 40% when fully charged) to temporarily blind the opponent with poison. Leaving them vulnerable to follow-up attack. While blinded the user’s reflexes are sharply decreased but it only lasts a brief period.
  • Poison Trail: This technique leaves a poisonous trail which leaves poison tiles on the floor, players walking on these tiles are inflicted with poison damage.

Ki Skill 2: Poison Blast Barrage

Description: This is a poisonous consecutive energy barrage. Each blast is engulfed with poison, while it deals light damage per blast, it stacks quickly and can result in an opponent being inflicted with heavy poison damage.

  • Amount Of Blasts: This technique shoots up to 12 blasts in quick succession. Each blast packs up to 6% poison.
  • Blinding Damage: Each blast has a 5% chance to blind the opponent with poison, rising to 13% while Venomous Paralysis is active.
  • Ki Damage: The damage of the blasts is based on Force/Ki. Although, like the other skills the poison is completely static.

Ki Skill 3: Poison Beam

Description: This is a heavy damaging poison beam which deals heavy impact and explosion damage on impact. If hit directly, this technique explodes into a cloud of poison which leaves poison tiles on the floor and hampers the players view. Unlike Venom Sniper, this does not leave a trail of poison, and directly explodes on impact.

  • Charge Up Period: This technique requires a brief moment to charge before firing, it is less mobile then venom sniper which allows you to move around while charging.

  • Poison Cloud: Upon impact, a poisonous cloud is formed, standing inside the poison cloud rapidly increases your poison meter. It also drops poison tiles on the floor.

  • Ki Damage: The damage of the blasts is based on Force/Ki. Although, like the other skills the poison is completely static.

    Skill Upgrade 1: Super Poison Beam

    Description: This technique can be unlocked when your Poison Beam reaches Level 10, and you have the Combat Points to purchase this skill. It gives you a super beaming variant of the poisonous beam which deals multiple ticks of poison damage before exploding dealing heavy impact damage and leaving the opponent blinded by poison. This technique does more damage the lower your health is, and has heavy drain. It is better used as a finisher.

Hybrid Skill 4: Poison Breath

Description: The Lavender charges up a heavy amount of poison internally before shooting out a wide arc of poison. Opponents hit directly by the impact are inflicted with large amounts of poison which gives them a small chance of being blinded as well as taking moderate impact damage based on both melee and force. This technique leaves poison on the ground, players standing on these tiles have their poison meter rise quickly.

  • Blinding Damage: 30% chance to blind opponents hit by the impact with poison (45% while Venomous Paralysis is active).
  • Poisonous Tiles: This technique leaves poisonous tiles on the floor, making the general area dangerous for opponents to cross.
  • Hybrid Damage: This skill’s impact damage is based on a combination of force and strength. While dealing static poison damage.

Melee Skill 5: Venom Barrage

Description: This is a melee range technique which upon landing it on an opponent deals various ticks of melee damage which also inflicts poisonous damage on the opponent. Opponents poison increases by 5% per hit making the technique apply a total of 40% poison if opponents are hit by every single attack without breaking out. This technique has a total of 8 hits.

  • Melee Barrage: This is a melee barrage technique which inflicts poison damage. It’s damage is primarily based on melee however the poison effect is static so it can be used on all types of characters.
  • Poison Fist Buff: The amount of poison applied per hit increases to 8% if used while Poison Fists is active.

Hybrid Skill 6: Poison Fists

Description: This technique engulfs the user’s arms with poisonous energy. While Poison Fists is activated, all melee techniques and ki attacks have a significantly higher chance to deal poison damage and inflict poison status effect. This is no longer limited to Lavender specific skills, your general attacks will begin to apply poison on opponents. Projectiles will also glow purple as an indicator they are engulfed with poison.

  • Duration: Lasts 20 seconds, with an on-screen timer so you know when it fades. Its cool-down starts once it fades.
  • Poisonous Strikes: Every basic attack, melee technique and ki attack that hits applies poison while it's active.

Hybrid Skill 7: Poison Wave

Description: This technique lets out a three to five tile wide wave of moving poison which leaves a huge poison trail behind it. Opponents hit directly by the poison are dealt with massive poison and a high chance to be blinded, however opponents who later stand on the tiles have their poison meter rapidly increase.

  • Wave Size: Tap for a 3 tile wide wave, hold to widen it to 5, or hold to the max for 7 (costs more energy and has a longer cool-down).
  • Venomous Paralysis: While Venomous Paralysis is active the wave inflicts even more poison and blinds more often.

Hybrid Skill 8: Poison Infusion

Description: The Lavender gathers poison and slams the ground, infusing the earth with it. The poison rushes through the ground in every direction at once, leaving lines of poison tiles behind it. Opponents it reaches are immediately hit with poison as it bursts out of the ground beneath them.

  • Every Direction: Poison travels out in a full circle around the Lavender, so it can catch opponents on every side.
  • Hybrid Damage: Opponents hit take minor impact damage based on both Strength and Force, a heavy dose of poison and a short stun.
  • Poison Eruption: Where it hits, poison tiles burst out of the ground around the opponent.
  • Blinding Damage: 25% chance to blind opponents hit with poison (40% while Venomous Paralysis is active).
  • Poison Trail: Every line of poison leaves poison tiles on the floor, making the whole area around the Lavender dangerous to stand in.

Transformation: Super Lavender Form

Description: Lavender's venom surges through their whole body, making them faster and far more dangerous, at the cost of an even frailer frame.

  • Requirements: Around 5 million Battle Power (the exact amount varies a little per character), Power Rank 50 and 5,000 energy. It unlocks automatically once you reach them.
  • Battle Power: 1.22x Battle Power.
  • Damage Dealt: Deals 15% more damage.
  • Damage Taken: Takes about 11% more damage.
  • Speed: 15% faster.
  • Stamina: Landing attacks restores 30% more stamina.
  • Energy Drain: Slowly drains energy while active.
  • Buffs: Can be used together with buffs.

Racial Learn Guide

Description: Below is a list of the costs and methods of obtaining each skill for the Lavender Class.

  • Where: Lavender techniques are learned from Bergamo on Planet Arconia (X: 103, Y: 301). Werewolves can also learn Wolf techniques there.

  • Venom Sniper: 20 Combat Points + 90 Skill Points

  • Poison Blast Barrage: 30 Combat Points + 50 Skill Points

  • Poison Beam: 50 Combat Points + 150 Skill Points

  • Super Poison Beam: 50 Combat Points. Requires Poison Beam at Level 10 (sold alongside Poison Beam as one skill path)

  • Poison Breath: 150 Skill Points

  • Venom Barrage: 33 Skill Points

  • Poison Fists: 60 Skill Points

  • Poison Wave: 50 Combat Points + 150 Skill Points

  • Poison Infusion: 150 Combat Points


Bergamo Class

BP Loss Low Ki: 0.7

BP Loss Low Health: 0.3

Passive 1: Damage Absorbed Meter

Description: As Bergamo Werewolf takes damage, they rapidly increase in size. In order to stay large they must be constantly attacked or they shrink back very fast. Being larger increases the Bergamo’s size and strength while making the Bergamo noticeably slower.

  • Damage Dealt: The higher the amount of damage absorbed the higher the outgoing damage the Bergamo deals.
  • Damage Resistance: With higher damage absorbed the Bergamo takes less damage then normal.
  • Battle Power: The Bergamo gains a larger battle power multiplier as they get bigger.
  • Slowed Movement: Bergamo Race is notice-ably slower when they are larger.
  • Accuracy: It becomes increasingly easier for the Bergamo to land attacks while they are enlarged.
  • Reflexes: It becomes easier for the Bergamo to be attacked as they become too large to dodge attacks.
  • Mastery: This effect can be mastered and levelled up. Levelling up the passive reduces the rate at which the meter drops making it much more use-able in high stakes combat allowing you to sustain larger frames for increased amounts of time.

Passive 2: Sharp Claws

Description: Bergamo is has increased melee strength compared to other werewolf's which manifests in various differing effects.

  • Regular Hits: Bergamo’s regular melee hits deal 18% more damage then normal.
  • Melee Techniques: Bergamo naturally deals 15% more damage on melee techniques.
  • Bleed Damage: Melee attacks and techniques deal extra bleed damage for a small portion of the total damage dealt.

Passive 3: Bergamo Intimidation

Description: While damage absorbed is above 50%. The Bergamo has a chance to leave opponents within range intimidated. Intimidated Effect reduces an opponents outgoing damage, slows them down, boosts their cool-downs and makes it harder for them to hit you accurately. This effect is temporarily and has a moderate cool-down.

  • Intimidation Trigger: This effect can be triggered when an opponent increases the Bergamo’s Damage Absorbed Meter.
  • Cooldown: This effect has a cool-down of 20 seconds after an opponents intimidation ends.

Skill 1: Powered Barrage

Description: Bergamo can focus the power absorbed into his fist or feet (turning them bright red) and attack with powerful punches and kicks. This technique increases the size of the Bergamo, boosting it’s power by 30% before hitting an opponent with a barrage of punches and kicks.

  • Power Up: Bergamo grows bigger and gains 30% power for the whole barrage.
  • Heavy Barrage: 10 heavy punches and kicks, each one shaking the opponent's screen.

Skill 2: Claw Strike

Description: This is a Bergamo exclusive melee strike technique which deals heavy bleeding damage. It has a high chance to leave an injury on your opponent, and pierce a portion of their damage resistance.

  • Bleeding Damage: This technique deals heavy bleeding damage.
  • Combat Injury: This technique has a high chance to leave an arm, leg, or internal injury.
  • Pierce Damage Resistance: This technique pierces a portion of your opponents damage resistance.
  • True Damage: This technique deals true damage.

Skill 3: Powered Fists

Description: Bergamo can focus the powered absorbed into his fists. This results in his hands covered by a glowing red aura. While this is active, all melee techniques deal extra damage, and knock-back. Melee techniques have a high chance to deal stamina damage and leave opponents movement slowed.

  • Power Strike: Power Strike technique has special bonuses when used with Powered Fist.
  • Uppercut: Uppercut technique has extra bonuses when used with Powered Fist.
  • All Melee Techniques: All Melee Techniques have a chance to leave a combat injury when Powered Fist is active.
  • Damage Meter: This technique requires above 50% damaged absorbed meter to be used. While active it stops you from losing damage absorbed meter.
  • Duration: Lasts 20 seconds, with an on-screen timer. Its cool-down starts once it fades.
  • Powered Strike: An unarmed Power Strike becomes a grounding blow: it slams the opponent down, stuns them, deals heavy stamina damage and pierces their damage resistance.
  • Powered Uppercut: Uppercut deals extra health and stamina damage the more it's charged and screws the opponent's movement. A fully charged Uppercut slams them back into the ground.
  • Power Burst: Melee techniques sometimes burst with power, cratering the ground and shoving the opponent away.
  • Guard Crusher: Blocking Bergamo while Powered Fists is active is far less effective. Blocks let much more damage through and cost the blocker more stamina.

Combat Points Cost: 150

Skill 4: Double Knuckles

Description: A Bergamo Rushing technique. This technique requires stamina to pull off— Bergamo engulfed in a fiery aura will dash toward enemies within range before hitting them with a heavy knuckle attack to both sides of their head leaving the opponent with screwed movement and a moderate chance for a brain injury.

  • Combat Injury: Chance to leave a brain injury.
  • Screwed Movement: This technique deals screwed movement and leaves opponent disoriented allowing for a follow up attack
  • Melee Damage: This ****technique deals moderate health and stamina damage.

Skill 5: Crusher Counter

Description: Bergamo has the ability to use it’s damaged absorbed meter as a defensive shield against opponents. Using this technique sets up a counter, if attacked within a brief 2 second period by a melee attack. Bergamo grows in size and power significantly and deals back a counter blow which deals heavy melee damage and knock-back, leaving the opponent disoriented.

  • Disorientation: This technique leaves the opponent with screwed movement, making it harder for them to anticipate further attacks.
  • Knock-back & Stamina: This technique deals heavy knock back and stamina damage to your opponent.
  • Damage Bonus: After landing this counter, Bergamo gets a damage bonus for the next 10 seconds.

Ki Skill 1: Danger Beam

Description: Bergamo uses both hands to charge this technique before shooting a heavy red coloured energy beam with damage that scales based on force and the Bergamo’s damage absorbed meter.

  • Damage Absorbed Meter: This technique does higher damage the higher the damage meter of the Bergamo.

  • Force Damage: Like other beams and ki attacks, this technique uses force damage.

  • Skill Mastery Unlocks: Reaching Level 10 of this skill, allows the beam to transform into a Super Beam when combined with the Powered Fists technique. When using Powered Fists, initiating this beam turns it into a more powerful Super Beam.

  • Charge: Bergamo plants himself and charges briefly with both hands before firing. The beam fires in a straight line.

    Mastery Unlock Ki Skill 2: Triangle Danger Beam

    Description: This technique requires Danger Beam to be fully mastered at Level 15 to be unlocked. It’s a final attack which deals heavy damage when below 30% health. Unlike Danger Beam this technique shoots two beams at once that attempt to chase your opponent briefly if you are facing them.

    • Twin Beams: One red and one blue beam fire from either hand, fanning out before curving in on the opponent.
    • Final Attack: Each beam hits much harder while Bergamo is below 30% health, and both still grow stronger with the Damage Absorbed meter.

Transformation: Super Bergamo Form

Description: Bergamo swells with absorbed power, cloaked in a red aura with glowing red eyes, growing half again bigger on top of the size from the Damage Absorbed Meter.

  • Requirements: Around 5 million Battle Power (the exact amount varies a little per character), Power Rank 50 and 5,000 energy. It unlocks automatically once you reach them.
  • Battle Power: 1.22x Battle Power, plus 10 million.
  • Damage Dealt: Deals 15% more damage.
  • Damage Resistance: Takes 15% less damage.
  • Reflexes & Speed: 10% lower reflexes and speed.
  • Stamina: Landing attacks restores 30% more stamina.
  • Size: Grows 1.5x bigger, on top of the Damage Absorbed Meter's growth.
  • Energy Drain: Slowly drains energy while active.
  • Buffs: Can be used together with buffs.

Racial Learn Guide

Description: Below is a list of the costs and methods of obtaining each skill for the Bergamo Class.

  • Where: Bergamo techniques are learned from Bergamo on Planet Arconia (X: 103, Y: 301). Werewolves can also learn Wolf techniques there.

  • Powered Barrage: 100 Skill Points

  • Claw Strike: 150 Skill Points

  • Powered Fists: 150 Combat Points

  • Double Knuckles: 60 Combat Points

  • Crusher Counter: 65 Skill Points

  • Danger Beam: 50 Combat Points

  • Triangle Danger Beam: Unlocks automatically when Danger Beam reaches Level 15


Werewolf General Changes & Bug Fixes

  1. Lavender Poison Resistance: Fixed a bug with the Poison Resistance passive not working on Lavender as it looked for a Lavender Race instead of Class.
  2. Poison Bug: Fixed a bug with Poison making it so that if you are poisoned, you are MORE LIKELY to dodge Ki attacks as opposed to being less likely.
  3. Makyo Star Regeneration Bug: Poison now slows Onion Lad Star Regeneration rather then speeding it up. Fixed a bug with it having the reverse effect.
  4. Poison Stops Regeneration Setting BUg: Fixed a bug with this setting doing effectively nothing. While enabled, which it is by default. Regeneration was not stopped. However this setting is now off by default. Poison slows down regeneration rather then stopping it entirely, see the note below.
  5. Poison Status Effect: Poison now slows down the regeneration skill but not the drain. This makes it more effective against regeneration users. Previously it just slowed natural health regeneration.
  6. Werewolf: Does not get the innate drawbacks of the Wolf fighting style. Except the one that makes them do less damage if they are using weapons.
  7. Damaged Absorbed: Fixed a bug with Bergamo’s Damage Absorbed Meter no longer reducing their movement speed as they got bigger.
  8. Werewolf & Wolf: Now has a damage debuff holding any weapon not just basic ones.
  9. Wolf Skill Cooldowns: Werewolves who pick a different fighting style no longer get longer cooldowns on their Wolf skills.
  10. Wolf Damage Cap: The Wolf style's higher melee damage cap now applies to Werewolves even when Wolf isn't the style they picked.
  11. Bergamo Bleed Bug: Fixed a bug where Bergamo's melee techniques made the Bergamo bleed when they were hit, instead of making the opponent bleed when the Bergamo hit them.
  12. Super Bergamo Form Size: Super Bergamo Form no longer resets the size Bergamo gained from the Damage Absorbed Meter. The two now stack.
  13. Transformation Numbers: Super Bergamo Form and Super Lavender Form now show the Battle Power boosts they actually give.
  14. Damage Absorbed Meter: The meter now also fills from true damage, burn, bleed and poison.
  15. Damage Absorbed Ki Blasts: Fixed Bergamo's ki blasts getting the meter's damage bonus twice.
  16. Poison Duration Bug: Absolute Ruler no longer makes poison last longer. It still reduces how much poison you take.
  17. Poison Triggers: Getting poisoned now triggers effects that react to status effects, like Uub's Unhinged Instinct.
  18. Assassin & Hit: Their bonus against status-effected (including poisoned) targets no longer applies twice on ki blasts.
  19. Limit Burst Bug: Fixed the Limit Burst technique not cleaning up its special effects when it ended.

Combat Fixes & Changes

Melee Techniques Get Your Melee Bonuses

Description: Many melee damage bonuses only powered up your basic punches and left your melee techniques at normal strength. That included transformation and fusion damage boosts, God Fist, Blazing Soul, Blood Lust, Dragonic Rage and many race passives. Your melee techniques now get all of them too.

  • Double Counting Fixed: A few bonuses and penalties were being applied twice on the same hit and now apply once: Assassin and Hit's bonus against status-effected targets, being captivated, the training buff and weapon damage on punches, and Brawler's Mastery, Goo Body and Hope of the Future on melee techniques.

Damage Buffs No Longer Change Accuracy

Description: Damage buffs and debuffs used to also change how often you land a hit, how far you knock people back, how long your stuns last and how easily you break grabs. Now only power and stats decide those, and damage buffs only change damage. Ally damage protection in events no longer makes your teammates miss.

Dodges & Counters Check The Right Person

Description: Several techniques were checking for a dodge or counter on the user instead of the person being attacked, so your own passives could block your own attack while your opponent's dodges never got their chance. Fixed for the Crane and Drunken Fist styles, and techniques from Dyspo, Jiren, X-17, Cerealian and Vampire.

Piercing Attacks Go Clean Through

Description: Piercing techniques like Special Beam Cannon and Final Impact no longer jolt sideways when they hit someone. They pass straight through and carry on along the line you fired them.

Transformation Numbers

Description: Super Nuova Shenron now shows the power it actually gives (×1.33 and +20M). Nothing changes in a fight; the numbers you see are just correct now.


Race Technique Fixes

  1. Molten Trap (Metal Man): Now sprays a cone as long and wide as Demonic Flame with molten mist and a screen shake. It holds you for up to 20 seconds (was 5) unless you struggle free, and it's as hard to escape as Energy Rings.
  2. Guldo's Techniques: Anyone who has one of Guldo's techniques can now use it. Time Stop still can't be used by NPCs.
  3. Galaxy Dynamite (Captain Ginyu): The blasts now face the direction they fly.
  4. Dashing Blue Hurricane (Burter): No longer does nothing when nobody's in front of you. You still charge forward, and if you crash into someone the full combo goes off.
  5. Ginyu Force Kits: New Jeice, Recoome, Burter, Guldo and Captain Ginyu characters no longer get the base Alien customisation screen or its Limit Burst passive pick. Captain Ginyu still picks his own Limit Burst type, while the others each come with their own fixed one.

New Bosses & Quests

The Ginyu Force

Description: During the Frieza Era, the Ginyu Force roams the world: Captain Ginyu as a big boss, with Guldo, Recoome, Burter and Jeice as mini bosses. Each fights with their own race skills and fighting styles.

Future Saga: The Ginyu Force

Description: The Ginyu Force has landed on Future Namek. Take them on one by one: Guldo (two lives), Recoome (three lives), Burter and Jeice together (two lives each), then Captain Ginyu (five lives) with Jeice back for more. Solo or with a party; bring friends and some Frieza Force soldiers join the first two fights.

Bardock - Alone Against Fate

Description: Fight beside Bardock in the desert war zone against a horde of aliens and rogue fighters who are all fighting each other too. Three lives each, last side standing wins. Bring your party.

Future Saga: The Saiyans Arrive

Description: A Saiyan space pod has crashed somewhere on Future Earth. Track down the crash site, fight off the saibamen that crawl out, then take on Nappa (two knockdowns) and Vegeta (three knockdowns). Solo or with a party; the saibamen scale with your group.


Achievements & Ranks

Every Achievement Can Be Earned Again

Description: The achievements special ranks ask for, and every other achievement from the old Feats, were rebuilt to count what you actually do. Several couldn't be earned at all before.

  • ELO Ranks: Every ELO tier at or below your rating now counts. Jumping straight from Wood to Silver used to skip Bronze, which locked you out of the fighting style master ranks. If you're already past a tier, you get it on your next login.
  • Infernal Conqueror: Killing 20 powerful players in Hell now counts.
  • Tournaments & Win Streaks: Tournament match wins count, and win streaks count in today's ranked dojo matches.
  • Modern Events: Team Dojo, Dojo FFA, Orb Hunter, Planet Buster, Tyrant Slayer, Conquer Planet and Dethrone Planet Ruler count in today's dojo, FFA, Capture The Orb, Planet Destruction, Boss Rush and organization systems.
  • Wishes: Porunga's wishes on Namek count, and Butterfingers finally counts dropping a Dragon Ball.
  • Bounty Hunter, Special SP & Donations: Each capture, each Special SP spent and each bank donation now counts.
  • Nothing Is Lost: On your next login, anything you'd earned in the old Feats carries over, finished or half-done. Achievement Points you were already paid aren't paid again.

Ranks

  1. North Kai: Can be earned again. It no longer needs Demonic Destruction, which came from the Demonic Trials that aren't running.
  2. Special Rank Settings: Special rank changes made by hosts weren't reaching the game for about a month. They apply again.

Events & Interface

  1. Arena Wars: Wars fought in an arena no longer flood everyone's chat. Their play-by-play only goes to the players taking part. Wars in the open world are still announced to the whole server.
  2. Gravity Warzone Rewards: The Combat Points for a knockout were going to the player who got knocked out. They now go to the player who did it.
  3. Skills Tab: The new stat panel's Skills tab shows everything the old one listed again: Train, Meditate, Toggle Sense Radar, Grab, Teach, Injure, Toggle Zanzoken and the rest, and clicking one works like before.